Monthly Archives: November 2012

Epic fail at tossing coins and strangling dudes in Hitman: Blood Money

I meant to write about Hitman: Blood Money some months ago, but I played it during an extended weekend over the summer where I hurt my lower back real bad and passed the days in somewhat of a fever haze. I mean, heck…I drew this comic during what I might consider my sanest moment. So maybe a part of me doesn’t believe how bad the controls were and frustrating the opening tutorial level was. Maybe I just wasn’t up to snuff with hitting controller buttons well. I’d try again, surely, and with all the talk about the newest Hitman: Absolution game hitting the market…well, I was in the mood for some stealthy kills.

On paper, these Hitman games sound like my kind of experience. They are described as a series of stealth action games, in which players are encouraged to use sneaking, disguises, and trickery instead of raw firepower to take out target assassinations. You control Agent 47, an assassin-for-hire, and take out targets using various methods. So far, all I’ve experienced of the franchise is the opening tutorial level in Blood Money, the hideout right after, and the beginning of the following level. I’m having a real hard time going the stealth route, instead skimping by on raw firepower, which is extremely disappointing and 100% less fun.

The controls are the biggest problem. Now, I’m playing Blood Money on the PlayStation 2. I picked this version up a long time ago for somewhere around $6, which seemed like a fair price. The beginning tutorial level, called “Death of a Showman,” is specifically constructed to show players all the different ways to be stealthy and crafty. Your assassination target is one Joseph Clarence, better known as “Mr. Swing King.” An accident at his amusement park caused the deaths of several children, and one parent seeks vengeance. The level is clearly divided into snippets, each one there to teach you a new trick: distraction, strangling, hiding bodies, wearing disguises, pretending to be someone else, messing with the environment, taking enemies as human shields, sniping, poisoning food and water, making the kill, and setting bombs. That’s…um, a lot of systems. Probably some I’m not even naming, such as using weapons (aiming, firing, reloading, figuring out how to equip/unequip) and hiding in closets. The two biggest hurdles for me are throwing coins and strangling dudes.

For tossing coins, you first have to hold the square button down to bring up the inventory. Yes, I wrote hold. You can then toss a couple of coins on the ground. The tutorial text tells you to do this. And so I do, over and over and over again. But the coins just drop at my feet, when clearly I need to get them out an open window to distract some guards nearby. You’d think the game would tell me how to aim, but no. I try using the R1 button, which is how you aim in first-person mode with a gun, but that does nothing. I try running and throwing the coins to no avail. It’s absolutely ridiculous. Eventually, I go online and learn that you have to hold in L3–which is the analog stick you walk around with–and that brings up an aiming cursor. Let me make sure this is clear: the stick you walk around with is also the stick you aim with. That means walking and aiming happen at the same time. Thankfully, Agent 47 is up against a desk, but otherwise I can’t see this working well one little bit.

Strangling dudes is just as hit or miss. Agent 47 comes pre-packed with some fiber wire. With this, he can sneak up behind someone, throw the wire around their neck, and choke them to death both silently and efficiently. Well, theoretically. I only had this scenario go down flawlessly once, and that’s the part where you’re supposed to do it anyways. Again, to bring the wire out of your inventory, you first have to hold square and then select from the items. To sneak, you hold down L1. However, to sneak with the wire ready to go, you instead hold down R1. Strangely, you can also do both if you love holding buttons down and hate your pointer fingers immensely. Then, to strangle a target, you have to get behind them and release the R1. That’s right. Letting go of a button creates the action, and what’s worse, there is no prompt so it is all guess work. Most of the time Agent 47 would just abruptly stand up behind the target, alerting them and other guards, forcing me to bust out a shotgun and blast my way to the next part.

The newspaper at the end of the level–which I think is a fantastic element–said that 28 people were slaughtered, one of them an innocent bystander. Well, that’s what happens when stealth fails and there’s no turning back. That’s not what I was going for, and without being able to play stealthy successfully, Blood Money is nothing more than a clunky, third-person shoot-em-up. After the tutorial level, you are in your hideout, where you can try other weapons and purchase upgrades for them. I started the next level, called “A Vintage Year,” but fell into the same problems previously mentioned when trying to choke a patrolling guard, thus throwing everything into shambles. Which, ultimately, is a big shame.

And no, you can’t change any of the controls. Trust me, I tried. Looked high and low and even in the middle. The most you can do is go inverted. So yeah: it’s either learn to play this way or go do something else. I think I know what I’ll be doing then.

The Bright Moon loomed, and the Scythian labored

If you follow me on Twitter, I must both apologize and then apologize for apologizing, as I went on a tweeting rampage last night due to there being a full moon in the sky, as well as a pixelated one in Superbrothers: Sword & Sworcery EP. In case you missed all the intense action, here’s a taste:

I love the absurdity of that dog-infused tweet jarringly placed among all the ones about saving sylvan sprites and working on obtaining the Bright Moon Trigon. But really, Capybara Games is to blame as they went ahead and made every scrap of text tweet-able, and dang if the writing wasn’t so bizarre and strangely amusing. One could most definitely tweet out the entire Sworcery experience–if they didn’t mind losing all their followers, that is. Right. Moving on…

I last played Sworcery a couple weeks back, completing sessions one and two in a single go, absolutely absorbed into the strange world, its fiction and sounds and meticulous aesthetics. I started exploring the lands a bit in session three, just to see what was to come, but was firmly planted in my Scythian’s tracks, as progress further depended on phases of the moon. More specifically, a Full Moon and a New Moon. And these phases had to correspond with real life. One could totally cheat by looking up when the next desired phase was and adjusting the clock on their computer or iPad, but I’m not into that. Plus, years of living a digital life via Animal Crossing: Wild World has taught me the patience required for waiting for a specific day to do something. And so I waited, about two weeks, to play.

Last night, between the fresh snow and the full moon, the outside was nearly as bright as the inside. In Sworcery, not much looked different, except for a noticeably bright and full moon hanging in the sky on just about every screen. I loved this, the mixing of real life and not, the fusing of sides A and B, the glimmering blur of there and here. Unfortunately, with a full moon comes full problems, as that antler-headed god-demon ghost-thing now appears more frequently to challenge you in a fight. I took it on twice and won, but later would just run to the next screen to avoid it.

But with the moon full, the Scythian could now find more trapped sprites in the environment, eventually getting enough to find the way to the Bright Moon Trigon hid, duking it out with shield and sword until it could fight no more. Pretty much the same way we got The Gold Trigon. Figuring out the correct music cues for each sprite is never hard and always enjoyable, and the reward of that song is all I really ever need in life. I will admit though that I got stuck on the ducks puzzle, as I had completely forgotten the ability to drag items around. That’s part of the problem in a game forcing you to take these long breaks based on moon phases–not everything remains.

So, it seems like there will be a New Moon around December 13, 2012. I guess that’ll be the next time I play more Sworcery. Sigh. I’m not terribly disappointed in having to wait, though it can feel a little limiting, especially considering that I want to play it a whole lot right now, but can’t, unless it’s just walking around, listening to the music, and getting nowhere with Girl. I can do that just fine on my own with the coupled soundtrack I got from the Humble Bundle package, but it’s not quite the same without a tree or bush to click on in rhythm.

2012 Game Review Haiku, #30 – Borderlands 2, Captain Scarlett and Her Pirate’s Booty DLC

Pirate-themed desert
Home to back-stabbing captain
Anti-climatic

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

A shortened, but solid adventure in Ratchet & Clank: Size Matters

A quick flash of memory: I’m 24 years old, in Target, aimlessly wandering the aisles by the home entertainment section, just killing time. I am alone, as I’m wont to be. I walk by the videogames section and hear that distinct sound of bolts being absorbed by Ratchet as he moves about. Sticking out from an endcap was a demo PSP, with Ratchet & Clank: Size Matters there for anyone to experience. Now, at this point in my life, I had already devoured the original Ratchet & Clank trilogy with extreme pleasure during my formative years, though reflecting back on it I’m not sure which of the three I never beat, but there is one that I didn’t see to the end, and it had to do with a boss battle and grinding rails and losing a lot of health from one hit. Hmm. Anyways, back to Target; I’m standing there, holding a PSP attached to a wall, staring down at a game that looks just like its home console counterparts, a bit of drool beginning to form and escape over my lower lip. Alas, it was not meant to be, as I had already decided on my portable system then and there, a Nintendo DS.

But man, I continued to want to play that Ratchet & Clank game, as well as all the others that came out afterwards for the PlayStation 3, but the systems were not mine or ever going to be mine, and so it was not meant to be. Boo, wah, a thousand tears. That is until I found a PS2 port of Size Matters at my local GameStop last year for a fair price, probably during their buy-2-get-1-free promotions. Generally, console games get ported to handheld devices with devastating results due to size restrictions, but it all switching around the other way seems to be more frequent these days.

It starts off with a vacation. Heck, Ratchet and Clank have surely earned it. Heroic work is quite tiring–at least that’s what I’m told. A young, red-headed girl named Luna–voiced by that woman from MadTV and the one who walks Carrie’s father on Queen of Kings–stumbles upon them and asks for their help with her school report on heroes. Unfortunately, some robots show up and kidnap her, and then Clank finds an ancient artifact from the race of intelligent beings called the Technomites. Captain Qwark shows up too, bummed about never knowing his parents. The plot thickens quickly after that, but saying any more would ruin some surprises.

Gameplay remains, as always, a mix of platforming and shooting. Guns level up with use, and for me, it seemed like they leveled up a whole lot faster than ever before. By final boss time, all of my favorite weapons were at their max level, and I never used the Scorcher or Suck Cannon once, despite enjoying them in previous games. I’ll pour one out for them later on. Ratchet’s health increases too as he defeats enemies, eventually capping at 50 for the first playthrough. There’s a handful of planet to explore, but, as the title indicates, they are not as open and vast as previous games in the franchise. I mean, that makes sense for a portable game, as the planets are almost cut into distinct sections, rather than flowing from one to another naturally.

The concept of armor for Ratchet–which I love–came into play with Going Commando, strengthening itself in Up Your Arsenal, becoming pivotal in Deadlocked, and turning into a toybox in Size Matters. As you travel from planet to planet, you’ll collect pieces of full armor sets, like the Crystallix boots or the Wildfire helmet, naturally aiming for a full set. In the meantime, you can wear any combination of armor pieces to make your own type of suit, which varies on damage reduction and appearance. I played around with this a lot, finding new types of suits simply by mixing and matching. Seems like there are more armor sets in New Game+, too. In the end, I used the full Mega-Bomb Armor set the most.

Seeing as this version is a port from the PSP, visually and technically…it fails. On a larger screen, the environments appear much more bland and empty, and the game itself locked up on me twice for no reason. Cutscenes appear very compressed and lower quality than expected, but other than that, it plays fine. Not the greatest in the franchise, and not the better of the two, but it’s still another Ratchet & Clank game to devour.

Okay, now for something else: Size Matters is a funny title. One, it continues the trend of Insomniac’s games being heavy on the innuendoes despite their Pixar-like look, feel, and overly friendly vibe. Seriously, here’s a couple of ’em, and just try to keep a clean mind as you read: Going Commando, Up Your Arsenal, Quest for Booty, Full Frontal Assault. Right. Two, this title also has to do with the fact that you’re playing a PS2-size game on a tiny portable system. And three, for plot’s sake, you are battling against the Technomites, which are teeny yet highly intelligent beings, and so, on occasion, Ratchet will shrink in size and/or Clank will grow to massive heights.

As with all the Ratchet & Clank games I’ve played so far, you can start over with a New Game+, keeping your weapons, skill points, armor, and bolts, but upping the difficulty, especially for the bosses, and dropping in new versions of leveled guns, as well as special armor sets. Mmm mmm. Usually, I skip New Game+ options, like I did in Deadlocked–yeah, I really need to write a blog post on why some day soon–but I immediately started over, excited to keep going. So far, it seems like you can now add a multiplier to your bolts collecting by defeating enemies in succession without taking a hit, which will definitely help in procuring those finer, mightier weapon editions. Plus, figuring out skill points and finding those large silver bolts to unlock Big Head mode is a totally legit excuse to keep playing.

2012 Game Review Haiku, #29 – Ratchet & Clank: Size Matters

Otto Destruct plots
To steal everyone’s knowledge
Ratchet, Clank stop him

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

The sights and sounds of Superbrothers: Sword & Sworcery EP

The longer I don’t play any of those PC games I’ve gotten over the past year or so from too many indie bundle collections to name, the bigger my collection grows untouched with each new tantalizing bundle that adds to it. In fact, I’ve started passing up great deals simply because my digital collection is truly bloated. If I was to be honest, I still have a hard time remembering I have a gaming laptop now, as I mostly use my Macbook still, especially since that’s where I do a lot of my writing and all of my comics. My bad. But I finally bit the bullet, pulled the plug, kicked the can–what have you.

Seeing as Superbrothers: Sword & Sworcery EP is the new Braid/Cogs in terms of being coupled in nearly every new bundle that drops, I figured it was a good place to start. Plus, the look of the thing alone has had me intrigued since word-of-mouth about the little sound-based fantasy adventure came out, but since I’m the type of person who lacks both a smartphone and/or an iPad–and I can’t really even forecast when I’ll ever get such a device–I’ve had to wait  for it to get ported to the PC. Which was done back in May 2012. I got my copy of Sword & Sworcery from Humble Indie Bundle V, installed it to Steam, and quickly forgot about it because I have that tendency to do so. Maybe this is a forthcoming 2013 New Year Resolution in the works…

I guess the easiest way to describe Sword & Sworcery is that it’s an indie adventure game. Sound and atmosphere play extremely important roles, but there’s also some timing-based combat and puzzle elements to boot. You control The Scythian as he/she explores a mythic realm, uses a sword to do battle, and wields sworcery–song-based magic to get down to it–to solve musical mysteries. You’ll meet a small cast of humble locals as you move around the land, as well as some nefarious monsters, like a pursuing demon wolf-beast. There’s some other stuff that’s not really clear, like these tomes and mentions of antlered gods, but it all does a wonderful job of sustaining a fantastical yet believable other-world. Strange structures, that flipped Triforce symbol that appears now and then, an actual usage of a record to represent Side A and Side B of a place–moments of wonder, all of them. It makes each new location exciting to explore.

Let me take a moment to discuss the real meat of Sword & Sworcery: the music. The music, Grinding Down readers. It’s both calming and hypnotic, and at times absolutely unnerving. Just like the soundtrack from Fez. I’ve spent more time listening to the tunes than playing the game at this point. “The Ballad of the Space Babies” does something to my insides that I can’t, without a medical degree, accurately describe. But I’ll try. It fills me with air, it lifts me up. There’s a promise of friends whispered off the horizon, and cloud-walls that ripple with each breath to lead me there. I am floating, moving through space and heading home. Only I know the way. It feels like forever, but the speck of light is growing, crowning, now radiant, with eyes open. When I get there, they close; the ballad’s journey is over, and I’m safe.

Another part of the game that I’m enjoying, but those that follow me on Twitter are likely not is the fact that nearly everything can be tweeted directly from the game. Small bits of narration, descriptions, instructions, and even dialogue. I’m choosing my tweets carefully, but because there’s a lot of whimsy and downright silliness to the writing in Sword & Sorcery, it is often hard to resist tweeting out every encounter. For now, here’s some I’ve done:

More to come though.

So far, I’ve completed Session 1 and Session 2. Both sessions are around thirty to forty-five minutes long, depending how fast you move and how quick you figure out the song-based puzzles. The sheep one in Session 2  took me a little bit to figure out, but otherwise nothing too difficult. Moreover, the boss fight that completes Session 2 is more stressful than challenging, requiring constant attention and quick reflexes, which are probably easier to do on an iPad or phone that moving a mouse cursor left and right. I’ll get better, now that I know what to expect from these situations, but I got that Gold Trigon with only one star of health left. Whew.

I’ve taken some time off of work next week for the Thanksgiving holiday, and besides catching up on a lot of drawing for my 365 BAD COMICS project, I’m looking forward to playing some of these games of mine a wee bit more, with Sword & Sworcery‘s Session 3 high on the list. I’ll be back. Until then, keep clicking, listen hard, and float away.

Puzzling my way through the City of Miracles

When the time came to buy Professor Layton and the Miracle Mask last Sunday, I literally said the following to the GameStop guy:

“Hi, I need a copy of Sticker Star and the new Layton game, whatever it is called. The newest one.”

He laughed. I laughed in return, and we had a brief comment or two about how it is pretty hard to keep these games in line, seeing as they’ve come out almost yearly since that first magical gem of Curious Village hit the Nintendo DS and kind of blur together in the end. Granted, I still need to experience the other two titles from the original trilogy–Diabolical Box and Unwound Future–but I absolutely loved The Last Specter and its built-in mini-game, and so I was highly interested in seeing how Layton’s first foray into the 3D realm would go. So far, it’s been strange.

First, the song that plays on the main menu screen is pretty dang close to “Time’s Scar” from Chrono Cross. I mean, all it is basically missing is some sharp violin action and a kick to the pants about a minute in, but that soft, slow build sounds the same in both tunes. Pretty weird. Not sure who did the music for Miracle Mask, but either they are the same person from Chrono Cross or just a big fan that doesn’t know the meaning of encroaching.

After that, it’s a lackadaisical climb up as the story starts, with very few puzzles and an odd action element to boot. Professor Layton, Emmy, and Luke have just arrived at the fictional city of Monte d’Or, sometimes referred to as the City of Miracles, driven there by a vague letter requesting their help. They arrive just at the same time a carnival of sorts is happening. Alas, that bit of pomp and parade gets ruined when the Masked Gentlemen shows up and turns people into stone before vanishing. Who is this Masked Gentleman? No idea. Through the usual investigation methods and a dip back in time, Professor Layton and company will try to unravel it all.

The Professor Layton games have always been about two things–story and puzzles–and balancing them properly. That said, the beginning of Miracle Mask fails hard, giving us one puzzle over a stretch of twenty-five to thirty minutes, and then throwing a decidedly odd chase segment at us. Okay, let me gripe about that part. You are chasing after the winged Masked Gentleman, riding horseback below. The game switches from a cutscene to a third-person perspective, with Layton on a horse, charging forward down Monte d’Or’s streets “on rails.” You can select a new path now and then by sliding the stylus left or right, and picking up carrots allows your horse to have the strength to straight up bust through barrels. This goes on for a minute or two, and then it just ends. It’s a bizarre gameplay section that I’ve never seen before, at least not in Curious Village or Last Specter. It felt out of place and rightly so–also, a revealed plot point later makes this whole happening quite disturbing, especially for those of you with horse fetishes.

And lastly, some comments on the part that truly doesn’t matter–but at the same time, totally does: the graphics. We’re on the Nintendo 3DS here, and that means 3D models. More depth and layers and effects to hit you between the eyes, like Layton pointing at you when you do a good job. Though, seeing how nice the diorama look turns out for Paper Mario: Sticker Star, it seems unnecessary for Level 5 to switch everyone over from that wonderful Studio Ghibli 2D art to full polygons. They look creepy, and maybe for reasons I can’t say; it’s possible I’m just not used to seeing these characters defined like so, but something about Luke’s wide-eyed expressions really bothers me. You too, probably. But yeah, it’s a little hard to swallow at first, especially the way some of the characters animate, like the clowns and Nanna Gram.

Otherwise, I’m enjoying it mildly. Tara and I are playing this together slowly as I juggle Sticker Star and Pokemon White 2, and working out puzzle solutions together is fun, and the second brainpower is sometimes needed. The mini-games from the trunk look okay, though I’m not really interested in raising a talking bunny, but the shop and moving robot are good brainteasers. Plus, by hopping onto WiFi, one can download a bonus puzzle a day for the next year, which will definitely keep us busy long after this Masked Gentleman is unmasked. Will report back if there’s any more odd gameplay elements; I really hope not.

Master Architect says a house is a machine for living in

Actually, Le Corbusier said that, but what does he know–he didn’t spend countless hours fast-traveling and staring at the same ol’ loading screens in Skyrim‘s Hearthfire DLC to gather the numerous and welcome-to-encumbrance building materials, such as clay, quarried stone, and iron ingots, to build three houses that are void of character and personality and truly, without a doubt, not worth all the effort. Really–don’t bother building your own house, especially if you’re already pretty far into the game, wherein you likely already own a home in one of the many cities, such as Breezehome in Whiterun or Honeyside in Riften. Those cost the same base price as your own plot of land, but require a whole lot less work, giving you more time to kill that bandit leader in Cave X or find your twentieth Jazbay Grapes.

Housing in Bethesda’s games has always been a pesky business. For Fallout 3 and Fallout: New Vegas, you had a few options to call home, but they were not very exciting. In the former game, I shacked up in Megaton, covering my bed in teddy bears and the shelves with rare trinkets–if I could figure out how to properly move and place an item via an Xb0x 360 controller. Your only other choice was staying in Tenpenny Tower, which came with some neat themes, but required going through a lot of load screens to simply access. Too much waiting, not enough storing of loot, if you asked me. For New Vegas, pickings got even slimmer. Some hotels offered a permanent room, and if you felt like going through a lot more loading screens, you could keep your prizes in the Lucky 38 presidential suite. Strangely, your best place to call home is at The Sink, a futuristic homebase brimming with goodies. Oblivion had a few homes that you could earn through quest completion as well, but I never really used them as once you joined a guild, that became my place to store stuff and rest comfortably.

You could always find places to…let’s call it…squat. Abandoned houses or shacks that seemed ready to be yours, but at an invisible risk. See, while they might have containers or places to store you treasured treasure, there was no was to know if that container was safe or would respawn its contents in a few day, thus erasing yours completely. Unless you used the Internet, of course, but that’s never fun. I’d rather sell off items than lose them to a coding abyss.

So, unfortunately, while the three houses in Hearthfire look pretty cool once totally complete–that’s Lakeview Manor, Windstad Manor, and Heljarchen Hall–they are not fun to build and require, at least for me, a ton of back and forth, as I’m not the sort of character who just carries around 100 iron ingots at a time. You spend a lot of time looking at menus or watching your character mine for quarried stone, which is as exciting as it sounds. And after all that, you really have little input over how your house turns out. Sure, you can place tables and chairs and barrels and weapon racks, but they go where the game designer decided they should go. All you are doing to spending your materials to place it there. Your house is not your vision. And that’s a big bummer. I was hoping to be able to have a trophy room that was filled with my kind of trophies, like a thousand scattered troll skulls, presented in my way. Instead, no. It is a model home, and nothing more. Again, you might as well purchase a house in one of the cities, which is a model house too, but cheaper and easier to fill in.

You can also hire a bard for your house, as well as make any follower a steward. The steward helps a lot in ordering building materials for you which go directly to the chest by the workbench, but only to that chest. If you need that clay for your other house, you best make room in your inventory. The steward can also bring in animals or furnish your rooms completely for a small fee. It’s okay, but came across as very robotic, especially when one is ordering piles of wood after piles of wood after piles of wood.

In short, I wasn’t expecting Minecraft, but definitely some more flexibility for creativity. I mean, I couldn’t even pick the place to build my house, ruining my dream of shacking up right next to the Thieves Guild.

But yeah. This is one Achievement definitely earned with stubbornness and patience, backed by a numbing soundtrack of clinking hammers and thumping hammers:


Master Architect (10G): Build three houses

Here’s hoping that player housing changes quite dramatically in Fallout 4 and whatever the next Elder Scrolls ends up being. Here’s hoping…

This little Sticker Star is gonna go far

My Nintendo 3DS is getting a lot of love as of late, and I blame all these big name games coming out at once. Mostly Pokemon White 2, Professor Layton and the Miracle Mask, Epic Mickey: Power of Illusion, Scribblenauts Unlimited, Crashmo, and Paper Mario: Sticker Star. Y’know…to name a few. Today’s post will be about that last one mentioned, but I am sure to be talking about that bizarre and totally unneeded horseback chase scene from the newest Layton adventure, as well as the overall creepy 3D models. Because somebody needs to tell that world that Luke looks like he’s tripping balls, and I guess it’ll be me.

Anyways, Sticker Star. It’s a game I’ve been really excited for since it was first revealed to be coming to the 3DS. I think back then, when we knew very little about it, many thought it was just a remake of one of the older titles from the franchise, but it turned out to be its own being. Maybe a remake is still on its way though. Who really knows. Nintendo doesn’t like to give us too much information, and one can only look to the missing North American release date for Animal Crossing: New Leaf to confirm this. Regardless, it’s here, and while I waited for it to get here, I picked up and played an hour or two of Super Paper Mario for the Nintendo Wii a month or so back, which has a great look, an interesting, Fez-like mechanic that distorts the way you see a screen, but is horribly paced and far too hand-holdy. I meant to play more before Sticker Star dropped, but alas, that never happened.

Despite how bad I am in real life at peeling stickers off books or DVD cases, I’m really enjoying Sticker Star so far. A seemingly unanimous complaint about the game is that it is a much more simplified RPG, and that since battles don’t grant you much other than coins, you’re better off avoiding than fighting and “wasting” your depletable sticker collection. I haven’t felt that way yet, though there has been a few occasions where I have just jumped over an enemy instead of on it to initiate a fight. Fights consist of using a sticker for every action, and so they disappear fast, but also reappear twice as fast, as they are everywhere. You really can’t walk more than a few steps before finding one behind a bush, stuck to a wall, or within a question block. If you’re really good at timing pressing a button when you attack or block–think Costume Quest‘s battle attacks but without the prompt–you’ll save on stickers and wheel in more coins. I’m liking it all, even the inventory management aspect, which is constantly changing as a new sticker comes in or a larger sticker gets used to free up space.

The story is a story. There’s a Sticker Festival held in the Mushroom Kingdom, but then Bowser shows up and ruins it all by breaking apart the Sticker Comet, which is now scattered across various parts of the map. A magical floating crown called Kersti deems that only Mario can…blah, blah, blah. You know it from there. It exists to serve the gameplay, and that’s all–at least from what I’ve seen. However, the writing of each individual character you come across is fun and light-hearted, with a lot of wink wink and puns, so there’s potential for great story beats, but time will tell on that. Regardless, it gets you out into the world map, collecting stickers, defeating Bowser’s endless army of goons.

Whereas I found Super Paper Mario too hand-holdy from the start, the exact opposite can be said about Sticker Star, and that seems to be where a lot of gamers got frustrated. The lack of button prompts on attacks and defense stances is fine, as it teaches you how to use those stickers correctly, but a lot of sticker/puzzle solutions are hidden in the world, and to find them, you really need to experiment. The game will not tell you what to do, and if you get a hint, it is paper-thin (hey-o!). For example, there’s a part in World 1 where you need to stop water from flowing into a fountain to collect a special item. When you approach the faucet’s knob, there is no button prompt, and previous puzzles like this required the use of a specific item, such as a fan or pair of scissors. I tried paperizing the world to no effect. Then, out of ideas, I jumped on the faucet, totally just trying to hop down to the bottom part of the level, and by jumping on it, the knob turned, slowly shutting off the water. That’s not the best example, as maybe it highlights my slowness more, but it does show that not everything is spelled out for the player, harking back to an age when trial and error was how things got unstuck (hey-o x2!).

Okay, back to it tonight. I’m currently at the fortress in World 1 and trying to figure out how to stop those fans from blowing so much wind and knocking Mario off ledges. I’ll give it everything I got, and if I end up spending more than an hour trying to solve that level–well, I’ll give in and look up an answer online. If one exists, that is. The fun for me in Sticker Star really is in exploring as the colorful, diorama-esque visuals get my eyes dilating every time, but to do that one must constantly be moving forward.

Epic Mickey: Power of Illusion, a fantastic distortion of the senses

The demo for Epic Mickey: Power of Illusion for the Nintendo 3DS has its ups and downs, but it has nonetheless confirmed for me that I’ll be purchasing the cutesy side-scroller on Day One. As well as reading all of Scrooge McDuck’s lines out loud in my amazing Scottish accent.

It opens with gorgeous, hand-drawn art and text-based story blocks, and stays that way for some time. Maybe too long to be reading text, but whatever. There has to be setup somewhere. Power of Illusion takes place some time after the events of Epic Mickeywhich I never even came close to beating. A part of me wants to go back and try again, but then another part remembers how there were houses you went into that had absolutely nothing inside of them, and they made me furious because what’s the point of going in it then, why not just leave the door locked, ugggggh. Anyways, the evil witch Mizrabel and her Castle of Illusion have been accidentally transported to the Wasteland by the wizard Yen Sid. That’s Disney backwards for those not in the know. Oswald the Lucky Rabbit contacts Mickey Mouse to tell him about the castle and that Minnie Mouse has been spotted inside of it, which is not true at all. Ever the hero, Mickey then sets off to save Minnie and the “Illusions” of other Disney characters trapped in the castle.

Right. It’s a side-scroller of yesteryears, and it’s coming from Dreamrift. Y’know, the folks responsible for the charming Monster Tale. Some company alum also worked on the highly praised Henry Hatsworth in the Puzzling Adventure. So, we’re definitely in good hands here. Plus, several interviews with Peter Ong, co-founder and creative director, have remarked on his love for Castle of Illusion starring Mickey Mouse for the Sega Genesis. And that love shows. Oh does it show. But thankfully there’s more to Power of Illusion than just nostalgia and one fan’s dream to bring it back.

After all the story intro stuff, the demo drops you into control of the one and only Mickey Mouse, with little to no abilities to his name. Hmm. Basically, you can jump, and his jumps are unfortunately very floaty, something I’m not digging. Later on, after acquiring the Pixie Dust sketch which allows you to float down when falling, it was nearly impossible to tell the difference. You go through a tutorial level, which shows you how to bounce off enemies, throw paint/thinner at them, draw in items or erase them completely, and rescue familiar Disney characters, like Beast and Rapunzel. The artwork is gorgeous and looks great in 3D, presenting depth of field over launching things at your face.

As for the paint/thinner aspect which carries over from Epic Mickey, it’s fairly perfunctory. When you need to create an item, you trace its outline, and depending how steady your work is, you’ll create a stronger item. Alas, this is no Theatrhythm, and it’s not exactly clear where you are being judged in terms of lineart. For thinner, you basically just smudge away the item with all you got. That’s all this demo showed, so I’m not sure if there’s more to this gimmick or not. When running around, you can throw paint or thinner at enemies, and depending on which type you use, they’ll drop health or money. Yeah, Disney Dollars.

Once you are done learning the ropes, you head back to your Fortress. And this is where Power of Illusion really won me over. Because the Fortress is the castle from Suikoden. Well…sort of. The Disney characters you rescue in levels will take up refuge in your Fortress, getting their own room and serving their own purpose. You can upgrade the room too, though I’m not clear on how that is accomplished. Some characters become shops–like Scrooge McDuck–who sell upgrades to Mickey’s health meter, how much paint/thinner he uses, and upping his ability to find hidden treasures, and other characters will dish out side quests. This, I like. Very, very much. And I spent most of the demo playing around here before going back into one more level, which was set on Captain Hook’s pirate ship. That then ends with a boss fight teaser, definitely leaving me wanting more.

My Nintendo 3DS is in for some hurting over the next few weeks. I’m still trying to finish up a single playthrough of Pokemon White 2–seven badges collected so far!–but this Sunday I’ll be picking up Paper Mario: Sticker Star. And then comes Power of Illusion, followed by the downloadable Crashmo. I also still mean to pick up the new Layton game too. Gah. And maybe Scribblenauts Unlimited. Triple gah. At least now that the weather is getting horribly frigid, I have something to do underneath the heated blanket: collect pocket monsters, collect stickers, collect Disney characters. My system might not be ready for it, but I definitely am.