Monthly Archives: February 2013

Vanquishing the Order of the Russian Star in Vanquish

vanquish early impressions ps3

Over-the-top style, mediocre plot, and corny dialogue are three ways to describe Vanquish. You could also call it surprisingly fun. Because it truly is both, and just when you can’t stand to swallow another ultra macho catchphrase or Steven Blum grunt-infused one-liner, the game drops you into a frenetic and enemy-filled scenario, the kind where you have to keep moving to survive, and it’s a total blast, especially when you take down the final enemy scrub just as your life bar is depleting, tossing you into slow motion “bullet time” for one last chance at hitting a checkpoint. Those moments feel genuinely exhilarating, as do the rare quiet moments, like riding a monorail and sniping spotlights to avoid being detected, where the goal is to be quiet, a stark contrast to the majority of the game.

I do have some problems with Vanquish, but before I get to those, let’s start with the good. Mainly, the really good. This game is free. Well, at least for me. I was given a year’s worth of PlayStation Plus with the “classic white” bundle, and so I’ve been downloading games like a fiend. Not necessarily playing many of them, mind you, but now they are on my Ps3, ready for whenever I’m ready. And this one went up a week or two ago; despite my claim that I want to only focus on fewer games in hopes of then completing these games, most nights I don’t have the correct amount of time to devote to Ni no Kuni, and reviews for Vanquish prided themselves on that it is a short, but satisfying experience. I can handle short and sweet currently.

Anyways, Vanquish. In it, you play as Sam Gideon, soldier warrior for DARPA. He and a bunch of U.S. marines are out to stop Victor Zaitsev of the Order of the Russian Star. Why? Well, Zaitsev promptly declares war on the United States by capturing Providence, a self-sustaining space station that harnesses solar energy, and turning its solar generators into a giant death ray. Like a true villain, he destroys San Francisco before demanding that the female President of the United States surrenders. And so you team up with Robert Burns, voiced by everyone’s favorite grumbler Blum, to stop the Russian antagonist before more damage can be done.

You do this by shooting alien-like robots with guns. You shoot them with guns, I mean. Wait, they also have guns. Sorry, that got confusing. Words, people. Basically, the gameplay involves shooting, taking cover, sliding to new cover, and shooting some more. There’s a healthy range of weaponry at Sam’s disposal, though I’ve stuck mostly with traditional weapons like the assault rifle and anti-armor pistol. Before Bulletstorm came around and had you sliding into enemies, there was Vanquish and its power sliding ability, which allows you to move swiftly across the ground at the cost of shield energy. It’s a really fun and useful mechanic, especially when you can time it perfectly to get behind an enemy and deliver a succinct melee attack to the noggin.

Now for the faults: instant kills and the treatment of Elena Ivanova. Several larger enemies have attacks that will instantly kill Sam in one hit, regardless of how full his shield bar is. This is pretty frustrating, even though these attacks are highly televised via bright beams of light and audio cues. Sometimes you just can’t get out of the way fast enough, and then you’re dead, back at the last checkpoint. As for Ivanova, she’s a wasted opportunity and a fine example of how videogames present women poorly. And this is coming from a game that casts a female POTUS in its future, to all their credit. Basically, any time they cut to Elena, who is Sam’s combat support intelligence, they use camera angles that emphasize only her legs and butt, like so:

elena ivanova sample shot

And that’s ultimately disappointing to see each and every time the narration cuts to her, especially since she’s never doing anything dynamic, just visually conveying data, like incoming enemy ships and doorlock passcodes. To Vanquish, at least so far, she’s nothing more than an up-skirt. I know standing desks are all the rage these days, but you could’ve put her in a chair and behind a desk and have her function all the same. Or even just leave her as a voice in Sam’s head, telling him (and the player) what to do next.

Right now, I’m near the end of Act 3, and I think I saw on the Trophies list that there are five or six acts in total. Halfway through it then. And that’s great. I suspect by the end of Vanquish I will have had my fill of the game’s mechanics, but like I mentioned before, short and sweet is sometimes exactly what one needs. Even if it is short and sweet and overly macho to the point that I can’t help but roll my eyes as I pop out from cover, trigger AR Mode, and clear out a line of enemies in one swift, action hero-like manner. I guess it really is all connected.

Stuck fast in the puzzle mire that is Paper Mario: Sticker Star

paper mario SleepingWiggler

What is wrong with me? I’ve traded out one extremely challenging game for the time being–Shin Megami Tensei: Devil Summoner Overclocked–for another. Namely Paper Mario: Sticker Star. Though those two games differ quite dramatically in what makes them challenging: one demands a clearly strategic mindframe that needs precise execution to equal success, and the other asks you to know things you probably couldn’t ever know unless you looked them up in an online walkthrough. Like I did last night. To find the third Wiggler segment, so that I could keep playing. Whatever.

Originally, I purchased Sticker Star the same time I got Professor Layton and the Miracle Mask, with Epic Mickey: Power of Illusion following shortly thereafter. That was both a great and troubling time for my Nintendo 3DS, as it meant I had to pick something to play and stick with it lest I fall down the rabbit hole of dabbling in everything, but getting nowhere. At this point, I’ve now completed Professor Layton and the Miracle Mask (yay!) and Epic Mickey: Power of Illusion (boo!), but that didn’t mean I jumped back into our paper-thin Mario’s latest adventure. No, instead, I journeyed through Pokemon White 2 and then made the, as readers know, futileness attempt to get further in Devil Summoner Overclocked. But since that last game has broken my spirit a bit, I’m now back to peeling stickers off walls and filling out the museum like an addict.

Despite my save slot showing that I have logged around eight or so hours, I am not very far in Sticker Star. I’ve opened up the forest world on the left and the desert world to the right, but only have one collected jeweled crown in my book. As well as one piece of “scrap” and three pages of random items, like a lighter, boom box, and giant fan. I’m unsure of how to progress further in the desert-themed levels, especially how to get to the alternate exit in one specific level, and so instead of just spinning my wheels there I popped over to the forest world to see what still needed to be done. Seems like that adorable Wiggler is still missing two segments to his body, and one of them is located in the Bafflewood level, which riffs heavily on Zelda‘s recurring Lost Woods; it’s a giant maze, one that is endless unless you know the right path to take, which you can highlight by place stickers next to specific path exits. I already beat this level, having marked the true path, but no matter how many times I went through it or tried a different way to move here or there, I could not locate the Wiggler’s body segment. For the previous two segments, you could always spy them hiding in the open. Boo, wah.

And so I was forced to look up an online walkthrough, which told me that to locate the Wiggler’s third body segment you have to first go right, then left, then right, and then right once more. Not sure how I was ever in the world to know that, unless a Toad said something I missed. If I did miss some key dialogue, then sure, my fault. I came back to a videogame I haven’t played in a few months and acted a fool. I also had the sound lowered as Tara was watching her new Netflix obsession Monarch of the Glen, which means I might have bypassed some audio clues. However, if not, that kind of puzzle solution is just obtuse. There are no clues, no nudges in that direction; the entire time you explore the Bafflewood, any exit that is not the true exit drops you back to the beginning, and so you are taught early on to follow a single path. This puzzle breaks that mentality, but doesn’t tell you. Just assumes you’ll do it eventually.

Anyways, after all that Wiggler-rebuilding (the fourth and final segment was easy enough to find and rescue), I was able to get up to the third world’s boss, which is a large, poison-filled squid with something like 300 HP, only to have Mario’s butt kicked swiftly and efficiently. The squid’s poison attack not only weakens Mario, but also obstructs the screen, kind of like it did in Mario Kart DS, to the point that it’s hard to tell how much HP Mario has left and whether or not using a Mushroom is needed this turn. Not sure what I did wrong attack-wise, but I suspect I need stronger, shinier stickers to really make the damage count early on. Will try again, and then I guess it’s back to the desert world unless a fourth world of levels opens up after taking down the squid boss. Until then…

An angelic army enslaves the world thanks to Overclocked’s early bad ending

ds overclocked lockdown tokyo

Well, after battling both demons and angels for a little over forty-five minutes, after losing every single team save for P-san’s, after constant spamming of gun-run-heal tactics, I finally did it. Victory was mine, earned with sweat, devotion, new strategies, the use of the Drain skill, and various sacrifices. I beat that mission in Shin Megami Tensei: Devil Summoner Overclocked that has repeatedly kicked my ass these last few days, constructing a roadblock of sorts. With the angels and demons defeated, P-san and his friends Atsuro, Yuzu, and Midori escaped the lockdown, bringing Honda and his frantic buddies along with us for good measure. Y’all welcome.

However, immediately upon exiting, a strange lighting storm appears over the lockdown. The angels, who P-san was beginning to side with, declared that the lockdown was a failure and decided to kill everyone inside it with lightning. Pew pew pew. For those outside the lockdown–namely, P-san and friends and remaining family members–the angels have declared humanity to be in default of their responsibilities as children of God, and an angelic army appears to enslave the world. Anyone who is not immediately subservient is killed outright, and the remainder are stripped of their free will. This is all told via text on the screen, which is then promptly followed by the words “Mission Failed,” sending you back to the main menu to load from a previous save.

It’s heart-wrenching, and not necessarily from a storyline perspective, but the suddenness of a GAME OVER screen after all that story and choice and time spent battling monsters and trying to survive to live another half hour really does leave something to be desired. I mean, this whole time, we’re trying to escape the lockdown, and now you get the chance to, and if you do it YOU LOSE. The logic behind is severely flawed. Evidently, you are supposed to the fight demons and angels and then attack the humans to break their COMPs while also protecting them from the previously mentioned angels and demons who can, in one hit, take them out, and any civilian dying is a mission fail status. So the easiest option of kill everything and run for it results in death, despair, and dropping you back to the start screen.

Evidently, there are six endings in Devil Summoner Overclocked, and of them, one is literally called “the Early Bad Ending,” which is obtained by breaking through the barricades of the Lockdown on Day 6 and escaping after defeating both the angels and demons in your way. I had no idea about this as I played; I was just playing, making the choices that seemed right and logical, like escaping the demon-filled lockdown at first chance. For that, I felt like I should have been rewarded, but instead I was punished.

When the “Mission Failed” text came up, I literally started at it for over a minute, mouth agape and heart-rate increasing. I just couldn’t believe it. This game loves to waste your time and test your patience, and despite how patient I actually am, I’m over it. I took Devil Summoner Overclocked out of my 3DS and tossed it back into my cartridge bag; now, if I was truly over it, I would have put the cartridge back in its case and then on the shelf to sit untouched for the remainder of days. But there’s a sick part of me. It’s hungry and demanding and greedy and covered in dirt. There’s a sickness within me, and this side still wants to see how things are supposed to go down (or one of five possibilities) before deeming the experience over. I mean, after thirty-seven hours am I just suppose to accept an early bad ending as the final say in this story? Especially now that I know what I’m supposed to do to “beat” the mission correctly.

I’ll try again, I will. Devil Summoner Overclocked and I just need some space, the kind you build after everything breaks down. I’ll end this fail-driven blog post by quoting Nick Hornby’s fail-driven High Fidelity, which I think does a good job of summing up this Day 6 battle set on the fringe of the lockdown that literally tore me apart: “What went wrong? Nothing and everything.”

2013 Game Review Haiku, #7 – Sugar Cube: Bittersweet Factory

2013 games completed Sugar Cube Bittersweet Factory

Jump, flip, be real cute
Did not collect all the gems
So Sugar Cube died

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

My latest strategy for Devil Summoner Overclocked is more grinding

devil_survivor-2185619

Shin Megami Tensei: Devil Summoner Overclocked is a game I’ve been playing off and on now since Hurricane Irene hit way back in August 2011. And yet, according to my save slot, I’ve only logged around thirty-five hours. I suspect that I’ve played maybe six to seven–heck, possibly eight–more hours than that, as the game naturally doesn’t count time lost when you struggle through a 45-minute battle only to wipe in the end because the upswing in difficulty took you by surprise yet again.

It’s a really frustrating game that I, at the same time, enjoy a lot about. The voice acting, not counting Midori or most of Yuzu’s lines about demons and the government, is really good and helps keep me engaged in the somewhat stretched plot. You also get to make choices, the kind that do effect the story, determining who stays in your party and who doesn’t. So far, I’ve lost a few peeps who I won’t mention for those that care about spoilers. And the demon fusion, which can be a brainteaser at times, allows you to customize the demons in your party and level them up through cosmic breeding rather than gaining experience points (which takes longer). The heavy, distortion-based electronica tunes, few that there are, really rock and stick with you as you battle or re-arrange your team.

It’s just that the combat can feel at times grossly overwhelming and unfair. But combat’s how you proceed, and so you have to learn. Which I think I have over my thirty-five-plus hours playing the game, but the latest fight I’m stuck at suddenly pulls the rug out from under you at its very end, pointing a gnarled finger between your eyes and berating you for not grinding enough. Let me explain.

I’m actually pretty close to the end of Devil Summoner Overclocked. Well, I think. The 3DS version supposedly gets a bonus eighth day of action. Currently, P-San and his friends are nearing the end of Day Six, which is supposed to culminate with another big battle against some Bel-named demon. Belial, perhaps. Anyways, it is 4:30 PM, and the only options are a single free battle location or to advance the story with a Honda-related battle. This is my current sinkhole, stuck point, unbreakable wall–what have you. Basically, Honda and some friends are trying to escape the lockdown, and you have to decide to whether to assist or stop them, as well as siding with the demons or angels there to get in the way–or none of the above. The win/lose factors can change dramatically based on your choice here.

I can handle Honda and the two civs trying to escape just fine; the problem is that when you kill a team of either demons or angels–who will fight each other at times, too–a second version appears. The angel ones aren’t anything crazy difficult though they love using Recairn to bring back fallen friends. It’s the demons that ruin all my tactics, and I’m specifically talking about this frakker right here:

300px-Decarabia

That’s a Decarabia, the sixty-ninth spirit listed in the Goetia. Whatever that means. Regardless, this pentagram star is quite annoying, especially when the demon team consists of three of them. Why? Well, they love spamming the Shield All spell, which protects themselves from a single attack, and they seem to always do it right before my team gets to attack, thus wasting our entire turn. Secondly, they all have Fallen’s Mark, a racial skill that says if a Decarabia defeats an enemy, some HP and MP is restored to the entire team, based on the level of the defeated enemy. So, in short, they protect themselves from most damage I can do, and then when they off a supporting demon or main character, they restore a majority of their HP and MP. From what I can tell, the second spawnings of Decarabia are around level 48, and I’m able to take down them all save for the team made of three Decarabias. So, with P-San and fellow friends around 45/46 we have no choice but the grind. Unless there’s a strategy I’m missing.

I will beat Devil Summoner Overclocked. I will get P-San and his remaining friends out of the lockdown, for better or for worse. I will escape my own Decarabia-shaped lockdown, and then I too will be free.

The Sony PlayStation 4, my hopes and fears

SONY DSC

Well, it’s coming down to the wire, but here it is, a blog post on Grinding Down about the forthcoming Sony PlayStation 4. Later today, Sony is hosting a meeting which many believe exists to announce its newest console, the next in its line of PlayStations. Given that I just bought a PlayStation 3 only a few weeks ago and have barely found time to both play with it and explore its non-gaming functions, like Netflix and PlayStation Home, I’m not at all interested in owning Sony’s newest system any time soon, but I am curious to see what it’s going to be all about. As always, I remain cautious, but let me share with y’all some hopes I have, as well as my biggest fears, many of which can apply with whatever Microsoft’s new console is gonna be, too.

Here we go.

Hopes

New games in established franchises

From the look of things, Naughty Dog is done with the Jak and Daxter franchise, but I think they should open it up for a new trilogy. That kooky platforming series really did wonders for the PS2, and a new Jak game could easily sway me, especially if it is more Jak II than anything else. Let’s also get a new true Ratchet & Clank game, one that focuses solely on platforming and crazy-ass guns. Some steps have already been made, with Sly Cooper 4 coming out and surprising everyone, mostly because it came out with little promotion from Sony, but whatever–it exists. New IPs are exciting for their newness, but offering up a new experience in familiar territory can be quite comforting. Hopefully I’m not alone in that.

Bring back the forgotten

I want a new Jumping Flash! I want the rebirth of Crash Bandicoot. I want whatever might come after Chrono Cross. Remember how awesome, G-Police was? Yeah, me too. Now’s the time, as those franchises are old enough to hit the nostalgia funny bones and unknown enough that the younger generation might just think of them as new IPs, sad as that might be. A return to the glory days, ya know.

Enhancing PlayStation Plus

My only complaint so far about getting a free year of PlayStation Plus is that I don’t have enough time to play all the free games they give out. I’d love to see this service carry over to the new system, as it offers a ton of great content and discounts for a reasonable price. Granted, my first year is free, but I can see myself signing up for it once that runs dry.

Fears

No backwards compatibility

When the PlayStation 2 was revealed, the concept of “backwards compatible” was entirely new. You could buy the new console, but still play all the games from the previous one. Sah-weet. It’s a concept that is fantastic for gamers, but it seems that head honchos don’t love it, eventually snipping it as a feature from later remodels or iterations. I believe the PS4 will allow you to play (or at least download) Ps3 games, but maybe they won’t for a guaranteed amount of time. Which would stink considering how many great games are still coming out for the PS3, like Ni no Kuni and The Last of Us. But the times, they are a-changing.

Always online

Granted, with Wifi, always being online is easier to accomplish, but something about the restriction rubs me wrong. There are certainly situations that might cause for your Internet to be off, but your power still on, and the fact that you then couldn’t play the videogame you paid for on the system you paid for seems really offensive. Yes, I have Steam and use it frequently, but haven’t really run into any problems with always being connected. But Steam is on a computer, and a videogame console should really be treated as a separate entity.

Online no longer free

I’m really close on cancelling my Gold membership for the Xbox 360, since the only time I really use it is to play Borderlands 2 online, which is happening less and less these days. You don’t have to pay to play online with the PS3, something I’d love to see going forward. If that gets put behind a paywall…well, dang. Just yet another thing to pay for that should be part of the whole package. It’s the first step to charging players to save their game progress.

Gimmicky controller

I’m sure you’ve seen that image of a supposed PS4 controller, which has some kind of touchpad on the front of it. Whether this operates as a sort of main menu hub is yet to be determined. I just hope I don’t have to look down while playing to do something else; that only works on the DS/3DS, where the screens are very close together to begin with.

Hopefully we’ll know a lot more by tonight! Are you going to watch Sony’s presentation live or wait for reports to go online? Me, I’ll be watching Giant Bomb watch it live, as I need some kind of humorous filter to get through all the pomp that these events harness.

2013 Game Review Haiku, #6 – Blackwell Deception (with Commentary)

blackwell deception shot6

Stopping street psychic
Again, keen commentary
From dev Dave Gilbert

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Another flipping day at the Sugar Cube: Bittersweet Factory

sugar cube indie game impressions

I fell down another bundle hole some days back, buying in to the Evolved Bundle from Indie Royale–which is no longer available, replaced by the current Valentines Bundle, a collection of games that really don’t interest me at all. The Evolved Bundle consisted of six games. Here, let me list them for you:

  • Unmechanical
  • The Path
  • Krater
  • Sugar Cube: Bittersweet Factory
  • OIO
  • St. Chicken

Right. Some puzzle platformers, a puzzle-swimmer-platformer, an RPG, and whatever The Path cares to call itself. An experience? Anyways, I remember watching a Quick Look over at Giant Bomb for Krater and thinking it looked pretty neat (and Swedish), and that was enough to get me in for this bundle, with the other games considered as mere tag-alongs. Though Krater looks like it needs some time to get into and see how its systems work, which is not something I have oodles of these days. Instead, I was just randomly clicking around on Steam over the weekend for something quick to play, and I decided to see what Sugar Cube: Bittersweet Factory was all about besides looking adorable.

Believe it or not, there’s a story. Granted, it can be told in a single sentence, but it’s more than other 2D indie platformers give off sometimes. Yeah, I’m looking at you. In short, a cube of sugar escapes from a bunch of themed factories to avoid the fate of becoming a cookie. You play as that cube. Safe travels, sugary soldier. May you never turn into a cookie and crumble. Okay, I need to move on, because, if you truly know me, I could play with food-based puns all day long. And besides, I can do much batter than that.

Basically, you are trying to get your little sugar cube from point A to the closed door somewhere else on the map, which will take you to the next level. There are five worlds with…um, well, a bunch of levels in there; I didn’t count ’em. But it’s not a simple walk over from the starting point to the portal-like doorway. See, the background tiles of the game have two sides: a front and a back. These tiles can be flipped. Sometimes they turn into ledges and sometimes ledges with spikes or icy floors. It’s up to you, little sugar cube guider, to figure out what tiles to flip and then how to get to the door. You can also hold down a button to prevent tiles from flipping. And thus, you now know everything there is to know about both elements to this puzzle platformer.

So far, I’ve gotten through all of the first factory and about halfway through the second one, which is based around…chocolate. I’ve found that the difficulty in Sugar Cube: Bittersweet Factory varies greatly, with me breezing through two to three levels with ease and then coming to a complete halt with the next level. That’s actually okay as it gives reason to pause and evaluate your skills, as well as the level’s design itself. Still, it does everything an indie puzzle platformer should. And the game keeps hinting that if I pick up all the collectibles, the true ending will be revealed. Ooooh. Will our adorable little sugar cube escape the nefarious factories, but later return with a pitchfork-wielding mob to burn it all down and then erect a recreational park? Maybe. Who knows what sugar cubes think. I don’t, but now I must.

Marriage is a fine institution, but not in Skyrim

skyrim_mara_wedding

Over the weekend, I got married. The day before I got married, I got engaged, and it was a sunny, clear day, with chickens skittering around on the ground and dragons roaring in the baby blue sky above. Couldn’t imagine it any differently. I didn’t really know the woman I just promised to share my life with too well, but she seemed more than eager, and in a realm like Skyrim you only live once. I immediately fast-traveled to the Temple of Mara to speak with the priest and prepare everything. There was little work for me to actually do. He said to get some rest and come back tomorrow. I took a thirteen hour nap in the temple’s basement. Upon coming upstairs, I was surprised to see the guests had all arrived–though none looked like any of my friends. Where was Hadvar? The Greybeards? Before a candlelit altar, the priest said some elegant words, and my bride-to-be and I shared our vows. When the ceremony ended, she turned, started to say something to me about a “happy life,” and exited the temple in mid-sentence. I rushed outside, deeply worried about my new wife and the possibility she might have a concussion, and discovered that she had vanished entirely from Riften. It truly was a Skyrim moment.

So, for those curious, I married Avrusa Sarethi. This piece of Dunmer flesh and mind:

Avrusa

Meooow. At first, I was just turning in a quest. See, she asked me long ago to find like twenty Jazbay Grapes, and after discovering that a merchant in my fully restored Thieves Guild hideout sold them, I just bought one or two each time I visited the place until I had enough to complete the miscellaneous task. Think she needed them for potions or Nirnroot stuff. However, before I gave her the grapes, I noticed a dialogue option that basically went, “Ya want dis?” Nice to know that she was interested in me long before I did the quest for her; otherwise, that’s just guilt driving her forward, which would never last.

Currently, Lohgahn is level 47, married, and totally alone. He adopted a kid some time back out of generosity for an Achievement, and I think that young boy resides in Breezehome–by himself–but it’s hard to remember as I have four houses currently, thanks to the Hearthfire DLC. Here’s hoping that my dear Avrusa disappeared to one of my many abodes, because having a spouse offers some gameplay bonuses, like free food and he or she will shop for you while you’re out slaying dragons and finding Word Walls. Not sure how much of that is useful at this point in the game when I have all the money in the world to buy food and ingredients, but it’s kind of neat if a bit old-fashioned. When I’m up to all the fast-traveling and loading screens, I’ll go around the realm and check all my houses to see where she ended up, if she is even alive. If not…well, that’s another blog post.

Regardless, with the words said and before my new wife could hightail it back to Sarethi Farm, this Achievement popped:

SR-achievement-Married
Married (10G): Get married

And truthfully, that’s what marrying in Skyrim is all about: showing off.

My problem with the instant game collection from PlayStation Plus

DP-PlaystationPlus-01-1

In this post, I’m going to complain about free games. Well, not just free videogames, but also time, specifically the fact that I just don’t have as much of it as I once did during my high school and college days. If you’re not interested in reading about a grown man whining over the fact that he ultimately no longer has the sort of lackadaisical lifestyle that allows for gaming on end from noon to night, you might want to click away. Really, it’s okay.

Right. So, a full free year of PlayStation Plus came with that classic white PS3 bundle I bought a few weeks ago. This is why that bundle is also dubbed “the instant collection,” though instant is relative to how fast you can download giant-sized videogames. With PlayStation Plus, you can immediately log on to the PlayStation Store and begin downloading a swath of videogames for both the PS3 and PS Vita. I’m only going to list the PS3 titles here, but check out everything I’ve now downloaded and installed since becoming a Plus member:

  • Closure
  • inFamous 2
  • Little Big Planet 2
  • Ratchet & Clank: All 4 One
  • Guardians of Middle-earth
  • Darksiders
  • Megaman 9
  • Megaman 10
  • Super Street Fighter IV: Arcade Edition
  • Dungeon Defenders
  • Anomaly: Warzone Earth
  • Quantum Conundrum
  • Payday: The Heist
  • NBA Jam on Fire Edition
  • The King of Fighters XIII
  • Retro City Rampage
  • Foosball 2012

Oh boy. That’s…um…carry the six…yeah, that’s 17 games. With a new addition every week, I guess. And that’s not even including the straight-up free-to-play games, like Jetpack Joyride and DC Universe. In short, there’s a lot to play, so long as you remain a Plus member, which I’m definitely doing for at least a year.

Of the list above, I’ve sampled a few and simply only downloaded and installed the rest. With hopes of playing them soon. Maybe not today or tomorrow or even next week. But some time in the near future. I tried out Mega Man 9 for a few minutes only to remember that I’m horrible at all Mega Man games save for Mega Man Legends. For Darksiders, I played up to nearly the same part that I did on the PC version, which is not very far, shortly before you gain wings. Lastly, I’ve played an hour or two of Ratchet & Clank: All 4 One, which is not very good for a Ratchet & Clank game, especially when you are playing it solo. The humor and colorful characters are still there, but the gameplay is severely linear and not at all welcome to customization. You follow a path, and you shoot enemies along it with a generic gun. Pretty disappointing.

Now, many of these above games are full-fledged titles, like InFamous 2 and Little Big Planet 2, with potentially a ton of content to absorb. Story, collectibles, side quests, level requirements, and so on. Others, like the smaller Closure and Retro City Rampage, seem more quickly accessed, but still present several hours worth of playing. Regardless of size, I am trying to remain focused on only a few games currently. I mean, I’ve still only put like eight hours into Ni no Kuni, and that’s a game I really really want to play more of. Thankfully, they aren’t going anywhere soon, but then again, more is going to get added to my instant collection, multiplying like Gremlins, until there’s too many to keep track of. At least that’s how I see it.

In short: too many games, not enough time. Woe is me.