Monthly Archives: October 2015

This Kung Fu Rabbit will save every single sparkling carrot

kung fu rabbit 495142468

This month’s buffet of PlayStation Plus games is indie-themed, and while many in the comments are crying foul–or just plain crying–over the lack of AAA quality free digital downloads of brand new $60 retail releases, I’m more than thankful for the bite-sized adventures. Right now, with my backlog as large as ever and my current pipeline of in-rotation games all still vying for my attention, I’m more inclined to try something teeny yet satisfying than dipping into Batman: Arkham City or Thief and knowing that I have a long road ahead to finish them off. Which brings us to Kung Fu Rabbit. The game, not the animated feature.

It’s a cute platformer starring a rabbit that evidently knows Chinese martial arts, and I do not mean that condescendingly. It’s cute, it’s a platformer, and there are kung fu moves to use against dark, shadowy enemies. All of that is fact. For the titular kung fu rabbit, life in the temple hangs by a thread, with Universal Evil, represented as a big black orb-like being, striking again and kidnapping all of your disciples. Somehow, only you managed to escape, and you are now on a quest to rescue everyone, while also collecting as many carrots as possible, since they are the currency to buy upgrades and one-use items. I think that’s right; I stole some of that from the game’s description page, as the plot is revealed via wordless comic pages and be a little tricky to follow.

In Kung Fu Rabbit, you can jump…and that’s more or less it. Just kidding. You can also wall jump or lightly cling to walls, sliding down them slowly. Also, when you get near an enemy and its weak point, the rabbit will automatically do some kung fu maneuver and take it out. There are a bunch of levels separated into three worlds and a bonus cave, each requiring logic, precision, and agility to complete. There are three small carrots to gather, as well as a larger, shinier carrot worth double, which always respawns if one wanted to, or needed to, grind for currency. Every now and then, one of these carrots is hidden or harder to grab, requiring some extra attention.

What kind of magical things can one buy with lots of carrots, you surely ask? Let me tell you. First, I got my rabbit a new Mexican-themed outfit because…well, I don’t have to explain myself to you. There’s also one-time use items that can clear away enemies from the map, as well as other martial arts moves you can equip. To be honest, it’s not entirely clear what everything is as nothing has any kind of descriptor attached to it, just a button to press for purchase and donning. Seems like you can only equip one artifact–or artefact as the game likes to spell it–and I have no idea if the ones I bought prior are stacking on top of this. Again, some words would help, and not just on the loading screens.

Kung Fu Rabbit opens innocently enough, but the levels do ramp up in difficulty over time, introducing elements like vanishing platforms–everyone’s favorite, right?–and skybound enemies that can only be taken out by dropping down on them from above. Still, I’m chugging through this game relatively fast, popping lots of Trophies and getting perfect runs left and right. This is not me bragging, but questioning the touted “hours of gameplay” promised. I suspect I’ll be done kung fu-ing in another night or two, which again, is fine for me right now.

GAMES I REGRET PARTING WITH: Samurai Shodown

Samurai_Shodown_-_1993_-_SNK_Corporation

In lieu of a copy of Street Fighter II or any of the Mortal Kombats, I had other fighting games in my collection to play on my first console, that lovable Super Nintendo currently sitting in my closet, dusty and yellow, but all the way functional, such as Killer Instinct, Shaq Fu, and Samurai Shodown. I probably have a few things to say about that first title and many, many words to write about how I got Shaq Fu–trust me, it’s more interesting than the game itself–but today, it’s all about twelve of the fiercest warriors of the late 18th century engaging in duels to the death as a dark power rises over Japan.

Yup, Samurai Shodown. It originally made its debut on the Neo Geo, but then got ported to a bunch of different consoles, which is how I ended up with a copy of it on the SNES. The SNES version is evidently a bit different than other ports, but I’m only learning this after the fact, years later, as I assumed everything I was seeing then as I jumped and slashed was how it all truly was; for example, the SNES version removed scaling, keeping the character sprites small and constant for an entire fight instead of zooming in and out of the action. Also, similar to Mortal Kombat, there’s no blood on Nintendo’s console when it comes to cutting people up with swords.

Samurai Shodown is known for being either the first or one of the first fighting games to focus on weapon-based combat–I’d later fall hard for this concept with Soul Blade on the PlayStation 1–and having a style based around late 18th century Japanese culture, such as calligraphy and musical instruments. A couple other standout elements from Samurai Shodown are camera zoom effects, randomly-dropped items like food for healing and bombs for damage, destructible environments, and the Rage Meter, which builds up over time upon receiving damage, allowing the fighter to become momentarily more powerful.

Here’s the thing. I haven’t played Samurai Shodown in a good, long while. The SNES cart left my hands probably at that time I gathered a bunch of them together to trade in at Toys “R” Us for some kind of lump discount off the forthcoming PlayStation 1. I do not remember every character and fighting stance and weapon type. That said, there’s Galford, the San Fransisco swordsman I couldn’t get enough of, and here’s why–side puppy. Named Poppy. She’s a beast, literally, and Galford can perform a special move to send her after opponents to maul them like a good puppy doggy. I mostly mained Galford, but I do remember using Hanzo and Jubei a bunch. Everybody else is a blur.

I never got to play any further releases in the Samurai Shodown franchise, nor did I really get into any later SNK fighting games. I think I tried The King of Fighters XIII once and found it bewildering. All in all, I’m a Tekken man, born and bred, as I can’t get enough of throws and countering and cool slow motion replays. It’s what I was raised on, and I’m only mentioning it now so that you’ll be prepared when you see another GAMES I REGRET PARTING WITH for the original Tekken. Don’t worry, I still have Tekken 2. I’m not completely without reservations.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

This Dragon Quest also requires keys to open doors

dragon quest armor games impressions capture

All right, a slice of honesty here: I didn’t play Dragon Quest the other day in what one might consider…a legal manner. I gave it a fair shake through browser-based emulation that I will not link to here. That said, while performing a Google search for this possibility, I stumbled across another game called Dragon Quest, playable over at the Armor Games website. Here, I’ll happily link to it. To me, it is a big and bold move to name your game the same title as that of a beloved franchise some nearly 30 years in the making. Either it’s a quick grab for knowledgeable gamers’ attention–hey, it worked on me–or there’s a specific and unchangeable detail to the plot that requires such titling.

Here’s the gist: in this Dragon Quest, one must explore a deadly castle on a mission to get back a stolen best friend who was kidnapped by a dragon. I mean, if that stolen friend was named Princess Gwaelin and change the dragon to the Dragonlord, then we’re one in the same with that other mega-popular Dragon Quest. Still, this isn’t an RPG where you have to select the stairs menu option to go up or down staircases, but both titles do have a fixation on finding keys to open locked doors. In fact, that’s the only way you’ll save your stolen friend here, as well as dodge that dragon’s attacks in three separate boss battles.

I’m going to use quotation marks to highlight the descriptive text the creator of this Dragon Quest wrote when describing his or her creation. Basically, there are over 20 levels of “insane physics puzzles” that you need to solve using the “twitch reflexes of a platforming game.” I take issue with both of these claims. Insane is a descriptor better saved for puzzles like late-game Portal or Fez or Silent Hill‘s poetry riddles, not figuring out how to smush the skeleton to get a key to pop out; there’s only one way to do it in each level, and the solution is visually telegraphed based on whatever new elements are added each time. As for the twitch reflexes, you move no faster than Mario without the run button, with none of the momentum. You can jump and change direction in midair, which helps once or twice, but otherwise there is no need to keep your finger hovering over the keyboard for the swiftest of key presses.

For a soldier decked out in shiny armor and wielding a sword, the hero of Dragon Quest is quite the pacifist. He never directly kills a skeleton with his blade, often using the environment around him and the skeletons’ dim wits to do away with them. You use the sword to hit switches or cut ropes mainly. When it comes to battling the dragon, which you do thrice, the soldier must avoid the dragon’s fireballs and attacks, using them against him to deal damage. I’m not here to say I need man on dragon violence to satisfy me and my dark desires, but thought it was an unusual observation nonetheless. I wonder if it was a conscious choice or something that happened due to the nature of the puzzle mechanics.

In the end, Dragon Quest is a mediocre way to kill fifteen minutes and mildly flex your brain muscles, but it probably should’ve been called something more like Door Key Quest or The Mighty Quest to Smush All Skeletons. Here’s hoping that the next time I’m talking about Dragon Quest on this blog of mine, it’s related more to that Enix joint, even if I have to admit to being killed again and again by red slimes. I’m okay with violence against them.

2015 Game Review Haiku, #52 – Dragon Quest

2015 games completed dragon quest armor games capture

Not the Dragon Quest
We all know, find stolen friend
Through physics puzzles

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Now bring me that horizon, LEGO Pirates of the Caribbean

lego pirates of the caribbean all achievements finally gd

Four years and some months later, I finally unlocked the remaining, lingering three Achievements for LEGO Pirates of the Caribbean, making this the twenty-seventh fully completed game–in terms of popping all the available Achievements–on my dwindling, dying Xbox 360 console. Shiver me timbers, I’m a terrible freebooter. That means pirate in pirate speak, by the way.

Yup, I last touched this title back in June 2011, with the unspoken promise to finish it off entirely, in terms of Achievements and unlockables and 100%-ing, which I’ve done with every other LEGO game in my collection up to this point. However, something went wrong; I found the levels too frustrating to replay and replay and replay, feeling burned a bit too harshly after I’d spent fifteen to twenty minutes searching every nook and cranny of a level only to accidentally finish it by killing a specific dude or walking to a key point. I must’ve figured I’d take a break, distancing myself while I massaged my surprising burst of impatience back into patience, but I never suspected it would take me this long to return.

Here’s the three specific Achievements that have been waiting oh-so-patiently for me to come back and do my thing:

lego p ach take542946

Take what you can (65G): Collect all Gold bricks (Single Player Only)

 

lego p ach hoist 542950

Hoist the colours! (50G): Sail all the minikits in the hub

 

lego p ach bring 542950

Now bring me that horizon (100G): Complete the game to 100% (Single Player Only)

 

It might not seem like much, but there’s a lot of steps to finishing these three off. Basically, they are all interconnected: to reach a 100% completion rate, one must first collect all the gold bricks, which means finding every minikit and hidden treasure in every level. Once you’ve found all the minikits, you can sail every boat at the harbor. Also, to get that final gold brick, you have to play an extra bonus level, which is cool in concept, but tiresome after all the grinding you have to do to get there. At that point, one shiny object away from complete and total domination, the last thing I wanted to do was punch more breakable things for pointless studs and watch a boss’ health meter deplete slowly.

All of this took a couple of hours and a few trips to YouTube to watch some walkthroughs to confirm I wasn’t crazy and only missing a hidden room or path. Plus, the game froze on me twice, which is weird, because I was motivated to finish this off after having LEGO Marvel constantly freeze on my girlfriend and I as we slowly crawl to its super-heroic conclusion. Yes, my Xbox 360 is getting pretty old, but not many other games hardlock like these LEGO games as of late. Well, save for Fallout: New Vegas, obviously.

Hopefully I grind out the rest of LEGO Marvel in a much faster pace once all the main level missions are cleared. Then I can think about moving on to other block-building journeys, like LEGO Jurassic World on a bigger, badder console, or that LEGO Dimensions thing, which seems neat, though I’m hesitant to buy separate toys to unlock characters and special playsets. If anything, I’ll be getting some Animal Crossing amiibo figurines first. That’s right, Blathers–I’m coming for you.

2015 Game Review Haiku, #51 – Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness (Episode 1)

2015 gd games completed penny arcade rain-slick episode 1

Quest of house revenge
Kill mimes, hobos, and robots
Spacebar past all text

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Thou hast done not well in playing Dragon Quest

dq gd capture

Listening to the latest Retronauts podcast, which is all about the Dragon Quest series of RPGs, I realized that my time with the franchise is actually quite limited. I’ve only played two games from the main numbered entries, specifically Dragon Quest VIII: Journey of the Cursed King and Dragon Quest IX: Sentinels of the Starry Skies, but I put a gargantuan-size of hours into each respective adventure. As you can see, I came to this Japanese roleplaying series rather late, missing out on all things Dragon Quest numbered one through seven. Anyways, I figured I needed to brush up on some history and give the original NES game a chance, to see where this all started.

Let me drop Dragon Quest‘s storyline on y’all: in the olden times, Erdrick fought demons with a mystical Ball of Light. However, the Dragonlord has recently hidden this Ball of Light, kidnapped Princess Gwaelin, destroyed the town of Hawkness, and taken over the city of Alefgard. Quite a multi-tasker. The Dragon Warrior hero is tasked with two quests: rescue Princess Gwaelin and then track down the legendary weapons and armor powerful enough to defeat this Dragonlord. Pretty simple stuff, the sort of straightforward world-saving epicness that would come to define the JRPG genre for years thereafter. Dragon Quest was also the first to combine turn-based combat, random encounters, and dynamic character leveling–all pretty groundbreaking mechanics that I certainly take for granted today.

First, you play as a descendant of Erdrick, but you can rename your character, which I immediately did to Pauly. However, the stats screen menu only has room for four characters, which brought me back down to reality as Paul. No big deal. The game wastes no time giving the hero some gold and a key and sending him out into the dangerous, monster-laden world…so long as you figure out that, to use the staircase leading out of the castle room, you must select “stairs” from the set of menu options. Yup, it’s that kind of game. Once you are out, you can speak with people for clues, search every tile possible for secrets, or start battling monsters for gold and experience points. Battles are turn-based, and your options are fight, spell, item, or run. There’s no guarantee your hit will land on the enemy, and the same can be said for their attacks, but slow-scrolling text explains everything happening in the fight.

I know that slimes are iconic to the Dragon Quest series, and now I see why–it’s all you fight for a good long while, grinding against them for money and power. They come in two variations so far: blue and red. The blue are easy to dispense of, but the red ones will cause the player grief early on, especially when you are struggling for that next level, but don’t have enough gold to stay at an inn to recover all your HP. I was hoping to see more of the classic monsters I’ve come to know, but only saw slimes and a single ghost.

I gave this about an hour. I grinded Pauly up to level 2–that sounds gross, but only out of context–which at least gave him a sporting chance against the tougher red slimes, but wandered too far away into ghost territory, where I got a massive beatdown in two turns. Thou art dead indeed, an archaic but simple message I read a few times during my short-lived spurt with Dragon Quest. Also, that first death really hurt my protagonist’s income, as dying in these games sees you losing a good chunk of your gold to be able to start again with everything else–items, experience points, etc.–still in place. I probably should’ve spent it on better armor and such before wandering out into the tall grass and mountain paths.

Perhaps I’ll tinker around some more with the original Dragon Quest, as it does seem like the sort of adventure where, so long as you keep climbing that mountain, you’ll eventually reach the top. All I need is for Pauly the warrior to be stronger than the monster in his path, and that simply requires patience and time and buying better gear. I could totally lose all the writing, however, as everybody speaks using words like thou and art and foretold. No thank you. Or perhaps I’ll dig back into Dragon Quest VIII, something I tried doing three years ago only to walk away from easily once more in favor of other stories. Also, don’t tell anyone, but I’m kind of into the idea of that Slimecraft game, especially now that I know it is set in the same war-torn land as this.

2015 Game Review Haiku, #50 – LEGO Jurassic World (Nintendo 3DS)

LEGO® Jurassic World™_20150402175119

Dinosaurs and man
The lack of humility
Big ideas, small game

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.