Monthly Archives: December 2015

The only way to Quarrel is with an anagram solver

final quarrel thoughts cheating gd

Words are wonderful; trust me, I copyedit for a living. Not surprisingly, I enjoy a great number of word-based games, such as Scrabble, Scattegories, Apples to Apples, Zip-It, Balderdash, and so on. Basically, if it lets me flex my word-creation or word-pairing muscles, I’m in. However, I’ve never been great at seeing anagrams, especially under a tight time limit, which is why I quickly dropped away from Quarrel a week or two after I got it back in January 2012. You might have noticed that I “completed” it a few weeks back, giving it its very own haiku.

By “completed,” I am talking about the critical path to defeating everyone in the Showdown mode, as well as dominating the known Quarrel world through the domination mode. Both these modes are various scenarios where you battle against one, two, or sometimes three AI-controlled opponents, all fighting for colored territory. There is online play and a number of challenges and Achievements to go for, but I think I’m mostly done going after those. Also, by “completed” I totally mean cheated.

The process went like this. Since I always was picked to go last in both the Showdown and Domination modes, this meant waiting and watching. If an opponent attacked another opponent not named PaulyAulyWog, my girlfriend and I would quickly look at the eight letters given to us, pause the action, and then load up an anagram solver on her cell phone. After plopping down all the letters, she’d select an eight-letter word and tell me what to create. I’d do this as quickly as possible, though sometimes my fingers would slip or I’d hit the wrong letter by accident, forcing me to panic and swiftly amend my error. So long as I got the anagram submitted in time before the two other players put in their answers, I was awarded an extra back-up unit, which are beyond helpful. The process, more or less, went the same when I got attacked, but it was never a guarantee I’d win because I might not have enough letters or still was too slow when buttoning in.

Honestly, I don’t feel too terrible about using an anagram solver for Quarrel. I would for nearly every other word-based game, especially the ones I mentioned earlier. For many of the Showdown and Domination matches, the first fight against you is absolutely crucial for determining how well the remainder of the round will go. If you don’t win or at least take a prisoner early on, it’s basically over, and not a whole bag of fun to sit through everybody’s turns knowing you are a lost cause. Perhaps there are people out there that see a string of six to eight letters and immediately, within seconds, know what the strongest word to create is–I am not those people. Before giving in and relying on an anagram solver, I attempted to play these two modes, only getting as far as two or three rounds in, and those were farces, with me somehow staying alive long enough to watch everyone else kill each other and feast on their remains when the smoke cleared.

When you’re tasked with creating a three- or four-letter word against an opponent with the same objective, speed often trumps complexity. However, when you have the opportunity to make an eight-letter anagram, you make that eight-letter anagram. It doesn’t matter if you don’t know what arsenite or ergatoid means; they are knockout words, and the faster you put them down, the stronger your army will grow. You might be quick enough to remember those eight mixed up letters and pause the game yourself to search for a word, but I recommend having a partner next to you. Eventually, my girlfriend would begin memorizing the first four letters, and then I’d pause, giving her the last four, and saving us a second or two of time. That might not seem like much, but Quarrel‘s AI opponents do not kid around. Unless we’re talking about Dwayne, that is.

So yeah, Quarrel. There’s a lot to like; on the flip side, there’s a lot to dislike, and perhaps it speaks to the quality of the game’s challenge that I had to look outside my noggin for extra help. Again, maybe there are super geniuses out there with fingers like that one bot from Ghost in the Shell that can figure out the anagram right away and submit it faster than light. I suspect many might not suffer the same difficulties as I did, but this is one puzzle game that was more frustrating than fun, even when you figured out the way to win.

Frozen Free Fall: Snowball Fight gets the cold shoulder

gd disney frozen-free-fall-little-kristoff imps

Look, I like Frozen well enough, but a part of me wishes that other Disney and Pixar franchises got the same amount of love and fanfare that this one is currently riding, such as The Incredibles and A Bug’s Life, of which the latter at least gets a cute, interactive movie inside the Tree of Life in Animal Kingdom. Frozen is basically taking over the world (and Norway-land in Epcot), retail shelf by retail shelf, as well as seeping its way into videogame consoles through insidious free-to-play gem-matching microtransaction machines that I, for some reason or another, can’t resist checking out.

I began playing Frozen Free Fall: Snowball Fight on the Xbox 360 a month or so back, but then Fallout 4 came out and I grabbed an Xbox One and haven’t had much reason to turn on my older console since then other than to delete some downloaded games and move save profiles to…the cloud. Thankfully, much like TT Games’ LEGO romps, you can find Frozen Free Fall: Snowball Fight everywhere you turn, and so I downloaded it once more on my newest home console to give it another go and see if I could enjoy myself without having to spend any moolah. Paul’s golden rule is to never spend any moolah.

Frozen Free Fall: Snowball Fight is a match-three puzzle game. Y’know, Bejeweled…but with Disney’s characters for dressing. Or maybe the closer comparison is actually Candy Crush Saga. You are essentially matching like-colored gems and jewels to clear lines, create power-ups, and trigger combos for high scores. There are other elements at work, like trying to get specific items to the bottom of the level, a challenge I loathed in Hexic. Some levels have gems covered in frost, which can only be destroyed by clearing the gems twice. Lastly, some levels are timed, meaning the pressure is on to spot combos and keep things moving, especially near the bottom of the playing field, ensuring that a high score avalanche happens swiftly.

Ironically, I hit a wall right around the same spot as I did in the Xbox 360 version, which is in the level 20s or so, where Frozen Free Fall: Snowball Fight ramps up the difficulty significantly, but begins limiting the free power-ups that definitely help when you only have a few moves left and desperately need to see that crown drop down, not-so-subtly nudging you towards purchasing them with real-life cash. The pricing scheme is not friendly, asking $0.99 to add 15 seconds to a timed round, which, in reality, probably gets you four or five more moves. For some reason, I’m hardwired to try and play these free-to-play titles without using any of the extra abilities and items, to know if they are doable without them, like mostly in Pokemon Shuffle.

Also, you are given a limited number of hearts when you begin Frozen Free Fall: Snowball Fight, with the chance to win more by logging in every day and selecting a random tile to flip over. I think I started with 16 hearts, and every time you lose a match or do not complete the required objectives, you lose a heart. I’m down to 11 now. Once you run out, unless you win more through the daily log-in thingy, you’ll have to purchase more to keep playing. Spoiler alert: hearts aren’t cheap. Well, that sucks. Still, I’ve found an annoying way around this annoying feature, and that is this: quit the level before it is finished and restart the game, and you’ll have the same number of hearts as before. Which means once you realize things are going poorly or you aren’t going to hit that high score tier, simply exit out and return again to try once more. Not the best way to manipulate the system, but it does work (for now).

There are some other problems at work in Frozen Free Fall: Snowball Fight, and they fall under the graphics and sound departments. Both are lifeless and feel like afterthoughts. This is Bejeweled with a light coating of Frozen stuff, like an overworld map of Arendelle for selecting levels and these strange, barely animated versions of the characters that simply stand off to the side and watch as you make moves. Every now and then they clap, but not because you did something right; sometimes they clap when you lose. It’s on a cycle. The music is of a generic orchestral style, but not very memorable, which is ironic when there isn’t much to begin with and it repeats on each and every level you play.

The film version of Frozen took the world by storm, though I didn’t end up seeing it until many, many months later. Once I did, I got it; there’s strong, adventurous characters and an unbelievably catchy soundtrack to bop your head and pretend you aren’t singing along to. There’s warmth in all the frigidness, and a triumph to see through to the credits. Unfortunately, you’ll find none of that in Frozen Free Fall: Snowball Fight.

GAMES I REGRET PARTING WITH: Super Ghouls ‘N Ghosts

games i regret super_ghouls_n_ghosts

Starting out, I had only a few games for the Super Nintendo, my first home console. Back then, unlike today, games were scarce and limited, gifts given to you by loved ones every X number of months or purchased via the savings you had from doing daily chores over the summer, and so you played what you had, over and over and over, because they were the only digital entertainment you had. Hopefully your friends had different titles to try out. Well, you also played Super Mario World, Super Metroid, and The Legend of Zelda: A Link to the Past over and over again because they were fantastic, constantly surprising and rewarding, beyond fun to this day. More to the topic at hand, I played Super Ghouls ‘N Ghosts over and over again because it was frustratingly difficult.

You control the knight Arthur, who is entrusted to rescue the princess from a bunch of evil demons. Yup, game plots back then were as straightforward as they get, often with men saving a woman in peril, whether that man was a plumber, young boy, or legendary warrior. Anyways, Super Ghouls ‘N Ghosts‘ antagonist is the Emperor Sardius, who has kidnapped the princess in order to obtain the whereabouts of the Goddess’ Bracelet, the only weapon in existence capable of destroying himself. Kind of like a Horcrux, I guess. Hmm. I didn’t know about that last tidbit, but seeing as I never got really far along in this mighty quest, that makes plenty of sense.

For those that know not, Super Ghouls ‘N Ghosts is an action platformer, with a good focus on both action and platforming. Health is represented by Arthur’s suit of armor, which can be upgraded a bunch of times. Whenever an enemy deals damage, the armor lessons, falls apart, all the way down to having our heroic hero running around and tossing lances in only his boxer shorts. It’s humorless, but works really well to visually show how much more damage you can take before buying the farm. Oh, and Arthur can double jump, which was not as common as you think back then. Other than that, it’s all about moving and reaching the end, killing every demon or demon-created enemy in your way.

The big thing I remember about Super Ghouls ‘N Ghosts is that, just like in DuckTales, treasure chests are hidden and can only be accessed by moving through certain specific areas of the screen, causing them to appear. Thankfully, since I sucked at saving the princess, I got pretty good at knowing where many of the hidden areas were in the first few levels.

Years later, after piling this game up with a bunch of others and trading it in for some credit towards a PlayStation, I snagged a copy of Maximo: Ghosts to Glory for the PlayStation 2. It is based on the same universe and features original character designs by Japanese illustrator Susumu Matsushita. Despite having an albeit punishing save system, the game is still as grueling to get through, but I’m once again halfway decent at the opening few levels, as I just keep replaying them from time to time.

Evidently, to get the true ending and ruin the rest of Emperor Sardius’ days, one must complete Super Ghouls ‘N Ghosts twice. In a row. I’m sure it’s been done. I’m sure all I have to do is type some words into the YouTube search box and I’ll see what I want to see. That said, I prefer living in ignorance, remaining a child in his bedroom, twisting the SNES controller in my sweaty palms, screaming at the TV, “This game is impossible!” before popping back over to causing chaos in Sim City. I know it’s not, but Arthur’s journey is not a walk through the park. It’s a walk through a skeleton-laden park that hates you. Now double that feat and keep your clothes on the entire time. No thanks.

Sure, I like playing that opening level a whole bunch, but maybe, in the end, this is actually one game I don’t regret trading in.

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.

The Legend of Zelda: The Minish Cap really makes you shrink

gd early impressions The-Legend-of-Zelda The Minish Cap

Don’t ask me why, but I often like to begin playing a new game–well, new to me, that is–during the Thanksgiving holiday break, with me digging into Metroid II: Return of Samus and Ratchet & Clank: Size Matters in the past. Well, this year, I only had my Nintendo 3DS with me as I traveled down to South Jersey for turkey, Christmas tree decorating, and too much Black Friday shopping even during “regular” hours, and while I dabbled in my daily staples of Pokémon Shuffle and Nintendo Badge Arcade…I wanted something fresher. You know, from 2005, the era of the Game Boy Advance. Enter The Legend of Zelda: The Minish Cap.

This is also one of those freebie 3Ds Ambassador titles given to all us early investors, of which I’ve played just about all of them for various lengths of time. You can read some words on things like Kirby and The Amazing Mirror, Metroid Fusion, and Yoshi’s Island: Super Mario Advance 3 by clicking this very sentence. I think the only one left for me to really try, and maybe write about some day, is Fire Emblem: The Sacred Stones.

The Minish Cap‘s quest begins when Link, who I renamed Pauly, is chosen by the king of Hyrule to seek the help of the Picori after Vaati destroyed the Picori Blade and petrified Princess Zelda. Also, evil monsters are now running rampant in Hyrule, with Vaati creating as much chaos as possible in his search for the Light Force. Link was selected for this journey because he’s able to see and interact with the Minish, a race of small, elf-like people. Along the way, Link rescues Ezlo, a strange being resembling a green cap with a bird-like head, who joins him and is able to shrink the leading adventurer to the size of the Minish.

The basic gameplay is nearly identical to previous games in the series, with Link acquiring items, exploring dungeons, and defeating bosses for extra hearts and story-vital trinkets. The two stand-out elements that make this GBA adventure unique, as far as I can tell, involve Link shrinking down to the size of an ant and fusing kinstones. The former is used to open up new areas to explore, but also provides some stunning visuals, with plants now as large as trees and shoes on a tabletop a major roadblock. You see tiny doors everywhere, but you can only shrink in specific areas, which means you have to either figure out how to get there or come back later on when, I assume, you kill and roast Ezlo, gaining his powers by piercing his duck-like flesh with your cartoony chompers.

Fusing kinstones, is really addicting, mostly because it is really rewarding, and I hope the loop of finding a kinstone, fusing it with someone, going out for that revealed treasure, and finding more kinstones never fades. Basically, kinstones are items you collect as you cut grass and attack enemies, and back in town, if a person has a bubble over their head, you can take your half of a kinstone and match it with theirs. If they complete each other, something will reveal itself on the Hyrule map. So far, it’s been rupees, entrances to hidden areas, and more difficult enemies that drop a lot of money.

Look, I’m playing The Minish Cap with a guide open next to me on my laptop; however, I am not following the guide line by line. In the past, I’ve struggled to get through many quests involving Link, Princess Zelda, and the Tri-Force because I either get lost or forget where I need to go next or simply walk away from the journey for too long. There’s a reason why I still haven’t gotten through The Legend of Zelda: A Link Between Worlds, and it’s because every random chance I hop back into it…I don’t know what I’m supposed to be doing, what world I’m supposed to explore. Anyways, at any time, you can press “select” to get a clue as to where to go next from Ezlo, but even that is not always crystal clear. My greatest fear is returning to a dungeon I already completed and spending a chunk of time in it before realizing I’m supposed to be elsewhere, using that boomerang. So I’m only using the guide to keep me on the main path; I will not let The Minish Cap suffer the same fate as Link’s Awakening.

I’m really enjoying it, and, through glancing at the guide, The Minish Cap doesn’t seem to be the longest of Link’s adventures. That’s fine by me. There’s only a month left for 2015, and I have a number of other conquests to see done before 2016 comes crashing into my face. Cue panic face.

Unsure of where to call home in Fallout 4

where to call home Fallout 4

Fallout 4‘s tagline is “Welcome home,” but I’m not exactly sure where that is. At this stage, I’ve put in about 40 hours or so, and home, for most of that, was in Sanctuary, one of the earliest settlements you can come across and begin filling with people and reconstructing. However, I never felt one hundred percent certain that this is where I’d hang my proverbial hat–in reality, my Silver Shroud hat–and thus never stored anything anywhere there and only did the minimal amount of work to make it appear like I was one of the group. You know, built some turrets and a fancy chair for that drug-loving Mama Murphy.

In previous Bethesda open-world games, having a home was either something to figure out on your own or work towards via downloadable content as some non-essential side activity, though when I did the latter in The Elder Scrolls V: Skyrim‘s Hearthfire DLC it was after I had finished the main plot missions and completed the majority of things a Dragonborn dreams of doing, thus feeling ultimately unrewarding; plus, it was beyond repetitive. I remember finding “unowned safe spots” in Fallout: New Vegas, like Victor’s shack in Goodsprings, to store some of my heavier gear without fear of losing it permanently. I was, more or less, squatting and creating my own set of secret caches for somebody else to find.

Naturally, most of this searching and scouring for safe containers to hold all your Nuka Quantum and Daedric artifacts would be unnecessary if it wasn’t for…encumbrance. The dictionary defines the term as “a burden or impediment,” but we all know it as that age-old Bethesda staple, an annoyance that caps the amount of crap you can carry while still functioning like a solid warrior in terms of running and fast-traveling. From a logical perspective, sure, it kind of makes sense, though when you begin to scroll through the lists and lists of items in your Pip-Boy in Fallout 4, reality starts to crack in at the edges. There are ways around encumbrance, but the easiest is building a place of residency so you can swing by between missions to dump gear–or, in my case, dozens of coffee mugs–and restock before heading out once more…for more.

As mentioned before, previous games from Bethesda lightly sprinkled in bits of housing, letting those playing on PCs add more options via mods. With Fallout 4, it’s a full downpour of potential abodes from the get-go, some of which are actual entire settlements, sizable areas comprised of multiple homes for refurbishing. This is where deciding becomes important, because all the potential areas require an investment, both in time and resources. I’ve already dumped a decent amount of stuff into Sanctuary, seeing as that’s where this all began, but have now decided that a full-blown settlement is too much for my little heart to nurture. Instead, I’ve taken up base at…Home Base, which is a small, three-floored house for 2,000 caps in Diamond City, where the first floor offers the most room to plop down furniture and get creative.

You can see a glimpse of what my Home Base looks like in the picture at the top of this post. The first thing I built was the Bobblehead stand, which, for me, really cements that this is where I want to put my feet up at and decorate with as many cat paintings as possible. I like the addition of magazine racks, though the ability to spin them in-game would go a long way to making me smile. Other than that, I’ve hung a few flags, created a nicer bed, and placed all my Nuka Cherry on a shelf because that’s what cool people do. Haven’t decided yet what to do with the rest of the living space, but it’ll surely get filled in over time.

Still, there are some problems. I can’t send any of my companions to Home Base to hang out when not traveling with me; they only like settlements, I guess. Second, unlike the early promotional art for Fallout 4, which showed your weapons hanging against the wall on some kind of pin board, that sort of shelf is not available to build. Or I’ve not found it yet. This means that if I want to display any cool weapons I find, like the Fat Man, I have to simply dump them on the ground and then try to maneuver them just so on top of a table or desk. It’d be easier asking a Deathclaw for five bucks. You can switch to “building mode” to pick up and move items around, but that can be just as problematic, with some clipping through walls or vanishing the moment you drop them. Also, I found a really nice vase with a flower in it while exploring the Commonwealth, brought it to Home Base, placed it on the table next to my bed, and discovered it missing the next time I returned. Boo.

This is my first playthrough of Fallout 4, and knowing what I know now, I don’t imagine myself placing a lot of effort on having a place to call home the second time around, when I play as an evil, red-headed woman who likes to punch people and animals into smithereens. Maybe I’ll just abuse my companions to the point of weighing them down entirely with my full stash of weapons, mods, medicine, and coffee mugs. Maybe I’ll never pick up another single thing again and have no need for a place to store stuff. Yeah, right.

Where do you call home, my fellow Vault dwellers?