Monthly Archives: June 2017

2017 Game Review Haiku, #50 – The Perfect City

It’s just so perfect
This city, these tall buildings
Look past barriers

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

2017 Game Review Haiku, #49 – A King’s Tale: Final Fantasy XV

A bedtime story
Where you mash fast and walk left
Tonberry, so cute

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

GAMES I REGRET PARTING WITH: G-Police

When I think of Colony Wars, I think of G-Police. Conversely, when I think of G-Police, I also think of Colony Wars. Which I’ve already covered via this blog post tag, sadly. Though I do have a retail copy of Colony Wars: Vengeance somewhere among my small collection of PlayStation 1 games, though I don’t know if it better than the original. I hope to try it out…one day. Anyways, the two simulation shooters for the PlayStation 1 share the same space in my brain, and that space is the zone designated to sci-fi games where you pilot a futuristic spaceship of sorts. I have to imagine that I traded both in at the same time, forever marking one of the darkest days in the history of me.

G-Police takes place in 2097, when most of Earth’s resources are depleted. Because of this, humanity is beginning to form colonies on other worlds. So, basically, our future future. You are a man named Slater, a member of the futuristic government taskforce known as the G-Police. I’m going to go out on a limb and say that stands for governmental-police. Or maybe grassfed. His role is to maintain order on Callisto, one of Jupiter’s moons, as well as discover the truth behind his sister’s mysterious death. Because there has to be something else driving him forward besides him driving forward his g-copcar after criminals. I honestly don’t remember much of this murder mystery plot, as I was more strangely focused on doing cop-like things, such as escorting people to safety and…uh, other tasks.

Speaking of Slater’s g-copcar, it’s actually a vertical take-off and landing aircraft called the Havoc. You end up piloting this VTOL piece during the game’s various missions. Some missions require the gun-ship to drop bombs on enemies below while others are straightforward dogfighting sessions. Other mission objectives include escorting ally ground units, preventing smuggling, bomb disposal, and scanning for suspect vehicles. Sounds like there were 35 missions in total, as well as a bonus training mode, but I definitely never beat G-Police, just like how I never beat the original Colony Wars. I did, however, play their early levels over and over again because I enjoyed them that much. Also, the difficulty ramps up quickly.

I do remember the Havoc being a pain to control though. Every button on the PlayStation 1 controller was used to maneuver the heavy-as-heavy-gets thing. You could thrust forwards, backwards, up, and down, as expected, and you could also hold your altitude by holding the upward and downward thrusts. This was ultimately tricky on the original PS1 controller, but vital for making it through the missions in one healthy, whole piece. Unfortunately, and this was just kind of before its time, you were not able to move left or right without turning, what we now know as strafing. I have this really strong memory of lowering the Havoc to street level and watching citizens and vehicles going about their way.

That said, the Havoc had weapons. The selection was robust and expanded as you progressed through the missions. Missiles were your main mode of enforcing the law, with a good balance between strength and tracking enemies on the map. Locking on to objects also scanned them, with some missions requiring you to look for contraband cargo and the like. I enjoyed these, and this is one of the earlier signs that I preferred less violent gameplay means when possible, which is why I’d always lean towards stealth over guns blazing in the years to come. Certain missions also outfitted you with special items, ranging from bombs that can perform an EMP blast to shut down fleeing vehicles or a flare launcher to mark a location for SWAT teams on the ground to move in on. Y’know, cop stuff.

G-Police was heavily inspired by Blade Runner, but I didn’t know that at the time I bought it. Why? Well, I didn’t end up seeing Blade Runner until only a handful of years ago. I know, I know–my bad. There’s plenty of futuristic city stuff to eat up, like advertising blimps, hovercars, and neon lights. Lots of green and orange-red in your HUD, which is pretty close to what it is like in Descent, though I’m only now making that connection. You could also pull the camera out and play from a different perspective, but I mainly stuck to the first-person, inside-the-Havoc view. Graphically, G-Police was not a stunner, with a dark, oppressive environment and pop-up around every corner, but the thwumping techno-driven soundtrack helped alleviate some of these limitations.

However, in the end, G-Police was another take on the Colony Wars experience, and that was enough for me to hand over my hard-earned cash from washing cars and watering lawns and procure a copy. Alas, I never got to see it all the way through before giving it up for in-store credit, but I still remember its earliness fondly. I should find a full YouTube playthrough of it for my next marathon drawing session.

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.

Hilariously, baby’s first Platinum Trophy is for Invizimals: The Lost Kingdom

2017 Game Review Haiku, #48 – Datura

Forest of choices
PlayStation Move, controller
It’s only your hand

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Explore Datura’s mysterious forest clumsily

I was surprised when I typed Datura–the first-person exploration game from 2012, not the poisonous flowering plant–into How Long to Beat? and saw that many were completing it in under two hours. That’s great. I’m a big fan of shorter games, and yes, I’m giving you stink eyes, Dragon Age: Inquisition and Stardew Valley, for each eating up over 50 hours and not being close to completion. Ugh. For some reason, I thought this game was a really long affair with obtuse puzzles. Perhaps I was thinking of Pneuma: Breath of Life instead, though that also doesn’t seem to be an epic adventure. Instead, Datura seems to be a short affair with clunky puzzles. I polished it off in two sittings, though one could easily push through it in a single go.

Datura begins with you, whoever you are, on life support in the back of an ambulance. You are tasked with removing the cloth and wires connected to your body, which surprises the EMT helping you. This is also where the game surprised me. I mean, I knew it was a first-person exploration thing, but I didn’t realize that meant you’d see your disconnected, Addams Family-esque hand floating in front of you, moving around in a certainly unnatural manner. It’s extremely bizarre at first, but you eventually get the hang of it (I almost wrote hand of it), maneuvering it into place with the analog stick and pressing R2 to perform an action. After this, you are then transported to a mysterious forest, which serves as a hub of sorts. Here, you’ll travel incomprehensibly through time and space into different playable sequences to solve some relatively straightforward puzzles.

The game was clearly designed for the PlayStation Move controller, but I don’t have one of those. So my standard PS3 controller will have to suffice. However, this resulted in some odd, finicky control methods, with myself more or less fudging my way through some puzzle elements, like taking wooden boards off a door with a crowbar or twisting something around. There’s also a lot of tilting, which, when my controller is plugged in, is a wee difficult to do in some directions. Again, you can do it and get through it, but the whole thing reads as clumsy. Also, mashing the R2 button to “run” in the woods is annoying, especially when the speed difference between walking and running is minimal and you tire rather quickly. That said, being in the autumnal forest hub is the best part of Datura, as the atmosphere is amazing and I did enjoy finding white trees and expanding my hand-drawn map.

As far as I can tell, the purpose of each sequence is to present you and your dismembered hand with a choice. Depending on what you do, the forest itself changes to reflect your actions. Are you more sinister? Well, prepare for everything to darken and play home to flies. If you are kinder, there will be brighter areas and more butterflies. It’s a little on the nose, but wandering the woods is the most enjoyable and immersing part of Datura, so it makes a difference. I think I split the difference, being nice and being naughty. A lot of the sequences are clear in terms of what is happening then and there, but on the whole, I didn’t really understand what Datura was trying to say. I’m sure everything has meaning. Maybe this is all about the poisonous plant killing you and everything after the ambulance moment is a fever dream.

Datura wants to be a literary journey through morality. Alas, it misses the mark. The big ol’ life-changing choices are easy to make, even when it comes to issues like beating a dog to death or cutting off someone’s hand. The reason for this is that the game, while visually pretty in spots, appears goofy, and the floating hand, especially when you see it next to your other, normal hand, which is connected to an arm, has a lot to do with this. There’s no solid conclusion, save for a mirror shot at the end that shows you exactly who you are, and so this was a decent two hours in a lovely wood where the fog is thick and the leaves are endless. Man, oh man, I love autumn.