Category Archives: achievements

Doing the assassin thing during the Italian Renaissance

Assassin's Creed 2 early impressions

Yesterday, everyone was all atwitter over Assassin’s Creed: Unity–though not really over Assassin’s Creed: Rogue–mostly due to Ubisoft’s strange limitations on its review embargoes, as well as the resounding conclusion that the newest stabby-stab title for new consoles in the age-ol’ franchise from a multicultural team of various faiths and beliefs is nothing more than mediocre. Naturally, I got the itch to run around rooftops and pierce jerks with hidden blades, so I finally loaded up Assassin’s Creed II for the first time, which Xbox gave out for free many moons ago. Please remember that I played the original Assassin’s Creed and then followed it up with Assassin’s Creed: Brotherhood, so I’m jumping to the middle chapter mega-late, but that’s all right.

What is Assassin’s Creed II all about? Well, the outside-the-Animus narrative is set in the 21st century and follows Desmond Miles after he escapes Abstergo Industries and relives the genetic memories of his ancestor Ezio Auditore da Firenze. The main narrative takes place at the height of the Italian Renaissance during the 15th and early 16th century. Ezio, a young, charming fellow very much in love with the ladies, is on a vengeance quest against those responsible for betraying his family. That’s all I know so far, having completed everything in sequence 1 and now just running around the map in search of treasure boxes and feathers (when I hear them twinkling).

The game came out in 2009, and it still looks really good, just not in cutscenes. Moving around the world still feels mightily impressive, with a good number of people roaming the streets below, though it is more fun to leap around on the rooftops. However, cutscenes show a lot of dead-eye stares and flat expressions, but it’s not a deal-breaker. I remember Assassin’s Creed: Brotherhood fixing a lot of gameplay problems I had with the original title, and I suspect those changes actually started here. Looks like the side missions mostly consist of beating up faithless husbands/boyfriends, racing thieves across rooftops, and killing targets for money, and then there’s the collectibles: hundreds of treasure chests, eagle feathers, semi-mystical glyphs, and statuettes hidden throughout the world. The fact that some of these collectibles appear on the mini-map (after you buy a treasure map) is truly all I needed.

There’s still some open-world jank and lousy platforming to wrangle with, but that’s kind of the same ol’ baggage every Assassin’s Creed carries with it, and the good generally outweighs the bad. However, I do not like trying to climb a building only to accidentally cause Ezio to leap from a window off to the street below and his synchronization death. It’s happened a few times. The combat is not as refined or fluid as Brotherhood‘s was, but still enjoyable to counter a soldier’s sword swipe and knee them in the gut. I’m still early into the adventure, so I don’t have any other fun combat tools at my disposal, but hopefully Leonardo da Vinci can help freshen up the fights.

People are all up in arms over Call of Duty: Advanced Warfare‘s “Press X to pay respects” prompt, but maybe many have forgotten how, early on here, you press buttons to make baby Ezio move his limbs. I’ve also run into a few strange QTE-like moments in Assassin’s Creed II that leave me feeling very uninspired. Every now and then, during a cutscene, there’s a button prompt to do something, like show off your newly acquired hidden blade, but these button prompts are on the screen for less than a second. Generally, I put the controller down during a cutscene, not expecting to be asked to remain involved, and so I’ve missed every single one of these moments. Even when I suspected one might be incoming, I still missed it, being too slow and distracted by my kitty cat. I don’t know, they are strange additions.

I wonder if Assassin’s Creed II will sustain my open-world, rooftop-running itch for a while or if I’ll need to acquire another title down the line. If so, I think everyone likes Black Flag the most currently. Until then, may no one see you stab someone in the neck.

The Swapper believes strongly in a single soul inhabiting two bodies

the-swapper steam completed

This year has been many things. One of them has been me catching up on all the great titles that came out in 2013 and just whooshed past me due to my inability to keep up with modern gaming as it unfolds. At this point, I’ve now gotten to experience the exploratory coming-of-age walking simulator that is Gone Home, the somber journey of siblings in Brothers: A Tale of Two Sons, what it is like to kill both deer and humans with the same tone in Tomb Raider, quirky personality quizzes in Doki Doki Universe, removing and revisiting bad memories in Remember Me, and using clones unemotionally to make progress in The Swapper.

For some reason, I stopped playing The Swapper right before the last few puzzles and end sequence. My bad. I didn’t know how close I was to the end at the point, but I suspect I just got busy with some other games and planned to return to it later. Well, I have now, having finished it up over the weekend after getting the required 124 orbs to move on, much to my heart’s sadness, though probably to my brain’s happiness. My cups of coffee are also pleased with this news.

Anyways…man. What a game. For those that don’t remember what’s going on here, you control an astronaut with a mysterious gun-like device called the Swapper, which allows her to make clones and swap between them. You’ll use this device to solve puzzles, collect orbs, and make your way further through and discover what ultimately happened to the crew of Theseus, a space station in great distress after taking highly complex rock formations of unknown origin on board. Most of the story details surface in computer data logs, but you will eventually meet a character or two that speak, as well as a bunch of rocks with too much time on their minds.

Look, I’m not gonna lie. A few of The Swapper‘s puzzles nearly broke my brain. Generally, they involved platforms and being down one clone. I’d say I had to look up the solutions to five or six of them in total, but only after I banged my head against the wall for at least fifteen or twenty minutes. I tried, I really did. But I didn’t want one puzzle stopping all my progress in this gorgeous and deeply dark tale of identity, so some “cheating” had to occur. Otherwise, I figured out the rest on my own, and many of the puzzles are really satisfying to unravel. I also enjoyed how you have to use the Swapper device to sometimes navigate from room to room, just to get to the next puzzle. It’s quite exhilarating to hit a gravity switch and go zooming up to the ceiling, only to make a clone a second before you make contact and swap to them; also, pretty disturbing.

Evidently, there are Achievements for The Swapper, but none of them relate to the main path. In fact, after making my final choice (I swapped, for those that are curious) and watching the credits roll, I had to do some light Google research to make sure my copy wasn’t glitched or something. We’re so engrained this day and age to get some kind of pop-up when you do something cool or momentous, but that’s not the case here. Fine, fine. The Achievements are for finding secret, hidden consoles throughout the map that contain special messages; I discovered zero during my entire six or seven hours. Oh well.

But let’s end with this, because it’s really all I want anyone reading to take away from this post: y’all need to play The Swapper.

The real Diablo III adventuring begins after defeating Malthael

diablo 3 ros beat the game

There were a few hours during my Extra Life live-stream that I didn’t actually stream anything live, and that was around 3 AM to 5 AM. I moved over to my couch to play some Xbox 360, most notably more Diablo III: Reaper of Souls. I’d been picking away at it for a good while now, inching closer to the conclusion of Act V, which was never part of the original Diablo III campaign. For this act, you are chasing after Malthael, a former member and leader of the Angiris Council. He has claimed the Soulstone for himself and plans to eradicate humanity. Short story even shorter: I couldn’t keep my eyes open and ended up putting it aside for a quick cat nap instead.

Zoom forward a week, and I finished up the remainder of the campaign for Diablo III: ROS while my father visited and took a quick nap himself after we hiked a bit over at Bushkill Falls. Taking Malthael down was not very tough, but then again, no fight in the game really was considering I was rocking the lowest difficulty setting possible from the very beginning. I don’t know, I liked the casual nature of beating up swarms of dudes and getting gear without constantly using a health potion every few seconds. Regardless, everything ended in a whimper and fountain of mediocre loot, with a menu prompt pop-up saying that the story was over, but Adventure mode had now been unlocked. Strangely jarring, this lead to credits–my father couldn’t believe how many people worked on a videogame–and then back to the main menu.

With Act 5’s six hours or so of story content done, I had the choice to either start Diablo III: ROS all over with a new character/class or continue on with my demon hunter Whisper in Adventure mode. Given that she hasn’t even hit level 50 yet and the cap is 70, I wanted to see her grow some more. The newfangled Adventure mode removes nearly every single story aspect–so long lengthy dialogue chats that I only listened to in order to check off a challenge–and instead simply assigns you with specific quests (called bounties) across each act’s map, giving the player the freedom to do as they please. There’s even a new currency to acquire, which you can use to purchase mystery items; I bought one, found it to be complete garbage, and most likely will never take the chance again, but hey, options are options. At this point, I’ve knocked off five bounties, though there is an Achievement for clearing 500 of them. Eep.

In addition to bounties in Adventure mode, there are also Nephalem Rifts, which are randomized gauntlets that ramp the chaos meter all the way up. You can only open a rift after collecting five key shards, which you seem to get with each bounty you complete, so the two are interconnected deeply. Basically, you run around these dungeons killing X amount of enemies until a super difficult elite boss shows up. Shortly before doing my first rift, I switched the difficulty setting from normal to whatever the next one was…maybe hardcore. That said, Whisper the demon hunter died for the very first time so far in one of these rifts. They mean big business, but they also provide unpredictable fun and empowerment unlike anything seen in the main campaign. For example, I came across a new Pylon shrine that filled my character with lightening bolts that struck out at anything within a few feet. It’s really cool. Looked like after you beat the Nephalem Rift boss, you can continue exploring the dungeon, but I popped back to town to sell some mediocre gear; as I did, the rift’s portal closed after thirty seconds, so you have to choose wisely what you want to do.

Like I said earlier, I want to see Whisper hit the level cap and check out some of the high-end gear, but I will probably now only play this in sporadic bursts. Like while waiting for the laundry to finish or kettle water to whistle, which is just enough time to do a bounty or two. I really don’t know how interested I am in playing through the campaign ever again, even with a completely different class, which is a shame because it means I’m missing out on experiencing like five-sixths of Diablo III: ROS in terms of abilities, dialogue, and specified loot. Granted, I really ate up the one-sixth I got, and you can’t shake your head at things that made you happy, even if only for a sliver of time.

Mining my experiences as a cowboy steambot in SteamWorld Dig

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I’ve never gone very far underground in my thirty-one insipid years on this planet we share, and that’s fine. A few family vacation one-offs where we’d explore a cave with a tour group or something like that, but never any personal expeditions. Much like the ocean, the underground is terrifyingly expansive and filled with too much unknown. Also–very dark. There’s a 2006 horror movie called The Descent that seems like the most scariest thing possible, as it follows a group of British spelunkers down into the deep dank depths of some labyrinthine caves in North Carolina; on top of that alone, they get pursued by flesh-eating monsters. No thanks.

If I was to go underground, I’d hope it would look more like SteamWorld Dig, all colorful and bouncy and peppered with kooky characters like Lola, who runs the bar in Tumbleton and acts as a respawn point, and Hank “Cranky” McCrank, a repairbot who helps you upgrade your digging tools. I mean, just look at the game’s hero Rusty; with his cowboy hat and big, green metal hands, he appears more than confident to handle whatever is lurking deep beneath the town, and so I’d go with him, though still not too far down.

The story here is slight, but solid enough to give Rusty a reason to dig deeper into the mineral-infested ground. Rusty the steambot wannabe-cowboy has inherited his uncle Joe’s mine after Joe apparently lost his life plunging into its depths for secrets. Naturally, curiosity screams, and Rusty takes up the call (and pickaxe) to continue his uncle’s journey. That’s it for now, and the characters aboveground in Tumbleton are essentially menu options and quest-givers at this point, but that could all potentially change down the line.

There’s a cycle to Rusty’s cavernous adventuring, and it is thus: dig down into the mine, gather as many minerals as you can hold, return to town, sell your stash, purchase upgrades to help you dig deeper, gather more resources, and survive longer. Much like Rogue Legacy and Spelunky, it has that “one more run” vibe to it, because even if you don’t get far or gather too much, every piece of trashium or copper sold is all feeding back into making Rusty better, stronger, more awesome, which promotes sojourning a wee further. You can really only go so far as your tools allow, and eventually you’ll run out of lantern light or hit dirt you can’t dig through yet. Or maybe even some tough critter-crawly enemies. Either way, you have to hightail back to sunlight, and you can either climb back up the hole you dug or find a fast travel point along the way.

On your way down below, you’ll also come across special cavern entrances that basically lead to a platforming section or ability-testing area. You can find some good valuables in these spots, as well as new abilities, like special drill arms, wall-jumping, or boosting upwards from a stationary position, which uses steam, a finite resource to also keep an eye on. These aren’t very tricky so far, and often give you a reason to travel up, left, or right rather than simply down all the time.

Right. I’m one of those crackpots that thinks Super Mario Bros 2 is a more enjoyable time than Super Mario Bros 3, and a favorite section of mine is when you have to travel downwards through layers and layers of sand. You do this by digging, by hitting the “pick up object” button, and the Princess–who else would you even bother playing as, honestly–will lift the sand beneath her feet away, causing her to fall into the next line. Keep doing this, and eventually you’ll get through it. You make your own path, and the enemies will even follow along it just like you. That same idea applies to SteamWorld Dig; how you dig down to the caves or map indicator is customizable, but you also have to be thinking about reverse directions too, about what would make it easier for Rusty with no light to find his way to Tumbleton. Unfortunately, returning to the surface, especially once you really get deep down, is where things become less fun and more of a slog. I thought I read that the underground is randomly generated, so if that’s true, the replayability is at least very strong with this one.

For those with a PlayStation 4 and subscription to PlayStation Plus, SteamWorld Dig is a freebie for the month of November. Even if it wasn’t free, I’d heartily suggest checking it out. So long as you don’t mind a whole lot of digging.

Regrettably, I lost the game in You Have to Win the Game

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A few days before my Extra Life stream was to start, I scanned through the “free-to-play” tag on Steam to see if there was anything worth downloading and trying live on the day of the event. Turns out, no…not much. A bunch of off-putting MMORPGs, a couple of MOBAs, and some frightening swamp monster called Fistful of Frags, but there was one title that certainly stood out from the pack, both on its name and looks.

Enter You Have to Win the Game, a deceptively tough platformer with a retro 1980s PC aesthetic from J. Kyle Pittman, who I believe either works or worked at Gearbox Studios. Can’t quite confirm that at the moment. It now seems like he and his brother founded Minor Key Games last year to create its sequel Super Win the Game, so kudos to them. I will definitely be checking that out once I go back through YHTWTG one more time.

There’s no solid story here, but that’s fine–think back to the good ol’ days of when action platformers needed no story. I mean, yeah…maybe there was one in DuckTales or Mystery Quest, but I can’t recall a single detail; all I know is there was jumping and exploring and jump-exploring to do. Granted, those games had enemies to deal with and ways to dish out damage, but YHTWTG is much more isolated, with you controlling a little sprite person as you explore a map and gain abilities, such as wall climbing and double jumping, that will eventually help you explore even more. Actually, wait. There are enemies, but your only course of action is to avoid them, not get in their face(s). There’s a continuing thread throughout the game’s progression about learning a magic word, but more on that in a moment.

Just like in VVVVVV, each screen feels like its own contained space, especially given that each screen gets its own quirky name at the bottom, like KISS Principle or Hardcore Prawn. This helps drive the desire to see what is up next. Some of these screens are simply there for you to walk through, some contain a save checkpoint or bag of money (which you collect to raise your 100% completion percentage), but many of them center around a deadly pitfall or crazy set of jumps or orb-tossing untouchable boss encounter. This is where this cutesy, retro platformer becomes something else–a challenge. But very rewarding, especially when it comes to rooms requiring precision-based timing to make it through in one piece.

Visually, the game is what you see above, using four-color CGA graphics and a lot of black space, but curved around a fake monitor screen, with monotonic PC speaker sounds to boot. That faux screen curve is a really cool effect that, after a minute or two of playing, you don’t even realize is there. At least I didn’t. Not much changes in terms of graphics overall as you progress, but it is fun entering a new area and seeing the layout change or where new traps are added or spotting a new way to go. The orb-tossing boss enemies–there are a few in total–are much larger sprites, detailed just enough to be threatening. If you can, search for the secret cat room.

At the end of YHTVTG, you are given the chance to enter in a password, which is whatever the magic word ultimately is. Unfortunately, I had only loosely paid attention to the scribbling on the walls, so I was unable to make a good guess and thus “lost” the game. I plan to go back and try again, as well as get the rest of those money bags, though there are a few sections I’m not looking forward to repeating, like that one where you have to jump down to a portal, cling to a wall, and then double-jump over a line of spikes. Yeah, I spent a good while on that part during Extra Life. Granted, I should be able to speedrun the first few parts now that I’m on the up-and-up, and I think there’s even an Achievement for completing the game (any %) in under ten minutes. Good luck there.

And good luck to anyone inspired by this post to win the game. I mean, you have to. You Have to Win the Game.

Dead Island’s a lively tropical vacation full of zombies

dead island thoughts and stuff

Back in October 2013, I grabbed a digital copy of Dead Island for $4.99 on the PlayStation 3 and played for a little bit, actually finding it too unnerving to play solo, given that any group of three or more zombies proved deadly, and the to-ing and fro-ing for fetch quests felt both depressing and lonely. I don’t think I got out of Act I or even hit level 10 with whatever character I selected before putting the whole thing aside. Flash-forward to February 2014, and Dead Island is given out as a freebie for Gold users on the Xbox 360. Figured I’d try one more time.

For those unaware, Dead Island is a first-person, zombie-killing survival loot fest. What does that mean? Well, you will kill zombies, find better weapons, and use them to kill more zombies. There’s a high focus on melee weapons though guns do pop up later and are less exciting. The game takes place on the fictional island of Banoi, a tropical resort destination located off the coast of Papua New Guinea. You play as one of four survivors who discover, after a crazy night of partying, that the island’s gone to heck–undead heck, that is. Back on the PS3, I started off as Xian Mei, a hotel receptionist and spy for the Chinese government, but decided to go with former football-star Logan Carter for this second go-around, seeing as he is much better suited for wielding blunt weapons.

Your goal is, naturally, to get off this zombie-infested island alive. Along the way, you’ll do smaller quests for other survivors, like finding a necklace or reuniting siblings. All the quests exist to simply get you out in the wild, killing zombies, finding new weapons, and gaining XP. This can be a lot of fun, generally when it is you versus one or two zombies; it’s all about crowd control and managing your stamina, which runs out fast with each hard swing of your hammer or spiked baseball bat. Breaking a zombie’s bones or slice its head off in one swift action is very satisfying, even if the game occasionally bugs out or feels too tough for one person to get through.

Well, something happened the other night. I was playing through the campaign by myself, specifically the Act 1 mission where you have to protect a mechanic’s workshop while he tinkers with upgrading your van with some zombie-blocking armor. Naturally, all the noise he creates draws in a bunch of biters; I finished the mission just fine when, out of nowhere, another player joined my game. This player was clearly much higher in level than me–his gun shot bullets that set zombies aflame and put them to the ground in one single trigger-pull–and I figured he’d see what I was up to and decide I wouldn’t be fun to co-op with, given the differences between our characters. But no–he lingered. And then two other players joined, both just as high in level as him. They wanted to adventure with moi.

With these three other power-spewing players by my side, we blazed through the remainder of Dead Island‘s Act I and got pretty deep into Act II before I had to drop out to make some phone calls and play something less terrifying before bedtime. I wouldn’t necessarily call it fun for me or how I even wanted to play, as I spent the majority of my time just walking behind them, watching zombies getting slaughtered and free, unearned XP added to my character, and there seemed to be little I could do. Given that Act II begins in a new area, I wanted to explore more slowly and on my own, but these three were eager to just move on to the next mission, often firing guns in the air as a signal for me to hurry up and over. A part of me felt bad for abandoning them; heck, they joined my game, and were here to assumedly help me. So I followed behind for a good while, earning lots of XP, money, and weapons, and missing every important story beat along the way. Now that they’re gone, I feel very out of my element–like I don’t belong in Act II.

As you explore Banoi, the game is constantly letting you know that so-and-so is nearby, just click this button to join their game. I tried it once or twice, with it putting me really far away from the other player, to the point that I was basically still just playing solo, but listening to someone’s choppy voicechat. It’s a neat function that seems to work well enough, but I think I need to turn it off, at least until I complete the story once. Right now, I feel like I’m missing a lot of the atmosphere and small details by just jumping from quest to quest, completing a handful in under an hour. Maybe they were all boosting for Achievements, but I’m not really interested in that stuff anymore.

It sounds like Dead Island is a pretty long game. The level cap is 50, and I just hit 25, and there are still two more acts to go. I’ve come across some online grumbling about how these final sections are less fun than exploring the beach/resort area. Already, I’m disliking the city/church area, as there are way too many zombies to realistically handle; I’ve found myself sprinting past enemies more often to not. It’s also more closed off, with narrow alleys and buildings, whereas the beach felt very open. I’ll keep going though. I don’t want to be a zombie.

Line of sight works against me in Monaco: What’s Yours Is Mine

gaming-monaco-whats-yours-is-mine

When it comes to stealth games, I can accept the stretch on the limitations of reality to allow the character I’m controlling to gain the upper hand. For instance, in Deus Ex: Human Revolution, I always upgrade Adam Jensen with the Augmentations that gives enemies vision cones and allows him to see through walls. Actually, maybe in that scenario, it works fine within the fiction. Also take Mark of the Ninja, where you can use Focus to freeze time and better survey the environment, especially when most of it is shrouded in shadow. Truthfully, I’m not asking for much, but having a slight perk above your enemies makes dealing with them and the situation all the more fun.

None of that is the case with Monaco: What’s Yours Is Mine, a deceptively tough stealth action indie title from Pocketwatch Games and Majesco Entertainment that puts pressure on co-operative play for success. The game has four main story campaigns, two of which tell the same story but through different styles. You can choose from eight pixelated characters, all of which have unique abilities: the locksmith, the pickpocket, the cleaner, the lookout, the mole, the gentleman, the hacker, and the redhead. Just by the names alone you might be able to figure out their perks. Certain characters are better suited for specific levels, though I’ve only gotten to play the first few levels in the opening campaign story at this point, using mostly the locksmith and mole.

So, Monaco is presented via a top-down view of blueprint style levels where players can only see things through their “line of sight.” Everything else is shrouded in a thick, gray fog that indicates where rooms are, but not the details within. Unfortunately, your character’s vision cone is narrow and limited, offering up only a tiny slice of what is ahead of you, making it extremely easy to walk through wires or even right into guards on patrol. You can unlock doors, hack ATMs, and hide in bushes by simply pressing up against them, waiting for a meter bar to fill. There are also weapon pick-ups, such as smoke bombs and C4, scattered throughout the level, which you can use against nosy guards.

I got a copy of Monaco some time back for the PC, though I couldn’t tell you how it ended up on my list of Steam games. Probably some kind of bundle. I played through a level or two before determining that this style of infiltration gaming was not for me. For September 2014, it’s now free for Gold members on the Xbox 360, and I figured it couldn’t hurt to try one more time. Well, I got just as far as I did on the PC–the bank heist level–before putting the controller down. I really do struggle with seeing the big picture of the level, and the moment a guard spots me, I just panic and run around like a headless chicken. There’s something not connecting with my eyes and brain, especially when a lot of the mission objectives and tips are presented within the level, hidden until you swing your vision cone over them.

It sounds like Monaco is intended to be played cooperatively, with friends. I don’t have three other friends I can invite over, and so there’s an option to link up with strangers via Xbox Live. Eh…no thanks. I’m not one for putting on a headset and chatting with new people in a game that clearly requires teamwork and strategic planning. From what I’ve gathered through forum chatter, a lot of problems crop up with co-op play in that everyone just runs ahead and does what they want, setting off alarms left and right and leaving every other player to fend for themselves.

Monaco certainly has a cool style to it, but part of that style inhibits the gameplay. For me. Others seem to have no problem whatsoever, and goodie for them. But it’s why I struggle with horror games, of not knowing what is ahead and to the left and right and even behind my character. Or it is like those mirror mazes, where I have to take it slow and one step at a time, unsure of what is only a foot in front of me; the last one I did was both a mirror maze and clown-themed, and I was in my early twenties and I’ve still not gotten over the experience. Perhaps I’ll try some online heisting–though I refuse to bust out a headset–and perhaps I’ll attempt another solo run, but regardless I just don’t think this is the stealth action I’m looking for.

My demon hunter Whisper in Diablo III is one to fear

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Here’s the thing: I’m a sucker for “complete package” versions of videogames, especially in this era of post-game DLC and pre-order bonus bull-doody items and unlocks. This gels well with my high patience stat, meaning I can wait the many months–and sometimes even up to a year or so later–for the games’ developers to realize they need another quick burst of cash-money, thus releasing some kind of Game of the Year edition which packs all the extra bits and bobs in with the main game for one, more often than not, easy-to-swallow price. That said, I’ve still not picked up the latest GOTY versions for Borderlands 2 and Elder Scrolls V: Skyrim, but my heart rests easy knowing they are out there; truthfully, it’s all about preservation because, one day, you might not be able to purchase that slice of DLC separately off Xbox Live or PSN if–and I dearly hope not–they no longer exist.

All of those words were written so that I could totally tell you that I picked up Diablo III: Ultimate Evil Edition over the fine Labor Day weekend, and it was priced nicely at just under $40. Mmm mm good. This package includes the original Diablo III campaign, its expansion Reaper of Souls, and some other new goodies, all of which I’ve never touched up to this point. The PC mouse-driven action RPG has been updated for consoles and console controls, just like how Torchlight was, and I have to say, besides a bit of clumsiness when sifting through inventory menus, it all feels really good and intuitive. Especially the combat, where it matters most. But more on all that in a hot cooldown.

Before you can even begin killing and looting legendary gear in Diablo III, you have to pick from one of six available character classes: the witch doctor, the barbarian, the wizard, the monk, the demon hunter, and the crusader. What is appreciated is that you can play all of these classes as either a man or a woman. I went with a female demon hunter as I’m big on crossbows and rolling away from enemies in these kind of games, and the random name generator eventually came up with Whisper, which I think is the most badass name a demon hunter can claim. In truth, all the other classes seem like a lot of fun (the monk was a close second), but like with Borderlands 2 and Dead Island, I need to just pick one and focus on it all the way to the end.

Well, let’s quickly cover the weakest and easiest to ignore aspect of Diablo III: its story. The game takes place in Sanctuary about twenty years after the events of Diablo II, a game I played a bunch of, but never really got far in, though organizing your inventory was a masochistic joy. Deckard Cain and his niece Leah are in Tristram’s cathedral, investigating a bunch of loose pages from ancient texts regarding yet another ominous prophecy. Then, without warning, a mysterious star falls from the sky and crashes through the Cathedral, creating a deep crater and sucking Deckard Cain down. Evil monsters quickly reveal themselves, and your character is on his or her way to Tristram to see how you can help. It’s good versus evil and pretty generic at best, but at least the voice acting is enjoyable; I’m proud that I rightly recognized Jennifer Hale’s voice for Leah after a minute or two.

But one doesn’t play Diablo III for its novel stab at videogame literature, right? You play to click on things, lot of things. Well, in my case, hit the A button on things, lots of things. And the right trigger a lot, too. The left analog stick moves your character, and the right analog stick is a dodge move for whatever direction you push it in. The face buttons all relate to a skill move, and right now Whisper can drop a handful of caltrops to slow enemies, as well as get herself out of a mob of enemies with some swift gymnastic flips. Right trigger is for my favorite active skill so far–Rapid Fire. This uses up Hatred–regenerating mana for demon hunters, basically–but is able to take out a ton of enemies in one gulp, often revealing a yellow orb for killing at least ten of them and doubling Whisper’s damage for a short window of time. Even though she is using a bow for it, the attack sounds like she’s wielding a machine gun.

I’m still fairly early in Act I, and all I want to do is go home right now and play some more. Yeah, it’s that kind of game, where you’re always close to leveling up or you just found a new weapon or piece of gear and want to see it in action, and before you know what is what, you’re five levels deep in some dank crypt, killing zombies and ghosts and having a blast. Given that this is both Diablo III and its expansion, which offers up Adventure Mode and more, I’ve got plenty of road still to travel with Whisper. Also, I’m using followers, and unlike in Skyrim, I am not 100% hating them, though I still think they could be a bit more proactive in battle and a whole lot less whiny.

Stay tuned for further updates about Whisper and the many denizens of Hell that she’ll be slaughtering…

Can’t stop ripping out eyeballs in Tentacles: Enter the Mind

tentacles etm screenshot

It really seems like the Windows 8 phone just lumps a bunch of freemium games together and publishes them all closely together in one big spurt. I mean, Throne Together, Hungry Shark Evolution, and now Tentacles: Enter the Mind all came out in just the last few weeks alone, and this is following another burst of free-to-play experiences with Hexic, Snap Attack, and that trilogy of Microsoft-themed classics like Mahjong, Minesweeper, and Solitaire. Oh boy, my phone might be filling up a little too fast. There’s even a few other free games to download that I’ve held back on simply because I don’t want to overdo it, though clearly that is not a thought in Microsoft’s mind.

That said, so far, Tentacles: Enter the Mind from Microsoft’s very own Press Play studio seems like the most traditional videogame of all these freebie titles I’ve touched of late, even if there are still options to purchase digital money with real-life money. Thankfully, they really don’t get in the way of playing the game, which I’m a thousand times thankful for, since playing the game is a lot of fun and I don’t want anything coming between me and my fun. Perhaps the best missing element is any form of an energy system, which means I can keep stretching from one brain shop to another for as long as I like, or as long as I want to run my phone’s battery into the ground.

To begin, Tentacles: Enter the Mind features a fully 3D and colorful landscape that you can explore via your tentacle-laden monster called Lemmy by tapping all over the screen. Basically, each tap moves a tentacle, so if you quickly tap four times in a row, the monster will zip over to where you want…or you can stretch it out across a bunch of different spots and see how far it’ll go. The story goes that you’re inside the mind of the mad scientist Dr. Phluff, fighting off invading enemies in his subconscious. How do you do this, you ask, probably already knowing the answer based on this blog post’s title? Simple: you pluck their eyeballs out from their heads. You can also use special powers, like a AOE bomb that hits all nearby enemies, by swiping down on the screen. There seems to be 15 areas in total, but each area–or level of subconscious–is made up of multiple stages, which may or may not be randomly generated. I’m currently on one themed around kitty cats, meow.

As you travel from one stage to another and aren’t too busy ripping the eyes from your enemies–yes, I’m a big fan of that scene from Kill Bill: Vol. 2, how did you know?–you can also pick up gold coins, hammers, eggs, and revive tokens. In between each stage, you pause at a shop menu to purchase upgrades for your monster, including new tentacle effects, different eyeballs, and additional power skills. You use your gold coins on this, and so far, the amounts are not too crazy high that you immediately see the unnecessary need to purchase gold with real money. Everything will come in time, plus you can earn more gold from cracking colored eggs with the matching colored hammer, as well as completing side objectives, like ripping the eyeballs from X monsters in a row without taking any damage.

The feeling of moving Lemmy one tentacle at a time is actually quite satisfying. I mean, after all these years of watching octopus videos, and I finally sort of know how it feels. Throw in that plus dodging and attacking enemies simultaneously, which you also have to tap on, and your phone and your index finger are going to become quite close friends. The only parts I’m struggling with are having Lemmy move to a really specific point in the level; for instance, there’s a part inside a confined tube, where these rotating dividers block your way forward, save for a small hole in them that you have to dart through when the moment is right. If you don’t, you get electrocuted, which is usually a whole heart gone. I can’t get past it, but at least I get to keep the gold coins and eggs I find along the way.

I look forward to seeing more of Tentacles: Enter the Mind and growing Lemmy into an even more fearsome eyeball-ripping monster. Y’all best stay out of my tentacles’ way now.

Hungry Shark Evolution wants you to experience life as a shark

hungry shark evolution

I know I’ve covered this before, but if your videogame has a ridiculously weird name, there’s an even greater chance that I’ll check it out. Which leads us to Hungry Shark Evolution, from Future Games of London and, strangely, Ubisoft, the powerhouse behind time-standing franchises like Assassin’s Creed, Prince of Persia, and Rayman. It’s okay to be curious; I know I was the minute I saw the name scroll by on my Windows 8 phone. However, after playing about fifteen to twenty minutes and not really getting anywhere great in this digital shark life of mine, I think this is one strange title that probably shouldn’t have surfaced. Hey, look at that…a totally unplanned Microsoft-themed pun!

The short of it is that, in Hungry Shark Evolution, which I’m playing on my Windows 8 phone, you are a shark that is very hungry. No, really. Like starving. Your hunger meter–which is basically your health bar–depletes extremely fast, and so the shark is never satisfied despite eating an entire school of fish in one gulp. Your goal is to survive as long as you can, which means constantly swimming around, looking for your next meal. This can be easy targets, like tiny fish that don’t fight back, or other sharks…or even unaware swimmers if you head towards the beachy area. Along the way, you can complete side objectives specific to each shark type, and these generally boil down to things like “eat four turtles” and “survive for at least six minutes.” Nothing terribly difficult, seeing as I have already unlocked one of the six total Achievements for the game:

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Reef Shark (20G): Complete Super Mission 1 using Reef shark.


To complete the Super Mission, you have to first finish all the side missions and do whatever is asked of you next. For this, it was hitting a high score of 25,000 points. Not too hard. The other five Achievements are tied to the other five sharks–Mako, Hammerhead, Tiger, Great White, and Megaladon–which you unlock by first leveling up the prior shark to its fullest. I’ve got the Mako shark next on my evolve list.

The challenge in Hungry Shark Evolution comes from enemies, like sting rays, other sharks, scuba divers, etc, which attack you and significantly lower your food meter. I’ve found some enemy aquatic life harder to kill than others, specifically the sting rays, and if you miss on your first chomp, chances are the shark is taking a hit of health. If you go too long without eating something, that’s it. Your score and gold coins are added up, you watch your shark’s XP grow, and you get returned to the start mission menu, where you can enhance your shark’s swim, bite, and boost abilities, as well as purchase one-use items, accessories, and treasure maps. Some parts of the underwater map are also gated depending on what shark you are using; for example, the reef shark can only swim down so deep.

Much like in Throne Together, I’m finding my finger to be a hindrance to performing a great run. To move the shark, you simply press on the screen and move your finger in the direction you want it to swim. I find it easier to keep my finger in the middle of the screen, because if I move it too far over to the right then I risk the danger of hitting one of the buttons to return me to my phone’s home screen. Keeping it on the left means my wrist is now covering the screen. Again, my finger ends up obstructing a good portion of my view of the shark. Also, while moving with one finger, you can tap the screen with another finger to perform a boost of speed, which is easier said than done, considering I’m using my other hand to cradle the phone in place.

It’s a strange game, for sure. It looks nice, with cartoony, World of Warcraft-like graphics that help flesh out a colorful underwater realm. And it is teeming with puns, like when you eat a scuba diver, the words AQUALUNCH pop up, or VITAMIN SEA after gobbling up a bunch of fish. I think I even saw SUN SCREAM when you leap from the water onto the beach to steal away some clueless sun-tanner. As a cartoonist that lives and dies on pun-related humor, I can’t help but squeal and smile at all this. Goofy name and goofy humor currently outweigh all the free-to-play elements here, which, so far, are easy enough to ignore.

Life as a reef shark was fairly perfunctory, so I’m looking forward to what I can do as a Mako shark. At some point, I also need to Google whether Megaladon is a real shark or one from dinosaur times; it looks ridiculous.