Category Archives: achievements

So far, Red Faction: Armageddon asks very little, gives even less

red-faction-armageddon impressions

I initially balked at the Humble THQ Bundle, confused by what it was. Certainly not indie, which was taken away from the collection’s overall title, but far from humble, too. These are triple A titles from a major company. So I slept on it. In the end, I just couldn’t pass up the chance to play Darksiders, Metro 2033, and Red Faction: Armageddon for the low, low entry fee of a buck. Yeah, that’s right; I went as low as I could. No need for me to go above and beyond the average amount paid for Saints Row: The Third, a fantastically fun videogame that I already own for the Xbox 360 and have played to nearly completion (minus the lackluster DLC). And I highly doubt there will ever come a day that I actually install the three Company of Heroes games, let alone one of them. I am so not interested in real-life war games. Oh well.

And for $1–or really $0.33 if you break it up between the three games I wanted from the whole caboodle–Red Faction: Armageddon is functionally fine. But that doesn’t absolve it from being a horribly backwards sequel that strips away everything that made Red Faction: Guerrilla a fun time: an open world, the freedom to destroy what you wanted and how you went about it, the various modes for online play, the impact a sledgehammer could deliver. And more, surely. Now, for those that don’t remember–heck, even I kind of forgot this–I played the demo for Armageddon back in May 2011, not really finding too much to talk about within it. I walked down a dark corridor and shot some alien monsters off walls, as well as reconstructed some ruined platforms and staircases. Yeah, very different from the previous outing.

In this one, you play as Darius Mason, another checkbox in a long list of white, disgruntled-looking, bald videogame protagonist men. Don’t get him confused with other bald, white men in the game. It is 2017, and he must reclaim cultist fortifications on the disaster-ravaged surface of Mars, as well as defend colonists from hostile Martian creatures thriving in the mines and chasms below. To do this, Mason will use various tools and weapons, such as the Nano-Forge and Magnet Gun, to dish out destruction or repair what’s fallen. He will also walk forward in a straight line and shoot swarms of alien monsters to death before repeating this process a few feet further down. The plot is dished out in small, predictable chunks, with characters being stock and uninspiring, and Mason as a action movie star wannabe. Really, his one-liners need to stop.

Then again, the plot in Guerrilla wasn’t that great, but the openness of the world and the freedom of your tools more than made up for that. Here, in Armageddon, all that is gone. It is a non-stop corridor crawl. Dark corridors too, filled with the same swarms of alien monsters which you can kill in one melee hit so don’t bother trying to shoot them in the shadows. The game occasionally teases you by bringing you above-ground, but it’s still just a straight run or vehicle-driven sequence that does not encourage exploration. In fact, if you stray too far from the zone where all the fighting is going down, you get a warning message from the game coupled with a countdown to return to the fight. I have to imagine if you don’t by the time the countdown ends, it’s game over. Yeah, none of that.

Overall, despite a fun set of tools at your side like the Magnet Gun and that super powerful sledgehammer, Armageddon is shockingly boring. You just follow a guided path and kill monsters along the way until you get to a cutscene or new section, doing it all again. Boss fights are uninteresting, requiring little skill and thought and just a better ability to roll out of danger while continuing to fire your assault rifle. I’ve been playing on the Normal difficulty, and it’s felt a little like Godzilla squashing a city of people; haven’t died once, haven’t run out of ammo, haven’t really found myself in a tough pickle. According to my upgrades wheel, I’m almost 75% through the story. Think that’s three or four more levels to slog through.

The Humble THQ Bundle recently added in the Path to War DLC for free since I already purchased the collection. I have no idea what it is and entails, but I imagine it is just more of the same missions from the main game. I’ll give it a try once I finish off Armageddon‘s campaign, as well as try some of the multiplayer options, before shelving the game for good and remembering back to the good ol’ times I had with the franchise back in Red Faction II and Guerrilla.

Perfection is earning all the Seals from every level in Mark of the Ninja

mark of the ninja earned all seals post

Well, this certainly didn’t happen over night, but it finally happened nonetheless:

mark of the ninja perfection ach
Perfection (15G): Earn all the Seals in every level.

For those that don’t know, Seals are basically optional objectives, and there are three for every level in Mark of the Ninja. Some require you to reach a specific spot within a certain time limit and others are more tricky, requiring restraint and patience. Such as the last one that I got to unlock the above Achievement, which tasked our ninja friend with pickpocketing two keys instead of killing the guards holding them and taking them from their sliced up bodies. Well, that’s how I did it my first time through, but going the stealthier route forced me to move more slowly and be very aware of my surroundings. Which is fine, because this game is so dang rewarding, making one feel like he or she really is the shadow in the night, the hand from the darkness, the unseen that moves like the wind.

In the end, none of the Seals were too painful to get, just time-consuming. I tried to get what I could during my first playthrough of Mark of the Ninja, but due to tiny text syndrome, my bad eyes, and an iffy font choice, I had a hard time reading most of the instructions. So I skipped a lot of Seal tasks or just plain missed doing something because I didn’t know it could be done. And so, long after the fact, I did something I haven’t done in a while and don’t do often just from a sheer dislike in following along instead of figuring things out on my own: printed out a checklist from an online guide. The last time I did this? Hmm. Probably the alchemy recipes for Dragon Quest VIII. Well, I also began to record some item collecting in Borderlands, but that fizzled out fast as soon as Borderlands 2 dropped. Regardless, it really helped a lot to know exactly what tasks were in each level beforehand and then cross them off as I accomplished them.

Still working on completing all the Challenge Rooms, finding all the hidden haiku thingies, earning all upgrades for the ninja, and acquiring a ranking of three stars for each level. Yeah, all those tasks–at once. I’m pretty close on each of ’em, but it’s a slow creep, with constant checking and sometimes having to replay the entire level to make ends meet. After this, all that’s left for me to experience in Mark of the Ninja is a New Game+ playthrough, which I’m hesitant about doing. I like to pretend I’m a great ninja, but truthfully, I’m great ninja because of all the systems already in place; remove those, and I’m just a dude in a funny costume hopping off walls like a madman. At least, that’s what I suspect. I’ll probably give it a try, but if the early levels prove troublesome, then there’s no way I’ll get through the final ones on my skills alone.

Master Architect says a house is a machine for living in

Actually, Le Corbusier said that, but what does he know–he didn’t spend countless hours fast-traveling and staring at the same ol’ loading screens in Skyrim‘s Hearthfire DLC to gather the numerous and welcome-to-encumbrance building materials, such as clay, quarried stone, and iron ingots, to build three houses that are void of character and personality and truly, without a doubt, not worth all the effort. Really–don’t bother building your own house, especially if you’re already pretty far into the game, wherein you likely already own a home in one of the many cities, such as Breezehome in Whiterun or Honeyside in Riften. Those cost the same base price as your own plot of land, but require a whole lot less work, giving you more time to kill that bandit leader in Cave X or find your twentieth Jazbay Grapes.

Housing in Bethesda’s games has always been a pesky business. For Fallout 3 and Fallout: New Vegas, you had a few options to call home, but they were not very exciting. In the former game, I shacked up in Megaton, covering my bed in teddy bears and the shelves with rare trinkets–if I could figure out how to properly move and place an item via an Xb0x 360 controller. Your only other choice was staying in Tenpenny Tower, which came with some neat themes, but required going through a lot of load screens to simply access. Too much waiting, not enough storing of loot, if you asked me. For New Vegas, pickings got even slimmer. Some hotels offered a permanent room, and if you felt like going through a lot more loading screens, you could keep your prizes in the Lucky 38 presidential suite. Strangely, your best place to call home is at The Sink, a futuristic homebase brimming with goodies. Oblivion had a few homes that you could earn through quest completion as well, but I never really used them as once you joined a guild, that became my place to store stuff and rest comfortably.

You could always find places to…let’s call it…squat. Abandoned houses or shacks that seemed ready to be yours, but at an invisible risk. See, while they might have containers or places to store you treasured treasure, there was no was to know if that container was safe or would respawn its contents in a few day, thus erasing yours completely. Unless you used the Internet, of course, but that’s never fun. I’d rather sell off items than lose them to a coding abyss.

So, unfortunately, while the three houses in Hearthfire look pretty cool once totally complete–that’s Lakeview Manor, Windstad Manor, and Heljarchen Hall–they are not fun to build and require, at least for me, a ton of back and forth, as I’m not the sort of character who just carries around 100 iron ingots at a time. You spend a lot of time looking at menus or watching your character mine for quarried stone, which is as exciting as it sounds. And after all that, you really have little input over how your house turns out. Sure, you can place tables and chairs and barrels and weapon racks, but they go where the game designer decided they should go. All you are doing to spending your materials to place it there. Your house is not your vision. And that’s a big bummer. I was hoping to be able to have a trophy room that was filled with my kind of trophies, like a thousand scattered troll skulls, presented in my way. Instead, no. It is a model home, and nothing more. Again, you might as well purchase a house in one of the cities, which is a model house too, but cheaper and easier to fill in.

You can also hire a bard for your house, as well as make any follower a steward. The steward helps a lot in ordering building materials for you which go directly to the chest by the workbench, but only to that chest. If you need that clay for your other house, you best make room in your inventory. The steward can also bring in animals or furnish your rooms completely for a small fee. It’s okay, but came across as very robotic, especially when one is ordering piles of wood after piles of wood after piles of wood.

In short, I wasn’t expecting Minecraft, but definitely some more flexibility for creativity. I mean, I couldn’t even pick the place to build my house, ruining my dream of shacking up right next to the Thieves Guild.

But yeah. This is one Achievement definitely earned with stubbornness and patience, backed by a numbing soundtrack of clinking hammers and thumping hammers:


Master Architect (10G): Build three houses

Here’s hoping that player housing changes quite dramatically in Fallout 4 and whatever the next Elder Scrolls ends up being. Here’s hoping…

Searching for the Dark Brotherhood in a realm of distractions

I’m back into Skyrim for a bit, and my landlord is to blame. See, during Hurricane Sandy, we spent some time at his place since he and his wife had a generator, which meant heat and lights and entertainment to distract us all from the unknown. While we lingered away the night, he pulled up his level 75 character and floored me with just how much he’s seen and done in the game. I also think he slew a Frost Dragon in like…three sword swipes. My level 45 Lohgahn paled in comparison. The only thing I could hold above it all was that he was playing on the PS3, and I’m on the Xbox 360, and I think we all know which of those two consoles at least has working DLC for it. So, uh, yeah–take that.

But yeah. I did a wee bit of smithing–I still find that process really, really dull, no matter the rewards in the end–shot a fleeing deer in the butt with a sick killcam to boot, sold some skill books I already read, took one look at the house I bought at Lakeview Manor and realized I didn’t want to build a house, and then did some creeping through some caves.

Also, I decided that I had better just take the plunge and try and find the Dark Brotherhood with my “good” character, as I’m most likely never going to reroll a new one. And so, not knowing exactly how to do that–and I didn’t want to just start randomly assassinating nice people–I looked up a wiki to get me started. Boo, hiss–I know. However, without it, I’d have gone on another 100 hours without ever finding this one character to get the blood-covered boulder rolling. I’m thankful that the first person to be assassinated for the Dark Brotherhood is a mean, old bat. Makes the whole thing that much more easy to swallow. After that business, I got a mysterious note from a courier, and now I’m not sure what’s to happen next. Still haven’t found the Dark Brotherhood to be exact…

Oh, and I think I glitched this Achievement into popping:


Standing Stones (30G): Find 13 Standing Stones

See, I was looking for something to complete from my long list of quests, and picked one at a place I had not yet discovered. At this point, I don’t remember exactly which one it was–they all blur together in the end–but it had something to do with a wolf or wolf ghost wind thing. Mmmhmm. I’m really good with the fact. Anyways, the closest marker was a Standing Stone I’d already found, and so I figured I’d go there and take a walk. Upon fast traveling there, I unlocked this Achievement, which I don’t believe to be right, as I can surely say I found maybe six or seven at most. Oh well.

I wonder how long this spurt of playing will last, especially now that we know when the next bit of DLC will hit: Dragonborn, on December 4. And this one looks more up my alley than Dawnguard did, with strange, exotic locations that evoke the weirdness that is Morrowind. I’d still really love to see Lohgahn cross that level 50 mark, but it is just harder and harder to level up, especially now that all his main skills are capped. Regardless, stay tuned to find out if I’m worthy of being a dark assassin.

Hacking and slashing goes ever on in Lord of the Rings: War in the North

I pretty much lean very close to all things related to Lord of the Rings, but the real reason I picked up War in the North was because I wanted more hack-n-slash action after the disappointing Aragorn’s Quest and knew exactly where to get it. See, I had previously bought War in the North for a single buck way back in the day when OnLive was having some kind of crazy sale. I played it for a little bit, only to quickly realize that playing streamed videogames over a shaky wireless connection was not ideal, especially when timing attacks and rolling away from enemies is vital to digital breathing. And so I never went back, but I also never forgot. Cut to scene of me picking up a used copy for the Xbox 360 for relatively cheap.

Like other videogames set in a popular, fictionalized world heavily licensed and thus restricted on various elements–think Game of Thrones: The Game, Lord of the Rings: The Third Age, Jurassic Park: The Game–you are there, but not as the main characters. Or characters you even know. Chances are high you’ll see the real stars as you journey along, but you will be secondary to the end. For War in the North, you control one from a trio of familiar looking characters: Eradan, a ranger from the North; Andriel, an Elven loremaster from Rivendell; and Farin, a Dwarven warrior from the halls of Erebor. They are basically Aragorn, Legolas, and Gimli, respectively, and yes, I find it amusing that the effeminate Orlando Bloom got a gender swap. Their own journey takes them across Middle-earth, and their actions and results thereof help the Fellowship–you know, the real heroes–without ever getting in their way. Sauron is commanding his minion Agandaur to conquer the North for the Dark Lord. It is up to the magical trio, and some helpful, colorful allies, to put an end to all that, so that Frodo and company can do what really needs to get done.

So, you do all this by hacking and slashing your way across large levels broken into small sections, defeating a lot of Orcs, Uruk-hai, and spiders, as well as minibosses and bosses alike, restocking on health potions back at town and picking up side missions, looting chests and skag piles of bones, and strengthening your character’s skills as your level increases. It’s a fairly typical action RPG, with bonus limb severing and buckets of spilled brown-red blood to liven things up. Action skills are assigned to the face buttons, there’s a roll mechanic, and you can chain attacks together, increasing the damage you do and the amount of XP you earned. If you’ve played games like Champions of Norrath, Daggerdale, or DeathSpank, this adventure won’t surprise you too much in the mechanics department.

I played the whole campaign as Farin, the Dwarf. He’s a tough little bugger, which is to be expected, but it felt great rolling right into the thick of things, sweeping around in a full circle with a shiny, sharp axe, and then finishing off each fallen enemy with a cinematic stab to the throat. That said, he’s slow everywhere else, and his ranged attacks, from a crossbow oddly enough, something a true Dwarf would never use, are rather useless, even if you spend points on upgrading abilities there. His main ability is War Cry, which strengthens you and your allies for a limited time. I used it a lot to good effect, especially when going against two trolls. Something I will always love: loot you pick up changes your appearance. Hopefully long gone are the days you get a sick magical set of armor, and it barely looks like you changed shirts.

The story, which granted does come from the actual source material, is a bit dull. It’s of this ilk: see bad guy, chase bad guy, fight swarms of disposable grunts, just miss the bad guy, chase bad guy, and repeat until you get to the final level, and the bad guy is out of running options. Strangely, most of the regular fights against dozens of little enemies proved much easier than any of the boss fights. Oh well. My favorite story moments involved talking animals, like Beleram the Great Eagle and making a deal with a dangerous dragon. Everything else just kind of stretched on or screamed of sidequest-ness, and I will openly admit that towards the end I was just mashing the “skip dialogue” button because I can read a whole lot faster than I can listen. The voice acting is decent, though weakened by the fact that character models of Elrond, Arwyn, Frodo, Aragorn, and so on look like their movie counterparts, but are obviously not voiced by them. At least Aragorn’s Quest had the real Samwise Gamgee in it.

Once you beat the game on Normal difficulty, you can play again in a New Game+ mode on a higher difficulty called Heroic. Normally, I skip New Game+s–that’s a longer post down the road–but I still needed to ping a few different Achievements and thought this was a fine way to get them. I played as both the Elf and ranger for a bit, getting up to a level that has you guarding a door from attack. The door has a life bar–or maybe the Elven brothers protecting it do–and so it can only sustain so much damage. This part was no problem on Normal difficulty, but Heroic proved undoable, no matter who I controlled. Attempted four or five times. Seemed like if one enemy slipped by me, they’d break that door down in a matter of seconds. And so ends my attempt to beat the game on Heroic difficulty. Honestly, no big deal.

Finished the game with 40 of 46 Achievements unlocked, which is a much higher  rating than other games I finish. Not sure if that’s do to skill or if the game just gives them out like candy, but here are a few I’m proud of:


Keen-eyed Marksman (20G): Kill 50 enemies with headshots in a single playthrough.


Victorious in Battle (25G): Complete a playthrough on at least Normal difficulty.


In the Dragon’s Den (20G): Meet a dragon and survive.


Sudden Fury (10G): Perform 3 critical hits within 10 seconds.

As we loom closer to the release of LEGO Lord of the Rings and part one of forty-seven for The Hobbit, I’m really jonesing for some more LOTR videogames. Yes, even more. Told you I lean real close to it all. I got a few in my collection. Don’t be surprised if I bust out The Third Age again and begin blathering about it here. Also, don’t be surprised if I don’t. My gaming whims fluctuate by the minute, and words are wind.

You can play Happy Wars for free, but it might not make you happy

In a dramatic twist, Happy Wars came out over the weekend with little promotion from Microsoft. Considering it’s a free-to-play tower defense game, where the real income stems from players buying new weapons, armor, and accessories with actual money–well, real money converted into Microsoft Points ridiculously converted a second time into Happy Tickets–you’d think they’d want to let people know the thing exists. Instead, I learned about it from a forum post on Giant Bomb, and then had to sift through menus (and submenus!) to figure out where to download it from. Not ideal, I assure you, and considering I just watched Indie Game: The Movie the other night, placement on the e-marketplace is vital. Especially around launch time.

Happy Wars is a free-to-play tower defense game, with a single player story and online multiplayer matches. War has broken out between…uh, people that dress in white, and people that dress in black. Or something like that. That’s the overall gist, but some story-based missions focus on other topics, like a stolen princess or a mad scientist and his army of crazy red robots. Cute, cartoony graphics help emphasize the happy part of these wars, as does most of the loot, such as a sword made from a dead fish, a flower petal shield, and a stat-boosting pencil you can stick in your avatar’s hair. The look of the game is not going to astound you, but it won’t also annoy you, being just right for this sort of experience of capturing spawn points, building deadly turrets, and using class-based action skills. Reminds me a bit of Quarrel and Costume Quest and something else.

If you don’t remember, tower defense is not one of my favorite gaming genres. It’s a lot of building and waiting until one side tips the scale just enough to wash over their forces. So that part is kind of boring to me, but there are some aspects here that I do like. Such as leveling up items, earning loot, and completing mini challenges during a match. Of the three classes–warrior, cleric, mage–I prefer being a warrior, rushing into the thick of things and using thrown stones to stun opponents before I cut them to pieces. The other classes all have their uses, but I’m not terribly comfortable with them just yet. Give me time. Plus, of those three, I have the better equipment so far for the warrior. Also, the roulette wheel called the Spinner is a wonderful way to spend all your hard-earned Happy Stars; just like in Borderlands 2 with their slot machines, I can’t resist testing my luck. It is a nice feature for those that don’t want to spend really money on item packs to try and get something better for their characters.

There are some problems though. The single player experience is severely hampered by a strange level rank restriction. You beat the first story mission, and you are immediately slapped in the face with a note that says you can only play the next story mission once you’ve achieved a rank of 6 or higher. You can only increase your rank, from what I can tell, in multiplayer matches. Seems simple enough; however, the problem continues from there. Not sure if it just had to do with server issues or initial launch problems, but connecting to an online match or getting one started from the ground up was extremely hit or miss for me. My system kept trying to “connect with Xbox Live…” over and over again before ultimately booting me out of matches that looked promising. I did eventually get a few games in after many attempts, but once you beat the second story mission–made up of two smaller missions really–you are again told you can’t continue playing solo stuff until your rank is 11 or higher. Eep. Back to multiplayer, I guess. Either way, this experience is fairly frustrating, only softened by the fact that I did not pay any more for this game or give it any money so far. Maybe the online matchmaking will shake itself out over the next week or so.

Oh, and free game means free Achievements, none of which have been too tricky to unlock:


First Victory (10G): Get 1 victory in any game session


The Legend Begins (10G): Receive mention in Hero Pop-up in a Quick Match or Co-op mode


Mod 0 (10G): Level-up an item


Rich Man (10G): Get 30 items

I’m not having a great time or a terrible time, but I’d also like to see more of the game before calling it quits. Especially the single player missions, as I don’t have to rely on anyone but myself to get the job done. If you’re on Xbox 360, definitely give this a try, as it won’t cost you anything but a download. Just be aware that after the tutorial and training missions, you’ll be locked out of most content until you can up your rank, and getting online matches to connect is consistently wishy-washy at the moment.

As Happy Wars is the first dip into free-to-play games for Microsoft’s platform, it’ll be interesting to see just how long this war really lasts. I think there’s promise here, some good and bad, but maybe not enough hooks to really keep a crowd coming back. Or I could be completely wrong. Again, these sorts of gaming experiences are generally not for me. Time will surely tell.

Watching a videogame’s credits is an Achievement like none other

Many, many nights ago, I loaded up Blocks That Matter. It’s a puzzle-based platformer starring a little mechanical fella known as the Tetrobot, which can collect materials from the world and then build shapes out of them. You then use these shapes–as well as a few other abilities acquired along the way–to solve puzzles, bypass enemies, and reach the end of the level, which is always a purple portal. The main goal is to rescue your creators, these two Swedish goofballs that got kidnapped, but that’s kind of moot in the grand scheme of things. It’s quiet, cute, easy to grasp, with the potential for some serious brain-twisters, and full of love for the games that inspired itself.

However, one of the Steam Achievements for Blocks That Matter is for watching the credits, a increasingly more common concept that I just can’t quite grok. You select CREDITS from the main menu, kick back for maybe a minute, possibly a minute and a half, and then you’re done, achieving a thingy. It pops up in the corner, like you did something magical. This one, in fact:


Videogames are not movies: Watch the credits until the end

Right. Nothing tricky about this at all, and yet it got me thinking about credits, and the whens and whys I would watch them. Certainly, if I didn’t see this Achievement while perusing the list on Steam, I wouldn’t have watched the credits on my own. At least, not until I beat the game, that is–if such a happening ever happens. It might not, considering they are totally accessible from the main menu. But I like watching credits. It is part of the “completing a game” process for me, where I remain sitting, absorbing the final moments of a game before it goes to black and then back to the main menu. Some credits are better than others, which leads me to believe that designers need to dangle a carrot on a string to get people to watch.

A couple other videogames in my collection have Achievements for watching the end credits or simply sitting through them to see something special at the end at least. Deus Ex: Human Revolution gave out an Achievement if you sat through their seriously boring, long, and numbing credits sequence for a little Easter egg that connected that game with the the original Deus Ex. Hint: think Robert Page, Project Morpheus, Chimera nano-virus, and the D Project. I think the original Assassin’s Creed did something like this too, a teaser for the next game in a way. Can’t think of more at the moment, but I’m sure they are out there. Feel free to school me in the comments below.

On the flip side, just the other night, I beat Borderlands 2. The final fight was beyond lame, as I was able to glitch the Warrior into submission by firing corrosive-based bullets at it through a lava-made waterfall after it killed me initially. Just don’t go back down into the area after respawning. Simple as that. Meh. That topic is for another day. The end credits were a lot of fun. No surprise, given the writing and general aloofness present throughout Pandora and from Gearbox itself. I liked that it went alphabetically, naming who did what voices, surprised to see so many actors/actresses taking on multiple parts. Did you know that Randy Pitchford himself voiced Crazy Earl? Well, now you do. Further down, everyone–and I do mean everyone–got to write a sentence or two, thanking whoever, whatever. A lot of these boiled down to gratitude for family and loved ones, but at least it was something different to read than copyright jargon. Also, while all this is all happening, some great concept art is fading in and out. It made me feel a whole lot better, and I didn’t even need to up my Gamerscore because of it.

Other memorable end credits include The Legend of Zelda: A Link to the Past and Suikoden/Suikoden II, which are the kind of motif endings that like to show you just how everyone in the world is getting on after the final evil was vanquished. The ones for ‘Splosion Man reminded me of that one time in college when I was at a college frat party and I drank some…um, nevermind. Portal because of that song.

Hmm…I thought I had a point in all of this, but I think I lost the thread somewhere. Basically, if your end credits are engaging and creative, you don’t need to toss in some digital trophy to make me watch them. Treat them with the same care and thought as your game’s plot or character designs. Just don’t give me a tiny list of never-ending names backdropped with uninteresting music. Give me something to read, something personal to take away. I’m watching these credits to see who was behind the thing I just put hours of my life into, whether that’s a good or bad spin; regardless, recognition is deserved. I am watching, but give me something to watch.

Back to Pandora in Borderlands 2

Alas, because I have a day-job and get sleepy right around 11:55, I did not make it to the midnight release of Borderlands 2 at my local GameStop, the one where I pre-ordered from. So, I went after work, which only made the day seem longer, and got lightly berated by the employee behind the counter. He said, and I quote, “Looks like you’re about 20 levels behind everyone now.” Couldn’t deny it, but that’s okay–I’ve got the weekend to catch up with the world, but it really doesn’t matter too much considering I am going at it solo instead of co-operatively.

Borderlands 2, from what I’ve experienced so far, is more Borderlands. Hence the Internet absolutely nailing it by dubbing Gearbox’s latest bonerfart… Morderlands 2. I fully support the name and will continue to do so until the game turns itself upside-down and shows me something truly original. As is, it’s more of the same, which is a conflicting emotion, as I absolutely loved–with a few caveats–the original title. Heck, I was still playing that thang all the way up to only a few weeks ago, quitting at Level 61 with no chance of slaying Crawmerax the Invincible on my own. And more of the same thing should never be a problem, especially when it fixes a few of those previously highlighted caveats, but one does have to wonder if this sequel’s entire focus was on fixing the bad and keeping everything else the same instead of enhancing it tenfold.

Anyways, in Borderlands 2, you get to control one of four new characters who are following in the footsteps of the original foursome. It’s five years after the anti-climatic events of the original game, with a man named Handsome Jack trying to steal the fame and glory, claiming he’s the one who originally opened the Vault. Besides taking over the Hyperion Corporation and proclaiming himself the Dictator of Pandora, he also left you out in the snowy landscape to die. Thankfully, you didn’t die, and you’re out for revenge, as well as to complete numerous side quests.

As Borderlands 2 came closer to release, something inside me changed. I flipped. I went from soldier to siren. In the original game, I played only as Roland the Soldier, using his turret to both deal damage and heal me immensely. Okay, okay–I tried the other three classes long enough to get their specific Achievements, but that was it. But I was perusing the online skill trees for the new characters, and something about Phaselocking seemed like a lot of fun. So, I’m Maya, and I’m learning how to play a little differently, as I always relied on a tossed turret to save the day. Now I need to Phaselock tough enemies, kill them fast, and regen health until my power refreshes. Pistols and SMGs are my mainstays currently.

Things I’m loving about Borderlands 2 right now are how dynamic and fluid the mission log updates itself on your HUD, with completed objectives being checked off and swooshed out of the way for whatever comes next. Picking up ammo and money automatically is pure genius and should have been there from the get go, but it doesn’t seem to always work. Comparing weapons is easier, but still not perfect for me and can be a little confusing managing one’s inventory at times. Also, once you get to Sanctuary, you get a bank (previously only added in via DLC) to store weapons you aren’t ready to sell.

Hit Level 10 recently while helping the Firehawk out of a bad situation. Got three holdable weapon slots unlocked, as well as extra room in the backpack. It’s all following in the same path as the original game, more or less. And here are a few Achievements unlocked so far that I dig:


New in Town (20G): Completed the mission “Plan B”


Better Than You Were (10G): Reached level 10


Phased and Confused (20G): Phaselocked 100 enemies


Tribute to a Vault Hunter (15G): Got an item from Michael Mamaril

That final Achievement listed above has a really sad, but touching story to it, making me appreciate just how much Gearbox, as a company, appreciates us, the gamers. You can learn more about Michael’s story here.

Okay. Those are my early impressions, and I’m sure I’ll be back for mid impressions and late impressions at some point. It’s that whole “one more quest” aspect that can’t keep me away despite it all being so familiar.

Smart, smooth stealth action in Mark of the Ninja

As frustrating as they can get, I love stealth-based videogames. It probably all began, to no one’s surprise, with Metal Gear Solid for the PlayStation 1 back in the late 1990s. As Solid Snake, a real grunt of a guy, you had to sneak through a nuclear weapons storage facility on Shadow Moses Island, which has been attacked and overtaken by a group of terrorists known as FOXHOUND. The terrorists have taken two hostages: DARPA Chief Donald Anderson and ArmsTech President Kenneth Baker. For me, gameplay was fundamentally different than anything else I had thus experienced on my PlayStation 1 and SNES before it. Your goal was to avoid detection, as much as possible. And when you did, after much crawling under things, pressing your body against walls, and creeping down the line under a cardboard box, you truly felt like king of the castle.

Other games did this as well. Tenchu, which holds the honor of being the first 3D stealth game, lets you run along rooftops and use a grappling hook to get around enemies. With the use of certain Plasmids, one could totally be a sneaky sneakster in BioShock–though not for all scenarios. And from what I’ve dabbled in with Lone Survivor, hiding from freaky monsters is vital to surviving and up to you to do. Some games though, like Deus Ex: Human Revolution and Hitman: Blood Money (for the Ps2), were more punishing and less fun.

Mark of the Ninja blows them all away–not with its story, mind you, but how it implements and improves upon the many elements that make up a stealth game. Namely, sound. Everything you do makes a sound, from running to landing on the ground, and the volume of that is measured in a blue ring that you can see right on the screen. If a guard is within the blue ring, he will hear you. Simple as that, but the clear and conciseness of it all works marvelously. Stealth kills are quickly successful if a short button prompt press is won. Cones of vision come right off a guard’s face, leaving behind the map as a constant picture-within-picture mandatory check. You can also easily tell when you are visible and not, depending on whether you, the ninja, is colored in or all in black. And lastly, movement. This ninja is fast and silent, and it shows when you move from one side of the screen to the other so fluidly and without detection.

There are 12 levels in Mark of the Ninja and…no, wait. I guess I should mention the reason why you are going through these levels. Again, the story was a letdown, especially since it did eventually build to a great mystery. Alas, a mystery left for you to unravel in your spare time. Anyways, you are a ninja of the Hisomu Clan, awaken by a mysterious female ninja after learning that the clan village was just attacked by an organization called Hessian Services. Your body is covered in crazy tattoos that are twofold: they give you power, and they also might make you crazy and commit suicide. As you learn more about the attack, friends become enemies, and you then begin a quest for truth. It’s all kinds of mediocre, but towards the middle the story does intensify, and the ending, which is a choice-based thing a la Bastion, did make me pause and actually think before picking. Unfortunately, unlike that previously mentioned game, your choice leads to nothing. Just credits. I was hoping for more confirmation in the end, whether the ninja was crazy or not, but I guess it’s not an answer easily said.

Regardless, the levels are a blast. Each is a puzzle itself, in that you can get through them all without being detected, without killing anyone, or doing a bit of both. There are nine upgrade points to be earned in each level: three are findable scrolls, three are score-based, and three are special challenges to do. I’m currently replaying many of them to find everything, and it is still immensely enjoyable. Two nitpicks are that laser puzzles are annoying, and that some areas are really dark, forcing you to up the gamma on your TV screen.

After beating the Mark of the Ninja, you unlock New Game+, but I don’t think it is something I’ll be able to do. Not now, maybe not ever. Firstly, the sound ring is removed, something which I rely on a lot. Enemies are tougher, too, and there’s a third change that I can’t remember, but it’s probably a doozy. Either way, for $15, this is a great game for fans of stealth, with plenty of things to do once the disappointing story is told. Also, some great and creative Achievements, like freaking out a guard to kill another guard or throwing three different items at once or making a stealth kill from inside a box. Really good stuff.

LEGO Harry Potter, Years 5-7 is done casting Crucio on me

It took the whole weekend, but it’s done. All characters and character variants unlocked and bought; all Hogwarts House crests grabbed; all students in peril saved from peril, whether that peril was a man-eating plant or them just being lazy and oversleeping in a hammock; all gold bricks found; all Achievements acquired. LEGO Harry Potter, Years 5-7 is now completed as a whole, and I’m happy to be moving on from it finally.

Unfortunately, the grinding these LEGO videogames demand is detrimental to their overall quality. I’ve written about this before, and will most likely continue to write about it for the next half-dozen of forthcoming LEGO videogames. I mean, it took how many iterations to get Traveller’s Tales to add a new camera system and voices to their LEGO beings? Yeah, change does not come fast to those developers. So expect the obtuse and exhausting collectathon to continue on for a good while. But since I’ve already gone on at length about that annoying aspect, let’s talk about something else pertaining to LEGO Harry Potter, Years 5-7: glitches and unforgiving level design!

For a game series constantly billed as co-op friendly, it’s strange that some goals can only be completed solo. Meaning you have to look directly at the person next to you, take their hand gingerly, and say, “Sorry, but you‘re the problem; I need you to drop out.” That’s a pretty cruddy thing to do–to anyone, really–but if you want to unlock the following Achievements, you gotta bite the magic bullet and kick them to the curb:


O Children (20G): Complete the scene where Hermione and Harry dance in the tent


Weasley Does It (25G): Use a Weasley box with every Weasley


What If? (20G): Defeat every Harry freeplay variant as Lord Voldemort

Tara and I tried unlocking all of these as we played the game. We did everything we thought we were supposed to do, and yet nothing seemed to work. I even began thinking outside of the box, using Hermione as a Weasley. For a time there, I thought we were losing our minds, but no, all we had to do was kick my wife out of the game and have me do everything all over again by myself to get them to ping. Boo to that. I mean, all the other Achievements were not like this, and so it has to be labeled as strange. Wonky, even.

More frustrating than the above is the bad level design on Magic is Might from Year 7. In this level, players must make their way through the Ministry of Magic in hopes of stealing a plot-vital item from Dolores Umbridge. After dueling with her, you are chased down a narrow corridor by a swarm of Dementors; this level is set up in the “Indiana Jones and the rolling boulder” sense, with you running towards the screen as danger follows behind. A Hogwarts House crest is hidden behind a golden statue off to the side, and for me, this was the last crest I needed to get; however, time is an issue, and you have to be quick to grab it. If you touch the statue or wall near it, you die, and the Dementors attack your respawned body immediately, pushing you forward. You cannot go back to get the crest without replaying the whole level again, which means you get one chance, and one chance only. Also, if you try to walk past the statue and then go behind it, you die. You can only acquire it by being Fang or Griphook–someone small or fast–and going behind the statue without touching it or the wall. I replayed this level four times before I learned the errors of my way and figured out what to do. Ugh.

Thinking back, LEGO Batman had something just like this, and the proof is in the post. Here’s what I wrote about it way back in the day in October 2009:

LEGO Batman. Sure, I “beat” it months ago, but every now and then I pop back into it to grab some missed items and trying and unlock everything. And I’ve gotten just about everything…that is, but three collectibles. Now, one of them is painstakingly annoying to obtain. Trust me, I tried three times in a row last night. In one of the Penguin’s villain levels, you have to guide your characters down an icy slope, going through five specific flags to unlock the hidden canister. Sounds simple enough, yes? The problem is that if you miss even one flag you are then dropped into the level’s final boss battle room and cannot return to try again. Meaning you must replay the level again and again and…again. I’ve had zero luck so far. Insert heavy sigh.

Gee, that’s the exact same sort of level design used years later for LEGO Harry Potter, Years 5-7. Whoever comes up with these parts, please stop. I don’t care if you think they are a barrel of fun or there for a reason. Just stop. No one likes replaying levels again and again for a single collectible.

So that’s it. I’m done…until LEGO Lord of the Rings, that is.