Category Archives: achievements

Games Completed in 2011, #16 – A Kingdom of Keflings

I used to be a Command & Conquer: Red Alert junkie back in my high school and early college days, and much of this blame can go to my then best friend W. We would constantly challenge each other in races for single-player missions or go head-to-head in crazy, hours-long skirmishes. I rarely won, and the biggest reason most certainly was because I took too long trying to build my base up perfectly. The key word is perfectly, not perfunctory. W would build his base just enough to start amassing troops and heavy tanks and then swarm me as I was still trying to figure out where to place my Tesla Coils.

Thankfully, in A Kingdom of Keflings, I have all the time in the world to build my base–because nobody’s coming to attack me. There’s still the problem of building my magical kingdom perfectly, which quickly got away from me as I placed houses here and workshops there and my giant castle in front of a chunk of dense forest. But there’s no outside pressure; just soothing music (save for the banjo tune), a lot of back and forth, and a great sense of accomplishment as you lock in that final piece of a building.

I don’t really understand Keflings and where they come from or why they worship my giant Avatar so, but that’s all pretty moot in the grand scheme of things. They’re great help in mining for source materials or carrying them from one end to the other. And they seemed to like me, despite my constant kicking of them or taking off their hats. It’s a quirky mix for sure.

Achievements-wise, I got 11 out of 12 by the game’s end, most of which pop naturally as you progress through the many blueprints. The last remaining one requires me to host a multiplayer game and get ten other Xbox 360ers to join and drop a special banner down. I probably won’t ever pursue that one. You’ve played A Kingdom of Keflings once, you’ve played it enough. That’s not a slam. I enjoyed my chilled time with the game, just relaxing it up and going through the motions. But nothing different would happen in a second playthrough except maybe me trying harder to achieve the most perfect-looking kingdom. Alas, I know in my heart of hearts that no kingdom would ever be perfect enough for me–unless I can physically live there.

Testing the fields and busting tanks in Red Faction: Guerrilla

I gave the demo for Red Faction: Armageddon a spin the other night, and there’s not too much to talk about. It’s basically Red Faction: Guerrilla, but with a pinch of horror and a really neat new weapon, the Magnet Gun. Instead of taking place above ground on Mars, we’re now beneath the regions of Tharsis, deep below the dusty soil, where horrible abominations breed and lurk. It’s different enough from its predecessor in terms of locale, but the game seems to play very much the same. You run, you shoot, you obliterate things in your path.

I then had the itch to go back to Red Faction: Guerrilla after the demo was over, especially because I do enjoy causing massive amounts of in-game destruction. It’s just that the main story and main story missions have always given me grief; I can’t seem to get past the first few missions in Dust, unfortunately, but at least I have the freedom to drive around, blow structures up, and mine for ore.

I also played some more online matches and many rounds in Wrecking Crew, which is just an excuse and exercise in weapons of mass destruction. Matchmaking for online games is pretty slow and will probably severely slow down once Red Faction: Armageddon comes out, but I did get in several rounds of Team Anarchy. I held my own most of the time.

Anyways, here’s what I was able to unlock Achievement-wise after going back to the game for a bit:


Can’t Get Enough (20G): Played every mode on all maps in Wrecking Crew.


Field Tested (10G): Earned 1,000 XP in Multiplayer.


Tank Buster (10G): Blew up 100 small hydrogen tanks.

It’s still a hit or miss for me in terms of fun, but there’s something about Red Faction: Guerrilla that keeps calling me back. I dunno. Probably a deeply buried love for the original two PlayStation 2 games; heck, I spent countless nights battling AI bots in Red Faction II because I enjoyed it so very much. Maybe I’ll look up an online strategy guide and see if it can kept me (and Alec Mason) combat the EDF.

Welcome to the Caribbean, let me ruin up your Gamerscore

Gamerscore is a pretty fickle thing. It mostly adds up to e-peen though it is also nice just to see in another form your triumphs and kills, but ultimately it means very little. Only one guy so far seems to have made a living out of it. Points for most Achievements range from 5 to 100, usually equaling a nice even number or a number that can be easily made even by adding five more points to it. However, there are exceptions, and some developers like to slip in Achievements for 0 points or 3 points or 7 points or maybe even 59.437 points. I mean, it’s really up to them, so long as the retail game’s total hits 1,000 points, it’s all good. A majority of Achievement lovers hate these oddball pointers, as they “ruin” what appears to them to be a nice, neat, orderly number.

Me? Yeah, it’s a little irksome, especially because I like going after such milestones as obtaining a perfect 10,000 score and a perfect 20,000 score, but it can always be remedied. Which brings me to LEGO Pirates, and it’s very first level, Port Royal, taken from Pirates of the Caribbean: Curse of the Black Pearl‘s storyline. Upon completing it, you unlock this wet bandana:


Welcome to the Caribbean! (12G): Complete Port Royal

Yeaaaaaaah, that’s a 12 there, not a 15. It was my very first Achievement unlocked in the game, but I can see others getting the one where you’re eaten by a shark in deadly water first. So, for me, it was kind of like a slap in the face, the kind Captain Jack Sparrow knows all too well, and after sifting through the whole list I discovered this was done so that Traveller’s Tale could make another Achievement based on some pirate lingo. That one is called Pieces of Eight, and it’s worth 88G, which would totally fix our little number problem. However, to get it, one must acquire a total sum of 888,888,888 studs. That’s gonna take some grinding and cheat codes, meaning my Gamerscore is gonna look wonky to me for a little bit. Oh well.

Let’s all take a moment of silence though for my Gamerscore, now forever changed, forever touched:

Gotta stay strong; time heals all wounds.

Busting out the guns in Ratchet: Deadlocked

When Ratchet: Deadlocked was first announced, I had my concerns. Just like with Jak X: Combat Racing, here was a game that focused on one of the weaker aspect of the game series it was born from: the shooting. Pew pew pewing in the Ratchet & Clank games was never its strong spot, which is funny to think about because the weapons and battle tools Insomniac came up with were fantastically futuristic and a blast to toy with. They were so unique that entire commercials were based on ’em. Still, precise shooting never stood tall back then, and just exploring each planet and finding secrets and unlocking Skill Points and watching hilarious, almost Pixar-esque cutscenes was more than enough to carry each game to the end.

Surprisingly, Ratchet: Deadlocked is actually not all about the shooting. Sadly, it’s still not mainly about platforming. Instead, we get a mix of shooting, action sequences, and the occasional hop from platform to platform. And this is all done without our little robo-buddy Clank. Why’s that? Well, see, the lord of “Dreadzone,” a televised reality show that pits warriors against crazy odds, has kidnapped Ratchet and Clank (and, uh, Al), and is forcing Ratchet to fight his and his friends’ way to freedom. What comes next is a selection of mini missions ranging from going from point A to point B, piloting some kind of vehicle, killing all enemies within a closed-in area, and taking on addition challenges to earn more points and bolts. They are pretty short so far, but you can also spend time outside of planets upgrading your robot helpers and buying new weapons.

I’ve only tackled the first two planets so far–Catacrom and Sarathos–and am enjoying myself despite the constant pressure of shooting at things that are shooting at me. It’s not as relaxing as taking a stroll through Marcadia from Ratchet & Clank: Up Your Arsenal, but it’s close enough to what I love that I’m liking it nonetheless. And the addiction to collect bolts and upgrade weapons through constant use is there again, as well as Skill Points, which are basically early forms of Achievements, but these will actually help pay for secrets and new character skins, making them slightly more than just things to be proud over.

Between this and Secret Agent Clank, I’m probably going to finish Ratchet: Deadlocked first, and not just because its load screens are better. The story here is just more amusing and compelling, and while I love Clank, he’s really much stronger as either a companion to our furry friend Ratchet or as a robot that gives advice and narrates menu screens.

Also, another thing that surprised me in Ratchet: Deadlocked was the amount of (censored) swearing, mainly from evil Dreadzone bossman Gleeman Vox. Like, he bleeped…a lot. Really seemed out of place, but I’ll save that for another f*cking post.

Totally chilling with a bunch of Keflings

Tonight, I ate an entire half tuna sub with chippy chips from the local Sub Shack, and while that might not sound like a lot…it was. See, it’s the kind of mom-and-pop operation that crafts with love and not logistics, stuffing these sandwiches to the brim with lettuce, tomatoes, black olives, and–can’t forget–tuna. There is no measuring here; it’s all in or get out. Twas a yummy dinner, but immediately afterwards I regretted eating the entire thing as my stomach was growling and rumbling and acting all funky. So I plopped down in front of the TV to digest and decided to play some…A Kingdom of Keflings.

This is an arcade title for the Xbox 360 that I picked up during a crazy sale some weeks back and have been playing off and on as of late. It’s a strategy game wherein resource managing is key to building one’s kingdom. Need more wood or stone? Order your Kefling minions to get it and bring to where you want it. Need linens? Well, you better shear those sheep for cloth. And that’s kind of it for the gameplay, a lot of back and forth, with the seasons changing constantly (to no effect) and your resources growing/depleting with each new blueprint that unlocks. It’s repetitive and mindless and absolutely perfect for just chilling out with.

See, there’s no major conflict in A Kingdom of Keflings to worry about. Nothing’s going to come by and maul your Keflings to death. Your resources don’t wither away over time or with neglect. No time limit. No failing missions. Just gentle music (save for the banjo tune) and light-hearted gameplay. Perfect for digesting to. Heck, I even unlocked two Achievements tonight, proving that I’m coming close to completing this one:


Master Builder (25G): Build a cathedral (Single Player)


Like Rabbits (15G): Reached a total Kefling population of 30 (Single Player)

The game’s big, main goal is to build a castle, which actually consists of a bunch of different blueprints. This is where I’m currently at, and it’ll take a bit as each blueprint needs a bunch of different resources, several which require other resources to create. Meaning, my Keflings and I will need to carry items from one place to another to another. No worries; I got the time. There’s always time to chill.

Games Completed in 2011, #14 – Costume Quest

Surprisingly, it was not too weird to play a Halloween-themed game in the middle of April. Much credit can go to Easter, another holiday that seems to revel in chocolate and candy and disgusting things like peeps. Having now played and immersed myself in Costume Quest, I can safely say I would have played it during any holiday, candy-filled or not. Yup, even on Frog Jumping Jubilee Day (May 19).

Costume Quest is an adventure RPG set in Schafer County, starring one of two squabbling siblings: Reynold or Wren. It’s Halloween night, and everybody’s out getting their share of candy. Including monsters. Your sister (or brother) is mistaken as a giant piece of candy thanks to a crude candy corn costume and taken hostage by the monsters. Soon, a trio forms, and the quest to save your sibling starts, spanning three large areas filled with monsters, candy, trick-or-treatin’, sidequests, and funny outfits.

Gameplay involves traversing around either the Auburn Pines Suburbs, the Autumn Haven Mall, or Fall Valley, fighting monsters, collecting candy, and completing quests from various NPCs.

The most unique element is, unfortunately, not the game’s strongest. Costume Quest has a cartoony look, with cel-shaded characters and vibrant areas. When a battle with a monster starts, our little costumed kids transform into giant versions of themselves, becoming a Transformers-like robot, a valiant knight, and a spider French Fry to name a few. That last one sounds scary, but it’s actually pretty adorable:

Battles then play out in a turn-based fashion, with only a few abilities to select. A special move charges up after two attacks. When one of the kids attacks, there’s a mini-QTE that can power up your punch; without this element, despite how un-fun QTE is, the battles would be beyond boring. They’d basically break down into attack, attack, special move, attack, attack, special move. Health is automatically restored to all kids after every battle, too. I did not have any troubles with the monsters or bosses in this game, and that’s not gloating, just a fact. So long as you set the right Battle Stamps in place and constantly pay attention to every QTE, you’ll be a-okay.

Another irk, at least for me, is that the text moved too fast to read at times. Why not let me press a button to continue with the text after I’ve read it? I understand that a lot of this is done to keep cutscenes moving forward, but boo…I missed out on some dialogue, and that’s a shame as this is a really funny game. Double Fine knows its jokes, and many great one-liners come from knocking on doors and discovering a monster lurking inside. Speaking of that…

::knock knock::
NEIGHBOR: Who’s there?
PAULY: Trick or treat?
NEIGHBOR: Aren’t you a little old to be trick-or-treating?
PAULY: What? No, no.
NEIGHBOR: What’s your costume, anyways?
PAULY: I’m a struggling videogame blogger. Please give me a treat. Pleeeease.
NEIGHBOR: Fine. So long as you’ll leave.
PAULY: Yaaaaaay!


Sweet Justice (25G): Finished the game!

Costume Quest could be summed up as “baby’s first RPG,” which is not as negative as I’m making it sound; it’s very safe, very easy, very friendly. But dang is it charming. The story and characters and funny costume ideas carry the quest through and through; just don’t go in expecting a deep battle system or anything that could be described as epic. Not sure if I’ll go after the DLC Grubbins on Ice as it just sounds a bit like more of the same.

Why yes, Fallout: New Vegas, I am a stim-ply amazing desert survivalist

Unlocked two Achievements last night in Fallout: New Vegas, and they’re both tied to one another in the form of healing X amount of health points:


Desert Survival (15G): Healed 10,000 points of damage with food.


Stim-ply Amazing (15G): Healed 10,000 points of damage with Stimpaks.

For the Desert Survivalist one, I was playing as Zelda, my character specifically crafted to eat a lot of food and rough it in the wild. By the time I had finished up the Dead Money DLC, she had already healed around 8,000+ points of damage, and so I stocked up on some free food from the kitchen area in the H&H Tools Factory. Then I had her head over to the Samson Rock Crushing Plant where I had her continuously climb up to the top of one of the buildings, jump off, and damage herself. Don’t worry…she had plenty of crunchy squirrel bits and InstaMash to make her feel better. This went on for some time, and while it wasn’t the most exciting way to go about it, it would’ve taken a lot longer to do by trying to find enemies to fight.

For the Achievement tied to using Stimpaks, I switched over to my original, first playthrough character Jareth since Zelda barely used any during her 30+ hours in the Mojave Wasteland. He, too, was around the 8,000+ points healed amount, this time for Stimpaks, and he was just lounging around in his fancy casino suite, looking bored. Checking his inventory, I found around 56 Stimpaks just begging to be used–but how could I do so quickly? I decided to throw karma to the wind and have him attack everybody on the New Vegas strip; this incited all NCR troops and RobCo security bots into attacking Jareth, damaging his health fast and constantly, and within a few skirmishes, he had healed more than enough to ping Stim-ply Amazing and earn an extra 100 XP. Double win!

I’m probably going to start a third playthrough soon, with a character focusing on explosives, energy weapons, and sneaking (for pickpocketing purposes). Feel free to suggest a name. Not sure if I want that playthrough to also be the Hardcore mode one. Need to consider what factions I want to side with, and who would make virtual life in the harsh wild easier.

Games Completed in 2011, #13 – Monkey Island 2 Special Edition: LeChuck’s Revenge

So I beat this game. Big Whoop, right?

Monkey Island 2: LeChuck’s Revenge is a game I wish I had played sooner. Like, maybe when I was in high school or back when I dreamed of being a plucky wannabe pirate. Alas, I only discovered it after a Special Edition was created, released for the Xbox 360 Arcade, and then put on sale a few weeks ago. Don’t worry; I’ve already said three Hail Marys and two Our Fathers, and even then I know that’s not enough repenting yet.

In this sequel to The Secret of Monkey Island–which I’ve also not played yet, grrr–Guybrush Threepwood is searching for the legendary treasure known as Big Whoop. Unfortunately, during this hunt he unknowingly resurrects his arch-nemesis LeChuck, who he defeated in the previous adventure, as a zombie. There’s also some mini-plot thing about a love interest named Elaine Marley, but that never seemed like a vital focal point of the game. This Big Whoop search will span several islands, taking Guybrush back and forth as he collect items, solves puzzles, and interacts with a host of memorable, charming characters.

This Special Edition is more than just a re-skinned game. Besides the updated artwork, which is simply gorgeous, there’s re-worked controls to help players not familiar with the SCUMM engine get along much easier. Right-clicking on an item or person brings up a wheel of options, such as LOOK AT Wally, TALK TO Wally, or even the dreaded PULL Wally. That might seem like a weird option, but I suggest selecting it, as now, thanks to the addition of voice acting, every selection elicits a smarmy response from Mr. Threepwood. And the voice acting is stellar, with every character having a strong personality that is instantly captured upon speaking. My personal favorites include Wally B. Feed, Largo LaGrande, and the constantly quieting librarian. You can even listen to this awesome voicework with the original, retro graphics and gameplay. Another addition that long-time fans are probably super excited about is that Monkey Island creators Ron Gilbert, Tim Schafer and Dave Grossman recorded commentary to go with the game as you played; I did not give this a listen yet.

The puzzles range from obviously easy to eye-stabbingly frustrating, and for those that need an extra nudge in the right direction, two new features can be used: a hint button and item highlighting. I didn’t use either to unlock Achievements come the endgame (I know, I’m a whore), but they are there if need be. For the tougher puzzles, mainly all of Part II, I had to use the Internet every now and then. Some of them hurt my head, and some of them proved almost impossible, like when you had to give LeChuck a hanky a split-second before he zapped you with some voodoo magic. That one took me at least fifteen tries to get the timing right.

Monkey Island 2 Special Edition: LeChuck’s Revenge is both a fun and funny game. Entering a new screen and clicking on everything is thrilling, and I mean that as seriously as possible. I just wanted to know what Guybrush thought about everything, whether it was a stool, a parrot, or even monkey playing a piano. Exploration and an eye for detail is what’s important here, and while the story felt a little rushed during the final showdown, it was wonderful to experience. I have the need now for more point-and-click action, and it looks like I’ve missed out on quite a collection of SCUMM-based games. However, I’ve been warned to steer clear of Escape from Monkey Island. No promises, but I will certainly try.

Fun and funny times with Guybrush Threepwood

Why did nobody tell me that Monkey Island 2: LeChuck’s Revenge was one of the funniest pieces of videogame medium ever to be crafted? Well? What’s your big excuse?! Don’t tell me it’s because you lost your monocle either.

In truth, I guess I always knew it was a bit funny, seeing as it always came up in gaming forums and such as a good time. Yet I never got to play it, or any other entries in the series, and dang it, I’m now totally kicking myself. The writing is top-notch, with some of the best dialogue choices ever to be selected. Seriously, Tara and I spent minutes trying to decide if we wanted to Guybrush to say “I’ll BE back!” or “I’ll be BACK!” These things matter, people. And while the voice acting is new for the special Xbox Live remake and done with great personality, the writing remains the same text that was typed up way back in, uh, December 1991. It takes coconuts to do some of the things LucasArts did here, but without ’em, Monkey Island 2: LeChuck’s Revenge would be a less special game; the fact that you can basically make Guybrush beg and plead for a shopkeeper’s item despite never getting it is beyond the call of duty, but oh so wonderful.

The game’s funny, but somewhere in the middle of Act II, the one where you have to find four map pieces for Big Whoop, I had to trade in laughing a few times for Googling walkthroughs. Some of these puzzles are just plain obtuse, and I have to imagine it was a real struggle eons ago when your best solution was to just click everything and then click everything on everything. More in-game clues would’ve been appreciated, and I’m not talking about the brand new hint addition, which I’m not using in order to unlock an Achievement come the credits. Speaking of those delicious pingers, here’s a couple Achievements I’ve unlocked too that I find to be pretty great:


Old School (5G): Switched to classic mode at least once


Five Minutes Later… (10G): Allowed Guybrush to die.


Call 9-1-1 (10G): Called the LucasArts helpdesk when walking through the jungle on Dinky Island.

All right, so we’re on the home stretch now actually. The final island, which is a mess of jungle paths. Just finally ended my little talk with Herman. Now I gotta take down LeChuck…again?

A weekend full of StreetPass tags

Over the weekend, I attended and exhibited at MoCCA in New York City, a fun comics convention that is brimming with indie art titles and nice people. Also, tons of 3DS owners. How do I know this? Well, for two days, I kept my 3DS on Sleep Mode in my front pocket, ready to tag other traveling systems, and when it was all said and done, after giving in to pure obsession and checking again and again, I went from having one dude in my Mii Plaza to having 51 Mii peeps. Let me embiggen that number for you:

51

That’s a lot of tags. I even got lucky and ended up tagging several Miis multiple times, increasing their level each time. Sometimes, as I was checking who I had tagged, I’d tag two to three more people walking by. It was amazing and overwhelming and a little bit like drug use in that seeing that green light at the top corner of my 3DS sent a rush of tingles through my body each and every time.

With all these tags, I was able to get much farther in Find Mii, the built-in RPG for the 3DS, unlocking several more hats like Link’s Hat, the Kirby Hat, and Dog Ears. Still haven’t rescued my own Mii, but we’re creeping closer; got hung up on a shielded ghost, and nobody I tagged seemed to like the color light blue. There was also some puzzle piece swapping, but that function is ultimately uninteresting. You collect puzzle pieces, and your reward for finding them all is…you get to look at a picture! Oh joy. I completed an image of Link and a bunch of Pikmin if you were curious.

Here’s a tidbit to chew on: roughly 90% of all tags over the weekend were from male 3DS owners, and it seemed like the title of choice was Super Street Fighter IV 3D. I disappointed another exhibitor when I told him I had bought Pilotwings Resort instead.

But now with all this tagging done and an army of Miis at my control, I have to wonder what’s next. I mean, they just kind of stand around. Are they going to be added to any future 3DS games I play that use Miis? I wish there was more to do with them, with tagging, with communicating. Why can’t I simply add some of these people to my friends list since we’ve tagged each other? StreetPass is all about the short-term satisfaction, and it’s great at it, but there’s not much meat to it in the end.

The only bummer to all this crazy excitement is that I sort of burned myself out on the 3DS and have not carried it with me now for the past two days. I’ll get back to it though as I’m looking to increase the amount of walking I do now that the weather is turning, but there’s no longer any real incentive now that I’ve seen what a good amount of tags amount to: some quick entertainment, nothing more.