Category Archives: achievements

Gears of War 3 has bigger problems than just the Lambent

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I beat Gears of War 3‘s campaign the other night, on the normal difficulty, and the hardest part was at the very beginning, when our gallant troop of four from the Delta Squad–Marcus Fenix, Dominic Santiago, Anya Stroud, and Jayson Stratton specifically–would run up to the deck of the Sovereign and stare in astonishment at a surprise attack from the Lambent. You can see this depicted in the picture above. Trust me when I say I’ve also stared at it a whole bunch because it is this point in time that the game decided to freeze for me on multiple occasions, hard-locking the entire Xbox One and forcing me to do a reboot. I’m not sure if this was a common happening in the original launch version or has something to do with it being backwards-compatible, but either way…yuck.

Because I’m slightly loopy and couldn’t help myself, I began tracking the number of Xbox One hard-freezes I hit in Gears of War 3:

  • Act 1 – FOUR
  • Act 2 – ONE
  • Act 3 – ONE
  • Act 4 – ZERO
  • Act 5 – ZERO
  • GRAND TOTAL: SIX.

Now, six hard locks on the console might not seem like a lot in the grand scheme of things, but it is more than enough to be irksome. Especially for a game of this quality and number of people working on it. Thankfully, as you saw, it was more problematic at the start and steadied itself by the middle of the campaign, which meant I could focus more on shooting monsters in the face and less panicking every time a cutscene started.

Right. Gears of War 3 plot summary time. So, the Lambent launch a surprise attack. Before dying, Chairman Prescott gives Marcus an encryption to a disc, which reveals that his father, Adam Fenix, is still alive, but held as a prisoner on Azura, a secret COG base. Marcus and his pals then must fight their way to the Anvil Gate Fortress, where Hoffman possesses the necessary equipment to fully decrypt Prescott’s disc. Upon arriving at Anvil Gate, Marcus and his comrades assist soldiers in repelling a combined Lambent and Locust assault. There, they also learn that Azura is protected by man-made hurricane generators, making the island only accessible by submarine. The basic goal of the game is getting to Adam Fenix, with four and three-fourth acts or so of roadblocks that deter our protagonists into other areas first. Because videogames.

Gears of War 3 plays pretty similar to Gears of War 2 and Gears of War. I know, you’re shocked. Shook, even. You might also be surprised to learn that it does not exactly play like Gears of War 4 and that I had some trouble switching between the two. Like, I won’t even tell you the number of times I tried to run up to cover and mantle over it. I won’t. It also seems to move slower compared to the newest entry, and there’s no knife melee kill much to my chagrin. As previously mentioned, I played through on the normal difficulty and didn’t have any problems with the combat, occasionally dying to a well-placed Boomer shot or someone chainsawing me unexpectedly. There are a few vehicle sequences that are merely okay, though I felt like the submarine section towards Azura could have used more punch.

I don’t have any plans to play through the game again on a higher up difficulty, but I might check out the first few levels once more via the arcade mode, which basically scores every action you do. I’m currently going back to select chapters (on casual, you nerfherder!) to find all the collectibles and lost COG tags because I already stumbled upon a good chunk of them my first time through, so I might as well finish the job. A few of these shimmery items are hidden pretty well, so I’m referencing a guide here and there. No shame about it. It’s actually going faster than I initially expected, which makes me want to pop back into Gears of War 2 and Gears of War to grab their respective sets of collectibles. Once I start, I often can’t stop. I really do like how well Gears of War 3 monitors and tracks your progress, from collectibles to executions done to Achievement progress. It’s a small detail, but much appreciated.

After this, while I continue to chip away at Gears of War 4‘s multiplayer modes of Team Deathmatch and Dodgeball infrequently, I’ll eventually need to try out the black sheep of the series. Yup, the dreaded Gears of War: Judgment. I at least hope we get to learn more about where Damon Baird got his infamous goggles. At the very least.

Warning: enter Vault 713 at your own risk

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I waited a long time to play Fallout Shelter; I probably should have kept waiting. This free-to-play mobile room manager from big ol’ Bethesda was revealed and released to the world–well, for iOS devices–in June 2015 during the company’s E3 press conference. It later came to Android devices in August 2015. It never came and never will come to those that use a Windows phone despite that making some degree of sense. You might not know anyone in that last category, but if you are reading these words and follow Grinding Down, you at least know one sad soul–me. Well, it recently made its debut on Xbox One (and PC).

Allow me to run down what you do in Fallout Shelter since there’s no story to follow, save for whatever adventures you create in your brain as you tap and drag and force people to breed with one another. Basically, you build and manage your own Vault as an overseer–a.k.a., the never-questioned ruler of this nuclear safe haven. You guide and direct your Vault’s inhabitants, keeping them happy through meeting their essential needs, such as power, food, and water. You can rescue dwellers from the wasteland and assign them to various resource-generating buildings in your Vault, using the SPECIAL statistics system from the other Fallout games to key you in on their strongest abilities. Your dwellers level up over time, increasing things like health points and how good they are at producing resources. The number of Vault dwellers can grow two ways: waiting for new survivors from the wasteland to arrive at your doorstep or by pairing a male and female dweller in a living quarters room to, after some time has passed, produce babies.

Some other things exist to mix up the waiting on rooms-on-timers gameplay. You can take a risk and “rush” a room to completion. If you’re successful, you’ll get the resources right away, as well as some bonus caps. However, if you fail it, badness arrives in the form of fires, radroaches, or attacks from raiders. There are challenges to be mindful of, such as equipping a dweller with a weapon or gathering up X amount of food, and completing these will earn you caps or lunchboxes, which hold randomized loot. Once you build the Overseer’s room, you can send your people out on quests to find better items (weapons, armor) and caps. Everything takes time, and that makes way more sense for the mobile versions, but after sending out three people to shoot some wild radroaches I found myself staring at a bunch of rooms that wouldn’t be ready for harvesting for at least ten minutes with nothing else to do. Fallout Shelter is a game of waiting, which is not what I want when I plop down on the couch to play something.

On the Xbox One, navigating around the Vault is done via the thumbsticks. This can be a finicky process, and I once accidentally spent caps on removing boulders after the cursor jumped too far from the room I really wanted to select and gather resources from. This wasn’t the worst because, yeah, eventually I planned to clear them rocks, but I wanted it to be my decision, on my schedule. You can zoom in closer to the rooms to see some funny if frivolous bits of dialogue from your dwellers. The majority of the game is driven via menus, and accessing them is thankfully pretty simple and easy to use with a controller. That all said, I’m not a huge fan of the combat; it’s basically hands-off and hope you get some good invisible dice rolls like you’re back battling cliff racers in Elder Scrolls III: Morrowind, which is frustrating to witness. Here’s a true scenario from my time in Vault 713: a teeny tiny radroach nearly depleted my level 14 dweller’s health as she missed shot after shot after shot with a decent hunting rifle. Blargh.

I should have mentioned this earlier, but it’s pivotal towards my future progress in Fallout Shelter, of which there probably won’t be any more, so here we go: my Xbox One is broken. Or perpetually breaking. One of those. Some time after Black Friday last year, something happened. My “pins” disappeared from the front dashboard with a message saying, “Sorry, we can’t show these right now.” Then I discovered that I could access the store tab, but nothing I clicked on would work. I could mash the “A” button to no effect. Same goes for a lot of the advertisement tiles on other pages, unless they were tied to the Internet Explorer app. I tried doing a hard shutdown, unplugging my router, resetting the WiFi connection, and checking for further updates. Nothing seems to work. I am not interested in a factory reset, and I’ve managed, for the most part, to survive. I can still access apps like Netflix and Twitch and download those Games with Gold freebies by logging in on my Xbox 360 and adding them to my account. Lifehack central, y’all.

However, the other night, after gathering enough food, water, and power to keep my people beaming with happiness, I saved and shut the game down. A message came up that said the game was trying to sync my save with the Cloud, and so I let it do its thing, not wanting to mess anything up. Which never seemed to finish. Five minutes went by, then ten. Then twenty. Then thirty. There’s no way a game the size of Fallout Shelter takes that long to sync save data that is probably as big as a Cheez-It crumb. Unfortunately, I couldn’t wait much longer and simply closed the console down as it was. When I tried to load the game up the next day, it couldn’t find my save even though it is also on my console’s internal memory, and the screen that shows your three save slots just spins infinitely, unable to find anything. I can’t even start a new Vault. This happened over a week ago, and I still can’t access Vault 713. And I was one room away from unlocking the Achievement for building 25 rooms. Grrr.

I could probably download Fallout Shelter on PC and either start again or see if my save in the Cloud carries over. I could, but I won’t. I’d rather play the Dead Money DLC from Fallout: New Vegas again. Or test my luck out in the wasteland proper. I thought I’d be more bummed about this, but there are a zillion other pieces of digital entertainment available at my fingertips.

2017 Game Review Haiku, #21 – Batman: The Telltale Series, Episode 1 “Realm of Shadows”

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Batman and Bruce Wayne
One man, two lives–each in strife
Expose his parents

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

In the end, Earthlock: Festival of Magic is amicably middling

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Well, I was dead wrong with my assumption that Earthlock: Festival of Magic was like Costume Quest 2 and Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness in terms of its length. I was expecting an eight- to ten-hour adventure, but ended up seeing credits roll after something like nearly twenty-six hours. Eep. I mean, yeah, part of me is to blame, as I simply had to see everything and pop all the “rare” Achievements, considering I saw them all as potentially achievable, but much blame can go to the developers as well, as some of their decisions unnecessarily padded out content. Like giving you two under-leveled party members late into the adventure or locking garden recipes behind difficult side bosses. More on that in a bit.

I beat Earthlock: Festival of Magic the other night, and I still really don’t know what the plot was or why this diverse range of colorful characters were working together. It’s real simple to say they were trying to save their planet Umbra, but things get more murky beyond that goal. From who? Not sure. Why? Well, because. It begins plainly enough with a journey to rescue desert scavenger Amon’s uncle from an ancient cult that is after some even ancienter gizmo. Basically, there’s a magical doodad that evil-minded people want for evil-minded means, and us, the good guys, which consists of a mythical hogbunny called Gnart and Ive, the daughter of a famous general from the House of the Great Wave, and a few others, must do everything to stop this. Because we’re the heroes, dang it.

Look, I didn’t come here for the story. I was initially intrigued by the game’s art style and heavy influence from classic RPGs from the late 1990s, such as Final Fantasy VII and Wild Arms. I’m a real sucker for turn-based combat, though I prefer it when taking turns becomes more than just that, with extra mechanics tossed in to liven things up. Like button prompts in Paper Mario: Sticker Star or enemy location manipulation in Radiant Historia. There’s some of that here, though not enough to get me gushing. Actually, let’s dive into the combat, since a major chunk of the game is spent with you commanding your party to attack, heal, buff, and wait against enemies.

I already told you it is turn-based. The turn is order affected by individual character speed stats, as well as whether or not you have initiative when entering the fight. Your party of four battles in two pairs. For me, my go-to pairing was Amon with Gnart and Ive with Taika. You might find other pairings better to your liking. Basically, each pair gets special stats and buffs as their bond together grows. When damaged by enemies, they accumulate support points, which can be used to activate special moves once the bar fills up. These include healing your entire party or attacking every enemy with a magic spell for big damage. Other than that, each character has two stances, which affects their attacks (range versus melee, healer versus soldier, etc). I think I maybe switched stances less than five times total; my suggestion is to find a style that works for you, and double down on it. You’ll be fine. There’s some fun to be had early on with the combat as you begin learning who can do what, but it quickly grows mundane and repetitive when you have to grind later to get all your party members up to level 20. Thankfully, you can kite more enemies into a single fight because the more you battle at once, the bigger the XP gains.

Other than that, I spent a lot of time gardening in Earthlock: Festival of Magic. Not like I do in Stardew Valley or Disney Magical World 2, but enough to see my thumbs turn green. This is because, as mentioned earlier, I mained Ive and Amon, two characters that use ranged weapons, and those need a bunch of different element-based ammo to get through all them repetitive fights. Gardening isn’t tough, and you can easily fall into a hypnotic rhythm of harvesting, watering, harvesting, watering, and so on. I still feel like Plumpet Island was severely underused; there are areas that seem like they’d be accessible or eventually open up to offer more things to do, but that never happens. Basically, you have a garden, a place to craft ammo, a place to craft talents, a shop, and an inn to rest for free. Considering the amount of time you spend there and the fact that towns are few and uninteresting, I was hoping for more interaction. Something like from Dragon Age: Origins, where you can chat with your party members.

Even if I had finished Earthlock: Festival of Magic back in December, it would not have made my top five games list. It’s not a terrible RPG, nor is it going to blow you away. It hits the average mark and does not waver. The ideas are there and staples of the genre, but that alone does not make an astounding adventure.

Descend deeper and deeper with Runestone Keeper

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I am enjoying Runestone Keeper greatly despite it being the sort of roguelike that demands you suffer inordinately for its opening hours before you can even begin to fathom making progress. You know, like Rogue Legacy and The Binding of Isaac. Do the time before you enjoy the sublime. Not like Spelunky though. In Spelunky, you can beat the game on your very first run, so long as you know what you are doing; sure, a wee bit of luck is needed to get some specific items, like the jetpack, but it is totally doable. For other harsh roguelikes with some permanence to them in terms of upgrades and accrual, you must first grind runs one after another to begin closing the distance. I think, so far, I’ve gotten to level 9 with Guy, the only playable character available until you get further or are more successful on higher difficulties.

What is Runestone Keeper you ask silently from the other side of the screen? Well, it is a piece of interactive entertainment that came out in early 2015 from Blackfire Games. What else? It was recently part of the Humble Jumbo Bundle 7, which is where I got my Steam copy. Yeah, cool, but more specifically…what is it? Technically, Runestone Keeper is an über challenging roguelike-to-roguelite dungeon crawler that blends classic roleplaying elements and turn-based combat strategy. Kind of a weird, blood magic-driven fusion of Minesweeper and Dungeons of Dredmor.

That last description probably didn’t help all that much. Allow me to try harder. Basically, dungeon floors are randomly generated and set out as a grid that can be explored in any order from wherever you start, uncovering one tile at a time by clicking on it. Each revealed tile has an effect, even if that effect is basically nothing happens. Most discoveries include finding hearts that heal your HP, gold coins, treasure chests, traps, single-use items, weapons like readied crossbows, merchants, valuable runestones, and various pitfalls. Each tile you reveal also fills up your soul meter, which dictates your usage of certain items, as well as using in-level shrines and such. Your basic goal is to reveal enough tiles to find the staircase to the room below and head deeper into the darkness.

The real trouble with that endeavor is you’ll also reveal enemies in each dungeon level. You can avoid most fights if you want, but monsters block adjacent squares from being revealed, which are essential to finding the way to the next floor. Also, early on, you will want to fight some monsters for XP and dropped loot (which contains random prefixes and suffixes for different stats), though RNG rears its ugly head from time to time, causing you to miss your ax swings even though you are standing directly next to the angry goblin. Your attacks are obviously based on your gear, and you can quickly swap between two sets; I like having something for up close, as well as ranged enemies. Monsters hit your shield first, which absorbs a certain amount of damage before stealing away HP. The cast of enemies is quite varied, and many of them have their own unique abilities, like silencing or poisoning. Early on, your best friend as Guy, is the spell he has to lower an enemy’s attack power for a few turns though it is beyond frustrating to whiff on every sword swing during this phase.

Runestone Keeper‘s gameplay is extremely layered, even if it at times it feels unfair and driven solely by luck spirits. There’s tattoos to equip, an enchantment system, worshiping and un-worshiping deities that provide buffs and debuffs, elite arena rooms, special one-time events dictated by text choices, and more. Lots of spinning plates, and I’m sure I’m missing some elements. My focus for Guy continues to be upgrading his strength and stamina and plowing through enemies as quickly as possible while also hoarding a ton of gold coins and selling unwanted to gear; unfortunately, in the later dungeon levels, he struggles to deal with ranged enemies, as well not exploding when unearthing a ticking time bomb. It’s a problem. We’re working on it.

Similar to how I approached Rogue Legacy, Runestone Keeper is perfect for doing a couple runs, being unsuccessful, but returning to the main menu hub with enough gold coins to upgrade a permanent bonus, such as gaining more XP from killed monsters or earning more gold with each pick-up, and that leaves me feeling satisfied, feeling like I am actually inching towards a better run. I’m still hoping I’ll find that “perfect storm” run where I get some killer equipment/items early on that will help me reach level 10 of the dungeon and maybe even beyond that. If not, this is surprisingly one game I don’t mind bashing my head against the wall, desperately trying to survive or crawl to the next floor in hopes of…well, hope. Not everything has to be about being the ultimate powerhouse.

The fact is I hit 70,000 Gamerscore perfectly

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Mark the date down, for today, this twenty-ninth period of twenty-four hours as a unit of time, is yet another behemoth moment for Grinding Down: 70,000 Gamerscore. Hit perfectly thanks to Killer Instinct‘s “Stylish Fulgore” Achievement for 10 points, but really, this was a group effort. Those involved will be thanked two paragraphs down, but first, a summary of my long, meticulous journey to this point and the previous landmarks I visited along the way. Because I enjoy thinking about the trek, imagining myself as an unassuming Hobbit on a grand Adventure, one to eventually share with future generations, becoming legend. Hmm, methinks it is almost time to rewatch Lord of the Rings for the umpteenth time.

Well, naturally, this all started in February 2010 with 10,000. After that, almost a year later, I slid into 20,000. Next, 30,000 was acquired another year after that in March 2012. The black sheep of this story happened in September 2013 as I wasn’t able to get the number I wanted because of stupid ol’ Fable III and settled on 41,000 instead. The gap between that amount and 50,000 was almost two years, as I backed away from the Xbox 360 for a while…for reasons. Here’s the kicker–it was only last June of this very year that I was celebrating 60,000 Gamerscore, which means I did a whole bunch of popping Achievements in the few months since then. Let’s examine where this exponential growth occurred the most.

Let’s see, let’s see. I dug back into my larger-than-necessary backlog for the 360, polishing off Hitman: Absolution and Assassin’s Creed IV: Black Flag as much as possible. In terms of the Xbox One, the games that really helped grow that Gamerscore were LEGO Star Wars: The Force Awakens, Costume Quest 2, Monopoly Plus, The Wolf Among Us, and, embarrassingly, Ben-Hur. Of course, I’ve dabbled in a number of other games, both large and small, both on consoles and mobile, and, as mentioned before, this was a team effort. Even the games where I opened them once and played for less than twenty minutes matter. Unfortunately, I do not have the time to thank every game individually, but they should know in their heart of hearts that they are greatly appreciated.

I feel like with every one of these posts, I try to convey an air of lukewarm detachedness. That hitting these milestones is no big deal, simply a little fun to have with a system designed to reward gamers for all sorts of actions, such as defeating a tough boss or simply watching a game’s credits all the way through. The truth is…I care about hitting these numbers very much. The minute I begin to inch closer to them, I immediately start scanning out the list of potential Achievements and begin planning my path forward. I find it entertaining, and maybe someone out there reading this does too–hey, let me know if ya do–and I’m genuinely curious about what mix of games will lead me to the 80,000 mark. I do have a bunch more episodic adventures from Telltale Games to go through, and those are pretty easy Achievements to pop. We’ll see.

With all that said, picture proof:

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Wait, I took a better pic, since that screenshot ended up being so tiny. Also, I refuse to change my Avatar’s outfit. The more likely reality is that I no longer remember how:

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Another garden to tend to in Earthlock: Festival of Magic

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Currently, I’m juggling a lot of gardens. There’s the one in Disney Magical World 2, which is where I’m looking to harvest some rarer fruits, vegetables, and flowers, such as spooky carrots and solar sunflowers. There’s the one in Dragon Age: Inquisition‘s Skyhold castle, which seems to only grow plants after I’ve traveled between a set number of regions to recreate some actual passing of time. There’s the one in Stardew Valley, which is your biggest means to making money through the four seasons, and I now have the game also on Xbox One, resulting in double the work if I plan to continue with my PC save as well. All of that is to say that there’s now one more place to grow and cultivate plants in Earthlock: Festival of Magic, a colorful RPG from Snowcastle Games, as well as a monthly freebie back in September 2016.

I’m about nine to ten hours into Earthlock: Festival of Magic, just around the 50% completion mark, and, alas, I don’t think I can sum up its plot easily from the top of my noggin. Not because it is extremely deep and layered, like multiple seasons deep into Game of Thrones, but more that it is not extremely clear or focused. I’m going to have to resort to the developer’s own words and see if it stirs anything new from me:

Embark on a journey to save the beautiful world of Umbra, a harsh planet that stopped spinning thousands of cycles ago. What started as a mission to rescue Amon’s uncle from the clutches of an ancient cult, soon spirals into an adventure that was centuries in the making. You must bring together this group of unlikely heroes to stop the ruinous past from repeating itself.

Yeah, sure. That’s kind of being descriptive without providing any actual details. At this point in the game, I’m in a town called Suvia, lurking through sewers after the bad dudes that stole some machine. A machine that may or may not be connected to a relic that Amon and his hammerhead uncle stole at the start of the game. I don’t know. I’m kind of moving from place to place, fighting enemies every few steps and talking to a minor amount of nonplayable characters for some background lore. Oh, and there’s a boy in a frog suit that has given me a special, magical area, almost like Bastion‘s Bastion, to grow plants, craft ammo, and create talent upgrades for my team, and it’s where I have been hanging my hat the most, as the actual towns in Earthlock: Festival of Magic are not many, nor are they all that interesting to explore.

This is very much a throwback to the adventure RPGs of the late 1990s with a heavy focus on turn-based combat and character progression, such as Chrono Cross and Tales of Phantasia. I’m going to dig into the combat first. Speaking of first, enemies are always present on the field, and you can gain the advantage of attacking first if you press “A” before the enemy runs into the party. I don’t know if I’ve missed this chance once yet. It’s probably hard to miss. As previously mentioned, combat is turn-based, with a list of turn order on the far right of the screen. Each character has different stances, which determines what attacks they can do, such as ranged or up-close melee or dancing between support spells and attack magic. For instance, Alon, the protagonist–or, at least, my assumption is he is, though you can switch to play any other character if you want–can either get intimate with a knife or use a gun to attack from a distance. Switching stances costs a turn, which I personally think sucks, and so I’ve been sticking to one stance per character for most of the fights unless the scenario obviously calls for a change.

Upgrading each character reminded me of how it worked in Final Fantasy XII with the License Board, which consisted of a tiled board with hundreds of squares. Each square represented an ability, spell, equipment piece, or augment, and these could be unlocked after earning LP. Here, in Earthlock: Festival of Magic, you have a similar board for each character, with some predetermined abilities (passive and active) locked in place. As you level up, you’ll earn Talent Points (TP–hee hee), and you can build each character’s skill tree as you wish using a mix of talents to boost stats like strength, defense, accuracy, magic, and so on. Defeating bosses gets you access to special tiles that do things like help reduce the time it takes to switch stances or even see hidden ghosts on the field. I really like this system as it does offer a lot of control and personalizing for each character. Also, you can pair each party member with another to grow a stronger bond between the two to unlock more stat upgrades and abilities. Phew. There’s actually quite a lot going on with the combat, though to be fair, it doesn’t go much deeper than this, and the secret to beating tough bosses like GobKing and Mushriga is simply grinding.

In terms of graphics, I’m conflicted when it comes to Earthlock: Festival of Magic. Everything is cartoony and colorful, with a looseness that is both stylish and on purpose, reminiscent of Broken Age and Tales of the Abyss, which I’m all about. In fact, its look, from the few screens I saw of it and not knowing much else about the title, was enough to get me to install it. Unfortunately, the overworld map is severely dull and bland, and by that I mean it is lacking textures for the ground you are running on, which makes it feel unfinished. I also think some more love and pizzazz could have gone into the location titles (see Final Fantasy IX for inspiration). Sound is a different subject, and the soundtrack is quite good, a mix of upbeat, battle-appropriate tunes and relaxing notes for watching plants grow, though I did notice a lot of effect noises missing during a few battle sequences. See, conflicted.

Earthlock: Festival of Magic is an indie RPG with dreams of being big. Extremely big. You can see what it wants to be by noticing where it is lacking. For instance, there’s not a lot to discover in this fantasy world, other than a hidden treasure chest or two. Towns are tiny and only hold a limited number of people/things to interact with, and the interactions are slight at best. The story seems to have fun, unique characters, but no one is really standing out currently as somebody to champ for, except maybe the hogbunny Gnart. I plan to finish it and hopefully pop every Achievement–most of which are labeled rare because not many people are playing–but thankfully this RPG is only as big as Costume Quest 2 and Dragon Fantasy…and not Dragon Age: Inquisition, which might not ever end at the pace I nibble on it. As always, that’s a different post.

Costume Quest 2, sweet like candy to my soul

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I enjoyed that first Costume Quest game. It was cute, charming, bite-sized, rewarding, and perfect for warping you back to your childhood to remember those consequence-free times of running through your neighborhood, ringing doorbells, and asking strangers for candy. Surprise, surprise, being that the games are nearly identical to each other in terms of mechanics, pacing, and exploration from the eyes of children with larger-than-life imaginations, I also enjoyed Costume Quest 2. Probably more than the first adventure.

Here’s the four-one-one. Costume Quest 2 from Double Fine and Midnight City takes place once again on Halloween night. The fraternal twin siblings Wren and Reynold from the original game are back, as well as a bunch of their friends,  to save All Hallows’ Evening from the evil Dr. Orel White. This ultra-nefarious dentist has teamed up with a powerful time wizard, as one often does, releasing the Grubbins into the human world in hopes of ridding the candy-filled holiday entirely from history. Wren and Reynold’s friends open a mystical time portal from the future to explain that, where they are from, Halloween has been permanently outlawed, with Dr. Orel White ruling the world. Wren and Reynold go back to the future with their friends to stop this disillusioned dental surgeon for good.

If you’ve played the first Costume Quest, you’ll know how this game works because it is nearly identical. You move around an enclosed area full of things to punch for candy and on-screen enemies, like a suburban neighborhood or dental compound, talking to NPCs and solving simple navigation-blocking puzzles. Often, to get where you want to go, you need to use the right costume. For instance, the pterodactyl can use its wings to blow away big piles of leaves or garbage, and the wizard can illuminate dark areas the kids are too scared to explore without a light. There are main quests to follow, as well as small side ones that will earn you extra XP, upgrade your candy bag, and provide rarer Creepy Treat cards.

The main aspect gating progress in Costume Quest 2 is combat. It’s turn-based, focusing heavily on timed button presses, just like Paper Mario: Sticker Star. You select attack and then must time the button press with the indicator on-screen to hit maximum damage. You can also do this for blocking, to take less damage, as well as learning the ability to counter attacks later on. Each of the costumes the kids wear have different basic and special attacks, and I ended up relying on the Superhero, Clown, Wizard, and Jefferson costumes the most. I’ll talk about the Candy Corn costume in just a bit. All of the costumes have different strengths and weaknesses against specific enemy types, but I really never found myself worrying about that. You can run away from any fight, and even if you die, you respawn by the fountain of health to try again. This is not the Dark Souls of lite RPGs.

In fact, the hardest thing about Costume Quest 2 turned out to not even be terribly difficult, just a little more time-consuming. I’m talking about the “Hardcorn” Achievement, which requires you to keep a kid in the Candy Corn costume for the entire game. Basically, the Candy Corn costume does not attack enemies. You can still take less damage to it with a proper button timing when blocking, but otherwise it doesn’t do much other than make silly quips at the start of its turn, which, alas, I can confirm do repeat. Later, when Corvus teaches the kids how to perform counters, Candy Corn can at least occasionally deal some damage back, since everyone like to target it the most. This did make the boss battles go on a little longer than normal, but otherwise, I was able to do it, and I even shared this journey with all of you via Extra Life this past weekend. You can watch the videos on my YouTube channel (not all are up yet). Also, thanks to Microsoft’s latest dashboard update, I can now tell you that, on the Xbox One at least, this is a pretty rare accomplishment. Like 2% rare…

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Go me. Anyways, Costume Quest 2 is real cute. Super duper cute. The kind of cute fun that makes you feel safe again in a world that is undoubtedly growing more dangerous every day. For sure, I’ll play Costume Quest 3, if Double Fine decides to make more, but I’d love to see this evolve more mechanically. Granted, I think it was a surprise to everyone that this sequel alone got made. That said, I’m getting a copy of Costume Quest 2 this month on PlayStation 3 from PlayStation Plus and, for once, I will not even bother downloading it. I’ve done everything there is to do in this cartoonish Halloween-land. Until the next thwart on withholding candy from children, I guess.

2016 Game Review Haiku, #63 – Trick & Treat

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A haunted mansion
Perfect for party, puzzles
Too many bad ends

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Feverishly swiping away at my phone to Make It Rain

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I am a patient man. Perhaps maybe the most patient, but that is a test that anyone claiming such a thing could easily fail. I mean, if someone sits next to me and continues to flick my nose once every three seconds for the rest of my given life, I don’t expect to last long. For the most part, when it comes to videogames, I don’t mind having to wait. Sometimes the waiting, whether it is for a certain upgrade or pivotal story-beat, can be kept to the shadows when grinding or side quests are involved, and other times, like with a lot of today’s mobile entries, such as Disney Magical Kingdoms or The Sims FreePlay, the waiting is the entire game itself.

Make It Rain: Love of Money didn’t start out being a waiter, but it eventually hit a point where progress was unobtainable except through the passing of time. I’ll tell you how I know for sure in just a bit, but I guess I’ll cover the game’s story and mechanics first. Story-wise, it’s a mix of the thoughtful, coming-of-age journey Kaitlin’s sister experiences in Gone Home and the multiple dimensions, always-a-lighthouse time-funkaroo from BioShock Infinite, with a dash of Jazzpunk‘s zany playfulness thrown in for good measure. Okay, no. Just kidding. There isn’t a lick of narrative here, just a means to get digitally rich. Perhaps you are an absent-minded app developer who accidentally created this money-making product and must now figure out the quickest way to make it big. Your adventure may vary.

The game’s theme revolves around money, greed, and corruption, and opens with a Biblical quote, every single time, to remind you of the evils of temptation and your place as a servant to a higher being:

“No one can serve two masters. For you will hate one and love the other; you will be devoted to one and despise the other. You cannot serve both God and money.”

That aside, once you are playing Make It Rain, the greed takes over, and all you can do is earn money and spend money to help earn more money faster in the future so that you’ll have more money to spend on earning money. Money money money. You can do this in a few ways, with the main method being swiping the screen in the same fashion that one might swipe a wad of money from their hands if they wanted to “make it rain” on a stripper. It’s an amusing means to an end, even if it’s demeaning in nature. I often made it rain on my cats, for what it’s worth. Another way to earn money is by putting your hard-earned green stuff into things like insider trading, subprime mortgages, and the bribing of political figures. Doing this raises how much money you earn by swiping, how much you earn when not swiping or the game is off, and how much your bucket can hold before you need to empty it and start again. All of this has me wondering how much cash I’ve accrued in Fable II since last turning it on.

Make It Rain is the type of experience that can be never-ending. I decided to toss a flag and march towards it, with the end goal being to unlock every Achievement. By September 2015, I had all of them, save for three. One Achievement was for purchasing two bee-related services, of which I had one already, and the other cost a whole lot of money that seemed, given the game’s pacing, decades away. The second was for swiping 100,000 times, which I’m convinced is glitched. Lastly, the developers would love to reward you with a digital picture and 5 Gamerscore if you connected the app to your Facebook account. Well, zip ahead a whole year later to today, and I’ve crossed off two of those three and decided that “Erased Fingerprints,” the Achievement for swiping way too much, is never gonna happen.

I hope to never write about Make It Rain again–really, there’s not much more to say, and a part of me is still baffled that I played this and consider it something one plays–so let me tell you how the last year went, which was all about earning $123 KBB to purchase the Electronic Apiary. I first started out trying to both increase the size of my bucket so it could hold more cash, as well as boost how much I got per hour when not playing the game. I quickly became less interested in actively making money and preferred to let the app work its magic in the background. This proved glacier-like slow, with each increase being so minor that you never really felt you were making any ground, but so major that all your funds were depleted and you had to start from square one. I then decided to give up on trying to upgrade either and simply empty my bucket whenever it filled all the way up, which was probably every day and a half or two days. Granted, I often forgot to do this, which only prolonged the experience. This took, oh, about a year, and I’ll point you back to the very first sentence of this blog post.

It’s strange. In just the last few weeks or so, I’ve polished off a number of games that have been lingering in my backlog for a good, long while: Final Fantasy IX, Crimson Shroud, Spyro the Dragon, and now this. Also, Professor Layton and the Azran Legacy, a game I’ve been tapping away at its puzzles since 2014, is creeping close to the finish line. It’s like these things happen in large, social waves, and I have to wonder if some of the games I’m playing now won’t see their special haiku rewards for still some time. Again, I really don’t mind the wait. Occasionally, it’s not ideal, but sometimes it’s all you can do. In terms of Make It Rain, money doesn’t grow on trees overnight.