Category Archives: achievements

Jerky McJerk complains his way to be everyone’s nemesis

gd sims freeplay jerky mcjerk nemesis of the state

I may or may not be nearing the end of my time with The Sims FreePlay, which I only really picked up again in September 2015 after not touching it for a good long while. I say may because I just popped the last, in my mind, feasible Achievement, which involved a lot of grinding and a solid time investment, and I say may not because, even though the remaining Achievements seem unattainable, there’s a part of me that wants to keep trying. In terms of goals, there’s really not much left for me to focus on, to grasp at achieving, and because this is a free-to-play game, restrictions abound when it comes to things like decorating your house, adding more Sims, and so on. I’d rather go play The Sims on a console or PC to get the full experience…or a fuller one via cheat codes.

First, take a look at this shiny thing, which required a lot of complaining on one man’s part, bless his terribly rude soul:

nemesis of the state achievement
Nemesis of the State: Have 1 Sim be nemeses with 16 Sims. (15G)

This took awhile. I’ve been actively working towards this goal for the last few months, and even created a specific Sim called Jerky McJerk to fill this role. That way it would be easy to track, especially once my Sims count reached over twenty, with only one Sim that everyone hated as a community. I made sure to dress Jerky McJerk in the pinkest suits ever seen to ensure I didn’t forget this man’s job in being rude and obnoxious to everyone he crossed paths with, except for toddlers and babies, as they are unaffected by impoliteness. Don’t know if that’s a hard fact or not, but I’ll believe it for now.

It’s a grindy goal, one that I often did while watching Giant Bomb or a TV show during my lunch break. Basically, I’d scan my list of villagers, see who wasn’t a nemesis with Jerky McJerk yet, send him over, and hit the “complain” interaction with them–for five minutes total, requiring about 30 interactions in the end. All without having my Windows phone’s screen time out. This resulted in me occasionally tapping the screen and checking it every few seconds to make sure all was going well. Rinse and repeat until Jerky McJerk is the bane of sixteen Sims total.

The problem was that, more or less, I had Jerky McJerk make enemies with about eight or nine people rather fast, but after them, I had to wait until more Sims were added to my town. Sometimes this didn’t happen right away because I’d rather spend my hard-earned Simoleons on buying new buildings pertinent to ongoing quests, like the stables or swimming center. It was only recently that I realized I had a decent amount of Lifestyle Points–that’s the orange currency in the pic above–somewhere around 80 or so since I never spent them. You can use these to buy new houses for rather cheap. Still, once you buy a house, you have to wait upwards of 36 hours for it to be “built,” which is why this process took so long. Good thing I’m Mr. Patience Man.

So, here’s what is left for me to accomplish in The Sims FreePlay: have my town be worth 12,000,000 simoleons, have it be worth 30,000,000 simoleons, and complete 1,000 goals. Sadly, after playing the game nearly daily for nearly five months, my town is only worth about 3,500,000 simoleons. That’s kind of harsh. I’ve not spent a single real dime, and I have to imagine that if I did plop down some digital cash my town’s worth be much higher. The “quickest” way to raise your town is to buy buildings and houses, both of which are costly and take time to complete after purchasing. Then you have to go through the long process of sending your Sims off to work every day to earn enough money to buy the next building or house, both of which go up in price the more you build. I’m not prophetic, but I think I can see the future, and it’s looking like a slow burn.

Evidently, there’s an exploit to help you boost your town’s worth by 30,000 simoleons, but it too is grindy and requires dedication. Not sure if it is even ultimately worth going after in such a manner. I’d rather hit these mile markers traditionally, and if I’m looking to complete 1,000 goals then surely it’ll happen along the way. The way could be years down the road. Also, one problem: I have no idea how many goals I’ve completed so far. Sure, sure–it’s feels like I’ve done a thousand and then some, but since there’s no stat tracking in-game, it’s impossible to tell, and I’m not about to start counting now.

I suspect I’ll keep tapping away at The Sims FreePlay for a bit more, just to see if I get any closer in a quicker fashion, but a part of me already feels ready to call this adventure dead and done. Which is strange, because I probably won’t uninstall the game right away, which means this cast of characters that I would play omnipotent being to and command they do my bidding will simply sit ignored on my phone, bereaved, with no chance of progressing. Huh, it’s kind of like when I’d play The Sims back on the PC, put a fellow in a row by himself, wait until he had to use the bathroom really bad, and then remove all the doors. Yup, I was that player.

Forget pirating, there’s shanties to chase in Assassin’s Creed IV: Black Flag

Assassins Creed IV Black Flag gd early impressions

Assassin’s Creed IV: Black Flag was given out to Xbox 360 players for free as part of the Games with Gold program back in…oh my, late April 2015. For some reason, I thought it had been sitting in my digital library for longer than that. At some point, it was also given out to peeps on the Xbox One, but I didn’t have the console yet and wasn’t smart enough then to know that I could still click download and tie it to my account for future use, which means I’m stuck playing the previous generation version. It is serviceable, though I’m sure facial expressions are a bit more lifelike on the newer consoles.

A reminder for any new readers here at Grinding Down on my history with the Assassin’s Creed series, which I enjoy from a somewhat casual perspective. Once I’m into one, I’m into it, unable to not climb to every rooftop and take care of each icon on the map until all that is left is a clutter-less picture. I got into the series like many did at the start, finding the first Assassin’s Creed impressive, but repetitive. Then, for some reason, I next played Assassin’s Creed: Brotherhood and absolutely loved it, both the single player campaign and the multiplayer, which is an aspect of gaming I generally steer clear of. Last year, I went back and played Assassin’s Creed II, which helped to make more sense of story details in Brotherhood though that’s on me for playing them out of order. And now here we are, skipping Assassin’s Creed: Revelations and Assassin’s Creed III to do some hardcore pirating. Fine by me.

Black Flag‘s main story is set in the 18th century Caribbean during the golden age of piracy, people being smarmy, and lots of ships sailing to and fro. The plot follows notorious pirate Edward Kenway, the grandfather and father of Assassin’s Creed III protagonists Ratonhnhaké:ton and Haytham Kenway, respectively, who stumbles into the conflict between assassins and Templars after he is shipwrecked. In the present day scenario, you are a new employee working at the Montreal offices of Abstergo Entertainment—a subsidiary of Abstergo Industries—exploring its cubicles, eavesdropping on conversations, and hacking computers to uncover secrets about the sinister company. To be honest, I don’t care a lick about the storyline so far, in both realms; thankfully, the gameplay provides plenty to draw enjoyment from, and never demands you get on with the ruddy campaign.

In terms of gameplay, there’s all the usual elements from previous Assassin’s Creed games here: climbing, stealth assassinating, syncing, looting, running, hiring groups of people to hide among, trailing guards, and so on. The new stuff is mostly ocean-bound, with Kenway able to sail a ship, plunder and loot other ships, and explore numerous islands on the map that may house treasure and other goodies, like rare animals to murder for your fancy pouches and outfits. By far, my favorite advancement in this series is that everything is now available on your map after syncing a high view point, and then you can spend the next hour or so collecting each and every thing before moving on to do the actual story mission. Or collecting more from another synced view point. There’s little hand-holding, with the game treating you as an actual, capable adult–these decisions are yours to make. Plus, to catch shanties for your pirate crew to sing while sailing the ocean blue, you have to chase them down in the environment, which is way more fun than simply chasing a dude down in a race or for a few coins.

Still, it’s another Assassin’s Creed game from Ubisoft, and some stuff never changes. Like having your character leap from a building’s rooftop and lose half his health when really you meant for him to move a little to the left and travel along that rope tied to another rooftop. Also, and I want to do some more research into this, but the subtitles follow a strange style related to capitalization, where most words in a sentence are uppercase, but not all of them. Like so: “Avast, Kenway! Do you have Time to Make your crew a Large Plate of Scrambled eggs? We are Totes Hungry.” I don’t know, it’s very strange and hard to not notice since I enjoy reading words. Missions where you trail dudes and have to maintain a specific distance with them, but not be spotted return, though at least you can rate them one star at the end through Abstergo’s feedback forms. I still think combat is fairly button mashy and annoying, which is why I try to go for the stealth kills if I can.

The stats screen at the start says I’ve completed 15% of Black Flag so far, and in terms of story, I’m somewhere in sequence 3. That’s fine. I’m in no rush, especially when there are so many glyphs, treasure chests, and shanties to grab, as well as assassination targets and pirates to rescue and kitty cats to pet. Did I not yet mention you can press a button to pet a cat as it moves between your legs? And that it purrs affectionately? The best Assassin’s Creed game yet.

Sorry, there are no more skulls left in Motocross Madness

final motocross madness xbox 360 post

Motocross Madness is a game I played for a bit after getting it as a freebie back in August 2014, but then drifted away from for a good chunk of time. Many months, in fact. Truthfully, I really only enjoyed the heck out of the game’s Exploration mode, which plopped you down in the world where the game’s race tracks exist, but gives you freedom to explore off the tracks as you please to collect gold coins and skulls. These feed into the medals you get, as well as provide money and XP, so they are more than just shiny trinkets to grab. The standard races and trick sessions are fine enough, but a bit too perfunctory and easy to perfect. My heart can’t resist collecting things; for further proof, see games like LEGO Marvel Super Heroes, Disney Magical World, and Kung Fu Rabbit.

Right. So, over the last few months, I’ve been noodling away at Motocross Madness, playing for a bit and collecting a skull or two. Incrementally edging my way up to a 100% completion rate. It became a thing I did to fill in the gaps between other games or if I had fifteen to twenty minutes to kill before I had to make dinner. However, it became more of a hassle–in my mind than in reality–to turn on my Xbox 360 now that I had a shiny Xbox One to slobber over, and so Motocross Madness got visited less and less. That is until a few weeks back, when it was announced to now be backwards-compatible on the new console. I’m probably the only person in the world that saw that news and genuinely felt warmth in my heart, but whatever.

I recently had some time off of work over the holidays, and I used some of it to, besides draw and go see the ultra cute and sing-songy Elf the Musical in New York City, well…play more Motocross Madness. I’m totally fine with this. Never let anyone tell you what to do on your days off. Along the way, I also sat down and figured out how to use the streaming programs on the Xbox One, which lead to me recording about four hours of me getting the last flaming skulls and Achievements for all the Internet to see. If you’ve got time to kill, feel free to watch the archived videos over at my YouTube. Please understand before going into these vids that I’m still relatively new to this and am figuring out microphone/gameplay audio settings, but I’m thinking 2016 will be the year I put more effort into this venue.

Collecting skulls was fun despite a few frustrations. It’s multi-part; first, you have to find the skull in the environment, and then you have to figure out how to get it. Sometimes they are on the ground, and you just ride your bike up to it, but the majority are high in the sky, requiring a sick jump to grab. It’s only when you get down to having a single skull left in a large environment that it becomes maddening as you search every nook and cranny, desperate to catch the flicker of orange flames. Eventually, I caved and looked up a walkthrough online, quickly scribbling down locations on a hand-drawn map so that I’d, at least, still not know exactly where these skulls were and have some involvement in their capture.

When examined without the Exploration mode, Motocross Madness is actually a substandard racing game with bikes. The races themselves aren’t all that challenging, especially once you upgrade your hog, and the trick system is not in-depth, allowing you to only do a few moves in the air…unless you’re into crashing. Once you are on “fire,” which happens after building a meter for successfully doing tricks, you can do another set for more points. I highly recommend performing the Rodeo Cowboy each and every time. It probably gets a pass overall because it uses your avatar, which makes the costumes and tricks more fun to see than some generic-looking dude or dudette. Still, once I got all the skulls, I didn’t really know what to do; online racing was no more exciting than the single-player stuff, unfortunately.

Oh, if you were curious what my crudely drawn maps actually looked like, they looked like this:

WP_20160103_16_30_33_Pro

Yup–my art skills are wildly good. Now to figure out what I can stream next. I like the idea of having a goal for streaming, not just playing through the game’s main campaign, though I understand a lot of people do that. Perhaps I can capture getting the remainder of Fallout 4‘s Bobbleheads or causing some random chaos to happen in Just Cause 2. Must think on this. One thing I know for certain is that, just like when I finished up LEGO Marvel Super Heroes, an invisible weight has been lifted off my shoulders (and mind), and I don’t have to return to this digital world ever again. Unless I want to.

RIDICULOUS MARATHON HAS CANDY, TOFFEE, SWEETS, AND CONFETTI

ridiculous marathon gd early impressions

If you have an eye for detail or are anal about words being in all capital letters when perhaps they have no reason to be, you might be wondering why this blog post about Ridiculous Marathon has such style elements enforced in its title. I assure you this is not a clickbait attempt or new thing for Grinding Down in 2016. I assure you. This stems from looking up further details about the game on Microsoft’s website and discovering that the only text provided before the “read more” link is as follows:

GET READY TO RUN A CRAZY MARATHON FILLED WITH CANDY, TOFFEE, SWEETS AND CONFETTI

Er, yeah. Settle down, copy writer. Also, even after playing Ridiculous Marathon for a bit, I can’t agree that the game is filled with these items. You’ll see a piece of candy every few feet, but only until you complete the Daily Challenge, and then you’ll never see another sliver of candy again until the next day. As for the toffee and sweets–no idea where they are. Confetti appears from time to time as you morph into a powered-up piñata, but this isn’t a game about hitting the crap out of a stuffed container often made of papier-mâché. It’s an endless runner, through and through.

I’ll say with certainty that Ridiculous Marathon is an easier and more forgiving endless runner than Temple Run 2 and Lara Croft: Relic Run–put together. There are fewer turns and obstacles to avoid, with a larger focus on jumping over construction signs and avoiding trucks carrying long wooden logs. Your move set includes jumping, moving left to right, and sliding–that’s kind of it. There’s no turning corners or running along walls to not fall in pits, but you can double tap the screen to turn into an invincible piñata that will, I believe, save you from one crash. I’ve gotten pretty far without much outside help, hitting around 150,000 points in score. With the help of some revive diamonds, I expect to hit 500,000 points rather easily.

Naturally, with this being a free-to-play endless runner, there’s microtransactions available that could help each of your runs be more successful, but only if you plop down some cash. So far, I’ve ignored all of those options and am doing just fine. You can buy single use power-ups with the gold you collect as you move through the Amazon rainforest, as well as upgrade power-ups or purchase costumes for your characters, though those are simply cosmetic in nature. There are ads, but they are easy to dismiss, though I don’t understand why I have to sign in with my Microsoft account every single time I load it up to play; other mobile games don’t ask me to do this.

There are two systems at work to keep one coming back to Ridiculous Marathon, and they are the Daily and Weekly Challenges. The Daily Challenge tasks you with collecting a number of candy as you run, which is easy enough because, just like with all the game’s power-ups, you can spot them from a distance as a beam of light shoots up and out of them. Do this for five days in a row, and you’ll unlock a mystery box, which gave me some free piñata power-ups. The Weekly Challenge wants you to collect golden palm trees, and the one I’m on is for finding 21, of which I’ve gotten nine. They show up a whole lot less, so we’ll see if I get any reward by the end of the countdown, which stands at 34 hours left. Hmm.

In the end, Ridiculous Marathon is fine. It’s not as ridiculous as one might think, nor as tiring as running an actual marathon. Well, I actually can’t speak officially on that last part. Perhaps this is a runner better suited for younger gamers or those just getting into the genre. Anyways, I expect to play it for another week or two until I’ve wrung every ounce of fun from it, and by fun I naturally mean Achievements.

Fatal Labyrinth is still difficult, but finally makes sense

fatal labyrinth gd medium

When I first played Fatal Labyrinth, back in early 2011 as part of Sonic’s Ultimate Genesis Collection on the Xbox 360, I didn’t understand it. I only continued poking at it to get a single Achievement, which tasked the player with making it to the fifth floor of the randomly generated labyrinth. In fact, this was the last Achievement I popped, after getting that super tricky for Dr. Robotnik’s Mean Bean Machine. I remember having great difficulty with this, eventually just avoiding all monsters and searching desperately every nook and cranny for the next set of stairs to take me upwards and away. You’ll have to forgive me, but I wasn’t familiar with roguelikes back then, confused by things like question marks on items and dark rooms full of uncertainty.

Since then, I’ve played a lot more roguelikes, some of which are very close in style and mechanics as Fatal Labyrinth. Here, let me name a few that come to mind: The Binding of Isaac, Coin Crypt, Dragon Crystal, and Hack, Slash, Loot. The games have taught me much over the past few years, like not to be scared of potions that don’t immediately reveal what they do. Yep. If you want to know what the brown potion does in Fatal Labyrinth, you have to drink it blindly; once you know its power, there’ll be no further confusion about it during your run. That said, last time I drank the brown potion, it simply said “you’re feeling much better”…so I have no clue what that actually means.

According to a gaming wiki I frequently hang out around, Fatal Labyrinth is about leading Trykaar into the castle of Dragonia in order to retrieve the Holy Goblet, which was stolen from the village. I’ll take that plot at face value because I didn’t read anything about that when I started out, but maybe if you linger long enough on the title screen you get some exposition. The castle consists of thirty levels, most of which are procedurally generated. Seeing as I’ve only ever gotten to the fifth level, I have no idea what that means. Perhaps there are boss battles that are the same each time you hit them. I don’t know.

Upon returning to Fatal Labyrinth, which, by all means was not something I planned, but rather something that simply unfolded before me when I popped in Sonic’s Ultimate Genesis Collection to see if my save progress from Phantasy Star II was still there, I found myself surviving. Slicing up enemies and throwing duplicate weapons away like a skilled ninja. Killing monsters and leveling up, as well as grabbing food and navigating menus. All of that is in stark contrast from my first go with it, and again, I have the years of noodling around with other roguelikes to thank. Except for Dungeons of Dredmor, which I’ll never be good at.

As with just about every other RPG out there, the main concern in Fatal Labyrinth is crafting your initially weak and worried hero into a walking tank, brimming with weapons, spells, potions, and other powerful trinkets. You start with just a small knife and plenty of pocket space; I found the hand axe to be killer against most foes save for those ice crystal things and got a few pieces of armor on my way to the fifth level before losing too much HP after getting surrounded. Dealing with groups of enemies one on one is also important, much like dealing with zombies in Dead Island–focus on a single threat, eliminate it, then move on to the next one.

Here’s something that is not weird, but then weird. In order to continue exploring the titular labyrinth, you need to be well-nourished. However, you only have enough food at the start of your journey for around ten minutes of exploration. You can see your food depleting in the UI, marked as a F. Thankfully, like chickens in the walls of Castlevania, there’s spare meat lying around on different dungeon floors. Here’s where things take a turn–if you eat too much, you die. So it’s a constant balance of having enough, but not too much, not too little. Toss in enemies and new gear and mysterious potions, and there’s a lot to juggle all at once, which is where most of the difficulty comes from.

Lastly, I found myself stuck in a seemingly empty room after I cleared it out of enemies and items. There were no doors or staircases, not even one to go back down a level. I thought that maybe I had glitched in Fatal Labyrinth, but after a little Googling, discovered that I was supposed to read the manual, which told me that sometimes there are hidden passageways in walls, and the only way to find them is spam the button while facing every wall unit. See how pivotal manuals are, though I guess one could argue that, at this point, the Internet is basically one big manual.

I do believe that I can conquer all thirty levels of Fatal Labyrinth, and I mean to keep trying until that belief changes stance. Here’s hoping you see a haiku for this game sooner than later.

Matching pairs of tiles and rotating never felt so good

gd early impressions taptiles_1

I’ve been a huge fan of all things mahjong since the good ol’ college days when I discovered some Flash-based version online that I could play in a resized browser while having AIM conversations next to it with friends and girlfriends into the late hours of the night and the early hours of the morning. It kept me active at a moment’s glance despite my angry eyelids wanting to shut and bring in Mr. Sandman. Conversely, I also adored the time I spent with Picross 3D. You might be wondering what the two of those have in common, and it is beyond evident once you sit down and give Microsoft’s Taptiles a go.

Taptiles, beside being a free download on Windows 10, is mahjong, but with a twist. Usually, a mahjong field is static, either from a top-down perspective or three-quarters view, meaning you can’t see what is behind a number of tiles until you clear the ones on top away first, working only with what is before you. This time around, you can rotate the stack of tiles Fez-like to see every clickable, decorated rectangle, which means you can’t ever really get stuck. Can’t find another tile with those squiggly blue water lines on it? Turn, turn, turn, and you’ll either see it on the other side or find another pair to make to clear the path forward. I’ve only run into a few spots where I ran out of moves, but the game just auto-shuffles the tiles for you.

There are three modes of play in Taptiles: Dash, Origins, and Relaxation. Allow me to sum each of them up in a few sentences. For Dash mode, it’s a race against the clock, with the only way to add more time to it by quickly matching tiles and using special power-ups to help you finish more rounds faster. Truthfully, I found this too stressful and not what I’m looking for when it comes to a game of mahjong. Origins mode contains larger, more challenging puzzles, as well as more relaxed time limit, though the later stages still expect you to move fast. This mode requires some quick thinking and reflexes, but is more enjoyable in the end. Lastly, there’s Relaxation mode, a.k.a. my mode, which offers calming puzzles without the pressure of a ticking clock.

There are also daily challenges. Five, to be exact. Each day, of every month. They range from easy to difficult, and the better you do at them, the more points you’ll earn, which helps increase a progress bar towards acquiring bronze, silver, and gold medals. To be honest, I’ve only logged into the daily challenges a few times to do the easy puzzles; I’m not finding anything worth investing heavily in with this feature, though, for some, I’m sure it’s a cool addition for bragging rights.

I’ve noodled with a few of the timed modes, but my main go-to in Taptiles is Relaxation mode because it lets me play like the good ol’ days, where I can leave it open and do some mindless Internetting, returning to it now and then to clear out a few tiles and watch the board get smaller. Sure, I’m not racking up any sweet non-stop matching bonuses, but that’s never been what mahjong is about. At least to me. I clicked really fast for a bit there and got the Achievement for a speed bonus chain of 30; that said, don’t expect me to pop the one for 150, as that is far too stressful on both my heart and eyes.

How do you prefer to match up a whole bunch of bamboo, character, and circle tiles? With or without a timer? In real life, on a tabletop? As a means of therapy for battling dementia? I honestly want to know.

The only way to Quarrel is with an anagram solver

final quarrel thoughts cheating gd

Words are wonderful; trust me, I copyedit for a living. Not surprisingly, I enjoy a great number of word-based games, such as Scrabble, Scattegories, Apples to Apples, Zip-It, Balderdash, and so on. Basically, if it lets me flex my word-creation or word-pairing muscles, I’m in. However, I’ve never been great at seeing anagrams, especially under a tight time limit, which is why I quickly dropped away from Quarrel a week or two after I got it back in January 2012. You might have noticed that I “completed” it a few weeks back, giving it its very own haiku.

By “completed,” I am talking about the critical path to defeating everyone in the Showdown mode, as well as dominating the known Quarrel world through the domination mode. Both these modes are various scenarios where you battle against one, two, or sometimes three AI-controlled opponents, all fighting for colored territory. There is online play and a number of challenges and Achievements to go for, but I think I’m mostly done going after those. Also, by “completed” I totally mean cheated.

The process went like this. Since I always was picked to go last in both the Showdown and Domination modes, this meant waiting and watching. If an opponent attacked another opponent not named PaulyAulyWog, my girlfriend and I would quickly look at the eight letters given to us, pause the action, and then load up an anagram solver on her cell phone. After plopping down all the letters, she’d select an eight-letter word and tell me what to create. I’d do this as quickly as possible, though sometimes my fingers would slip or I’d hit the wrong letter by accident, forcing me to panic and swiftly amend my error. So long as I got the anagram submitted in time before the two other players put in their answers, I was awarded an extra back-up unit, which are beyond helpful. The process, more or less, went the same when I got attacked, but it was never a guarantee I’d win because I might not have enough letters or still was too slow when buttoning in.

Honestly, I don’t feel too terrible about using an anagram solver for Quarrel. I would for nearly every other word-based game, especially the ones I mentioned earlier. For many of the Showdown and Domination matches, the first fight against you is absolutely crucial for determining how well the remainder of the round will go. If you don’t win or at least take a prisoner early on, it’s basically over, and not a whole bag of fun to sit through everybody’s turns knowing you are a lost cause. Perhaps there are people out there that see a string of six to eight letters and immediately, within seconds, know what the strongest word to create is–I am not those people. Before giving in and relying on an anagram solver, I attempted to play these two modes, only getting as far as two or three rounds in, and those were farces, with me somehow staying alive long enough to watch everyone else kill each other and feast on their remains when the smoke cleared.

When you’re tasked with creating a three- or four-letter word against an opponent with the same objective, speed often trumps complexity. However, when you have the opportunity to make an eight-letter anagram, you make that eight-letter anagram. It doesn’t matter if you don’t know what arsenite or ergatoid means; they are knockout words, and the faster you put them down, the stronger your army will grow. You might be quick enough to remember those eight mixed up letters and pause the game yourself to search for a word, but I recommend having a partner next to you. Eventually, my girlfriend would begin memorizing the first four letters, and then I’d pause, giving her the last four, and saving us a second or two of time. That might not seem like much, but Quarrel‘s AI opponents do not kid around. Unless we’re talking about Dwayne, that is.

So yeah, Quarrel. There’s a lot to like; on the flip side, there’s a lot to dislike, and perhaps it speaks to the quality of the game’s challenge that I had to look outside my noggin for extra help. Again, maybe there are super geniuses out there with fingers like that one bot from Ghost in the Shell that can figure out the anagram right away and submit it faster than light. I suspect many might not suffer the same difficulties as I did, but this is one puzzle game that was more frustrating than fun, even when you figured out the way to win.

Frozen Free Fall: Snowball Fight gets the cold shoulder

gd disney frozen-free-fall-little-kristoff imps

Look, I like Frozen well enough, but a part of me wishes that other Disney and Pixar franchises got the same amount of love and fanfare that this one is currently riding, such as The Incredibles and A Bug’s Life, of which the latter at least gets a cute, interactive movie inside the Tree of Life in Animal Kingdom. Frozen is basically taking over the world (and Norway-land in Epcot), retail shelf by retail shelf, as well as seeping its way into videogame consoles through insidious free-to-play gem-matching microtransaction machines that I, for some reason or another, can’t resist checking out.

I began playing Frozen Free Fall: Snowball Fight on the Xbox 360 a month or so back, but then Fallout 4 came out and I grabbed an Xbox One and haven’t had much reason to turn on my older console since then other than to delete some downloaded games and move save profiles to…the cloud. Thankfully, much like TT Games’ LEGO romps, you can find Frozen Free Fall: Snowball Fight everywhere you turn, and so I downloaded it once more on my newest home console to give it another go and see if I could enjoy myself without having to spend any moolah. Paul’s golden rule is to never spend any moolah.

Frozen Free Fall: Snowball Fight is a match-three puzzle game. Y’know, Bejeweled…but with Disney’s characters for dressing. Or maybe the closer comparison is actually Candy Crush Saga. You are essentially matching like-colored gems and jewels to clear lines, create power-ups, and trigger combos for high scores. There are other elements at work, like trying to get specific items to the bottom of the level, a challenge I loathed in Hexic. Some levels have gems covered in frost, which can only be destroyed by clearing the gems twice. Lastly, some levels are timed, meaning the pressure is on to spot combos and keep things moving, especially near the bottom of the playing field, ensuring that a high score avalanche happens swiftly.

Ironically, I hit a wall right around the same spot as I did in the Xbox 360 version, which is in the level 20s or so, where Frozen Free Fall: Snowball Fight ramps up the difficulty significantly, but begins limiting the free power-ups that definitely help when you only have a few moves left and desperately need to see that crown drop down, not-so-subtly nudging you towards purchasing them with real-life cash. The pricing scheme is not friendly, asking $0.99 to add 15 seconds to a timed round, which, in reality, probably gets you four or five more moves. For some reason, I’m hardwired to try and play these free-to-play titles without using any of the extra abilities and items, to know if they are doable without them, like mostly in Pokemon Shuffle.

Also, you are given a limited number of hearts when you begin Frozen Free Fall: Snowball Fight, with the chance to win more by logging in every day and selecting a random tile to flip over. I think I started with 16 hearts, and every time you lose a match or do not complete the required objectives, you lose a heart. I’m down to 11 now. Once you run out, unless you win more through the daily log-in thingy, you’ll have to purchase more to keep playing. Spoiler alert: hearts aren’t cheap. Well, that sucks. Still, I’ve found an annoying way around this annoying feature, and that is this: quit the level before it is finished and restart the game, and you’ll have the same number of hearts as before. Which means once you realize things are going poorly or you aren’t going to hit that high score tier, simply exit out and return again to try once more. Not the best way to manipulate the system, but it does work (for now).

There are some other problems at work in Frozen Free Fall: Snowball Fight, and they fall under the graphics and sound departments. Both are lifeless and feel like afterthoughts. This is Bejeweled with a light coating of Frozen stuff, like an overworld map of Arendelle for selecting levels and these strange, barely animated versions of the characters that simply stand off to the side and watch as you make moves. Every now and then they clap, but not because you did something right; sometimes they clap when you lose. It’s on a cycle. The music is of a generic orchestral style, but not very memorable, which is ironic when there isn’t much to begin with and it repeats on each and every level you play.

The film version of Frozen took the world by storm, though I didn’t end up seeing it until many, many months later. Once I did, I got it; there’s strong, adventurous characters and an unbelievably catchy soundtrack to bop your head and pretend you aren’t singing along to. There’s warmth in all the frigidness, and a triumph to see through to the credits. Unfortunately, you’ll find none of that in Frozen Free Fall: Snowball Fight.

Trying to thieve as a master thief in Thief

gd early impressions Thief xbox 360

The Xbox One recently rolled out its list of backwards-compatible games, and, no, Thief is not one of them. Not yet, at least. I’ll get to the connection shortly, I promise. I’m a big fan of this function, and it honestly was one of the attributes that resulted in me picking up this current-gen console over the other, despite all the hubbub around the possibility of PlayStation 2 emulation on the PlayStation 4. Anyways, with the fact that some of my Xbox 360 games are ready to be played on the newest console, this meant deletion and freeing up hard-drive space was imminent.

Once I deleted Just Cause 2 and moved my save game profile to the cloud–which is a technology that I’m still scared to trust–my Xbox 360 began downloading the next game in my queue, which turned out to be Square Enix’s Thief, released back in February 2014. It’s a stealthy game I’ve been eyeing for some time, though it was immediately strange and revealing going from sneaking around the Commonwealth in Fallout 4 to sneaking around the less-imaginative, ultra dark, Victorian-themed, plague-riddled City.

Here’s the story: master thief Garrett teams up with his former apprentice, Erin, on the same job from their contact Basso. It’s clear that Garrett and Erin differ on what it means to be a thief, with Erin happily murdering guards to ensure no one follows after them while Garrett would prefer to be less violent. Along the way, he steals her claw weapon. As they arrive at the Baron Northcrest’s manor, they discover some ritual taking place. Garrett calls off the job, but Erin refuses to listen, falling into the center of the ritual, which was nearing its completion, becoming engulfed by some mystical energy. Garrett is knocked out trying to save her, and only awakens from unconsciousness a year later.

It’s not a great story so far–I’m past the prologue and somewhere into the second chapter, after visiting a church–and a lot of that falls on Garrett’s cloak-covered shoulders. He comes across as a self-righteous do-gooder, stealing from the rich and keeping it for himself, but also always has a snarky one-liner to say for every situation, often to the point of mockery. I get the sense that he lacks empathy and could care less about what happened to his friend Erin, but we’ll see where things go. It’s hard to get a lot of story when your main character spends the majority of his time slinking around houses in the dark, half-listening to conversations through keyholes, not letting a single footstep be heard.

The focus of Thief is to use stealth in order to overcome a number of challenges, with violence often left as a last resort. I’m all about that. “The stealthier, the better” would make an excellent bumper sticker. Early on, I ran into the same problem that turned me off of Dishonored, in that once you are spotted, there is little chance of survival, which only makes me want to do perfect stealth runs, with no room for error. That said, I don’t think Thief plays or looks all that great; it’s sluggish and murky, with nothing distinctive-looking about it. So far, the coolest move, in my mind, Garrett can do is distinguish candles to darken a room, and I’m eagerly awaiting popping an Achievement somehow related to doing this.

Heads up: there’s also a lot of pressing X. You hit this button to pick up loot, of which there’s a ton. I think there was over 70 pieces to grab in the first chapter alone, and this loot translate into money, which you can later then spend on skill tree upgrades, weapons, and miscellaneous items. however, when it comes to desks and drawers, plan to press X a bunch and be disappointed when you find nothing. Also, I think I had a similar gripe with Batman: Arkham Asylum, but mashing a button to open a window or grate is beyond tedious, there only to pad out what little gameplay already exists.

I’d really like to see Thief become backwards-compatible on the Xbox One, but not because it is some much treasured entry in the series and fans are eagerly looking to play it right now. It’s more out of laziness. The further forward I go with my new current console, the less interested I am in switching on the 360, changing inputs on my TV, and plugging a controller into the system. Yes, I’m the same dude who is still working away at Final Fantasy IX, a PlayStation 1 RPG of old on my still-kicking PlayStation 2, but that’s on a different television in my bedroom. Okay, I have to get back now to looting dead bodies and hanging cat portraits on my settlement’s structures…oh wait, wrong game.

Jane Sinclaire’s on the pixel hunt for the mysterious city of Adera

adera episode 1 gd early impressions

My mother, when she was heavily gaming on her less-than-subtly pink Nintendo DS, leaned towards titles where the main goal was to mostly find hidden objects on a single screen full of objects, with usually some cockamamie narrative wrapping to provide the player with just cause for exploring this underwater sunken ship or that ancient ruler’s treasure room. You know, mega hits like Yard Sale Hidden Treasures: Sunnyville and Nancy Drew: The Mystery of the Clue Bender Society. These quests occasionally featured other styles of puzzles too. I feel like Adera from Hit Point Studios fits the same mold, which is why I gave it a shot, though its production qualities are much more refined.

Adera is an episodic adventure about Jane Sinclaire, an auburn-haired archaeologist in search of her previously thought-dead grandfather, as well as the mysterious city of Adera, after receiving a message from him. The first episode, “The Shifting Sands,” is free to download and play and will take one roughly a couple of hours to complete, especially if you are searching for every butterfly and animal totem collectible like I did. I think it came out for Windows 8 a couple years ago, but I played it on my laptop, which got Windows 10 as a free upgrade some months back. All that said, the game is clearly designed for tablets and touch surfaces and still retains a lot of the language, such as instructing players to swipe left or right to move between locations when, in reality, I have to click a blue arrow with a mouse.

Story aside, as it is ultimately generic and only there to put you in exotic, mystical locations so you can slide tiles around and collect cog wheels, the cutscenes and transitions from room to room are actually quite nice. Better than I expected, to be honest. Adera also features some voice acting, and nothing atrocious stood out like in previous point-and-click adventure games, but Jane is mostly on her own in this adventure, as her partner Hawk–cool name, bro–works on fixing their broken helicopter. She inner monologues a bit, but also write in her diary; alas, the font used is tough to read, and so I skipped most of her passages.

My favorite puzzles are the same that my mother enjoyed, which are finding a list of hidden objects on a screen littered with junk and misdirection. I don’t know. There’s just something especially relaxing about these in the same way that I’m into word finds; my eyes take control and scan away, seeing things in front of other things or catching the sliver of a handle, which might belong to a knife, which, oh, look, there’s a knife on my list of things to find, click it, yes, that was it and…oh, sorry. I think I drifted a bit there. See what I mean? There’s maybe three or four of these in “The Shifting Sands.” Anyways, there’s a handful of other puzzle types to solve, but none of them are terribly hard to figure out, and the places you need to investigate–at least on the middle difficulty I selected–glow purple, so you won’t miss any key items. If need be, you can always hit the “hint” button for a clue, but “hint” buttons are for chumps.

While the first episode of Adera was free to play, it’s looking like $19.99 will snag you the other four slices of content. Hmm. Think I will pass. Unfortunately, I’m not fully hooked enough to invest that kind of pocket change, especially when I can find other hidden object games relatively easy online when I need a fix, and so I’ll leave the ponderous, courageous Jane Sinclaire where I last saw her, among the shifting sands, her pockets full of pointless animal totems.