Category Archives: entertainment

Mafia II is all about the money

I understand the concept of money as a motivator. It’s what fuels a majority of life, from food to gas to bills to pleasure. You can buy everything but love with it, if songs are to be trusted. But for me, within the context of videogames, it’s not enough to warrant doing horrible, atrocious acts of violence. I mean, it’s not like real money is being printed out of the Xbox 360’s disc tray; this is digital money to purchase digital things, and while I don’t mind doing miscellaneous tasks like writing fake blog posts or trimming Tara‘s bush in The Sims Social for some Simoleons, stealing cars and murdering those in wrong place at the wrong time for, um, $300 is not what I’d call justifiable. Unfortunately, all Mafia II has as a motivator is money.

Vito Scalleta is a war hero–that’s according to his childhood friend Joe, a crook and crooked man that eventually gets our young leading lad mixed up with the mafia. It starts out innocently enough, with Vito returning from World War II to snow and Christmas songs and the bad news that his sister and mother are still trying to pay off his father’s debt. Vito immediately wants to help, which shows off his good quality, but he’s willing to simply murder men trying to stop him from carjacking their ride, which shows off his videogamey quality.

I’ve only completed chapters one, two, and three so far, having started chapter four at this point. Vito is now tasked with sneaking into an office building and stealing gas stamps, and he’ll be rewarded better if he goes undetected. My kind of mission actually despite all my latest stealth failings with Deus Ex: Human Revolution. However, those first two chapters did not leave me excited about how Vito will grow as a character; basically, at this point, I’m writing him off as yet another Niko; oh hey, look at that, their names are similar too.

In chapter three, after meeting with the man that Vito’s father owes a ton of money, Vito was given the job to move some crates on to the back of a truck. For $10, which, I dunno, in the late 1940s, could probably get you a lot of thingies. Bread, milk, a porno mag. You go up to the crates, press X to pick one up, walk it over to the truck, press X to put it down, and repeat the process all over again. Mundane, but that’s how a lot of grunt work is, and while there were probably something like 4o to 50 crates, I was willing to carry them all back and forth because a job is a job, and I’ve always done whatever job I’ve been given. Vito, however, was not having it, complaining with each crate until he simply refused to carry any more; I was given the false decision to leave when he’d had enough, and with nothing else to do, I had to play into the role of Vito, who was not interested in doing what he dubbed “slave labor” for a measly $10. For shame, man. However, beating the crap out of warehouse employees not willing to chip in for a mandatory haircut collection is more wholesome work, mostly because it pays better. Sigh…

Fantastic tunes on the radio though. More games need this much Dean Martin love. And there’s a great attention to detail here, with the city looking very much alive, just like L.A. Noire. But at least that game had a likable main character, one with a soul, as flawed as it became. Here, with have Vito, who will do anything it takes to make money. Again, these sorts of people do exist, but they aren’t fun to roleplay as there is only one path to follow. Heed the words of Benjamin Franklin: “Money has never made man happy, nor will it, there is nothing in its nature to produce happiness. The more of it one has the more one wants.”

FIRST HOUR REVIEW – Deus Ex: Human Revolution

A little later on this than I hoped to be, but my coverage of Deus Ex: Human Revolution‘s first hour is now yours for the reading over at The First Hour. Either click the previous sentence or the image above to get there. Go ahead. I’d rather you read my article than the toss-able two paragraphs below.

I struggled–and am still struggling–with the game’s difficulty, even on that middle difficulty choice, which I guess some folks would call “normal.” A lot has to do with the in-game radar and how troublesome it is to walk creep the stealthy route. I have to imagine that going into a room and popping everyone in the head with a pistol shot before an alarm can be sounded would make things a lot easier…but that’s not how I like to play. Hopefully I get better as the game goes on and Jensen gets crazily customized, but I’m not holding my breath. Currently stuck on the very first boss battle, which I’ll save all ranting about for another post.

But yeah, Deus Ex: Human Revolution‘s opening sixty minutes. I died five times. Top that!

A young boy, a forest, and a hero’s adventure

Adventures are the foundation of RPGs, the stuff to build upon and keep everything standing mighty and tall, especially those romps from fonder times when graphics alone could not carry a game. Think about titles like Chrono Trigger, Grandia, Mother, Secret of Evermore, and Breath of Fire II. Any similarities? All open up with a young boy off on an adventure, his parents strangely indifferent to such careless actions, wishing him all the best, but to be careful. Same thing goes with Hero’s Adventure.

Created by Terry Cavanagh of VVVVVV fame, Hero’s Adventure is actually not an adventure at all, especially one starring a hero of some sort. Instead, it’s about a boy who goes off into the shadowy forest, returning home after a hard day’s work. What happens in those woods, stays in those woods…but you can find out by playing the game itself. It’s about a minute long, cynical, and disturbing, with evocative music and really fast battles that, upon popping up, initially scared the crud out of me.

This is the second indie game I’ve played as of late that is short and sweet, but manages to leave a strong impact regardless. The other game was BATHOS, a neat little thing created in a single weekend. I highly recommend y’all checking both out; I know you have the minutes to spare.

Link’s first outing in The Legend of Zelda is full of hard times

My first experience with The Legend of Zelda series was on the SNES in 1993 with The Legend of Zelda: A Link to the Past. In that one, Link, a young boy, awakes from sleep, contacted telepathically by a kidnapped princess named Zelda. He then to journeys through a rainstorm and into secret pits next to the castle’s walls to rescue her, eventually trying to track down the Master Sword. It’s a fantastic journey, full of surprises and a killer soundtrack. I’m fine with this being my first taste, genuinely pleased to have such a perfect game start it all. It’s like if the first piece of bacon you ever had was wrapped around succulent lobster and personally served to you by Gordon Ramsay while high as a kite. No bacon could ever beat that bacon.

And so, with the 3DS Ambassador program that gave us early adopters 10 free NES games, I was looking forward to experiencing where it all truly began, back with The Legend of Zelda, no freaking subtitle needed. Little did I expect it to be so…difficult. It’s a challenging game. It’s hard because you only have three hearts to start out with, and each screen you encounter is filled with enemies, the worst being those sandbugs that burrow beneath Link’s feet, surfacing the moment he walks over them. It’s hard because it is unclear where Link should go first, often wasting time exploring the overworld and losing precious hearts. It’s hard because you only have a sword starting out, and to kill enemies you have to get right next to them (unless at full health when you can fire a projectile from the sword), a risk in that if you miss and they move a fraction closer, Link loses some health. And then there’s the dungeons. Fear Wizzrobes (blue and red) and Wall Masters.

Heck, even series producer Eiji Aonuma has never completed it. Yeah, that’s kind of crazy.

At least dying doesn’t truly restart you from square one. Instead, you revive back at that initial overworld screen, that one we’ve all seen time after time after time, with all of your items still in your inventory. Well, I think you lose your dungeon keys though. Can’t confirm that. And so back into the wild Link and I go, nervous yet aware, trying to find some kind of clue as to what’s really going on, and hoping we can at least make it into a dungeon with full health and a couple of bombs…

Hi, my name is Paul, and I’m a spoiled sneaker

I’ve been spoiled when it comes to sneaking. My latest sleuthing through future Detroit in Deus Ex: Human Revolution has definitely proved this. Mostly because I keep getting spotted by enemy units.

In Metal Gear Solid, Solid Snake had his Soliton radar at his disposal, right from the word hide. This showed enemy positions and vision cones, as well as outlines of boxes or trucks or barriers; it only became unusable during alert, evasion, and jamming phases, but otherwise, it was a great way to know who was where and how to get around them, either by crawling on the floor or making one’s way under a table.

In Assassin’s Creed: Brotherhood, we have a similar radar, now circular and in the lower right-hand corner of the screen, but serving the same purpose. Sometimes it can get cluttered with a hundred and five icon markers, but otherwise, it has enemies in red and shows them clearly coming after/looking for you. Oh look, a hiding spot there, there, and there. Sneaking made simple. Thanks, handy radar!

In Grinding Down fav The Saboteur, we have another circular radar, now in the lower left-hand corner, with red dots for Nazi soldiers. You couldn’t really assess their walking patterns, but you could see just how many threats were in a size-able area stretching several buildings and streets, and that was pretty vital when trying to breach an occupied location.

In Fallout 3 and Fallout: New Vegas, if you kept crouched and remained in the shadows, you could totally skirt detection. There were also some handy items like Stealth Boys and armor like the Chinese stealth armor, also known as the Hēi Guǐ, which basically guaranteed safety through patrolled sections. Increasing your Perception skill and having ED-E by your side would help detect enemies at greater distances, making it all the more easy to avoid ’em to begin with, especially Deathclaws and Cazadors.

However, in Deus Ex: Human Revolution, if Adam Jensen really wants to know where his enemies are and how far they can see and where they are looking and what their walking patterns are…well, we have too purchase it through an augmentation upgrade, and even then, it takes a few Praxis points to get things back to what I’ve come to know and expect in a radar. See, totally spoiled. Right now, I just unlocked the “cones of vision” augmentation, which helps a wee bit, but not enough to make me a true futuristic ninja. I am constantly getting spotted. All I have is a radar of dots, a handful of specks that do not make sense to me. To better hide, I need to fully upgrade three augmentations:

  • Radar System: Track enemy and friendly troops, turrets, cameras, and robots.
  • Infolink: Communicate discretely on the battlefield.
  • Stealth Enhancer: Provides stealth-related information and allows Jensen to mark and track enemies.

Yeah, too bad I didn’t understand this from the get-go, and I spent some points elsewhere, slowing true ninja progression to a crawl. Naturally, I’m trying to go through all of Deus Ex: Human Revolution in a kind and caring way, not killing a single soul (though from what I’ve read, boss battles have to end in death, mine or theirs), and so sneaking through enemy-infested buildings is my main path, but it’s hard when one has run out of tranq darts and keeps getting spotted by a guy halfway across the room, a dot that did not even pop up yet on Jensen’s radar. Hopefully things get easier with upgrades, but who knows if the game’s even sneakable for much longer.

If only I hadn’t been so coddled over the years…

World will end in seven days so let’s listen to Atsurou and Yuzu talk about it

So far, after two hours and some change, I’ve listened way more than I’ve played in Shin Megami Tensei: Devil Summoner Overclocked. Normally, that wouldn’t be a problem, as I enjoy talky games and there’s some good writing here and occasionally good voicework, but the first real battle you get to openly involve yourself in is so hideously unbalanced that it nearly ruins everything building up to it. First, some backstory.

Without warning, demons start showing up in and around modern day Tokyo. The three main teenage characters, Atsurou Kihara, Yuzu Tanikawa, and our nameless hero who I dubbed P-San, all come to obtain mysterious Communication Player devices, called COMPs, which also look strikingly similar to Nintendo DS Lites. These little portable bits of wonder allow them to interact with the demons–fighting, contracting, or buying them from an auction–as well as visually see how long people have left to live. This is represented as a number over there heads, indicating their days remaining. Creepy. And a bit like the severely under-appreciated Jackson flick The Frighteners.

Right. So, this trio learns about an incoming demon invasion and the fact that they have zeroes above their heads–which, if you’ve been paying attention, means they are gonna bite it real soon–and…well, they talk a lot. Mull things over. It is a JRPG after all; am I right? The original DS version did not have full voice-acting, but here on the 3DS, it does, and it is used fully. Granted, it does help with immersion, as well as remind me why I can’t stand a lot of anime these days (whiny voices). Peppered around these lengthy cutscenes are a couple of tutorial battles; here, we learn how to move around the grid, battle, earn Mecca (?), and strengthen our teams. All well and good. Easy to understand. Strong pacing.

And then we get to a part where we can “free battle” until our hearts content or continue the story, which results in a main story battle unlike any of the tutorials prior. Here, a solid six or seven monsters swarm our reluctant trio, ganging up on a single character until they are merely folded bits of flesh and fluid on the sidewalk. The minute one character and his or her team falls, the others go quickly after. I’ve popped the FATAL KERNEL ERROR screen twice now. Looks like the free battle option is there for players to grind on until we can at least put up a decent fight.

I guess I’m just confused as to why. Why such a tough battle after so few chances to fight other monsters and enhance our teams? Why so many demons at once? Why the gang up mentality too?

I dunno. Maybe I’m just atrocious at strategy-based RPGs. I never did get to grind my skills early on with revered titles like Final Fantasy Tactics or Tactics Ogre. Maybe that’s it. Or maybe Shin Megami Tensei: Devil Summoner Overclocked is broken, unbalanced, and I’ll never get to know what happens to the world when time runs out.

Achievements of the Week – The Zippily Squat Edition

As predicted during last week’s Achievements of the Week, I did not get to play any Xbox 360 this week. Strangely, it was not just due to not getting Internet set up in our new home, but more of the blame goes to Hurricane Irene, who flooded our basement and restricted us from having power restored. Meaning we couldn’t live in our new home unless we liked staring at the walls and sitting in the dark and drinking lukewarm water. Even today, nearly a week later, power has yet to come back to Grimmauld Place, and that makes me sad, frustrated, and a host of other adjectives that I will refrain from spewing on Grinding Down. Especially considering that there’s an untouched copy of Deus Ex: Human Revolution in my messenger’s bag just begging to get some attention. Soon, my dearie. Soon…

I guess I did unknowingly unlock this little zinger:


Hurricane’s a Big Ol’ Pain (0G): Survived Hurricane Irene in 2011, but had to live without your Xbox 360 for like a week straight.

It’s something. Next week’s edition should hopefully feature a ton of cyberpunk-themed Achievements. If not, I’m blowing up the universe. If I can’t have power, none of y’all can.

What have you guys and girls unlocked during these past seven days? Speak up in the comments section below!

HALF-HOUR REVIEW – Dragon Quest Monsters: Joker

Attention fans of monsters and monster-collecting!

My review of the first thirty minutes of Dragon Quest Monsters: Joker is now up over at The First Hour. Do check it out, as well as click the link on minute #30 to get the full impact of the loss of my goo friend Blues.

It’s not a terribly long experience, the review, but that has to do with the fact that the game’s opening is basically “run up a mountain and grind monsters to a pulp.” I’ve gone a little further since then, getting a platypunk onto my team and equipping everyone with better weapons; however, still haven’t made it through that cave. I’ll be sure to sing it loud and proud the moment Hodor and Team Dream Beam make it to the mountaintop. Until then, heroes!

Samus Aran against the nefarious Space Pirates is no stroll through Zebeth

Yesterday, a day earlier than originally touted to be available, the 10 NES games from the 3DS Ambassador Program were ready for downloading. Let’s name ’em all: Wrecking Crew, NES Open Tournament Golf, Yoshi, Metroid, Zelda II: The Adventure of Link, Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda. Whew. That’s a lot of titles, and  several of them are straight up ancient and esteemed relics of the past. However, getting them onto one’s 3DS was a tricky, convoluted process.

I was excited to give each of them a try, especially since–and this is where I lose all street cred as any kind of gaming fanatic–I’ve never played the original Metroid or The Legend of Zelda (1 and 2). I know. That’s like…crazy talk, right? I also don’t drink milk; deal with it. Well, that’s just how life went; I was never into emulating games on my computer throughout college and post-college, and since I missed setting sail on the NES boat from actually back in the day, that was it. Strangely, I did devour the later installments of these games on the SNES, and consider them to be absolute favorites. Fast-forward many, many years, and here I am, stretched out on a guest room bed, face merely inches from the screen, playing these games for the very first time on a shiny, battery-drained 3DS.

To start, Metroid is freaking hard. You elevator down onto Zebeth (later installments change this to Zebes) with a meager 30 health and can quickly lose all of that if you don’t proceed carefully. There’s also no solid save system, just a wonky password thing that I’m too lazy to try. So, you grab the morph ball immediately to your left–also known as maru mari–and move ahead in baby steps. I managed to get my health up to about 70 before getting stuck near those tubes that release an endless swarm of flying enemies; coupled with the fact that Samus can’t shoot in a downwards direction and that her shots actually can only go so far…well, she didn’t last long. Had to restart from the beginning. I think I was relying too much on my Super Metroid skills here, not grasping that both games play very differently.

Quick deaths and total restarts. This is a reoccurring theme with these freebie NES games. They are tough cookies. Except NES Open Tournament Golf, which is more terrible than tough. I got a 9 on the very first hole, and that’s not cool. I know how to golf. I got a birdie and two pars this summer in real life golf, swinging a real club and hitting a real ball. I should be even stronger in the pixelated version. But yeah…

I’m definitely going to give Metroid another fair go, and might have to actually rely on this password-saving feature once I get deep enough. Imagine getting all the way to Tourian and dying and having to begin all over again? ::shudders:: Oh, and the music is still amazingly powerful, wriggling its way into my very soul. Love, love, love it.

Rock of Ages is weird and not the latest add-on from AC/DC for Rock Band

Little did you know, dear Grinding Down readers, but I used to collect rocks as a young lad. Mostly from my own driveway. Laugh all you want, but I had a bucket kept deep in the garage of the most special, most weirdly shaped, most coolest of cool solid minerals. No collection was greater than mine, and I was constantly adding to it, picking up “rarer” items like feldspar, milky quartz, and tiger’s eye from road-side travel shops when out vacationing with the family. Can’t recall what ultimately happened to it, but I suspect the rocks were dumped back into the driveway, from whence they came, like the One Ring, and are now no longer part of my collection, but that of the driveway’s, at the house I grew up in, but no longer see. It’s all kinds of sad.

Anyways, I’m thinking about rocks and my once beloved rock collection because I just watched a Quick Look of Rock of Ages, a game I saw mentioned from time to time online and completely assumed it had something to do with the Rock Band franchise. Um, nope. Evidently, it’s a…um…a tower defense title where the player rolls a boulder across a map and tries to knock down an opposing team’s castle’s doors. The majority of the action takes place from the boulder’s perspective, and you roll this rock through such ages as Ancient Greek, Medieval, Renaissance, Rococo, and Romanticism. Such a serious game requires such serious undertones, with a Monty Python-like humor, quirky music, and fart noises when you lose a match. Toot!

Yeah, it’s weird, but it actually makes more sense when you realize this creation is coming from the makers of Monkey Ball and Zeno Clash. I’m not a huge fan of the tower defense genre, as it always feels like a lot of waiting and planning, little action and doing. However, putting you in the role of the boulder tumbling down the hill is genius, and worrying about things like momentum while watching out for angry cows or sneaky catapults helps to keep things tense despite all the goofiness. If anything, I’d definitely give the demo a shot–if there is one–as this could be a fun time for Tara and I.

Maybe this is the start of my new (videogame only) rock collection?