Category Archives: entertainment

Achievement roundup from free Gold weekend

Well, the free weekend access to Gold features such as online gaming and social apps has come and gone. Mighty fast, too. Alas, between traveling and the Easter holiday, I only got to log on for one night. Boo. However, I did unlock some online-only Achievements, making good use of my time in that sense, but I would’ve liked more time to try other features. I’m still not convinced it’s worth paying for. Anyways, let’s see how I did, yah?

For Fable II, I quickly popped the game back in, earned something like 708,945 gold since I last played, and…gave a gift to a complete stranger. Ping! Didn’t really feel up to badgering people for Hero dolls though…


The Philanthropist (10G): A gift was sent to an Xbox LIVE friend. Aren’t Heroes nice people?

Then I tackled a round of deathmatch for Grand Theft Auto IV. I didn’t win or have a wonderful time, but I did manage to pop these two with ease:


Let Sleeping Rockstars Lie (10G): You killed a Rockstar in multiplayer.


Cut Your Teeth (5G): You were successfully promoted up a rank in multiplayer.

Lastly, I hit up SEGA Superstars Tennis, thinking this would be a cakewalk. It turned out to be more of an uphill climb. Online opponents are much tougher than the computer-controlled ones, always making me run left and right to hit the ball before they smacked it down hard and fast and far away from me. It took me a number of tries just to win a single ranked match, and I knew it’d be a long road ahead to winning multiple matches. Here’s what I was able to, er, achieve:


Top of the Tree (20G): Win a Tournament on Xbox LIVE


Space Channel 5 (10G): Watch a match on TV


Surf the Net (10G): Win a Match on Xbox LIVE

Don’t worry; I totally hate boring Achievement pics like the ones above, too.

So, in conclusion, six new Achievements unlocked for a total of 65G (not like that means anything). Not too shabby for one night of quick and rushed gaming. Until next time, free Gold access!

UNO, fun for all

I already talked about my lackluster experience of online gaming with Grand Theft Auto IV, and now I’m here to balance the act. I loaded up UNO, donned my headset and quickly joined a game of four. That’s three other players, all of them real. None of this ORANGE PLAYER killjoy. Anyways, for the first round, I was the only one talking. Yup, to myself. Just making happy/sad noises as the game went on, and eventually two others turned on their headsets, leading to topics about frustration, how they should add new colors like purple, and why Kanye West was not chatting with us (his avatar certainly looked the part). It made for a calm, relaxing game…even as we were throwing draw 4s on each other!

It’s also more fun to shout “UNO!” to faraway people than the dustballs under my kitchen table. I’m just sayin’.

Grand Theft Auto IV multiplayer, home of hostility

Last night, I took advantage of the free Gold access weekend for Xbox LIVE and played a single deathmatch round of Grand Theft Auto IV. It was a pretty terrible experience. Let me break it down for you.

First, I had to use the Internet to figure out how to start a multiplayer game. Evidently it’s via Niko’s cell phone. Makes sense now, but at the time I was just kind of boggled and running around his stupid apartment, dry-humping the fridge in hopes that it would take me where I needed to go. Kind of wish GTA IV had, um, a main menu screen or something.

Second, I decided to see what it was like to use the headset and chat with fellow gamers. Er, big mistake. While waiting for a game to load and get enough players, I listened to what might have been a beached whale moaning out in displeasure. Then someone kept calling someone else a Nazi. Lastly, this little kid just kept screaming, “COME ON! START! STAAAAAAAAAAAART! STARRRRRRRTF*CKERS I WANNA GO!”

Yeah, I remained silent the whole.

Third, the deathmatch itself. I had no idea what to expect…only to shoot other players as much as possible, die, respawn, and try again. And that’s mostly what I did. For 10 straight minutes. Sometimes I’d just die, respawn, die, respawn, die. Every now and then I’d get lucky and take someone out. I guess the goal was to kill as many enemy players and collect as much cash as possible. I didn’t win after 10 minutes, but I unlocked two Achievements and immediately turned the game off.

It was a very…empty experience. The level we were on was an airport (which I don’t think I’ve come across yet in the single-player mode), and you could run behind planes or hide behind boxes or desperately try and survive out on the open-as-all-gets runway. Listening to other players as they made unhuman noises and called them nasty words only made the deathmatch more not-fun. There seemed to be little skill involved the whole time; a lot factored on where and when you respawned, which ultimately would determine if you did or did not get the jump on other players. So you run around, you shoot things, you listen to people moan, and you do it all over again. Um…meh.

Don’t think I’ll try any of the team or racing multiplayer games after this, too. But I guess I’m in the rare here because there were a lot of gamers on last night, all ready to pew pew pew me in the head. To each their own, I suppose.

Episode #5 of The First Hour podcast, now with more Paul

Good job, Brock. Where’s it at specifically?

Oh, right. The First Hour. Head on over to listen to episode #5 (don’t ask where #4 went; I think a demon ate it) of their podcast and you can then hear me talk about Pokemon HeartGold, what it’s like to be a n00b to the series, and just how many steps I take roughly on a workday. It’s not a lot. Also, at one point I couldn’t remember the word “collar” when talking about clipping the Pokewalker to one’s cat…oh well. It was still fun all around, and I’d love to be back on the show in the future!

Just, y’know, maybe not talking about Pocket Monsters again…

Happy anniversary for Grinding Down!

That’s right, my silent and stalky readers. Grinding Down is now celebrating its one-year anniversary. Woo-hoo!

::confetti and Daft Punk tunes::

Back in March 2009, I decided I wanted to take another stab at videogame journalism, but at a much more relaxed pace. Well, maybe too relaxed in the beginning. See, I posted a few times in March 2009 and then quickly forgot about the blog until the summer hit, wherein I found myself with a lot of topics to muse about online. And since then, I’ve been pretty good at keeping this thing lively (just not on the weekends, which is fine by me). There’s some reviews here and there, but it’s more of a home for randomness, reflecting on older games, and having a bit of fun with pictures and words. That really doesn’t plan to change much.

But yeah, a whole year of grinding. Bow-chicka bow-wow! Er, forget I just wrote that. There’s cake and punch in the back.

Rescue the Princess from the demons and die a lot

There’s a new review up over at The First Hour for Super Ghouls ‘n Ghosts, a game that still causes me to wake up in the dead of morning, sweating, certainly unsure of my safety, curious as to where my suit of armor went to. Anyways, newly minted First Hour writer Ian M. Bagley stabs and dagger-throws his way through as much as he can in sixty minutes, and it’s really no surprise that he was unable to beat the first level in said time.

I’ve only ever played the first level of Super Ghouls ‘n Ghosts. Supposedly there’s eight levels total, but if you ask me, there’s one level to this game, and it is the first level you play. Even if you master this level, you will never really play another one. You might glimpse the next one, sure, maybe even make it a few feet inwards…but you will know only the haunted grasslands, the ever-so-cruel tidal waves, the never-ending march of zombies.

And Sir Arthur in his underwear. Be prepared to seem him in the near-nude as much as possible.

So, if the difficulty is so off-putting and frustrating, why would anyone play this? Well, to start, I’d like to believe that all videogamers inherently love a challenge. We don’t just want to tap A and win the prize. Now whether this challenge can be conquered or not in a feasible, expected manner is another thing, but if there’s a wall then there’s got to be a way over it as well. Surely. Practice makes perfect, blah blah blah, you know the drill. I also suspect its cult status has helped spike people’s interest in running, jumping, shooting, and dying. Also, there’s a wizard that will turn you into a seal just for giggles.

Either way, I’m never going back to it. Too many near-tears.

Making it last with Pokémon

According to my save data for Pokémon HeartGold, I’ve now invested over 15 hours into the game. The amazing part? I’ve only made a really small dent. My Pokédex says I’ve seen about 75 Pokémon, of which I’ve caught around 30 or so. I just earned my third gym badge, now finally moving past Goldenrod City to the National Park and the Pokéthlon for some Pokélympic games (side-note: that was way too many pokés for one sentence). A good portion of this time has been spent on grinding my team towards a better balance, as well as just meandering about the world.

But still. Fifteen hours and only a little bit through. For some games, that’s their entire length…or not even. I’m looking directly at you, MySims Agents.

It’s just nice to know that HeartGold is in it for the long haul. And so am I. And so is Abigail:

Magic: The Gathering and its hold on me still

I’m not just a videogame fanatic, but an extreme lover of all kinds of games. Board games, TCGs, CCGs, Solitaire, seeing how many pretzels one can fit in their mouth, and so on. In fact, I’d almost go the distance and say I love board games and card games more than console gaming except for one major hiccup: I rarely have anyone to play with. It’s usually just my fiancée and I playing a few rounds of Munchkin or the occasional grumble match known as Scrabble among family members. In the past I’ve dabbled in Killer Bunnies, Chez Geek, MagiNation (::shudders::), Settlers of Catan, Descent, and, most importantly, Magic: The Gathering.

Now, I’m not going into my full MtG history just yet. That’s a long and winding road, but I can say that the last time I played against a real life opponent was well over six or seven years ago. Yet my interest in the game has never waned. To fill this void, there’s Magic: The Gathering: Duels of the Planeswalkers, which is decent enough, but certainly lacks the fun and creative outlet of deck customization. Still, every day, I continue to check spoilers of new, upcoming sets and read detailed, in-depth articles about the functionality of specific cards and draft formats and so on. I can’t get away from it…despite being nowhere near any of it.

Anyways, it’s cards like Khalni Hydra, a newly revealed beastie from the upcoming Rise of the Eldrazi set, that really gets me yearning:

Yeah, that’s an 8/8 trampler…for free. Any easy peasy task for any green-loving planeswalker, no doubt. Something I’ve always been at heart. Plus, hydras rock. Already, deck ideas are bouncing around in my head on how to abuse this hydra to no end. Drop two or three into an elf deck or saproling and you’re good to go. I just wonder if the developers learned their lesson after Urza’s Saga and the affinity for artifacts keyword from Mirrodin when it comes to giving stuff away for free. Time will tell for this one.

Want more spoilers for Rise of the Eldrazi? Make with the clicky right here.

So, even though I’ve stayed away from social MtG gaming, I’d like to think I know a decent amount about the game and its evolution over the past few years. Alas, I know I don’t. Looking at spoiler lists and reading strategy guides do nothing for a game like MtG. It has to be played–experienced firsthand–to be understood. While I grok the rules of landfall, I have no idea how it plays.

Every time a prerelease event looms near, I always think, “Man, that’d be fun. Getting back into Magic.” But then it never happens. Time, money, severe anxiety–they all play a part. And so I just keep on reading, reading, and yearning, in that order.

Scott Pilgrim the Videogame looks (and sounds) just like it should

First came the news out of PAX East that chiptune rockstars Anamanaguchi are doing the soundtrack for Scott Pilgrim the Videogame. Then we got some delicious screenshots showing off the fantastic sprite work from Paul Robertson, the creator of the Pirate Baby’s Cabana Battle Street Fight 2006 animation. And the third thing that happened was…my heart. See, it exploded from too much joy!

Ka-blooie!

Seriously, just go check out all the screenshots over at Attract Mode.

But yeah, ever since seeing this, the back cover of Scott Pilgrim vs. the World, volume two of the books (and the title of the upcoming movie), I’ve been jonesing for a 2D videogame adaption:

Now I’m not sure what I’m more excited about. The movie, the final book in July, or the game? Hmm. Either way, it looks like this one is getting the right kind of treatment. No systems announced yet, but man oh man would this be perfect for the Nintendo DS.