Category Archives: entertainment

Small-scale escapades with Batman: Arkham Origins Blackgate

Once I’m done with a few other games on my plate, namely Adventure Time: Pirates of the Enchiridion, I plan to move on and finally play Batman: Arkham City. Well, start it again; I did play a wee bit of it on the ol’ PlayStation 3…uh, some long time ago. Anyways, I got another copy of it in a Black Friday bundle last year with Batman: Arkham Asylum for Xbox One, which I’ve already played and enjoyed, but it was actually cheaper to get both than purchase Batman: Arkham City on its own. Yeah, go figure, right? My cart total came to…$5.33. I’m all about them cheap-o gaming experiences. But that’s not at all what this post is about; I’m here to talk to you about Batman: Arkham Origins Blackgate, which is a big Batman game on a tiny screen.

Taking place shortly after the events of Batman: Arkham Origins, Blackgate attempts to bridge the story gap between Batman: Arkham Asylum and its recent prequel. In this one, Batman learns of a robbery that leads to his meeting the feline burglar Catwoman. As events quickly unfold, the temptress leads the Caped Crusader to Blackgate Prison, home of Gotham’s criminals who haven’t been deemed criminally insane and consequentially sent to the much more infamous Arkham Asylum. The villains already behind bars, the most nefarious being Penguin, Black Mask, and the Joker, have managed to escape from their cells and take control of the joint. With the rest of the inmates at their employ, Batman must stop the complete takeover of the prison. It’s a decent setup, but it does feel a bit samey when you think of how events went down in Batman: Arkham Asylum.

What is Blackgate, other than a mouthful of a game title? Well, it’s a Metroid-style Dark Knight adventure designed by a few of the top people behind the three Metroid Prime games on GameCube and Wii. Their new studio is called Armature, and this is their big debut. In this, you are the titular Batman, exploring Blackgate Prison, automatically filling out a map as you search for clues about how to get from one part of the game world to the next. As you go, you’ll discover obstacles that are in your way and then, somewhere down the road, find new abilities and gadgetry that let you pass those obstacles. Shocking, I know. Also, there are enemies to fight, and the combat is handled similarly to the main entry series, wherein rhythm and timing is your best bet to remain standing at the end. Blackgate is two-parts detective work and one-third combat.

As I’m wont to do, I played a small amount when I first got Blackgate…and then put it down and completely forgot about it after a few days. Shame on me, but also…that’s just totally me. Well, I loaded it back up recently. My save slot says I’ve played a total of one hour and twenty-four minutes, which puts me at a 21% completion rate. All right then. Thankfully, it immediately told me where to go to next to move the story along–the lighthouse. However, getting there still proved troublesome as I completely forgot all the controls or how anything works, such as using detective mode to find clues in the environments you are navigating. Don’t worry, it eventually all came back to me, just took a few attempts.

While the story itself is not very engaging, the way it is told is super stylish, using somewhat animated comic book-like panels for its cutscenes, with strong voiceover work from the eclectic cast. That said, everything else visually is a bit bland and samey, and many of the environments are simply gray and drab, which makes it hard to know where you are because every place looks identical. There’s a map, but I didn’t find it too helpful when I really needed it; that said, the menus for the cases you are investigating and the gear/armor you have found are nicely done and full of vital information.

I truly intend to keep going with Blackgate and not immediately drop it like a bag of bat guano in a few days, but truth be told all it is doing is getting me excited for the larger-than-life series on the Xbox One, of which I’ve already installed Batman: Arkham City. I suspect I’ll be better at the combat when I can actually see what is going on instead of squinting at a tiny screen and hoping for the best.

2019 Game Review Haiku, #28 – Adventure Time: Pirates of the Enchiridion

Simple RPG
Based on Adventure Time show
Sail to boredom land

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Batten down the hatches for Adventure Time: Pirates of the Enchiridion

I believe I have seen exactly one episode of Adventure Time, and I wasn’t even paying that close attention to it. Oh well. I understand it is beloved and for both kids and adults, but it is just something I never got deep into. Same goes for similar shows, such as Steven Universe, Regular Show, and Gravity Falls. When it comes to the Cartoon Network, I’m mostly only about that super stylish and cool-as-heck Samurai Jack. Oh, and I’ll still occasionally plop down on the couch and fall into a The Fairly OddParents hole, glory be to the being up above; I’m a big fan of Wanda.

Still, that’s not going to stop me from playing an RPG based on Adventure Time, which brings us to Adventure Time: Pirates of the Enchiridion. It’s one of the freebies for Gold users on Xbox One this month, and I love freebies like Princess Bubblegum loves…um, bubblegum. That’s a broad assumption. See? I know nothing about this world and its inhabitants. Honestly, after a good nine to ten hours with the game, I still know very little. Everything just seems odd for odd’s sake, but maybe that’s the whole point. Moving along…

Our main protagonists Finn the Human and Jake the Dog begin Adventure Time: Pirates of the Enchiridion by exploring the never-before-seen Ocean of Ooo after their home mysteriously floods overnight. The look of the ocean and map gives off an illusion of vastness, filling you with hope that this is gonna be an epic adventure in the vein of The Legend of Zelda: Wind Waker or The Legend of Zelda: Phantom Hourglass, but that is sadly not the case at all. In short, it is more of an overworld map or a hub for smaller levels, and you can only travel to so many spots to dock your boat. The worse part is there is no fast travel system, and it takes a long time to get from one island to another across the nearly barren waters that it just results in a lot of boring boating.

As this is an RPG, combat plays a pivotal role in the gameplay. Adventure Time: Pirates of the Enchiridion goes the turn-based route, and it is pretty similar to things like Costume Quest 2, Earthlock: Festival of Magic, and Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness. Your party is made up of stereotypical RPG archetypes, such as the tank, support, and DPS characters. The battles are rarely challenging and border on the edge of tedious; unfortunately, there’s no difficulty setting to raise the bar a bit. You can select a basic attack, a special attack, block, use an item, or run away; there’s also an ultimate attack for each character that builds up over time. For general upgrades to your stats and abilities, you’ll collect money–I think it is called dosh here–from chests, destroying in-world items, and winning battles. You then spend the hard-earned coin on whatever you want to upgrade, and I will tell you now to never put a dime into the block ability…because blocking in Adventure Time: Pirates of the Enchiridion, like in many other RPGs of this ilk, is basically pointless. Never burn a turn, always deal damage or attempt to.

BMO, which is a living video game console system and not the Bank of Montreal, basically breaks the game, and you get them in your party after a couple of hours. They are a support character that can boost a shared power bar for the party that allows more special moves to be performed, which combined with Jake’s or Finn’s attacks that hit multiple enemies in one turn really puts you on top of every fight. There are bosses, but I never felt afraid of losing to them; instead, it felt more like a fight of attrition and seeing how long I could last, with bosses often healing themselves or summoning fodder minions to fight before damaging them more. I also didn’t unlock every special ability for each character; these are usually given out as rewards for side quests, but I felt fine going forward with what I had and just spent dosh making sure I was dealing the most damage with these abilities as possible.

Honestly, Adventure Time: Pirates of the Enchiridion is fairly simple and easy as far as a game goes, and you are given more options than you truly need, especially when it comes to items. My bag is stuffed to the brim with strangely-named items, many of which I collected early on and never even used once by the final boss fight. Unfortunately, the enemies never become too much of a challenge to require throwing down offensive and defensive buffs, and the only items I used and spent money on were ones that healed my party members. Also, the game has some performance issues, hitching often when out on the ocean and passing through a loading screen section. Sometimes sound effects can be heard before a fight even commences. Side quests are finicky, with some needing to be re-triggered for them to get completed.

Adventure Time: Pirates of the Enchiridion turned out to be okay at best. If anything, it has perhaps inspired me to seek out an episode or two of the animated show to watch, and here’s hoping it is more exciting than a flooded world, which, by the end, I still never understood the reasoning behind the villain’s motives. I really like BMO and Marceline, based on what I saw here. Anyways, I 100%-ed the game, unlocking all Achievements, and have removed it from my Xbox One. Stay tuned for its arresting haiku.

2019 Game Review Haiku, #27 – Earthling Priorities

Late for work, mean door
Sneak past mob, Big Bro watching
You win, you cretin

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Palm Island, a card game you can play in your hand

Initially, I wanted to get a copy of Palm Island before my family and I went on vacation to Disney World last summer. Alas, I never bit the bullet and instead brought along One Deck Dungeon, which, to nobody’s surprise, I didn’t even play once…for various reasons. Mostly because there are a lot of components to that game, such as a handful of colored dice, and you need a decent amount of table space to really set everything up. The idea behind Palm Island eliminates the need for this space, allowing you to play an entire match in the very palm of your hand. I ordered a copy several weeks ago and am glad to finally have it in my collection, as it actually does what it claims to do. Go figure.

Palm Island uses a deck-transforming mechanic that allows a player to play with just 17 cards over eight rounds to shape their island and overcome its unique challenges. You’ll store resource cards to pay for upgrades and upgrade buildings to access new abilities and gain victory points. Each decision you make will drastically change your village from round to round. After eight rounds, you calculate your score, and I’m still ending most of my games in the “needs work” range, but I can see the potential each time to do better. Palm Island is a solo card game with multiplayer variants, and the copy I got comes with enough cards for two decks, which is generous and kind of neat to see.

Here’s how the game ultimately works. Each card, which are double-sided, has four states, and they all start at state one when you begin playing. As you proceed through the game, which consists of a total of eight rounds, you may upgrade cards by rotating or flipping them, so long as you have the resources to do so. These actions change the card for the rest of the game and can help you gain more resources or victory points down the line. The decisions then come down to either upgrading your resource cards for more effects or spending all you got to build that grand temple for a ton of victory points. A lot of this deciding is affected by your initial shuffle of cards; for instance, one game, I ended up having all my temples back to back in a row, unable to do anything but skip past them, which meant losing out on a lot of victory points.

Palm Island has a fairly distinct look, with artwork done by Jon Mietling. It’s tropical, colorful, and well designed, with clear pictures for different resources and actions. In fact, for cards doing quadruple duty, there’s quite a lot of information to grok, but it never felt overwhelming. I did have to constantly double-check which was the flip upside-down icon versus the flip card over icon, but I eventually got it. The cards themselves are sturdy and thick, but a bit slippery, which can be dangerous when you are playing everything in your hand and trying to keep organized. Turning and un-turning resource cards can be tricky, and if you drop the deck you might as well just start the game over as it can be impossible to remember what order every card should be in. Still, that’s a minor complaint overall.

Right. I’ve played it at my kitchen table shortly before dinner. I’ve played it while in the chair at the oncology center getting my latest chemotherapy treatment. I played it on the morning of my wedding to kill time. Palm Island is without a doubt a game I’ll be bringing with me almost everywhere because…well, you can literally play it anywhere. So long as you don’t accidentally drop the deck of cards, you can game it up whenever you want. I truly love that.

2019 Game Review Haiku, #26 – Fallen Hero

Burglar needs money
Steal celebrity diamond
Mistaken motives

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

You don’t build a great castle just all at once, Suikoden III

Getting a castle in both Suikoden and Suikoden II remains some of my favorite gaming moments ever. No, really. There is so much to see in each castle, and, even if it is a bit empty at first, the possibility of filling it up with 108 Stars of Destiny is so exciting, especially once you begin to remember some of the people you saw earlier that could join up with you now. However, getting a castle under your wings in Suikoden III has been a serious letdown, and not just because it took me some 27 hours–many of which were spent grinding out levels–to finally see it.

I’m currently in chapter two of Chris Lightfellow’s campaign and, at the beginning of the chapter, before heading back to Brass Castle, you can explore the surrounding area a bit. This is where Chris sort of stumbles into Budehuc Castle on the world map, which, as far as I can tell, is where your army will call home in Suikoden III. How do I know this? Well, upon visiting it, you can instantly begin recruiting 108 Stars of Destiny; however, in Suikoden and Suikoden II, you often had to clear the castle out of monsters before establishing it as your base. Here, it’s like you just walked into an open house showing and said, “I’ll take it.” No big battle, no hard-earned castle. It was a bit of a shock, to be honest, and exploring the thing with no map is a bit confusing, but I’m sure I’ll learn its layout soon enough.

Here’s some history about Budehuc Castle, in case you were curious. Basically, it’s an old, dilapidated castle that sits on the borders of Zexen and the Grasslands. It was an important meeting place for Zexen and the Grasslands back when they used to be on more friendly terms. Since then, it has become a traditional custom for rich nobles to send their second-born sons to become masters there, such as Thomas, who was appointed as the new castle master by his father, Councilor Lowma. However, Thomas discovers that the castle has fallen on hard times and is in danger of becoming obsolete. To keep it from going bankrupt, Thomas leases out parts of the castle’s land to merchants and eventually encounters Hugo, Chris, and Geddoe, who fill up the castle with Stars of Destiny.

Funnily enough, the first person I recruited as part of the 108 Stars of Destiny was…Jeane. For those that don’t know her, she’s been in every single entry in the Suikoden series, despite them taking place centuries apart. Guess she’s just immortal, but that could make sense since she often has the job of selling and attaching magical runes to your party members. She also wields a Charm rune herself, so you never know what is ultimately going on. Either way, the three main protagonists still haven’t truly connected with each other to join up against a larger evil, so I find it odd that all three of them can send new recruits home to Budehuc Castle despite not even talking this process through with each other.

Whatever. Clearly, Suikoden III is a different beast than the previous two games, what with it going all 3D with the graphics and switching up how combat works; I was just hoping for a bit of familiarity here, and it sounds like I won’t truly get it, with the castle only upgrading itself once you get more shops and shopkeepers to stay there. At this point, I’d rather call one of the larger towns, such as Vinay del Zexay or Caleria, home. Just give me a small inn to update, that’s more than fine.

2019 Game Review Haiku, #25 – SEPTEMBER 1999

VHS footage
Of a house, chainsaw gone wrong
Short, effective trip

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #24 – Zoe and the Polypantheon

A field trip, now trapped
Make sacrifices for gods
Got gummi ending

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Paul’s Preeminent PlayStation Plus Purge – R-Type Dimensions

Turns out, R-Type Dimensions is two games in one, specifically these–R-Type and R-Type II. Evidently, they are considered coin-op classics, but I’ve never played them, both in the arcade or on other consoles, if they ever came out for other consoles; I’m too lazy to look it up. That is…until now. By that I mean I played the games, not looked up more info on them. Eek, this whole first paragraph could sure use some editing.

Together, with these two games, you’ll be able to fight through all 14 Bydo-infested stages, whatever that means. I’m guessing the story is this: there are aliens, and you must explode them into bitty bits. You can choose your graphics too, either playing in the original 2D art or all-new 3D graphics, and you are able to swap back and forth on the fly, kind of like in The Secret of Monkey Island: Special Edition and Dragon Quest XI: Echoes of an Elusive Age. Also, there are two different modes to go at it–classic and infinite–for either the single player or multiplayer missions. I only played through the first few levels of the single player stuff for both games before I decided enough was enough.

It’s a shoot-em-up, and a horizontal one at that. You hold down the fire button and destroy everything coming at you, occasionally picking up a power-up or two to help improve your weaponry. Actually, that’s not completely true, because if you hold down the fire button you get a charged shot, so it is more accurate to say you constantly mash the fire button…unless you need a charged shot for some of the bigger enemies. I found controlling the ship to feel sluggish and slow, which make dodging incoming bullets a bit tricky. If I’m controlling a high-tech spaceship, I want to feel like I’m zipping around with ease; alas, that is not this game, and it just constantly felt like the ship was sinking in invisible mud.

The new graphics do look sharp and crisp, but they also seem somewhat strange at times, like they don’t belong here. An alien lifeform sitting on your bedside table. It’s hard to quantify. The animations are nice, and the backgrounds have a lot going on in them, but there’s a certain lack of style missing to the game’s 3D graphics that just makes everything look a bit plain vanilla. For R-Type Dimensions, I actually prefer the original 2D art, and I love being able to switch back and forth at my discretion.

The end result is a challenging yet well-crafted recreation of two of the supposedly greatest shoot-em-ups ever made–not my words. There’s no denying that both titles are products of the genre’s formative years and, in terms of both graphical splendor and range of game mechanics, they falter next to other shmups I’ve previously played and uninstalled from my PlayStation 3, such as Steredenn and Sky Force Anniversary. However, some may still find a lot here to like, and I could see this being an excellent co-op experience, something to sit back and chat over while blasting away at Bydo enemy after Bydo enemy. Good luck on those boss fights; I couldn’t take down a single one myself.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.