Category Archives: fail

Someone needs to push the reset button on Reset 1-1

Reset 1-1 is just one of the handful of games I got back in early January 2017 when I plopped down some digital cash on the Steam Winter Sale. It was bundled with a group of similar-minded, indie action platformers, the kind that ask you both to make jumps as well as damage enemies in your way. Of them so far, I played Dungeon of Zolthan and found it pretty enjoyable, challenging, and quick despite its minimalist look and goals. Reset 1-1 was next on the to-do list, and I began liking it a lot, eating up its quirky sense of humor, bouncy soundtrack, and stamina-driven combat. Alas, I’m now actively against the thing. Don’t worry, dear readers–I plan on telling you why.

Developer xXarabongXx describes Reset 1-1 like so:

The world has ended, Demons have risen to conquer the uninhabited and flourishing nature outside. It’s your turn, with your unknown identity, to find your path for a new beginning.

For those not aware, my day job is editing. I read a lot and am thus quickly able to suss out when an author has no idea what they are talking about, but need to have something down on paper to show that they are clearly alive and involved in the project. That is what I’m getting here: a bunch of keywords loosely connected to each other that, hopefully, comprises something of a story. Unfortunately, it doesn’t, but I guess many aren’t coming to Reset 1-1 for its wondrous plot twists. Still, a little more work could have been put towards this. A little more defining. Here, I’ll even do the developer a solid and provide a better description at no cost whatsoever:

Demonic forces have taken over the world. It’s up to you to discover who you are, defeat evil, and create a new start.

Sure, it still sounds like a generic mess, but I don’t have much to work with. There are hints of story and character development early on, with our pixelated tiny hero not knowing his true identity (is it John of Jhon?), but that doesn’t seem to last longer than the introductory levels. Each boss you come across has something quick to say before the battle ensues, but it is usually of the “I’m going to kill you” ilk. Other than that, this is more about action, with a focus on nailing tough jumps and effectively managing your stamina, especially during boss battles.

In terms of gameplay, Reset 1-1 is a platformer. Think Fez, but less puzzles, more fighting. I guess Cave Story is a better comparison, especially in the graphics department. You run, you jump, and you throw projectiles at enemies by swiping your sword in their direction. Our hero can also roll, and much of his actions are dictated by a stamina bar that quickly depletes. As you progress and defeat bosses, you gain experience points to level up, and you can pick either more damage, more health, or more stamina as an upgrade. There are also different swords to find, as well as single-use health potions to hold on to dearly or, if you are like me and playing with a controller, accidentally hit the X button to use it when most definitely not needed (I was trying to open a door). Speaking of controllers, plugging an Xbox 360 controller in works, but does not work well, as I found the game immediately laggy; however, the standard PC controls are even funkier to get a grasp on so it was this or nothing.

So, I got to the final boss fight in Reset 1-1 last night. It’s some kind of weird ghost-thing that throws fireballs and summons a wave of them up from the lava below that you need to carefully time two rolls to make it through alive. I can’t beat it, and each attempt is more difficult than the previous thanks to this game’s sinister system of upping the difficulty, slowing down the frame-rate, and dissolving color from the graphics with each subsequent death. It is extremely difficult to now see throw projectiles, and jumping with lag is as much fun as you can imagine. Unfortunately, it seems like I’m just digging myself into a deeper hole, and there’s no way to start this final fight on equal ground. More annoyingly, I got the Steam Achievement “Tales of creation and destruction” upon meeting this big baddie, but there doesn’t seem to be one for kicking its ethereal butt or even finishing the game.

On Reset 1-1′s title screen, there are four options–play (continue), reset, options, and quit. For some reason, my brain shrunk in size and strength, and I clicked “reset” thinking that this would reset the fact that I had died so many times that everything moved like quarters through molasses, but kept me there at the final boss fight, refreshed and ready. Naturally, this instead wiped my entire progress. Granted, it only took me about an hour to get to the end area, but still. Time lost. Grrr. Sure, I could go through Reset 1-1 again, but knowing that I’d get to the end boss and only have so many viable attempts early on before I found myself drowning in my own mess is a whole new level of stress that I’m not interested in handling. A shame, as I was nearly there.

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Gears of War 3 has bigger problems than just the Lambent

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

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

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

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

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

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

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

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

Warning: enter Vault 713 at your own risk

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

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

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

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

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

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

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

The first to finish this free-to-play Ben-Hur race is the last to die

gd Ben-Hur second post pic

It sure has been a lot of games completed haikus–seven in a row!–and nothing much else here on Grinding Down for these past few months, and that’s fine. This happens every year. My archives prove it so. Summer is crazy-busy for me at the day job, which basically means I find myself with both less free time to think and write about all them videogames in my possession. Plus I’m trying to get some comic books done for MICE. Do not fret; I’m still playing things here and there, jumping from game to game and system to system like an unchained glutton, but unfortunately I’m just not finding the time slash energy to put down all my hot takes. That is until now.

The other night, while mindlessly scanning the list of new releases on Xbox One’s store, I noticed a free-to-play thing called…Ben-Hur. Hmm. Curiosity got the better of me, and I had to know what exactly this was. Not because I’m some huge fan of the 1959 film starring Charlton Heston as the title character or even the least bit interested in this new re-imagining of the source material (though Morgan Freeman’s hair looks amazing). I’m just forever bewildered by tie-in videogames of all shapes and sizes, whether they are for movies, comic books, or even pizza-delivering establishments. I went into Ben-Hur thinking it’d be a quick, lackluster experience that existed only to constantly urge you, the player, to stop playing, drop some cash, and go sit in a movie theater instead, and I wasn’t disappointed in that prediction. At least I got a bunch of Achievement points, right?

Here’s how Ben-Hur goes, and try not to blink or you’ll miss the entire rundown: you participate in a chariot race where need to mash the A button to accelerate–but not too much as your horses will tire–and pull the left and right triggers to whip opponents on either side of you in hopes of taking them out for good. The natural goal is to come in first place, and you can do this by being a strong racer or simply eliminating the competition. Whipping the horses or running opponents into traps and other obstacles on the course does the trick. A season is made up of three individual races, each with their own number of laps and opponents. That’s it.

My first session with Ben-Hur lasted a total of twenty-eight minutes, in which I both won the season without breaking a sweat–or my chariot–and popped 8 of the 10 easy-as-pie Achievements. I’ve since gone back and gotten one more Achievement, and a part of me wants to get the last one, which requires destroying every opponent in every race of a season, but I think if I don’t get it the next time I play this will simply be removed both from the Xbox One and my memory. The tricky part is that you, the titular Ben-Hur, must destroy all the chariots yourself; they can’t be destroyed by other players or their own undoing. That’s as challenging as this live-or-die race gets, and the most hilarious cause-and-effect happening is seeing these health power-ups tossed out on to the track the moment you take a teeny tiny bit of damage.

Turns out, Ben-Hur was published by AOL and developed by Float Hybrid, which creates “branded experiences,” and Krome Studio, the developer of games I actually enjoy, such as Ty the Tasmanian Tiger. Maybe that’s what was missing from Ben-Hur: boomerangs and that distinct-sounding Australian English that I’ll never be able to perfectly replicate. Oh, and no, this did not inspire me to purchase a pair of tickets for the new movie. If anything, I’m inclined to stay far, far away.

Never want to go back to Final Fantasy IX’s Oeilvert

ff9 oeilvert maxresdefault 2

Last time I wrote about Final Fantasy IX, I expressed my concern over the fact that I just couldn’t help myself wasting hours and hours on grinding for permanent abilities for all potential party members. The siren’s call to fight Zemzelett over and over simply so both Garnet and Eiko had all potential summons at their disposal was too hard to resit. Well, all I can say is that, despite wanting to do more ability grinding, I moved the plot forward after my summoners stocked up on epic, screen-defying magical beings from beyond. I mean, it’s scary–2015 is nearly over, and I simply cannot let another year go by where I don’t see this adventure through.

Unfortunately, I was watching Giant Bomb‘s Drew and Alexis Extra Life 2015 stream–for the kids!–while playing, and missed an important piece of dialogue before selecting which party of members I wanted to bring to Oeilvert. Other than the name of a place that is deviously tough to spell, it’s also home to some mystical maguffin called the Gulug Stone that Kuja wants, but is afraid to gather for himself. So he kidnaps Zidane and his friends, and in order to save some of them from dropping to their death, tasks Zidane and three other people with traveling there and obtaining the thingy for him. The important part of dialogue I missed though was that Oeilvert is a no magic zone; naturally, because I missed this, I brought Vivi, Eiko, and Garnet with me, all three of which are heavy on magic casting and not so much on hitting enemies with sticks. This made Oeilvert much harder than it needed to be, but by then I had already committed to the task, plus saved my progress.

After you complete Oeilvert, you switch back over to Cid, now a frog instead of a oglop, as he helps free the other party members. How? Through a time-based stealth puzzle section where you have to also place certain weights on scales…naturally. It’s goofy and tricky, and I’m not going to hide the fact that I looked up a solution to the weights puzzle as I was running low on time and worried about losing a good chunk of progress. It’s certainly not the best part of Final Fantasy IX, that’s for sure. With everyone else freed, you get to search the Desert Palace, light candles, and fight monsters. However, now my party was made up of Freya, Steiner, Quina, and Amarant, none of which I look to for magic stuff.

See, in this area, you fight Grimlocks, which have different strengths and weaknesses based on what colored head is on the top. The red head deals out high physical damage dealer, but has a low defense to magic. On the flip, the blue head casts status-inducing spells and has low physical defense. Basically, it boils down to this–when the red head is on top, cast magic, and when the blue is on top, attack with weapons. Basically, I had to constantly wait for these beasts to don their blue heads and then attack with everyone, though Quina did have a water spell in his/her/its inventory. This made these fights extra long, and when you get into a random encounter every few steps, it can begin to feel a bit maddening.

Somehow, I got through it all and am now on my way to the Last Continent. It might not have been the clearest cut path–and that’s my fault for not selecting better balanced parties–but I’m right behind Kuja and his army of questioning black mages as they cross through Esto Gaza. Progress, people. Progress.

Look, I don’t know how Final Fantasy IX concludes, nor do I want to just yet, so please refrain from spoilers in the comments section. Somehow, I’ve remained blissfully ignorant when it comes to plot details for the end of this story, as well as Final Fantasy VIII, but I really do feel like we’re dragging our feet now. The conclusion to disc two felt more like a finale than anything else, but I guess then that would be too short for a JRPG from the mammoth Squaresoft. I’m not as invested in Kuja as a villain as I was with Garnet’s mother, and so I am simply following after the effeminate man because the game is telling me to. Also, I hope I get an airship like soon.

100%-ing LEGO Marvel Super Heroes nearly broke me

lego marvel superheroes 100 percent grind

Naturally, I saved all the elements I hated the most for last when working towards hitting the 100% completion mark in LEGO Marvel Super Heroes. Like races, of all variety. Like replaying every story level a second time to find the last few collectibles. That’s it, really. Those are the two mission types I disliked the most, as the fetch quests and bonus levels kept things lively, and so long as you have a character that can fly–my go-to was always Galactus or Ms. Marvel–then you can zip around the hub world and start checking off tasks…somewhat quickly. Getting there is no big problem, but one still has to factor in solving the puzzle to unlock the gold brick, vehicle, or character.

Races in the sense of a competition between runners, horses, vehicles, boats, etc. to see which is the fastest in covering a set course are just the worst when it comes to open-world videogames. I avoid them at all costs. I think I did the obligatory one in Grand Theft Auto V and never went back. There are a few types in LEGO Marvel Super Heroes: in air, in vehicles, or on foot. None of them are fun. One mistake generally costs you the entire race, forcing you to go back to the mission giver and try again, which is sometimes not an easy process. The flying ones are a real hassle as the controls for zipping through the sky like some cool person are clunky and, nine times out of ten, work against you. Here’s a real kicker though: Maria Hill challenges the player to a go-kart race on the S.H.I.E.L.D. Helicarrier, but it’s on a digitalized, floating track in the sky, and if she wins, the track disappears, and you fall all the way down to the city below. Want to try again? You have to either fly back to the Helicarrier or use a warp station.

Let’s talk a bit about Stan Lee. You know, the iconic American comic book writer, editor, publisher, media producer, television host, and actor who loves making cameos whenever it comes to all things Marvel. He’s a collectible in LEGO Marvel Super Heroes, and there’s fifty in total to rescue. One Stan Lee in Peril is found in all the story levels and bonus levels, with the rest, a good twenty or twenty-five out in the hub world somewhere. Thankfully, an icon appears on the map to let you know where he is, but you can naturally only rescue one at a time. He’s not Multiple Man, mind you.

Anyways, after rescuing a bunch of Stan Lees in the hub world, I noticed there was no new icon showing up, which lead me to both recheck the map several times, but also assume that any new Stan Lee rescue missions were locked until I did something else. Or hit a set percent completion. As it turns out, that was not true; instead, there was a Stan Lee icon on the map the whole time, just hidden underneath another icon, one for a story mission that I had already completed. I only saw it visible when glancing at the mini map; you can’t see it through viewing the large map. In short, I could have been collecting Stan Lee the entire time, but didn’t because the developers thought it was a good idea to hide the icon on a map they clearly knew gamers were going to use as a means to set waypoints and track down things. In shorter, screw Stan “The King of Cameos” Lee.

Lastly, even after hitting 100% completion and enjoying the warm fuzzies of seeing all those collectibles collected, I still wasn’t done with LEGO Marvel Super Heroes. See, I began playing the game co-op with my girlfriend, and evidently the Falling…with Style Achievement for successfully sky-diving off the S.H.I.E.L.D. Helicarrier is glitched if you try to do it first in co-op. The only way for me to pop it was to start a new game and never bring in another player. More frustratingly, you don’t get access to the S.H.I.E.L.D. Helicarrier until after the first story level is completed. Imagine me, drained from grinding my heart out on LEGO Marvel Super Heroes, having to play a story level for a third time simply to be fully done with this mutation. Also, you can’t skip cutscenes the first go around. I grumbled through it, jumped off the Helicarrier, saw the Achievement pop, and felt an invisible weight lift off my shoulders.

At one point during my seemingly impossible climb to 100% completion, Deadpool mocked me for even trying. Made fun of me going after all these collectibles or doing another vehicle race simply to check it off an imaginary to-do list. I get that that’s Deadpool’s thing, breaking the fourth wall and whatnot…but when the videogame you are attempting to master is leaning back and laughing at you, one has to wonder. Super heroes are often defined by their sacrifices. I feel like LEGO Marvel Super Heroes is one of my greatest.

This Dragon Quest also requires keys to open doors

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All right, a slice of honesty here: I didn’t play Dragon Quest the other day in what one might consider…a legal manner. I gave it a fair shake through browser-based emulation that I will not link to here. That said, while performing a Google search for this possibility, I stumbled across another game called Dragon Quest, playable over at the Armor Games website. Here, I’ll happily link to it. To me, it is a big and bold move to name your game the same title as that of a beloved franchise some nearly 30 years in the making. Either it’s a quick grab for knowledgeable gamers’ attention–hey, it worked on me–or there’s a specific and unchangeable detail to the plot that requires such titling.

Here’s the gist: in this Dragon Quest, one must explore a deadly castle on a mission to get back a stolen best friend who was kidnapped by a dragon. I mean, if that stolen friend was named Princess Gwaelin and change the dragon to the Dragonlord, then we’re one in the same with that other mega-popular Dragon Quest. Still, this isn’t an RPG where you have to select the stairs menu option to go up or down staircases, but both titles do have a fixation on finding keys to open locked doors. In fact, that’s the only way you’ll save your stolen friend here, as well as dodge that dragon’s attacks in three separate boss battles.

I’m going to use quotation marks to highlight the descriptive text the creator of this Dragon Quest wrote when describing his or her creation. Basically, there are over 20 levels of “insane physics puzzles” that you need to solve using the “twitch reflexes of a platforming game.” I take issue with both of these claims. Insane is a descriptor better saved for puzzles like late-game Portal or Fez or Silent Hill‘s poetry riddles, not figuring out how to smush the skeleton to get a key to pop out; there’s only one way to do it in each level, and the solution is visually telegraphed based on whatever new elements are added each time. As for the twitch reflexes, you move no faster than Mario without the run button, with none of the momentum. You can jump and change direction in midair, which helps once or twice, but otherwise there is no need to keep your finger hovering over the keyboard for the swiftest of key presses.

For a soldier decked out in shiny armor and wielding a sword, the hero of Dragon Quest is quite the pacifist. He never directly kills a skeleton with his blade, often using the environment around him and the skeletons’ dim wits to do away with them. You use the sword to hit switches or cut ropes mainly. When it comes to battling the dragon, which you do thrice, the soldier must avoid the dragon’s fireballs and attacks, using them against him to deal damage. I’m not here to say I need man on dragon violence to satisfy me and my dark desires, but thought it was an unusual observation nonetheless. I wonder if it was a conscious choice or something that happened due to the nature of the puzzle mechanics.

In the end, Dragon Quest is a mediocre way to kill fifteen minutes and mildly flex your brain muscles, but it probably should’ve been called something more like Door Key Quest or The Mighty Quest to Smush All Skeletons. Here’s hoping that the next time I’m talking about Dragon Quest on this blog of mine, it’s related more to that Enix joint, even if I have to admit to being killed again and again by red slimes. I’m okay with violence against them.