Category Archives: fail

Divinity II: The Dragon Knight Saga and the curse of the Gamebryo engine

Thank every single star in the divine sky for things like free, downloadable demos. Without such treasures, I might have actually gone out and paid money for Divinity II: The Dragon Knight Saga. Good thing I didn’t.

I’ve had a real hankering lately for a big RPG, especially a Western one. Something to really sink my teeth into and give up many hours on and grind until the day is done. That sort of experience, and unfortunately 11/11/11 is still far away, but it seemed like, from images and previews and even YouTube videos, that Divinity II: The Dragon Knight Saga could fit the bill. I mean, it’s a brand new release for the Xbox 360 at only $40.00 that promises over 80 hours worth of gaming in a fantasy land brimming with magic, dragons, and silver-eyed Slayers. Count me in, but I downloaded the demo because I wanted to make sure that there were no tiny text issues to deal with, which is a problem I had when trying out the Gothic IV demo earlier this year.

The good news is the text is perfectly readable for Divinity II: The Dragon Knight Saga. The bad news? Well, the game seems to be pretty terrible, especially for a current gen roleplaying adventure. Where to start? Well, it opens up with a little cinematic of an armorered man on a flying ship looking down at a city. Then it cuts to another man in the woods, preparing to take on a dragon. After that excitement, we get to…create a character. Sort of. We’re limited to picking a name, a gender, a hair style, a beard style, and a voice: I made Pickles look as close to me as possible and gave him a soldier’s tone. Yes, that’s right. Pickles. The greatest Slayer in all of Rivellon.

A woman with silver eyes is speaking to me about a ritual to become a Slayer. Her mouth is far too large for her face, and it does not move in sync with the words she is saying; it’s beyond distracting and makes me want to set her on fire. Graphically, she’s ugly, and I can see all the jagged polygon edges of her character build. After our chat is over, I get to finally control Pickles, and from his very first step forward I knew our journey together was over. See, the camera hangs behind him just so that you can only see him really from the waist up, giving the impression that he is either surfing, skating, or sliding along the grass, giving those rabbits a run for their money. I found no solution to this camera problem. Inside the local town, I spoke with some more ugly people who pointed me towards a waterfall where I’d meet some kind of mage. I did, and she gave me the memories of dragons and silver eyes, which allowed me to see the ghostly demon monster she was chatting with before I arrived. After that, well…I walked around a bit, punched a rabbit, and quit to the Xbox 360 dashboard–I’d seen enough.

A shame, really. There’s a lot of neat stuff here, and from what I’ve read online, a lot of neat stuff yet to come. Our hero gets his very own battle tower to upgrade in the same fashion as the hero’s castles in the Suikoden series? Aww, man. But the Gamebryo engine has its limitations, and it’s just a little shocking to see an RPG using this engine fall below such titles as Elder Scrolls IV: Oblivion some five years later. The graphics felt subpar, the running and jumping animations are almost laughable, and the demo didn’t give me a lot to do but walk around in its stilted world. I will say that the voice acting was of good quality, but the constant talk of Slayers and Dragons and Dragon Knights and Dragon Slayers gets a little generic after a few minutes. Give me some detailed lore or get out.

New quest accepted! Delete this 1,9 gigs demo as soon as possible.

Does anyone know if Risen is any good? How about Two Worlds II? Don’t suggest Dragon Age II or Fable III as I know in my heart of hearts those games will just disappoint me greatly. I’m close to finishing up all those arcade games I bought some days ago and need a solid RPG to keep me busy.

My failure with the Humble Frozenbyte Bundle

Out of nowhere, a new Humble Indie Bundle was revealed yesterday. This one, the Humble Frozenbyte Bundle, features three full games, the source code to a fallen project, and an early in to an upcoming game, as well as several original soundtracks. The three full games include Trine, Shadowgrounds, and Shadowgrounds: Survivor, and of them, I was most interested in Trine for its gorgeously lush fantasy realm. That should have been my first warning, seeing how beautiful some of these games were.

Anyways, I quickly plopped down some online money and started downloading my files. Then I tried to install them, and continually got this message: XYZ cannot be played on this version of Mac OS X. Oh…oh, okay. I checked my version of my Macbook, which I got back in 2008, and it was something like 10.5.8, which I guess is old. What confused me initially is that I was able to download and play all the games from the very first bundle (Aquaria and Penumbra and so on), leading me to assume these would work as well. Alas, no. They are too pretty for my tech. I even double-checked by hopping onto the website’s chat room, where it was confirmed by someone named Joel that I’d not be able to play on my current version of Mac. Wah. He offered me a refund, but I declined, happy to at least donate a little money to these folk, as well as credit something for the three original soundtracks that came with the games.

It seems that I’m allowed to download these DRM-free games as many times as I want so I might be able to try again in the future if/when I upgrade my shtuff. I’m slightly disappointed because Trine looks like a lot of fun, and it’s not available on Xbox Live, so there’s really no way I can play it. Not that I need more to play right now, that is. Heck, I’m still even working on the titles from the original Humble Indie Bundle.

But yeah, I failed. Welcome to my failblog. However, for those reading, this bundle is still worth pursuing though. Just make sure you’re able to run these games before you buy.

Tiny text is the plan, the plan is death

The Xbox 360 version of Torchlight was my breaking point, and so I wrote a little editorial about tiny text in videogames, which is one of the worst new gaming trends currently invading this industry, and you can read my sophisticated rantings over at The First Hour. I’ve also linked the image above, which will hopefully help you with your clicking.

And thanks goes to the late and great James Tiptree, Jr. for help with the article’s title.

So, yeah, read on. Don’t worry; the font size over at The First Hour is perfectly fine. Let me know what you think. I can’t really imagine there’s many people out there in the world that actually enjoy squinting at their TV screens, but hey…some people are oddjobs.

Halo 3: ODST, a story of love, sacrifice, and a wormy alien

I can’t wait to complete Halo 3: ODST, dear Grinding Down readers, but only because I am eager to write about it for y’all. See, I’ve barely been paying attention to what is going on and already know next to nothing about the Halo universe, which should make for a very interesting write-up. I think I even played the last two levels on the lowest volume possible because I had a slight headache, meaning that if Captain Mal said anything important, I most certainly missed it. Right now, I’m on the level where I have to escort some worm alien thingy to safety. Not sure if that’s near the end, but judging by the Achievements I’ve unlocked so far, I’d say we’re fairly close.

On top of not knowing what is going on, I still don’t see the appeal of this series. Everything screams generic, and I am constantly cursing under my breath at the controls because there seems to be no such thing as a run button. And the night missions? Frak the night missions. Might as well as turn my TV’s monitor off and play it that way.

But yeah, aliens and guns and shooting aliens with guns. That’s been Halo 3: ODST so far for me. I’m glad I bought this cheap and on a whim. Otherwise, I’d probably feel like I just bounced a sticky grenade off a wall and on to myself.

Nintendo 3DS launch lineup launches itself into facepalmery

Launch lineups are pretty important. They are the weapons console systems wield to club consumers into submission. They are limelight dancers. They are reasons for being. And alas, for the Nintendo 3DS, the launch day titles are weak beyond belief, and all that hype over the Legend of Zelda: Ocarina of Time remake, Starfox 64 3D, Kid Icarus: Uprising, Metal Gear Solid something or other, and a new Animal Crossing game were just that, hype. Sure, they’ll be released eventually, but so will every other great game being created. What matters currently is what is available at the time of purchase, and brace yourself, dear Grinding Down readers, it’s not looking good.

First, let me say that I’m 90% sure I’m going to pick up a Nintendo 3DS. I have a Christmas bonus burning a hole in my sock drawer, and I think that the updated hardware is gonna be great. There’s built-in minigames, a camera, a music thingy, a Street Pass function, Mii maker, and plenty more. I’ve been wanting to upgrade to a DSi for some time, but this is a much better jump. As a glasses-wearer, I’m also downright curious to see this 3D in action and love the fact that it can be turned off completely. Most likely…it will. As for the games I want to play on it come Day One, well…

Here’s the three from Nintendo itself, and yes, you’ll notice none of the titles contain the name Mario:

  • Pilotwings Resort – Set on the same tropical Wuhu Island from Wii Sports Resort, players go on an aerial adventure by using airplanes, hang gliders, and rocket belts.
  • Steel Diver – This is…a submarine game. Players will control the sub’s speed, depth, and pitch, as well as fire torpedoes at enemies.
  • Nintendogs + Cats – Pet sim. Now with bonus kitty action!

The rest of the launch titles for the Nintendo 3DS are third-party titles. See ’em here:

  • Super Street Fighter IV 3D Edition from Capcom
  • The Sims 3 from EA
  • Madden NFL Football from EA Sports
  • Pro Evolution Soccer 2011 3D from Konami Digital
  • LEGO Star Wars III: The Clone Wars from LucasArts
  • Ridge Racer 3D from Namco Bandai Games
  • Super Monkey Ball 3D from SEGA
  • Bust-A-Move Universe from Square-Enix
  • Samurai Warriors: Chronicles from Tecmo Koei America
  • Asphalt 3D from Ubisoft
  • Combat of Giants: Dinosaurs 3D from Ubisoft
  • Rayman 3D from Ubisoft
  • Tom Clancy’s Ghost Recon: Shadow Wars from Ubisoft

A lot of remakes and ported games. A lot of titles with 3D tacked on the end. Combat of Giants: Dinosaurs 3D sounds like perfect shovelware, and I can already see a hundred copies floating in those Best Buy “hey, whatever, man” bins they got from time to time. Yeah, it’s all a bit underwhelming. Go ahead and sit there for a bit, I won’t mind. I wonder who at Nintendo dropped the (Super Monkey) ball (3D) on this one? Tsk tsk. I mean, all we, as gamers interested in gaming, needed was one strong title, whether it be a new Mario sidescroller or maybe a different take on Metroid or Kirby or, y’know, one of those mascots Nintendo has in its vaults. But no, we’re reduced to slim picking.

So, which game am I gonna get to make my Nintendo 3DS even more enjoyable?

YOU WANT BREAD? NO GAME FOR YOU! NEXT!

I’ll just wait it out until the newest Animal Crossing drops.

Epic Mickey, epically forgotten

I received Epic Mickey for Christmas, and since then I’ve played it twice. Two times, people. One…two. That kind of says it all, but this is Grinding Down after all, and I always like to say more than is probably necessary.

Epic Mickey is a sad game. It’s sad for many reasons; sad that it can’t be what it wants to be, sad that its controls don’t work like we’re told how they’ll work, sad that its camera is disgruntled and ready to quit at any moment, sad that its best aspect has nothing to do with gameplay. Just sad, sad, sad. And for a Disney product, that’s astounding. Certainly, this would have been much more stellar with all the in-game levels removed, the controller denied access, and released as a straight-to-DVD bargain bin flick. It’s a great story. It would make a great family film.

And here’s a summary of the story: Epic Mickey is set in a world crafted by the wizard Yen Sid (pssssst, that’s DISNEY backwards) which houses all of Walt Disney’s forgotten characters.  Our titular hero Mickey Mouse accidentally spills paint thinner on a page containing the world and is dragged inside. Here, he’ll discover the Phantom Blot has been manipulating the world in very evil ways. Using paint and paint thinner, it’s up to Mickey to set things right (or maybe not at all). Also, Oswald the Lucky Rabbit, Walt Disney’s first ever cartoon hero, who hates the Mouse with unbridled passion, is out for revenge. See, it’s good stuff. It has layers, and it’s a real treat to see many of the forgotten characters actually dealing with their depression and anger. And poor Mickey is just kind of thrown into the mess of it all. Storyboard-style art really helps bring to life the characters and world, and I wish someone else would come over to my apartment, play the game to unlock all the movies, and then go away so I could just watch them one after the other. Yes, that is my wish.

The story is not Epic Mickey‘s problem. In fact, it’s its only sparkle of light. I’ve never been excited over using the Nintendo Wii for anything other than Wii Sports as the WiiMote and Nunchuk are prime examples of masochism. Pure hate against the consumer. They are the worst controllers in the galaxy, and playing anything with them is a minigame on its own. Using the WiiMote to aim the paint/thinner weapon is pointless because even if you do aim it right, the game doesn’t shoot the paint/thinner where you are aiming at. It always falls short. So that’s fun to work with. The controllers also don’t make general platforming easy, especially with that camera that Epic Mickey game designer Warren Spector won’t even admit is more horrid than Goofy doing disco. And good platforming is kind of key for a…platformer. I mean, when I say that I can’t get any further in the game, I mean that in the sense that I physically can’t get Mickey to where he needs to be because the jumping and climbing and clinging controls are broken and he keeps falling to his death. Looks like Mickey is doomed to the same fate as Smee and Oswald, abandoned, stuck in limbo, forever forgotten.

Alas, Epic Mickey is not the second coming of Mickey Mania.

Over at The First Hour, Nate answered with “doubtful” to if he’d continue playing Epic Mickey, and I have to echo his sentiments though I might give it one more try. An epic shame in the end.

The Bulletstorm demo is for dick tits and dick tits only

I’ve talked about my prowess before when it comes to run-and-gun first-person shooters; in short, I’m usually no good. Can’t target quick enough, can’t figure out how to snipe and stay on the move; can’t really work with a team. I like to play much slower than that, planning everything all out, meticulous inch after inch. Still, I had heard some interesting things about Bulletstorm, a new FPS from the makers of the Gears of War series, which I’ve never touched, and a demo recently hit Xbox Live for GOLD members. Gave it a download, and then I gave it a play. Here’s an account of pretty much how it went.

You’re given access to only one Echo. Not sure what an Echo is, but there’s more than one of ’em. Anyways, before you can kill with skill, you’re treated to a cutscene of sorts that plays as a tutorial and introduction to Bulletstorm. It’s self-aware, voiced by space pirate Grayson Hunt, who I can only describe as a generic meathead, and totally full of itself. Tara’s response the minute it was over? “Laaaaaaame.” You heard it here first, dear readers. Lame-a-rama. Actually, it’s also offensive and crass, as well as perfect for serial killers in training.

Your character is partnered with two computer-controlled players, and you basically explore different sections of a collapsed building, shooting brainless enemies and racking up points. Points are the point. The whole “kill with skill” is a strong concept except you’re not really rewarded for being clever. Rather, so long as you have a high cruel streak, you’ll begin earning points for kicking an enemy and then blowing his head off or throwing them into a spiky ceiling or even sending a train right through an entire line of ’em. These are called skillshots, and each has its own point value. Evidently, you can also shoot right up their asshole, but I was unable to achieve this. The guns are very ho-hum, but Grayson does have a neat electric leash that can toss enemies your way, prime for the kicking or shooting. That leash kind of made the demo worth it. Kind of.

There are 45 skillshots available in the demo, and over 130 in the final build of the game. Some that I earned include Voodoo Doll, Boned, and Flyswatter. Fun names for devasting actions.

And that’s the demo. Ten minutes or so of shooting, moving forward, shooting some more. I think I got like around 3,000 points or so. Yup, total n00b fail! But I really worry for the game because I can see the demo being the entire game with a hapdash of a “story” tossed in for no one’s sake. I can only imagine that Bulletstorm goes like so: cutscene, shoot up a section of dudes, cutscene, shoot up a section of dudes, cutscene, and so on. The variety is in how you kill enemies, but that’s probably all you will do. Kill enemies with weapons. For hours on end. Maybe to some that’s enjoyable, but repetitive gameplay, by nature, gets stale fast.

Bulletstorm is irrefutably juvenile, and the demo is all I probably needed to experience…ever. And for fun’s sake, here’s some phrases used affectionately during the demo to hit home their target audience: pasty, bean bag, butt hole, and, the new cult favorite, dick tits.

Fallout: New Vegas – Dead Money DLC is more like deadweight

I really wish I could properly review the first bite of DLC for Fallout: New Vegas, but alas…I cannot. Why? Well, I was unfortunately stuck in the DLC at an unbeatable section with truly little hope to hope for and had to reload an old save from many hours ago (and levels, grrr). Dropped from level 30 to level 26 in a matter of seconds. I absolutely hate doing that as it totally ruins my perception of roleplaying; undoing all my actions, changing my stats and gear and perks yet again, retconning, allowing me to know forthwith what could and could not potentially happen in future locales before I even get there…that’s just not right. But I had to do it. I’ve not yet beaten the main game with my first character, and if I hadn’t made the early save slot, I’d have lost everything.

For shame.

But let me set up Dead Money first. Because, storywise, it’s pretty potent, sinking its hooks in right from the start. The DLC starts like all previous Fallout 3 add-ons, with a mysterious radio signal leading you to a specific location. In this one’s case, it takes you to a hidden bunker where your character is gassed, stripped of all possessions, and forced to wear an explosive slave collar. You wake up near the Sierra Madre hotel before the hologram of Father Elijah. He gives you the big mission: break into the Sierra Madre casino, get into the vault, and pull off a heist. You’ll need to recruit three others for the Ocean’s 11 job, and they also have exploding slave collars on them. They die; you die. The first part of the big mission is to round up the companions; the second part is to open the hotel; and the third is, I assume, raiding it for whatever good loot is available.

I was only able to complete the first two parts…never even making it inside the Sierra Madre. What a crock of Blanco mac and cheese!

The problem with the Dead Money DLC is its gameplay. In the same fashion that Fallout 3’s first add-on of Operation Anchorage was a completely different direction (Call of Duty wannabe), Dead Money is more like a survival horror game with a heavy emphasis on melee and unarmed weaponry. That foretold bad news for my character who, going in at level 26, never put a single point into melee, unarmed, or survival. I’m a stealthy guns dude. The villa around the Sierra Madre is filled with traps, a poisonous cloud, and Ghost People, who are very hard to kill without weapons that dismember. Also, health supplies, ammo, and food are very limited, and the Mojave Wasteland caps currency are tossed aside for Sierra Madre casino chips which, while at first seem bountiful, quickly lessen. So yeah…I got screwed pretty fast.

I’m probably not gonna try this DLC again with my current character. Sadly, it’s the sort of add-on very specific for a type of character, one I’m not ready to build. I can only imagine how impossible survival the villa is in Hardcore mode. No thanks.

That said, God/Dog is a marvelous companion, with topline writing. I wish Dead Money let you take them back with you to the Mojave Wasteland, but I’ve got a sneaking suspicion that in the last chunk of the heist mission some vital decisions about your comrades-in-collars are made. I’m currently now working on some other side missions like Crazy, Crazy, Crazy and trying to recruit Raul as my last main companion. If anything,for 800 Microsoft Points, Dead Money does boost the level cap from 30 to 35, which will give me a bigger excuse to explore before trying to protect the Hoover Dam from destruction.

Harvest Moon meets FarmVille meets a mouthful of sleeping pills

I’ve spent the past two weeks so far packing up my little studio apartment and slowly moving everything over to Tara and I’s new place, now officially known as The Leaky Cauldron. Cause, uh, when it rains, the ceiling leaks. How fun! And I’ve discovered a number of videogames that I bought and kind of forgot about as I shove them into boxes and bags. One unmemorable piece of plastic and coding turned out to be Rune Factory: A Fantasy Harvest Moon, which I bought during an extreme spout of depression back in late June. I thought it might help fill the mild void that FarmVille left; side note, I was never addicted to the Facebook farming game, but I did log in every day for a few months to see what was what, but eventually lost interest despite liking the idea of crafting a piece of land into exactly what I wanted.

It’s a farming game with a mix of monster killing/monster raising, but I never got very far with it. It’s also been described as “Harvest Moon where you wield a sword.” The mechanics of it all though were very cold and regimented, leaving me confused and unsure of my farming skills. I basically started the game as Raguna, a fellow suffering from amnesia and wandering into the local town called Kardia. There he meets a girl named Mist who gives him a piece of land to farm and then…well, then you farm it. No tutorial really, no explanation. Exploring the city’s shops and houses allows Raguna to meet a host of characters, eventually finding himself face to face with the mayor who will allow him to enter the first cave and clear it of nasty monsters attacking Kardia. From there, Rune Factory: A Fantasy Harvest Moon is open-ended. You can continue farming, trying to earn money by selling logs, woo women from town, or go cave-clearing. Or you can do what I did and try to clear the first monster cave only to get so far and then run out of health, exit out to rest, and go back to find ALL THE MONSTERS I PREVIOUSLY KILLED RESPAWNED. Meaning, I was not moving forward, only wasting my time.

Supposedly the storyline will not continue on unless new caves aren’t opened and cleared by beating the boss at the end. Greaaaaaaat.

Well, let’s try farming. Maybe I will become an expert farmer instead of a supreme warrior. So, in Rune Factory: A Fantasy Harvest Moon, you have two gauges to keep track of: Hit Points and Rune Points. I think we all know how HP functions (if not, maybe Grinding Down isn’t the blog for you), but Rune Points more or less convert to stamina, and just about every single action Raguna takes uses up RP. If you run out of RP, then every subsequent action depletes your HP bar. Let’s take a look at what uses RP: digging, planting, watering, picking crops, swinging weapon, cooking food, and so on. RP is essential to living life, and it’s a shame because after maybe planting 9 seeds and then watering them, you’ll have run out of RP and are then forced to go to bed to restore your bar. And that, to me, seemed to be all I could do, day in, day out. I tried selling some logs and plants to make some money, but had no idea what to buy.

Either I’m missing something or I’m just not good at this game. It might be a mix of the two, but I found myself growing bored very fast as doing the same exact tactics over and over was not very fun. Maybe someone can explain it to me? If anything, Rune Factory: A Fantasy Harvest Moon is a gorgeous-looking game. So there’s that at least, but it’ll most likely never get played again…

Can’t play General Knoxx DLC just yet

So, all three pieces of DLC for Borderlands are on sale this week for 50% off via Xbox Live. That’s pretty sweet, knocking the prices down from 800 Microsoft Points to a more reasonable 400 MP each. That’s $5.00 in human terms…or an after-work sandwich in my terms. Despite the good deals, I planned to only buy one game add-on. Now, The First Hour‘s review of The Zombie Island of Dr. Ned did little to entice me, as shooting hordes of zombies isn’t my bag of fun. The other DLC sounds like an arena of tiered enemies; again, not for me.

But the The Secret Armory of General Knoxx sounded like a step in the right direction. First thing, the level cap is raised by ELEVEN, all the way up to 61. It’s also a continuation of the main storyline, which, while underwhelming, is at least something to follow rather than a random drop in the hat like, “Oh, here come the zombies!” Add in new guns and class mods and vehicles (actually, boo to that one), and well, for five buckeroos, it sounds like the best, most varied DLC of the bunch.

After downloading, I checked to see if my co-op pal Greg Noe could play, but alas, not that evening. I decided to at least take a peek into this new area and see what was what. I was foolish to think I could do it alone. I played the fool. I am full of fool, full of fail. Yeah, see, I’m basically a low level 43 Soldier right now, playing on playthrough 2 and trying hard to climb the tall ladder of experience. I decided to continue on with him to experience General Knoxx…well, that didn’t work out too well. I could only complete the first quest, which was of the “go talk to this dude” style. The next quest has you finding some items nearby, but the very first set of enemies wiped the floor from me.

I guess I should’ve paid more attention to the quest. It says IMPOSSIBLE in blood-red font and then LV 51 next to it, eight levels away. ::whimper::

I’m not sure at what point it’s easier to venture into this realm on playthrough 1, but I don’t really have any other characters made that are very far along in the game. I created three more just to get to LV 5 and gnab some class-specific Achievements. So, my two options now to play this DLC that I bought are to either 1) wait for co-op and hopefully survive with Greg’s help or 2) enter on playthrough 1, but first level up my character decently.

Yeah, I’m a little annoyed at this, as time is of the importance, but I’ll figure it out somehow. Still, it was nice to hear new Scooter dialogue…if for a brief moment. GET YOU ONE.