Category Archives: impressions

Finally seeing Suikoden III from some different perspectives

Ugh, I’m not doing too well on those gaming resolutions for 2017 that I listed out at the beginning of the new year. Well, hold up, I did manage to cross the 80,000 Gamerscore mark, but other than that, my Steam backlog is either the same size as before or larger than ever, Earthbound is still untouched on my Wii U, and I don’t know what I was thinking when it came to musing about “creating something.” I mean, I’m already doing that with my art over at Death, Divorce, and Disney, slow as it may take, though perhaps one day I’ll do something with game design. I sure do have a bunch of ideas, but not the knowledge to put them into motion, and knowledge doesn’t come quick or easy.

Anyways, here is me equipping a mighty ice-pick of endurance+3 and chipping away at the legendary glacier boss that is Suikoden III. I played it for a couple of hours several years ago, eventually running into an issue with the game soft-locking on a loading screen due to scratches on my PlayStation 2 disc. That sucks, but I quickly moved past it and found a bazillion other games to occupy my time, including the original two games in the series. I then acquired a digital version for the PlayStation 3 about two years ago, easing my heart and mind somewhat with the knowledge that I could return to Konami’s third entry in the RPG series via a scratch-free experience. Still, it remained neglected once more…until now-ish. Dun dun dunnn.

This time around, I’ve decided to start Suikoden III from a new perspective, selecting someone different from my first go at the game. See, Suikoden III uses something called the Trinity Site System to tell its tale through three different POVs–namely, Hugo, the son of the Karaya Clan Chief Lucia, Chris Lightfellow, a Zexen Knight, and Geddoe, a mercenary from the Holy Kingdom of Harmonia. Phew, that was a mouthful. Last time, I went with Hugo, and this time I started the adventure off with Chris Lightfellow, who, by name alone, you might mistake as a man, but she’s actually the acting captain of the Zexen Knights, as well as the Tenbi Star, just like Kirkis was in the original game. Cool, cool. Basically, you get to play snippets from each of these characters’ storylines, with some overlapping others, and I suspect they will eventually meet up and form a single through-line to follow to the end. We’ll see.

It’s still a little early for me to say this, but I’m not a fan of the changes Konami made to combat in Suikoden III. Don’t worry, don’t worry, everything is still turn-based, but characters are now paired up during fights. This means you give a command to each pair rather than to them as individuals, which often makes the combat feel clunky and not highly strategic. For example, one person gets a specific action, such as casting a spell or using an item, while the other is forced into attacking by default. It’s not Miitopia random, but you are definitely not 100% in control of what everyone gets to do, and that’s a bummer. Also, I’ve put in about six to seven hours so far, seeing chapters from all three characters–Chris, Geddoe, and Hugo–and I’ve seen only one or two unite attack options during battle, which this JRPG series is famous for. Also, because we’re jumping around a lot, I’ve been reluctant to drop a lot of money on new armor and weapons or training because I don’t yet know who is going to be around for the bulk of Suikoden III, which is mildly frustrating.

So, clearly, it’s been slow going, but it has been refreshing to see some new characters and areas this second time starting Suikoden III. Also, evidently during my first time with Hugo I had missed an entire side quest involving bandits and Melville’s father, so that was great to see, content-wise, even if it did little to change what happened in his first chapter. I’m now playing as Geddoe and his Twelfth Unit from Harmonia as they embark from Vinay del Zexay…to do something. Not quite sure what their goal is yet. I’m eager to see a few more towns as Vinay del Zexay is not fun to explore and somewhat confusing and does not hold a candle to Gregminster, Greenhill City, or even Gordius. Then again, these games are all about building up a base. Speaking of that…

From the brief bit of research I’ve done, it sounds like once all three starting characters hit chapter three, I’ll have to make a major decision, one that will definitely affect how the story moves forward. It also sounds like, after Suikoden V, Suikoden III takes the longest for everyone to get inside a castle and start building up your army, which is one of the best parts of this series, and that’s a bummer because I want to go to there right now. Ugh. Here’s hoping I hit that milestone somewhere in 2018, the earlier the better. Because then I eventually need to try out Suikoden IV. And Suikoden Tactics. Oh, and I should probably re-play Suikoden V at some point because that is mostly a blur to me now.

Paul’s Preeminent PlayStation Plus Purge – Hoard

The first time I became aware of the concept that a dragon even liked gold was as a young lad reading J.R.R. Tolkien’s The Hobbit. The powerful, fearsome dragon Smaug, who invaded the Dwarf kingdom of Erebor 150 years prior to the events in the book, is now happy to spend the rest of his days sleeping among his loot, a vast hoard of shiny treasure. Eventually, he must defend it from a group of 13 Dwarves mounting a quest to take the kingdom back, who are helped along the way by the wizard Gandalf and the Hobbit Bilbo Baggins. Look, if you haven’t read The Hobbit, please do so as soon as possible; if you hate reading and prefer watching motion pictures, you can skip the Peter Jackson films and eat up the 1977 animated take from Rankin/Bass and Topcraft instead.

Anyways, enough about The Hobbit. I’m here today for another exciting edition of Paul’s Preeminent PlayStation Plus Purge to tell you a bit about Hoard, which I think I got as a freebie way back in September 2014, though the game came out a couple years before that. Honestly, it’s a good amount of fun, but not a keeper. Your true goal in this action strategy game is to be the greediest dragon of them all and amass as much gold as you can before time runs out. You do this by spewing flames and burning towns, castles, and crops to a crisp, revealing piles of gold that can be carried back to your nest. Naturally, not everyone is down to party, and you’ll have to fight off archers protecting towns, knights out to rescue stolen princesses, and other dragons (which can be controlled by other players) that have their own hoards to build.

Every piece of gold you bring back to your lair in Hoard will give you experience points, which, after getting enough, can be spent to level up your dragon. Your options include making it fly faster, have stronger armor, and a more powerful fire breath. There are a handful of stats you can choose to boost, and you don’t need to stress too hard over this as your dragon is reset to nothing at the start of every game. I focused early on speed and fire-breathing and later would up my dragon’s toughness as more difficult enemies reared their difficult heads.

There’s no campaign to follow here, which is okay, I guess. Hoard‘s core mode is called Treasure Collect, which not surprisingly tasks you with collecting as much gold as possible over a 10-minute period. There’s also Princess Rush, Survival, and Co-oP, though I only tried the former and not the latter two of those types. I do like that no game is longer than 10 minutes, which means every action counts, and you can’t dilly-dally about. Your dragon’s skill will grow tremendously over that short span, but I did often feel like I was just getting into my groove as time was running out. Which only made me want to jump right back into another match.

Hoard is definitely one of those quick fixes type of games, like Spelunky or The Binding of Isaac. Where you can dip into it quickly and have a good time and bounce out before the sun sets. There’s an in-game achievements system, but I don’t have it in me to play hundreds of matches to see these things pop. I enjoyed the few that I did play, and that’s that. Enjoy your pile of gold for eternity, dragon, because I won’t bother you anymore. Or, much like with Super Motherload, if I do feel the urge to poke the slumbering beast, I’ll grab you from Steam instead.

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.

Let loose in Prey’s luxuriously haunting sci-fi playground

It truly is surprising to me that I didn’t fall for Fallout 4 as much as I initially imagined I would, considering the hours and thoughts I put into Fallout 3 and Fallout: New Vegas. The game didn’t strike me the same way, and I’ve tried going back to it several times, only to get as far as rescuing Preston and his people and bringing them back to Sanctuary, before losing interest. Still, I love all things Fallout-related, like Fallout Shelter and cute little collectibles, and am super curious to see how the Fallout board game works, especially since it can be played solo, something I actively look for now in my tabletop games. However, this post isn’t actually about Fallout 4, it’s about Prey, the new hot thang from Arkane Studios and published by Bethesda in 2017, which is turning out to be the Fallout 4 game I wanted all along.

In Prey, the player controls Morgan Yu, either as a man or woman, exploring the space station Talos I, in orbit around Earth–Moon L2, where research into a hostile alien collective called the Typhon is underway. Unfortunately, because you know nothing can ever go right with doing science stuff in outer space, the Typhon escape confinement, and Morgan must use a variety of weapons and abilities derived from these nightmarish alien monsters to avoid getting killed while searching for a way to escape the station. It’s a haunting tale of loss and domination, told through environmental storytelling and revealing audio logs that bring to life many, many characters that are very much dead and destroyed. Or sometimes turned against you. Either way, the narrative is strong, believable.

Prey is a systems-driven adventure, playable in a number of ways. An immersive sim, if you will, in the same vein of BioShock and Dishonored, letting you make your way through levels and complete missions, but not enforcing the means by which you must get the job done. Which makes sense considering this is French developer Arkane’s bread and butter for the last eight-ish years. Still, the amount of freedom you have is almost unheard of, both in terms of playing style and exploration, especially once you get to the Talos I Lobby and have access to the no gravity area just outside its walls, which lets you travel just about anywhere you want on Talos I, so long as you’ve unlocked the right doors and can survive the trip. Early on, I suffered from choice anxiety and stuck to the main path, but I do plan to return and roam more freely next time.

Lucky for Yu–cue cymbal crash sound effect–the space station you are on was designed to also research and produce Neuromods, which go right into your eyeball to help make humans faster, stronger, and smarter. These are where you get your skill points from, to upgrade powers and unlock abilities, and you can find several around the environment, but what I found refreshing is, if you want and have the crafting resources to do so, you can make as many as you want through the Recylcer and Fabricator. It almost felt like cheating when I 3D-printed three of them in a single sitting (light spoiler detail: there will be a moment in the story where you can’t do this anymore for reasons, so strike while the iron is hot). My playstyle so far has been mostly human powers, like hacking and gaining more health from kits and food, with a light touch of aliens powers, specifically Mimic and Kinetic Blast. I like being able to repair broken turrets though they now see me as an alien threat since I’ve unlocked too many non-human perks. That was a neat surprise.

Life in Prey is harsh, tough. The might sound obvious when discussing a space station amuck with telekinetic and transforming monsters that want to eat your flesh and soul, but I thought I’d say it anyway, to justify to myself very soon that it is fine to dial down the difficulty setting. I’m currently playing on whatever the default it is, and I’m trying to play it like I would Fallout 4–stealthily, sneakily, avoiding as many fights as possible. Unfortunately, you will have to get your hands dirty eventually, and this is where I struggled with the combat. The guns don’t feel great, even after updating my silenced pistol a bunch, and they clearly want you to use the GLOO cannon to slow everything down and whack it with a wrench, but that’s easier said than done when the enemies move far more swiftly than you. Health and suit armor drops quickly, and resources, so far, are extremely limited. Occasionally, I’ve had to sneak by enemies through creative means, like throwing items for distraction or turning into a banana. Yup, you read that last part right.

I’m near the end of Morgan’s quest. Still, whenever I am done with Prey, whatever that means since I may be curious in a second playthrough on the easiest of difficulty settings to see what life is like with, say, only alien powers or doing my best to read every single e-mail I can find, I think I might need to revisit System Shock and give it a fairer shake than trying to play it when extremely sleepy during an Extra Life stream. Or System Shock 2. Or Dishonored. Or Deus Ex: Mankind Divided. Look, I have a lot of immersive sims on plate, so I better start feasting.

A congregation of cassette tapes transforms Small Radios Big Televisions

I grew up on the cusp of mix tapes and mix CDs, that span between the late 1980s and into the 1990s, spending my time as a young boy listening to the radio, waiting for a specific song to come on and record it with a tape deck cradled in my lap. Frustratingly, I’d often capture a snippet of commercial in there or the DJ talking over the first few seconds, permanently changing the song to my ears for years to come. Oh well. There are still several mix tapes in my possession given to me as Christmas gifts from my sister Dina that I cherish and no longer have a way to listen to anymore, and I’ll always prefer tapes over CDs despite now using a thumb-drive in my car full of MP3s.

Either way, these tapes were listened to over and over and over, taking me away from the bullies outside my window shouting mean things about me keeping to myself to musical worlds ruled by the likes of David Bowie, the Steve Miller Band, Creedence Clearwater Revival, etc., and so I really resonated with the cassette tapes you find in Small Radios Big Televisions that transport you elsewhere when you drop them into your portable player, the TD-525.

Small Radios Big Televisions is the very title that inspired the My Laptop Hates These Games feature here on this gracefully aging blog of mine, and so I thought it only fitting that it be one of the first games I try to run on my brand new, fancy laptop. And good news–it worked perfectly. Not a single hitch or stutter or black screen of death or obtuse error message laden with computer jargon. So, that’s good. Also, the game’s pretty good, a bite-sized adventure that sees you descending into abandoned factories in search of lost cassette tapes which hold mystical, door-powering gems for you to find. Sometimes you need to manipulate the tapes first by tossing them against a magnet, distorting them. Progress is hidden within the spools of magnetic tape.

Most of the puzzles in Small Radios Big Televisions focus on fixing dormant machinery in these deserted locales, and these honestly don’t require that much effort. You’ll find doors you can’t open, which means searching for a gem in a tape. If you can’t find a tape, it’s probably behind a door or gate, which can be opened by correctly utilizing gear pieces. If you have all the tapes, then you need to search within them more for a bright green gem, which means try all versions of a tape to see what, if anything, changes. I forgot to mention that, for most of these sections, you are a distant viewer, clicking on things from afar; when you enter a tape, it’s more of a first-person perspective, with limited movement. Towards the end of the game, you’ll actually control someone with WASD and move around a limited area looking for key items.

Alas, there isn’t much story to go off here. After completing each factory section, you’re treated to a short dialogue sequence playing over a radio, with some words cutting off due to static. The conversations are between two unidentified men and tease the origins of these cassette tapes, implying their use as a means of recreation, as well as escape for those in need. Especially as the world outside these factories is crumbling away. Or something like that. Really, it wasn’t at all clear, but that’s okay. Because the Small Radios Big Televisions soundtrack, written and produced by the game’s developer Owen Deery, does an amazing and even better job than any words could depicting worlds within worlds and contemplating the manipulation of audio-visual data through its haunting, transformative synths.

Small Radios Big Television can most likely be completed in a single sitting, seeing as I put in a little more than two hours and saw credits roll, but I did that over several sittings, pausing after each completed factory session. To think, to ponder. To listen to the soundtrack on the side. Also, after you complete the game, you can go back to all the levels and find any missing tapes, and the game tracks which ones you have or don’t have, which is a feature I would kill to have in every single videogame ever going forward from this time and date.

My Laptop Hates These Games – November 2017

Well, I suspected this was coming, but my laptop is currently knocking on death’s door. Which totally makes sense, seeing how out-of-date it is and old in technology years and running Windows 10 with all its little might despite being designed to probably never do so. Anyways, I’ve been slowly backing files up and using an even older, less technologically advanced laptop in the meantime, one which sees a lot of error message pop-ups upon booting to the desktop and also doesn’t like to play many games built in Unity. Granted, it can play some things, like Samorost 3 and Mythic Wonders: The Philosopher’s Stone and others, but not everything. So at least this brand new feature of mine can continue marching forward because there’s always a laptop out there, hating on games.

Actually, no. This may or may not be the last edition of My Laptop Hates These Games, as I’m getting a shiny new laptop soon. In fact, it might have even arrived by the time this post goes up. Now, I went with one that was more focused on running my drawing tablet and art programs than playing big AAA games, as I’ll save those grandiose experiences for the consoles. Still, we’ll see if it is able to run the miscellaneous indie thing here and there. Stay tuned regardless to see if this feature runs once more at the end of December.

Onward though to the few games I tried to play this month, but was unable to…

Idle Champions of the Forgotten Realms

I’ve become less enamored with clickers as time goes on, and they really need to do something to hold my attention or come at the concept of an idle game from a new perspective. Like Plantera, which asks you to be more involved in the going-ons of your growing garden. I don’t know if Idle Champions of the Forgotten Realms, an official Dungeons & Dragons idle clicker game, does any of that, as the game simply refuses to run. According to its description, this freebie challenges players to assemble a party of champions and master the art of formation strategy. I assume there’s some clicking involved.

Over the Moonlight

When I tried to launch Over the Moonlight, I immediately got an error message that says the game I’m trying to run requires a 64bit version of Windows. Huh. It also then provided a link to some information about acquiring a refund, but I’m pretty sure this was a free download on the Steam store and so no biggie though it seemed like a neat and calm walking simulator through a purple-and-yellow landscape at night.

I Am Here

I Am Here, not to be mixed up with I’m Still Here which I played earlier this year, was a big download, which turned into a big letdown after not getting it to run after all that effort. Also, it’s a narrative driven exploration game focusing on mental health and social change, something not touched on enough in games of all shapes and sizes. According to its description, you play as Karen, a successful writer in her earlier days, as she searches for her missing partner. To do this, you’ll explore your surroundings to experience memories of her past and discover the struggles Karen and her partner faced as a gay couple in the 1960s. I might try to revisit this on my forthcoming newer laptop because the subject matter and look of the game call out to me greatly.

Forever Space

Forever Space from Pinhead Games looks like a somewhat traditional point-and-click adventure game with a definitely unique style to it. There’s cartoony mixed with 3D environments. Greg Winston and four other crew mates begin a volunteer work program on Space Station Capricorn, but it doesn’t take long before they notice something isn’t right and the station’s Overseers become difficult to find. This evidently results in the crew becoming suspicious of one another. The plot sounds intriguing, and I love me an adventure game set not on the planet Earth, but this refused to run, though I was able to listen to some of its audio against a black screen before uninstalling the whole thing. Guess we’ll never know if it was more than paranoia.

My Laptop Hates These Games takes a quick look at the titles that kind of, only sort of run or don’t run at all on my ASUS laptop. Here’s hoping that some of these, specifically the ones that looked interesting, come to console down the road. Y’know, those gaming machines where nothing ever goes wrong and every game runs perfectly without ever crashing or freezing or glitching out. Maybe I’ll play these there or in 2056 when I get a new laptop that is, even at that point, still somewhat obsolete.

Middle-earth: Shadow of Mordor was indeed full of peril

Hyperemesis is severe or prolonged vomiting, usually as a condition occurring during pregnancy. It’s also the only word I could seem to find to truly rhyme with nemesis. Sorry, but pessimist doesn’t exactly cut it. Thankfully, in the Lord of the Hunt DLC for Middle-earth: Shadow of Mordor, there’s a lot of vomiting happening when riding on the back of a Wretched Graug, so it does tie in nicely with the subject matter at hand. All’s well that ends better, I guess.

Look, I have mixed feelings about Middle-earth: Shadow of Mordor, a game I put about 32 hours of my life and thumbs into, a game based on Lord of the Rings–which for those new here is something I care about greatly–that probably didn’t need to be based on Lord of the Rings, but perhaps then I might not have ever given it a glance so it’s kind of a double-edged, flaming, Uruk-decapitating sword. In the end, I think I would have preferred this not to be based on Lord of the Rings and, as a result, something I would have skipped and left forever on my “did not get to play this year” lists. It’s a perfectly fine, even good action game, and a terrible game playing around in the Lord of the Rings realm, and this is coming from the dude that has three copies of Aragorn’s Quest–for the Nintendo DS, the PlayStation 2, and the Nintendo Wii.

This original non-canon story set in the legendarium created by J. R. R. Tolkien tells the troubling plight of generic face, “Dollar Store Sean Bean” Talion, a Ranger of Gondor responsible for guarding the Black Gate of Mordor, who bonds with the wraith of the Elf Lord Celebrimbor to avenge the deaths of their loved ones and…do other things. Such as behead a bunch of Orcs, find hidden collectibles, and climb tall towers to reveal more of the map. Also, like, spoiler alert, try to make a new Ring of Power. Knowing that none of this actually fits into the final timeline of events helps ease the silliness and unnecessary-ness of it all. You’ll also run into Gollum early on in the action adventure, who, via tracking missions, will help reveal some of Celebrimbor’s past. Lastly, and here’s the part I really found real amusing, you do face off against Sauron (via someone else’s body) at the end in sword-to-sword combat, and quick time events are involved.

Combat is mindless and mashy and never in a fun way. Each encounter, more or less, went the same, with Talion getting a few hits in to up the combo streak and then mashing one of several button combinations, such as X+Y or A+B, to do a thing. These things range from instantly killing an enemy or branding it to fight for you or creating a blast of energy to stun foes and so on. The whole ebb and flow is built around these moves, so you’re constantly bouncing between dudes to keep the combos up. It can quickly become chaotic and frustrating, especially when you begin to take damage from ranged enemies, which messes up your rhythm greatly. Towards the end of Middle-earth: Shadow of Mordor and in its two pieces of DLC, I worked extra hard to avoid big confrontations unless they were part of the mission at hand because they were a lot of work for little reward besides some XP and the chance to maybe stumble upon a named bad dude. Also, there were so many different button combinations that I forgot many and mainly stuck with one or two. Ugh.

As I’m wont to do, I tried to do everything in Middle-earth: Shadow of Mordor, knowing I’d be uninstalling it once finished it. This included getting all of the collectibles and playing the two bits of additional content. Lord of the Hunt was fine, but ultimately more of the same, only saved by the Dwarf Torvin and his colorful dialogue. However, The Bright Lord was beyond frustrating, and I almost walked away from it altogether. See, in that piece of DLC, you play as Celebrimbor some 3,000 years prior to the game’s main plot, which means you don’t have every ability Talion had, have less health, limited powers, and must focus on branding Orcs to fight for you versus getting your own hands dirty. I eventually had to re-train my brain on how to handle combat, staying up high, calling in branded Orcs over and over, and slowly whittling the army down. The final fight, this time not a QTE test, ramps everything up to 11, having you deal with multiple warchiefs along with a big baddie that can revive warchiefs; I will say that I beat it taking the most cautious and cowardice-laden path possible.

It’s a bit of a bummer that the two games I bought during 2016’s Black Friday sale, this and Dragon Age: Inquisition, turned out to be rather disappointing. Here’s hoping the games I got this yearPrey, Deus Ex: Mankind Divided, Wolfenstein: The New Order, Wolfenstein: The Old Blood, and The Inner World–don’t follow the same trend. I’d also like to not have a year go by before touching these, though I am currently sneaking my way through Prey and enjoying its atmosphere and immersion. So there, progress.

Also, I can say with almost 100% certainty, unless given to me at zero cost and beside a delicious-looking sandwich and promised that everything will work out fine in the end, I’ll not be getting Middle-earth: Shadow of War, which sounds like all this over again…only worse due to the inclusion of loot boxes and end-game grinding. No thanks. If anything, I think this is now the best time for me to pop back to something LOTR-related and untouched in my collection, such as The Lord of the Rings: The Return of the King for the PlayStation 2. Remember, as the wise ol’ Gandalf once said, “All we have to decide is what to do with the time that is given to us.”

Miitopia is two games in one and maybe never-ending

After 25-ish hours of battling monsters, eating food, leveling up, and taking down the Dark Lord Ron Swanson, I assumed I was closing in on Miitopia‘s end credits. Well, you know the dangers of assuming. Turns out that I wasn’t even close, having now poured an extra 20+ hours into the ordeal, because there was still more to do and see, and I’ll keep this mostly spoiler-free and say that someone takes the Dark Lord’s place to continue creating problems for your team of diversified heroes and heroines. That’s fine, really; the weird part though is that the game switches up its pace and flow and feel in a way that makes it seem like an entirely different game halfway through.

For the first, main chunk of my Miitopia time, I was just moving forward across the map, going to where the red exclamation point said to go to, fighting monsters, eating food, and building relationships all along the way. It’s a pretty linear affair. I focused on a few particular party members, upgrading their weapons and armor when able to and generally trying to keep everyone balanced, but eventually one team of four was more leveled up than another. Thankfully, as irritating as it seemed at the time, the game frequently decided to split my current party up, forcing me to use Miis I’d not put as much time into. I’d also occasionally grind out a few areas to ensure I collected every treasure chest and saw where all paths lead, but otherwise it was all steam ahead.

By the time you near taking on the final final boss, the game switches things up, mechanically and even with the UI. You have access to a flying dragon and the Travelers Hub, where Miis will give you specific quests to do. So instead of having a singular goal to follow, you suddenly now have multiple paths to go down, with room to grind and explore. Also, something to touch upon, but you can totally exploit the game tickets situation to your benefit. Here’s how–wait until you get a good roulette wheel with a large slice dedicated to a high-level weapon, then keep spinning, landing on the weapon, and selling it for lots of gold. I was able to make about 50,000 gold after just a few spins, which let me buy a ton of solid gear for my team.

Initially, I was heavily put off by Miitopia‘s combat system, which basically only lets you control the actions of your avatar. However, as time went on, I got used to many of the battles being on auto-run, and the introduction and upgrading of HP bananas, MP candy, and various sprinkle shakers did let me have some control in how the fights went. It was more interactive than I initially assumed, so shame on me, and now I’m curious to maybe go back and see if Final Fantasy: The 4 Heroes of Light is as bad as I’ve built it up to be in my mind. The fights never got too tough or insurmountable, up to the final boss fight, which, as I suspected, required everyone you had collected in your posse at that point to bring the heat, and several peeps were underleveled and needed to be grinded up a bit. Not grinded up into bits. Pay attention now.

I’m usually really bad at keeping up with post-game content. Like, for Ever Oasis, I thought I’d love to continue bringing in people to my oasis, leveling up shops, and diving deeper into randomly-generated dungeons for valuable rewards…but I haven’t gone back to it once since I got Miitopia. The same sort of thing happened with Dragon Quest IX: Sentinels of the Starry Skies, despite my logged hours count saying otherwise. Chrono Trigger also has a New Game+ mode after you put Lavos in its ugly alien parasite place, with even more endings and an exclusive Dimensional Vortex section only found in the Nintendo DS version, which, if you’ll remember, I both loved and disliked. All of that is to say–Miitopia‘s post-game content is great and keeps me coming back to it on a daily basis.

Quest-givers continuously show up in the Travelers Hub zone to demand you do something for them, usually deliver a gift to a friend in another area or defeat a tough monster, all of which offer great rewards for completing, such as rare foods, game tickets, or better gear. Also, there’s two brand new islands to explore, two additional character classes to unlock, and the ability to make dozens upon dozens more team members, if you want. For me, since my main character originally started out as a thief, then became an imp, and finished as a mad scientist, I never got to see many of the outfits and weapons for those first two classes, so I made Jennifer Aniston as my thief and haven’t decided yet on the imp, but someone‘s coming. The real draw for me continuing to play Miitopia is seeing all its content, because the weapons and armor are creative and fun, the music is astounding, and there’s plenty of strange food to eat and kooky monsters to battle still to go. Oh, and there are 250+ Achievement-like medals to earn, of which I’ve done only 50% so far.

I knew I was going to like Miitopia‘s style and tone long before the game came out, but was worried that its somewhat hands-off gameplay was not going to keep me engaged. I’m happy to have my initial reluctance turned completely on its head, with Nintendo’s pleasant, quirky turn-based RPG about people losing their faces resulting in one of my favorite releases in 2017.

Tick Tock Isle needs a backtracking timeout

I’ve tried a few games now from indie developer Squiddershins, namely Excuse Me!, Cat Poke, and Jables’s Adventure. Much like the developer’s name, these are cute, silly, and not run-of-the-mill experiences, heavy on the pixel art and charm.

For instance, in Excuse Me!, you are trying to find the best place to fart, generally away from as many diners as possible, but time is ticking down, so hurry it up. Cat Poke is a slightly more traditional affair, seeing you solve puzzles revolving around making cats happy while stuck inside on a rainy day. Lastly, Jables’s Adventure is a weird platform adventure–the developer’s very own words–starring a young boy named Jables who is told he is a hero by a visiting hat-squid and goes off to do hero-like things, such as beating up lumberjacks. There are more I want to try, but let’s get on with the show, which is Tick Tock Isle.

In Tick Tock Isle, which came out at the end of November 2015, you control a young horologist named Strike who is accidentally sent back in time when he tries to restore a clock in an abandoned monolith in the present day. Y’know, the usual Monday on the job. Finding himself in the past, with the ability to jump between 2009 and 2010, Strike stops worrying so much about fixing the clock and rather fixing all these damaged people around him. Like the troubled girl, who needs musical inspiration to finish her song writing. Or that grumpy married couple, with the husband that continuously says he’ll mow the lawn, but never does. The game is a spiritual successor to Cat Poke, which means there’s a heavy reliance on story, character interaction, creative thinking, and poking around until something eventually happens.‬

Sure, I will describe Tick Tock Isle as a point-and-click adventure game, but truthfully, there’s no pointing, no clicking. You use the arrow keys on your keyboard to wander around the mansion, talk to people, collect items, and use those collected items on other things and/or people to advance the story. Instead of clicking on hotspots and people, you press the up arrow key whenever Strike is near something interactive, which means there’s no pixel hunting, but rather up arrow hunting. Pressing the Enter key brings up a status screen showing your inventory, a map, and a list of objectives, all three of which are sub-par in actually doing their job. The map is crude, tiny, and hard to follow. The list of objectives are so vague that they might have all just said “Play the game more” five times in a row. Lastly, the inventory…it’s ultimately a collection of the items you’ve found along the way, each with a short description, and they become grayed out after serving their use.

To mix up the to-ing and fro-ing action, Strike will occasionally stumble across two kids playing make believe with cardboard swords and castles. See the pic at the top of this blog post for further proof. Anyways, entering their hobbled-together fortress drops you into a platforming mini-game, where, if you make it to the end, you’ll get a specific item that certainly will help you solve a puzzle. These are short, basic platforming sections, where you can also use a sword to swat enemies away, but mostly rely on timing your jumps and avoiding getting hit. They are a quick, enjoyable break from trying to figure out what to do next, but they also feel out of place, like leftovers from a game jam tossed in for good measure.

Tick Tock Isle is not a super long game, of which I’m thankful, but I have to imagine that it would have been even shorter if you cut out all the necessary backtracking to the top of the tower to use the time traveling device when you want to move from one year to the other. It’s tedious and confusing until you learn how to speedrun all the doors and staircases, and I wish it could have just been a button press on some handheld device that Strike carried with him always. I also will just come out and say that I didn’t really understand what was happening by the game’s end or its implications or the plot altogether, and there were a couple of tasks in my objectives list that I hadn’t crossed off by the time credits dropped. Oh well. I’m not going back to 2010 or 2009 ever again.

Paul’s Preeminent PlayStation Plus Purge – Monster Jam: Battlegrounds

Monster Jam: Battlegrounds is a bad game. I thought I’d just put that up front here in this new feature for Grinding Down where I finally start taking a look at the many, many PlayStation Plus titles I have installed on my PlayStation 3. Why? Well, the service is not what it once was in terms of the games you get (at least for the console I’m still on), and I’m looking to ultimately cancel it down the road. Unlike Microsoft’s Games with Gold program, you don’t get to keep the titles from Sony, so I should try some of them out before I cut ties and these disappear for good.

Let’s get to it. Monster Jam: Battlegrounds is Trials, but instead of motorbikes you use monster trucks to get the job done. The job is usually going from the left side of the screen to the right side. Actually, that comparison is completely unfair to the Trials franchise, which is noteworthy for its physic-based controls and steep challenge, but high level of polish. Also, completing a tough jump in Trials Evolution felt do-able and was really rewarding; here, you are fighting at every twist and turn to keep these monster trucks upright, almost as if they are hollow inside. Ugh.

There are three modes: Skill Driving, Stadium Events, and Stunt. Each is less exciting than the previous one. Skill Driving has you trying to reach certain areas by maintaining momentum and not toppling over. Stadium is a ridiculous scenario where you drive in a circle two or three times and beat an opponent doing the same thing, and to call this a “race” is an insult to the very definition of the word. Stunt wants you to use your boost power effectively and see how far you can make a monster truck fly through the air. These are all straightforward and over quickly, which makes the long load times to get to them and unresponsive controls all the more frustrating.

So, in the end, not a keeper. The physics are appalling, the challenge and graphic designs are lackluster, the audio is a mess, cutting in and out and culminating into one large crunch of static, crowd cheers, and cheesy rock music, and it takes forever to play, which, for a game I don’t want to play all that much, makes the decision to uninstall pretty easy. Didn’t even need to boost.

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.

Psychological horror Layers of Fear is surprisingly one note

Well, here it is, my requisite playthrough of a single super scary game for 2017–Layers of Fear. Actually, that’s not true. Earlier this year, I ran at full speed through the darkness with a video camera quickly losing battery life in Outlast. I also played a less effective thing called Blameless. Still, I can usually only do one of these every year because they stress me out like nothing else. Actually, this is all a lie, as I can’t seem to find any proof I played something similar last year, though 2015 saw me tackling the Cordyceps fungus in The Last of Us, which I totally consider a horror game, thank you very much, and 2014 was all about the Deep Sleep point-and-click series and The Swapper. Whatever, man. It’s not like I’m on trial here.

Let’s see. Layers of Fear is about art, specifically a painter who has returned to his studio to complete his masterpiece. It’s up to you to figure out how this task should be accomplished. Gameplay involves exploring an old, spooky house, searching for visual clues and memory-jarring items, while solving a puzzle or two to keep things moving forward. Or backwards. Inwards and outwards and downwards–it’s messy. At first, the house appears to be pretty normal, Victorian-esque, but you’ll quickly learn that there are no rules here, and anything and everything can change in an instance. For example, you open a door, walk down a hallway, spin around to find the door behind you gone, and spin around again once more to find a wall now where the hallway was–this is what Layers of Fear revels in, pulling the rug out from under your feet, and it does it quietly, effectively. It reminded me a lot of the way Oxenfree played with its scenarios, remixing them on the fly.

The prominent challenge comes from environmental puzzles which require the player to search the immediate area for visual clues or things to interact with, such as paintings to stare at or candles to light. There are a few locks too that require a specific code to open, but the answers are generally in the immediate area. Layers of Fear is divided into six chapters and extremely dark–not just in tone, but in lighting. At one point, I got stuck in an area of dense in blacks and charcoals that I had to turn the brightness up to figure out where I was looking. Along the way, you’ll find articles or scraps of paper to read, as well as notes from…rats to collect. As you gather up these items, the origins of your masterpiece and methods will slowly be revealed. 

As a horror game though, Layers of Fear is jump scare after jump scare after jump scare. It is exhausting, and maybe for some players, this is what they want from an experience, but I prefer milder scare tactics and more emphasis on emotional distress and haunting images. We don’t get that here, except for a painting of a man-baby with fur on his face. Due to its nonlinear storytelling, it is difficult to be truly horrified before knowing what was at stake other than this mad artist’s goal to finish the job, and I found myself bracing for each jump after figuring out, kind of, where and when they might happen. There’s also a reliance on age-old tropes, such as baby dolls and rocking chairs and a bathtub full of blood. The variety of paintings hung throughout the house at least made each room and hallway stand out, and the effect when they’d melt was eerily pleasing.

Perhaps the aspect I liked most about Layers of Fear is how the player opens doors, cabinets, and drawers. I know, weird, but after dealing with angry ghosts, distorted hallways, and rotten fruit, this is what I’m taking away as a highlight. See, when an item is interactive, a hand icon appears, and you press the right trigger down and hold it; then you use the analog stick to perform the necessary action for the desired results. For instance, if you want to open a drawer towards you, hold down RT and pull the analog stick down. Some doors swing away from you, which means pushing up on the stick. It’s an effective way of making you feel like you are there, performing the action, because you open the door at your own speed.

Well, that might be the last horror game I touch in 2017. Oh well. Sorry, Silent Hill 3, I will continue to ignore you. I’m sure I can find others in my Steam library too to also not play. I’m really good at not playing horror games, and yet the curiosity about them remains within me, bubbling just below the surface. So long as they are not jump scare marathons, I can probably enjoy a few. But for now, it’s back to less spooky things, such as Middle-earth: Shadow of Mordor, Slime Rancher, and the ultra bubbly, goofy Miitopia.