Category Archives: impressions

Resolve an ancient conflict on Wuppo’s quest for a new home

I have way too many games on Steam, and the good bulk of them I have no memory of how they got there. Some were probably freebies, and others cost money or were purchased during a sale. The easiest guess is that many of them came from one of the thousands of gaming bundles I’ve participated in, but the when and where escapes me each and every time I scroll down my list and pause on a name that just seems completely foreign to me. Today, we’re going to talk about Wuppo, a game I have no memory of buying, but I guess I did because…well, it is there, installed on my Steam library, and it looks like a really cute, colorful platformer.

After being kicked out of its apartment home for making another mess via an ice cream cone, one lonely Wum, which is a type of round, featureless creature native to this world, must travel far and wide to find a new place to live. From the metropolitan haven Popocity to the cavernous Bliekopolis, this Wum will discover magical places and encounter strange creatures along the way. Now, this Wum is no traditional hero and only by using its wit and charm, along with the help of a handful of items, can it truly succeed. That’s the main gist of the story, and it’s told through in-game dialogue that is both lively and quite fun to read, reminding me instantly of Pikuniku and Night in the Woods. You’ll also learn more lore by collecting film strips to watch.

Wuppo starts out easy enough, but don’t let its cute aesthetic and bouncy music fool you–the difficulty quickly amps up once you encounter your first boss battle. Fights require a decent amount of precision movement alongside the memorization of enemy patterns, and it doesn’t help that the jump button is on LT, which takes some getting used to, especially if you like double-jumping all the time, which, in this game, is a must. Your main attack consists of firing guns in a setup very similar to your average twin-stick shooter, so you use the stick to both determine the direction and angling of your firing. It takes a little time to get used to, plus you can switch out your gun for other weapons or items to hold, such as a bird that feeds you information at specific points.

Let’s get into the controls a bit more…because they are important. You have controls for basic movement, an action button that does whatever you need in a given context, and a dedicated button just for whistling, which is never necessary, but appreciated nonetheless. Your Wum’s health meter is justified as “happiness,” and you can increase it by making new friends, watching film strips, or eating your favorite food. The game is mostly an adventure platformer, and you’ll be making some large jumps or timed jumps to get to new places. There’s a map you can view, but I honestly didn’t find it satisfying or felt like it grounded me in this world. Maybe I’m just reading it wrong.

Wuppo is pretty hands off. It hardly ever guides you to the next place or quest, leaving it up to you to work out how to progress, which can result in some bits of frustration. Occasionally, there are moments where it is hard to make out specific buttons or levers to pull, as well as what the pathways are, making you feel stuck for no other reason than clarity. Items are placed in your inventory non-ceremoniously, and it’s up to you to figure out how to use them and where to use them, which some players, like Dark Souls fans, might like, but I don’t have time for all that.

Currently, as shown in the picture at the top of this post, I’m trying to find specific items for an altar, which is proving more difficult than I initially imagined. We’ll see if I ever complete this task or just move on to something else. I do like the look and vibe of Wuppo greatly, but it isn’t hooking me too hard besides its playful aesthetic, and there are plenty of other platformers to try out in my Steam/Twitch libraries.

There’s too much trivial chatter in Batman: Arkham City

Twice a month, I go to my local oncology center, sit in a fairly comfy reclining chair, get hooked up to a machine, and have poison, along with other substances, pumped into my body for three to four hours. It’s not exactly what I’d describe as fun, but it is what I have to do to continue living the life I want to live, a life with cancer. I’m never alone there, and sometimes the room is quiet, with everyone reading a book or listening to music or sleeping, as I’m wont to do, and other times it is just bursting with mindless chatter. Thank goodness for headphones. I tell this story because it actually relates greatly to Batman: Arkham City, believe it or not.

Can Batman just get one moment of peace to look out over Arkham City without having to hear some nearby conversation between Goon #1 and Goon #2? Please, it’s all I want. It seems you can’t go anywhere without picking up a stray conversation, and the majority of them are just fluff, nonsensical, pointless chatter to clog up your ear-holes. Someone somewhere is always talking, and it quickly becomes grating. Plus, there are occasional conversations you do need to pay attention to, such as when a political prisoner is being attacked or threatened, as it is a side quest activity, and parsing those out from the clutter can be tough. I don’t remember Batman: Arkham Asylum having this issue, but a lot of the game was spent in-doors, whereas here you are constantly gliding from rooftop to rooftop via a pretty open world brimming with enemies.

That said, I’ll now talk about the game proper. Written by veteran Batman writer Paul Dini with Paul Crocker and Sefton Hill, Batman: Arkham City is inspired by the long-running comic book mythos. In the game’s main storyline, Batman is incarcerated in Arkham City, a huge new super-prison enclosing the decaying urban slums of the fictional Gotham City. He must uncover the secret behind the sinister scheme “Protocol 10,” orchestrated by the facility’s warden Hugo Strange, all while also dealing with a number of other big-name baddies, such as Mr. Freeze, The Penguin, and, of course, The Joker. It plays and feels a lot like Batman: Arkham Asylum, but bigger and more explosive, with more things to do.

The same freely flowing combat from Batman: Arkham Asylum returns here and, while it can feel mashy at times, it does also feel purposeful. Batman can dynamically punch, kick, grapple, and Batarang through crowds of tough guys or, if you get the jump on a solo dude, take him down stealthily. Players gifted with superior button-pressing timing and the clarity of mind–in short, not at all me–can also use Batman’s fist and gadget tools to elevate these brawls into something much more. A violent dance, perhaps. Not all of Batman: Arkham City takes place outside; in locked rooms, Batman is a true predator, stalking enemies from the shadows and plucking them off one by one. I’m much better in these scenarios than I am trying to take on eight unarmed enemies and three guys with guns, all while trying to counter here, punch there, dodge this way, leap that way, etc.

At times, Batman: Arkham City has too many distractions, and I even found myself unable to figure out where to go next for the main mission, having veered off to answer payphone calls and attempt to collect some Riddler trophies. I say attempt because, for many of them, they are quite puzzling and seem like they require tools and abilities I’ve not yet unlocked. I do like that you can tag any Riddler trophy you see and it’ll add it to your map so you can return to it later, if that’s something you want to do. I highly doubt I’ll be going after all the collectibles in this one, despite that being a task I love doing in many other games. My goal is to just get through the story and see how things ultimately unfold for Mr. Wayne.

Currently, I’m in a large museum, trying to carefully make my way across a small pond of frozen ice to save some cops from The Penguin. If you are too reckless or take the wrong path, the ice will break, and a shark will eat Batman. Let me repeat that last part–a shark eats Batman. It’s probably the best thing I’ve seen so far in Batman: Arkham City.

Day is night, and night is day for Pokémon Moon

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I skipped out on Pokémon Omega Ruby/Alpha Sapphire, which, like my first experience with Pokémon HeartGold, are remakes of older generation games. That’s fine, really. I’m not against remakes, considering I loved Spyro the Dragon: Reignited Trilogy and have heard many good things about Capcom’s revisit to Resident Evil 2. However, after Pokémon Y, I wasn’t interested in going backwards, but rather forwards, with the mechanics and list of pocket monsters evolving greatly and equally alongside the somewhat limited handheld graphics. Enter Pokémon Moon. Yes, moon, not Pokémon Sun. I’m Irish, and I burn easily.

Alas, I picked up Pokémon Moon around the same time that I got Disney Magical World 2. As you know by now, I ended up putting way more hours into running around Castleton than I did the Alola region, and I have a hard time pulling carts in and out of my Nintendo 3DS, preferring to leave a solid one in until I’m mostly done with it. I mean, I did start Pokémon Moon the night I got it, picked Rowlet as my starter (sorry, Litten and Popplio), handled a few other tasks, and saw enough of the opening area to confirm that, yes, this is another pretty good Pokémon entry, and I’ll get to it eventually–and when I do it’ll be a fun time.

On that note, if you’ve played one Pokémon game, you’ll probably not be knocked over by the general story in this one. Pokémon Moon has you journeying across the beautiful islands of the Alola region, encountering newly discovered Pokémon, as well as Pokémon that have taken on a new Alolan style. Your job is to keep track of all the Pokémon you’ve seen and caught with your Rotom Pokédex, which is a living, breathing record-keeper. Around every corner, your battling skills will be tested by tough Trainers, and epic battles are in store for you against Team Skull, a nefarious group of ruffians attempting to steal Pokémon. You’ll also face off against the kahunas, the tough leaders of each island. If you’re strong enough, you may reach the Battle Tree, a place where the most accomplished Trainers go to battle each other.

Sounds about the usual affair, so then…what’s different this time around in Pokémon Moon? Well, some of the Pokémon you’ll train and battle with can learn powerful new Z-Moves—moves so strong they can be used only once in battle. There are Z-Moves for every different type, as well as exclusive Z-Moves for certain Pokémon, including Eevee and Pikachu. There’s also a new Pokémon Refresh feature that can keep your Pokémon in top shape after all that battling. Here, you’ll take care of your Pokémon by curing any status conditions like poisoning and paralysis, and the more affectionate your Pokémon become toward you, the better they’ll perform in battle. Lastly, Pokémon can also enjoy a new experience known as Poké Pelago, a place for them to visit when they’ve been placed in PC Boxes. This is a group of islands where your Pokémon can explore, play, and do other fun activities, growing stronger and obtaining items for you.

Actually, the biggest difference for Pokémon Moon and Pokémon Sun is the clock. Yup, time, time, time. In addition, the two games’ clocks are set 12 hours apart from each other, with Sun operating on the standard 3DS time, and Moon 12 hours ahead. This means, when I usually play the game at night, it is actually daylight in-game…and vice versa. This does affect some of the Pokémon you’ll encounter, and I find it rather neat nonetheless.

Perhaps my favorite new feature in Pokémon Moon is that after facing off against a Pokémon once, the game automatically charts whether a move will be effective or not. No longer do I need to look up what works against what online or keep tables labeled effective or super effective in my memory. This is fantastic both for newcomers and series loyalists. I don’t care if some see it as dumbing the game down; there’s still plenty of things to dig deep into, if that’s what people like about their Pokémon games, such as breeding or finding shiny versions.

I’m playing Pokémon Moon super slowly–I mean, it’s been a few years now–and that’s perfectly fine. Every now and then I get the itch to go in, wander around, catch some new pocket monsters, and level up my team. I also enjoy dressing up my avatar in new clothes. Maybe I’ll advance the story, and maybe I won’t, content to just noodle around with all the side content and extracurricular activities. I figure this will still hold me over until I get a Nintendo Switch and have to make the difficult decision between Pokémon Sword and Pokémon Shield. Hmm. Really, it’s whatever one has Garbodor in it.

Wargroove brings brain-teasing tactics to consoles

Evidently, I am attracted to a very specific type of strategy game, and it is Wargroove. Which, as far as I can tell, is trying to be a modern take on the Advance Wars series, but I never got to play any of them, woe is me. In fact, the only strategy games I have any experience with are Fire Emblem: Awakening, The Temple of Elemental Evil, and Shin Megami Tensei: Devil Survivor Overclocked, among other smaller titles that I surely can’t remember at this moment. In short, I’ve never been a big fan of SRPGs or tactical games, but the genre is growing on me, especially if it is turn-based and not action-driven, like the Command & Conquer series. Give me time to think, people.

Anyways, Wargroove is a turn-based tactics video game in which players explore maps and battle foes, which is pretty typical stuff. Players can choose to take control of one of thirteen commanders, each with their own campaign, motivations, and personality, as well as special ability, referred to as a Groove. The game supports local and online multiplayer, including player versus player and cooperative play. There’s also a bunch of campaign-editing tools to allow players to create their own maps, which I promise here and now to never do though I’m not opposed to downloading some others have created. For me, it’s all about the main campaign.

Let’s dig in further. When war breaks out in the Kingdom of Cherrystone, the young Queen Mercia–who I occasionally misread as Merica–must flee her home. Pursued by her foes, which includes vampires, the only way to save her kingdom is to travel to new lands in search of allies. So far, I’ve only completing all the missions in Act 1 so…this is kind of all I really know story-wise at the moment. I’m sure things will get more dramatic later, but Wargroove does a great job with its storytelling, using in-game graphics to present bits of dialogue. I am always a fan of when a character grunts or just speaks one word from an entire sentence, and that’s how things go here, but you still get an idea about these people and what they sound like.

The first few missions do a good job of slowly easing you into Wargroove‘s groove. Your goal is generally to either defeat the opposing army’s commander or take their fortress. Capturing unallied buildings on the map or taking them from your opponent earns you money, which you can then spend on new units or health. The campaign introduces the units one after another and gives you hints as to their use, as well as how to use their respective critical hits. The first time you’re up against airborne fiends, for example, you also gain ballistas and mages, both excellent against that particular type of enemy. These missions give you time to get to know units and their strengths and weaknesses without being overbearing. Knowing what type of soldier fares best against what enemy is vitally crucial to keeping your troops standing.

So far, Wargroove’s weaknesses are a bit of a bummer and do detract from its general goodness. These include its occasional spike of crushing difficulty and tendency to drag on, turn after turn after turn. Positioning characters in the right spots for attacks and critical hits is already difficult enough, but Wargroove’s maps are relatively large, which means you can spend round after round simply traveling to meet the enemy or setting up your troops in the most optimal location possible. Maps often have chokepoints, such as bridges, that can be difficult to circumvent, quickly leading to your soldiers literally lining up to meet their maker. Flanking enemies is really important, as your damage to rival troops goes up greatly, but generating an army large enough to do so takes time, even if you load a bunch of them into wagons.

That all said, I am enjoying Wargroove and am excited to hop back into it after taking a bit of break once I got through Act 1’s missions. Seems like a big patch just hit for the game too, with many things being updated, such as adding mid-mission checkpoints and such. That’s cool. If it can make some of the more difficult missions easier and forgiving, I’m all for it, because it stinks to waste thirty minutes doing battle only to have your commander get wiped somewhat unfairly.

Lastly, I’m just going to leave this here, because it is all anyone needs to see to know that Wargroove is super special:

Paul’s Preeminent PlayStation Plus Purge – Alien Rage

Hey, remember Bulletstorm? I do. Not immensely fondly, but it had a thing it was going for, and boy did it go for it. The parts I really liked about Bulletstorm were pulling off fun, nifty “skill kill” tricks with guns, whips, and kicks and getting big points for it, along with sliding around the open-ish environments. Well, Alien Rage–what a balloon-deflating name–is pretty similar to Bulletstorm, with a focus on earning points by killing enemies in more unique ways than simply shooting them in their faces.

Alien Rage takes place on an asteroid that humans and an alien species known as Vorus were jointly mining for Promethium, a highly efficient source of energy. After the Vorus turned on the humans and wiped the miners out, Jack, the player character, is sent to the mining facility to kill the aliens and destroy the facility. I’m sorry if you wanted a story with a little more depth to it, but that’s all I got. It’s basically a SyFy afternoon time-filler movie starring nobody you have ever heard of. Audio logs try to flesh things out, but there isn’t much to go off of from the start.

Well, obviously, Alien Rage is a first-person shooter, in which players fight through several linear levels, killing a variety of aliens. At the end of every few levels, you have to do battle with a larger alien in a boss fight. Players score points by killing a large number of aliens in a short period of time or by killing them in special ways, such as using explosions or getting sick headshots. These points can be used later to upgrade Jack–for example, by boosting his resistance to damage or increasing the amount of ammunition that he is able to carry. The better you do, the better you play. Jack can carry two weapons at a time, but also has a pistol with unlimited ammunition so you are never without a weapon. He can also use both human- and alien-manufactured weapons in the game, and alien weapons use a cool-down period instead of having to reload.

I’m playing on the “normal” level of difficulty and finding Alien Rage extremely challenging, only getting myself up to the third level. Actually, the “normal” difficulty setting calls itself “hard” next to the arrogantly named “challenging” easy level. Um, okay. There are frequently unpleasant areas that throw a ton of enemies at you at once. Now, they’re not really all that tough to kill and they’re dumb enough to round a corner in single file at you, but their weapons deplete Jack’s small health pool extremely quickly so if you aren’t constantly ducking in and out of cover you are going to go down swiftly. I’d complain more about this, but this type of challenge seems to be what Alien Rage wants and prides itself on, and that’s fine, I guess, but I’d prefer not to play a first-person shooter by inching myself forward at a snail’s crawl and having to replay entire chunks of fights over and over again.

Alien Rage also offers competitive multiplayer. There are two modes–deathmatch and team deathmatch–and a small number of maps to run around in though I couldn’t really get into any of these due to a lack of other people still playing this easily forgettable game today. Oh well, so it goes.

I truly don’t feel a lick bad about only giving Alien Rage an hour or so of my time and then uninstalling it from my PlayStation 3. It’s bland and generic and a bit too tough for my fingers. Good luck, Jack, dealing with the Vorus without me…you’re gonna need it!

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.

Kirby’s Extra Epic Yarn cutely pulls the wool over your eyes

Once upon a time, long, long ago, I had a retail copy of Kirby’s Epic Yarn, which is a light-hearted platformer developed by Good-Feel and HAL Laboratory and published by Nintendo for the Wii way back in 2010. Then, during my divorce, I gave up the Wii and most of its games, yet ended up still having the case of the game, along with the manual…minus the disc. Hmm. I suspect it was inside the Wii when it was unplugged and all that because I’m usually pretty good when it comes to not losing my beloved videogames. Thankfully, I can stop looking for it because I have a newer, shinier version of it to play.

Kirby’s Extra Epic Yarn for the Nintendo 3DS might very well be the system’s last big release. I don’t see much else coming out down the road, but you never know…I feel like a lot of people are constantly surprised to see the handheld still being supported, but it makes sense to me when you factor in its large user base. Sure, most have probably moved on to the Nintendo Switch by now, as I will eventually do one day, whenever they get around to announcing an Animal Crossing-themed bundle. Anyways, it’s an enhanced remake of Kirby’s Epic Yarn for the Wii, which means it has the same content as the original release, but also includes new power-ups, modes, and sub-games starring Meta Knight and King Dedede as playable characters. Alas, this version now lacks co-op, so Prince Fluff is not playable, but that’s okay…it’s perfectly fine for solo-ing.

Kirby’s Extra Epic Yarn‘s not a plot-heavy adventure despite the word epic in its title. Kirby is wandering around Dream Land one day when an evil wizard banishes him to Patch Land, a world made up entirely of fabric. Kirby is transformed as well, including his powers. He can no longer copy the abilities of enemies by eating them whole; instead, Kirby can shift form into various vehicles and other devices. Using this and his yarn whip, he journeys through Patch Land as he attempts to put it all back together.

Many originally complained that the Wii game was a bit too easy and forgiving, almost built for children. Well, for those that want more challenge for their cutesy pink platforming star, the introduction of a new Devilish Mode will keep seasoned gamers more on their toes. This new mode ups the challenge a teeny bit–this will never be a splatformer–by having a devil-like character following Kirby the entire time, trying to get in his way or hit him with tossed items. I tried it a few times and found that, ultimately, it is not for me; I like taking my time and exploring every nook and cranny, getting every gem I can, but this mode forces you to keep moving and never stand still. No thanks, but it is there if you want it.

Along with Devilish Mode, there are two extra additions to the original Kirby’s Epic Yarn experience exclusive to the Nintendo 3DS version, plus amiibo and StreetPass support, both of which I no longer care about or am able to do. These are the minigames starring King Dedede and Meta Knight; one is called Dedede Gogogo, and the other is Slash & Bead, and both are relatively similar to each other. For Dedede Gogogo, it is basically an endless runner with Dedede moving across the screen, hitting or diving through whatever comes into his path all while trying to collect as many beads as possible. Slash & Bead has a teensy bit more agency, allowing the player to freely explore the screen, hacking and slashing at everything as the legendary Meta Knight. Each minigame contains four stages to complete, and you can craft…uh, things, such as a yarn donut, with some of the gems and materials you collect in these minigames. It’s not a boatload of extra stuff, but it is something else to do.

Here’s the thing. For Kirby’s Epic Yarn, I never got that far, maybe just to Hot Land. The reasoning behind this is because I was playing it with my then-partner, and we just didn’t end up returning to it after our first gleeful initial session with it. For Kirby’s Extra Epic Yarn, I’m already at Hot Land and excited to keep playing. I also am looking forward to decorating my apartment with all things green, as well as helping to flesh out the other apartments with required furniture and wallpaper. It’s not Animal Crossing: Happy Home Designer, but I’ll take it.

Paul’s Preeminent PlayStation Plus Purge – Vessel

Vessel is probably a game I would have spent a ton of time on in my younger years, when videogames were scarce and my collection only grew by a title of two every few months. Now, I get free videogames to play every single day from all the various programs I’m subscribed to, plus the Internet is just full of freebies, and, frankly, it’s becoming a bit too much for my brain to keep up with. I’m not bragging; this is just reality. This ultimately means that if a game doesn’t really hook me from the start I don’t have to fret too much over walking away from it, knowing there are plenty of other fish in the ocean to eat. Sorry, Vessel, but you’re the equivalent of a monkfish in this scenario.

The main character of Vessel is M. Arkwright, an inventor who creates a liquid-composed, labor-performing automaton called the Fluro. He creates this automaton in order to perform laborious tasks more efficiently than human beings because…well, in the end, we’re all truly lazy. However, the Fluros begin to run amok and cause machinery to malfunction. In order to restore the machinery back to a functioning status, Arkwright must travel through Vessel‘s world and fix the broken parts, which more or less means solving physics-related puzzles. Expect lots of locked doors and levers and pressure plates to push.

A supply of Fluro “seeds” enables Arkwright to conjure these critters wherever he chooses. Drop one down, submerge it in water, lava, or even fruit juice, and a helper will arise, eager to assist you in solving the current puzzle. Different seeds provide Fluros of different behaviors too, as some are fixated on button pushing while others will chase you or seek out light sources. Environments often have grills through which only Fluros can pass, so much of the game involves working out where to place a Fluro so that it can run through a bunch of switches in the right order. There’s a lot of trial and error, of course, and, as with anything based on physics, not everything works as you expect it to. Sometimes the thing you control with a lever won’t stop exactly where you want it, but that’s okay.

Viewing screenshots shows that Vessel does not simply stay in the factory-esque world of the first hour or so of gameplay. Which is good, because it is both dark and boring-looking there. I almost had to turn up the brightness level on my TV to solve a puzzle. You will, in fact, get to go outside, and it’s a shame I never made it that far, as the environments look much brighter and visually stimulating than a bunch of muted machinery. Oh well, maybe next time.

Much like other puzzle platformers or puzzle-driven exploration romps, like Unmechanical: Extended and Quantum Conundrum, I played this for a bit before the puzzles became just a wee bit too much for my brain to handle. Again, there was a time in my life that I probably could sit and bang my head against the puzzles until something gave, but that time is no longer now. So, I’ll just let the Fluros continue running amok, leaving Vessel unsolved and in a state of disrepair. My bad.

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.

Small-scale escapades with Batman: Arkham Origins Blackgate

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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