Category Archives: impressions

What in the world is broken with What in the World?

what in the world gd musings windows phone

Look, finding decent screenshots of mobile games from my Windows 8 phone is nearly impossible, so I’m just going to grab random screencaps from HBO’s Game of Thrones episodes and roll with it from there. I’m sure you are all bummed to come here and see a smiling Carice van Houten as the ever-untrustworthy Melisandre rather than a static shot of What in the World?, a relatively plain-looking trivia game. But that’s just logistics, here at Grinding Down.

Originally, I wasn’t going to write about What in the World?, which I completed back in June 2015. When I say “completed,” I mean I finished all the available puzzles and popped every Achievement, including the one where developer Game Troopers asks you to log into Facebook so you can then share your score and other bullcrap. I didn’t consider the game a big enough experience to give it its very own haiku. Well, I just completed it again, seeing as it got a free update recently with more puzzles to solve, as well as Achievements to pop. Unfortunately, the game seems more broken than before, or perhaps it is time I heed all those pestering text messages from Verizon and upgrade to a new cellular phone. Nahhh.

First off, I had to replay What in the World? from the very beginning because, upon completing it a few months ago, I naturally uninstalled it from my phone, believing that this word-guessing puzzle slog forward was finished. My bad, but whatever. Seeing as the levels in this game are not random, I planned to just use a guide to get through all the odd celebrity names and foreign countries foreign to my knowledge, blitzing my way through once more so that I could play the new level 6 puzzles. This took several days, which is fine, as there’s an Achievement for playing for five consecutive days, but I probably could’ve gotten through everything in a night if the application didn’t break my phone within three or four minutes of each session.

Every few puzzles, a message pops up, either asking you to write a review of the game or rate it or follow the developer on Twitter. Annoying, but it’s a free game and does have the option to pay and remove ads, though I don’t know if these messages count as advertisements. I clicked “no” each and every time, but each and every time I did, the game slowed down, which, when you are dealing with a static image, is not extremely noticeable, but it dragged its feet when moving from right answer to a new puzzle. After a few of these, the game simply chugged at an unacceptable rate, nearly freezing my phone and killing its battery. Also, once you complete a full level, instead of returning you to the level select menu, What in the World? closes down and returns you to your home screen, which is not helpful.

Either way, I won’t be uninstalling What in the World? for a second time, as it looks like there’s more updates to come. I’m sure you are wondering why I’d put up with more glitchy sluggishness, and the answer is twofold: relatively easy Achievements and I guess I’m pretty into pop culture trivia. There were only a few puzzles that I really didn’t have a clue on, and again, most of these relate to countries or cities. Also, maybe before the next update, the developers will patch the game to have it work better on older cell phone models. Unlikely, but a boy can hope. Don’t worry…I’ll complain here if they don’t.

Hitting reset repeatedly in Skipping Stones to Lonely Homes

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Once, when I was younger and spending the early hours of the morning crabbing off a pier overlooking the Atlantic Ocean with my father, I took a walk while the traps soaked, found a small, isolated cut of shore, and started skipping stones. At first, I was rubbish, getting only two skips or ker-plunking the rock on the first toss, but after enough practice and searching for the smoothest, most flat rocks this side of New Jersey, I was hitting bounce streaks of five or more. Which, if you didn’t know, is extremely satisfying. There’s something magical about seeing such a heavy thing dance across the water like it’s flying with the wind before it loses steam and descends into the watery unknown.

Skipping Stones to Lonely Homes is not actually a stone-skipping simulator, though somebody out there should totally make that game. Actually, I think there was one mini-game in Wii Sports Resort that had you side-slicing rocks (or discs?) across a lake or through rings for points, but even with the updated Wii MotionPlus controller it was still tricky, and I had to constantly remind myself to not let go of the controller when performing the throwing motion. Instead, Alan Hazelden‘s on-the-surface simple puzzle game is about a sailor who has washed ashore and needs materials to fix his ship. In order to find these essentials, you’ll need to skip stones (or push rocks as I saw it) across the water to manipulate lily pads and reach other chunks of land. Sounds easy, but let me assure you it is not; I got no further than the fourth screen before my brain hurt.

Skipping Stones to Lonely Homes did not magically appear out of thin air. Hazelden appears to be a rather prolific independent developer, and an earlier game of his called Mirror Isles looks nearly identical to his latest creation. Except there’s a hypnotic looping soundtrack and has you swapping places with a second character via teleporting mirrors to maneuver around the various islands. It seems just as deceptively difficult. The minimalist graphics vibe is fine, as it is really the puzzles that stand out as the things to pay attention to. You can hit “Z” to undo your last step or “R” to reset to the last checkpoint, and I hit these keys a great number of times.

Give it a go. Maybe you’ll get farther then the fourth screen. Perhaps the fifth screen is the last and where all the ship materials are, or maybe it just gets more punishing from there. At the very least, open Skipping Stones to Lonely Homes in your browser and tab away to do whatever it is you actually do during your time in front of the computer, that way you can work, but listen to the soothing, calming tones of ocean waves lapping at sandy shores. I’ve had it going the entire time I wrote this blog post.

Second-guessing all my choices in The Novelist

gd impressions the novelist screen2

I myself am not a novelist, though I’ve taken a stab at completing several books, one of which still lingers in the back of my mind as something decent or, at the very least, worth finishing off. That said, I have had some short stories published over these past years of my capricious life–hey, check out “Opportune” in the Triangulation: Lost Voices anthology, being sold over at that Amazon dot com site–and do grok a bit of the internal struggles that come with balancing time with creativity and drive, in terms of producing something.

That’s what’s at the heart of The Novelist–balance. This 2013 game about life, family, and the choices we make comes from Kent Hudson and Orthogonal Games and packs quite a wallop. Maybe not for everyone, but certainly for me, an introvert who spends far too much time worrying about decisions, both past and those still to happen, and whether anything could have been or be different. I will most likely only ever play this game once, and so the decisions I made for the Kaplans are final and finite, never to play out differently. Let me set up the plot for y’all…well, at least how it starts.

The Kaplans are on vacation in an isolated house on the coast. Novelist Dan Kaplan hopes the time away will not only reconnect them all, but also defeat his crippling writer’s block, which is stopping progress on his next book. Dan’s wife Linda wants to work on their failing marriage, as well as develop a career as a painter. Their son Tommy is incredibly lonely here and desperate to gain his father’s attention. Also, the house is haunted, and you play as this spiritual incarnate, listening to the family’s thoughts and influencing the decisions the family makes over the course of the summer. More on that last bit…in a bit.

The Novelist has two styles of play: stealth or storytelling mode. I went with the former, since it seemed to add more to the gameplay, wherein you actually have to be careful not to make yourself known to the house’s inhabitants, otherwise you can’t read their thoughts and help influence them in a certain direction. As a ghost, you can travel–and safely hide–in lights, but you can also exit light fixtures to move around the home, and this is when you need to be aware of where Dan, Linda, and Tommy are at all times. If they see you, they’ll become suspicious, and if you can’t hide fast enough, they’ll eventually be spooked to the point of no return. Without this element, I feel like The Novelist would simply be an interactive story, which is not a deal-breaker at all, but trying to remain hidden at least adds some tension while searching the home for clues.

The Novelist is separated into chapters, and in each one, you must gather clues and listen to the family’s thoughts to learn about their lives and true desires. Once you are ready, you must make a decision, which means selecting one person’s desire over the other two, which often leads to disappointment on their parts. If you found enough clues, you can make a single compromise, which means it’s only half disappointing and probably better than nothing. For one chapter, I forgot to make a compromise before whispering my ghostly choices into Dan’s ear as he slept, and I’ve felt horrible ever since–someone else could have at least be minutely happier, if not happy, and I funked it up.

Anyways, your decisions then affect the next chapter and how the characters feel and move on with their days. You’ll read letters and notes that give you a glimpse of the repercussions you’ve created, as well as feel like a sad sack of slop every time you spy one of Tommy’s crayon drawings. At night, after you found all the clues and selected your decision, you get to wander the house freely as everyone sleeps, coming across spiritual journal entries of people that once lived in the house; I found this to be the least interesting aspect of The Novelist, and it felt like a forced way to explain how the home became haunted by a spirit. All I was concerned about was the here and now, the current happenings.

Ultimately, from The Novelist I learned that I’m probably going to be a terrible parent. Many of Tommy’s issues, such as wanting to build a toy car or look for arrowheads in the woods, seemed trivial when compared to fixing Dan and Linda’s marriage or Dan making progress on his next novel, which, as an author, is his job and future income and security. So Tommy got left out for a lot of the game, except later when I did make his education a top priority for the family. Still, there were ups and downs across the whole summer, and while things turned out okay-ish for everyone involved, I still wonder if I could have done a better job of manipulating them towards happiness.

The Novelist will not blow anyone away with its visuals, but the writing and solid voice acting really help bring the Kaplans to life, in a way that makes their dreams and desires feel tangible–and thus more heartbreaking when you steer them off the path. I highly recommend it to anyone interested in choice, as this is basically those big moments in Mass Effect and Telltale’s The Walking Dead, but from beginning to end, and much more mundane. It’s all the more believable despite the magic whispering ghost zipping from lamp to lamp and hiding in bathrooms, which never seemed to get visited, to not get spotted.

Dronefall imagines a pixel art future overrun by deadly drones

dronefall prologue gd impressions charity game

It really bums me out covering games much later than I intended, especially indie titles or tiny slivers of experimentation from the myriad jams that go down in this industry, as often finding information about these things months–or even years later, as is the case with Dronefall – Prologue–is nearly impossible. You’d think my seasoned Googling skills would unearth all the details, but nope, not for something as slight as this; that said, I dig the search engine company’s new logo.

Anyways, I’ll do what I can with what I got, but if you know more than me and want to rub my honker in it, by all means. Dronefall – Prologue was made by Inglenook, a company that is hard at work on something called Witchmarsh. The short little thang was produced for the Charity Game Jam back in 2013, along with almost one hundred other games, with funds going to the Reprieve UK foundation. Again, I do not remember where I was and how I came to download it, but its executable file was in my videogames folder…so I gave it a double click.

Basically, we have a future overrun by drones, machines unafraid to murder and cause chaos. They were not programmed to bite the hand that wires them, but they’ll do it without question. In Dronefall – Prologue, you play as a woman whose name I cannot recall or look up due to nobody else ever in the entire Internet-driven world having touched the thing. YouTube and Google continue to suggest Downfall instead. Anyways, naturally, she has just awoken up to this dark, dastardly future, and begins moving left to right in hopes of figuring things out. It’s a puzzle adventure game, though there’s only a little bit of both in this “prologue” chapter; you can examine items in the world and turn wheels to shut off machines or pipes leaking steam, and there’s truly only one puzzle to maneuver through at the end, which is not difficult to figure out. Then it fades to white and the dreaded “to be continued…”

Before I finish this post, I have to say that I’m pretty amazed with myself for breaking Dronefall – Prologue, a game that takes maybe no more than five minutes to get through. Towards the end, you have to take a lift down from the second floor to the first, and somehow, the lift got activated without our main hero girl on it. I could stand her over where the lift once was and still activate it, but that meant she rose into the darkness known as the ceiling as the lift rose as well. I walked her to the right onto the next screen, and everything froze, then crashed. It’s like accessing the warp pipes in Super Mario Bros, except instead of leaping forward a few worlds it teleports you back to your desktop.

Considering I can find next to nothing about Dronefall – Prologue or even Inglenook–its website is launching soon!–and that the developers are all hands on deck for their Kickstarter project, I don’t expect there to be a continuation of this adventure. Which is a shame. Not because there’s a fascinating story or mystery here, but it looks gorgeous, and a full-fledged dive into this unpredictable future through pretty, pretty pixel art is more than enough to count me in. That said, Witchmarsh, an action RPG set in 1920s Massachusetts, does seem to have a similar look, so perhaps I’ll check it out later this year.

St. Chicken is actually about surviving the perils of the ocean

st chicken Screen_Shot

I don’t think I can actually tell you where my copy of St. Chicken came from–probably a bundle from yesteryear–but I never imagined it was a game about a magical guppy leading its offspring to ancient relics while keeping them healthy and nourished and out of harm’s way. The game’s executable file has sat untouched in my laptop’s “videogames” folder, but I’m trying to make a dent and open up some hard-drive space.

Truthfully, I expected a cutesy, colorful platformer starring a cartoonish chicken, like a throwback to the early Sony/Sega mascot days, on some sort of religious mission to save his or her brethren from factory farm management or an evil tractor while gathering enough eggs to unlock power-ups. Nope.

St. Chicken is a quirky puzzle-lite maze explorer where you play as a lost pet guppy with special healing powers. Basically, you swim around as the titular St. Chicken, collecting white pellets that ding as you touch them, which I imagine are food. As the guppy eats each pellet, it grows larger, and after a set amount, spawns a tiny offspring, called fry, as well as shrinking back down in size. Your fry need to remain close to St. Chicken to stay healthy and alive, and by pressing the space bar you can summon the offspring over all at once. Kind of like the “all units” command from whatever RTS franchise floats your boat.

Your goal is to get all your fry safely to the end of the level where some glowing bit of treasure or relic awaits, which is not as easy as it sounds. Like in Pikmin, your babies are pretty vulnerable, and if an eel or sting ray makes contact with them, they will perish, with no way to get them back. You also have to stay on top of the fact that St. Chicken’s fry are always close because if they linger too long away from their parent, they will perish from general weakness. I ran into a few cases where one little fry got caught behind a wall and didn’t follow the others along the main path, perishing after a few seconds by itself.

From what I can gather, there’s a total of six levels to get through in St. Chicken, each gated by a specific number of rescued fry. Alas, I couldn’t get past the fifth level, as I found it beyond frustrating to lose all of St. Chicken’s offspring right near the end. Granted, it was my fault for not paying close attention, but the thought of going back and redoing the entire level over again–it’s fairly lengthy and tedious by nature due to having to move slowly and meticulously since many paths are blocked off at first–did not excite me. And so I’ll walk away from 2012’s St. Chicken with 64 fry happy and safe from underwater predators, but no more than that.

You can tell a true cowboy by how they spell in Jack MacQwerty

jack macqwerty gd impressions capture

You’d think that, having been copyediting for almost a third of my life now–a couple years in college after I switched from pursuing art something-or-other to journalism and then almost ten years in the big, scary, real world–that I’d be more into the niche spelling genre of videogames. Y’know, things like Typing of the Dead and Icarus Proudbottom Teaches Typing, where the goal is to spell a word, often fast, for some kind of result, whether it is shooting a zombie in the head or moving on to the next task. I may not be a fast typer, but I’m a pretty good speller.

Jack MacQwerty doesn’t try to do too much differently with this small, but strong sub-genre, but it is cute and quirky and has fun with the mechanics nonetheless. Basically, you play as the titular sheriff, taking out opposing cowboys and bad guys by typing their names. Dun dun dunnn. Sometimes their names are traditional, like CLINT or CHERRY, and other times you’ll be feverishly hitting the keys to finish names like ISENGARD, FART, or IDAREYOUTOKILLME. Not going to lie, I totally guffawed when I saw an enemy called SHRECK quickly followed by THEMASK.

When you run out of ammo, type RELOAD to reload, which makes sense and totally gets under your skin when you hit the wrong key and have to start all over while bullets zoom your way. It’s like missing that active reload in Gears of War when you need it most. Later, you’ll want to avoid shooting bystanders with names like DONOTSHOOT and INNOCENT. Also, if you lose enough health, type HYDROMEL for a swig of power and rejuvenation, not that I believe honey-based liquor contains such powers, but that’s videogames for you. Personally, I go right for the raspberry iced tea.

Ironically, for a game about spelling, there’s quite a number of typos on both the game’s GameJolt page, as well as in the “how to play” menu within Jack MacQwerty. Not sure if they are there to be funny, but the professional part of me doubts it. Other than that, I enjoyed my time in the word-littered Wild West, and the retro aesthetic does a fine job of not getting in the way of either the fun or the jokes. If you have a few minutes to kill and like spelling out funny words really fast, give it a shot. Happy trails!

Tilt every platform to make it through Through

gbjam4 through impressions gd

Here’s the unfortunate reality: I will never have enough time to explore all the game jams out there that I want to explore. I’m still not even close to seeing all the entries from GameBoy Jam 3, of which there are 237 in total, and I’ve tried out a whooping three, each of which had something unique or fun to offer: The Tale of Kelda, Roguelight, and Meowgical Tower. Now here we are with a further 181 creations for the next iteration, the rightfully named GameBoy Jam 4, and I don’t know what to do with myself. Guess I’ll play something.

Through is a short, proof of concept puzzle platformer starring a tiny black pixel that could probably befriend the likes of Boxboy and the doomed hero from Disposabot. There are twelve levels in total, with the goal being to reach the teleport pad; however, it’s not always a straight path to it, and this is where tilting takes over. By pushing our tiny retro pixel soldier against a wall for a second or two, he or she or it can pass through, turning the wall into empty space and reshuffling the other platforms around. It’s a bit mind-bending, and I never really saw how the world shifted or was going to shift, like one eventually did in Fez, but if you kept playing around with tilting this way or that, the exit would get closer and closer.

The twelve levels here are not difficult, especially the first three that act more like a tutorial than anything, and so Through is more of a casual playthrough, where you try pushing against a wall and seeing what happens. If it doesn’t work out, jump elsewhere and push another wall. Floor spikes make an appearance only in the final level, and those kind of dangerous elements could have been introduced earlier to create some tension or force players to find an alternate path to the exit. All of this is backed by a looping soundtrack of bloops and bleeps, though it works well enough.

A “To be continued…” message pops up after you finish Through‘s final level, and I do hope we get more from this. The mechanics are there, but a little more variety could help, as well as a smidgen more art, though the simple graphics help create a lonely aesthetic. The game’s developer goes by the username goshki, and I’m not familiar with any of his other work, but I’d love to see this warp maze puzzle game expand into something a bit trickier, more demanding. Personally, I think it’d be a great fit on the Nintendo 3DS, especially if there’s a level editor involved, wherein we can then see what others can create with this idea. All right, I’m off to get a cup of coffee, and I think I’ll just push against the kitchen wall afterwards and see where it takes me.

Examining the unconventional weapons of Ludum Dare 32

ludum dare unconventional weapons roundup

The theme around Ludum Dare 32 was “an unconventional weapon,” which I imagine resulted in numerous indie takes on situations like Red Faction: Guerrilla‘s ostrich hammer or using a purple dildo bat in Saint’s Row: The Third to take out enemies with precision and embarrassment. Or maybe it didn’t. With a theme, anything can be anything, and interpretation is the actual name of the game. What I’m trying to say is I’ve seen neither an ostrich or sexual device gripped in anyone’s hand…so far. Perhaps I wasn’t looking hard enough or maybe somebody needs to invent a new filter.

Anyways, below are a few entries from the latest Ludum Dare that I’ve dabbled in over the last few months and wanted to share with all of y’all. Why? Well, I think they are neat and have potential. Considering the high number of entries, upwards of 1,450, please do let me know of some other interesting ones to check out not on my list. Remember, I’m partial to strange names, point-and-click romps, and pixel platformers. Also: cats.

Blackbird

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Blackbird has a good look and some solid animation, but its mechanic, which is, by all definitions, unconventional makes it a rather hard thing to play. There’s only one level to experience, too. Basically, you move a hooded person around with the arrow keys and press X to have a bird dive bomb; if you time it just right and the bird dive bombs through a glowing orb, it’ll raise the platform that both it and the orb hit, which is basically whatever is directly below them. Since you can’t control the bird directly, it’s a mix of waiting and luck. Raise enough platforms up, and you can get the hooded man over to the level’s exit. Neat idea, but might be too punishing to be enjoyable.

Avenging My Gran, the Famed Botanist

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With such a quirky title, I had to check out this smarter-than-smart puzzle game about murdering the plants that murdered your grandma from Chris McMath. The idea is to pick up a stick, grab some fire, and burn a plant to ashes in each level. However, due to the geometry, length of stick, and your hero’s positioning, it’s not as simple as it sounds, and you’ll have to puzzle your way to victory. For those curious, I got stuck on Day 5. Avenging My Gran, the Famed Botanist is adorable, silly, and surprisingly challenging, with a simple, non-deterring aesthetic, though I do wish a different font was used, as it made reading some lines a struggle.

Spinnicus

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Similar to Blackbird, Spinnicus is more of a proof of concept than something fully realized made in the allotted timeline for Ludum Dare 32. Set in a Roman-inspired gladiator arena, your little dude wields a harpoon on a chain, and you can grab an enemy with this, spin them in circles, and toss them at other charging enemies to clear a path. That’s it. No score, no goal–just grabbing and tossing skeleton soldiers. Which is fun…for a time. Then you begin to wonder about what else one might do here, and then the harpoon glitches out, forcing you to bend the knee and die, and exit out.

Fathom

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Yes, yes. It’s a pixel platformer, but of course there’s an interesting hook in this one to help it stand above the others. In Fathom, you can slow down time and manipulate the bullets that these mounted turret guns are firing at you. If you wanted to, you could flip the bullets around, sending them right back to meet their makers, or you could brute force it along some other path to help destroy a generator keeping an electrified forcefield running. The zoom in and slow-motion really feels great, though it takes some practice to perfect. I’d say the possibilities are endless, but that’s really all you can do in this little jam session from Joe Williamson. That said, it’s still a ton of fun, and the potential is there for a grander adventure with even more insane mind-controlling abilities. Give it a go for yourself.

Badass Inc.

badass inc capture

I rolled my eyes a few times at Badass Inc., but it’s still quite enjoyable. Developer Sébastien Bénard says it is his homage to all things Blade Runner, Another World, and Flashback, and it’s clearly evident from the moment go. I’ve played a few of his other jam titles in the past, such as Last Breath and Proletarian Ninja X. In this one, you play as an assassin, and her boss wants her to take out the next target in a more unconventional manner. Think food poisoning or slipping in the tub over shooting. It’s a mix of combining items to solve puzzles and timed gunplay, though neither element is extremely deep. Another round of editing to fix typos wouldn’t hurt, but it’s stylish and easy to play, with a technokiller soundtrack that only a Replicant would ignore.

How I Escaped the Dungeon of Torment

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This is a cute one, with a lot of replayability. How I Escaped the Dungeon of Torment, which is really just the story of a young boy trapped in a small cabin, has you adding garden tools to the end of a hose and beating down a locked door with your unconventional weapon. Now, the loot you pick from is random, and our leading lad can only swing so many times before he gets tired and picks another tool to add to the hose. Depending on what you get and where you put it, your hose’s stats will differ; I personally tried to up speed and chance of critical hits, but it still took me a good number of in-game minutes to breathe fresh air once more.

Vacuum Hero

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Vacuum Hero is a puzzle action game where the nameless adventurer wields a vacuum cleaner…instead of the typical sword. Off he goes into a dark dungeon brimming with locked doors and slime monsters. With this device, he can suck up items and enemies and shoot them elsewhere to advance further. Right now, there’s little story, and the music gets tiresome far too early on, but the mechanics are fun though I wish you weren’t locked in to only four directions when moving and aiming. I could see becoming something much bigger down the road. Personally, I don’t enjoy vacuuming, but maybe I’ve been doing it wrong.

Ricochette

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I watched a lot of Xena: Warrior Princess as a young lad, always fascinated when Xena would toss her chakram and the camera would follow it on its deadly path as it sliced throats and bounced off walls. Here, in Ricochette, your goal is much the same, but this time you get a sneak peek of how your chakram will move around the top-down map via Peggle-like lines. Hitting an enemy allows the chakram to keep moving, allowing for combos. There’s only one level here, which is a big open space, and I managed to murder everyone without losing all my hearts. Some more animation, a plot, and trickier enemies could result in a fun–if necessarily short–game.

Well, I think that’s a good selection of appetizers for now. If you are hungry for more, by all means, hop over to the Ludum Dare site and try a few others out. Many can be played in your browser, too, and it seems like Ludum Dare 33 finished up recently and is now in the voting phase. Its theme was “You are the Monster,” and I do hope to dive into some of those ghastly creations real soon.

Playing co-op the solo way in Lara Croft: Guardian of Light

guardian of light gd cooping by myself

I keep saying that I’m working at completing games saved on my limited Xbox 360 hard-drive space in hopes of then deleting these finished games and making room for those in my growing download queue too large to acquire until some room clears up…but really, I’m dragging my feet. Or rather, my hands. Sure, sure, I polished off The Raven‘s first episode and Assassin’s Creed II some time back, but it’s not enough. Not when Microsoft keeps giving out full retail games as digital downloads, with each ranging between 6 and 9 GB of required space. Feel free to insert a first-world problems snarky comment here; I’ve earned it.

So, over the weekend, I took a good hard look at the list of games on my Xbox 360 and decided that I had let Lara Croft: Guardian of Light sit idle for far too long. According to How Long to Beat, it should only take me about six hours to complete. I think I can do that, especially when you consider that my save sits somewhere around the fourth or fifth level; basically, I just took down the magically deadly T-rex, which was previously a stone statue. Perhaps that means I only have about four or five hours to go if I really get to work and don’t run into any snags. I don’t plan on trying to collect every weapon or relic or do all the challenge rooms that are unearthed, simply finish all the levels.

Perhaps I’ll have more to say about the main storyline or rolling around, dropping button-controlled bombs, and blasting enemies with a staggering assortment of weaponry, but for now, I want to speak about co-op play, as Lara Croft: Guardian of Light is designed mostly from the ground up to be played simultaneously by two players. Either with a friend beside you or across the great expanse we know as the Internet.

Ultimately, honestly, I just wanted to unlock the four Achievements tied to co-op play, because I guess I still care about these things, which are as follows:

lc gol a friend in need ach

A Friend in Need (20G) – Play Co-op mode

 

lc gol leap of faith ach

Leap of Faith (15G) – Catch Totec with the grapple while he is jumping over a death fall

lc gol return to sender ach

Return to Sender (15G) – Reflect an enemy’s projectile back to him using Totec’s shield

lc gol jump jump ach

Jump Jump (10G) – Jump from Totec’s shield while he is jumping

 

Here’s the rub: I did unlock them all…by myself. Yup, I sunk low and played a two-player game with myself, jumping back and forth between two controllers on my lap, one for Lara and one for Totec. First, I did try to find if anyone was online and playing, but after numerous attempts, no games were found. Which makes total sense, seeing we are five years out from its launch, especially given that there’s already a sequel to this, called Lara Croft and the Temple of Osiris. Second, I don’t really have many IRL gamer friends, which is one of the reasons I still haven’t even purchased a second controller for my PS3.

To be honest, because I did this single-handedly (well, not literally), these Achievements feel all the harder earned. Though the first one, A Friend in Need, simply required me turning on a second controller and starting a co-op game. Easy peasy there. It gets gradually more difficult. Jump Jump saw me holding down the left bumper on the controller for Totec, while using the other controller to get Lara to jump on his shield; after that, while still holding down the left bumper, I had to hit Totec’s jump button and quickly follow it by hitting the jump button for Lara, which took a few tries. Leap of Faith required similar tactics.

However, to unlock Return to Sender, which requires Totec to use his shield to bounce an enemy’s projectile back at them, one must make it to the second level. That means completing the first co-op level, and for the most part, I could simply leave one character standing still in a corner while the other character took care of enemies and puzzles before moving both of them along the main path. There are two sections in that first level where both characters need to be constantly moving, working in tandem, and this proved challenging as I had to juggle moving both Lara and Totec and using their respective skills–Totem can create platforms with his spear while Lara can use her rope thingy to make bridges and climb walls–truthfully, I’m still amazed I got through it all.

With those silly Achievements now mine, all I really want to do left with Lara Croft: Guardian of Light is complete the main story, with little concern to score challenges and collecting all the weapons or relics. Once that’s done, it’ll be uninstalled, and I’ll be one step closer to maybe causing chaos in Just Cause 2.

Press select to witness other events in Final Fantasy IX

ff9 ate no yummies impressions

As expected, I drifted away from Final Fantasy IX on disc two, like I always do, though I partially have a good reason: I moved. Like, physically, from one abode to another. That meant, for a few days or so, my PlayStation 2 was not hooked up to a television, packed away in some box that sat in a family of cluttered boxes, unable to differentiate itself to me. Hands down, that is a solid reason why I stopped playing; however, after hooking everything up, I still didn’t give it my undivided love and attention for over two months, mostly because I got stuck on the Soulcage boss at the Iifa Tree, and I was never seemingly in the mood to grind everyone up three or four levels.

The good news is that I finally showed the Soulcage who is the true boss, thanks to grinding while listening to a podcast and then spamming Bio and summoning Ramuh a few times. Now I can continue on in this fifteen-year-old RPG that I’ve never beaten. If you’re curious, I’m at the beginning of disc three currently, and it’s actually a miracle I made the leap from disc two. I may have talked about this before, but another common reason I often walked away from Final Fantasy IX as a young gaming lad was because my disc two is scratched or damaged internally, which causes the FMV to glitch out and, occasionally, freeze. The clips after you clear away the Mist from the Iifa Tree and Kaju and Garnet’s second mother duke it out certainly skipped and stuttered, but thankfully never locked up.

Anyways, originally, I opened this post with paragraph below, but it’s been in my drafts folder for so long I felt like I needed to explain–more to myself than y’all–why I’ve been so quiet on my quest to beat Final Fantasy IX in 2015.

This might be a bold claim, but I feel pretty safe in my assumptions: the stories told in Final Fantasy IX‘s Active Time Events are more enthralling than the main plot. The even crazier thing? They are entirely miss-able, though I do not suggest you miss any of ’em.

Commonly abbreviated to ATE in the same fashion that Active Time Battle is also referred to as ATB in any roleplaying game forum, Active Time Events is a system that gives the player the ability to view short, optional scenes in Final Fantasy IX that are happening at the same time, either nearby the main cast or elsewhere in the Mist-shrouded world. The system was created by Hiroyuki Ito, the game’s director, and, possibly next to the mechanic where you level up passive and active abilities to earn them permanently, this is my favorite aspect from 2000’s throw-back entry to the Final Fantasy series.

Unlike a number of other RPGs, when you often arrive in a town, the party splits up instead of walking around together in one long line like a bunch of children in school heading out for recess. This makes logical sense in a fantasy world where there is so much to see–Vivi wants to explore, Quina is in search of new cuisine to try, and Steiner must ensure there is no danger for the princess-in-hiding up ahead. So on and so on. You’ll mostly be in control of Zidane, moving from screen to screen, and as you do, ATE will activate, prompting you to view a side story scene by title only. These titles are generally a few words long, but intriguing nonetheless, such as “Do As I Say, Not As I Do,” “Dagger Tries,” and, of course, “No Yummy-Yummies!” Watch the scene and then get back to doing what you were originally doing.

Honestly, I can’t imagine someone playing Final Fantasy IX and not viewing these additional scenes. Sure, a few are goofy and less than vital, like the ones involving Moogles or NPCs you don’t really interact with much, but the majority are staggering in the amount of info and details they reveal. Such as when Dagger tries to learn how to speak like a commoner or Vivi’s quizzical time in the Black Mage Village. Without these moments, the greater impact of the main plotline, which is not all that moving, would be lost.

Final Fantasy IX‘s ATE scenes help reveal more about the game’s story and characters, especially its villains. Another bonus from watching these events unfold is that you’ll occasionally obtain items afterwards or see locations before you visit them. All you have to do is press select, and you’re in. I know I’m going to keep doing it until the credits roll.