Category Archives: impressions

Charlie Murder is pure punk rock punching and kicking

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Charlie Murder is one of the two free games given out last month on the Xbox 360 for Gold members, and I nearly forgot all about it, ending up downloading it on its last available day, a few hours shy of midnight. Whew. Thankfully, it’s a small game, somewhere under 400 MB, and so it didn’t take very long to go from Microsoft’s server to my hard-drive. Skip ahead a few more days, and I actually got to play a wee bit of it, enough to put some thoughts in my head, which I’m now sharing with y’all.

Let’s see. Charlie Murder from Ska Studios is…well, I don’t really know what’s happening story-wise at the moment. The game begins with our titular character in Hell, but only briefly; see, a paramedic is actually resuscitating Charlie, though I’m not sure that’s a good idea. Seems like the streets are now overrun with denizens of Hell because the end times are upon us. Three cheers for that. Now back on his feet, Charlie and his friends (if you have friends to play with, that is) must fight off this stirred evil. There’s also some story stuff about Charlie’s band, which I’m only just beginning to glimpse, though I imagine it is either going to be of the “rise to fame” or “fall from grace” ilk. We’ll have to wait and see on that for now, and I’m definitely more interested in that than anything else.

Charlie Murder‘s a brawler, a 2D side-scrolling beat-em-up, which, to be honest, is not a genre that really excites. Sure, over the years I’ve had some decent fun with Scott Pilgrim vs. The World: The Game, Streets of Rage, Shank, X-MEN Arcade, and so on. Heck, I’ll even openly admit right here, right now, that I put many hours into the demo of Fighting Force because, in 1997, I just couldn’t stop hitting men with broken bottles. But for the most part, walking left to right and beating up generic goon after goon with fists or a range of weapon types until you can move on wears out its welcome real fast with me. Especially the part where you repeatedly mash the X button. Alas, that gameplay style seems to still exist here in Charlie Murder, but at least the game has personality, as well as some RPG elements to freshen tactics up.

There’s just one problem–I can’t read any of the text in this game save for the colored button prompts for quick time events. It’s tiny and scribbly, and yes, I’m wearing glasses and even sitting pretty close to my television. See, a big part of the game is using your smartphone, checking in on a Twitter-like app to see who is messaging you and how many followers you’ve gained, as well as reviewing your inventory, buying skills, and selecting which special powers to assign to what buttons. Y’know, key elements to make Charlie stronger and more unique, and I’ve ended up going on guesswork alone, hoping that this shirt is better than the other one based on some iffy color cues. Like, I know this is a bad image to begin with, but this is more or less what is like to be me and see the game and its text as I’m playing. Insert a grumpy face emote here.

So, that’s a bummer. Thankfully, the game has style out the wazoo, and you wouldn’t be wrong for immediately thinking of Jhonen Vasquez’s Johnny the Homicidal Maniac comics and Invader Zim series. Muted colors save for greens and purples and dark, quirky humor work pretty well here, especially that one part where Charlie had to rough up a man in a hamburger costume at a fast-food joint. You can change how your character looks with clothing and tattoos, which is always a plus in my book, seeing your actual equipped attire reflected on the person, and it seems like there’s plenty to spend on, though money does not come fast or free, which might mean grinding, and now all I’m doing is frowning.

But yeah, this indie brawler is nice to look at and listen to, I just worry that playing by myself, especially unable to read most of the stats on weapons and gear, is not going to be a lot of fun. You can join up with other people online, which I tried once and got immediately booted, so there’s that option, but I don’t suspect I’ll be back to stop this punk-rock apocalypse from happening any time soon unless I magically receive two more Xbox 360 controllers and three new ready-to-go friends. It’s competent, but conventional, and I’m sorry if that hurts to hear, Mr. Murder and friends.

Doki-Doki Universe may be irreverent, but at least it’s imaginative

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There exist many great RPGs, like Suikoden II and Chrono Cross, and in these also exist little slivers of additional content lovingly called side quests. They get this name mostly because they are smaller tasks on the side put upon the hero, heroine, or group while they also handle much larger tasks like killing that evil dragon and saving the world. More often than not, a great side quest can outshine the main path; for instance, take a look at the “The Power of the Atom” quest from Fallout 3, which stands out to me more some six years later than all that water-purifying monkey business with your runaway father. Of late, I really loved London Life, a kinda large mini-game bundled with Professor Layton and the Last Specter that is all about fetch side quests and ate up many hours of my life.

Well, good news–Doki-Doki Universe is a game made up almost entirely of side quests. It’s basically them, plus a handful of personality quizzes which are not as mundane as they sound and can be quite enjoyable so long as one spaces them out between helping random planet inhabitants and riding coffee mugs with wings up into space. Y’know, be sensible about your tasks like that. It’s a lot of to- and fro-ing, but I always seem to need these rather straightforward tasks in times of brokenness, so I’m really having my fill. The game is a freebie this month for PlayStation Plus users, and I initially thought it was only for the Vita, but evidently it is a cross-play title. That’s awesome, and something we need to see more with other consoles.

There’s a story here and, just like Le Petit Prince, it is both sweet and sad. Maybe not as crude as that French children’s story though. You’re robot Model QT377665, but let’s go with QT3 for short. Turns out, your human family sucks and abandoned you and your balloon buddy on an asteroid. Flashforward 11,432 days, and Alien Jeff shows up to give you some bad news. Evidently, your model is getting recalled and scrapped because the company that made you apparently doesn’t believe it has enough “humanity.” Alien Jeff is assigned the task of discovering just how much humanity QT3 is capable of before reporting back to head-honchos.

And so off you go to different, humorously named planets to solve the myriad of problems people have–and animals and talking vegetables and sentient snowmen–to learn more about humanity and gain some perspective. Space is an open map of planets, and you can visit them in any order; in fact, you’ll often need to visit other planets for additional presents to help people with some of the trickier requests early on. Most often, QT3 just needs to summon a specific summonable to finish the quest; for example, someone on Yuckers desires a smelly item, and so QT3 just needs to make a pile of poo magically appear next to them. Quest complete. Others have you either performing a greeting with the right analog stick (waving, bowing, blowing a kiss) or throwing someone like a slingshot to a specific part of the endlessly scrolling level, which is actually a bit tricky.

Besides handling simple side quest after side quest, which despite how it sounds really does scratch a specific itch, there’s personality quizzes to take and email to read. Mmm I do love a game with email, and I’ve been tinkering away slowly at a Grinding Down post about why this is so; maybe it’ll make an appearance down the road. Anyways, the personality quizzes are cute multiple choice questions, with a quick summary of you as a person at the end. They don’t always nail my personality, but are surprisingly accurate the majority of the time. These quizzes are perfect to do before you land on a new planet, too. As you grow as a robot, Alien Jeff and friends you’ve made along the way will send you adorable little emails that are animated and colorful and keep those stories going a bit longer after they technically ended.

Not all is green and dandy in Doki-Doki Universe, as I have stumbled across some very annoying hard crashes and lock-ups. These always happened when QT3 would begin to pull up the multitude of bubbles that makes up his inventory. There’s also no great way to sort through all your consumables, a problem the closer you get to collecting 300, as you can really only view a handful at a time on screen, and so if you’re trying to hunt down one specific item, best keep hitting randomize or trying your luck with the similar button. The game will occasionally log me out of PSN, too, though I know not why and how. I might have also run into a glitch where you are supposed to return to the Home planet and speak with the red balloon; alas, for some reason, the balloon is high in the sky, and QT3 can’t reach it to begin a dialogue. Hmm.

Based on how many consumables I have and how many decorations I’ve acquired for QT3’s Home planet, I must be pretty close to the end, to seeing if this little robot that likes dressing like a lumberjack has enough humanity instead to save his steely skin from being turned into scrap. It’s not a long game, but long enough for me, and I’m looking forward to finishing it up and adding it to my never-ending list of games completed in 2014. At least this one should be relatively easy to draw a comic about, since the art is more or less on my level.

Gnoming the Minnesota countryside for more answers in Puzzle Agent 2

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Look, I think Telltale Games really messed up in how they presented Nelson Tethers: Puzzle Agent and Puzzle Agent 2 to adventure and puzzle fans worldwide. They are not two separate games, but rather one cohesive story broken right down the middle, with some faux resolution to make one feel like they finished something when in reality, all they did was open the floodgates for further answers. Answers that would have to wait for a second go-around. If we could travel back in time and I could get a job at Telltale and confidently speak up during one of those early brainstorming meetings, I’d rename them as so: Puzzle Agent, Act 1 “Acer Eraser Chaser” and Puzzle Agent, Act 2 “Gnome Man’s Land”. You’re welcome, everyone.

But really, that’s just me being picky over the fact that these are clearly meant to be played together. One, then the other. I mean, I have no idea how anyone could play Puzzle Agent 2 and not have experienced the story from the first game and still understand what is happening in this dark, disturbing tale of disillusionment and dementia. Everything is connected, and nothing is hamfistedly explained for the player a second time round. You either know who Isaac Davner is or you don’t. It’d be like if the first act of Broken Age had been released with the full implication that it was, for lack of a better way to put it, a complete and finished product. People would have gone bananas-infused crazy if that had been the case, but granted, from what I can tell, the two Puzzle Agent games are small fish in the big adventure games pond. And what a shame that is.

Puzzle Agent 2 is more or less the very same game as Nelson Tethers: Puzzle Agent, with one pretty key difference between the two: difficulty. In the original game, I found many of the logic puzzles to be absolutely mind-hurting and found myself looking up answers online even after I used all three possible pieces of hint gum. It’s no fun getting stuck on a puzzle in these kind of games because it basically means you can’t see any more, and I felt like the majority of the puzzles were just too obtuse or unfair, though maybe the later Professor Layton games really softened me up. That said, I looked up maybe two to three puzzle solutions at most in Puzzle Agent 2, finding many of them almost ridiculously easy and simple. Guess you can’t have your cake and eat it too.

The strange story of a shutdown erasers factory and the Hidden People whispering in the woods continues on and on in Puzzle Agent 2, with Nelson Tethers returning to Scoggins, Minnesota to finish what he started. Alas, he has to use up all his vacation days to do so as the FBI believes everything is cleared up. Immediately upon arriving, Nelson feels unwelcome and receives a mysterious note that highlights the fact that many others have gone missing, not just Davner. Your first step is figuring out who, in what order, and why. Naturally, you’ll do this by talking to locals, running down dialogue options, and solving puzzles. It’s quite perfunctory and by the numbers, but it’s also really great and entrancing thanks to the tone, delivery of the voice acting, and Graham Annable’s unsettling art style. Seriously, there’s some fantastic dialogue here, especially between Nelson and newcomer (and potential love interest) Korka, and even more fun-to-watch cutscenes thanks to a bump in the animation department.

However, there was one puzzle that really disappointed me. It’s one of the final puzzles in the game, where Nelson is running from some people and trying to find a thingy. I believe the instructions were telling me to draw lines from certain floating items in a specific order to help keep Nelson focused on the task, but I failed every time, and this is one of the rare puzzles where you are being timed and have to act fast. I felt very confused from the word go, and I blame the instructions, as they weren’t very clear. I had completed all the other puzzles up to that point, so it was frustrating to see one slip by, especially that close to the credits.

This time, thankfully, when Puzzle Agent 2 ends, it ends. Though there is a postcard-size hint that maybe a third adventure, one not set in Scoggins, could happen down the line, but given that Telltale Games is now working on four episodic adventure games series concurrently…I doubt anyone is really pushing for more Nelson Tethers action. I mean besides me. Let me know if I’m not alone in this. Heck, if a potato salad can see rise to a great Kickstarter, why not Puzzle Agent 3: The Bermuda Bummers? Let’s do this.

The geometric world of Hexic definitely needed my help

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Are you a cats or dogs kind of person? If you must know, I’m a big fan of cats. For proof, here’s my two furry critters: Pixie and Timmy. And I’m not just throwing this question out here for any ol’ reason, but I think you could potentially use that common question and apply it to videogames as well, such as so: are you a Call of Duty or Battlefield kind of fan? Crash Team Racing or LittleBigPlanet Karting? Or, to get right down to it, are you a Bejeweled or Hexic kind of puzzler?

For me, I never really played much Bejeweled save for a round or two on Facebook when I had a few minutes to kill and wanted to see who else on my friends list was doing the same. I’m a Hexic man through and through, and I’m fine with that. Heck, the game was designed by Alexey Pajitnov of, y’know, Tetris fame, so it’s got some serious cred behind its creation. Anyways, Hexic HD came pre-installed on my original Xbox 360–which is still operating since mid-2009–and I played it a lot. Almost like a friendless fiend. No, really. I would come home from work on my lunch-break to eat and instead shove food into my mouth as fast as possible while I dangled a controller on my lap and stared at a screen of tiles, analyzing the scenario and seeing which ones to turn next. Eventually, I moved away from Hexic HD as the remaining Achievements seemed nigh impossible to unlock, and they still do some five years later, but it remains a fun memory.

But Microsoft knows I’m still their unconditional, unwavering Hexic man, releasing a version for both Windows 8 and the Windows 8 phone for me to eat up. Naturally, I played the latter, and while it is far from perfect, it’s been a great little game to eat up ten to fifteen minutes every day as I progressed through all of its 100 levels. For those that don’t know how it plays, you are trying to rotate hexagonal tiles to create certain patterns and clear spaces on the board or create special tiles that have various effects. This time around, the mobile version sets different goals for each level, like hit X amount of points or destroy all of the dark tiles in X number of moves. It’s more goal-driven, which works in its favor for gaming on the go.

There’s also a bit of story, with a blue-faced tile encouraging you forward. It’s light and thin stuff, but it is nice to read some cutesy–if throwaway–dialogue between rounds and learn about how certain power-ups work.

Now for the negatives. Hoo boy.

Hexic is a free-to-play game that asks you, pretty frequently, to spend real money. Either on special boosters or extra lives. See, you get five lives–also know as five chances not to fail a level–and they refresh themselves over time. I think it’s maybe around 20 to 25 minutes for one new life to be gained. If you run out of lives, but want to keep playing and can’t wait around, well…the game has a store button for you. I’m not one to ever get involved in microtransactions, and let it be known that you can complete every level in the game without spending a real U.S. dollar; granted, I probably would’ve been finished with the game a month or so ago if I had, but there is nothing wrong with making something last. Patience is a plus.

The game also ends up crashing a lot, seemingly for no real reason. The first few times I chalked it up to how I was holding the phone and maybe I accidentally bumped the back arrow or something. Nope, not it. You’ll be doing well, making combos and gaining a high score, and suddenly you are kicked from the game back to your phone’s main screen. A straight dump. What’s even more frustrating is that when you log back in to play, the life you were just on is gone, and so not only did you mess up a good run, but you’re down one life. Knowing this also helped fuel my desire to never spend a single dime on extra BS because I had to now live and play in constant fear of crashes.

I haven’t uninstalled Hexic from my phone just yet, but I really think I might be done with my tile-turning time. For now. There’s maybe one or two more Achievements I could possibly go after, but the remainder seem to require some hard-earn money to get close to, and while I love Hexic, I don’t love it that much.

Nelson Tethers: Puzzle Agent is solving mysteries in Scoggins, Minnesota

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I think Fargo is a really great movie; I remember the first time I saw it, some ironically cold, wintery night in my freshman year of college, on one of those many weekends my roommate went home to see his parents and friends and left me to my lonesome–which, in the grand scheme of things, was perfectly fine by me. We were not meant to be. I had the lights off, the volume up, and my eyes glued to the screen. It’s a humble movie about small people committing big crimes, all for, to quote Marge Gunderson, “a little bit of money.” So far, I’ve seen the first episode of the Fargo TV show and really liked it, so here’s hoping it comes to Netflix down the line.

Anyways, that intro paragraph exists because I played a bit of Nelson Tethers: Puzzle Agent last night, which clearly takes inspiration from Joel and Ethan Coen’s 1996 cult American crime flick. Both are set in Minnesota, and both rely heavily on accents and smallfolk quirks to sell the setting’s personality. Granted, one deals with murder and kidnapping, and the other an accident at an erasers factory, so there are some slight differences in tone, but a mystery must be investigated nonetheless. Which brings us to the titular Nelson Tethers, who works for the Puzzle Research Division of the FBI; this is his first field assignment, and he’s humble enough to really want to do a good, thorough job, impress the higher-ups. As soon as he arrives, Tethers begins to see that this quiet, snowy town has a few extra secrets slinking in the shadows.

Puzzle Agent is a puzzle-driven adventure game in the same vein as the Professor Layton series. There’s a story at play, but to see it unfold, you’ll have to solve seemingly random puzzles–though some are definitely more themed for the plot than others–and these range from jigsaws to answering a question based on a specific set of rules. I think I even ran across a “bug grouping” puzzle that I also recently found in Professor Layton and the Azran Legacy, which I need to get back to sooner than later. You can collect pieces of chewed-up gum (gross), which act as hints for puzzles, and naturally, you get rated for how many hints you used and how many wrong answers you submitted. Other than that, you’ll question people via your trusty notepad of topics á la L.A. Noire and examine scenes, though there is no inventory to manage.

Visually, Puzzle Agent is a delight. It has this wonderful art style from the creator of Grickle Graham Annable, which is a really cartoony look, and you can see it so when the cutscenes zoom in on characters and you can make out the pencil lead in their outlines. As an artist, I dig this, though I get why some might not. Environments are detailed where it matters so far, and the illustrations for the puzzles get the job done. Speaking of that, when you submit an answer, you get this fantastic animation of your solution being zipped off to HQ for review, as well as a ticking number tallying up how much taxpayer dollars you are spending on this. It’s probably the slickest element of the entire game’s presentation, and yes, the character animation is meant to be so rudimentary. It’s for effect.

Not to keep comparing it to Professor Layton, but that series is really the pinnacle of puzzle-based adventures, and so there are a few things I wish Puzzle Agent did more like them. For starters, often, the text for the rules or question you are trying to solve is found in a sub-menu, meaning you have to constantly keep clicking back over to remember what your goal is, whereas the Professor Layton games, mind you, they are on a system designed with dual screens, keeps the information right in front of you at all times so you can read and solve in unison. Secondly, the game will not auto-complete a puzzle if you find the right solution; you have to hit submit to see it through, which has already lead to me second-guessing a few choices here and there.

Alas, I kind of spoiled a little bit of the game as I went searching for a good image to use on this blog post, but regardless, I’m still excited to see how everything plays out in Scoggins, Minnesota. I don’t think it’s a very long game, so maybe I’ll finish it over another sitting or two. What’s even better is that I apparently also have a copy of Puzzle Agent 2 on Steam, waiting for me immediately after. I guess I got both of these through a bundle at some point, but have no memory of such a purchase. Or maybe I bought them in a fever-driven state of consciousness. Hmm. Let’s just end on another Marge quote: “I’m not sure I agree with you a hundred percent on your police work, there, Lou.”

Eat bread, make friends, belt out a ballad, and more in Tomodachi Life

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Since its announcement, I’ve been pretty excited for Tomodachi Life. Watching the gang over at Giant Bomb play through some of its silliness and strangeness during one of the latest Unprofessional Fridays really helped seal the deal, and so I went right out the next day to snag a retail copy of the game. True, this is the sort of game one might want a digital version of so they can pop into it any time they want, but I’m a physical collector at heart. Truthfully, I was surprised to see it priced at $40.00 and initially balked, but decided it is ultimately better to support the quirky titles from Nintendo in hopes of more quirky titles from Nintendo. Paying it forward, y’know.

Anyways, you start out by creating an avatar to be your first island inhabitant. Naturally, narcissistic tendencies took over, and I selected the Mii modeled after me from my Mii Plaza. They refer to this dude as a “Pauly look-alike,” which is pretty cute and, at the same time, alarming. The clones will overtake us all. You can then fill an apartment with more Miis; some I downloaded off the Internet, a few more came over from the Mii Plaza, and I made one or two new ones from scratch. If you want a taste of what my islanders amount to, then here: Shaq, April Ludgate, Ron Swanson, Matt Mason, Minerva McGonagall, Satoru Iwata, and more. Plus, I have about six-seven more empty apartments to fill, but I’m in no rush to see those rooms occupied.

Tomodachi Life is a game best played in small bursts, and slowly at that. You navigate the island, which is more or less a collection of different button prompts, via the touchscreen and stylus. You can go to the food store and see what the daily specials are, you can visit the town fountain and watch as your Miis donate some coin, and you visit event spots like the beach or park to see if anything neat is going down. The main meat of the island is the apartment building, and here you can check in on your Miis. Some may be sleeping, some may be out at their day job, and some may be in someone else’s pad, schmoozing and boozing. Here, you can loosely interact with the Miis, giving them food, clothing, and accessories, and they’ll occasionally want to play a mini-game with you. Some are real simple, like grab an item as it falls, and others are more fun, like guessing what a pixelated item ultimately is. As you interact with these Miis, they level up and can gain additional items, songs, and catchphrases, as well as grow to like–I mean that romantically–other Miis.

I love how Tomodachi Life looks and sounds. Let’s start with visuals. We’re all pretty familiar with how Miis look at this point in Nintendo’s history, and despite just how little customization there actually is around them, they always end up looking strikingly similar to their inspirations. Like, my Ron Swanson…it’s uncanny. Speaking of looking like real-life stuff, the pictures of the food you can buy–as well as the hilarious flavor text–really help sell the entries as digital representations that I actually want to purchase. Just ignore that fact that the shopkeeper is a man with a block of wood for a head…

Audio plays a big part, too. There’s not a ton of background music, but what is there is fine. However, it really does all come down to listening to the Miis talk, whether they have a super high pitch or deeply deep growl. And they say whatever you want them to say, granted you can’t get too crass or pervy as Nintendo is wont to censor that kind of stuff. I love hearing the game refer to them by their actual names out loud. In the past, when you get to name a character, like in an RPG, it was always disappointing to never hear other characters audibly call him or her out in a cutscene. Whenever you win or lose a mini-game, an unseen studio audience cheers or boos, respectively, and you can also have Miis perform some karaoke or write your own songs; I’ve not really delved too deep into that stuff, but it seems ripe for silliness.

I’m enjoying my sporadic sessions with Tomodachi Life, though I do find it easy to burn through just about everything it offers in a single session, leaving me to just sit and stare at an apartment building’s windows, waiting for something, anything, to happen. This quirky title is not long for the world, but that’s okay. It’s a great piece of strange and unpredictable side content for Animal Crossing: New Leaf, and it should help fill in the blank days while we all wait–yes, you should be waiting, too–for Fantasy Life this autumn. I don’t know if I’ll write any further on Tomodachi Life, but you never know–it’s so unpredictable, like that time I gave Minerva a bowl of fried rice and she sky-rocketed into space, so delighted in tasting her favorite food. Yeah, it’s bizarre Nintendo at its best.

Oh, and if you want to add me to your island, by all means, show me a great time:

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Finished up everything in Saints Row: The Third

Saints Row the Third final blog post

Back in May 2012, y’know, two years ago, I polished off the last of the assassination targets in Saints Row: The Third as I pursued completing that game fully to 100%. And by fully, I mean doing everything there is to do in the main vanilla game–I never ended up buying any of the DLC due to less-than-stellar reviews–and that includes a bunch of small things that, more or less, equate to grinding. Thankfully, fun grinding. Here, let me list what I still had on my saintly to-do list:

  • Complete all 30 vehicle theft targets
  • Complete all 41 challenges
  • Start the game over and complete Act 1 in a different way

Well, I’m happy to report that I finally, y’know, two years later, finished off all of these goals. Now, truthfully, it did not take me two straight years to do this, as I ended up playing Saints Row: The Third again sporadically, but when I did get back into it, it was for a good while.

I first focused on the vehicle theft targets, squeezing one or two in during my lunch hour whenever I did get around to turning on the ol’ Xbox 360. These missions were made much easier thanks to being able to use your avatar’s cell phone to wipe either the cop alertness or the gang alertness after you steal the car. This makes driving it back to the chop shop a breeze as nobody is now chasing you and you can cruise to the location in style, blasting anything but talk radio. But it takes some decent amount of in-game time to respawn the two wipes, so I’d usually just goof around for a bit or go after another goal while waiting. Stealing the army vehicles was probably the toughest, as the helicopters would get shot down before I could make the call, thus me wasting the opportunity.

The 41 challenges…by the time Saints Row: The Third was over, I’d say I had almost half of them completed. Many, like grenade kills, cars destroyed, and hoods found get unlocked easily by just playing the game. Other challenges, like streaking and robbing stores, I didn’t even know you could do, but were easy enough to polish off once I got the hang of it. And then there were the ones that just required grinding, doing them over and over and over: hostages taken, gang members taunted, vehicle surfing time, EMUs destroyed, and survival missions. Thankfully, the game is just fun from top to bottom and, due to all upgrades purchased, it is nearly impossible for the main character to die, so you can just go ape-shit with grenades and rocket launchers. The only damper was having to wait five minutes for your cell phone to ring to start a new survival mission, especially knowing you had like fifteen more to do after it; I guess I shouldn’t have ignored it so much during the main campaign, but, like real life me, I’m hesitant to pick up a phone when I don’t recognize the caller.

Starting the game over and burning through the first main missions of Act 1 again takes around an hour or so, and it’s still a blast. I forgot how many big and goofy moments are there early on, like parachuting into the penthouse. I decided to play as a woman this time around, and I noticed a few lines of dialogue had changed to specifically reference this. Anyways, at the end of Act 1, you get a choice to blow up a tower or save it by driving the bomb away. In my original playthrough, I protected the tower, but this time I let it crumble to dust and ruin, and listen to the sweet sound of the last Achievement popping. Well, the last one I can get without dipping into the unnecessary DLC. If I still had that list in the right sidebar, you’d totally see a green star next to its name.

So, Saints Row: The Third is a very good grieving game. It is a game you can lose yourself in without dedicating too much time or emotion, and it makes for a great slice of distraction. Want to just cause chaos with the cops for minutes on end? Go for it. Want to see how many people you can knee in the nuts in a row? Go for it. Ever try taking out a tank with a chainsaw? I have. Last year, after Ryan Davis passed away, I remember Jeff Gerstmann talking on one of the Bombcasts a little bit about replaying Saints Row: The Third with cheats turned on, just goofing around and not having a care about the consequences. It’s such an easy game to get into and play, and I’m thankful to have it in my collection.

Well, I’ve squeezed every last purple-colored drop out of Saints Row: The Third, deleted my save data, and put the game back on the shelf where it will sit untouched for, likely, the rest of my existence. Honestly, it’s more like a pile near my game shelf. But either way, it’s done, and I’m done with it. Had a fantastic time with it over the last few years, but I’m not moving on to Saints Row IV any time soon as I have plenty of other different games asking for my attention. Not sure what will hit that sweet spot next…

Another year means another chance for E3 to disappoint

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Generally, I’m a quiet, but interested observer when it comes to E3. For those that don’t know, that’s Electronic Entertainment Expo, an annual video game conference and show taking place at the Los Angeles Convention center. It’s been going on for some time, shrinking and growing and mutating into a mix of hype and showmanship. In fact, I don’t think I blogged about anything E3-related last year, but I’m basing that only on Grinding Down‘s search bar power and not actually going through the archives day by day. Before that, I did tackle a few different subjects:

Now that I spend most of my days on Giant Bomb, I love watching the conferences through their eyes and ears. I’m looking forward to their coverage and lengthy, nightly podcasts with a slew of folks. It’s going to be a week of information, of absorbing and digesting. Of looking forward, maybe even to the possibility of me purchasing one of these current gen consoles, but that’s probably only likely if Bethesda does what we all what the company to do. No, not drop Horse Armor DLC for Elder Scrolls Online. Not that one bit.

Anyways, I thought it’d be good to put down some of my hopes and dreams here on digital paper. That way, if any come true, we can all point back to this moment and say I called it. Let’s break this down into some specific categories.

Games I Want to be Announced, but Most Likely Won’t be Announced

Suikoden VI. Or Suikoden: Come Up With a Cool, Pronounceable Name. Whatever it wants to be called is fine by me, so long as it exists. I can understand Konami not wanting to take a large gamble on a loved–but fairly forgotten–JRPG series at this stage, so I suggest they play it safe and release it for the Nintendo 3DS. We all saw how surprisingly well Bravely Default: Flying Fairy did, and now I’m just sitting here thinking about all the different ways Streetpassing could upgrade your castle HQ. Oh man.

Fallout 4. The rumors are out there, with the setting supposedly based around Boston. So long as I can explore the bombed out ruins of the “Cheers” bar and loot a Nuka Cola off Norm’s skeleton, I’m in. But seriously. It’s been long enough, and I’m thirsty for more VATS action, more exploring, and better dialogue options thanks to that new engine from Skyrim. I am worried that, if announced, it’ll only be for new consoles and probably not until next year, but I’m sure it’ll be worth the wait. Guess I can still attempt beating Fallout: New Vegas on hardcore difficulty until then…

Beyond Good & Evil 2. I recently finished up another playthrough of the first game, and so of course I’m reminded that more is to come. When? I don’t know. Maybe when that Rayman well runs dry. New consoles can certainly enhance the look and speed of action, but I just want more alien animals to photograph and observe.

The Last Guardian. Hey, it’s going to happen one of these years, right?

Console Trends

Backwards compatibility. Look, I know the new consoles are already out and designed in such a way that backwards compatibility is a no-go, but there are other ways to get older games playing on newer systems. It’s called loyalty, and I’d love to see some kind of system implemented that, if you have already purchased a last-gen game, you can somehow confirm that and redownload it on a new system, either for free or a greatly reduced fee. I know Sony is working on some workaround called PlayStation Now for PS1, PS2, and PS3 games on the PS4, so I’m looking forward to hearing more about that.

I mean, really. My setup at the moment is my PS2 and then my PS3 on top of it. This allows me to play everything in my collection, but requires constant unplugging and switching wires and controllers and can be a wee hassle. I want one machine that does it all, but I don’t want to have to pay for everything all over again. It’s all about loyalty again. I’ve shown mine, Sony. Your move.

PS Vita price cut. I’d be much more interested in the system if it dropped in price, especially since I can already grab a bunch of freebies for it thanks to PlayStation Plus. Maybe lost $50-75 in the price. That’d be awesome to see, as well as a greater push from Sony on why it is important to own this handheld device.

Other Stuff

The videogames industry is clearly a competition, but some days I wish it wasn’t. It can be very tiring and depressing to constantly listen to claims that Nintendo is doomed or that Sony is beating Microsoft here and there, but not in this other way. I’d love to see the industry come closer as a community, though I’m not sure how we get to that place. There will never be one videogame console; I know that. But maybe we can grow together to become one community, that loves and critiques games because we love them so, that only wants the best and most fun experiences for everyone out there.

Those are my thoughts. What predictions for this year’s E3 do you have?

The Half-hour Hitbox: May 2014

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Well, it’s not been a busy month of videogame-based blogging, and there are reasons for that. It’s not for a lack of content or even potential content; I’m continuing to play games, as you’ll still see below. It’s just been harder to concentrate on putting my thoughts together. Distractions, decisions, determined dates dancing in the distance. Yes, I love alliteration–why do you ask? You could blame dayjobbery stress, but there’s more to this story than that. Unfortunately, I’m not sure when I’ll get to tell it. I hope you’ll continue to stick by me, even if content on Grinding Down is more sporadic than usual.

On the flippy-flip side, I’ve at least been making a dent in my goal to draw a comic for every videogame that I beat this year. Just follow the tag, and let me know what you think of ’em.

Dishonored

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I finally bit the bullet on this one, seeing as the Game of the Year version for PS3 was only $20 and came with a whale buttload of extra content. Alas, I’ve not been able to play too much, only getting past the first mission after the prologue part. Dishonored is certainly a game of options; however, I’ve found the stealth elements very hard to grasp, and was spotted almost instantly in the first mission, which threw off my whole plan. Then I got spotted a few more times trying to sneak in and out of some buildings, grrr. I ended up murdering more guards than I ever planned to, which does bother me. I do like the Blink power, but I might just have to give in and focus on a more aggressive approach than slinking in the shadows.

The Valley Rule

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Created by Ryan Carag and Bill Kiley in a single weekend for Ludum Dare 29, The Valley Rule is an extremely impressive puzzle platformer in the same vein as Fez minus all the world turning, and I didn’t even have to get very far into it to be able to say that confidently. The story is simple, but enough: you play as a young red-haired girl stuck “beneath the surface” and trying to find a way up. A giant door blocks your path, and you need to collect four Tri-force-shaped crystals to open it. I was only able to gather one before ending up in room that required you to climb up the wall to the right, but not in a traditional manner, and I eventually gave up and fell into the milky water of death below. I highly recommend you check it out regardless of my lackluster wall-climbing skills.

Spyro the Dragon

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Last month, there was a strange flash sale on the PlayStation Network, offering a bunch of PS1 games for only a dollar each. And some other good deals. But my eyes saw only what they wanted. Naturally, I jumped on this and grabbed a good amount of PS1 goodies, as well as Tokyo Jungle, which I promise to check out one of these dang days. Anyways, I’ve never actually played anything more than a demo for Spyro the Dragon, and so I was genuinely excited to check in on a franchise that I had missed out on, and with its first impression too. In short, you’re a tiny dragon out collecting gems and freeing big dragons from being turned into statues. There’s little story and a lot of gems to collect, and it’s kid-friendly fun, even if the PS1-era camera rears its ugly head from time to time.

Sid Meier’s Civilization V

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I bought Civ V–that’s what all the cool kids call it, right?–in some Steam sale many moons ago. I even installed it at some point. But I only finally got around to playing a match this month. It’s much more detailed and engaging than that other Civilization thing I played on the Xbox 360, but after two hours and change, I still hadn’t won. Or lost. Or done altogether poorly or great. Just destroyed some barbarians and built some wonders. I played as Germany, and just did a lot of researching and army-building. This kind of game might all just move too slow for my liking, when you really break it down. I did save my progress so at least I can pop back into the match later, but I might have to be more aggressive to see it to its end.

Iris

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Made for the most recent Global Game Jam, Iris is described as a “puzzle platformer with a special twist on how to view things.” Basically, you control a tiny red-headed girl with the A and D keys moving her left and right, and W for a little hop. Your mouse controls a ball of light that, when placed on top of the world, show an alternative take on things. That toothy monster is now a friendly bunny, safe for you to walk past, so long as the iris light remains on top of it. The game itself is quite short, but packs a good punch, and I could definitely see this mechanic evolving, becoming something more than just a special twist.

The Lord of the Rings: The Fellowship of the Ring

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Again, for those that don’t remember, I’ll play any LOTR-related videogame. No, really, I will. Here is proof; heck, I even bought Aragorn’s Quest a second time for the Nintendo DS to see if it was any different from the PlayStation 2 version. Spoilers: it’s not. Well, I don’t even have the case/manual for The Lord of the Rings: The Fellowship of the Ring, as I bought it at GameStop some time ago, and it only came in those yellow sleeves. Interestingly enough, the game starts terribly slow and mundane, but I really enjoyed running around Hobbiton doing small tasks for friends and putting everything in order for Bag End before it is off to Rivendell for Frodo Baggins. Alas, there’s a badly done “sneak past the Black Riders” part that currently has me roadblock. The game is supposed to be an action hack-n-slash, but I’ve yet to hit a single thing with Frodo’s stick. Hmm.

Transistor

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Transistor is the big game of the month, for sure. I just wish I had more time to devote to it, and, unfortunately, unlike Bastion, it is not captivating me enough to want to just sacrifice everything else around me for it. I mean, I really love the art style and atmosphere, but the story is unclear–only about an hour or so in, but c’mon, I should at least have a coherent idea of why Red is doing this or that other than just videogame–and the combat, fun in some parts, is difficult and overwhelming. I’ve been scared to experiment too much with the different nodes and functions. Also, whenever I reach the beach area where you can participate in tests and challenges, the game crashes to desktop. I’m secretly waiting on a patch to hopefully fix this.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

The Walking Dead is a lot less game, but still fun

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I’m not really here to talk about the unfolding events of Telltale Games’ season two for The Walking Dead and what latest hole Clementine and company have dug for themselves this time. In short and without spoiling things, people get hurt, both by zombies and their fellow humans, and there’s traveling and dashed dreams and madman-inspired plans and–everyone’s favorite–many soul-crushing decisions, which you have to often make in a split second. Y’know, basically everything that was great from The Walking Dead‘s first season is back once more. Well…maybe not everything.

In this episodic adventure series’ first season, back when you controlled smart, encouraging Lee Everett, it was very much a traditional point-and-click experience, but on a console and with a focus for storytelling and action-heavy sequences. You still explored scenes, talked to people, collected clues and items for your inventory, and solved puzzles using those items on other things. However, over the first three episodes of season two, namely “All That Remains,” “A House Divided,” and “In Harm’s Way,” I’ve noticed the game losing most of those elements, turning into more of a linear product of pure interactive fiction than anything else. I still love it and have a blast deciding who is going to remember what, but it does kind of bum me out that there’s less to do creatively–and, for lack of a better word, videogamey–between big scenes. I mean, remember when you got to play detective with Duck and actually solve a mystery; those days are long gone, I’m afraid.

Maybe it has to do with the fact that The Walking Dead has now infected–yes, pun intended–every piece of technology capable of playing a videogame. Yup, talking about mobile devices like iPhones and iPads. You can clearly see the developers thinking about this subset of gamers, given how many more action scenes rely on “swiping” as a means of a quick time event instead of just button prompts. It’s a little weird using a controller to press down via the analog stick to have Clementine hide from an incoming zombie, but maybe it feels more effective on a touch-based device. That said, it’s now a game series of dialogue choices (good!) and QTEs (bad!) and backseat steering (very bad!), which probably works better on mobile devices than the places The Walking Dead was initially born.

Let me slightly spoil a section from the latest episode–“In Harm’s Way”–to get my point across about how stripped and, dare I say, dumbed down The Walking Dead is at this point. Gameplay-wise, people. Gameplay-wise. So, Clementine is sneaking into an office to turn on a PA system for…well, reasons. You get into the office via a cutscene, walk over to a desk and inspect the PA system with the press of a button. Upon a closer look, you can then press a switch to flip on the external speakers. You do that; there is no other way to try things, you only have one choice to move forward with the “puzzle.” Then you are told to turn on the mic, so you try, and it’s not working. A quick cutscene has Clem then following the power cords from the PA system over to the CD player, which you try to turn on, only to find out there is no CD in its tray. The camera then does this back and forth motion, as if searching, and you instantly see a CD right next to the CD player. Sigh. You click on the CD, and the puzzle, if you want to call it such a thing, is does. Your hand was held the entire time, and there weren’t even any options to try things differently or mess up. Like, all you had to do, Telltale Games, was hide the CD in the room, anywhere, and have Clem actually search for it.

Trust me when I say that I’m, without a doubt, finishing this second season of Telltale Games’ The Walking Dead. I’m too invested in the story at this point, but knowing how much has changed with the gameplay bums me out enough to wonder that, if I have a mobile device capable of playing the probable, but not yet announced third season when it does drop in late 2015 or early 2016, I might just experience it there. True, I’ll be losing all of my choices I’ve made up to that mark, but what do choices matter in a world where you are no longer in control? Yes, Paul will remember that.

Also, I’m deeply worried about what Telltale Games is going to do with Game of Thrones. We all remember how Jurassic Park: The Game turned out, right?