Category Archives: impressions

So far, Red Faction: Armageddon asks very little, gives even less

red-faction-armageddon impressions

I initially balked at the Humble THQ Bundle, confused by what it was. Certainly not indie, which was taken away from the collection’s overall title, but far from humble, too. These are triple A titles from a major company. So I slept on it. In the end, I just couldn’t pass up the chance to play Darksiders, Metro 2033, and Red Faction: Armageddon for the low, low entry fee of a buck. Yeah, that’s right; I went as low as I could. No need for me to go above and beyond the average amount paid for Saints Row: The Third, a fantastically fun videogame that I already own for the Xbox 360 and have played to nearly completion (minus the lackluster DLC). And I highly doubt there will ever come a day that I actually install the three Company of Heroes games, let alone one of them. I am so not interested in real-life war games. Oh well.

And for $1–or really $0.33 if you break it up between the three games I wanted from the whole caboodle–Red Faction: Armageddon is functionally fine. But that doesn’t absolve it from being a horribly backwards sequel that strips away everything that made Red Faction: Guerrilla a fun time: an open world, the freedom to destroy what you wanted and how you went about it, the various modes for online play, the impact a sledgehammer could deliver. And more, surely. Now, for those that don’t remember–heck, even I kind of forgot this–I played the demo for Armageddon back in May 2011, not really finding too much to talk about within it. I walked down a dark corridor and shot some alien monsters off walls, as well as reconstructed some ruined platforms and staircases. Yeah, very different from the previous outing.

In this one, you play as Darius Mason, another checkbox in a long list of white, disgruntled-looking, bald videogame protagonist men. Don’t get him confused with other bald, white men in the game. It is 2017, and he must reclaim cultist fortifications on the disaster-ravaged surface of Mars, as well as defend colonists from hostile Martian creatures thriving in the mines and chasms below. To do this, Mason will use various tools and weapons, such as the Nano-Forge and Magnet Gun, to dish out destruction or repair what’s fallen. He will also walk forward in a straight line and shoot swarms of alien monsters to death before repeating this process a few feet further down. The plot is dished out in small, predictable chunks, with characters being stock and uninspiring, and Mason as a action movie star wannabe. Really, his one-liners need to stop.

Then again, the plot in Guerrilla wasn’t that great, but the openness of the world and the freedom of your tools more than made up for that. Here, in Armageddon, all that is gone. It is a non-stop corridor crawl. Dark corridors too, filled with the same swarms of alien monsters which you can kill in one melee hit so don’t bother trying to shoot them in the shadows. The game occasionally teases you by bringing you above-ground, but it’s still just a straight run or vehicle-driven sequence that does not encourage exploration. In fact, if you stray too far from the zone where all the fighting is going down, you get a warning message from the game coupled with a countdown to return to the fight. I have to imagine if you don’t by the time the countdown ends, it’s game over. Yeah, none of that.

Overall, despite a fun set of tools at your side like the Magnet Gun and that super powerful sledgehammer, Armageddon is shockingly boring. You just follow a guided path and kill monsters along the way until you get to a cutscene or new section, doing it all again. Boss fights are uninteresting, requiring little skill and thought and just a better ability to roll out of danger while continuing to fire your assault rifle. I’ve been playing on the Normal difficulty, and it’s felt a little like Godzilla squashing a city of people; haven’t died once, haven’t run out of ammo, haven’t really found myself in a tough pickle. According to my upgrades wheel, I’m almost 75% through the story. Think that’s three or four more levels to slog through.

The Humble THQ Bundle recently added in the Path to War DLC for free since I already purchased the collection. I have no idea what it is and entails, but I imagine it is just more of the same missions from the main game. I’ll give it a try once I finish off Armageddon‘s campaign, as well as try some of the multiplayer options, before shelving the game for good and remembering back to the good ol’ times I had with the franchise back in Red Faction II and Guerrilla.

Epic fail at tossing coins and strangling dudes in Hitman: Blood Money

I meant to write about Hitman: Blood Money some months ago, but I played it during an extended weekend over the summer where I hurt my lower back real bad and passed the days in somewhat of a fever haze. I mean, heck…I drew this comic during what I might consider my sanest moment. So maybe a part of me doesn’t believe how bad the controls were and frustrating the opening tutorial level was. Maybe I just wasn’t up to snuff with hitting controller buttons well. I’d try again, surely, and with all the talk about the newest Hitman: Absolution game hitting the market…well, I was in the mood for some stealthy kills.

On paper, these Hitman games sound like my kind of experience. They are described as a series of stealth action games, in which players are encouraged to use sneaking, disguises, and trickery instead of raw firepower to take out target assassinations. You control Agent 47, an assassin-for-hire, and take out targets using various methods. So far, all I’ve experienced of the franchise is the opening tutorial level in Blood Money, the hideout right after, and the beginning of the following level. I’m having a real hard time going the stealth route, instead skimping by on raw firepower, which is extremely disappointing and 100% less fun.

The controls are the biggest problem. Now, I’m playing Blood Money on the PlayStation 2. I picked this version up a long time ago for somewhere around $6, which seemed like a fair price. The beginning tutorial level, called “Death of a Showman,” is specifically constructed to show players all the different ways to be stealthy and crafty. Your assassination target is one Joseph Clarence, better known as “Mr. Swing King.” An accident at his amusement park caused the deaths of several children, and one parent seeks vengeance. The level is clearly divided into snippets, each one there to teach you a new trick: distraction, strangling, hiding bodies, wearing disguises, pretending to be someone else, messing with the environment, taking enemies as human shields, sniping, poisoning food and water, making the kill, and setting bombs. That’s…um, a lot of systems. Probably some I’m not even naming, such as using weapons (aiming, firing, reloading, figuring out how to equip/unequip) and hiding in closets. The two biggest hurdles for me are throwing coins and strangling dudes.

For tossing coins, you first have to hold the square button down to bring up the inventory. Yes, I wrote hold. You can then toss a couple of coins on the ground. The tutorial text tells you to do this. And so I do, over and over and over again. But the coins just drop at my feet, when clearly I need to get them out an open window to distract some guards nearby. You’d think the game would tell me how to aim, but no. I try using the R1 button, which is how you aim in first-person mode with a gun, but that does nothing. I try running and throwing the coins to no avail. It’s absolutely ridiculous. Eventually, I go online and learn that you have to hold in L3–which is the analog stick you walk around with–and that brings up an aiming cursor. Let me make sure this is clear: the stick you walk around with is also the stick you aim with. That means walking and aiming happen at the same time. Thankfully, Agent 47 is up against a desk, but otherwise I can’t see this working well one little bit.

Strangling dudes is just as hit or miss. Agent 47 comes pre-packed with some fiber wire. With this, he can sneak up behind someone, throw the wire around their neck, and choke them to death both silently and efficiently. Well, theoretically. I only had this scenario go down flawlessly once, and that’s the part where you’re supposed to do it anyways. Again, to bring the wire out of your inventory, you first have to hold square and then select from the items. To sneak, you hold down L1. However, to sneak with the wire ready to go, you instead hold down R1. Strangely, you can also do both if you love holding buttons down and hate your pointer fingers immensely. Then, to strangle a target, you have to get behind them and release the R1. That’s right. Letting go of a button creates the action, and what’s worse, there is no prompt so it is all guess work. Most of the time Agent 47 would just abruptly stand up behind the target, alerting them and other guards, forcing me to bust out a shotgun and blast my way to the next part.

The newspaper at the end of the level–which I think is a fantastic element–said that 28 people were slaughtered, one of them an innocent bystander. Well, that’s what happens when stealth fails and there’s no turning back. That’s not what I was going for, and without being able to play stealthy successfully, Blood Money is nothing more than a clunky, third-person shoot-em-up. After the tutorial level, you are in your hideout, where you can try other weapons and purchase upgrades for them. I started the next level, called “A Vintage Year,” but fell into the same problems previously mentioned when trying to choke a patrolling guard, thus throwing everything into shambles. Which, ultimately, is a big shame.

And no, you can’t change any of the controls. Trust me, I tried. Looked high and low and even in the middle. The most you can do is go inverted. So yeah: it’s either learn to play this way or go do something else. I think I know what I’ll be doing then.

The Bright Moon loomed, and the Scythian labored

If you follow me on Twitter, I must both apologize and then apologize for apologizing, as I went on a tweeting rampage last night due to there being a full moon in the sky, as well as a pixelated one in Superbrothers: Sword & Sworcery EP. In case you missed all the intense action, here’s a taste:

I love the absurdity of that dog-infused tweet jarringly placed among all the ones about saving sylvan sprites and working on obtaining the Bright Moon Trigon. But really, Capybara Games is to blame as they went ahead and made every scrap of text tweet-able, and dang if the writing wasn’t so bizarre and strangely amusing. One could most definitely tweet out the entire Sworcery experience–if they didn’t mind losing all their followers, that is. Right. Moving on…

I last played Sworcery a couple weeks back, completing sessions one and two in a single go, absolutely absorbed into the strange world, its fiction and sounds and meticulous aesthetics. I started exploring the lands a bit in session three, just to see what was to come, but was firmly planted in my Scythian’s tracks, as progress further depended on phases of the moon. More specifically, a Full Moon and a New Moon. And these phases had to correspond with real life. One could totally cheat by looking up when the next desired phase was and adjusting the clock on their computer or iPad, but I’m not into that. Plus, years of living a digital life via Animal Crossing: Wild World has taught me the patience required for waiting for a specific day to do something. And so I waited, about two weeks, to play.

Last night, between the fresh snow and the full moon, the outside was nearly as bright as the inside. In Sworcery, not much looked different, except for a noticeably bright and full moon hanging in the sky on just about every screen. I loved this, the mixing of real life and not, the fusing of sides A and B, the glimmering blur of there and here. Unfortunately, with a full moon comes full problems, as that antler-headed god-demon ghost-thing now appears more frequently to challenge you in a fight. I took it on twice and won, but later would just run to the next screen to avoid it.

But with the moon full, the Scythian could now find more trapped sprites in the environment, eventually getting enough to find the way to the Bright Moon Trigon hid, duking it out with shield and sword until it could fight no more. Pretty much the same way we got The Gold Trigon. Figuring out the correct music cues for each sprite is never hard and always enjoyable, and the reward of that song is all I really ever need in life. I will admit though that I got stuck on the ducks puzzle, as I had completely forgotten the ability to drag items around. That’s part of the problem in a game forcing you to take these long breaks based on moon phases–not everything remains.

So, it seems like there will be a New Moon around December 13, 2012. I guess that’ll be the next time I play more Sworcery. Sigh. I’m not terribly disappointed in having to wait, though it can feel a little limiting, especially considering that I want to play it a whole lot right now, but can’t, unless it’s just walking around, listening to the music, and getting nowhere with Girl. I can do that just fine on my own with the coupled soundtrack I got from the Humble Bundle package, but it’s not quite the same without a tree or bush to click on in rhythm.

A shortened, but solid adventure in Ratchet & Clank: Size Matters

A quick flash of memory: I’m 24 years old, in Target, aimlessly wandering the aisles by the home entertainment section, just killing time. I am alone, as I’m wont to be. I walk by the videogames section and hear that distinct sound of bolts being absorbed by Ratchet as he moves about. Sticking out from an endcap was a demo PSP, with Ratchet & Clank: Size Matters there for anyone to experience. Now, at this point in my life, I had already devoured the original Ratchet & Clank trilogy with extreme pleasure during my formative years, though reflecting back on it I’m not sure which of the three I never beat, but there is one that I didn’t see to the end, and it had to do with a boss battle and grinding rails and losing a lot of health from one hit. Hmm. Anyways, back to Target; I’m standing there, holding a PSP attached to a wall, staring down at a game that looks just like its home console counterparts, a bit of drool beginning to form and escape over my lower lip. Alas, it was not meant to be, as I had already decided on my portable system then and there, a Nintendo DS.

But man, I continued to want to play that Ratchet & Clank game, as well as all the others that came out afterwards for the PlayStation 3, but the systems were not mine or ever going to be mine, and so it was not meant to be. Boo, wah, a thousand tears. That is until I found a PS2 port of Size Matters at my local GameStop last year for a fair price, probably during their buy-2-get-1-free promotions. Generally, console games get ported to handheld devices with devastating results due to size restrictions, but it all switching around the other way seems to be more frequent these days.

It starts off with a vacation. Heck, Ratchet and Clank have surely earned it. Heroic work is quite tiring–at least that’s what I’m told. A young, red-headed girl named Luna–voiced by that woman from MadTV and the one who walks Carrie’s father on Queen of Kings–stumbles upon them and asks for their help with her school report on heroes. Unfortunately, some robots show up and kidnap her, and then Clank finds an ancient artifact from the race of intelligent beings called the Technomites. Captain Qwark shows up too, bummed about never knowing his parents. The plot thickens quickly after that, but saying any more would ruin some surprises.

Gameplay remains, as always, a mix of platforming and shooting. Guns level up with use, and for me, it seemed like they leveled up a whole lot faster than ever before. By final boss time, all of my favorite weapons were at their max level, and I never used the Scorcher or Suck Cannon once, despite enjoying them in previous games. I’ll pour one out for them later on. Ratchet’s health increases too as he defeats enemies, eventually capping at 50 for the first playthrough. There’s a handful of planet to explore, but, as the title indicates, they are not as open and vast as previous games in the franchise. I mean, that makes sense for a portable game, as the planets are almost cut into distinct sections, rather than flowing from one to another naturally.

The concept of armor for Ratchet–which I love–came into play with Going Commando, strengthening itself in Up Your Arsenal, becoming pivotal in Deadlocked, and turning into a toybox in Size Matters. As you travel from planet to planet, you’ll collect pieces of full armor sets, like the Crystallix boots or the Wildfire helmet, naturally aiming for a full set. In the meantime, you can wear any combination of armor pieces to make your own type of suit, which varies on damage reduction and appearance. I played around with this a lot, finding new types of suits simply by mixing and matching. Seems like there are more armor sets in New Game+, too. In the end, I used the full Mega-Bomb Armor set the most.

Seeing as this version is a port from the PSP, visually and technically…it fails. On a larger screen, the environments appear much more bland and empty, and the game itself locked up on me twice for no reason. Cutscenes appear very compressed and lower quality than expected, but other than that, it plays fine. Not the greatest in the franchise, and not the better of the two, but it’s still another Ratchet & Clank game to devour.

Okay, now for something else: Size Matters is a funny title. One, it continues the trend of Insomniac’s games being heavy on the innuendoes despite their Pixar-like look, feel, and overly friendly vibe. Seriously, here’s a couple of ’em, and just try to keep a clean mind as you read: Going Commando, Up Your Arsenal, Quest for Booty, Full Frontal Assault. Right. Two, this title also has to do with the fact that you’re playing a PS2-size game on a tiny portable system. And three, for plot’s sake, you are battling against the Technomites, which are teeny yet highly intelligent beings, and so, on occasion, Ratchet will shrink in size and/or Clank will grow to massive heights.

As with all the Ratchet & Clank games I’ve played so far, you can start over with a New Game+, keeping your weapons, skill points, armor, and bolts, but upping the difficulty, especially for the bosses, and dropping in new versions of leveled guns, as well as special armor sets. Mmm mmm. Usually, I skip New Game+ options, like I did in Deadlocked–yeah, I really need to write a blog post on why some day soon–but I immediately started over, excited to keep going. So far, it seems like you can now add a multiplier to your bolts collecting by defeating enemies in succession without taking a hit, which will definitely help in procuring those finer, mightier weapon editions. Plus, figuring out skill points and finding those large silver bolts to unlock Big Head mode is a totally legit excuse to keep playing.

Master Architect says a house is a machine for living in

Actually, Le Corbusier said that, but what does he know–he didn’t spend countless hours fast-traveling and staring at the same ol’ loading screens in Skyrim‘s Hearthfire DLC to gather the numerous and welcome-to-encumbrance building materials, such as clay, quarried stone, and iron ingots, to build three houses that are void of character and personality and truly, without a doubt, not worth all the effort. Really–don’t bother building your own house, especially if you’re already pretty far into the game, wherein you likely already own a home in one of the many cities, such as Breezehome in Whiterun or Honeyside in Riften. Those cost the same base price as your own plot of land, but require a whole lot less work, giving you more time to kill that bandit leader in Cave X or find your twentieth Jazbay Grapes.

Housing in Bethesda’s games has always been a pesky business. For Fallout 3 and Fallout: New Vegas, you had a few options to call home, but they were not very exciting. In the former game, I shacked up in Megaton, covering my bed in teddy bears and the shelves with rare trinkets–if I could figure out how to properly move and place an item via an Xb0x 360 controller. Your only other choice was staying in Tenpenny Tower, which came with some neat themes, but required going through a lot of load screens to simply access. Too much waiting, not enough storing of loot, if you asked me. For New Vegas, pickings got even slimmer. Some hotels offered a permanent room, and if you felt like going through a lot more loading screens, you could keep your prizes in the Lucky 38 presidential suite. Strangely, your best place to call home is at The Sink, a futuristic homebase brimming with goodies. Oblivion had a few homes that you could earn through quest completion as well, but I never really used them as once you joined a guild, that became my place to store stuff and rest comfortably.

You could always find places to…let’s call it…squat. Abandoned houses or shacks that seemed ready to be yours, but at an invisible risk. See, while they might have containers or places to store you treasured treasure, there was no was to know if that container was safe or would respawn its contents in a few day, thus erasing yours completely. Unless you used the Internet, of course, but that’s never fun. I’d rather sell off items than lose them to a coding abyss.

So, unfortunately, while the three houses in Hearthfire look pretty cool once totally complete–that’s Lakeview Manor, Windstad Manor, and Heljarchen Hall–they are not fun to build and require, at least for me, a ton of back and forth, as I’m not the sort of character who just carries around 100 iron ingots at a time. You spend a lot of time looking at menus or watching your character mine for quarried stone, which is as exciting as it sounds. And after all that, you really have little input over how your house turns out. Sure, you can place tables and chairs and barrels and weapon racks, but they go where the game designer decided they should go. All you are doing to spending your materials to place it there. Your house is not your vision. And that’s a big bummer. I was hoping to be able to have a trophy room that was filled with my kind of trophies, like a thousand scattered troll skulls, presented in my way. Instead, no. It is a model home, and nothing more. Again, you might as well purchase a house in one of the cities, which is a model house too, but cheaper and easier to fill in.

You can also hire a bard for your house, as well as make any follower a steward. The steward helps a lot in ordering building materials for you which go directly to the chest by the workbench, but only to that chest. If you need that clay for your other house, you best make room in your inventory. The steward can also bring in animals or furnish your rooms completely for a small fee. It’s okay, but came across as very robotic, especially when one is ordering piles of wood after piles of wood after piles of wood.

In short, I wasn’t expecting Minecraft, but definitely some more flexibility for creativity. I mean, I couldn’t even pick the place to build my house, ruining my dream of shacking up right next to the Thieves Guild.

But yeah. This is one Achievement definitely earned with stubbornness and patience, backed by a numbing soundtrack of clinking hammers and thumping hammers:


Master Architect (10G): Build three houses

Here’s hoping that player housing changes quite dramatically in Fallout 4 and whatever the next Elder Scrolls ends up being. Here’s hoping…

This little Sticker Star is gonna go far

My Nintendo 3DS is getting a lot of love as of late, and I blame all these big name games coming out at once. Mostly Pokemon White 2, Professor Layton and the Miracle Mask, Epic Mickey: Power of Illusion, Scribblenauts Unlimited, Crashmo, and Paper Mario: Sticker Star. Y’know…to name a few. Today’s post will be about that last one mentioned, but I am sure to be talking about that bizarre and totally unneeded horseback chase scene from the newest Layton adventure, as well as the overall creepy 3D models. Because somebody needs to tell that world that Luke looks like he’s tripping balls, and I guess it’ll be me.

Anyways, Sticker Star. It’s a game I’ve been really excited for since it was first revealed to be coming to the 3DS. I think back then, when we knew very little about it, many thought it was just a remake of one of the older titles from the franchise, but it turned out to be its own being. Maybe a remake is still on its way though. Who really knows. Nintendo doesn’t like to give us too much information, and one can only look to the missing North American release date for Animal Crossing: New Leaf to confirm this. Regardless, it’s here, and while I waited for it to get here, I picked up and played an hour or two of Super Paper Mario for the Nintendo Wii a month or so back, which has a great look, an interesting, Fez-like mechanic that distorts the way you see a screen, but is horribly paced and far too hand-holdy. I meant to play more before Sticker Star dropped, but alas, that never happened.

Despite how bad I am in real life at peeling stickers off books or DVD cases, I’m really enjoying Sticker Star so far. A seemingly unanimous complaint about the game is that it is a much more simplified RPG, and that since battles don’t grant you much other than coins, you’re better off avoiding than fighting and “wasting” your depletable sticker collection. I haven’t felt that way yet, though there has been a few occasions where I have just jumped over an enemy instead of on it to initiate a fight. Fights consist of using a sticker for every action, and so they disappear fast, but also reappear twice as fast, as they are everywhere. You really can’t walk more than a few steps before finding one behind a bush, stuck to a wall, or within a question block. If you’re really good at timing pressing a button when you attack or block–think Costume Quest‘s battle attacks but without the prompt–you’ll save on stickers and wheel in more coins. I’m liking it all, even the inventory management aspect, which is constantly changing as a new sticker comes in or a larger sticker gets used to free up space.

The story is a story. There’s a Sticker Festival held in the Mushroom Kingdom, but then Bowser shows up and ruins it all by breaking apart the Sticker Comet, which is now scattered across various parts of the map. A magical floating crown called Kersti deems that only Mario can…blah, blah, blah. You know it from there. It exists to serve the gameplay, and that’s all–at least from what I’ve seen. However, the writing of each individual character you come across is fun and light-hearted, with a lot of wink wink and puns, so there’s potential for great story beats, but time will tell on that. Regardless, it gets you out into the world map, collecting stickers, defeating Bowser’s endless army of goons.

Whereas I found Super Paper Mario too hand-holdy from the start, the exact opposite can be said about Sticker Star, and that seems to be where a lot of gamers got frustrated. The lack of button prompts on attacks and defense stances is fine, as it teaches you how to use those stickers correctly, but a lot of sticker/puzzle solutions are hidden in the world, and to find them, you really need to experiment. The game will not tell you what to do, and if you get a hint, it is paper-thin (hey-o!). For example, there’s a part in World 1 where you need to stop water from flowing into a fountain to collect a special item. When you approach the faucet’s knob, there is no button prompt, and previous puzzles like this required the use of a specific item, such as a fan or pair of scissors. I tried paperizing the world to no effect. Then, out of ideas, I jumped on the faucet, totally just trying to hop down to the bottom part of the level, and by jumping on it, the knob turned, slowly shutting off the water. That’s not the best example, as maybe it highlights my slowness more, but it does show that not everything is spelled out for the player, harking back to an age when trial and error was how things got unstuck (hey-o x2!).

Okay, back to it tonight. I’m currently at the fortress in World 1 and trying to figure out how to stop those fans from blowing so much wind and knocking Mario off ledges. I’ll give it everything I got, and if I end up spending more than an hour trying to solve that level–well, I’ll give in and look up an answer online. If one exists, that is. The fun for me in Sticker Star really is in exploring as the colorful, diorama-esque visuals get my eyes dilating every time, but to do that one must constantly be moving forward.

Epic Mickey: Power of Illusion, a fantastic distortion of the senses

The demo for Epic Mickey: Power of Illusion for the Nintendo 3DS has its ups and downs, but it has nonetheless confirmed for me that I’ll be purchasing the cutesy side-scroller on Day One. As well as reading all of Scrooge McDuck’s lines out loud in my amazing Scottish accent.

It opens with gorgeous, hand-drawn art and text-based story blocks, and stays that way for some time. Maybe too long to be reading text, but whatever. There has to be setup somewhere. Power of Illusion takes place some time after the events of Epic Mickeywhich I never even came close to beating. A part of me wants to go back and try again, but then another part remembers how there were houses you went into that had absolutely nothing inside of them, and they made me furious because what’s the point of going in it then, why not just leave the door locked, ugggggh. Anyways, the evil witch Mizrabel and her Castle of Illusion have been accidentally transported to the Wasteland by the wizard Yen Sid. That’s Disney backwards for those not in the know. Oswald the Lucky Rabbit contacts Mickey Mouse to tell him about the castle and that Minnie Mouse has been spotted inside of it, which is not true at all. Ever the hero, Mickey then sets off to save Minnie and the “Illusions” of other Disney characters trapped in the castle.

Right. It’s a side-scroller of yesteryears, and it’s coming from Dreamrift. Y’know, the folks responsible for the charming Monster Tale. Some company alum also worked on the highly praised Henry Hatsworth in the Puzzling Adventure. So, we’re definitely in good hands here. Plus, several interviews with Peter Ong, co-founder and creative director, have remarked on his love for Castle of Illusion starring Mickey Mouse for the Sega Genesis. And that love shows. Oh does it show. But thankfully there’s more to Power of Illusion than just nostalgia and one fan’s dream to bring it back.

After all the story intro stuff, the demo drops you into control of the one and only Mickey Mouse, with little to no abilities to his name. Hmm. Basically, you can jump, and his jumps are unfortunately very floaty, something I’m not digging. Later on, after acquiring the Pixie Dust sketch which allows you to float down when falling, it was nearly impossible to tell the difference. You go through a tutorial level, which shows you how to bounce off enemies, throw paint/thinner at them, draw in items or erase them completely, and rescue familiar Disney characters, like Beast and Rapunzel. The artwork is gorgeous and looks great in 3D, presenting depth of field over launching things at your face.

As for the paint/thinner aspect which carries over from Epic Mickey, it’s fairly perfunctory. When you need to create an item, you trace its outline, and depending how steady your work is, you’ll create a stronger item. Alas, this is no Theatrhythm, and it’s not exactly clear where you are being judged in terms of lineart. For thinner, you basically just smudge away the item with all you got. That’s all this demo showed, so I’m not sure if there’s more to this gimmick or not. When running around, you can throw paint or thinner at enemies, and depending on which type you use, they’ll drop health or money. Yeah, Disney Dollars.

Once you are done learning the ropes, you head back to your Fortress. And this is where Power of Illusion really won me over. Because the Fortress is the castle from Suikoden. Well…sort of. The Disney characters you rescue in levels will take up refuge in your Fortress, getting their own room and serving their own purpose. You can upgrade the room too, though I’m not clear on how that is accomplished. Some characters become shops–like Scrooge McDuck–who sell upgrades to Mickey’s health meter, how much paint/thinner he uses, and upping his ability to find hidden treasures, and other characters will dish out side quests. This, I like. Very, very much. And I spent most of the demo playing around here before going back into one more level, which was set on Captain Hook’s pirate ship. That then ends with a boss fight teaser, definitely leaving me wanting more.

My Nintendo 3DS is in for some hurting over the next few weeks. I’m still trying to finish up a single playthrough of Pokemon White 2–seven badges collected so far!–but this Sunday I’ll be picking up Paper Mario: Sticker Star. And then comes Power of Illusion, followed by the downloadable Crashmo. I also still mean to pick up the new Layton game too. Gah. And maybe Scribblenauts Unlimited. Triple gah. At least now that the weather is getting horribly frigid, I have something to do underneath the heated blanket: collect pocket monsters, collect stickers, collect Disney characters. My system might not be ready for it, but I definitely am.

Borderlands 2’s True Vault Hunter Mode is truly challenging

I beat Borderlands 2 a couple weeks back, finished up a few other sidequests I left hanging before taking on the Warrior,  and then even started over with a new character. I boosted Gaige the Mechromancer up to Level 5, just enough to see her robot in action. She seems like fun, but I couldn’t simply forget about my Siren. Not after all we’d been through. Not after I finally figured out how to spec her skill tree to my style of playing, which is based around stealing large amounts of health back and keeping enemies at bay with Phaselock to suffer from corrosive, burn, and slag damage.

And so I selected her to journey once more across Pandora in what the Gearbox folks have dubbed True Vault Hunter Mode. Basically, it’s New Game+ with some alterations. Most of those ramp up the difficulty, but with great challenges comes great rewards. Unfortunately, sometimes three Super Badass Maniacs stand in the way, and for the solo player, that’s just death–over and over and over again. You start the game over completely, but get to keep your level, weapons, equipment, skins, and Badass ranks. Enemies are scaled to your level the first time you enter  an area, which means I was taking on Bullymongs ranging from LV 35 to 37 right from the start, and all it takes is one leap-hit from them to deplete a shield. Yeah, I was mostly getting by on Second Winds for those first few encounters.

The original Borderlands had this feature as well, and it was great for speeding up the leveling process. My Soldier got to Level 61 speedily thanks to playing storyline missions a second time on a raised difficulty, but I really don’t remember them being nearly impossible to do. Tough, sure. But not like what Borderlands 2 has been throwing at my Level 35 Siren now. Well, except for some missions in The Secret Armory of General Knoxx DLC. Those Badass Crimson Lance Shock Troopers were tough buggers.

So, in short, it’s tough. Really tough, especially for solo players. And from some over-read Internet grumbling, I am not looking forward to running into any of the following by myself: Rabid Stalkers, Blood Varkids, Badass Wormhole Threshers, and Badass Constructors. This might be a case of where I swap between playthrough 1 and 2 to level up though that’s a much slower way to advance. And besides, all the best gear is in playthrough 2, especially as you creep closer to the current level cap of 50. Though the first DLC for Borderlands 2 looks somewhat uninteresting story-wise and mission-wise, it might be just what I need to level up a few levels quickly. We’ll see. But either way, all Vault Hunters should take this post as a healthy dose of warning: playthrough 2 is no joke. If you’d like to help me get through it, I’ll be crawling along the ground, fighting for my life, a Super Badass Maniac standing over me. Approach at your own discretion…

Hacking and slashing goes ever on in Lord of the Rings: War in the North

I pretty much lean very close to all things related to Lord of the Rings, but the real reason I picked up War in the North was because I wanted more hack-n-slash action after the disappointing Aragorn’s Quest and knew exactly where to get it. See, I had previously bought War in the North for a single buck way back in the day when OnLive was having some kind of crazy sale. I played it for a little bit, only to quickly realize that playing streamed videogames over a shaky wireless connection was not ideal, especially when timing attacks and rolling away from enemies is vital to digital breathing. And so I never went back, but I also never forgot. Cut to scene of me picking up a used copy for the Xbox 360 for relatively cheap.

Like other videogames set in a popular, fictionalized world heavily licensed and thus restricted on various elements–think Game of Thrones: The Game, Lord of the Rings: The Third Age, Jurassic Park: The Game–you are there, but not as the main characters. Or characters you even know. Chances are high you’ll see the real stars as you journey along, but you will be secondary to the end. For War in the North, you control one from a trio of familiar looking characters: Eradan, a ranger from the North; Andriel, an Elven loremaster from Rivendell; and Farin, a Dwarven warrior from the halls of Erebor. They are basically Aragorn, Legolas, and Gimli, respectively, and yes, I find it amusing that the effeminate Orlando Bloom got a gender swap. Their own journey takes them across Middle-earth, and their actions and results thereof help the Fellowship–you know, the real heroes–without ever getting in their way. Sauron is commanding his minion Agandaur to conquer the North for the Dark Lord. It is up to the magical trio, and some helpful, colorful allies, to put an end to all that, so that Frodo and company can do what really needs to get done.

So, you do all this by hacking and slashing your way across large levels broken into small sections, defeating a lot of Orcs, Uruk-hai, and spiders, as well as minibosses and bosses alike, restocking on health potions back at town and picking up side missions, looting chests and skag piles of bones, and strengthening your character’s skills as your level increases. It’s a fairly typical action RPG, with bonus limb severing and buckets of spilled brown-red blood to liven things up. Action skills are assigned to the face buttons, there’s a roll mechanic, and you can chain attacks together, increasing the damage you do and the amount of XP you earned. If you’ve played games like Champions of Norrath, Daggerdale, or DeathSpank, this adventure won’t surprise you too much in the mechanics department.

I played the whole campaign as Farin, the Dwarf. He’s a tough little bugger, which is to be expected, but it felt great rolling right into the thick of things, sweeping around in a full circle with a shiny, sharp axe, and then finishing off each fallen enemy with a cinematic stab to the throat. That said, he’s slow everywhere else, and his ranged attacks, from a crossbow oddly enough, something a true Dwarf would never use, are rather useless, even if you spend points on upgrading abilities there. His main ability is War Cry, which strengthens you and your allies for a limited time. I used it a lot to good effect, especially when going against two trolls. Something I will always love: loot you pick up changes your appearance. Hopefully long gone are the days you get a sick magical set of armor, and it barely looks like you changed shirts.

The story, which granted does come from the actual source material, is a bit dull. It’s of this ilk: see bad guy, chase bad guy, fight swarms of disposable grunts, just miss the bad guy, chase bad guy, and repeat until you get to the final level, and the bad guy is out of running options. Strangely, most of the regular fights against dozens of little enemies proved much easier than any of the boss fights. Oh well. My favorite story moments involved talking animals, like Beleram the Great Eagle and making a deal with a dangerous dragon. Everything else just kind of stretched on or screamed of sidequest-ness, and I will openly admit that towards the end I was just mashing the “skip dialogue” button because I can read a whole lot faster than I can listen. The voice acting is decent, though weakened by the fact that character models of Elrond, Arwyn, Frodo, Aragorn, and so on look like their movie counterparts, but are obviously not voiced by them. At least Aragorn’s Quest had the real Samwise Gamgee in it.

Once you beat the game on Normal difficulty, you can play again in a New Game+ mode on a higher difficulty called Heroic. Normally, I skip New Game+s–that’s a longer post down the road–but I still needed to ping a few different Achievements and thought this was a fine way to get them. I played as both the Elf and ranger for a bit, getting up to a level that has you guarding a door from attack. The door has a life bar–or maybe the Elven brothers protecting it do–and so it can only sustain so much damage. This part was no problem on Normal difficulty, but Heroic proved undoable, no matter who I controlled. Attempted four or five times. Seemed like if one enemy slipped by me, they’d break that door down in a matter of seconds. And so ends my attempt to beat the game on Heroic difficulty. Honestly, no big deal.

Finished the game with 40 of 46 Achievements unlocked, which is a much higher  rating than other games I finish. Not sure if that’s do to skill or if the game just gives them out like candy, but here are a few I’m proud of:


Keen-eyed Marksman (20G): Kill 50 enemies with headshots in a single playthrough.


Victorious in Battle (25G): Complete a playthrough on at least Normal difficulty.


In the Dragon’s Den (20G): Meet a dragon and survive.


Sudden Fury (10G): Perform 3 critical hits within 10 seconds.

As we loom closer to the release of LEGO Lord of the Rings and part one of forty-seven for The Hobbit, I’m really jonesing for some more LOTR videogames. Yes, even more. Told you I lean real close to it all. I got a few in my collection. Don’t be surprised if I bust out The Third Age again and begin blathering about it here. Also, don’t be surprised if I don’t. My gaming whims fluctuate by the minute, and words are wind.

Doing it all over again in Pokemon White 2

I firmly believe that there are two types of Pokemon videogame fans: those that play on a surface level, and those that really dig deep. Insert joke here about the  damage-dealing Ground-type move called Dig. Nah. I’m most assuredly the former despite my love for stats and intricate systems in RPGs like Fallout: New Vegas, Borderlands 2, Dragon Age: OriginsSuikoden IIGrandia, and so on. But with the pocket monsters? I just like collecting them to fill out my Pokedex, giving them cutesy nicknames like Birdbutt and Trashy, and then exploring towns for silly side stuff. That’s about it. I don’t have friends that also play to battle against or participate in tournaments or breed to get the best of the best attributes Gattaca style. And I’m not really sure if Pokemon White 2 has the makings to change me in this regard.

But first, I failed. My goal was to jump back into Pokemon White, grind like mad, and defeat the Elite Four before moving on to the sequel. Alas, no. A few test battles against the first member of the Elite Four showed me just how much further I needed to crawl, and it looked dire. There’s actually a limit to the amount of grinding I’m willing to do for a game, and the rewards did not seem to justify the time spent doing battle after battle after battle, resting when needed, and then getting right back to it. No thanks.

So I went into Pokemon White 2 without knowing how Pokemon White ended. After about six to seven hours, I can safely say: it doesn’t matter. At least not yet. Everything plot-wise so far is follow-able; you begin anew, picking your gender, the name of your “rival”, and then a starter Pokemon. Last time, I went with Snivy, the grass-based beast, naming it Snape. This time, I switched things up, picking Tepig, the fire-based one, dubbing it Hamstring. He’s pretty good. And then you’re off, to fight Gym Leaders and keep those pestering Team Plasma grunts at bay. It’s going pretty well. With four gym badges collected, I’ve also gotten further into the game to open that silly side stuff that I secretly croon over.

The two big ones are Join Avenue and Pokéstar Studios. I like them both, but have really only just dabbled in each. For Join Avenue, you become the owner/manager of a long stretch of space between two towns. Here, you can ask people passing by to open shops or visit shops you’ve already opened, and doing so raises the shops’ rank, as well as the overall rank of Join Avenue. There’s a reason for all this, because as the shops increase, so do the benefits. Right now, I have two beauty salons, a cafe, and an antique store opened, ready for business. It seems like a neat idea that I’ll be revisiting in between gym battles to see how things are evolving. The other main side activity is Pokestar Studios, which has the player filming a script for a big theatrical release. You go through a bunch of decisions and then even get to see your film in a theater. I’ve done it once, but plan to sink more time into later. A few other mini-games carry over from Pokemon White as well, like participating in a play and dressing up with props.

If that’s not enough, Pokemon White 2 introduces…Achievements. Well, they call them Medals, but we all really know what they are. You get them for everything: walking, saving frequently, purchasing 10 Pokeballs at once, nicknaming X caught Pokemon, and so on and so on. You even get hint Medals to help you figure out just what you need to do. It’s a nice addition even if, ultimately, just like Achievements, they are meaningless. Unless something crazy good happens if you get them all–I don’t know, I’ve only gotten around 18 or so at this point.

While I picked Hamstring as my starter Pokemon, he’s definitely moved aside to make room for Genesect, a special robotic bug ‘mon that initial purchasers of the game can download for free. It is mighty powerful and considered “traded” so you immediately get a boost to all its EXP earned. Can’t go wrong with that. No way, no how. At first he felt extremely overpowered, but I just got my butt whooped at the fifth gym, so he is not all that and a bag of rice. Need to find some water-based Pokemon to help out in that fight…

I’m already planning for the future, meaning the final battles. I want to keep at least four of my chosen pocket monsters all around the same level, all different in tactics and nature and powers. It’s working out okay so far. I really don’t want to hit the same wall as I did in the previous game, and, as can be expected, a whole bunch of other content unlocks once you finish the game.

For me, it’s a great game to play a little bit of before turning in for the night, so while I’m playing it slowly, I’m also playing it methodically. At least, I hope I am. There’s so much in this game–these games, really–to take in. Layers upon layers of stuff, from berries to held items to the difference between TMs and HMs, to learning a new move or keeping old ones, to evolving or not evolving, to raising a friendly pocket monster, to earning money, to riding a bicycle, to playing mini-games, to using C-Gear, to withdrawing and depositing team members. At times, it’s like getting lost, and the safest way through is just to stay on the main path and do only what is necessary. Again, this is why I’m a surface level player; any more, and I’m just burying myself.

Okay, enough writing; back to training.