Category Archives: impressions

Paul’s Preeminent PlayStation Plus Purge – Hustle Kings

As a young lad growing up in Smithville, NJ, I lived just down the road from our local community swimming pool and clubhouse. No, really, I could walk there in about five minutes tops, and there was a path behind a neighbor’s house that lead through a stretch of woods that I became quickly familiar with once I had a bicycle and a job at the ice cream parlor appropriately named Scoops. I’d often go to the clubhouse by myself and play pool; hey, it’s easier to play pool solo than it is ping pong. And for those that don’t know, pool is a cue sports played on a table with six pockets along the rails, into which balls are deposited. There are many variations to try, but I’m most comfortable playing eight-ball or nine-ball or just failing hard at trick shots.

Moving on, Hustle Kings is a pool game, and, based on what I learned from the training events section, a rather complicated one…if you want it to be. The game features lush, photo-realistic visuals and 3D gameplay to ensure that a digital game of pool feels just like the real thing, minus the smoky environment and stench of beer-drenched college-goers. When you’re ready, you can even test your skills against fellow fans and wannabe hustlers via online multiplayer matches. Or maybe not, anymore, as I was glancing at a Trophy guide and noticed that servers for the PlayStation 3 version are no longer functioning. Biggest shrug ever.

Some of the things you can do to enhance your pool game other than just hit the cue ball with your stick is putting backspin on it or honing your shot for the best angle or learning how to curve around a specific ball to hit another one into the pocket. It’s a lot of setting up your shot and then hoping everything works out okay; there’s several different camera views to help with this minutiae. I played a couple of free play games and did almost none of this and had a decent time still popping billiard balls into pockets, all while avoiding the eight ball until the very end. I will admit to using the hone shot option a lot because, just like in Peggle, it’s good to know how the ball will move from this singular action.

I honestly don’t have too much to say about Hustle Kings; it’s probably fine, and if you are a big pool fan, you’ll love how intricate your shots can become. For me, it’s too much, and now I’m trying to find this old Flash-based pool game I used to play online while avoiding work at an office gig back in the heydays. This is, not surprisingly, an impossible task, as there are countless online pool games you can play, and many of them all look the same. If you know any late 1990s/early 2000s online pool games that might be what I’m talking about, hit it up in the comments below.

Hustle Kings, side pocket, don’t chicken bone this cinch. Yes, I totally looked up a list of pool terms.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Just Desserts is the sweetest, tastiest card game

I’ve been on a real solo board/card gaming kick as of late, mostly because I’m used to playing by myself and I can probably only convince Melanie to join me on these larger-than-life games, such as Fallout: The Board Game or A Game of Thrones: The Board Game, so many times. I know it is not her thing, and that’s perfectly fine. However, when I saw Just Desserts in my local gaming store, I thought this might be a good one for us to play. It’s all about eating yummy food, specifically desserts. The game is recommended for two to three players, but I think three or more is the best way to go. Two players is fine, but less cutthroat.

Just Desserts comes from Looney Labs, which is the company that makes five thousand and thirty-two Fluxx variants each year. That’s an estimate. I have a copy of Zombie Fluxx from years ago and tried to play it once or twice, not really enjoying it all that much. Or maybe I just didn’t understand all the rules swapping around. I also have a copy of Retro Loonacy from them, which has yet to be played, but I love the artwork nonetheless.

Anyways, Just Desserts is a sweet, delicious card game all about serving some very picky guests at the cafe you work at. No soup, no salad, no main dish… all they want is dessert, and I can understand where they are coming from. I mean, over the Christmas holiday, I probably ate more cookies than anything else, along with a few peanut butter trees from the good ol’ boys at Reese’s. You’ll have to compete with your fellow waiters to serve guests their favorite goodies before someone else gets to them first.

The rules are relatively simple and easy to explain. Each player starts with a hand of three dessert cards while three guest cards are placed in the center of the table; each dessert card shows one to three tastes that it satisfies, such as chocolate, fruit, or pastry, while the guest cards show what they crave, as well as what they refuse to eat, such as veggies or peanuts. On your turn, you draw a dessert card, add a guest card to the table from the deck, then take one of three following actions:

  • Serve (and claim) one or two guests by discarding one or more dessert cards to give them what they want (while avoiding what they don’t want); also, if you give a guest their favorite item, which basically meets all their desires, you get tipped with an extra dessert card.
  • Draw one more dessert card.
  • Discard as many dessert cards as you want, then draw that many cards from the deck to refill your hand.

At the end of your turn, discard guests from the table so that only one guest of each “suit” is still waiting to be served; however, you can consider this guest heading out the door, but still in play to be claimed…until another guest card is discarded on top of it. You win Just Desserts if at any time you’ve served three guests of the same suit or five guests of different suits.

I absolutely love the art in Just Desserts, which is done by…I’m sad to report, I don’t know. I’ve tried searching online for the artist, but am having no luck. Please, if you know, let me know, and then we can all know. Each dessert card looks delicious, even if it is a dessert that I don’t want to eat. The guest cards are goofy and fun to look at, and each person looks unique and truly stands out from one another. My only quibble is that the font on guest cards for their favorite treat is small and hard to see from a distance when you have them in the center of the table. The gameplay is loose and casual, but fun, and there are variants you can use to make it more aggressive, such as stealing other player’s claimed guests, but we haven’t tried these yet.

I’m excited to play more Just Desserts in 2019 and have even ordered copies of the two tiny expansions–Just Coffee and Better with Bacon. They don’t seem to mix up the gameplay too much, but rather add more dessert cards and characters to please in your cafe. Fine by me. I love both coffee and bacon.

LEGO The Incredibles needs to be a bit more flexible

Hey, remember when I played The Incredibles on PlayStation 2 and mostly hated everything it had to offer? Well, the good news is that LEGO The Incredibles is forty-five times better than that hunk of junk…though it still has its own issues to deal with. That said, it is one of the better LEGO games of recent memory, and I’m looking to hit 100% completion on it real soon, which is a lot more than I can say about LEGO City Undercover.

LEGO The Incredibles is a fairly fun-filled adventure that puts you in control of your favorite characters from the franchise, along with a bunch of familiar faces from other Pixar films, such as Sulley from Monsters, Inc. or Merida from Brave. You’ll have to team up as the superhero Parr family to conquer crime and relive in LEGO form the unforgettable scenes from The Incredibles and The Incredibles 2 movies. Strangely, the game starts with levels from the second movie first, but I guess that’s because this game was tied with the theater release of The Incredibles 2. I greatly enjoyed the sequel, but my heart will always call home that first flick…so it was a bit of a bummer to have to go through the game backwards.

It follows the standard format of most modern LEGO games now, which means there are long-as-heck story-related levels to complete, each with their own collectibles to find, along with a large hub world to run around in and complete other smaller tasks, such as time trial races or defusing bombs. A part of me feels like the hub world is quite small when compared to things like Middle-earth from LEGO The Lord of the Rings or even the multiple islands in LEGO Jurassic World, but maybe that’s because you can zip around it rather swiftly if you use any character that can fly. You can purchase a number of vehicles too, but again–why drive when you can zip through the skies, with or without a cape (no capes!)?

Something I did enjoy greatly in LEGO The Incredibles is getting to play as all the different superheroes, not just the Parr family, most of which are long dead by the time things get going in the first film. For instance, the game mixes things up so you can have a partner on Nomanisan Island, and your go-to-pal is none other than Gazerbeam. Sure, sure, he’s definitely dead in the movie due to taking part in Syndrome’s droid’s battle education, but at least now you can put a voice to the character and see how his powers work. Others to definitely try out include Dynaguy, Apogee, and Firebreak, who I used the most to fly around New Urbem. There’s a wealth of lore to dig through, and I got excited every single time I unlocked a superhero from the past; that said, Voyd is kinda cool too.

One of the elements of LEGO The Incredibles that gets truly repetitive is clearing out crime waves in each district. Basically, to rid the city of crime, you have to complete teeny side missions out in the hub world, such as “put out 10 fires” or “defeat three gangs of X’s goons,” and then beat up whatever iconic supervillain is behind it all. Once you do that, that district reveals all its collectibles on the map, gives you a Pixar Incredibuild to do, which just consists of a lot of button mashing, along with a red brick. The only beam of bright light among all this is that it is presented as a breaking news report, and the TV anchor uses every pun in the book to get the job done. I love puns.

LEGO The Incredibles is a good amount of fun, but some of that fun is watered down by really long loading screens, story levels that never seem to end, and repetitive elements, like crime waves, mindless combat, or doing Incredibuilds solo and having to mash the build button for four separate characters. Ugh. Still, I’m having fun with all the various superheroes (Old Lady is fantastic, too) and a few of the Pixar characters, though now I just want a LEGO Toy Story. That might actually be a thing that could happen with the forthcoming film on its way, and they already have a Woody model, along with three other films to build off of and–sorry, sorry, you caught me monologuing!

Paul’s Preeminent PlayStation Plus Purge – Q*Bert Rebooted

This will be a mighty big shock to some of you, but I have never played the original Q*Bert. Well, now I have, but you know what I mean. When I’d go to arcades at my local shopping mall, which is now mostly barren of any signs of life, I’d focus more on things like The Simpsons, X-MEN, and Mortal Kombat II, and even then, games like Pac-Man and Centipede seemed too retro for my blossoming tastes. Shame on me. I mean, Q*Bert isn’t some holy grail, but it does feel like a solid piece of gaming history, one that everyone should at least experience once.

Q*Bert Rebooted is a package of two games. It contains a port of the classic arcade game alongside a new playing mode that uses hexagonal shapes, increasing the number of possible movement directions to six. Woah, boy. Additionally, the rebooted mode features new enemy types, including a boxing glove that punches Q*Bert off the levels and a treasure chest that tries to avoid him as if he hasn’t showered for days. The game has five different stage designs spread across 40 levels, which contain three rounds and a bonus round for collecting gems; you have five lives to complete all four parts. Those gems can be spent to unlock different skins for the Q*Bert character, and completing levels multiple times while reaching specific time and score goals awards you with stars that enable access to more levels.

As with all early arcade games, the core concept is fairly simple. Q*Bert begins each level atop a pyramid of cube platforms from an isometric perspective. By hopping up and down and across, he changes the color of every square he touches. Your main goal is to color in all the squares; once you do, you’re off to the next stage. However, getting in the way of this goal is a variety of enemies, such as red balls that drop from the top of screen, along with a pink snake who chases after our leading orange blob. There are also non-lethal enemies that will go over squares Q*Bert has already touched, returning them to their former color. Also, you can fall off the side, losing a life, which leads me to…

I hated the controls in Q*Bert Rebooted. I would start with using the analog stick on my PlayStation 3 controller, but then occasionally switch to the directional pad. Both often resulted in me jumping off the side of a hexagon, which was never my intention. Sometimes I wanted to go left, but it would make me go left-up. I never felt super confident moving around the board. Also, the sound Q*Bert makes when plummeting to his death is beyond upsetting. Try7ing to jump on the floating discs to the side, which bring you back to the very top of the level, became a giant risk every single time.

Still, I am glad I finally got to play both the original version of Q*Bert and the rebooted one. The music is super catchy, and unlocking skins is always fun, especially when you can play with fun versions like Q*Zard and Q*1000. That said, with many arcade games, it’s not gonna stick around with me for too long. See ya down the hexagonal road, Q*Bert.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

There’s beyond plenty to do in LEGO City Undercover

For Black Friday this year, I purchased three games digitally for my Xbox One–LEGO City Undercover, Batman: Arkham Asylum, and Batman: Arkham City. Go me. And yes, I’ve technically already played Batman: Arkham Asylum on my PlayStation 3, but this came as part of a two-game bundle, and the price was too good to ignore. I think it was about $5.00. But I’m not here to chat about the Batman…instead, let’s get into Chase McCain and his big-city antics.

Naturally, LEGO City Undercover takes place in the vast LEGO City, with players controlling an undercover cop appropriately named Chase McCain. Chase goes on the hunt for criminals, with various moves at his disposal, such as swinging across poles and performing wall jumps. He can also gain disguises throughout his quest to take down Rex Fury that give him additional abilities, such as a robber disguise that lets him break locks, a miner that can use dynamite, or a firefighter to put out fires and chop down boards on doors. Chase can also pilot a number of different vehicles, such as cars and helicopters, and use loose bricks to build various special structures. It’s basically a severely toned-down version of Grand Theft Auto, but with more building and people jumping out of the way of a car driving down the sidewalk.

This is a totally original LEGO story, for once not based on any sort of previously established universe and/or characters. Upon McCain’s return to the titular LEGO City, the mayor reveals the city is in the grips of a crime wave, which she suspects to be the work of Rex Fury, a notorious criminal that Chase initially helped to arrest, but who has since escaped from prison. Chase is tasked with finding him. To assist him, Chase is joined by dim-witted rookie Frank Honey and police technician Ellie Phillips. However, McCain’s grand return is not welcome news for Natalia Kowalski, Chase’s ex-girlfriend, who was forced into the witness protection program after he inadvertently revealed her as the witness in Fury’s trial. I mention all these characters by name because they truly make the story work, fun, and engaging, and Frank Honey is just so goofy and dumb as LEGO bricks that you have to love him.

LEGO City Undercover is packed with humor, references, and silly gags, as one might expect from the folks at Traveller’s Tales. Some of these I think might go over many children’s heads, but I spotted several and smiled constantly. There’s an early level that is entirely a pastiche of The Shawshank Redemption, complete with a Morgan Freeman impersonator. Later, you have to follow the instructions of a construction worker who sounds exactly like one Arnold Schwarzenegger, with him even mentioning that we need to “get to the chopper.” The game definitely has its own voice and sense of style, and the writing is engaging and goofy, even when attempting to hit some emotional beats. There’s a redemption arc for McCain, but it falls a little flat with all the goofiness around his actions.

And now, the most daunting aspect of LEGO City Undercover is just how much stuff there is to discover. I’m talking collectibles here, and LEGO videogames have just continuously gotten bigger and bigger with each new entry. However, this feels like a bit too much, yet sadly I will have to collect every single one of them or forever not sleep soundly again:

  • 39 Red Bricks
  • 305 Characters
  • 120 Vehicles
  • 450 Gold Bricks

Now, those 450 gold bricks are tied to at least over a dozen different types of activities, such as punching ATMs, destroying boulders, doing time trials, chasing down aliens, watering flowerpots, and so on. Basically, if you do something special or attached to a specific character disguise for McCain, you get a gold brick. Hooray. Since beating the game the other day, I am just a smidge over 100 gold bricks and somewhere in the 35% completion total rate, which means I have a long road ahead of me.

Other than LEGO City Undercover glitching out on me a few times, I’ve generally had a good time with the game. I wasn’t too keen on having to collect building bricks along with studs, but it hasn’t been an issue, and once you beat the game you get an automatic x2 multiplier to the activity. Still, there’s lot of things left to build, so maybe I’ll end up hating the grinding for building bricks by the end. If you don’t hear from me in a month’s time, please send help.

Paul’s Preeminent PlayStation Plus Purge – Sparkle 2

I never played Sparkle 1, if it was even called that, but I can’t imagine it being too different from Sparkle 2, today’s game du jour for being on the chopping board. I feel like I’m making a good dent on this sojourn of mine to rid myself of all these PlayStation Plus titles, but there are still so many left on my PlayStation 3 to go through. Woe is me, I know. How I must suffer at the hands of all these freebies of varying quality.

Anyways, Sparkle 2 is a marble shooter action puzzle game–woah, that’s way too many adjectives–that tasks you with eliminating snake-like lines of colored balls by matching three of them to make them vanish. Yup, it’s a match three, but the twist of the lines moving along a path helps keep the experience somewhat fresh. I say somewhat because, well, there’s only so much that can be done with a match three style game. I dip into these every now and then, such as with Tumblestone, Frozen Free Fall: Snowball Fight, and Adventure Pop, but never hang around for too long. Actually, the only one I truly continue to check in on these days is Gems of War, and that’s probably more because it reminds me so much of Puzzle Quest, where I really got hooked.

Evidently, Sparkle 2 comes with a story, a reason to match all these differently colored marbles. See, a long time ago, five enchanted keys were created. The keys were scattered around mysterious lands and still remain undiscovered. Many have come to find them, but alas, so far, all have failed. Now is your chance to shine and find these keys and unlock their secrets. It’s either that or join the endless ranks of souls forever trapped within this fantasy land. It’s honestly not much to go off of, but it is at least something, a thin carrot on a stick to chase after. That said, after finding two keys, I still don’t really follow the plot one bit.

I played Sparkle 2 for at least four hours, finishing about thirty or so levels and finding two of the five missing keys. How do I know I put that much time into it? Well, one, there’s an in-game timer, and two, you get a Trophy for playing that long. Go me. The game’s controls are thankfully tight, which they need to be if you are going to try and shoot marbles as quickly as possible at moving targets. There’s no guide though, so you have to do your best to line things up, and some power-ups help more than others. I really liked the one that turned into a bunch of fireflies to clear out multiple balls at once.

Well, I’ll fire one more colored ball, this time at Sparkle 2 itself, eliminating it from my PlayStation 3 and making room for whatever PS Plus game is next to cross my path.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Paul’s Preeminent PlayStation Plus Purge – Another World

Another World is an adventuring classic. At least, it seems so. It’s also known as Out of This World in North America and Outer World in Japan, which has only confused me for years because I always thought those were different, unique games…or parts in a series. Nope, they are one in the same. For those that don’t know, Another World released in 1991, and it’s a highly cinematic action-adventure platforming game designed by Éric Chahi and published by Delphine Software. The narrative involves Lester, a young scientist who, as a result of an experiment gone wrong, finds himself on a dangerous alien world where he is forced to fight for his survival.

Here’s some things I just learned about Another World, after giving it a few goes on the PlayStation 3 via the Another World – 20th Anniversary Edition version, which us PlayStation Plus users got for free this past September. It was developed by Chahi alone over a period of about two years, with help only on the soundtrack from Jean-François Freitas. Chahi developed his own game engine, completing all the game’s art and animations in vector form to reduce memory use, with some use of rotoscoping to help plan out character movements. Both narrative-wise and gameplay-wise, he wanted the game to be told with little to no language or user-interface elements. The game was originally developed for the Amiga and Atari ST, but has since been widely ported to other contemporary systems, including home and portable consoles and mobile devices…which is how I am playing it some now twenty-plus years later after always being curious about the legendary beast.

Still, I couldn’t get too far in this one, especially once it became necessary to fire guns at enemies and dodge incoming bullets while also creating shields to block said projectiles. I did okay kicking and jumping over the weird alien worms that fall from the ceiling, as well as running away from the dark-black hulk that chases you at the start of Another World. After that…everything just needed to be too precise for me to figure out. Plus, once you died, which always only took one wrong move or hit, you had to do the whole “rock the cage” bit again, and then try to hit your marks perfectly or be evaporated before you even knew what hit you.

Well…I just watched a full playthrough on YouTube (with no commentary), with a run-time of just over thirty minutes, which includes multiple deaths and restarts. Yeah, I don’t think I would ever have figured some of this stuff out. There are walls you can blast open to let you into new areas, but I don’t see how you’d be aware of them at all as they don’t stand out and the game itself never tells you what you can or cannot do. In one way, that’s freeing and awesome; in another, completely frustrating. There’s a whole section set in a cavern that is blowing my tiny little mind. I get that adventure games are all about exploring and trying your options out until they run bone dry, but again, with no text or inventory system…it’s seemingly impossible to know what is possible in a strange world like this. Also, all your actions require repetition to perfect.

I’ll give credit where credit is certainly due. It looks like Chahi created one fantastic sidekick more than twenty years ago, an alien being who communicated only through gestures and a small lexicon of syllabic barks and encouragements. I think its name is Buddy, but don’t put my feet to the fire on that. I’d place it next to similar strong standouts like Agro, Vivi, and Yoshi. Another World absolutely wrings every ounce of its low-detail scenery, flipping between perspectives and just overall presenting a world unknown to anyone. It’s strangeness is what kept me watching, wanting to see where it all went…which, to be honest, I didn’t fully follow, but I greatly enjoyed the journey from a distance.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

LISA sadistically plays with your emotions and expectations

I’ve only seen Mad Max: Fury Road in terms of the dystopian action series, but it’s possibly one of my favorite post-apocalyptic worlds, even if it is ultimately the most deranged and harshest on its people. LISA reminds me a lot of that movie, though there is much more humor to its telling and characters, and some of that humor works well with the ultra high amount of violence and disturbing imagery…and sometimes it doesn’t gel at all. That’s okay though. In this wasteland, where pain is living, nothing can be perfect.

Right, on with it. LISA is a quirky-as-quriky-gets side-scrolling RPG in the same vein as EarthBound–which I still need to get to ugh–set in a post-apocalyptic wasteland. Beneath this charming and funny exterior is a world full of disgust, moral destruction, and a general theme of “that’s messed up”; in fact, the game’s full name is LISA: The Painful RPG, which is a little on the nose. Players will learn what kind of person they are by being forced to make some serious choices, which do ultimately permanently affect how the game goes. For instance, if you want to save a party member from death, you will have to sacrifice the strength of your own character, the protagonist called Brad. This might entail taking a beating for them or even chopping off a limb or two. It’s pretty rough out there in this world of no women or children and only power-thirsty men. The story follows Brad as he stumbles upon an abandoned infant, a baby girl, who is later kidnapped.

Naturally, you’ve got all the standard RPG basics to manage, such as weapons, skills, limited energy for special attacks, and numerous stats that can be improved with items, leveling up, or purchasing new equipment. The combat in LISA is turn-based, though Brad’s general attack can be changed with manual inputs to do extra damage per hit, so long as you know the right string of keys to hit to perform the combo. Over the course of the game, Brad will come in contact with a diverse cast–and I do mean diverse–of potential party members that he can recruit by doing a range of odd and random tasks, and each brings their own special personality to combat. Currently, my party consists of Terry Hintz, who is not all that useful honestly, and someone else whose name I can’t remember, but I got them to join after listening to a lot of his sad stories. It looks like there are many characters that can join your party, just like in Chrono Cross.

Items in LISA range from mundane necessities to oddities like horse jerky, sweatbands with fire damage, greasy ponchos, and kung-fu scrolls. No phoenix downs so far. Stats are tied to a character’s level and equipment found or purchased from vendors in one of the game’s many towns. Settlements and towns sometimes offer respite from the outside world with places to sleep, which recovers the entire party’s health and skill points, but also includes randomized, potentially damaging events, such as getting robbed or having a party member kidnapped. You can also save your progress in specific spots.

Generally speaking, whenever games allow me to make moral choices, such as Mass Effect or Fallout: New Vegas, I always play the good guy. Sure, being a rude dude or scoundrel can be fun when it is make believe, but there’s a serious part of me that feels sorry for causing others pain or just being a complete dick for no reason other than to get a reaction. Yes, I care about polygon or sprite-based figures that are essentially just bits of code, and I care even more about how I interact with them. LISA makes being a good guy tough, constantly driving home the notion that being selfish and heartless is the only way to survive in a world like this.

Unfortunately, I think I might be stuck, unsure of where to go next. The problem is that it isn’t often clear where next should be, but also tied to the fact that there are hidden doorways and passages everywhere, and they are exceptionally well hidden. There’s some light platforming to do in LISA, with you being able to hop up small ledges, but falling from a great height will actually damage Brad and his companions’ health. Naturally, sometimes you have to do this to progress, but I can’t seem to figure out where to go. Of course, I could always look up a walkthrough, but I feel like I’m still too early in the game to be seeking outside help. Truly, this is the greatest suffering that LISA can throw at me.

Trying to help Sachi survive in Smoke and Sacrifice’s grotesque underworld

Smoke and Sacrifice is not what I expected to be. One of the first screenshots for the game that I saw was similar to the one at the top of this post. It looks bright and safe and a little mundane and reminded me of any number of early towns or villages you visited in RPGs like Suikoden or Breath of Fire. There’s a field being tended to and glowing Sun Trees that are obviously very important to these people and it just feels smalltown farm-like, but then things take a turn towards darker.

See, our leading protagonist Sachi must unfortunately give up her son as part of the village’s first-born rite; basically, she is sacrificing her child to appease the gods, but the good news–if you want to call it that–is that any future children she has will be safe from this custom. How nice. Years later, when suddenly the Sun Tree fades and all the priests vanish, she learns there’s more to this ritual, such as a whole underground world.

Smoke and Sacrifice is an open-world, narrative-driven survival RPG, where exploiting living ecosystems is the key to keeping air in your lungs. Sachi must constantly craft gear, fight off monsters, and explore a massive open world as she searches for her long-lost son. Along the way, she’ll meet strange characters and take on quests for them, as well as learn what really was happening with the Sun Trees and the first-born ritual. The game quickly goes from bright to dark to seriously messed up in a matter of minutes, and you’ll quickly forget all about that fertile land above, now replaced with a gothic wasteland of strange bugs and foreign ingredients.

Unlike many other survival games, there’s a solid if sadly morbid story to follow and no permadeath to deal with. Instead, you can save your progress frequently at a few save points dotted around the map, which are in the form of glowing computer screens, with death bringing you back to your last hard save. I recommend saving all the dang time. I have suffered the sad experience of collecting a bunch of ingredients for a half hour, stumbling into a combat scenario I wasn’t ready for, and having my weapons and lantern degrade at just that moment, losing all forward progress. It stinks and is maybe the harshest part of Smoke and Sacrifice.

The combat in Smoke and Sacrifice is both punishing and a little plain. You can up your chances of making it out alive by crafting an array of armor and weapons, such as a bone machete, but you never really feel that powerful. Instead, you are better off learning every enemy’s pattern and taking them out slowly and methodically. There’s a dodge move, but it is more of a jump away than anything I’d call extremely responsive, like rolling in Bastion. I wish there was a little more strategy or options for combat, but so far it is just mashing the attack button and hopping away when it looks like the enemy will strike. I did just start crafting smoke bombs, so maybe it does get a little more advanced, but I won’t hold my breath, especially when breathing in this underworld’s air is deadly enough.

I got this game for “free” from being a Twitch Prime member, along with a number of others that I hope to get to…eventually. I think I’ll poke at it some more as I am interested to see where this dark story goes and if Sachi finds her son while also wreaking havoc on the naughty priests that forced her into this situation to begin with. Weapons, armor, and lanterns constantly degrading quickly might be too much for me to deal with though…time will only tell.

Paul’s Preeminent PlayStation Plus Purge – Sky Force Anniversary

Sky Force Anniversary is described as a legendary shoot-em-up, but I unfortunately never really heard of it until I sat down the other day to give it a go on the ol’ PlayStation 3. Over my many years of playing all these dang vidyagamez, shoot-em-ups are a genre I just don’t find myself drawn to…though I do remember playing a lot of Thunder Spirits and U.N. Squadron on the SNES back in the day. Maybe a bit of RayStorm too. Still, if I am to play one of these, I prefer them to not be bullet hell style, as that is just masochism at its finest.

After some minimal research, I discovered that Sky Force is a vertically scrolling shoot-em-up series created by the Polish developer Infinite Dreams. The gameplay is reminiscent of Capcom’s 19XX series and Seibu Kaihatsu’s Raiden series, of which I don’t think I’ve played either, featuring a weapon upgrade system and large end-of-stage bosses. The first title in the series was originally released for Symbian and Pocket PC in 2004 and was ported to Palm webOS (2005), iOS (2009), and Android (2010). Also, the first game in the series was 2D and entirely sprite-based.

You start off Sky Force Anniversary with a fairly powerful ship, shooting down waves of incoming enemies with ease. Alas, as expected, things happen, and your ship loses all its great abilities. It is up to the player to build their battle-ship back to its glorious former self over the proceeding handful of levels. Warning: it’s going to take time, and by time..I mean grinding. The first few levels are not technically difficult, but enemies will take more hits to destroy and you’ll find your ship exploding sooner than expected. Defeating enemies drops collectible stars, which used to upgrade your ship in the hanger between levels, with each upgrade requiring more and more stars, naturally. Despite only unlocking up to the third mission, I found myself replaying missions one and two just to earn more stars and boost my ship a bit. It’s not exactly a barrel of fun, but it gets the job done…slowly.

All in all, Sky Force Anniversary feels slightly more scaled back in terms of overwhelming action, focusing instead more on patterns and the movement of enemies. You won’t experience a thousand and one bullets flying at your ship, but rather a small handful, with other things to track as well, such as stars to collect, people to rescue, boxes to shoot open, and so on. Each level has four bonus goals to complete, such as rescuing people or killing the majority of enemies, though it seems like, at least for the first three levels, these are all the same. Evidently, if you complete all four challenges, you can play an even harder version of the mission.

See ya, Sky Force Anniversary. You were a decent amount of fun for a few levels, but you just aren’t my thing. My favorite part, overall, was the little “ya-hoos” that people screamed when you rescued them off the ground.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.