Category Archives: just beat

Lawrence Barrett is no more, and that’s no bull

“Bulls do not win bull fights. People do.” – Norman Ralph Augustine

That’s right, Grinding Down readers. I did it. I did this:


The Bull (25G): You defeated Lawrence Barrett, elite member of a secret mercenary hit squad.

After failing time after time after time–his grenades kill you instantly on the middle difficulty and are quite hard to avoid, considering he throws them in groups of three and the room is small, cramped, with few choice hiding spots–I decided to look up some walkthroughs online to see how others tackled this annoying fellow with a machine gun for a hand. No, not that one. That Barret cusses more. And he would be on my side to begin with, making this boss battle a non-necessity. Anyways, I found a video of someone beat him by tossing a gas canister at him, then an exploding barrel, and then did that twice more, all under sixty seconds. Whaaaaa. Not a single shot was fired, which means that this would be the best way for me to go about it, considering running into the room and trying to equip a lethal weapon was clunky and a waste of time.

Well, it took me three more attempts to figure out the best way to move around the room and toss these deadly items, but I did it. I got him caught in a gas cloud, choking, growling, saying something repeatedly about “playing dirty.” Whatever. You have a gun for a hand. I was so pleased to have finally gotten past this roadblock–and yes, for stealthy players, that’s exactly what he is–that I exclaimed loudly that I had conquered he who seemed unconquerable. Tara was upstairs watching Cheers, but she responded and even gave me some kudos love via Twitter:

According to forum grumblers, there’s a few more of these sorts of boss fights to look forward to. Great. Freaking superb. I can’t wait. However, I do like that this boss battle had two vidoegame references tied to it: Final Fantasy VII and the Metal Gear franchise in calling these elite soldiers The Something. I just didn’t like how it fit into the grand scheme of playing the game. For now, I’m off to China, I think. Well, not me. Jensen is. Place your bets below in the comments on what part I’ll get stuck at next.

Can’t escape smiling at this Ludum Dare game called BATHOS

If it wasn’t for Notch, I would have never even known about this crazy thing that recently took charge, known to indie game developers worldwide as the Ludum Dare. Basically, participants develop games from scratch in a single weekend–that’s 48 hours, okay–based on a theme suggested by community. This time around the theme is escape. Browsing through the 500+ finished entries is a bit daunting; some of them really do look great, and others…well, not so much. Unfortunately, a good chunk of them blur together.

The first submission I clicked on to check out was BATHOS by Johan Peitz, mostly because it looked like a SCUMM title, and those experiences always pull at my heartstrings. Seriously, there’s a Maniac Mansion vibe here. I’m super pleased to announce that the very first Ludum Dare title I’ve tried…is a winner! Well, in my book. I’m sure Notch’s entry is stellar too, but I haven’t attempted it yet, considering I barely understand Minecraft still, and I’ve been playing that for several weeks now. Anyways…

In BATHOS, the player wakes up in a supervised prison cell, naturally wanting to escape. The door is locked, but he quickly discovers many keys in his tiny, depressing cell room. Surely one of them will work on the door. And that’s it. Find the right key and get out of there. It sounds simple, but it took me about fifteen minutes on my lunch break to figure out, and the solution is delightful, obvious, turning this little indie bit of Flash wizardry into something truly charming. The graphics are clean and unobtrusive, and the game controls smoothly. There’s only so much our pixelated hero can do, but it all works. Picking up keys that don’t work and flinging them under your bed never felt so good.

One of the definitions for bathos is “an anticlimax,” and yes, Johan Peitz’s take on solitude, yearning, and escape most certainly is that. However, it might be the first time something so ludicrous has made me smile.

You can play BATHOS in your web browser by clicking this very sentence. Or, if you’re looking to download it for Windows/OSX/Linux, go here…just don’t read any of the comments below otherwise you’ll spoil a perfectly genuine gaming experience. And remember, this was created in under 48 hours. To me, that’s mighty impressive–and gives me hope that maybe one day I could make a videogame, too.

Games Completed in 2011, #13 – Monkey Island 2 Special Edition: LeChuck’s Revenge

So I beat this game. Big Whoop, right?

Monkey Island 2: LeChuck’s Revenge is a game I wish I had played sooner. Like, maybe when I was in high school or back when I dreamed of being a plucky wannabe pirate. Alas, I only discovered it after a Special Edition was created, released for the Xbox 360 Arcade, and then put on sale a few weeks ago. Don’t worry; I’ve already said three Hail Marys and two Our Fathers, and even then I know that’s not enough repenting yet.

In this sequel to The Secret of Monkey Island–which I’ve also not played yet, grrr–Guybrush Threepwood is searching for the legendary treasure known as Big Whoop. Unfortunately, during this hunt he unknowingly resurrects his arch-nemesis LeChuck, who he defeated in the previous adventure, as a zombie. There’s also some mini-plot thing about a love interest named Elaine Marley, but that never seemed like a vital focal point of the game. This Big Whoop search will span several islands, taking Guybrush back and forth as he collect items, solves puzzles, and interacts with a host of memorable, charming characters.

This Special Edition is more than just a re-skinned game. Besides the updated artwork, which is simply gorgeous, there’s re-worked controls to help players not familiar with the SCUMM engine get along much easier. Right-clicking on an item or person brings up a wheel of options, such as LOOK AT Wally, TALK TO Wally, or even the dreaded PULL Wally. That might seem like a weird option, but I suggest selecting it, as now, thanks to the addition of voice acting, every selection elicits a smarmy response from Mr. Threepwood. And the voice acting is stellar, with every character having a strong personality that is instantly captured upon speaking. My personal favorites include Wally B. Feed, Largo LaGrande, and the constantly quieting librarian. You can even listen to this awesome voicework with the original, retro graphics and gameplay. Another addition that long-time fans are probably super excited about is that Monkey Island creators Ron Gilbert, Tim Schafer and Dave Grossman recorded commentary to go with the game as you played; I did not give this a listen yet.

The puzzles range from obviously easy to eye-stabbingly frustrating, and for those that need an extra nudge in the right direction, two new features can be used: a hint button and item highlighting. I didn’t use either to unlock Achievements come the endgame (I know, I’m a whore), but they are there if need be. For the tougher puzzles, mainly all of Part II, I had to use the Internet every now and then. Some of them hurt my head, and some of them proved almost impossible, like when you had to give LeChuck a hanky a split-second before he zapped you with some voodoo magic. That one took me at least fifteen tries to get the timing right.

Monkey Island 2 Special Edition: LeChuck’s Revenge is both a fun and funny game. Entering a new screen and clicking on everything is thrilling, and I mean that as seriously as possible. I just wanted to know what Guybrush thought about everything, whether it was a stool, a parrot, or even monkey playing a piano. Exploration and an eye for detail is what’s important here, and while the story felt a little rushed during the final showdown, it was wonderful to experience. I have the need now for more point-and-click action, and it looks like I’ve missed out on quite a collection of SCUMM-based games. However, I’ve been warned to steer clear of Escape from Monkey Island. No promises, but I will certainly try.

Games Completed in 2011, #11 – Monster Tale

Metroidvania is a special genre of gaming. It’s both linear and not, it’s devoted to progression and secrets, and it’s been around since the venerable NES days. I mean, it’s very namesake comes from two of its most obvious influences: Metroid and Castlevania. Over the years, Metroidvania has seen some peaks and valleys and straight-up dry spells, never finding a wide audience, but there’s been a rebirth of sorts on handheld consoles like the Nintendo DS. Mostly more Castlevania titles, but there’s also been the occasional surprise debut, and that’s where we find Monster Tale from DreamRift, the makers of Henry Hatsworth in the Puzzling Adventure.

In Monster Tale, you play as Ellie, a young girl who stumbles upon a magical armband, unhatched egg, and hidden world inhabited by monsters. She quickly discovers that she’s not the only human to venture into this world as it is ruled by snotty, personality-heavy kids, the worst being Priscilla. They have enslaved many of the monsters and turned them into their evil pets. The egg Ellie found earlier hatches, and the monster quickly bonds with our blue-haired protagonist, fighting off enemies, eating snacks, and evolving into more powerful forms. She names it Chomp, and he/she/it will be vital to her survival as she searches for a way back home.

Monster Tale is a mix of platforming, combat, and pet raising. You’ll travel through five themed worlds—a wicked treehouse and demon express train, for example—until you can’t travel forward any more; most likely, Ellie will need to learn a new ability like charge shot or obtain a key to open a locked gate. Unfortunately though, DreamRift is a wee bit masochistic and decided to make back-tracking a high priority here. Very high priority. Now, with Metroidvania games, back-tracking is the point; you get a new ability, and now you can get past X from that earlier level. However, the back-tracking in Monster Tale feels unnecessary, and often the item/power needed is on the far opposite side of the map. There’s no fast-travel system so Ellie and Chomp have to trudge all the way back; I was constantly checking the map so as to not get lost. It feels like something implemented to transform a four-hour game into an eight-hour game.

Good thing the combat is fun, especially thanks to Chomp. He/she/it is an adorable monster that helps attack enemies on both screens of the Nintendo DS. Chomp can’t spend too much time up top as it drains its health, but the bottom screen acts as a sanctuary, healing it and housing many special items for it to interact with. There’s some great animation work when it comes to Chomp chompin’ down on some cold pizza. As Chomp defeats enemies and eats entire bowls of rice, it gains XP and levels up, opening up new forms. I had him evolve into the Juggernaut by the end of the game and kept him there, but there’s plenty of other forms for people to tinker with if they’re curious. I only wish that Chomp was a little more proactive when on the top screen; it seemed like it wouldn’t attack an enemy unless Ellie personally chauffeured it over.

Story-wise, Monster Tale doesn’t ask too much of your attention. There’s small bits of dialogue between Ellie and another kid before a boss fight, but other than that—it’s purely background fluff. I likened it previously to a Saturday morning cartoon plotline, and I’ll still stand by that. I do think that DreamRift missed out on a great opportunity though; all along, Ellie is trying to get Chomp back to its mother, but this plot point fizzles out. It’s safe to assume the two are reunited, but it would’ve been nice to see some monsterly reunion on-screen.

The production values in Monster Tale can’t be ignored. The 2D sprites are colorfully crisp, and the animation work is top-notch. The quality kicks it into even higher gear during the boss fights, my favorite being against the deranged bunny rabbit. Background details such as monsters hiding behind paintings really help with the immersion. To be honest, I did not notice much of the music; I eventually turned all sound off as I got tired of hearing Ellie make a noise every time I hit the jump button. Every. Single. Time. Thank goodness the game’s gorgeous to look at for extended periods of time.

Monster Tale came out shortly before the Nintendo 3DS launched, a period being labeled as “the end of the Nintendo DS era,” but not by me. It might be late to the party, but it’s a pristine example of why gamers should stick around a little longer. Sure, the back-tracking gets tiresome, but the combat and pet raising is irrefutably addicting. It’s definitely one of the more unique Metroidvania titles in some time, and if you’re a fan at all of fun, friendly platformers, this is one helluva tale.

A copy of Monster Tale was provided to me by Majesco Entertainment for review. My completion total was 78.6% after just under eight hours. I’m pretty sure I found every room, but did not spend a ton of time evolving Chomp into different forms. I basically stuck with the Juggernaut form and grinded him to level 30 before the final boss fight. The hardest part of the game involved a moving platform and floor lined with deadly spikes.

Games Completed in 2011, #10 – X-MEN Arcade

My mother absolutely loved Walt Disney World, and it seemed like no more than two to three years would pass in my youth before we’d drive down to sunny Florida from buggy New Jersey yet again to spend a week walking the parks, seeing the sights, and eating like royalty. We always stayed inside Walt Disney World, but rarely at the same resort, and for all intents and purposes of today’s post I’m going to be talking about the time we stayed at Disney’s Coronado Springs. I was definitely under ten years old then, but many details remain fuzzy. I do, however, remember there being an arcade at the resort, an arcade with air hockey and Pac-Man and, most importantly, an X-MEN Arcade cabinet. I think the game itself was just called X-MEN, but that can be rather misleading and generalizing so we’re tossing in arcade for good measure. So, this arcade…it used quarters, not tokens or playcards, truly a relic of the past. I never had to beg for change from my parents, and I have this sort of LOST-style flashback of myself running up to my mother on one of the bike paths, watching in boyish anticipation as she fished around in her vacation belly-bag, and pulled out a handful of quarters—all mine.

As a kid, I thought the X-Men were just the coolest. Nothing cooler than a team of crazy-looking superheroes fighting even crazier-looking supervillains, in fact. I had the comics, the collectible cards, the TV series recorded every Saturday morning. And if I had my way, I would totally have been born a Mutant. My power? A cross between Kitty Pryde and Colossus, which is funny if you know anything about their history together. I’d basically like to either phase through walls or simply bust through ’em. But yeah…videogames. The X-MEN Arcade cabinet always had a crowd thanks to its ability for six people to play at once. It was definitely the most popular cabinet at the resort’s arcade—at least in my eyes it was—but it was worth the wait.

X-MEN Arcade is the continuation of the plot from 1989’s Pryde of the X-Men, an animated film I watched so many times that the VHS tape eventually disintegrated, wherein the X-Men go after Magneto for kidnapping Professor Xavier and Shadowcat. Six characters are available to play as—Wolverine, Cyclops, Dazzler, Storm, Nightcrawler, and Colossus—and each plays pretty much the same save for their special moves. I usually selected Nightcrawler because his superpower could easily clear the screen of enemies. However, I never completed the game in the arcade—didn’t have enough quarters, didn’t have enough other players to help out, didn’t have the skills to beat the Blob without using up all my lives. Many, many reasons. And I never did find another X-MEN cabinet back home in New Jersey, and so that was that. Other X-Men games came out, but none quite like the arcade version.

Jump ahead in time like Bishop to 2011, and I’m playing X-Men Arcade again. This time, it’s very different. It’s silly, it’s easy even on the highest difficulty setting, and it’s unbelievably short. I beat it twice so far. When I played the game in the arcade, I never got farther than beating Wendigo, and I was surprised to see there was only a couple more levels to go. You have unlimited continues, which seems weird, and each level is more or less the same: walk left to right, beat up every enemy, continue on until you hit the level’s boss. It’s a perfunctory brawler and bland, but because it’s the X-Men, I’m okay with that.

Last October, my wife and I went on our honeymoon to Walt Disney World. Amazingly, we stayed at Coronado Springs, too. Here’s us waiting for the bus:

The arcade is no longer located in the resort’s main building. Instead, it’s been moved over to one of the pool areas, and we did see signs for the arcade, but we just never got over to see it. The hot tub was too soothing, too comforting. I’d like to imagine that the X-MEN Arcade cabinet is still there, still eating quarters.

The XBLA version is both a port and completely different take on the game. Go in for nostalgia’s sake, and you’ll have a good time. Otherwise, it’s nothing amazing these days. However, the experience of playing it again some twenty years later means a lot to me. I just wish I could tell my mom how much.

Games Completed in 2011, #4 – Dragon Quest IX: Sentinels of the Starry Skies

::deep exhale::

If I had cool technology, a better cell phone, or awesome lighting, I’d take a picture of my Nintendo DS screen that listed all my stats for Dragon Quest IX: Sentinels of the Starry Skies at the time I kicked the end boss to the mortal curb. Alas, I failwhale in that department. You’ll just have to lovingly accept what I give you here as proof that I worked–and am still working–hard to do everything possible from Angel Falls to the Realm of the Almighty:

Time spent playing: 103: 39
Time spent in multiplayer: 01:35
Battle victories: 3,071
Times alchemy performed: 170
Accolades earnt: 43
Quests completed: 41
Grottoes completed: 12
Guests canvassed: 2
Defeated monster list completion: 74%
Warddrobe completion: 37%
Item list completion: 56%
Alchenomicon completion: 33%

Hmm. I know. It’s not as pretty as a screenshot, but it is, as a whole, a wonderful way to sum up my experience with Dragon Quest IX. My fab four, Hadwynnn, Tarla, Kingsley, and Juniper, who I’ve pretty much had since the very beginning of the game, have done a lot; conversely, there is still a lot yet to do. “Beating” the game is a hollow experience. Sure, there’s an end boss, some loose plot resolution, and an ending eeriely close to Legend of Zelda: A Link to the Past‘s, which shows us how all the famous locations are going about their days now that true evil has been vanquished. But it’s only then, after the credits roll on by, that the game really opens up.

New quests unlock, and there’s also the bonus content gained from using the DQVC and such. I think I have over forty quests titled ????? just sitting pretty, waiting for this day to come. More grottoes to clear, more clothes to collect, more fiendish thingies to make, and I’m also contemplating changing my main character’s vocation now that he is capped at 100 in his whip skills. Maybe something that lets him wield a boomerang? Evidently the new story-related quest I’m on now, the first post-game one, will net me my own personal flying train to let me travel around the map kind of like the magical phoenix form from Dragon Quest VIII did. That’s gonna be sweet because I know a few unreachable spots on the map have been teasing me for far too long.

Unfortunately, this quest is a bit of a mindmess to put it politely. Let’s take a looksie at what exactly we’re being asked to do:

Quest #039 – Follow That Fish
Location: Porth Llafan
Request: Summon Lleviathan by wearing a Watermaul Wand, Flowing Dress, and Silver Shield and then defeat him.

Yeah, sounds simple, right? It’s not. Two of the three items require rare ingredients to create. Thankfully, I already acquired a Watermaul Wand earlier on. I was able to use the Krak Pot and make a Flowing Dress. Really hope my male character doesn’t have to equip that to bring about Lleviathan. The problem I’m having now is that I don’t have enough items to make a Silver Shield. My next best option is to buy it new from the upgraded shop in Stornway, but it’s around 30,000 gold. So, my options are as such: 1) grind until I get 30,000 gold or 2) grind until I get enough alchemy items to make it myself. Either way…uh, grinding.

At least this game continues to keep me busy, keep me interested. That said, I’m really not looking forward to battling Lleviathan…again. But yeah, this is going on the “2011 games completed” list because 103 hours is far too many hours to devote to a single piece of media and not feel like you’ve done far and above what was set. I can’t ever imagine re-playing Dragon Quest IX a second time, but the good news is I never will have to…I can just keep on playing it from my very first time, from way back in July 2010!

REVIEW: Samorost 2

Developer/Publisher: Amanita Design
Platform: Mac OS X [reviewed], Windows, Linux
Genre(s): Point-and-click puzzler
Mode(s): Single player
Rating: ESRB: No idea, but it was fairly harmless and I’d guess something like E for Everyone
Time clocked: Around one hour

Sadly, I had to pack up the Xbox 360 and TV yesterday as my father came up to help me move from one apartment to the next. He was, however, running late, and I had about two hours to kill in a room full of boxes and nothing fun to play with (please keep your dirty thoughts to yourself). Sure, sure, I had my Nintendo DS, but that was kind of tucked away in my travel bag, and I just didn’t feel like getting off my Mac at that point. Then, ashamed, I remembered that I got five six games for my laptop back when I purchased the Humble Indie Bundle. Five main ones, and the sixth one, Samorost 2, was a bonus for those that helped contribue to the cause.

And so I scanned the list, trying to decide what to play for a bit. I dismissed World of Goo because I’m stuck on one level and can’t do anything else, as well as Aquaria, which is a game I like, but I really need to be in a mood to play. Finally, I picked Samorost 2, knowing nothing about it, only finding the name intriguing.

Samorost 2 is, obviously, a sequel, a follow-up to a game I’ve never played, but from what I can gather–that’s okay. You can go into Samorost 2 knowing nothing about it and still have a great time. The game opens up with a couple of aliens landing on a small planet, eating some fruit, and then stealing a strange little man’s dog because it was barking a little too much. The little man, referenced on another website as a space gnome, doesn’t change out of his PJs and follows their spaceship in pursuit of his best friend. And that’s the plot: rescue the dog and return home. It’s simple, but it works, and the world and creatures and mechanisms that revolve around the plot help buffer it along.

And man, what a beautiful world it is. The quality of the visuals is striking; the space gnome, his dog, and alien lifeforms are presented in a cartoonish form, but animated very well, giving off a Monty Python’s Flying Circus feel to it. The backgrounds (and foregrounds) on each level are extremely detailed and colorful, with a variety of alien flora and fauna (pun-intended) to enjoy, all done in a collage kind of way.

Gameplay is point-and-click, and the cursor turns into a hand when hovering over an item or part of the level that can be interacted with. Breaking tradition, there’s no inventory system, meaning if the space gnome picks up an item, it can–and must–be used there and then to solve the puzzle and move forward. This is a good thing in my opinion; I’ve been currently carrying around a lot of the same items in Broken Sword: The Shadows of the Templars, and each time I try to use them I fall flat on my face. Stupid elephant carving. Anyways, yeah. You point, you click, something happens. Sometimes you have to point, click, and click again while something is happening, but it’s pretty easy to figure out if you pay attention to the level and what does what. There were only two times where I got stuck. The first was because I just couldn’t find the exact pixel to click on, which was frustrating, and the second time came at Samorost 2‘s end when you have to do a bunch of things in a very specific order or start all over again. I did those final puzzles three times before I got it right.

Samorost 2 features a very odd, atmospheric soundtrack. Some levels have just tiny bits of music to it, some have none at all. It works well, but ultimately it’s forgettable. Also absent…dialogue. Progression and plot is told visually, and again, it boils down to “rescue dog and return home.” Some alien gruntage and a few doggy barks pepper the landscape, but it really doesn’t need a narrator or the space gnome’s opinionated musings. Though I still don’t understand why the alien monster is watching soccer on his TV.

Alas, Samorost 2‘s biggest fault is that it is a very short game. Even shorter than Limbodun dun dunnn. Consisting of seven levels, all of which are re-accessable via an age-old password system, the game’s running time is estimated between one and two hours, depending how stuck you get or how slow you pace yourself. I gobbled the game up very fast though. It’s extremely charming, stylish, and deceptively tricky. There’s an invisible rope attached to your heart, tugging you forward, and when you reach the next room, you just can’t help but click around, and before you know it, you’re in the next room. And so on, and so on. If you got some time to kill, I definitely recommend it. You can play a good portion of the game for free over at its website. Hop to it, young space gnome wannabes!

Full Gamerscore magically earned for LEGO Harry Potter: Years 1-4

It was a bit of a grind, playing the same levels over and over, pestered with some frustration thanks to glitches telling me that there were Gold Bricks where Gold Bricks were not, but another LEGO game has fallen under the power of my mighty gaming fist. Either way, all Achievements have now been unlocked for LEGO Harry Potter: Years 1-4. Sadly, the majority of them were extremely tame, and I feel like Traveller’s Tales really missed a lot of opportunities with this one. Sure, other LEGO games were just as mild when it came to in-game tasks, but LEGO Batman had a couple nifty Achievements that dealt with gliding for a specific distance and backflipping about as Robin, and the groundwork here is so diverse and magical that it is, ultimately, a shame it got wasted. Basically, the bulk of Achievements here are about doing X a Y amount of times.

Like so:

  • Destroy 50 plants with Lumos Solem spell
  • Collect all House Crests in Years 1, 2, 3, and 4
  • Rescue all students in peril
  • Defeat 10 enemies with a Muggle character
  • Defeat 20 enemies with Fang
  • Scare 20 students using a ghost character
  • Defeat 20 spiders with Ron
  • Fall asleep typing up this lame list

By and far, the only shining light Achievement-wise is this nod at a certain stealthy dude that might get sorted into Slytherin if the Sorting Hat ever got on his head (I hope some of you get that; hint: ssssssssnakes):


Solid Snape (15G): Hide in a barrel as Snape

Yup, that’s it. A funny one, too. The rest are…extremely uninspired.

Another swing-and-a-miss from TT involves the Mauraders’ Map. In Year 3, Harry and Ron are chasing Peter Pettigrew down a dark Hogwarts hallway. Well, not Pettigrew exactly. More like Scabbers (spoiler!). Anyways, just like in the movie version, fancy script floats in the air showing the location of several characters, moving as they move. It looks awesome; it’s also the only time it happens. I think that, after completing Year 3, Harry should have gotten to keep the map to use around Hogwarts, because that place is a bit big and confusing, and it would’ve really helped with the game’s immersion. Maybe they can remedy this in LEGO Harry Potter: Years 5-7.

I’ve got other complaints (and praises! I promise I loved a lot, too!) for LEGO Harry Potter: Years 1-4, but I think I’ll save ’em for a full writeup.

LEGO Harry Potter’s final boss fight is like an Unforgivable Curse

Unforgivable.

Well, that’s another game beat for 2010.

Over the weekend, Tara and I finished up the last book section of LEGO Harry Potter: Years 1-4, completing the full game with a lowly completion percentage of about 35%. Yeah, there’s a lot more to collect, as well as Hogwarts to explore and open more Metroid-style. We’ll get there…in time. But that’s not what I’m here to talk about. You see, I’m disappointed…greatly. The boss battles here are three steps back from the wonderfully imaginative ones in LEGO Indiana Jones 2: The Adventure Continues. Instead of creative and challenging, they were lame and over way too quickly. The Mountain Troll required you to lift its club over its head three times and let it drop; Aragog and his spider kiddies required some trial and error, but it was ultimately easy once you knew what to do; the fight against the Dementors was over fast once you realized you only had to target each one with the Expecto Patronum spell. And now we get to the final boss battle, the big one, the face-to-face duel between Harry and You-Know-Who. In the Harry Potter and the Goblet of Fire, this fight was epic; it came out of nowhere; it gave us the readers our very first tug of emotional death; and it become memorable the moment it was done.

The very same boss fight in LEGO Harry Potter? Eh, not so much. First off, Cedric Diggory is alive during the fight for co-op purposes. Fine, fine. Not a dealbreaker as it allowed Tara to battle the incoming Deatheaters as I, Harry, played wand versus wand with Lord Voldemort. This meant that, when Voldie cast his spell at me, I had to tap X rapid fire until it pushed the spell back into him. Then I did this a second time. And finally, a third. BOSS FIGHT OVER. Wipe nonexistent sweat off your brow. Roll scene and credits. Oophm.

Tara even commented that she felt something was off there. That the maze level leading up to the boss fight was more challenging and clever than that. Which it was. Ten times the challenge. A shame really. Still, we have plenty more game to play…though I did go and grab some easy Achievements last night, namely these three:


Chilled Out (10G): Freeze 20 characters using Glacius


Boo! (10G): Scare 20 students using a ghost character


Back in Time (10G): Use the Time-Turner

The majority of the remaining Achievements involve a lot of replaying. I’ll have to check with Tara if she wants me to wait and do it with her together or if I can plow ahead and go for the full Gamerscore. It’s gonna take some time, but it will be FAR from a challenge.

Oh well. Maybe things will get a bit tougher in LEGO Harry Potter: Years 5-7. I mean, after all, Umbridge will be in charge for a bit then.

Naturally, ‘Splosion Man ends with a bang

It took tears and sweat and countless piles of uncooked scientist steaks, as well as some mild swearing, but I finally beat ‘Splosion Man:


You’re the Best Around! (25G): Complete the Single Player game.

You bet your exploding ass I’m the best that’s around! Actually, no. I’m not that great. I had to turn off the game several times, and there were many moments where I experienced pure ultimate cruelty and vowed to give this up for good. Like, in my mind, I kept repeating, “It’s not worth it! It’s not worth it!” Alas, it never happened. I soldiered through. It took several nights, but I did it. Feel free to give me some slow golf claps. And that Achievement above proves I did it without using the “Way of the Coward” cheat to skip levels that were much too hard (here’s looking at you, 3-17). Trust me. I wanted to skip. A zillion times…because ‘Splosion Man is a toughie, requiring precise timing and quick hand-eye coordination. Limbo, a puzzle platformer strikingly different in tone and style, also required the same skills, but it never got me this frustrated. Stuck, sure…but I could work through it…or look up the solution online. The thing is, even if you know the puzzle’s answer, you still have to be really good at controlling ‘Splosion Man’s jumps and timing them just perfect. Otherwise, it’s lights out.

But don’t worry. You’ll be rewarded for all your hard work. ‘Splosion Man has one of the most bizarre and memorable endings to date, as well as really scary end credits. I watched them for the music, but I stayed out of pure fascination and fear. It’s the stuff of nightmares. If you don’t want to put in the hours, check it out below then:

Yup. You’re welcome.

I’m sure I have more to say. Maybe a full review later on? Magical eightball says…EXPLOSION!