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The Top 10 Videogames I Didn’t Get to Play in 2017

Happy holidays, dear readers! Gather round, gather round, for I have a tall tale to tell…

As always, I’m back to wax and wane about the games I did not get to play this year because I’m only one person with two hands and so much time on them to play these wonderfully entertaining things. My bad, but also–whatever. There’s always next year, and the year after that. To refresh everyone’s memories, because I’ve been doing this Grinding Down feature for a few years now, here’s a bulleted list of previous entries, and I do suggest y’all dig in to play detective and figure out whether or not I’ve played any of these games since these age-old posts:

I’ll spoil an entry from that bottom 2010 list that I’ve still not touched, some nearly eight years later: Red Dead Redemption. Oh well.

Naturally, there are more than 10 games that I didn’t play this year, but not all of them are things I was interested in from the get-go. Such as Mass Effect: Andromeda, NieR Automata, Horizon: Zero Dawn, Wolfenstein II: The New Colossus, and Yakuza 0. I’m sure they are all worth trying out eventually. But enough about those. Let’s get into the ones that I probably would have played if…I could have played them. Er, don’t think too hard about that sentence.

10. Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy

Did you know a new Professor Layton game came out this year for the Nintendo 3DS? Yeah, me neither. Huh. I had a pretty busy year on my 3DS, with Ever Oasis and Miitopia taking over much of my handheld gaming time. Evidently, this stars a new protagonist for LEVEL-5’s classic point-and-puzzle adventure series–Katrielle Layton, who becomes embroiled in a casual, quizzical quest in search for her missing father. Y’know, the Professor Hershel Layton. I felt a little burned out after Professor Layton and the Azran Legacy, but I think I could dip back into this series next year. Also, screenshots show that you get to redecorate the Layton Detective Agency and dress Katrielle up in different outfits, so I’m more than intrigued, plot aside.

9. Cuphead

I have never been interested in difficult platformers, doing only the bare minimum in Super Meat Boy to get to the end credits and staying away from many of these. Though I did recently beat this weirdo. It sounds like the run-and-gun Cuphead is also just as tough. But I wouldn’t be playing it for the challenge, rather to see every inch of art and animation. See, the game was heavily inspired by the rubber hose style of animation used in cartoons of the 1930s, like the stuff coming out of studios like Fleischer and Walt Disney Animation. It seeks to emulate the most subversive and surrealist qualities, and if you don’t know what that means, look at the screenshot above. Maybe we’ll get lucky in 2018 and get this as a Games with Gold freebie.

8. Thimbleweed Park

I didn’t play Thimbleweed Park, a brand new point-and-click adventure game developed by Ron Gilbert and Gary Winnick for PC and modern consoles in 2017, for the obvious reasons. It’s a spiritual successor to Gilbert and Winnick’s previous games Maniac Mansion and The Secret of Monkey Island, both of which I’ve still not played. Ugh. Send me directly to jail, do not pass go, do not collect $200. At least I do have access to both of them, so here’s hoping 2018 is the year I finally tackle those genre classics, and then maybe I’ll see what is going on with that creepy clown.

7. What Remains of Edith Finch

What Remains of Edith Finch doesn’t sound like a happy time. This follows the titular character, a young woman revisiting her old family home as she recalls and discovers the stories of deceased family members. So, it’s probably a somber affair, though I do know that at some point you turn into a shark and roll down a hill. Shrugs. It comes from Giant Sparrow, the developer that brought us The Unfinished Swan, which I enjoyed a good amount, and I imagine this is a wild ride, the best experienced in one big gulp.

6. Rime

Rime, one of two new games from Tequila Works this year alongside The Sexy Brutale, which made the side-scrolling cinematic platforming survival horror Deadlight back in 2012, sounds like Legend of Zelda: Breath of the Wild minus all the combat. Which, honestly, is perfectly okay with me, considering I often tried my best not to get into fights in that game because I’d just end up losing health, weapons, and arrows without getting much to replace them. It’s about a young boy that has washed ashore on an abandoned island, with the main focus being on solving environmental puzzles. It looks both gorgeous and relaxing.

5. Yonder: The Cloud Catcher Chronicles

Speaking of relaxing, that’s the vibe I get from Yonder: The Cloud Catcher Chronicles. It’s an adventure game set in an open world environment, which doesn’t sound like anything unique, but the tone seems to be real low-key. Hey, welcome–stay a while. The game’s primary goal is collecting magical creatures, known as sprites, to banish an ominous shroud known as the Murk. Along the way, you can take part in non-violent activities like farming, fishing, and crafting while exploring the island, and that’s the part I’m most interested in. Last year, I was all about that sweet pixely Stardew Valley, and this seems to share some of the same traits.

4. Divinity: Original Sin 2

Divinity: Original Sin 2 sounds like the end-all, be-all überlegen CRPG, with content bursting at the seams and a story that reacts to nearly every single one of your choices, no matter how major or minor. That’s cool. Maybe I’ll try it some day. Though there’s that terrible part of my brain that says I shouldn’t until I’ve at least played Divine Divinity, Beyond Divinity, Divinity II, Divinity: Dragon Commander, and Divinity: Original Sin. You can’t tell because this is just written text, but I’m laughing hysterically over here.

3. Pyre

Supergiant Games is a rad developer with some highly imaginative titles. I loved Bastion, and I was a little mixed on Transistor. Pyre looks gorgeous, but I don’t know if I’ll get into the fantasy sports element since I don’t even like normal non-fantasy sports, but I have to imagine that the plot will draw me into this strange, amazing-looking world. Here’s a quick plot summary, which sounds fascinating: you controls a character who has been exiled from society and quickly meets three other exiles. The three exiles then discover that the player-character is literate and invites them to join their party, nicknaming them the Reader. The Reader aids the exiles and other exiles met during the course of the game in their travels through the land of purgatory as they look to cleanse their souls via defeating other exiles. Yowza.

2. Tacoma

I played a bunch of Gone Home in 2017. It’s still a masterpiece. Fullbright’s follow-up Tacoma is another exploration game, this time set aboard a seemingly-empty space station in 2088. You play as Amy, who has an augmented reality device that allows her to review the actions and conversations of non-player characters that were part of crew that had been aboard the station. These recordings can be manipulated, fast-forwarding or rewinding as necessary in order to see what happened and move the plot forward. It’s another rummaging simulator, but this time aboard an abandoned spaceship, like Prey but without the constant fear of a coffee mug trying to kill you. I also think the polygonal character models look super neat.

1. Super Mario Odyssey

I don’t have a Nintendo Switch, and I probably won’t for a long time. That’s just how these things go, too many consoles, not enough money, space, and time. Thankfully, I was able to play Legend of Zelda: Breath of the Wild this year via the Wii U version, which is fine. Then again, when I think about it, I haven’t played many of the big Mario marquee titles over the years, like Super Mario 64, Super Mario Sunshine, both Super Mario Galaxy titles, and so on. So this isn’t anything new or shocking, but the twist is that Super Mario Odyssey is the first one in a while that I’m actively interested in playing. The hook of using your hat to take over enemies and use their abilities to better yourself seems fun and instantly reminds me of Brave Fencer Musashi. I also really like how organized the game is when it comes to tracking how many moons you’ve collected, and that the collectibles are your ship’s currency to get you to new places.

And there we have it, the top 10 games I didn’t get to play in 2017. I hope I can play one or two of these some time in 2018, but there’s never a guarantee on that (see the previously mentioned Red Dead Redemption at the top of this post).

But that was me, and now I want to know more about you. What big or small games did you not get to touch this year? Tell me all about them in the comments section below.

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Rescuing a village of emotional fruit people is just what you do in Karambola

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Here’s a funny coincidence: I played Karambola, and then, the next day, ate some carambola, for the first time, as part of a fruit salad when visiting family for babies and a BBQ. I found the starfruit to be quite sweet, but maybe my taste-buds are off as I was the only one to think this. Others claimed it as bitter. To me, it tasted like a sweeter grape–no, not the cotton candy kind–and I am officially a fan. I’m also a fan of the point-and-click adventure-in-your-browser game Karambola, strange as it is, an artsy mix of bitter and sweet, a satisfying snack in the end.

First, if anything, Holy Pangolin Studio’s Karambola has reminded me of a great sin–that I’ve not yet played Samorost 3 this year despite totally saying I wanted to. These games swim in the same bizarre and silly point-and-click adventure pool where everything is all at once familiar and slightly unsettling. I mean, in this one, a flock of evil bird-thoughts–which I assume are standard endothermic vertebrates that happen to bring about unwanted thinking to those they encounter, like gray clouds hanging overhead–attack a village of peaceful and, might I add, emotional fruit people. Unfortunately for our titular protagonist Karambola, all of his friends scatter, lost to their own inner demons, and it’s up to you to bring them back via some smart if unconventional puzzle-solving clicking.

Each distraught villager is its own scene and puzzle, and some are easier to figure out than others, but all clues are directly in front of you, distorted or purposefully blurred, hidden in the environment for you to find. Still, everything is eventually doable with enough thinking and clicking, and you are then treated to a little animation of the emotional fruit-headed villager coming back to reality and happiness, color washing the screen clean. Then it is back to the Mega Man-esque level select screen to save the next downer, until all hope is returned.

Music and sound effects are vital to Karambola‘s storytelling, especially since you only get a screen of text at the start to explain the setup and then nothing more. Audio helps sell these villagers as villagers and sets the tone for each scene, whether it is the rhythmic lighting up of windows or muted guitar chords as a pinecone-headed figure cries into a wooden tube in the woods. A lot of the music is low, soft, clearly atmospheric, and it mixes strongly with the colorless, almost sketch-like artwork of the fruit people against the water-colored backdrops. There’s also a really fantastic little musical loop that plays when you click on the evil bird-thoughts to get a glimpse of unspoken story in their silhouetted bodies. Some of the bands on the soundtrack include Bird of Either and Avell, which are both new to me.

Lastly, some linkage. I know, I know…I just linked to some bands’ Facebook pages, but these are the more game-relevant ones. First, check out this interview with Karambola‘s creator Agata Nawrot. Second, give this oddball of a game a shot by clicking here and enjoying it in whatever browser you like to use. I played mine in Mozilla Firefox, for what it’s worth. Lastly, fruit flies are the worst, but evidently evil bird-thoughts are much worse, so don’t let your guard down. After all, there’s never been a better time to be playing videogames than right now.

Participating in Extra Life for the very first time

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Hi, everyone! It’s me, your Grinding Down creator, author, and somewhat steady maintainer–Paul Abbamondi! I made a big decision recently, and that is to participate in Extra Life this upcoming Saturday, October 25. What’s Extra Life, you ask not knowing? Well, in their words, it’s “an online grassroots movement working to save local kids through the power of play.” Basically, people stay up for 24 hours straight playing games and asking for donations. Over the years I’ve watched others put in the time and raise money for children in need, and now, nervous as I am, I’m gonna do it too. First, some important links to click on:

My donations page: http://tinyurl.com/pabbamondiEL2014

My Twitch page, where hopefully you’ll be able to watch me stream: http://www.twitch.tv/paulwise

Okay, now that that’s out of the way, here’s what I’m thinking. My goal is set at $100 (and we’re already halfway there!), but of course I’d love to raise a whole lot more for PennState Hershey’s Children’s Hospital. I plan to make a big dent in my Steam catalog, though I have to be careful in what I play as my laptop can’t really handle anything too strenuous and stream at the same time, thus the above list of indie/older titles. If I somehow run out of things to play there, I can always hit up the consoles or handhelds (I’ll most likely be getting Fantasy Life the day before), though I can’t really stream from them.

Tentatively, I’ll start streaming at 9:00 AM Saturday and won’t stop playing vidya gamez until 9:00 Sunday. I will be maintaining a “live” blog post here on Grinding Down, updating it hopefully once an hour or so, though these’ll be short, quick updates. Truthfully, I’m excited about finally finding the time to eat up some Deus Ex: GOTY more than anything. I am part of Team Giant Bomb, and I appreciate any support you can offer me–this is my first time doing anything like this, and I’ll be running at it solo (well, my cats will be around), so please, give me strength. And donations, too. FOR THE KIDS.

The Half-hour Hitbox: January 2014

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I know, I know. Technically, the month isn’t over, but I really don’t see myself dabbling in anything new over the next two or three days, and so here’s the newest edition of The Half-hour Hitbox. You’re welcome, and all that. Right. See, the dayjob has been pretty crazy these last few weeks, and I come home from work with only enough energy to do a couple of Spelunky runs and then pop upstairs for the heated blanket and some quick-but-quality Animal Crossing: New Leaf and Pokemon Y time. I think I’m nearing the finish line for that latter title, though Victory Road is proving to be a swift kick in the rear, as my collective team of pocket monsters is still not high enough to make it through in one go. I’m not worried. I finally caught a Garbador, so really, all is fine. I’ll get back to EXP grinding after I’m done stuffing its face full of colorful Poké Puffs.

But enough of that. Here’s a sampling of a few other games I played in January 2014, but haven’t gotten to talk about them yet here on Grinding Down. If we’re lucky, I still might further down the road.

Fountain

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Last month, I tried Terry Cavanagh’s Oiche Mhaith, and found it upsetting and disturbing. Fountain, made for Ludum Dare 28, is not so in-your-face depressing, but it is shrouded in inevitable sadness. You start out as an old woman near a fountain, which, when you touch it, restores you to a younger version of yourself. Now you can explore the map faster and push away the fog of war. Everything is also more vibrant, the music a bit bouncier, but after awhile you have to return to the fountain for more youth juice as age sets back in. With each return trip to the fountain, your youth fades faster, and you must be young and spry to find all the hidden items. I was not able to get many and found it frustrating that your first trip out into the wild is generally the farthest you can go before the fountain binds you to it until time stands still for our leading old woman. I guess something is being said here.

Heroine’s Quest: The Herald of Ragnarok

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Hmm. Heroine’s Quest: The Herald of Ragnarok is as old-school as the oldest school can get, and by that I mean that Bianca, the name I gave to our leading, blonde-haired warrior, froze to death in the forest in the game’s opening fifteen minutes. And no, I had neglected to save at any point. Yup, this is the sort of point-and-click adventure where you can die left and right, so that’s always hanging over your head, along with trying to puzzle out where to go next and how to get there. I’ll try again, as I love its look and the dry voice acting, but it’s not the easiest game to get into and stay in.

Kingdom Rush: Frontiers

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It should come as no surprise that my return to some casual time with the RTS genre is with the sequel to the only RTS game I’ve enjoyed over the last several years. Yup, Kingdom Rush: Frontiers, now totally available to play online, in your browser, for zero dollars. I’m down with that, and yes, it’s still a complete package, even if it isn’t technically complete, as some bells and whistles are only available for those that pay to play the game on their iThing or sign up for an online save slot. I’ll stick with the bare bones, thank you very much, because it’s still a fun, bouncy campaign built around constructing towers and fighting off pre-determined waves of enemies. The real trick is to learn when–and how–to spend your money, as a simple upgrade to a specific tower can be the key to victory.

Rogue Legacy

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Last year, everyone was talking about Rogue Legacy. And playing it, too. Well, now so am I, but let it be widely known I’m not any good at it. Complete rubbish, actually. I think the longest I’ve stayed alive is two minutes, maybe three, but I’m slowly accruing gold, enough to unlock new parts of the castle and upgrade all the various helpful merchants. It’s a great game when you have a few minutes to kill and absolutely don’t mind getting nowhere fast. I have not yet found a specific build that works well, and the timing for jumping with your sword blade pointed down to activate those platforms is quite tricky.

Spelunky

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Speaking of getting nowhere fast, yes…I’m heavily into Spelunky. Giant Bomb‘s Patrick has been playing it every day now for about three weeks, and at first, I watched the videos just because I always watch everything that goes up on the site, regardless if I’m immediately interested in the game in the limelight. It looked like fun though. I played a bit of the freeware version before finally biting the bullet and grabbing the PSN version for a sick three bucks in their 14 in ’14 sale. And now I play it every day, hopefully getting better with each run. I made it to the first level in the Temple section, which I’m pretty proud of. It’s a tough game, but very rewarding in its own way, and I like the Daily Challenges aspect very much. Also: bats are the worst.

Jet Set Radio

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Originally, I wrote Jet Set Radio as Jet Moto. My bad. Remember that game? Anyways, in this one, which is a high-definition port for the PlayStation 3, it is all about gaining control of Tokyo-to through graffiti and sick skating skills. The music is rad, upbeat, and heavy on pulsing drum beats and record scratches, and all I’ve done so far is skate through the tutorial, but I’d like to get back into this as it’s such a weird mix of mechanics and a fantastic use of cel-shaded graphics, the kind that tugs at my artistic heart.

EnviroGolf

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This is a bad golf sim that attempts to make you feel bad about playing golf. The jokes are kind of funny the first time you see them, but the experience is lacking overall. By the time I got to the third hole, the jokes were repeating themselves. Also, could really use some copyediting.

Facade

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A small indie thing made for the MiniLD 48 jam. You basically walk to the right, read some words, go through a cave, open a door by collecting light-bugs, learn that you can’t go on the rocket that is going to get everyone off this desolate hunk of junk…and do it all over again. The second time gives you a more final reason why you can’t leave the desolate planet with everyone, but then that’s it. Game over. Some extremely iffy writing, but very pretty to look at.

Scaling the Sky

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Scaling the Sky could also be called Swimming the Sky, as you’ll be doing a lot of that, and it’s fantastic. I mean that from an enjoyment standpoint and a remote from reality kind. It’s a platformer at heart, but you’re going up, up, up, using clouds for a boost and rainbows to transport you to the next scene. The first few sections are pretty simple, with a clear path to follow, but the later ones ask you to puzzle out the best way to reach the rainbow, and you have to sometimes use the push of a chain of clouds to gain great height. That might sound kinda complicated, but it works wonderfully, and I found myself bouncing in and out of clouds, gaining momentum and playing with it. Eventually, all this climbing comes full circle in a moment that makes you smile.

Far Cry 3: Blood Dragon

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I will most assuredly being writing about this at greater lengths, as it took me by complete surprise, but let me just say that Far Cry 3: Blood Dragon is a hypnotic ride, one that seems to fuse some of my favorite elements of Fallout 3 and Deus Ex: Human Revolution, and I’m mad at the world because nobody told me that earlier.

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

Not eliminating the memories of loss in Eternally Us

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Grief is natural; we’ve all experienced the emotional suffering one feels when something or someone truly cherished is taken away, and if for some reason you haven’t, bless your lucky, cold-as-steel soul. No, really. I hope you never have to feel the lingering twist of a broken heart, but I kind of doubt you’ll avoid it in one form or another. It’s dark subject matter, sure, but worth exploring just as much as any other adventure game plot based around escapism, making a name for yourself, and standing up against persecution.

Eternally Us is about grieving. I didn’t know this immediately going into it, but by the end, all is made explicitly clear. It’s self-described as a tale of love, life, and friendship. Created for the April 2010 MAGS competition by Infinite Grace Games, this somber story from Steven Poulton (writer, programmer, scorer) and Ben Chandler (designer, artist) starts innocently enough, with two young girls sitting on a park bench. Amber and Fio, short for Fionna, are feeding the pigeons, enjoying the nice weather as friends are wont to do. Alas, just as Fio is about to hit her childhood best friend with some very bad news, a magical door appears and opens, revealing some monstrous zombie-like being. And then, just like that…Fio is gone.

Amber now has to travel across five strikingly different locations in search of her stolen friend, solving puzzles and speaking her mind to any that will listen. The scenes are diverse, with one set in a dark, marshy swamp and another in the quiet snow and the final one in the middle of some tranquil, autumnal woods. Chandler’s colorful art makes each place highly expressive and detailed, with the supernatural mixing with the natural in a fairy tale way that had me immediately thinking of The Neverending Story. It’s amazing what adding glowing eyes can do to personalizing bark and branches, but it’s extremely effective here. There’s also a weather effect on top of the painted backgrounds in every scene, with my favorites being the rain and falling leaves. Small details, but they matter. They help you–and maybe even Amber too–forget that this place is not real, that you are traveling through portals and doorways, trapped in the otherworld, looking for someone you actually lost long ago.

Sound-wise, there’s falling rain and peaceful bird-chirping, as well as some surprisingly strong voice acting. Naturally, Amber is the one voice we hear the most, and her voice actress Miranda Gauvin does a fine job of playing someone that is unable to cope, that is begging for answers, but would also rather not hear them. The more inhuman characters dance the line between creepy and ridiculous, but again, I like them talkative trees. A soft, unobtrusive melody plays on a few of the scenes, too.

It’s a point-and-click game, and fairly limited in what you can actually do. The left mouse button lets Amber use items, and the right button examines things, which is the standard we’ve all come to know these days. Yeah, I’m looking at you, Two of a Kind. Found items immediately go to her inventory, which can be accessed by moving the mouse cursor to the top of the screen. Any items you find relate to that scene only and vanish when you move on to the next area, so if you get stuck, just keep trying every possible combination/tactic. I only ran into problems with the squirrel at the end, and that was more of technical issues than not understanding what I was supposed to do. I did not see a strong connection in some of the puzzles to what was happening in Amber’s mind, but maybe others will.

Eternally Us is ultimately a downer, but a fantastic way to fall. The puzzles are not terribly difficult and contained to a single scene to make things easier, but it’s the dialogue that you want to hear and the way Amber grows over the course of the short game. There’s also some cleverness afoot, such as how Amber “sinks” through the swamp to the depression area. Basically, you should play this short adventure game to put her and her friend at peace–and maybe find some solace yourself. It’s free and can be downloaded here.

Fire Emblem: Awakening has claimed three villagers and a dude named Edward

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Despite some very early losses in Fire Emblem: Awakening, I’ve begun to turn things around with Chrom’s quest to…well, keep the kingdom safe from all things evil. And figure out who Marth honestly is. I’m on chapter 8 currently if that means anything to you, but I’ve actually been focusing mostly on side quests, such as Paralogues, and general grinding battles to keep those in my team healthy, strong, and, most of all, alive.

Because I’ve lost several key units, like Virion the archer and sword extraordinaire Lon’qu, I’ve had to dip into the Bonus Box feature and recruit some new members from other Fire Emblem games to keep me at a full roster for some fights. Nyna, a sage from Fire Emblem: Shadow Dragon, has been doing phenomenal with her Elwind spells. Got Norne now on my side, a deadly archer also from Fire Emblem: Shadow Dragon. Lastly, I managed to trick the myrmidon Edward from Radiant Dawn to join my galavanting troupe. Since money doesn’t come easy in the Halidom of Ylisse and buying new individual members is crazy expensive, I was able to get all three of these folks to join my team by fighting them and then winning the match. The fights aren’t terribly difficult, and so I’m not only gaining a new fighter, but also leveling up along the way. It’s a pretty good tactic, if I don’t mind saying so.

Anyways, down went Edward and three “ally” villagers during the Paralogue 3 “A Strangled Peace” mission. May they rest in peace…a strangled peace, that is! Edward I saw coming as I let him venture too far out all by his lonesome, but it’s not like I knew the guy personally; this was his first battle, as well as his last. Also, since he comes from the Bonus Box and not the mainline story, his profile doesn’t appear in the Roster list, which leads me to believe that I could totally re-summon him again. Might have to try that some day, but not with him, as he obviously wasn’t a keeper. Probably will do so with Nyna, if ever comes the day.

This mission is pretty similar to an earlier Paralogue, wherein you have to do three things: make contact with the village, protect any roaming villagers, and still rout the enemy. The problem is that your army is spawned at the top of the map, and the villagers are in the middle area, and if you don’t get to them pronto–and I basically mean within one or two enemy turns–they will die fast and screaming. Looked like one attack from an enemy unit was enough to wipe a villager. I did not realize this initially, and so by the time I even had enough troops towards the middle of the map, all three villagers were dead. I did manage to get Sully over to the village though and protect it from further attacks. So, y’know, the greater good and all that.

I looked up what rewards you get if you do manage to save the three villagers, and I’m kind of glad I didn’t. Look at this pile of whackadoo: a Seraph Robe, a log, and a spoon. Ooh boy. Granted, I don’t know the stats for the Seraph Robe, but the other two items are just astounding in their simpleness. A log? A spoon? Sorry, villagers, but you’re gonna have to offer more to Chrom and his compadres if you want to get saved next time. Until then, my fellow Shepherds!

A videogames rundown in honor of Barristan the Bold

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Right now, I don’t have any particular thoughts on a particular game, so I figured I could use a post to sum up what’s going on with the games I’m playing currently. As usual, I am juggling several, which does not bode well for efficiency and completing many of ’em, but it does allow me to see a wee bit of each thing. Let me break this out into a little list:

  • BioShock Infinite – I am really close to the end on this even though I only just posted my impressions about it recently. Its pacing is such that you keep playing, unaware of how much time has passed. A part of me wanted to just soldier through it last night, but it was getting late, and I suspect there’s an hour or two left to unfold. Regardless, I’ll finish it up tonight and then probably lock myself in a small room, crying over what brain-twisting revelations are revealed. Or spoiling myself via the Internet on all the stuff I missed.
  • Luigi’s Mansion: Dark Moon – Just managed to beat the first mansion’s boss, a particularly crafty ghost-controlled spider, which has now opened up the multiplayer aspect, as well as the next mansion. Have not moved on to either of those yet, but I will soon. Seems you can also hop back into the mansion levels to track down hidden Boos. Where you at, Boos?
  • Fire Emblem: Awakening – No one has died since my last post about losing Miriel. Granted, I haven’t played since then, but I’ll take my accomplishments with this brutal SRPG where I can.
  • PhantasmaburbiaHaven’t touched it since my last post, but I do plan to get back to it, especially since I know I just need to do some light grinding to get the two boys strong enough to take down the progress-blocking boss.
  • Kingdom RushI play this during my lunchbreak as I slowly sip down vegetable juice as part of my 10-day juicing fast. I got stuck on the first snowly level and had to drop the difficulty to easy to make it through with a pitiful two-star rating.
  • Patchwork – Cannot figure out how to appease the fire spirit (wants something to eat), and since this game is so small and indie and unknown, any online guide or clues are nowhere to be found. Curses, as I really like its art style and music a lot.
  • Ni no Kuni: Wrath of the White Witch – Stuck fighting Moltaan, the Lord of Lava, at the top of Old Smokey. Probably gotta grind more, especially since I evolved a few familiars, which drops them back down to level 1. Basically, my party is now a tad unbalanced. Oops.
  • El Shaddai: Ascension of the Metatron – Umm, I don’t know. Stopped at Chapter Two. Ha.

Since my last musings on PlayStation Plus, I’ve gone and downloaded several more games I won’t ever have the time to eat up, like The Cave and Demon’s Souls. Unless I clear a few of the above off my plate. Which may or may not happen soon. But hey, with me, you never know, as something entirely new (or old) will grab my attention. Looking ahead, I can’t really see anything that looks enticing, but that’s the magic of the videogames industry; there are always a few well-kept secrets.