Category Archives: links

I’d rather watch Shin Megami Tensei: Persona 4 than play it

If it’s not terribly obvious, I’m a big fan of the Giant Bomb website. It’s a place that prefers to present things within the videogames industry raw and honestly, as well as welcomes everyone to contribute to its ever-growing wiki. For myself, I’ve done some decent wiki work on Game of Thrones: The Game, The Sword of Hope II, and Musashi: Samurai Legend. I go there every day to read and watch and interact sporadically on the forums.

But I’ve only recently taken it upon myself to experience one of the biggest things the website is known for–their lengthy tackle of playing Shin Megami Tensei: Persona 4, the critically acclaimed event where the term Endurance Run got dubbed. It’s 155 episodes of varying length, with Vinny playing and Jeff constantly adding colorful commentary, and I’m just under halfway through it on episode 71. Strangely, I’m hooked, and it has a lot to do with the ridiculousness of the game itself, as well as the GB duo’s reactions to these moments. Otherwise, it looks like the kind of JRPG I used to play, but no longer have the time and dedication to handle now.

Persona 4 is an odd story, and I can only imagine it gets more odd later on. Nay, I predict it. The main character and his friends from school form an investigation team to unearth the answers to recent murders in Inaba, Japan. There’s a strange connection between these murders and a TV-world they can enter to fight shadow demons. During the time you are not fighting monsters, you can work on increasing relationships with your friends and family by doing social activities, such as getting jobs, attempting beef bowl challenges, and going to camp. Also, since you’re in school, you have to study occasionally for midterms and finals. And, when certain stars align, you can pursue romantic relationships. Oh man, that’s a lot of systems to juggle.

The First Hour‘s Greg Noe absolutely hated Persona 3, and I have to suspect he’d not like Persona 4 much more, considering that they share the whole “grind in a dungeon and then spend a lot of time socializing with friends and foes” thing; one big difference between the two is that, during battle, you can control everyone’s actions. But yeah, grinding and socializing–that doesn’t sound delicious to me either. But from a watching perspective, hey…it’s quite engrossing despite its slow gameplay. A lot of menu manipulation and a constant pausing when a list of decisions pop up; the greatest part is that it’s not me making these choices or dealing with items and switching Personas in battle and so on. That’s up to Vinny and Jeff, and they can make some silly mistakes, which might normally be frustrating on my own playthrough, but are now hilarious to witness. No, really…keep casting Bufu on enemies that heal from ice spells.

A bonus from watching this Endurance Run inspired me to pick up my bereaved copy of Shin Megami Tensei: Devil Surviver Overclocked again for the 3DS–with triumphant success, too. Though these both come from the same franchise, they are not entirely alike. The Social Linking stuff is gone or mostly diluted in Overclocked, as I have had to make a few relationshippy decisions, but otherwise you just watch a few different plot-driving scenes before going into a battle. Fights are more RTS-based than RPG-based, with character placement and the available number of moves vital to how a battle begins and ends. Individual battles are turn-based, with an importance placed on using the correct elemental spell to earn extra turns; I’m still learning the ins and outs of this, but I’m getting there, I swear. Just finishing up Day 3 after a whomping from the immortal demon Beldr…

So, while I’m not playing Overclocked, I’m watching Persona 4. It’s a nice way to stay within the game’s solar system, even if they aren’t exactly similar. All right. About seventy-plus more episodes to go until I see how Persona 4 ends. I’m contemplating adding it to my 2012 Games Completed list once I’m finished watching because…well, by that point, I will have invested a whole bunch of hours, and that should count for something.

Outernauts and the nature of the human being to face challenges

It seems like, once a year now, I try another Facebook game. I gave The Sims Social a go for a decent bit back in late 2011, eventually moving away when my house full of trees and bushes took forever to load, as well as the fact that I was running out of complete-able quests. Before that, in 2010, I enjoyed my short time–and I do mean short–as a chocobo rancher. I don’t really desire gaming on Facebook other than the occasional round of Words With Friends, and I’m totally aware of its constant trappings and never-yielding plot to annoy my online friends, fill my wall up with ridiculous claims, and attempt to have me spend real cash-money on things like Sim coins and star gems and poodle bucks.

And so, here we are in 2012, and I’m just getting into Outernauts. It’s got some good and some bad, and, for the time being, I’m willing to overlook the bad to embrace the good. But I can’t see this experience lasting for very long though.

Right. So, Outernauts. Basically, it’s Pokemon in space. And there’s nothing wrong with that. At all. In fact, it’s a stellar idea, and I’m somewhat surprised we haven’t seen it yet; if a game like this already exists, I missed it or it didn’t shout its premise loud enough for the world to hear. I mean, there are plenty of Pokemon clones out there–Digimon and Dragon Quest Monsters: Joker, for instance–but neither of those focus on space critters and traversing different galaxies. Outernauts does, and it makes much more sense when you realize that Insomniac Games is behind it. Yes, more from the creative minds behind all the zany weapons, monsters, and planets in the Ratchet and Clank series. That’s actually what grabbed my interest first before the whole “gotta catch ’em all” aspect.

For a free-to-play Facebook game, surprisingly, there’s a story. I can’t remember the specifics or names, so I’ll just use this generic text from Insomniac’s website for Outernauts:

As a member of United Earth’s elite Outernaut force, you’ll encounter both friends and foes as you uncover the riddle behind the mysterious “ancients” while battling pirates and evil corporations seeking to control the galaxy.

All in all, you’re looking for a thing, and so is an evil corporation, and to stop them from getting the thing, you need to battle and beat them with a team of exotic beasts. You level these beasts up by battling them and tweaking their abilities.

Right now, my cosmic team of battling beasties consists of these:

Note that those are the nicknames I gave my beasts, not their actual names. I think my leading one is a…Pumasear? Scorl is a Scorling. Can’t tell you what the other two are. I don’t remember. I have too many ‘mon names in my brain to differentiate this from that and that from this. Anyways, Purrburn is my strongest beast, mostly because I used all my Star Gems on it, not knowing that those are the “FarmVille bucks” of the game, limited and then only acquirable thereafter with real money. Oh well.

The music and artwork and design of everything is great, classic Insomniac charm. Colorful and inventive, with the gusto of space opera and pomp of Buzz Lightyear. Everything is easily explained and clear, and there’s lots of carrots on sticks to chase after. However, as with all Facebook games, the most disappointing and distrusting element is…energy. To battle, use 3 energy. To clear a path, use energy. To gather fuel, use energy. Need more energy? Pay up or wait awhile. The point is, you run out of energy real fast, and so playing Outernauts quickly becomes a game of management over experiencing, and that’s not too much fun. But I’d rather do as much as I can at once rather than blow my time on a wasted fight, which ends with my beasts being knocked out and unable to battle any more.

I’ll keep logging in for now to give Outernauts ten or fifteen minutes of my attention each day, but eventually I’ll walk away. Too many strange limitations in how many beasts I can have in my party and what I can actually do in a certain span of time, and I can just easily go back to my copies of Pokemon HeartGold, Pokemon White, or Dragon Quest Monsters: Joker to fill in the gaps.

The highs and lows of playing through Deus Ex: Human Revolution a second time

Clearly, I forgot to buy an intelligence-at-reading-menu-options augmentation while playing through Deus Ex: Human Revolution for a second time on its hardest difficulty. Because I got through it, struggling in a several sections, but otherwise racking up Praxis Points and bullets for my silenced Machine Pistol with ease and blasting down anybody that got in the way. Because I beat it using a mix of stealth and sniping  and straight up shooting and watched the credits roll and waited patiently for that bloop that would confirm I did it, that I mastered a game on its most straining setting, from beginning to end. But it never popped. The one for viewing all the different endings did though. Confused, I went back to my last save to check my option settings, and there I discovered that no, in fact, I was playing on medium difficulty…the whole time.

::frustratingly funny facepalm::

But man, it sure felt like a harder difficulty than that.

If you’ll recall, my first playthrough of Adam Jensen’s journey to living a new life and stopping…whatever did not go smoothly. With a battle plan of full-on stealth, I struggled to take down two of the three main bosses, sadly learned that I goofed up a non-lethal playthrough by rewiring a robot to kill enemy guards, and then ran into a nasty door glitch. I decided long ago that I’d play it all again, this time throwing quietness to the wind and shooting down dudes when it seemed like a quicker and simpler solution. The actual doing of this took longer than I expected, but we’re in the dry season currently for exciting videogames, and so I found some time recently over the last two weekends to plug away at this.

It went much easier the second time around, as well as quicker. I no longer had to wait and watch a guard until he turned his body ever so slightly to slip by him; this time around, I merely poked my head out, aimed with a silenced weapon, and dinged him in his dome. Sometimes I’d drag the body away. Sometimes I wouldn’t. Fearless, this Jensen he be. The boss battles were a snap thanks to Typhoon ammo and a ton of augmentations I missed the first time around, and I only had a hard time in certain rooms full of dudes where ammo was scarce and enemy count was high. It did seem like Jensen lost health super fast until I upgraded his skin perks, and that’s probably why I felt like I was playing on the hardest difficulty the whole time. Hacking emails and doors is still a strangely fun minigame, if a bit daunting at first. Towards the end though you’re breaking into level 5 rooms and emails like a pro, which does feel rewarding in its own way.

Anyways, here’s a few of the Achievements I unlocked on my second go in Deus Ex: Human Revolution that I’m pretty pleased with, especially considering that I’m probably never going back for a third time:


Deus Ex Machina (50G): Experience all the different endings that Deus Ex: Human Revolution has to offer.


Good Soul (15G): Against all odds, you saved Faridah Malik’s life.


Lucky Guess (10G): Next time, Jacob better use a more complex code to arm his bombs.

I only wish that I had been able to get either one of the really hard Achievements (beat the game with no kills, beat the game on its hardest difficulty, or beat the game without setting off an alarm) to show off my mad Deus Ex skills. I guess all I’m doing now is showing my lack of ’em. But you won’t tell anyone, right? ::tosses a gas grenade:: Right?

The Sea Will Claim Everything in its first hour of clicking

My dream goal would be to cover all the games that came grouped in Bundle in a Box‘s first package for The First Hour, but my time and sanity are running lower and lower with each new day in June that comes to pass. It really is amazing that I’m typing these words here at Grinding Down at all. If anything, I’m happy to report I played an hour (and then some more) of The Sea Will Claim Everything, a unique-looking point-and-click adventure game set in the fantastical realm known as the Lands of Dreams. Click that previously linked sentence to see how the sixty minutes went.

The sad news is that I dragged my feet with this review and the bundle is now over; The Sea Will Claim Everything will not be available for a little bit until Jonas Kyratzes can set up a webshop. So, if you are interested in it and didn’t purchase a bundle, you’ll have to now wait. Sorry, little dreamers.

But stay tuned, as I am going to continue to play The Sea Will Claim Everything and will let you know how it all turns out.

Today’s the day you can open that Bundle in a Box

A few weeks ago, I swore off indie game bundles. Not entirely, but certainly for that bubble of time, as a bunch of game-touting bundles had come out all at once, as if some madman in his madman fortresses, after drinking way too much madman juice, decided to release every rabid hound he had on the poor villagers down below and laugh wildly as he reaped the benefits. Yeah, I’m sure that doesn’t really convey what I want to convey, but basically it felt like too much in too little of a time.

That said, I knew in my heart of hearts that I’d come back, and that would basically happen with the mysteriously Bundle in a Box, a package steeped in slow-revealing secrecy, but sounding of supreme promise, as it did announce that its first package was going to be themed, and that theme, ladies and gents, was to be point-and-click adventure games. Yes, the revolution is in full kick.

Anyways, Bundle in a Box‘s first bundle includes the following: The Sea Will Claim EverythingGemini RueMetal DeadThe ShivahBen There, Dan That!, Time Gentlemen, Please! and–for the first time ever–the downloadable version of 1893: A World’s Fair Mystery text-adventure, which was previously only available as a physical product. That’s some good stuff there, and I’m particularly stoked to see two products from Wadget Eye Games, as I absolutely loved the Blackwell titles to death, pun totally intended. I’ve actually had access to a few of these above titles, but never through Steam, and if there’s something I can appreciate, it’s having all my games in one tidy list, ready for launching.

Bundle in a Box is also doing things a little different than what consumers might have already experienced through events from Humble Indie Bundle and Indie Royal. There’s a constantly decreasing minimal price and bonuses like soundtracks and “making of” ebooks are unlocked after a specific amount of bundles are sold. Money goes towards two fantastic charities: The Hellenic Centre for Mental Health and Treatment of Child and Family and The Indie Dev Grant.

So go forth, adventurers: http://bundle-in-a-box.com/

It’s the first click of many great clicks to come.

An update from beyond the Wall

I am still here, you just can’t see me. Walls, they work wonders.

My absence on Grinding Down as of late has been both a choice and a consequence. My day job–which, if you’ve paid attention, is something I rarely discuss here on my videogaming blog–has turned the level of busy up to eleven, and I am trying my best to not go insane from it. The days are long and stuffed, and there is only so much quiet time, during which I’ve chosen to not spend writing silly words about the silly games I’ve been playing, such as Minecraft and Metroid Fusion and Rage and so on. Also, I have a secret art project in the works–and it’s a doozy. A lot of work on my part, but I think it’s going to pay off and just be fun through and through. “Like” my page on Facebook to find out more, as I’ll be revealing it very, very soon.

But I’m making an effort. See, this is efforting. I’m putting down my numerous thoughts to e-paper and publishing it for all of you to skim past. You’re welcome.

Yesterday, after work ended, I popped over to the local GameStop to see if they had that game that everyone was clamoring for on May 15, 2012. No, not Diablo III. No, not Max Payne 3. No, not even Akai Katana Shin. I’m talking about…Game of Thrones. Yeah, that’s right. It came out in all its quietness. The store had copies, just not on the shelves; they were behind the counter, which I found odd as I went to the shelves first and was surprised to not see them right underneath the NEW RELEASES sign.

Anyways, as it turned out, like nobody pre-ordered a copy–myself included–and so the store had a bunch of extra art books from Atlus to give away. That’s both awesome and sad, but whatever–I got my book, which is neat, if filled with some inaccuracies, like a picture of Jeor Mormont with the name Jorah beneath it. At least it’ll help me come up with some better clothing ideas for my drawings at All of Westeros.

The game itself…well, I will reserve a lot of judgment until I’m much farther in, but so far it’s been highs and lows. Game of Thrones is sick with a terrible case of tiny text syndrome, as well as a knack for using white font on light-colored backgrounds, making said font unreadable. The combat is surprisingly bland, like watching broken robots hacking and slashing until their commands run dry despite the promising look it presents. I do like a lot of the story bits, especially the Night’s Watch stuff, and the lore and tone seems to be right. I just wish I could read a lot more of the menus, but whatever. My fault for not having an expensive HDTV, right?

Some Achievements then after an hour or two of play:


Winter is coming (10G): Finish chapter 1


Family is hope… (10G): Finish chapter 2


Merciless (20G): Mete out 5 deathblows

The majority of Achievements are labeled as “secret” and hidden away behind locked text. I kind of appreciate that as it definitely helps to not spoil story beats. As someone who always peruses the lists of unlockables before playing, it’s nice to not know everything or even the hint of something to come.

All right. Time to go back behind stone and brick. Maybe I’ll resurface soon again. If not, knock the secret knock, and we’ll work something out.

Achievements of the Week – The Beyond the Wall of Violent Sword Melody Edition

And that’s been…yet another week. If one isn’t paying close attention, these things really blur by. Seven days, one after the other, rapid fire. For instance, I didn’t even remember that I played a ton of Bulletstorm last Sunday, completing the game fully, until I began to put this list together. My mind has been most things Fez-related, with a pinch of Trials Evolution to boot last night, with little room to spare as the wife and I creep closer to MoCCA Festival next week.

All right, here are Achievements I unlocked that I liked the most from the week that was.

From Fez…


Mightier than the sword (10G): A cube for writing.

I couldn’t tell you how I got this. Not because it’s really spoilery, but because after going through so many levels within levels within levels and finding numerous secrets and cube bits and getting lost in the music and cryptic hieroglyphics…I just don’t remember. But there’s a strange artifact in my inventory, and so I must have gotten it at some point. Yeah.

From Bulletstorm…


Armed and dangerous (15G): Grow as a person, experience betrayal. Again.

Amusing Achievement art.


Space Pirate (10G): Drink at least 20 bottles of Nom Juice in the Single Player Campaign

I used to get drunk a lot. It was a coping thing, a way to pass the time, a way to fall asleep. I don’t really drink anymore, and if I do, I nurse the heck out of the drink until it is lukewarm and feeling uncomfortable. But getting drunk in videogames can be fun, and in Bulletstorm, it also earns you extra points to your skillshots. Gulp another bottle down and unleash that leash.


Violent Melody (30G): Complete the Campaign on Normal Difficulty

From Trails Evolution…


No Problemo (10G): Pass the D License Test and get your first bike.


Beyond the Wall of Pain (10G): Smash your bike and break every bone in one spectacular crash.

I missed a ramp and fell on a…landmine. Ka-blooie!


Community Spirit (20G): Post a time on another player’s custom created track.

I’m almost positive I’ll be playing more Fez and Trials Evolution this weekend–and almost no more Bulletstorm–so that’s where you can expect Achievements to pop for next week. Only, uh, there won’t be an Achievements of the Week next Friday because I’ll be heading into New York City for the MoCCA weekend. So we’ll play major catch-up in fourteen days.

Until then, tell me about your favorite Achievement from the last week of gaming. Do it.

Fez, a shift in perspective

Back in January 2012, I put to e-paper the videogames I was most looking forward to in the year of our collective unmaking.

It’s an interesting list to reflect on a few months later, and here’s why. Two games have not come out yet, and I’m still super excited for them: Animal Crossing 3DS and Borderlands 2. One game has–Kingdoms of Amalur: Reckoningbut after playing the demo and discovering I couldn’t read any of the text, I’ve decided to pass on the title for the time being. Um, Suikoden: The Woven Web of a Century…yeah, still unlikely I’ll ever buy a PSP, but maybe someone will do a Let’s Play of it and I can experience it second-hand. And y’all are probably aware of my worry and disappointment about Game of Thrones: The Game.

Lastly, I named Fez. Here’s what I said about it:

A puzzle platformer with a unique style and perspective-shifting mechanic to it. The protagonist, a creature named Gomez, rocks a fez of its own and is obsessed with collecting hats, which sounds about right to me. Fez will be out on XBLA in early 2012, so maybe this month, maybe next month, or maybe the one after that. I’ll keep my eyes peeled for it nonetheless.

Okay. Not sure where I got the “obsessed with collecting hats” bit from as, far as I can tell, he’s more interested in finding cubes and cube bits to open up more doorways. But otherwise, yeah. Fez came out last Friday–April 13, 2012 to be exact–and I downloaded it as soon as I could, slipping in a cool, screen-rotating forty-five minutes during my lunchbreak. Proof is in the Achievements I unlocked. In all honesty, I could’ve played for hours on end, as it is one charming, inviting, and novel experience, cushioned nicely by a retro style, simple control scheme, and surprisingly calming soundtrack.

You are Gomez, and you earn the power to rotate your universe by acquiring a magical fez. With your new power comes great responsibility; you must find a number of cubes, which will unlock sealed doors and stop the world from being torn apart. Many of these cubes (or cube bits) are openly hidden in the levels themselves and can only be discovered by rotating the screen a certain way. This rotating can also be used to create shortcuts from one place to another, and along the way you’ll pick up keys, treasure maps, and ancient artifacts. I know how the first of those three collection items work, but not the other two…yet.

However, not all is perfect in Fez. The map function might as well be non-existent, as it’s convoluted and barely navigable. Things can sometimes get tricky spinning the screen you are playing on; one shouldn’t then also have to rotate the map this way and that. I’ve looked at it a few times, trying to find my way “back” to the hub level with the multiple locked doors, but couldn’t figure out exactly what was where and then how to get there. Navigating the world can also get a smidge confusing when you are traveling deeper into levels within levels within secret doors within other levels. There’s also some stuttering and long loads, which I can’t determine if it is part of the game’s design or just how it actually is. Either way, it hampers more than it enhances.

Ultimately, Fez is a real treat, and I’m gonna keep playing. My goal is to play as long as I can without looking anything up online. No puzzle hints, no telling me what the deal is with those owl statues, no quick deciphering of all those strange symbols that are popping up more commonly, no nudges in the right direction. Discovery is part of the gameplay; now watch me turn.

Suikoden III is forever “now loading”

I…I think I have some bad news. I say it like that because I don’t want to admit to myself that any of this is true, as I am a man that holds on and hopes, even as everything around me crumbles, but things do look a little dire. My PlayStation 2 disc for Suikoden III, a game I have been searching for high and low over a number of years and only finally just acquired last year, is busted. Has to be. If you’ll recall, I ran into a nasty loading problem during the first hour of the game, wherein the disc spun unremittingly while the words NOW LOADING flashed at me with malice. Well, it happened again, different spot. And once again after that.

Currently, I’m in this weird place. I spent a week or two burning through all four Blackwell point-and-click games with Tara and then proceeded to kick Mass Effect 2‘s ass to the curb and then systemically achieved 30,000 Gamerscore on the nose. And then…well, I haven’t really known what to do with myself when a moment of spare time opens up. I’ve dabbled a bit more in Rage, played some more Cave Story on my 3DS, and watched maybe too many episodes of Felicity at once. Eh, let me take that back; I could watch Felicity all day long, but only up until the episode when she chops all her delicious hair off.

And so, the other night, I decided to hop back into Suikoden III and see what was happening; I had played beyond the first hour for maybe another forty-five minutes, stopping at an impasse where my party had to wait a little bit before they could meet with the higher-ups of Vinay del Zexay. Turns out, we just needed to stay at the inn two or three more times, which is kind of annoying as the inn–seeing as it has no competition in town–charges a hefty 300 suikobucks each time. After your party has rested enough, Sergeant Joe suggests heading back to the town hall to see if we can deliver our message. And we can. Hugo and friends are invited inside, there’s some small talk, and then the screen goes dark to–I assume–load an important cutscene. Only, the game goes nowhere–it just sits on that loading screen, and I sit staring at it until I realized I’ve sat for probably too long. I don’t immediately think it’s locked up, as Secret Agent Clank taught me that some PS2 games take forever and then some.

Disappointed, I shut off the PS2, examined the game’s disc, and then turned the system back on. That kind of worked the last time. I stayed at the inn two more times again, went back to the town hall again, chatted again, and watched as the NOW LOADING screen mocked me again. Well, boo to that. I have to suspect that the discoloration on the disc is problematic for loading cutscenes. That said, I’m not giving up yet. I’ll keep trying to play for as long it lets me play, and whether that means going off on one of the other main characters’ adventures, then so be it. Maybe Hugo and I weren’t meant to be. Maybe I’ll run into the same problems elsewhere. Maybe, maybe.

It might just be worse to have an unusable copy of Suikoden III in my collection.

30,000 Gamerscore, and I feel fine

I never really planned to hit 10,000 Gamerscore on the mark, but it happened, and I thought that was kind of a neat milestone. Then came the time for 20,000, and I actually went out of my way to figure out the best combo of Achievements to hit that nice ol’ rounded number on the dot. It became very meta, and that’s okay, as doing some math and using these fickle things called Achievements for an actual purpose was certainly refreshing. Also, as someone in the comments mentioned, Fallout 3 and Fallout: New Vegas played a crucial part in both sets of fireworks, and there’s no beating that. Now, here we are again, a year and change later, some 10,0o0 Gamerscore richer, with a total paperweight of…30,000. Take a look:


Yowza.

Alas, I didn’t get there with the help of Fallout: New Vegas, instead using the recently acquired Jurassic Park: The Game to up the ante and then two planned Achievements from Rage to seal the deal. Unfortunately, the last Achievement to tip the scale was based on luck: in Rage, there’s a mini-game called Tombstones, and if you roll four attacks on your very first turn, you get an Achievement. Since rolling is random, it just required sitting on the couch, petting my kitty cat, and hitting A over and over until the dang thing popped. When it did, I shouted in jubilation to Tara that I was successful and immediately shut off the Xbox 360, worried that I might accidentally unlock something else and ruin such a pretty, pretty number.

And I know–I mean, I kn0w–none of this matters. Some of you have probably already pre-judged me as an Achievement whore, but I think there is most definitely a difference between someone playing Rapala Tournament Fishing! just to get more Gamerscore points and somebody who looks at the whole process as a mini-game in itself, going after the ones worth going after, and celebrating little milestones along the way. I have to wonder if I’ll hit 40,000 in about one year or so as well. Maybe not as there just does not seem to be too much coming out this year on my “must buy” list, other than The Witcher 2 and A Game of Thrones: The Game. Keep following Grinding Down to find out how my turtle race to the top continues on…