Category Archives: links

Achievements of the Week – The One Step Ahead Decapathon Champion Edition

Last week, I promised more variety in the Achievements I unlocked for this week, and–surprise, surprise–I actually came through and unlocked a bunch in three completely different videogames. Go me. No, really. Slap me friendly on the back because sometimes, and I don’t really understand this, it appears nearly impossible in my mind to switch out game discs inside my Xbox 360. Like I’m kicking one kid to the curb for another. Plus, the longer I leave a disc in my Xbox, the better the chance I’ll stick with it to the end. Maybe that’s a topic for another time though…

But yeah, here. Check ’em out.

From Rage…


Decapathon (15G): Get 10 Headshot kills with the Wingstick

The Wingstick is one of the more crazy cool weapons in Rage. It’s basically a boomerang of death, and tossing it into a room is sure to get the chaos (and heads) a-rolling. I spend most of my time constructing these from scrap.

From Mass Effect 2…

Yesterday, I talked a little bit about who I just got on Commander Shepard’s team, as well as earning one person’s divine loyalty. But I did get two more Achievements as I worked my way across the galaxy. See, see:


Colony Defense (25G): Defend a human colony from attack


Explorer (10G): Visit 100% of the planets in an unexplored cluster

Isn’t “Explorer” one of the more common names for Achievements? I feel like I’ve seen it many times before, probably in Fallout 3 and Dragon Age: Origins.

From Marvel VS. Capcom: Fate of Two Worlds…


One Step Ahead (30G): Land 50 First Attacks in a match. (Arcade/Xbox LIVE only)


Champion Edition Hero (30G): Earn 30,000 Player Points (PP).

Nothing too exciting about these. Just making progress as I try to beat the game with everyone on Very Easy with 30-second round matches. Yeah, I’m that guy.

And that’s going to do it for this edition of  Achievements of the Week. How did y’all do over the past seven days? Any cool accomplishments you’d like to share? If so, do it below.

Ain’t no broken cog in this machine called Cogs

There’s another Indie Impression up over at The First Hour, and it’s constructed around the steampunk-inspired puzzler known as Cogs. A number of the site’s writers put down their impressions and thoughts, including me, and it seemed like many enjoyed their time, even if they believe the game is better suited for a mobile phone than a PC platform. Seeing as I still live in the Dark Ages and use paper cups tied to strings to make long-distance calls, I like having it on Steam, as I can quickly move a puzzle around with the click of a mouse. But enough from me here; if you want my thoughts on building rockets, blowing steam, and turning cog wheels, head on over to The First Hour.

And here are some Steam Achievements, just because:


Apprentice: Complete 10 levels in Inventor Mode


Aptitude: Earn your first triple-gold award


Tinkerer: Earn 100 stars

Evidently there’s one for completing a puzzle in under five seconds. Yeah, sure. Okay, cogheads. Maybe if you’re like one of those androids from Ghost in the Shell, but I am not. Gah, now I’m depressed about my lack of robotics. But yeah, Cogs. It’s a puzzle game, and a fun one at that. I’ll be back at it some time soon, for sure.

Game of Thrones: The Game has got me worried

I am not a trusted scholar and saucebox of all things A Song of Ice and Fire. Sure, I love the books immensely, am a big fan of HBO’s take on blood and dragons and heraldy and fine-ass beards, and am a dude that’s attempting to draw just about every character ever named by George R.R. Martin–but I don’t know everything. However, I do know that there’s no place called Riverspring in Westeros. Except, thanks to the forthcoming Game of Thrones: The Game (ugh, what a name), now there is. Here’s how the developers describe it:

Bordering the Riverlands, the interests of this town and surrounding countryside are held in the name of Sarwyck as bannermen to the Lannisters. From their family keep, they have presided over their people for generations, but now unrest begins to grow in wake of the death of the reigning Lord Raynard Sarwyck.

All right. That’s believable enough, given just how many houses, big and small, there are, and the Lannisters do have a lot of support. And Sarwyck is a fine, Martin-esque name, but I got problems with Riverspring. Here’s why. In Fallout: New Vegas, upon emerging from a premature shallow grave, you discover the town of Goodsprings. In Rage, the first true city you come to call home is Wellspring. EverQuest fans might remember a halfling city called Rivervale. In The Elder Scrolls V: Skyrim, after stepping out of a cave, so long as you follow the path, the first settlement you unearth is called Riverwood. And in…y’know, I’m just going to list all of these forgettable names in bullet format to really drive home the point:

  • Goodsprings
  • Wellspring
  • Rivervale
  • Riverwood
  • Riverspring

The videogames market is currently inundated with spring places, and yes, pun freakin’ intended. Also, don’t forget about Riverrun, the ancestral stronghold of House Tully. The place that actually matters. But yeah, I get that the devs wanted to A) create a new location to do with whatever they wanted and B) keep it in line with Martin’s naming schematics, but seven hells, they picked the most generic thing ever. I think if I ever make a robust RPG set in a typical fantasy land, the first town I name will be called Good Riverwater Springs. You heard it here first, people.

Okay, fine. I have problems with Riverspring and just how little it adds to a world brimming with detail and construction. Moving on, thanks to Greg Noe, a new trailer has hit the Interwebz:

Wow. Look, no one–and I do mean no one–is playing Game of Thrones: The Game for its story. You just can’t outdo or even come close to the story-telling power of GRRM, so don’t bother trying. Instead, give us the goods on the videogaming side. Make it fun to play, fun to swing a sword or dabble in seedy politics or create some kind of unique dialogue tree system, but don’t pretend to be all high and mighty. This trailer tries to sound exciting, but even the narrator sounds bored–and rightly so. I’d rather see how the game will play, whether it will be more like Dragon Age: Origins or Dragon Age II, as that difference is vital. Certainly it won’t be anything original, but if it is closer to DA:O then I’m in. If it’s DAII…well, I’m probably still in as I am a huge fanboy of the source material, but man, it’s just going to be one letdown after the other. Granted, there still seems to be a second storyline to follow based around the Wall and the Night’s Watch. Maybe that tale will be more inspiring.

A release date of May 2012 is being tossed around. I’ll be keeping an eye out for more details before I take the black. Ugh. Between this, that RTS flop from Cyanide Studio, and an upcoming MMORPG, it just doesn’t seem like A Song of Ice and Fire can get the videogame treatment it truly deserves. At this point, I’d be down for something like this.

Ghosts, grueling headaches, and retro graphics in The Blackwell Legacy

Another day, another little game discussed over at The First Hour for its new Indie Impression series. Just kidding. They have been nicely spaced out, though I’m sad I missed my chance to write about Cave Story+, but I was in crazy con-prepping mode and didn’t have an ounce of brainpower to spare elsewhere. Oh well. I do have thoughts on that game, especially considering I ended up buying it for my Nintendo 3DS despite having a working copy on Steam–I guess Skyrim is no longer the only game I now have doubles of–just to have gamepad controls, but I’ll write something up later on it, whether here or there or in your underwear. Wait, what? Nevermind.

Anyways, the game up for discussion this week is The Blackwell Legacy. It’s a point-and-click adventure game, no doubt. You point, you click, you observe. The mechanics are by-the-book, so it’s the story that really shines here, and from what I can gather, it’s a good mystery to unravel. Like a mix of The Sixth Sense and The Ghost Whisperer and maybe, uh, The Truth About Cats and Dogs. Rosa really reminds me of Janeane Garofalo. Plus, just like in L.A. Noire, you have a notebook of clues to try out on everyone; I love elements like that. You can read my quick thoughts on it, as well as Greg’s and Steve’s by clicking that link in the first sentence. Seems like Steve completed the whole adventure, while Greg and I only dipped our toes into the puzzle-limned water. I’ll be going back to Rosa this weekend as it’s a relaxing time, and I’ll need some relaxing after stressful car stuff is (hopefully) taken care of.

MegaCon and the 3DS StreetPass tagging total

I’m back, dear Grinding Down readers. Thanks for waiting on me. For those that didn’t even realize I was gone, well…you stink. I was down in sunny Florida for some days there, selling minicomics and eating at places with nifty names like Tijuana Flats and Which Wich. It was a nice time save for all the driving. Actually, the driving down was fine. It was the return trip home that was grueling.

Now, only two people participated in my little contest where you could guess how many StreetPass tags I’d get at a three-day, very popular comics convention. One was my wife, the other a good online friend. Shame on the rest of you for not participating, as you have now missed the chance to hold total power over me for one entire blog post. Anyways, here is their guesses:

  • Tara Abbamondi: 114
  • Greg Noe: 256

Well, last night, with a fat cat sleeping on my back, I took the time to count up all of my StreetPass tags from the weekend, and the total is pretty surprising. Ready for it? Ready?

168 StreetPass tags

Woo. Ba-boom. So, that means Tara wins, and she’ll let me know what she wants me to moan and groan and go on about at length when she’s ready. Hopefully it’s not Sailor Moon.

But man, 168 tags in a three-day span does some magical things for one’s Mii Plaza and the minigames found within. One, I was able to complete five more puzzles, as well as collect all of the tag-only puzzle pieces. I’ll probably be able to finish up the remaining puzzles in April at MoCCA; I don’t like using my Play Coins to buy puzzle pieces, as it’s more fun to collect them from other 3DS owners. Two, I filled out my map a little more, meeting people from all along the East Coast, as well as someone from Anguilla, which is so rare that it doesn’t even get a picture for it. Third, made some sick progress in Find Mii II, getting all the way to the final boss, and by final boss I mean the boss after what many probably assume is the final boss. Still chipping away at it as that level-down gas is no fun at all. Then I get to replay it all over again, choosing a different path from before to get more hats. MOAR HATZ.

But getting all these tags and grabbing new puzzle pieces was great for filling in the gaps at MegaCon when nobody was stopping by our table. Aw, sad faces. Really, that was only on Friday and late Sunday. Saturday was slammed with busy, busy, busy. Sometimes I was actually clearing out my Plaza Gate under the table, because if you got ten Miis in there you couldn’t collect anymore visitors–and I needed to collect as many as humanly possible.

The next big tagging event will be at the end of April for MoCCA Festival in New York City. I’ll hold another guessing contest around then, and hopefully more of y’all will play along. Gotta think of a bigger prize. Maybe I’ll offer up my pristine copy of Suikoden II? Naaaaaaaaaaaaaaah.

Achievements of the Week – The Sideways Explorer Turns the Tables Edition

I’m too lazy to check if this is actually a first, but a goal I made on last week’s edition of Achievements of the Week was actually met. Which one? Um, keep on reading, loyal readers. I also did fairly well in some other videogames, but they don’t deserve the spotlight quite like Rhaegar does for hanging out in the Mojave Wasteland and shooting the crap out of evil automatons. Oops, guess I spoiled it.

Here we go!

From Fallout: New Vegas…


Curios and Relics (15G): Cause 10,000 damage with unique Mojave Wasteland weapons.

Last week, I knew I wanted to get this Achievement, but I had no idea how close I was to the actual 10,000 threshold mark. I’d been playing for some time at that point–maybe around 25 to 30 hours–and while I wasn’t using unique Mojave Wasteland weapons all the time, I was making a conscious effort to whip out That Gun as much as possible. Guess I was right near the finish line as it was only within an hour or so of playing again that this baby popped.

From Marvel VS. Capcom 3: Fate of Two Worlds…


Excelsior! (10G): Perform 10 Team Aerial Combos. (Arcade/Xbox LIVE only)


Turn the Tables (10G): Land a Team Aerial Counter in a match. (Arcade/Xbox LIVE only)

No idea how I got these; I just mash those buttons like a crazy man.

From The Elder Scrolls V: Skyrim…


Explorer (40G): Discover 100 Locations


Sideways (20G): Complete 10 side quests

Sure, these two Achievements seem like natural fits for unlocking after playing a game for over seventy-five hours. I can understand the location-based one, as I’m a homebody and creature of comfort and do not enjoy venturing out into the wild too much, content to spend time in my Whiterun house or within the secretive lair for the Thieves Guild.

The side quests one? Hmm, maybe that needs a whole blog post for explaining. Yeah, that’s it. More content spread out over this hip and happening place of mine. Stay tuned.

From Quarrel…

Just blogged about this wonderful wordy game and the three Achievements I unlocked this morning.

That’s it for this week’s edition. It seems like, with each week, Friday gets here faster than before. Go figure. And it looks like yet another busy weekend. We’ll see if I make any further progress with the almighty, all powerful, and all too important Achievements list.

For those readers out there playing Skyrim, have you hit 100 locations yet? Do you remember your 100th one? Mine was Broken Oar Grotto.

Playing the Ludum Dare 22 Winners, #9 – Craequ

The number nine spot from Ludum Dare 22’s top 50 submissions is called Craequ, and it was created in under forty-eight hours by Jonathan Whiting. That name is seemingly familiar to me, but after perusing his website I’ve learned that I’ve never played anything else by him. Though his style is unique and heavy on pixels, so I am instantly a fan. Reminds me of VVVVVV. Anyways…

Craequ loads up very fast to a small room with blocks in the center of it. The music has an odd tribal sound to it, almost captivating. One block of the bunch is blinking, and using the arrow keys I can move a featureless white avatar around. No instructions or assisting text is available. I can’t seem to move the blocks and standing on a symbol tile at the bottom of the room makes a strange sound, but otherwise does nothing. I then discover that I can go up to a second screen. A giant, flashing orb teleports me elsewhere when I touch it, and the music changes. I am then introduced to the first puzzle of the game; a trio of movable blocks will open up certain pathways, but it all depends on where you line them up. Eventually, I’m teleported back to the beginning screen where a single block is now moveable. Locking this into the right spot opens up more pathways…and more teleporting orbs. This pattern persists for a few more rooms before I decide that I’ve played enough.

A simple design and even simpler look are nice and easy to grasp, but the gameplay didn’t grip me for very long. I can only go from so many rooms to so many rooms. Craequ definitely fit the theme of “alone,” but maybe a little more guidance or purpose would’ve helped. Onwards to the number eight spot!

That http://deckers.die glitch where the final boss simply disappears

At this point, I’m pretty sick of bugs and glitches ruining games I am playing. Of late, I’ve groaned about that weird door situation in Deus Ex: Human Revolution and that switch that wouldn’t work in Half-Life 2. Plus, all those strange happenings in Bethesda’s games–such as an Alpha Male Deathclaw randomly spawning outside a small town every now and then–but to be honest, those don’t bug me so much as I feel like they are part of their open worlds’ charm, and for the most part, those kind of glitches don’t actively stop me from playing. But the former ones did, or almost did, and it seems like my newest glitch find also wants me to stop playing Saints Row: The Third.

So, I’m on the http://deckers.die mission–yes, that’s what it is called–and it’s pretty whacky. You’re a toilet, you’re a sex doll, you’re a Tron-like wireframe silhouette, and you’re shooting down virtual reality bad guys like there’s no tomorrow. Also, at some point, you will play a text-based adventure game starring a unicorn, as well as an over-the-head tank simulator. Unlike any mission I’ve ever played before. Too bad I can’t complete it.

At the end of the mission, you come VR face to VR face with Matt Miller; he’s dressed like a reject from Final Fantasy VII and wants to do you much harm. You shoot him a few times and then there’s a quick time event to rip his angelic wings off his borrowed body–only, for me, there’s no QTE. My character says, “Oh shit!” and then Matt Miller leaps into the digital sky to completely vanish. I ran around shooting everything I could for ten minutes before I determined that, no, this was not how it was supposed to go down. Quit mission and restarted at my last checkpoint, but the same thing happened. Tried quitting the entire mission and playing it all over again, but alas, nope, same thing happened. Also, I’m not the only one suffering.

Seems like the only trick I haven’t tried yet is making a manual save during the mission, quitting out of the game, and then reloading said save from my crib. While that might sound ridiculous, I don’t have many other choices. I want to keep progressing in Saints Row: The Third, and there’s only so many side activities and collectibles left. Not sure if THQ is aware of the bug or not, but maybe a patch could help. It also seems like GPS is wonky too, only showing a short bit of green line instead of it fully with guiding arrows and such. Sigh. The life and times of big ol’ videogames.

And yeah, I’m aware of the irony that there are homemade glitches within the Deckers’ virtual reality setting, such as lag and reversed controls, and that this is just one more on the pile. However, it’s not a fun one. Wish me luck that the next time I take on Matt Miller and say “Oh shit!” it’s because I’m ripping his dumb-ass wings off.

HALF-HOUR REVIEW – Pushmo

Filling the puzzle void left by polishing off Picross 3D last summer is a little piece of 3DSWare called Pushmo (or Pullmo if you’re from Europe), a game that tasks a young, wobbly Mallo with pushing and pulling colored blocks to rescue children trapped in them. It’s not the most exciting first thirty minutes of a game, with a chunk of it stuck in tutorials, but I can confirm that it gets better.

I’m now on the level two puzzles–I think No. 68 to be exact–and the difficulty has ramped up to the point of stumping me constantly. That’s a good, my dears. Many of the mural puzzles, the ones that look like fruit or animals or famous videogame faces, are actually quite simple, structured to be pleasing to the eyes and nothing more than fluff to the brain. However, a recent viewing of GiantBomb‘s Quick Look for Pushmo forecasts that the size of the puzzle grids are going to get bigger, and bigger, and then bigger again. Whoo boy. Those will be some doozies, for sure.

I’m just pleased to have a time-killer again. Picross 3D was perfect in that if I had five minutes or so between something, like waiting for Tara to get ready, I could do a puzzle. That same theory applies now to Pushmo. I mostly do my puzzling while waiting for artwork to be scanned and Photoshop to open on my slow-as-slow Macbook. If I’m good enough, I can get through two or three before it’s time to get back to making them comics. But yeah, it’s pretty good, and if you have a 3DS, well, it’s a no-brainer to get it, even if you feel like $7.00 is too high a price, it’s not. Not at all.

The Top 10 Videogames I Didn’t Get to Play in 2011

I did this type of list last year–and by last year, I mean 2010–and to say that it was well received is me being honestly humble; The Top 10 Games I Didn’t Get to Play in 2010 ended up gracing the home page of WordPress.com for a week and change, meaning that anyone and everyone visiting the site saw an adorable puppy with sad eyes drawing them into a post about missing out on a bunch of popular videogames. And it got looked at. A lot. Around 15,200 views and over 140 comments in just a few days, a high majority of them from really nice commenters, too. Thanks, WordPress people! We’ll see if I can bottle magic for a second time.

10. Batman: Arkham City

He may be the hope that flies through the night sky in black, but he’s also unplayed. Same with the previous game Batman: Arkham Asylum. The game(s) seem really cool, with a mix of action, stealth, and as many cameos the devs can squeeze in, but I’ve somehow managed to avoid all things batty. Not on purpose. I like Batman much more than Superman (but less than Spider-Man). Maybe I’ll grab one of these in 2012 to help get in the mood for The Dark Knight Rises.

9. STACKING

 

I like weird games, mostly because weird games take chances, thus earning the adjective of being weird. Stacking seems like a weird game, which is why it is intriguing to me. Plus, the way the characters hop around the world reminds me a little of how I design my Supertown and All of Westeros characters, even though those in Stacking do have arms, legs, noses, and ears. Good for them. The price tag (1200 MS Points) for this downloadable has always kept me at bay so I’m hoping for a sale sometime soon.

8. Aliens: Infestation

Here’s probably the first (and last) Aliens game I’m interested in. The goal is shooting alien creatures without remorse, and this objective plays out in a Metroidvania way, with a unique hook of main characters being totally and completely killable. You literally have X number of lives to beat the game, I guess. There’s some gorgeous spritework here, and the level design is ripe for exploration. Alas, I don’t know much about the source material, as I’ve only ever seen one film from the franchise, and I couldn’t tell you if it was Alien or Aliens, but it did have a robot at the end bleeding milk all over the place, but I’m a sucker for anything that shows its love for side-scrolling pilgrimages and does it well.

7. Alice: Madness Returns

I have a strange relationship with American McGee’s Alice; that’s a game that I actually played co-op with a girlfriend even though it was not a co-op game. She controlled the moving of Alice, and I used items and weapons from the other side of the keyboard. It was a disastrous time, and we rarely worked well together, but it was one of the few games she ever became interested in, and was adamant about us playing it together. Ah, young love affection. What a farce.

And so that game has been stuck in my being ever since, evoking a time I’d like to not go back to. However, Alice’s next journey in Alice: Madness Returns looks like fun, maybe even darker than before if that’s possible. The game got mediocre reviews, but I’m more interested in just going at it all by my lonesome.

6. Red Dead Redemption

Here’s a game that was also on my 2010 list, meaning a whole year went by and I’ve still not been able to ride a horse, skin a bear, and shoot a unruly vagrant. I want to, I really do, and I was close to purchasing the Game of the Year edition, which nicely collects all the many DLC packs into one package, but instead went with Mass Effect 2. I still don’t love Grand Theft Auto IV, but I named L.A. Noire as my game of the year, and have hopes that Red Dead Redemption is more like the latter and less like the former. Yeah, yeah, I know people refer to it as Grand Theft Horse, but maybe there’s more to it than that. Or maybe you’ll see this title on yet another edition of this list come the end of 2012.

5. Terraria

This year, I was able to give Minecraft a spin thanks to a free, limited-time copy with the purchase of one of the Humble Indie Bundles. I struggled at first, both with what the point of the game was and then also surviving the darkness, but that was enough for me until it comes out on the Xbox 360. Terraria is seemingly Minecraft’s cousin, but it only works on a PC, and since I use a Mac…well, you do the math. The graphics and slower gameplay seem more appealing to me than that in Minecraft, but it’ll have to wait until I can get a new pooter.

4. Assassin’s Creed: Revelations

True fact: I totally skipped Assassin’s Creed II and went straight to Assassin’s Creed: Brotherhood, and I’m totally at peace with that. Why? Well, AC:B turned out to be simply fantastic. A strong story, lots to do in a well-designed setting, and a unique take on online multiplayer stabbing. Though Ubisoft might be spitting out these games a little too fast, Assassin’s Creed: Revelations seems to be more of AC:B, and I’ve heard that the changes to online multiplayer are significant. I’ve held back because I’ve heard that for a game with revelations in its title, there is actually little to that point. Going to wait until the price drops down to $30 or so, me thinks.

3. Portal 2

So, 2011 was the year that I caught up with the world and played–and beat with minimal walkthrough assistance–Portal. Yeah, go me. However, I did struggle with a few puzzles, almost to the point of blunt frustration, and that’s been the biggest roadblock for Portal 2; I’m interested in the story and learning more about Aperture Science and their ultimate plans, but not having to deal with the mind-benders and brain-twisters to get there. Sure, I could read a wiki or watch videos online, but that’s just silly. Alas, I kinda doubt I’ll ever get to this one.

2. Kirby Mass Attack

Without a doubt, Kirby is Nintendo’s lab experiment. When they want to try something new or risky or off-the-wall, they just use Kirby as the flagship. Over the years, he’s been turned into yarn, forced to ride a rainbow, and also enter air kart races. His latest adventure on the DS (not the 3DS, mind you) involves clones. Kirby Mass Attack retains the look of those classic Kirby game, but throws in new puzzles solvable with multiple Kirby copies, and it’s all controlled with the touchscreen. This one was released right around the same time as Professor Layton and the Last Specter, and I only had enough funds to get one or the other, and so it’ll have to wait for a later date.

1. The Legend of Zelda: Skyward Sword

The last great game for the Nintendo Wii. At least that’s what journalistic people are saying about The Legend of Zelda: Skyward Sword, and I’m sure they are right as there definitely doesn’t seem to be anything else in the pipeline before the dumbly-named Wii U drops. And there’s always reason to be excited for a new Zelda game, but I still struggle with the idea of actually playing this on a Wii, with a Wii controller, doing Wii-like things. Visually, it’s so pretty. Like a painting come to life. It also sounds like a mighty slow crawl for those first few hours. Going to hold off for now and wait until it drops in price, but who knows how long that could take.

Well, I think that’s it.

Other contenders that I didn’t play and didn’t make this list include Solatorobo: Red the Hunter, Dead Island, Dragon Quest VI: Realms of Revelation, Lost in Shadow, and Rayman: Origins. Yeah, I got some things to catch up on. We’ll get there, surely. But what about you, dear readers? What games from 2011 did you miss out on? Speak up below in the comments.