Category Archives: music

2014 Game Completed Comics, #15 – Winnose

2014 games completed 15 - winnose facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Music is the name of the game in ~airwave~’s first adventure

airwave i fought the law final thoughts

Look. I really like Ben Chandler’s work, and I’m going to continue trying everything he’s created, worked on, touched, raised an eyebrow at, farted nearby, etc, and hopefully that doesn’t come across as too obsessive. I think his painting skills rock and have greatly improved over the years based on what the recently redone and re-released The Shivah and upcoming Blackwell Epiphany look like, and his own stories and characters are generally light-hearted, but with enough charm and whimsy to not fall directly in the unnecessarily saccharine category. To date, I’ve played the following Chandler joints:

  • ^_^
  • Eternally Us
  • Annie Android: Automated Affection
  • Sepulchre
  • Trance-Pacific (haven’t written about this yet as I was unable to get out of the very first room, unfortunately)
  • Falling Skywards
  • Fragment
  • Ben Chandler: Paranormal Investigator

Search around Grinding Down enough, and you’ll probably find some words–and maybe a comic or two–I’ve written about a number of those listed above.

Which brings us up to speed with ~airwave~ – I Fought the Law, and the Law One, a very strange title, but I liken it to some faded t-shirt-wearing indie band trying to be all zany and out there with their debut album name, to catch people’s attention. The good news, for those that remember, is that I’m a sucker for oddly named entities. I’m also not pulling that music metaphor from the nethervoid, as music is the central theme to ~airwave~ One (my shorthand), both from a plot point to the world-building. See, Elodie Major has been running a small, independent radio station called Airwave Radio with her friend Zak for about five years now, creating a strong following with the people of the appropriately named town Wave. However, mainstream record labels are pressuring Elodie to play more “poppy” tunes, and she can only resist for so long. Down the road, a band scheduled to play is being put out to pasture by some man toting legal papers.

~airwave~ One is not a big game, but it has big ambitions. Namely, the radio. See, even though Elodie is out and about in Wave chatting up locals and solving puzzles, the show must still go on, with her friend Zak taking over. The radio station never stops playing, so your soundtrack for the entire game is covered, though it eventually does loop. I’d estimate that maybe about an hour and change of music and pithy commentary is available to listen to–and it’s all seriously fantastic. Yup, even Zak’s story about going to the market for a cucumber. I later reached out to Chandler on Twitter to get a list of all the bands so I could look up some of their tunes, and he revealed to me that all the music in the game comes from “imaginary bands by two people (and some of their friends in places).” Yowza. Talk about awesome, and talk about immersion. It’s a “live” radio station, too, meaning you can turn it off and on later to have missed stuff; that said, just never turn it off.

Another aspect of ~airwave~ One that I really loved was seeing all the record shop-like dialogue about fake bands. A large part of my daily life is randomly thinking about fun, silly band names when you say or hear a certain phrase or pairing of words, and so backtracking was actually a treat, as I got to read what X band was up to in this fantasy land. Everyone has a story or question to ask Elodie. It’s like my own personal point-and-click High Fidelity, and I’m Barry.

From a gameplay perspective, the puzzles are overall rather weak and straightforward. You pick up only a small number of items, leading to a limited number of combinations. I found myself eventually stuck on one piece of pixel-hunting for a wheel’s cable. There’s also a “pick a drink” puzzle that might seem rather daunting, but is solvable with some decent guesswork and basic trial and error tactics. Otherwise, nothing groundbreaking, but I think the focus of the gameplay should actually be on the atmosphere and the music and the relationships people have with and around it.

If the number in the title didn’t give it away, ~airwave~ One is only the first part in a series, and I hope Chandler gets back to it sooner than later, though I’m sure he’s busy now being all jobby with his newfangled job. Greedily, I just want even more radio to devour. In the meantime, snag a copy of the game for free by clicking these very words, turn up the volume on your speakers, and lose yourself in the music, at least for an hour.

2014 Game Completed Comics, #5 – ~airwave~ I Fought the Law, and the Law One

2014 games completed 05 - airwave one facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

400 Years rewards patient players only

400 years review post

400 Years, which is all about waiting, is a game totally designed for me. You have to be patient, and when you get stuck and think that more patience can’t possibly be the answer, it totally is. It moves as slow as a stone effigy with legs, but it moves with purpose, and you can always speed everything else up by advancing time and changing the seasons. Or you can just stand around and bask in the comfortable, autumn weather, listening to Kevin MacLeod’s stunningly gorgeous and hypnotic soundtrack, becoming stone-still yourself. All in all, it’s a fantastic little piece of puzzle-based experimentation, and I encourage everyone reading to give it a try.

The plot is very straightforward: a great calamity is approaching, and you’re the only one who can stop it. Who exactly are you? Well, you’re a sentient stone idol who can do little more than walk left or right, climb trees, and, magically, advance time by a full season, seeing autumn, winter, spring, and summer zip by in an otherworldly blur. In short, you have 400 years to spend until this disaster strikes down, and time’s a-ticking, so you better get a-saving. Just kiddin’. There’s really no rush. I was able to complete 400 Years with about two hundred to spare, and I’m sure you can save the people, the place, and the planet even quicker than that so long as you know what you’re doing.

Of all the games I’ve played this year, 400 Years has been the most relaxing and possibly enjoyable for that very fact. Well, wait. Animal Crossing: New Leaf is pretty stress-free, actually. Anyways, I was not stressed about losing health or missing a collectible or not finding the one specific pixel to click on to advance the plot–there was just time, and a lot of it. Your goal is to, more or less, constantly move to the right until you find the place where the calamity will occur, and then you have to stop it the only way you know how. The puzzles along the way are easy enough to figure out, and waiting is 75% of the solution. Let me tell you, it’s a real joy to ponder the solution for how you get a tree to grow and then see it happen right before your eyes. If anything, I’d have liked more puzzles peppered throughout or places to explore along the way–perhaps you come across a hill of lifeless stone effigies–but the slow pace of the game makes for a solid adventure nonetheless. Personally, I found the ending a bit abrupt and wanted more, but the journey there was really precious, a piece of gaming memory that will–if you’ll allow me just this once–stand the test of time.

You can watch me play some 400 Years in my newest “Paul Plays…” video:

Grinding Down’s Chrono Cross week – Music

gd chrono cross week music and tunes

The Chrono Cross soundtrack is simply legendary. I’ve been listening to it for years and have certainly spent more time nodding along and tapping my foot to tracks like “Termina – Another World” and “Fragment of a Dream” than actually playing the game, which, for those curious, took me just under 40 hours to see to completion. That’s saying a lot because, to drop some truth bombs here, I dislike a lot of videogame music, especially a lot of 8-bit and 16-bit stuff. It all sounds too–and forgive the phrase here–videogamey for my tastes. When I want music, I want music–strings and soaring climaxes and tempo changes and so on–and composer Yasunori Mitsuda delivers the goods seemingly effortlessly, drawing on old world cultural influences and alternating between bright and dark themes.

I’ve actually touched upon the game’s soundtrack before, back when I did a 30 Days of Gaming meme thingy. Remember that? Of course you do, ya loyal, devoted reader who I haven’t yet scared away with all my Chrono Cross jabbering this week. Anyways, here’s a link for the lazy. I will now try to think of some other things to talk about.

Over the many years of my preponderant existence, I’ve come to appreciation a couple other videogame soundtracks, but not many. Dark Cloud 2 has some solid tracks and ranges from dark, unsettling and nearly off-putting carnival-like songs to slower, prettier pieces like “Starlight Temple” and “Veniccio Coast”. Radiant Historia came with a bonus CD, as did Shin Megami Tensei IV, which I burned onto my computer and listened to a few times. And then there is Fez and Bastion, the two most recent examples of game soundtracks I’ve found myself listening to and enjoying separate from the time I spent finding cubes and shards, respectively. Supposedly Journey has a great one too, but I’ve yet to play it (though I do own it now thanks to a recently stellar sale on PSN). Other than that, a lot of music in games these days is kind of forgettable; certainly it does the job of setting the mood and blocking out background silence, but it only exists for then and there, never meant to be listened to again, unless you play that part over again.

I love that, for every town and place you visit, there are two themes: one for Home World, one for Another World. Some vary quite differently from one another, while others are strikingly similar. Take, for instance, Arni, the first town–well, it’s a fishing village if you want to get specific–that players will experience in Chrono Cross. In the Home World version, you can almost hear the waves crashing against the docks, feel the sea-carrying wind against your face, and be quite content with the day, as the song is both pretty and peaceful, perfect for running around and talking with your neighbors. In the Another World version, a piano riff takes center stage, playing nearly the same guitar part found in the Home World version, but this time it is slower, softer, maybe even a little unsure–which reflects perfectly on Serge because, at this point, he has now traveled to a different realm where he no longer exists and is looked upon as a stranger. The music pairs up like this in a couple other spots, but this is my favorite.

Thankfully, the battle music never really grows old after hearing it a couple of hundred times. I can name some other games where I’m sick of hearing the same battle theme minute after minute after minute: Ni no Kuni, Dragon Fantasy – Book 1, and Kingdom Hearts. Sometimes, a few battles are fought using drastically different songs, but for the most part it’s the adrenaline-pumping, button-pushing beat of a truly epic battle theme. Granted, it pales in comparison to Chrono Trigger‘s battle theme, but that kind of isn’t a fair fight.

It’s difficult to find something to truly dislike about Chrono Cross‘ original soundtrack; the entire compilation isn’t perfect, as some songs are too dreary to handle, but it is brimming with a sense of hopeful continuity, and that reminds me greatly of a large bedroom, once my sister’s, where I’d sit on the floor in my pajamas on a gloriously sunny Saturday afternoon, just a foot away from my television, slotting Elements and listening to this strange, colorful world, feeling somehow right at home. It stirred me then, it stirs me now, and it will continue to be an important part of my life, no matter which realm I end up in.

The sights and sounds of Superbrothers: Sword & Sworcery EP

The longer I don’t play any of those PC games I’ve gotten over the past year or so from too many indie bundle collections to name, the bigger my collection grows untouched with each new tantalizing bundle that adds to it. In fact, I’ve started passing up great deals simply because my digital collection is truly bloated. If I was to be honest, I still have a hard time remembering I have a gaming laptop now, as I mostly use my Macbook still, especially since that’s where I do a lot of my writing and all of my comics. My bad. But I finally bit the bullet, pulled the plug, kicked the can–what have you.

Seeing as Superbrothers: Sword & Sworcery EP is the new Braid/Cogs in terms of being coupled in nearly every new bundle that drops, I figured it was a good place to start. Plus, the look of the thing alone has had me intrigued since word-of-mouth about the little sound-based fantasy adventure came out, but since I’m the type of person who lacks both a smartphone and/or an iPad–and I can’t really even forecast when I’ll ever get such a device–I’ve had to wait  for it to get ported to the PC. Which was done back in May 2012. I got my copy of Sword & Sworcery from Humble Indie Bundle V, installed it to Steam, and quickly forgot about it because I have that tendency to do so. Maybe this is a forthcoming 2013 New Year Resolution in the works…

I guess the easiest way to describe Sword & Sworcery is that it’s an indie adventure game. Sound and atmosphere play extremely important roles, but there’s also some timing-based combat and puzzle elements to boot. You control The Scythian as he/she explores a mythic realm, uses a sword to do battle, and wields sworcery–song-based magic to get down to it–to solve musical mysteries. You’ll meet a small cast of humble locals as you move around the land, as well as some nefarious monsters, like a pursuing demon wolf-beast. There’s some other stuff that’s not really clear, like these tomes and mentions of antlered gods, but it all does a wonderful job of sustaining a fantastical yet believable other-world. Strange structures, that flipped Triforce symbol that appears now and then, an actual usage of a record to represent Side A and Side B of a place–moments of wonder, all of them. It makes each new location exciting to explore.

Let me take a moment to discuss the real meat of Sword & Sworcery: the music. The music, Grinding Down readers. It’s both calming and hypnotic, and at times absolutely unnerving. Just like the soundtrack from Fez. I’ve spent more time listening to the tunes than playing the game at this point. “The Ballad of the Space Babies” does something to my insides that I can’t, without a medical degree, accurately describe. But I’ll try. It fills me with air, it lifts me up. There’s a promise of friends whispered off the horizon, and cloud-walls that ripple with each breath to lead me there. I am floating, moving through space and heading home. Only I know the way. It feels like forever, but the speck of light is growing, crowning, now radiant, with eyes open. When I get there, they close; the ballad’s journey is over, and I’m safe.

Another part of the game that I’m enjoying, but those that follow me on Twitter are likely not is the fact that nearly everything can be tweeted directly from the game. Small bits of narration, descriptions, instructions, and even dialogue. I’m choosing my tweets carefully, but because there’s a lot of whimsy and downright silliness to the writing in Sword & Sorcery, it is often hard to resist tweeting out every encounter. For now, here’s some I’ve done:

More to come though.

So far, I’ve completed Session 1 and Session 2. Both sessions are around thirty to forty-five minutes long, depending how fast you move and how quick you figure out the song-based puzzles. The sheep one in Session 2  took me a little bit to figure out, but otherwise nothing too difficult. Moreover, the boss fight that completes Session 2 is more stressful than challenging, requiring constant attention and quick reflexes, which are probably easier to do on an iPad or phone that moving a mouse cursor left and right. I’ll get better, now that I know what to expect from these situations, but I got that Gold Trigon with only one star of health left. Whew.

I’ve taken some time off of work next week for the Thanksgiving holiday, and besides catching up on a lot of drawing for my 365 BAD COMICS project, I’m looking forward to playing some of these games of mine a wee bit more, with Sword & Sworcery‘s Session 3 high on the list. I’ll be back. Until then, keep clicking, listen hard, and float away.

What I loved about Chrono Trigger

A long, long time ago–well, back in March 2012 really–I beat Chrono Trigger. It was both a great and grueling experience, and I put down some notes on the things I disliked about the RPG legend that is legendary among RPG fans. And people reacted. Think the post even made it on Reddit. Yeeeeeah. It was like I called their sweet little grandmother a raging prostitute that was the reason STDs spread or kicked their dog into the middle of traffic on a busy highway. It’s either the depression in me or my strengthening pessimistic outlook on life that I can’t see anything as perfect. Videogames can be great, can be a lot of fun, really enjoyable–but never utopian.

Okay, that’s enough intro. I could really go on about all the little things I dislike in games I adore, but my point is just that both exist, and sometimes they co-exist, and other times one is the predator stalking the prey. For now, let’s use the  dual tech Slurp Kiss (Ayla and Frog!) and get into the love.

mighty music

Surprise, surprise–it’s amazing. Here, let me name a few tracks: Corridors of Time, the hauntingly Secret of the Forest, an overworld theme that is both whimsical and foreboding, Zeal Palace, or that battle theme that really gets you into the fight and will thankfully never leave my body. And there’s plenty more. Basically every soundbite, whether it is a song or sound effect (Robo has some great ones!), is highly memorable. Both for its quality and charm.

Chrono Trigger was scored by Yasunori Mitsuda and Final Fantasy composer Nobuo Uematsu. Mitsuda spent many nights sleeping in the office, which led to many songs feeling dream-inspired. I totally hear that. He also later suffered from stomach ulcers, and so Uematsu was brought in to finish up about ten songs. Either way, the music from Chrono Trigger is universally loved–and deservedly. I still listen to more tunes from Chrono Cross, but that has to do with a more orchestral feel to them than anything else.

The Millennial Fair

When it happens, it’s downright magical. You’re on trial, accused of trying to kidnap Princess Nadia and take over Guardia Castle. You even get called a terrorist. And you, the player, know none of this is true, and are ready to defend yourself against your accusers. But then the Chancellor begins bringing up actions you took–or didn’t take–at the Millennial Fair, where you first met the princess. Seemingly normal encounters are now twisted and distorted to make it appear like you are one shifty soul, even if you’re definitely not. Like, if you grabbed the dropped pendant before checking on the princess, you are labeled greedy and after the throne. Small things mattered. But you don’t learn this until it is too late, and so it doesn’t matter how many silver points you earned playing games at the fair: you are a criminal. And you’re put in a cell for your alleged mistreatment of the princess, which really gets the ball rolling plot-wise. It all felt so natural as it unfolded, too.

Visible enemies

My distaste for random encounters continues to grow as I get older. I find it way more annoying now, and so when a game gives me enemies on screen, leaving it up to me to fight or flee or sneak by, I am overjoyed. Granted, this phenomenon seems to be more of a later trend, making it a nice surprise when I could watch Blue Imps and Goblins wander in the grass in Chrono Trigger before taking them on. Not only do you see enemies before you fight them, the battle itself takes place right there. The UI switches to reflect this, but other than that, you are fighting where you are standing, and it’s all very quick, a definite upgrade from slower turn-based RPGs.

The jet bike race

It’s random. Really random. But I guess someone wanted to put the SNES’s Mode 7 graphics to use. The jet bike race is found in 2300 A.D., during and after Beyond the Ruins. It allows you to take a shortcut across the ruins, avoiding a couple of screens of monsters to fight. That is, if you win. Which is not as simple of just gunning it all the way. You’re racing against Johnny, a half-tricycle automaton, and he has this way of constantly inching his way in front of you. Rubber-banding, I believe it’s called. It’s tough, but at the time a great change of pace, and you can come back to race Johnny later for various prices, like a Power Tab and Ethers. Once you get the Epoch, you can skip the race entirely as it is avoidable. I’m saddened that this element never spawned a tie-in: Super Crono Kart.

That evil laugh

There is only so much a sprite character can do to evoke emotions. Usually, they hop around and squirt drops of water off their heads if excited or run back in forth in place to express various levels of excitement. My favorite little animated moment is one I discovered purely from curiosity. Games like Animal Crossing: Wild World and The Elder Scrolls: Oblivion taught me that sitting in chairs is something one can do in videogames. It’s just as exciting of an action in digital life as it is in real life. And so, when in the Giant’s Claw, I took my lead character at the time–always Crono, yo–and plopped him down in Azala’s chair. He changed. He laughed with mirth and evilness, and he looked right at me as he did it. And then he rejoined his party members to continue the hunt for  Lavos. It’s a really small, random occurrence, but I love these little additions. They show a sort of shared consciousness between the player and those that made the game, that they realized someone would try to sit here, and for that that did, here’s a bonus animation.

Right. Those are the things I loved. I hope this clears up any non-obviousness over how I feel about Chrono Trigger. It’s a fantastic game. It has some problems, but the great outweighs the bad unarguably. I played it fully once now and am glad I did. Given my gaming habits and time schedule, I doubt I’ll ever play it again, whether via New Game+ or starting all over, but other than different endings, I saw a really good chunk of the whole experience. And just like Chrono Cross, I’ll revisit the soundtrack when the mood strikes me, so it’ll always be there, the legend that is legendary.

Theatrhythm: Final Fantasy is one earworm of a 3DS game

In case you’re not up to snuff with your urban dictionary terms, an earworm is “a song that sticks in your mind, and will not leave no matter how much you try.” This can be either a good or bad thing, depending on who you are. For me and for Theatrhythm: Final Fantasy, it’s a delightful problem to have right now. To hammer home this point, let me inform you that I haven’t missed a single daily Rhythmia bonus–extra points alloted to those that play every consecutive day–since I bought it on release day, way back on July 3, 2012. Mm-hmm.

But what is Theatrhythm: Final Fantasy? It’s a good question, and one nobody should be afraid to ask. The answer is both simple and strange: it is a music rhythm game à la Elite Beat Agents, as well as a “thank you” to fans of the Final Fantasy series.

For the rhythm part, you tap the touchscreen via three different on-screen prompts to the beat of a song: a single tap, a tap and hold, or a directional swipe. Sequences vary in difficulty, and you play them across three different types of scenarios. The most enjoyable for me are Field Music Scenarios (FMS), which has the leader of your party of four strolling across the screen from right to left while you handle all the prompts. The other two are Battle Music Scenarios (BMS) and Event Music Scenarios (EMS), both of which are enjoyable, but can be distracting due to too much happening outside of the button prompts. For the EMS, you’re basically tapping over a movie playing, and it can be hard to not focus on Zidane chasing after Garnet, especially for a fanboy like myself.

Speaking of that, the other half of Theatrhythm: Final Fantasy is all about the fans. Whether you think Final Fantasy IV is the best or still can’t get over your nostalgia and claim that nothing beats Final Fantasy VII or are somehow head over heels with the latest hall-walker Final Fantasy XIII…all the mainstay games from the series are represented here. Each game seems to get three songs (with each song getting three different difficulty ranks), and for your party of four, you can pick some recognizable people, all with their own skill sets. And this is where rhythm game and RPG fuse, letting your team level up, earn items, and unlock spells to cast during events. My team of four–all now around level 50 or so–has been like so since the get-go: Zidane (leader), Squall, Vaan, and Terra.

At first, the game seems to be limited on things to do, but after just a bit you’ll have opened up new levels of difficulty, as well as Dark Notes and CollectaCards and music not tied to a specific game. And those Dark Notes…oh man. They are basically randomly generated levels, each containing a FMS and a BMS, but you won’t know which ones until you try it out. Often, they are extremely tough and really challenge your response time, but clearing them successfully is an exhilarating feeling. When you beat one, you unlock another, which is always a higher difficulty. However, there is plenty of reason to replay Dark Notes as you fight one of three potential bosses, and they all have a chance to drop rare items or colored shards, which you use to unlock new characters. Right now, I’m working my way towards getting Vivi on my team–see ya, Squall! I know, you’re surprised.

So, it’s a surprising game, and might not be for everyone, but I’m enjoying it a lot. Not enough to consider buying DLC at $1.00 a song though, as I think there’s plenty of tunes here for my enjoyment, but yeah. For those curious, my favorite songs to play are “Mambo de Chocobo”, “Terra’s Theme”, and “Over the Hills”. What’s your favorite Final Fantasy song? You are not allowed to answer with “One-Winged Angel” by the way.

All right, back to it. The music, it’s a-calling…

2012 Game Review Haiku, #20 – Theatrhythm: Final Fantasy

Tap to cast a spell
Tap to defeat a big boss
Tap to stroll through field

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

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.