Category Archives: music

Meet The Sink’s numerous personality modules from Fallout: New Vegas

Without a doubt, Old World Blues is the best DLC add-on for Fallout: New Vegas so far. It has stellar writing, wonderful voice acting, memorable characters, and a decently sized map to explore as you please. It stands a fraction taller than Point Lookout for delivering a great, bite-sized Fallout experience, even if at times it could be a little too chatty, a little too difficult, and a little too reliant on energy weapons for success. Thankfully, my current character Kapture was already a 100 in the Energy Weapons skill before heading over to Big Mountain to be swarmed by Roboscorpions and frenzied Securitrons. One might also want to consider a character high in Speech, as there are a lot of, um, things to speak with, and yes, I said things, not people. Let’s get into that.

All My Friends Have Off Switches is a faux main story quest in Old World Blues; it doesn’t necessarily have to be completed, but I feel like many gamers will go after it, and it mostly runs parallel with the true main story quest, making it easier to pick up some–not all–of the personality modules as they go mucking about the Big Empty. You are basically tasked with finding holotapes that contain personalities for specific items in The Sink, which is your home-away-from-home for now. Installing these personalities will bring the items to life, and after much talking, you’ll learn what benefits they can offer. There are 10 personalities to unearth, as you’ll soon see below:

#1 – The Sink Central Intelligence Unit is a human-accessible computer responsible for Big MT’s data storage. It can repair your weapons and armor up to 100, switch off/on the other personalities in The Sink, and act as a traveling merchant, with a decent stock of items. It has a thin British accent.

#2 – The Sink’s Sink is a nice, if a bit OCD sink. Obsessed with cleanliness, the Sink is also upgradable, allowing the Courier to bottle his or her own water if they happen to have empty bottles. I never took advantage of this, but I bet it’s great for players on Hardcore difficulty.

#3 – This Auto-Doc is actually a prototype built by Dr. Mobius many moons ago. It seems to have a military-like personality, and it can provide the Courier with the following benefits: a haircut, facial reconstruction, implants of varying price, switch out brains, spines, and hearts, and change the player’s traits (only once).

#4 – This personality is a little creepy. Or should I say…seedy? The Biological Research Station is a computer mainframe that is capable of cloning and planting dried seeds that will harvest after three days. It also refers to the Courier as “baby” and makes way too many sexual references. Tara was especially perturbed.

#5 – Blind Diode Jefferson is The Sink’s talking jukebox, but don’t expect much music outta it. You might even say it’s got the blues…the old world blues. By finding special holotapes, Blind Diode Jefferson can update the Sonic Emitter with new traits and bonuses.

#6 – The Book Chute likes to eradicate sedition. What does that mean? Well, bring it lots of pre-war books, and the chute will wipe them clean, readying them for…um, that I didn’t get to discover. Checking online tells me that you’ll be able to make your own skill books with the right amount of blank books and specific items. That’s neat!

#7 – Light Switch 01 is a very seductive light switch that, while appearing to be sentient, is actually not. There seems to be some conflict between it and the light switch in the other room.

 

#8 – Not much different from Light Switch 01, but a few special dialogue options come up with Light Switch 02 if you’ve got the right perks on ya.

 

#9 – Oh, Muggy! You make yourself so hard to love, and yet you are so lovable. It is a neurotic, miniature Securitron that is obsessed with collecting coffee mugs. I get that. I suffer from the very same diseases. Basically, Muggy can turn coffee mugs, tin plates, and coffee pots into miscellaneous items perfect for using at the crafting bench. It also loves to curse. Swoon.

#10 – Last, but certainly not least, is The Sink’s evil-minded Toaster. This thing wants to burn more than just sliced bread, and it’s not afraid to tell you that. It’s special perk is that it can heat up any weapons composed of space-age Saturnite material, as well as help make extra small energy cells and microfusion cells. This very same toaster was originally cut from Fallout 2.

Whew. That’s a lot of ‘bots. I whole-heartedly recommend you speak with them often and deeply, exhausting as much of their dialogue options as you can. They are all very unique, and given that each (save for the light switches, I guess) offer some kind of benefit or bonus, it’s worth the effort. I found The Sink to be a wonderful, personified hub for my time spent in the Big Empty, and maybe now even for a main playthrough, as it features plenty of storage space, reloading and crafting benches, and helpful robots at arms’ length. For playthrough #4, I’m definitely going to try to do Old World Blues as early as possible (though the game itself warns the Courier that it is meant only for players level 15 and higher, and I struggled at times even at level 28 through 30, so, uh, eep) just to get such a kick-ass base. It definitely trumps Lucky 38 or Victor’s shack.

But there ya go. Hope you liked this little rundown of the ten robotic personality modules you’ll install in The Sink. Good luck finding all their holotapes!

A delicious taste of L.A. Noire’s 1940s-esque soundtrack

I did not pay much attention to L.A. Noire simply because I dismissed it early on as a 1940s era Grand Theft Auto, which, as any loyal Grinding Down reader will know, is not my favorite game. I mean, you can see the Rockstar Games touch very clearly in its latest title, from the dynamic and stylized cutscenes to the minimap to their passion about having a stellar soundtrack. That last thing is not a bad thing.

Anyways, reviews are out, and besides having to constantly warn gamers that you can’t run over prostitutes in this one (aw shucks), the verdict seems to be that L.A. Noire is much more of an adventure game than a drive-and-shoot title. No random rampages allowed. Gameplay is more focused on investigating a crime scene, talking to witnesses, and piecing together an answer. Yes, there’s still some of those annoying “tail a car, but don’t get caught” missions, as well as some shootouts, but more or less, it’s all about the story and one man’s drive to bring wrongdoers to justice. I can get behind that. Considering the lack of strong, narrative-driven titles harkening back to the point-and-click genre these days, I might have to actually get this game–but not quite yet. I still have plenty of titles to work through, but once I’ve cleared a total of, say, 25 games for 2011, then I might go out and give post-WWII Los Angeles a try.

Oh, and about that soundtrack. It’s fantastic. You can preview six songs from L.A. Noire thanks to SoundCloud:

My personal favorite is the remix of Ella Fiztgerald and Louis Jordan’s “Stone Cold Dead in the Market.” The others are great, dancy remixes of classic, old-time tunes. Doesn’t necessarily evoke the sense of police work, but does transport one back to a simpler time, to smoke-filled rooms, to dangerous women in dangerous outfits, to falling victim to gorgeous, dreamy sounds, to finding love and chasing it down.

Totally chilling with a bunch of Keflings

Tonight, I ate an entire half tuna sub with chippy chips from the local Sub Shack, and while that might not sound like a lot…it was. See, it’s the kind of mom-and-pop operation that crafts with love and not logistics, stuffing these sandwiches to the brim with lettuce, tomatoes, black olives, and–can’t forget–tuna. There is no measuring here; it’s all in or get out. Twas a yummy dinner, but immediately afterwards I regretted eating the entire thing as my stomach was growling and rumbling and acting all funky. So I plopped down in front of the TV to digest and decided to play some…A Kingdom of Keflings.

This is an arcade title for the Xbox 360 that I picked up during a crazy sale some weeks back and have been playing off and on as of late. It’s a strategy game wherein resource managing is key to building one’s kingdom. Need more wood or stone? Order your Kefling minions to get it and bring to where you want it. Need linens? Well, you better shear those sheep for cloth. And that’s kind of it for the gameplay, a lot of back and forth, with the seasons changing constantly (to no effect) and your resources growing/depleting with each new blueprint that unlocks. It’s repetitive and mindless and absolutely perfect for just chilling out with.

See, there’s no major conflict in A Kingdom of Keflings to worry about. Nothing’s going to come by and maul your Keflings to death. Your resources don’t wither away over time or with neglect. No time limit. No failing missions. Just gentle music (save for the banjo tune) and light-hearted gameplay. Perfect for digesting to. Heck, I even unlocked two Achievements tonight, proving that I’m coming close to completing this one:


Master Builder (25G): Build a cathedral (Single Player)


Like Rabbits (15G): Reached a total Kefling population of 30 (Single Player)

The game’s big, main goal is to build a castle, which actually consists of a bunch of different blueprints. This is where I’m currently at, and it’ll take a bit as each blueprint needs a bunch of different resources, several which require other resources to create. Meaning, my Keflings and I will need to carry items from one place to another to another. No worries; I got the time. There’s always time to chill.

30 Days of Gaming, #8 – Best soundtrack

To be completely honest, I usually don’t listen to a lot of videogame music unless I’m hearing it as I play the game. For me, there’s plenty of other things to listen to–currently digging Freelance Whales and lots of Connie Francis and Regina Spektor–and if I was to generalize, I’d say that a good portion of videogame tunes are unlistenable when they stand alone.

That said, I simply adore the soundtrack from Chrono Cross, the 2000 follow-up to Chrono Trigger. Composed by Yasunori Mitsuda, the official soundtrack features 67 tracks spanned across three CDs, hitting about three hours of music in total. That’s a whole lot more tunes than some games get. A few tracks subtly recall themes from Chrono Trigger, but it’s the new stuff formed for Chrono Cross that really make it unique, memorable. I’ve found it’s wonderful background music for drawing and writing, ranging from up-tempo town songs to battle music to somber undertones.

My personal favorite is titled “Reminiscence ~ Sentiments which Cannot be Erased,” a haunting piece of piano and echoes. Please listen to it as you continue on with today’s post:

One of the hardest things to write about is music. I know this for a fact; as a journalist for my college paper and alternative zine, I covered concerts and new album releases. These ranged from holiday choir specials to the latest Butch Walker CD to seeing a bunch of bands play live at summer festivals. At times, it was a grueling task. Describing how music is heard, understood, taken to heart–it’s a complex process, and it can be very hard to not seem overenthusiastic or fanboyish or simply in love with pretty sounds. Plus, how can I, someone who can’t sing, really critique those that can? So, yeah…writing about music has its tricks. It can also lead to pretty lazy sentences like, “The drums were totally kicking!” Not that I did that, ever, but the temptation to play it slack was always there. Music is meant to be heard, not read.

For this post, it’s best if I just link you to some of the finer moments from Chrono Cross‘ soundtrack:

“Dream of the Shore Bordering (Another World)”

“Leaving the Body”

“Garden of the Gods”

Enjoy!

Radiant Historia and history as it should be

According to the GameStop guy, I was the fourth person to pick up a copy of Radiant Historia yesterday. I should’ve asked him how many fratheads came in for their copy of Bulletstorm, but I forgot. Either way, it’s safe to say that this new RPG from Atlus is either going to sell slow, but steadily or fall victim to being too niche for the industry to pay attention to. I mean, my local GameStop didn’t even have boxes out for it yet under the NEW RELEASES section. Good thing I pre-ordered it.

Greg Noe wrote about the game’s first hour, and I’ve played all that and 30 minutes more at this point. Nations are at war, and the world is in clear danger of being turned into a desert. Two time- and space-bending figures, Teo and Lippti, attempt to try again to save it all by putting history’s chances on a soldier named Stocke. Last night, after saving an allied spy, Stocke had to make his first crucial decision, and I’m curious to see how it’ll play out. If it doesn’t go well, that’s okay. The great thing about wielding the White Chronicle is that Stocke has the ability to travel back in time to key events and try things differently.

The first sixty minutes of the game, the time that encompasses the Prologue, is very tutorial, which isn’t a horrible thing, but I am eager to get out there on my own and figure stuff out as I go. A good portion of Radiant Historia‘s beginning is spent talking and pondering, and thankfully the story and writing is strong. Heck, one of the villians even used the word cacophonous, warming the fire burning deeply in my heart. It is also quite refreshing to see a protagonist that is not silent, that is more like Mass Effect‘s Shepard, that is not a bumbling idiot led by his partymates, but rather a leader, a decision-maker.

However, not all is perfect. The sound of Stocke’s footsteps begins to grate, the overuse of cliche JRPG bubble emoticons, and for some reason I find Stocke getting stuck in the strangest of places when running around. Like against NPCs or behind a treasure chest. Something about the collision detection is off. Minor stuff, but irky stuff nonetheless.

Still, the story and battle system have their hooks in me already. I want to desperately know what happens when I side with character X over character Y, and even though the game’s opening only had a few fights to it I can clearly see them really becoming headscratchers. These are not fights one can simply auto-battle their way through. Turn order is vital. Planning and precision are also equally important. That’s like the total opposite of Dragon Quest IX (post-game currently) where all I do in that one is run around, spam the attack button, gain experience and coins, and do it all again–all while watching an episode of The Office or something.

I think I’m really going to love Radiant Historia. Thanks, Mom.

Scott Pilgrim the Videogame looks (and sounds) just like it should

First came the news out of PAX East that chiptune rockstars Anamanaguchi are doing the soundtrack for Scott Pilgrim the Videogame. Then we got some delicious screenshots showing off the fantastic sprite work from Paul Robertson, the creator of the Pirate Baby’s Cabana Battle Street Fight 2006 animation. And the third thing that happened was…my heart. See, it exploded from too much joy!

Ka-blooie!

Seriously, just go check out all the screenshots over at Attract Mode.

But yeah, ever since seeing this, the back cover of Scott Pilgrim vs. the World, volume two of the books (and the title of the upcoming movie), I’ve been jonesing for a 2D videogame adaption:

Now I’m not sure what I’m more excited about. The movie, the final book in July, or the game? Hmm. Either way, it looks like this one is getting the right kind of treatment. No systems announced yet, but man oh man would this be perfect for the Nintendo DS.