Category Archives: musings

Games Completed in 2011, #11 – Monster Tale

Metroidvania is a special genre of gaming. It’s both linear and not, it’s devoted to progression and secrets, and it’s been around since the venerable NES days. I mean, it’s very namesake comes from two of its most obvious influences: Metroid and Castlevania. Over the years, Metroidvania has seen some peaks and valleys and straight-up dry spells, never finding a wide audience, but there’s been a rebirth of sorts on handheld consoles like the Nintendo DS. Mostly more Castlevania titles, but there’s also been the occasional surprise debut, and that’s where we find Monster Tale from DreamRift, the makers of Henry Hatsworth in the Puzzling Adventure.

In Monster Tale, you play as Ellie, a young girl who stumbles upon a magical armband, unhatched egg, and hidden world inhabited by monsters. She quickly discovers that she’s not the only human to venture into this world as it is ruled by snotty, personality-heavy kids, the worst being Priscilla. They have enslaved many of the monsters and turned them into their evil pets. The egg Ellie found earlier hatches, and the monster quickly bonds with our blue-haired protagonist, fighting off enemies, eating snacks, and evolving into more powerful forms. She names it Chomp, and he/she/it will be vital to her survival as she searches for a way back home.

Monster Tale is a mix of platforming, combat, and pet raising. You’ll travel through five themed worlds—a wicked treehouse and demon express train, for example—until you can’t travel forward any more; most likely, Ellie will need to learn a new ability like charge shot or obtain a key to open a locked gate. Unfortunately though, DreamRift is a wee bit masochistic and decided to make back-tracking a high priority here. Very high priority. Now, with Metroidvania games, back-tracking is the point; you get a new ability, and now you can get past X from that earlier level. However, the back-tracking in Monster Tale feels unnecessary, and often the item/power needed is on the far opposite side of the map. There’s no fast-travel system so Ellie and Chomp have to trudge all the way back; I was constantly checking the map so as to not get lost. It feels like something implemented to transform a four-hour game into an eight-hour game.

Good thing the combat is fun, especially thanks to Chomp. He/she/it is an adorable monster that helps attack enemies on both screens of the Nintendo DS. Chomp can’t spend too much time up top as it drains its health, but the bottom screen acts as a sanctuary, healing it and housing many special items for it to interact with. There’s some great animation work when it comes to Chomp chompin’ down on some cold pizza. As Chomp defeats enemies and eats entire bowls of rice, it gains XP and levels up, opening up new forms. I had him evolve into the Juggernaut by the end of the game and kept him there, but there’s plenty of other forms for people to tinker with if they’re curious. I only wish that Chomp was a little more proactive when on the top screen; it seemed like it wouldn’t attack an enemy unless Ellie personally chauffeured it over.

Story-wise, Monster Tale doesn’t ask too much of your attention. There’s small bits of dialogue between Ellie and another kid before a boss fight, but other than that—it’s purely background fluff. I likened it previously to a Saturday morning cartoon plotline, and I’ll still stand by that. I do think that DreamRift missed out on a great opportunity though; all along, Ellie is trying to get Chomp back to its mother, but this plot point fizzles out. It’s safe to assume the two are reunited, but it would’ve been nice to see some monsterly reunion on-screen.

The production values in Monster Tale can’t be ignored. The 2D sprites are colorfully crisp, and the animation work is top-notch. The quality kicks it into even higher gear during the boss fights, my favorite being against the deranged bunny rabbit. Background details such as monsters hiding behind paintings really help with the immersion. To be honest, I did not notice much of the music; I eventually turned all sound off as I got tired of hearing Ellie make a noise every time I hit the jump button. Every. Single. Time. Thank goodness the game’s gorgeous to look at for extended periods of time.

Monster Tale came out shortly before the Nintendo 3DS launched, a period being labeled as “the end of the Nintendo DS era,” but not by me. It might be late to the party, but it’s a pristine example of why gamers should stick around a little longer. Sure, the back-tracking gets tiresome, but the combat and pet raising is irrefutably addicting. It’s definitely one of the more unique Metroidvania titles in some time, and if you’re a fan at all of fun, friendly platformers, this is one helluva tale.

A copy of Monster Tale was provided to me by Majesco Entertainment for review. My completion total was 78.6% after just under eight hours. I’m pretty sure I found every room, but did not spend a ton of time evolving Chomp into different forms. I basically stuck with the Juggernaut form and grinded him to level 30 before the final boss fight. The hardest part of the game involved a moving platform and floor lined with deadly spikes.

My first StreetPass tag notification in all its glory

I got my first StreetPass tag almost a week exactly after I purchased my Nintendo 3DS. Like, I bought my system two Sundays ago around 5:00 P.M., and this last Sunday I passed someone else with their system on around 4:00 P.M.-ish. How freaking weird is that? I had almost given up hope of ever tagging anybody, too.

Anyways, his name is Dominic, and he was definitely at the Rockaway Mall on April 3, 2011, doing some spring shopping. His birthday was pretty recent on March 2, and his dream is “…to master an art!” Sadly, his favorite game title is, um, activity log. I immediately used him to spice up the two minigames within the Mii Plaza: Puzzle Swap and Find Mii. Sadly, he didn’t have a puzzle piece to share, but I did have him take some sword swings at ghosts. He’s now hanging out in my Mii Plaza, looking lonely, looking bored. I guess that’s all these Mii tags are good for–a one-time use.

I’m very curious to see if my system gets any more love while I’m in New York City over the weekend. I’ll be selling Supertown comics at MoCCA 2011, as well as walking around the city a wee bit. If I really come back completely StreetPass-empty, I’m gonna give up on the function entirely. I can earn my 10 Play Coins easily enough by the lunch hour, and after that then there’s no reason to be constantly carrying it with me.

Have you gotten your first StreetPass tag yet?

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!

Zero StreetPass tags for me, and zero StreetPass tags for you

Like many others, I bought my Nintendo 3DS the day it launched. In hindsight, we all should have done something else that day–stayed inside the store to set up our systems and StreetPass one another. Because, alas, it’s most likely not going to happen on its own, unless we’re at PAX or plan meet-ups like a bunch of overaged weirdos.

You can read about my first day of walking around with my 3DS by clicking this very sentence. The next three days are very similar to it. A lot of checking, a lot of nothing to check. I’m trying to make a point of keeping my 3DS on in Sleep Mode at every instance because one never knows when I might tag another 3DS owner. In Quick Chek? Maybe. The gas station? Could be. In my bathroom? Time will certainly tell.

I’ve yet to get my first StreetPass tag notification. Stephen Totilo from Kotaku, who lives–mind you–in New York City, only just got his first recently, and from the most unlikeliest of places. It’s definitely something worth celebrating because they’re going to be few and far between as the days go on. I assumed that since stock in my small hometown sold out on Day One that I’d be in reach of someone else that had a 3DS, but it seems that I’ve been deceived.

If you own a 3DS, it is now your duty to carry it around in Sleep Mode, ready for tagging. Your duty as a gamer. And also because I’m sick of hiring cats with swords to try and save my kidnapped Mii and want your help.

I’ll be in NYC myself pretty soon, and if I come back with a completely empty Mii plaza, I’m going to give up on the function entirely. It sounds promising, but it still lacks integration and a wider net.

30 Days of Gaming, #7 – Favorite game couple

Mario and Princess Peach, Sonic and Amy, Solid Snake and Meryl Silverburgh, Cloud Strife and Aeris Gainsborough, Mr. Pac-Man and Mrs. Pac-Man. These are some of the most famous gaming couples. Many are borderline platonic; others are not.

It’s unclear to me, and maybe most of the Internet, if my favorite gaming couple loves one another romantically, or if their friendship, their dependence on each other is what rings truer in their hearts. Certainly there’s some past adventures they do not speak of, some tension and flirting. Hard not to charm it up when one half of this equation is the suave, cocky Balthier, and the other is the super old, but super vivacious viera warrior Fran. Together, they try to rule the skies.

First, some Final Fantasy XII backstory. Balthier is a young sky pirate and the pilot of the airship Strahl. His copilot is seemingly the complete opposite, an otherworldly viera—that means rabbit-like—woman named Fran that is extremely sensitive to Mist magic, as well as a truly seductive lisp. They depend on each other, and they depend even more on their ability to take from anyone what they want, and it’s this blatant thievery that gets them mixed up with Vaan and Ashe during the chaos of a rebel assault on the palace.

And so they are a team, a couple. Pilot and copilot. Voice and reason. Hume and viera. It’s never openly said that they love each other, that their feelings drop deep, but the subtle looks they share speak volumes:

You meet them as one entity, and you’ll never see them as anything else but together. There is no Fran without Balthier, and the other way around. When out grinding for bazaar items and experience points, you’re allowed to use a three-person team. This usually meant Vaan and two others: Ashe, Basch, Balthier, and Fran. Sorry, Penelo. Battling monsters and using gambits isn’t for kids. Anyways, I never separated the combo, and they worked well with each other, both offering ranged attacks and strong Quickenings. However, come the end of the game, I had to rely on Basch the Tank for most of my boss slaying. Still, these two characters remain my favorite gaming couple for what they don’t say and are only closely followed in the franchise by Zidane and Garnet from Final Fantasy IX.

30 Days of Gaming, #5 – Character you feel most like

This is gonna be a tough one, Grinding Down readers.

Mass Effect‘s Joker, real name Jeff Moreau, suffers from brittle bone disease, which is more scientifically called osteogenesis imperfecta. It’s the sort of disease that steers your life, causing extreme brittleness in the bones. Ultimately, Joker was born with severe fractures to his legs, and, as an adult now, he can barely walk. That didn’t stop him from excelling at flight school though and becoming a pilot. The Normandy‘s bridge is his home, his heart.

I don’t suffer from osteogenesis imperfecta. I do, however, have a bad left knee prone to popping out of place, and I walked on my tippy-toes for the longest time as a young child, but other than that, Joker and I are far from physically alike. Save for the beard. We both have sexy beards. I’m not gonna be a beardhole and claim that mine is the better. You can make that call yourself. But yeah, we’re total beard buds.

So, Joker and I are not alike physically. Wherein our sameness sits is in how we interact with people. Seth Green voices Joker, and 97.6% of Green’s acting work has been in comedy. He’s got a funny voice, a funny way of replying, good snark, all that. It’s natural then that Joker is, like Firefly‘s Wash, a funny pilot, often cracking jokes and commenting light-heartedly about Commander Shepard’s actions outside of the spaceship. He’s both comic relief and a rock that keeps everybody soaring safely through the galaxy. Depending on how you play Mass Effect, that’s all he could be, too. Paul Shepard, however, was a good guy, an everyman, and took the time to talk to Joker, to listen to the sad story of his upbringing, to understand where the bitterness lining his jokes came from. And he kept coming back after every mission, to include him, to hear his thoughts…to make sure he was doing a-okay.

I can be sarcastic; I can make nearly anyone laugh; I can bottle everything up and do my job–because it’s my job–and resent things I have absolutely no control over, and I can dance around topics with the swiftest feet this side of the Atlantic Ocean. We both wield humor as armor and wear it well, fully, careful to show no gaps. Unfortunately, we don’t need to wear it all the time, but lack the strength to undress ourselves, to show our companions and comrades who we are, to sit quiet and still, in the buff, brittle and scared, ripe for the reaping. With his weakened legs, he can only go so far; with my damaged heart, so can I.

30 Days of Gaming, #4 – Your guilty pleasure game

Hands down, this would have to be Pokemon HeartGold and Pokemon White. I openly admit that this game series is very addicting, with so many pocket monsters to collect and raise, as well as tons of extra goodies to waste time on while slowly grinding your team to perfection. The throwback graphics hit home, and I dig that there’s a crazy amount of stats buried beneath every Pokemon, even with I myself don’t pay attention to such minutia. However, as a twenty-seven-year-old, recently married man, I can’t help but feel like, at times, I’m playing a kid’s game. Or something seriously twisted. Also, stuff like this doesn’t help:

So yeah, it’s a guilty pleasure. Always will be, especially as I continue to age. And I’ll keep playing, sure, but only when nobody’s looking.

Tiny text is the plan, the plan is death

The Xbox 360 version of Torchlight was my breaking point, and so I wrote a little editorial about tiny text in videogames, which is one of the worst new gaming trends currently invading this industry, and you can read my sophisticated rantings over at The First Hour. I’ve also linked the image above, which will hopefully help you with your clicking.

And thanks goes to the late and great James Tiptree, Jr. for help with the article’s title.

So, yeah, read on. Don’t worry; the font size over at The First Hour is perfectly fine. Let me know what you think. I can’t really imagine there’s many people out there in the world that actually enjoy squinting at their TV screens, but hey…some people are oddjobs.

Take the Dead Money and run

Man, Dead Money, the first DLC add-on for Fallout: New Vegas, had the potential to be great, to sit somewhere between Fallout 3’s Broken Steel and Point Lookout in terms of quality and content for the right price point. Alas, it does not get to sit on such a pedestal, but rather in a dark, desolate corner where it will wait to be slowly poisoned to death by an unforgiving toxic cloud.

My first go at exploring the canorous Sierra Madre and its nefarious surroundings did not go well. The DLC is tough, like end-assault-on-the-dam tough, and seems to slant more towards stealthy players that use melee and unarmed weapons, as well as having a high survival skill. Alas, my initial playthrough character relied too much on guns and stimpacks to make it very far. I quit out to an old save before even leaving the Villa, which is where roughly half of the DLC takes place. I would not experience the second half for awhile, waiting until my second playthrough character was high enough in skills and levels to tackle Father Elijah’s cruel maze once again. Having already played this part made it much easier to progress through, and there were new surprises here. The only thing I did differently was let Dog out of his cage, keeping the voice locked away inside; he ate a lot of Ghost People, except for that one time when he glitched across the screen and ate a trash can instead. Sigh.

Once inside the actual Sierra Madre casino, the Courier needs to locate the three companions used to help get inside and…deal with them. You may interpret that any way you want. To spoil, I ended up murdering Dog/God and Dean, but kept Christine alive. Zelda probably felt some kind of connection with her, I guess. Only after you’ve dealt with them can you sneak beneath the casino to find Father Elijah’s vault and the secrets its holds. And sadly, it’s nothing too exciting.

Each of Fallout 3’s DLC gave the player something to look forward to. Operation Anchorage strayed too far from the path of familiar gameplay, but rewarded the player greatly at the end with some unique weapons and armor; The Pitt plays home to some cool melee weapons like the auto-ax; Broken Steel introduced a new level cap, harder Super Mutant enemies, and removed the game’s ending; Point Lookout gave players a huge new place to explore; and Mothership Zeta, despite its linearity, showcased some fine alien tech. You will most likely leave Dead Money for the Mojave Wasteland empty-handed. There’s no amazingly unique weapons or gear to be found here, and much of the secrets inside Father Elijah’s vault is moot, weighing too much to be properly carried out. A dang shame. Seems like the greatest thing Dead Money gives players is a new level cap of 35, and they don’t even need to visit the Sierra Madre to get it.

Dead Money is not fun to play. Yup, it’s true. There is always something to stress over: broken limbs, lack of food, poison toxic cloud, Ghost People, setting off traps, crazy deadly holograms, radios and speakers setting off your explosive collar. It’s a hefty list, and I’m sure one Obsidian guy was like, “Hey, do you think we could throw in some Deathclaws, too?” I felt immense relief upon returning to Arizona’s colorful sky, and stood still outside for some time, taking it in, and not just because I had to wait for the game to recount, one by frakking one, every single thing it was adding back into my inventory. I couldn’t fast travel to Gun Runners because I was overweight, but the walk there did a lot of good for Zelda, and the air had never tasted sweeter.

Oh, and I saved and then reloaded to get both of these Achievements at the end because I truly never want to go back to Dead Money:


Cash Out (30G): Confronted Father Elijah in the Sierra Madre’s Vault


Safety Deposit Box (40G): Trapped Father Elijah in the Sierra Madre’s Vault

The Courier, signing off!

30 Days of Gaming, #3 – A game that is underrated

This was a tough one to narrow down, and I’ll let slip the tidbit that I almost went with Chrono Cross for today’s 30 Days of Gaming topic. Like, it was a coin toss, only I didn’t have a coin handy and decided to go with the game that had the most lovable gargoyle ever. In that regards, Primal won through and through.

But what is Primal, you might understandably ask?

Other than a game I consider very underrated and overlooked, it’s the story of love, demons, and alternate planes. Jennifer Tate is dating Lewis, a tribal tattooed lead singer for a lame metal band, and everything is going peachy until a tall, shadowy man shows up at the Nexus nightclub one evening when Lewis and his mates are jammin’ and jivin’. Suddenly, the shadowy man reveals itself to be a freaky-deaky demon, attacks, and leaves both of them unconscious in an alley. Jen is moved to a hospital room where she is in a coma and given a fifty/fifty shot of making it. As she sleeps, a gargoyle named Scree slips into her room and separates her spirit from her body, claiming that he was sent to find her and needs her assistance. Together, they will travel to an alternate plane known as Oblivion to restore balance.

Yeah…it’s a crazy whacky opening, but at least it gets everything in place to get truly videogamey. I can’t help but imagine Joss Whedon approving of it though.

Primal is divided into roughly three aspects: exploration, combat, and puzzles. Naturally, the weakest of these three is combat, and one can’t, unfortunately, simply get by with button-mashing. It can be very frustrating, especially since combat is solely Jen’s responsibility; Scree turns into a statue when danger shows up. Jen can take on different demonic forms–Ferai, Undine, Wraith, and Djinn–and each have their ups and downs, but none really make anything easier. Once all enemies on screen are killed, Scree softens and is able to heal Jen’s wounds. 

Both characters can be controlled, and using Scree to hold a torch and scout ahead always comforted me because I knew nothing could hurt him. Search away, little stone buddy!

Like I mentioned though, the joy to be found in Primal sits not in fighting werewolves, but exploring the otherworldly planes, solving puzzles, and talking. Yes, there’s some great chatter here. Scree is voiced by Andreas Katsulas and Jen by Hudson Leick, and together, the two make one enthralling team. Scree is 99% seriously serious, and Jen plays the role of a sarcastic goth perfectly, bouncing off each other. She’d fit fine in a snooty book club consisting of Buffy the Vampire Slayer and Morrigan from Dragon Age: Origins.

I’ve read that some consider Primal to be the British Ico. I don’t really get that comparison. Instead, I like to think of it as Tomb Raider With a Twist. You play as a strong, intelligent, well-capable woman searching for mysterious artifacts and trying to keep evil at bay. Sure, Jen does it for love, and Lara Croft does it because, well, it’s her job, but the two titles seem very similar to me. However, Primal‘s world and its characters are must more imagined, and I’d rather climb walls as a gargoyle than climb walls as an archaeologist. Oooooh snap!

So, yeah. That’s my pick–2003’s underrated Primal. Eight years later, it’s still an excellent, engrossing adventure. If you can find a used copy, grab it.

And now I will just keep refreshing the Internet, praying that one day it will spoil me all about that forthcoming Primal HD remake…