Category Archives: musings

If you play Pikuniku, you’ll get free money (not really)

With a name like Pikuniku, you’d think this game would be harder to explain or some kind of Pokemon offshoot, like Hey You, Pikachu!. It is, in fact, deceptively simple, and that’s not at all a bad thing. Weird, for sure, but weirdly simple, and I’m sitting here smiling just thinking about it. Before you read anything further, I highly suggest you put this game’s soundtrack from Calum Bowen on.

Right, so…Pikuniku is an absurdly wonderful puzzle-exploration game that takes place in a strange but playful world where not everything is as happy as it seems despite all the bright colors and bouncy tunes. You play as a “monster” from a cave and must help out a number of peculiar characters overcome struggles, uncover a deep state conspiracy, and start a fun little revolution in this delightful dystopian adventure. Down with robots, as they say, and don’t let the free money bit fool you; when it comes to money, nothing is ever truly free.

The main thrust of Pikuniku is its platforming, which I can liken to things like Night in the Woods and LittleBigPlanet. A bit floaty, but you can still get to where you need to go and, if not, try jumping on a tree, cloud, or citizen for extra reach. After that, there are several light-hearted puzzles to deal with, but none of them are overly complicated, and the same can be said of the boss fights, which are fun and easy, grandiose even, and that’s all good. I’m not a huge fan of splatformers–I just started to play Celeste, and I don’t see myself getting too far up that mountain–and sometimes I just want to jump around in a relaxing fashion and explore the world leisurely without being chased by some nightmarish monster or having to have super reflexes when it comes to pressing buttons and landing on teeny-tiny platforms.

As the red “beast,” you can run, roll, and kick things, and the animations for all these actions are smooth and hilarious to see happen. Plus, you can put different hats or cosmetics on the main character to change its look and perform specific abilities, such as the watering can hat that lets you water flowers to reach new areas via jump-pads. There are coins to collect, along with trophy statues and small scenes involving bugs, but all these are just that–collectibles. The world is full of fun characters to interact with, ranging from web-spinning spiders to round worms to people that look like they came straight off the pages of the Mr. Men books. The dialogue is goofy and enjoyable, and it is worth chatting with characters just to get a vibe for how they live in this world, and you’ll occasionally get a dialogue choice though it definitely doesn’t make a big difference overall.

Alas, I did not get to try out the co-op mode of Pikuniku, but that’s okay, as I can only imagine it being slightly frustrating considering the somewhat non-precise controls for steering your character and hitting rocks around. But it’s there if you want it. The main story mode is only a few hours long and pretty linear, and I played through it in multiple phases, usually pausing after a boss fight; a part of me wanted to go back and find all the hidden collectibles, but I didn’t get a sense that anything would truly come of it…so I’ll leave those for others to gather up. I wonder how many hats you can get, too.

As it currently stands, Pikuniku is one of my favorite games of the year so far. It’s delightful. It’s quirky and embraces its strangeness, and I love that. Don’t be surprised when it shows up on my end-of-year GOTY list.

Paul’s Preeminent PlayStation Plus Purge – Cloudberry Kingdom

Here’s a rare happening when it comes to all these PlayStation Plus Purge posts–I’ve actually already played a small bit of Cloudberry Kingdom already, our topic du jour, but I naturally remember nothing more about it other than that. A quick search on Grinding Down shows that I definitely didn’t have anything to say about the game whenever it was I last touched it, and I don’t know how much more I’ll have to say about it now because…well, it just kind of is what it is. Still, let’s find out together.

First, some pertinent stats upon returning to Cloudberry Kingdom after what I can only guess is several years; my PlayStation 3 says I installed it on June 2, 2015…yup, so there ya go. I won’t go into them all, but here a few standouts:

  • Levels beat: 54
  • Jumps: 761
  • Score: 284575
  • Coins: grabbed 602 out of 637 (94%)
  • Total deaths: 40
  • Trophies unlocked: 1

Cloudberry Kingdom is an action platformer created by Pwnee Studios and published by that lovable French fatcat Ubisoft. The game uses a set of algorithms developed by Jordan Fisher to create procedurally generated levels that can be adaptive to the player’s skill level, in-game character abilities, and alteration of game physics. Whatever that means. Basically, the levels change based on how you play, which is neat, but I probably wouldn’t have known that unless I read it first before playing. To me, the levels in story mode feel mostly handcrafted, so if it is changing based on my lackluster jumping skills, that’s kind of cool. If it’s not, oh well.

There is…a story to follow. Or try to care about. Something called The Orb resurfaces and, with it, comes Kobbler with his mania and Princess with her endless boredom. It’s only a matter of time before Bob, Cloudberry Kingdom‘s hero, shows up to put order back to madness. Three powers struggle for victory, and the fate of Cloudberry Kingdom hangs in the balance. I really don’t know what to make of all that. Honestly, it’s like reading a short summary of something in a different language. Wait, wait a freaking second. I just discovered this major factoid–Cloudberry Kingdom touts celebrity voice actor Kevin Sorbo, the star of hit TV series Hercules: The Legendary Journeys.

I’ll be honest with y’all; I don’t dig Cloudberry Kingdom‘s look. It hurts to say because, obviously, I love cartoony styles, but there’s just something ultra plain vanilla about the graphics here. They look like stickers atop a muted piece of background art. The jumping is a bit floaty, but it’s functional enough, though the story levels don’t present much challenge; I’m sure if I got further into the campaign mode I’d come across some real zingers, but that won’t ever happen, at least not in this lifetime. In addition to the main story, there are four additional modes: Escalation, which throws increasingly tough levels at you; Time Crisis, where there is a timer that is draining gems to time to the clock; Hero Rush, another timed mode where you play as different character types; lastly, Hybrid Rush, an absurd amalgamation in which you’re afflicted by multiple abilities simultaneously.

Cloudberry Kingdom has a neat idea behind it, but it lacks polish and imagination. You can’t rely simply on Kevin Sorbo to sell your game…though I am interested to here some of his voicework now. I’d love to see the notion of randomly generated platforming levels explored further, as this is clearly just a nugget of an idea here. It’s just not enough currently.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Search Anoxemia’s horrific ocean floor for a way out

I purchased Anoxemia at the same time I got Subject 13, and I played it for a bit before quickly losing interest. Both were relatively cheap, in terms of money, and so it didn’t weigh too heavy on my shoulders that I barely gave this a shot. Well, I’m trying to clear up some space on my Xbox One–y’know, so I can download more games I won’t get to right away–and I popped back into it the other night to see if it could hook me. Alas, it did not, and that’s a shame, because I love spooky underwater exploration, and this has that in droves. It’s just not fun to either play or control.

Anoxemia, which, for those that don’t know, is a condition of subnormal oxygenation of the arterial blood. It’s also a story-driven exploration game from BSK Games that puts you in control of scientist Dr. Bailey and his operations drone ATMA. Together, you’ll search the ocean floor as you discover and extract samples from the bowels of underwater caves. However, danger lurks in each passageway, everything from poison drifts to powerful ocean currents, leftover mines from the war, and mobile machines running haywire. Oh, and there’s also the ever-present risk of running out of oxygen. Fortunately, ATMA can help guide you to your destination using a few special tools and upgrades.

Initially, Anoxemia greets you with some stylized 2D drawings with some simple pan and scan animation, which does a good job of setting up the horror-driven story. Here’s a twist though…you don’t really control Dr. Bailey directly, instead using ATMA like a mouse cursor to make him follow along. Your main goal now is to steer ATMA forward and collect oxygen, energy, and contaminated plant samples. This all happens in a 2D platformer-esque fashion, except you are underwater, so everything is slow and swimmy, and there’s a lot of waiting for Dr. Bailey to catch up and perform the desired action. He needs to also dodge water mines, cannons, rocks, and lasers, which is not easy because, again, you aren’t controlling him directly.

The levels are relatively short, but there aren’t any clear instructions on what you are supposed to do. Death comes quick, and there is no checkpointing–at least not where I was early on–so you have to replay the level all over again from the start. Imprecise controls were mostly the reason Dr. Bailey bit the big one. As far as I can tell, you need to collect everything to proceed, while also not running out of oxygen or energy. Or getting hit by laser beams or heat-seeking machines. It’s a pretty tough game, and I think it knows that; throw in the dark, murky visuals, which do look great at times, but often obscure a lot of the environment, and you have a recipe for frustration.

Anoxemia also greatly lacks in giving the player any sense of progression. In any game, whether it is a platformer, an RPG, a first-person shooter, giving players the sensation that they are moving forward, making progress, is key to creating a successful game and keeping people hooked for more. Unfortunately, Anoxemia counters this by providing players with little variation in the maps and activities performed in them. Honestly, I couldn’t even tell when I was moving from one level to the next, and it felt like Dr. Bailey and ATMA were stuck on a ocean treadmill, going through the motions but ultimately getting nowhere. Also, the Achievements don’t provide any clues as to what you can or cannot achieve.

I’ll never know Dr. Bailey’s fate…though I suspect he’ll go through a good amount of torment before his finds the surface and makes it out alive. If that. Me? I’m not a masochist by design, and so Anoxemia has been uninstalled from my Xbox One. Maybe I’ll watch an online playthrough down the road, but for now I’m content with what I know, which is that ATMA moves forward and then, ten seconds later, Dr. Bailey faintly follows; I do not like that.

2019 Game Review Haiku, #20 – Fairy Song

Explore peaceful world
Cute aesthetic, fly around
Hundred percent fail

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Final Fantasy VIII has always been great, weird, and underappreciated

Final Fantasy VIII was released on the original PlayStation 1 on…February 11, 1999, meaning it is now twenty years old, almost ready to booze it up, give or take a day or two depending on when I get this post uploaded. Either way–congrats and that’s totally insane to me, but I guess time has always had a way of sneaking up on ourselves. What else came out in February 1999, you ask? Allow me to do some quick research. A few choice answers include Street Sk8er, Sid Meier’s Alpha Centauri, Beetle Adventure Racing, and Star Wars: X-Wing Alliance, all of which scream instant classic from the mountaintop. This was definitely the cream of the crop at said time.

Before I get into the meat and potatoes of Final Fantasy VIII, allow me to tell a story. I never finished the game, but I got real freaking close; see, towards the end, as you prepare to take on Ultimecia, you need to split into multiple parties and I had unfortunately focused on leveling up only three characters for most of the game, not knowing I’d be thrown this curveball. Specifically, Squall Leonhart, Selphie Tilmitt, and Quistis Trepe. So, the other team was certifiably boned, and I couldn’t survive a single fight nor reload to a previous save to grind them up to somewhat more respectable levels. Oh well. Also, afterwards, I was letting a then-friend of mine borrow the game to play, giving him it disc by disc; well, he moved away with Final Fantasy VIII‘s second disc so there’s no way I can replay my original PS1 copy, though it has been released on Steam and as a digital download on the PlayStation 3. Not all hope is lost, if I ever feel the need to dive in again.

All right, on to the plot. If I can summarize it well enough, that is. Final Fantasy VIII is set on an unnamed fantasy world and follows a group of young mercenaries, led by Squall Leonhart, as they are drawn into a conflict sparked by Ultimecia, a sorceress from the future who wishes to compress time. During their quest to defeat Ultimecia, Squall struggles with his role as a leader and develops a romance with one of his comrades, Rinoa Heartilly. Squall is a cadet at SeeD–which I never knew how to pronounce; is it seed or seedy?–a special combat unit of the Balamb Garden Military Academy. The game is a strange mix of high school drama and battling real-life monsters, with a punch of romance and time bending and long pauses. It’s weird, but that never meant it wasn’t interesting and a fresh breath of air after the somewhat traditional-looking Final Fantasy VII.

Now, I remember being initially disappointed with the Draw system. See, in Final Fantasy VIII, magic spells aren’t purchased in shops like in previous games. Instead, the most common way to get spells into your arsenal is by drawing it directly out of enemies. This cost your character a turn, and I hate wasting turns, which is why I’d always prefer to cast an aggressive spell, such as Firaga, instead of a buff spell, like Protect. Also, you could gain magic spells via draw points or by refining magic from items. Still, it felt like an unneeded step in the process; to cast Cure, you first have to draw it from an enemy and then wait your next turn to use it. It’s probably not as big of a deal as I remember it being, but I know many players wanted something a little more straightforward from the battle system.

Perhaps the greatest thing to come from Final Fantasy VIII is its mini-game Triple Triad. This is a digital card game conceived by battle system designer Hiroyuki Ito. In it, two players face off against one another, one side playing as “blue” and the other as “red” on a 3×3 grid. Each player has five cards in their hand, and the aim is to capture your opponent’s cards by turning them into the player’s own color of red or blue. Cards have different levels, with low level cards having low ranks, like 1s, 2s, and 3s, while high level cards have 8s, 9s, and 10s, and some cards are considered “rare,” usually obtained from tough opponents or side quests. I loved playing this minigame so much that I eventually began to draw my own cards and play against invisible opponents just to practice in between grinding sessions. It’s also in Final Fantasy IX.

There’s probably a lot more I could say about the game…if I could remember more. Alas, it’s a wash, having last played the thing in high school. Still, I’ll put this forward. If you think Final Fantasy VIII is the worst entry in the series, I have two things to say to you: 1) you’re wrong, and 2) whatever.

Everything old is new again in NES Remix

gd nes remix initial thoughts impressions

It’s been said and said before, but I never had an NES of my own growing up. I got started on the SNES–that’s a super NES for those not hip with the gaming language–and a GameBoy for road-tripping purposes. Man, I miss that GameBoy along with my well-played copies of Tetris and Super Mario Land. Anyways, there were a few neighbors that I hung out with and got to mostly watch them play NES titles from the side, and so I ended up missing out on a lot of what many might consider true Nintendo classics. Though I do now also own a NES Classic, which is tiny and cute and needs to see me use it way more, and I have gone back and tried a few of these classics over the years, such as Jetpac, The Legend of Zelda, and Metroid.

When word got out that Nintendo was shutting down its Nintendo Club program back in the summer of 2015, I got my act together and spent points that needed spending. You can see what I procured for myself, though obviously this post is going to be all about that NES Remix. ::takes a deep breath:: Right. Here’s everything remixed in this kickoff of Nintendo’s new series, which, as of this posting, is three entries deep:

  • Balloon Fight
  • Baseball
  • Clu Clu Land
  • Donkey Kong
  • Donkey Kong Jr.
  • Donkey Kong 3
  • Excitebike
  • Golf
  • Ice Climber
  • Mario Bros.
  • Pinball
  • Super Mario Bros.
  • Tennis
  • The Legend of Zelda
  • Urban Champion
  • Wrecking Crew

NES Remix is all about changing things up, going from the expected to the unexpected. Most challenges in NES Remix are simply excerpts from these vintage games, involving timed tasks, such as speedrunning, clearing an area without dying, or defeating a certain number of enemies while utilizing a given power-up. They do not start out very taxing, and it’s more about nailing the challenges perfectly in good time to earn stars and 8-bit stamps for your collection book. Stamps that, now thanks to the ice-cold removal of the Miiverse app, are pretty much useless, but whatever…I still like collecting ’em.

However, the remix categories are additionally based on the fundamental reshaping or combination of games, sometimes by blending in more modern graphical features of the Wii U, for a new experience that may even be technologically impossible on an actual NES console. For example: completing a darkened level that is lit only by a spotlight superimposed over the player’s character, navigating on disappearing platforms in Super Mario Bros., or playing a Donkey Kong stage as Link instead of Mario, as seen in the screenshot at the top of this post, challenged by Link’s inability to, y’know, jump over incoming barrels. These are neat and the real draw of NES Remix, even if modders have been toying with this stuff for years; it is fun to see Nintendo’s stab at it.

Naturally, I was more interested in seeing the remixes for games I’m familiar with, such as Balloon Fight, Excitebike, and The Legend of Zelda. Other games, like Ice Climber, the Donkey Kong entries, and Urban Champion, did nothing for me, as I already didn’t know how to play them to begin with. I recently unlocked all the levels for Pinball and immediately cleared them because Pinball is just the best, whether in real life or videogame form. I sometimes lose myself in Kirby’s Pinball Land because, every now and then, you just need to hit a ball with some paddles and earn a high score.

NES Remix is good fun. I don’t want to complete every challenge it throws at me, and that’s fine. I’ll stick to the games I know and appreciate and ignore the oddballs. Still, I have other Wii U titles to get to as I inch closer and closer to boxing up the system and getting a Switch.

Paul’s Preeminent PlayStation Plus Purge – Legend of Kay Anniversary

Here’s an oldie, but also a sorta newbie–Legend of Kay Anniversary. Evidently, the original Legend of Kay came out on the PlayStation 2 back in early 2005 from German developer Neon Studios, but I’ve never heard of it until now. This newer version of the game comes with improved graphics and online leaderboards for players to compare scores, and it was released on just about everything under the sun, namely PC, Mac, PlayStation 4, PlayStation 3, and the Nintendo Wii U on July 28, 2015, as well as later ported to the Nintendo Switch last May. So, kind of hard to miss…except I have chosen to constantly skip past it on my protracted PlayStation Plus list since getting a digital copy back in March 2018 because, well, to be honest, I need to be in a specific mood for this type of character-action game.

Let’s start off with a whole bunch of lore that will either mystify you or cause your brain to melt out your ears. Because it’s a lot. For many generations, the mystical land of Yenching had been inhabited by many animals, mainly cats, hares, frogs, and pandas. Due to a religious code called the Way, these four races had prospered throughout the ages in their own separate towns. However, as the years passed, the younger generations began to defect from the Way. Ultimately, with no protective code to guide the races, Yenching was invaded by gorillas and rats (known as the Din), led by Gorilla Minister Shun and Tak, the Rat Alchemist. Minister Shun now rules the majority of Yenching with an iron fist and is said to reside in the volcanic mountain of Waa-Lo. Got it. Ultimately, after all that, Legend of Kay Anniversary is about a young cat-warrior named Kay who tries to save his once-peaceful island.

The first thing I had to do in Legend of Kay Anniversary was invert the camera controls, with this being a PlayStation 2 game. Times sure have changed when it comes to that. Also, the voice acting in this thing is…woof. Or should I say meow? Either way, it’s atrocious, full of stilted language and phoney 90s-esque attitude, and a part of me wonders if all games from this era had lackluster voice-work or if it is just this beast. I mean, I’m the guy that, in my mind, still thinks Ty the Tasmanian Tiger was a fun-as-heck romp, but worries that if I was ever to return to it I’d discover it’s just as iffy as Legend of Kay Anniversary. Sometimes nostalgia is good, sometimes it breaks your heart.

Gameplay is what you probably already expect and very similar to other character action games of this time period, such as Ratchet & Clank: Up Your Arsenal, Jak II, and Vexx. Except those were all better games; actually, wait, I can’t speak for Vexx, having never played it, but you know what I mean. You’ll run around a somewhat small, enclosed environment, picking up things like gold coins and other collectibles, and attacking enemies with your sword, either by mashing the attack button for a three-hit combo or using more sophisticated moves, like a downward strike while jumping. There’s some light platforming puzzles to solve as well, and the only neat thing I’ll say Legend of Kay Anniversary has going for itself is the way you can combo-chain from one  enemy or destructible item to another, which can take you to new, seemingly unreachable places.

Unfortunately, there are major issues with the game’s camera, which have always been a thorn in these types of games’ side. However, the twitchy and unpredictable nature of Legend of Kay Anniversary’s camera makes it an incredibly frustrating experience, making even basic moves like jumping from one level platform to another a test of one’s patience. Attempting to string together a series of combos or avoid being overwhelmed by a group of enemies increases its difficulty tenfold. If you find yourself in an enclosed area where the camera is forced to adapt, you can expect to frequently lose sight of Kay entirely.

Even though I was just pining after Haven: Call of the King recently, Legend of Kay Anniversary is not doing it for me. Maybe if it controlled a little better, because the amount of story here is surprisingly, but then again, I can’t stand listening to Kay talk out loud, nor do I completely agree with the strange language choices, such as a reliance on the word naughty. If anything is naughty, it’s this needless remaster. Younger gamers might like it, but that’s probably an insult to younger gamers, considering they murder me all the time in Fortnite.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

I’m sorry, Clanker, but there’s just no saving you

I’m still hiking around in this overpopulated landscape, chipping away at Rare Replay. I got the massive collection of games digitally back in the heyday during E3 for watching some streams via Microsoft’s Mixer app, and it’s been interesting seeing a lot of the games within it because, for the most part, I was never involved in a lot of Rare’s work growing up. This is probably because I never had a Nintendo 64, where the company seemed to shine brightest, and I also never touched a ZX Spectrum, where a lot of the company’s work started, under the divine name of Ultimate Play the Game. So far, I’ve dug deep into Jetpac and Gunfright, noodled around with the ultra difficult Battletoads, and not really touched anything else much other than to pop Achievements for basically opening each game once. Go me.

Look, I’m never not in the mood for a good collectathon, and I’ve always heard good things about the Banjo-Kazooie series. My first and only experience with the franchise was with Banjo-Kazooie: Nuts & Bolts on the Xbox 360 some years back, which, while it certainly had a number of items to collect, focused more on customizing vehicles and winning races and building the strangest contraptions this side of New Jersey. Not my forte; I’m no engineer. On a whim, I decided to see what Banjo-Kazooie is truly all about. Turns out–frustrating camera controls and the worst underwater swimming section I’ve ever dealt with, but more on that in a bit. Plus, Jiggies.

Ultimately, Banjo-Kazooie is a mascot-driven platformer developed by Rare and originally released for the Nintendo 64 in 1998. It follows the lighthearted story of a bear named Banjo and a bird called Kazooie as they try to stop the plans of the evil witch Gruntilda, who intends to switch her beauty with Banjo’s sister, Tooty. Yes, those are all their real names. The game features nine nonlinear levels where the player must use Banjo and Kazooie’s wide range of abilities to gather jigsaw pieces, along with other collectibles, to get closer to taking on Gruntilda. Along with the jumping and climbing, there’s challenges like solving puzzles, accessing out-of-reach areas, collecting items, and defeating enemies that wish the duo harm.

I was going to initially say it’s mostly mediocre platforming, but than I hit a wall in the game. In Clanker’s Cavern, you have to free him from his chain that is hooked at the bottom of a low pit. It’s a long swim down there and, logically enough, it’s a long swim back up there. Most gamers would agree that water levels suck. Swimming underwater in these levels sucks even more, with the bonus possibility of running out of oxygen to make things even nastier. Clanker’s Cavern is the second level of Banjo-Kazooie that focuses on water, with Treasure Trove Cove being the first, and it contains its own demon in the water. However, in Treasure Trove Cove, you never have to deal with the fear of running out of air. In Clanker’s Cavern, that’s your biggest fear as you swim down to free stupid ol’ Clanker.

Right. At the bottom of this deep underwater pit is a key hooked beneath Clanker’s chain. To release him, you have to swim through the keyhole three times. Seemingly simple, yes, but that’s where they get you. Like I said… it’s a long swim down and a long swim back up, and if you don’t nail swimming through the keyhole perfectly each time, your chance of seeing blue sky diminishes rather quickly. Now, there is a fish called Gloop in the area spitting out air bubbles to give you a bit of a reprieve, but once again, grabbing them takes precision, and that’s not one of Banjo-Kazooie‘s bright spots. The swimming is slow and somewhat floaty, if that makes any sense, and I refuse to try and save Clanker anymore.

Perhaps I’ll just move on to Banjo-Tooie and pray that nothing similar to this level exists in that game; still, I’m sure I’ll find something just as annoying to battle with, but until then, may Clanker continue to be chained up against his will.

Paul’s Preeminent PlayStation Plus Purge – The Last Guy

I finally gave up on The Walking Dead with the latest season. I was so disappointed in how they ended up handling Rick’s “last” episode, and I just felt like the show was treading water and repeating many of the same scenarios, such as stumbling upon a new group of people that need saving but might not be completely trustworthy. Oh well, it had a good run, and I absolutely love the first season to the point that I’ve re-watched it several times. I also gave up caring about Telltale’s The Walking Dead adventure series after its second season. Again, oh well. Anyways, The Last Guy is about zombies, specifically avoiding ’em, which hopefully explains all the fluff before this sentence.

In The Last Guy, Earth has been struck by a mysterious purple beam of light, and everyone touched by it has turned into a giant zombie. Sucks for them. However, you are the chosen one, and it is up to you to rescue the last survivors on the planet by leading them to safety through zombie-infested streets. With a classic arcade style overhead view, you’ll have to make your way through detailed real-world cities and use your heat vision to find people hiding in buildings. Once collected, you’ll take them to the Escape Zone before time runs out.

The Last Guy is played from a top-down perspective of a city that has been overrun by giant zombie-esque monsters. Also, when I say top-down, I mean it…we’re up high, as high as a bird or a plane, so everything is teeny tiny below. As the titular last guy, you can dash, manipulate the line of people following behind you, and use thermal imaging to find survivors hiding inside of buildings. There are over 12 playable locations, including cities from North America, Europe, and Asia, and what’s really neat is that The Last Guy uses high-resolution satellite imagery from Google Earth to render these map. Each city also features a leaderboard for overall score and counters that record the number of people rescued. There are four VIPs in each city to find, which, when rescued, add bonus points to the final score and unlock additional bonus stages; however, I only played the first three levels and never found anyone, so I stink.

The Last Guy seems perfectly fine, but it didn’t hook me hard. Sure, it feels good to dump a ton of people into the Escape Zone, but then you just go back out and do it over and over again until time runs out. The zombies don’t seem too hard to avoid early on, and there are several power-ups on the map to help with your stamina or even warping you around. Getting three stars at each location definitely looks like a challenge, but it’s not one I’m going to go after. When it comes to zombies and zombie-related crises, nowadays, I’m all about keeping my distance.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

It’s completely true that A Good Snowman is Hard to Build

I don’t think I’ve ever actually constructed a full snowman. I’ve made mini versions that were no bigger than a few inches tall on several front stoops, but the real deal just seems like a lot of work, especially once you realize you have to lift those snowballs on top of each other. Our next door neighbors built one last winter in the backward, and we got to watch it slowly melt away, which is always a little depressing. Anyways, snowmen…they are cool, especially if you take the angle that Calvin of Calvin and Hobbes fame does; however, you won’t find any sickly monstrosities in A Good Snowman is Hard to Build, but every snowman you construct is simply adorable, and there’s even one named Paul.

Right, let’s get to it. For spring is coming. A Good Snowman is Hard to Build is a puzzle videogame created by Alan Hazelden and Benjamin Davis. After searching around on my very own blog here, I see that I’ve played some work by Hazelden in the past, namely a thing called Skipping Stones to Lonely Homes. That’s nice of me. And, in my Twitch Prime list, I have another of his to install and play down the road–Cosmic Express. Anyways, A Good Snowman is Hard to Build was released in 2015 for personal computers and mobile devices, but I only noticed it the other day, again, in my Twitch Prime list, waiting to be installed on my computer. Ultimately, I’m glad I did.

A Good Snowman is Hard to Build is, more or less, a bunch of puzzle rooms with the connected theme of building either one, two, or three snowpeople. You do this by rolling a snowball into a large ball, then rolling another into a medium ball and putting it on top of it, and lastly adhering a small snowball as the being’s head; if you do this correctly, you will construct the named snowman and open up paths to more puzzle areas. Graphics are by Benjamin Davis, and they are adorable, even the little monster you control. The game’s original soundtrack is by Priscilla Snow, and it’s calming and quiet, perfect for the background as you rack your brain for a solution.

Now, I won’t sit here and lie to you and say I solved every possible puzzle on my own, as I did have to look up a few solutions online later on, namely for: Willow; Rob, James, and Matthew; and Zoe and Richard. However, I did do the bulk of them unassisted, and it feels great to see your finished snowman. The trick is figuring out how to roll each ball to the appropriate size, and your limits are often dealing with a small amount of space to do this, as well as only so much snow to get the job done. I eventually learned that you can leave the puzzle are and return to it from a different direction, which helped a lot, as did rolling balls in top of each other and then off each other. There’s quite a bit going on in this rather adorable-looking puzzle game.

It’s pretty short; I finished A Good Snowman is Hard to Build in a few hours, in two different sittings. Evidently, after finishing all the main puzzles, you get access to some sort of alternative universe, which I walked around in for a bit, but couldn’t seem to figure out what to do next. Maybe there are even more puzzles to complete. Oh well, spring is coming, and the snowmen will eventually melt away, leaving no trace behind but a small puddle. Maybe next winter.