Category Archives: musings

The supreme art of war in Metal Gear Solid IV is to subdue the enemy without fighting

mgs iv act one gd early thoughts

Well, the timing of me playing Metal Gear Solid 4: Guns of the Patriots could not be any poorer. Giant Bomb is gearing up (pun totally intended) for their next neck-stab at Metal Gear Scanlon, and, as with previous playthroughs, I like to experience it all first and then enjoy watching Dan and Drew figure things out on their own. Unfortunately, from this point on in the series, I’ve not touched any of the subsequent games, and so it is extra imperative that I see how Old Snake fairs before anyone else. Alas, I’m about to head out of town, and I only just finished the first Act, with many more hours to go, which means I’ll have to barrel through it all as soon as possible upon my return to New Jersey.

My biggest gripe so far with Old Snake’s revenge-driven plight against Liquid/Revolver Ocelot has to do with items, specifically the number of them you pick up in Act 1 alone. It is staggering and overwhelming, and all I found myself doing was ignoring the majority of guns and non-weapon items and sticking to the tried and true arsenal of Snake’s previous adventures. Like the tranquilizer gun and cardboard box, or, in the case of the Middle East, a deadly drum can. I’m also not completely sold on the item of earning points for picking up duplicate weapons, which you can spend through Drebin 893, a black market arms dealer. So far, I bought a sniper rifle, used it once, and haven’t looked back.

Amazingly, despite the epic scope and constant what-the-eff moments in the series, I can summarize the plot of Metal Gear Solid 4: Guns of the Patriots in a single sentence. Here we go. Shortly after learning that he only has a year-long lifespan because of Werner’s Syndrome, Snake is given a mission by Colonel Roy Campbell to assassinate Liquid in the Middle East. Naturally, from there, things get crazy. I’ve run into some familiar characters, like Otacon and Meryl, as well as met some new, fairly untrustworthy sorts. Namely–Drebin and his monkey.

Gameplay picks up and remains constant from Metal Gear Solid 3: Snake Eater, with players now assuming the role of an aged Solid Snake. Lovingly called Old Snake. He still uses stealth, close quarters combat, and traditional gun mechanics. Most aiming with a gun is via an over-the-shoulder angle, but thankfully there’s an optional first-person view via the toggle of a button, which I found extremely handy when aiming with the tranquilizer gun. Basically, it’s the same ol’ Metal Gear I’ve been playing this last year and change, with one big change–old bones.

Welcome to the Psyche Meter. Basically, psyche is decreased by non-lethal attacks and influenced by battlefield psychology. Stressors, such as temperature extremes, foul smells, taking damage, and being stalked by the enemy, increase Snake’s stress gauge, eventually depleting his psyche. This then affects Old Snake’s ability to aim, more frequent back pain, and a higher possibility of him passing out upon receiving damage. There are a few methods for restoring psyche–eating, drinking, smoking, reading an adult magazine, or making a Codec call to a certain someone I will not name to keep this spoiler-free. All that said, I’ve found everything pretty manageable, but please also note I’m playing on the standard difficulty, only dying a few times due to not paying attention to the health meter and equipping a ration in time.

As I expected, I have a lot of questions about Metal Gear Solid 4: Guns of the Patriots. Like, what’s up with Meryl and her team? In my playthrough of Metal Gear Solid 1, I was unable to endure the torture sequence and save her, but I guess the canon outcome is that she lived. Hmm. Also, um, at the start of Act II, one of the Beauty and Beasts Corps, a team of female PMC operatives in mechanized suits, took on the visage of Old Snake in a way that did not sit well with me. Lastly, how come Rat Patrol’s “Akiba” was unaffected by Liquid’s mind-controlled gas? I’m sure the answer is “because he shits his pants,” but part of me hopes there’s more to the man than that. Guess I’ll find out…in a few weeks. Until then, Old Snake and friends.

Hunting the West’s most notorious outlaws and making it up as I go

call of juarez gd impressions screenshot

Sixes and sevens! Did I really beat Call of Juarez: Gunslinger over a month ago and have still not officially written more than a haiku about it? Grrr. That’s summer for you, when I can only keep my head down, power through games, scribble a slimsey attempt at Japanese poetry, and move on to my next conquest. Makes me wonder when I’ll get around to finishing that post on The Bureau: XCOM Declassified, but enough of that–today is all about one cowboy’s quest for revenge after his life became a cropper. Yes, I looked up a bunch of Western slang for this intro post; did you know folk used to call onions skunk eggs? Makes sense to me.

Fortuitously, Call of Juarez: Gunslinger arrived in my PlayStation Plus library a day or two after I rewatched Quentin Tarantino’s Django Unchained, which is not necessarily a Western, but does star some bounty hunters and pistols being quickly drawn. Plus intense and over-the-top violence. The big difference between those two properties is not just that one is a game and one is a film, but rather Tarantino’s work is a train-driven narrative, and Call of Juarez: Gunslinger openly and playfully skirts the edge of a reliable narrator and plot. Without that uncertainty, it would be another ho-hum first-person shooter with little to it, as other entries have dabbled in similar mechanics and visual styles.

The story is as so: legendary old bounty hunter Silas Greaves enters a saloon in Abilene, Kansas, in 1910 and regales the patrons with tales of his adventures in exchange for free drinks. The patrons–Steve, Jack, and a teenager named Dwight–are amazed at first, but grow increasingly incredulous as the ludicrous stories go on and on and on, in which Greaves takes credit for the killings of numerous legendary outlaws, including Butch Cassidy and Newman Haynes Clanton. See, Greaves likes to embellish where and when he can, and this plays into the gameplay, where scenarios and events will change on the fly based on what is being told and what is being questioned. The first time it happens, mid-action, I couldn’t help but smile at the swift change of course.

I’ve never touched any of the other Call of Juarez titles–namely the first one, Bound in Blood, and The Cartel–but they sound like they share similar elements. Gameplay in Gunslinger consists of completing linear objectives to progress, and these usually involve shooting dudes who are shooting at you until they stop shooting at you because you shot them down. Occasionally, you’ll have to dodge bullets via a quick time event or act honorably–but deadly–in a traditional gunslinger duel. Those duels are a ton of fun, as you have to pay attention to multiple aspects and timers, like heartbeats and the location of your hand, and not draw too early or else you’ll be labeled a dastardly varmint. Thankfully, all villains were shot down honorably in my playthrough.

Other than that, there are collectibles called “Nuggets of Truth” to find, of which many are easy to spy as they sparkle in-game. If that’s not enough, you can unlock a perk to have them play a jingle and vibrate your controller when nearby. Still, I missed a few, but they offer some interesting tidbits about the multiple characters and legends of the Wild West. In an action-driven game, I found it difficult to steer off the main path in search for shiny doodads and playing cards.

Call of Juarez: Gunslinger does a fantastic job at dumping you into an ever-changing world and giving you all the abilities to be an unstoppable force–without actually making you unstoppable. Even on the standard difficulty, I ran into some trouble, though most had to do with the few boss fights and figuring out the best way to approach them over a handful of tries. The game’s tone is outlandish in all the right ways, keeping the action frenetic and unpredictable, and my only complaint is that I wish the ending had been more profound instead of simply a twist, one played far too straight for a man like Silas Greaves.

The Raven’s old-fashioned mystery is not enough to captivate

the raven adventure game gd impressions

The truth is this–it is way easier to write about a bad game than a good game. Also, much more fun. Gushing over fantastic gameplay mechanics or a clever story is all well and good, but nothing makes the eyes dilate or lips quiver like venomous prose, the kind that pins its prey to the wall and tortures it into unconsciousness. See, already enjoying this opening paragraph greatly.

Which brings us to The Raven: Legacy of a Master Thief. Well, at least the first episode (of three), developed by KING Art and published by Nordic Games Publishing, which stars Constable Anton Jakob Zellner, a soft-spoken but determined man of the Swiss police force, as he solves the mystery of The Raven, an art burglar who has stolen one of the legendary “Eyes of the Sphinx” from a British museum in London in 1964. It’s a point-and-click adventure game, though the version I played was on a console–specifically the Xbox 360–which means it is more accurately described as a control-a-character-and-move-around adventure game since there is no cursor for pointing.

The Raven: Legacy of a Master Thief‘s story is middling at best. I will give the game credit for presenting us with a non-typical protagonist; in an industry built upon the burly shoulders of rugged, frowny face men wielding shotguns, Zellner comes across as a for-hire mall Santa Claus during the off-season. He’s soft-spoken, observant, and always up for a conversation. Later on, when aboard a cruise ship, it appears that he is cosplaying as the leader of a local bowling team. There are moments that I’m sure the developers would like to think of as “twists,” but they can be seen coming from a good distance away, and this first episode ends on the reveal of a character that clearly didn’t try to hide their true identity along the way.

To move the story forward, you must solve puzzles, all of which are grounded in logic and reality. They are not hard, save for a few instances where the developers try to mix things up, like introducing a one-off lockpicking puzzle or a game of shuffleboard. Truthfully, the most difficult part of solving these puzzles is finding the required items, as controlling Zellner is about as graceful as maneuvering a drunk tree. If I was playing on a PC, one could simply navigate the cursor over the desired item and click on it to have Zeller investigate; here, instead, one must walk him, using everyone’s favorite tank control scheme, over to the item, which is not as simple as it sounds. Actually, once he is close enough, the item will highlight itself with a button prompt, but only if Zellner is looking in its general direction. Something else to remember is that examining an item more than once will provide further details and clues.

Now let me tell you about the most frustrating part of Episode One for The Raven: Legacy of a Master Thief. It’s around the middle, right after, spoiler, something causes the train everyone is on to crash. This plunges the game into chaos and darkness, with your first goal being to make a torch of some sort. That way you can see who needs help and what to do next. That’s all well and good, but the game, at this point, becomes so dark it is nearly impossible to tell where Zellner is walking and what items are around him. Eventually, I blasted the brightness on my television screen to full in order to see what was where, which just made everything seem extra ridiculous.

There are also a huge number of technical issues throughout, ranging from audio clipping, silly path navigation, and way too lengthy loading screens, which become a huge hassle during the third act. There, you can visit a number of screens and must do to backtracking, but going from one to another requires a long load–each and every time. The graphics certainly seem at home for an early Xbox 360 game except until one realizes this came out in 2013. Also, the dang thing froze on me once when I tried to pull up my inventory immediately after some dialogue tree. Lastly, there is an entire hint/score system that is never introduced or explained, but there none the less, like some strange afterthought.

Unfortunately, while this first episode of The Raven: Legacy of a Master Thief was a Games With Gold freebie, I won’t be spending any money on the additional two episodes. Not even the crazy quick cliffhanger ending got me by the wallet. If anything, I may watch them on YouTube to see how things unfolded story-wise, but I don’t expect the gameplay or puzzles to change wildly, which is where the game truly lost me. Oh well. At least deleting this off my Xbox 360’s hard-drive won’t be as difficult as getting Zellner to talk to the suspicious man with the newspaper and not head outside the door next to him.

Five things make a post, and Suikoden III is an undeniable PlayStation 2 classic

gd bought suikoden III again on psn

Activity on Grinding Down has been sparse as of late, which is pretty much par for the course when it comes to the summer months. Truth be told, between moving from one state to another, working, burning the midnight oil, frowning over piles of paperwork, living a life, and eating up several episodes of House of Cards on Netflix every night, I’ve not been juggling many games at once, continuing to focus on my current mainstays: Pokémon Shuffle, The Bureau: XCOM Declassified, and a handful of mobile entries, one of which I’m not even ready to openly admit to “playing.” What a tease!

Anyways, here’s a few–well, five, if the title of this post is to be believed–short topics I have enough words to spew about. Perhaps I’ll get back to longer, more traditional posts sooner than later, but I promise to make no promises. Except for that promise.

Onwards!

Steam Sale Has Shipped

I always imagine myself going crazy and buying game after game after game during Steam’s annual Summer Sale…but that never seems to happen. It should, as there are plenty of great sales, and I checked in on the marketplace at least once a day, almost pulling the trigger on Grow Home, but nope. This year, I spent a total of $0.74 for the Developer Alliance bundle, and of them, I’ve only got to enjoy one outing so far. The other titles are at least installed on my machine. Also, I tried out that weird meta “keep on clicking” mini-game about monsters battling, but had no idea really what the point of it was, other than contributing to unlocking additional sales.

Well, there’s always the end-of-year Holiday Sale to look forward to. Maybe I’ll spend over a dollar for that event. Maybe I’ll finally grab a copy of Grow Home before 2015 concludes. Maybe.

Welcome to tactical alien shooting

Naturally, I have a longer, much more detailed post in the works for The Bureau: XCOM Declassified, but the videogame-musing words have not been very forthcoming these last few weeks. Anyways, I finally beat this last night, but the final fight took–ready for this–nine attempts. Seven with my team of agents that I’ve been playing with since perhaps the second or third mission of the game, which was frustrating as the last fight seemed designed to undermine every one of their abilities. Instead, I had to swap out my generic-but-loyal dudes for two other dudes with different classes, and yes I totally understand that these are personality-less soldiers, but, to me, to CIA Agent William Carter’s journey as a whole, it made more sense that his long-standing comrades should’ve finished the fight with him than these newbies. Oh well.

The Flame Champion once more

The Suikoden franchise, as much as it hurts to write it, is dead. And this time, there’s no late-game manner of reviving it like there was with a certain Young Master’s friend. Clearly, Konami doesn’t even want to make videogames anymore.

Thankfully, there’s been a few gasps of air over the last couple of months with the bringing of Suikoden II to the PlayStation Network as a digital download. This fantastic trend is continuing, with Suikoden III popping up this week for fans of Konami’s star-studded RPG series to eat up. Yes, I purchased a digital copy immediately for a whopping $9.99; y’all might remember the time and length it took me to finally snag a (used) retail copy, but it turns out that my used discs are a wee bit scratched and unreliable. Now I don’t have to worry about that, though I’ll have to start the adventure over. Methinks I will once I get through Final Fantasy IX.

What in the world was that?

I burned through a guessing game on my non-fancy Windows 8 phone the other week called What in the World?, which basically presents you with a category, a low detailed drawing, and a bunch of letters at the bottom. Your goal is to guess what it is, and, for the most part, the answers are pretty obvious. Harry Potter, Madonna, Paris, Spider-Man, and so on. I struggled mostly with celebrity names and automobile brands, but if you get stuck you can use power-ups to remove unused letters or even put several correct letters in their final places. In the end, I unlocked all the Achievements and then deleted the thing from my phone.

Quote the raven

Once again, I’m tasked with making room on my fledgling of an Xbox 360, as I’d really like to download Just Cause 2 and see some chaos unfold. But first, let’s complete some other Games with Gold freebies from my hard-drive. Like…um, The Raven – Legacy of a Master Thief. Well, Episode 1 at least. It’s a point-and-click adventure game…on a console. Grrr. So far, I’m glad that this was free, but generally once I start something, I need to finish it, even if it is only the first episode. My favorite subtitle typo currently has been about a train patron when she “looses” her purse, but the next line contaiedn the correct use of “lose.” Can’t win ’em all, the creators of The Book of Unwritten Tales.

That’s all for now! I have to go find some lady’s lost purse, as well as trick a violinist into opening up his violin case. Videogames–am I right?

2015 Game Review Haiku, #37 – The Bureau: XCOM Declassified

gd 2015 games completed the-bureau-xcom-declassified

William Carter must
Destroy the Outsiders threat
Tactical shoot, hide

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Your broken spaceship’s parts are Out There (Somewhere)

out there somewhere gd early impressions

Well, the Steam Summer Sale kicked off the other day, and so far, I’ve produced a haiku about it, as well as bought a bundle of four games for $0.74. I’d also like to note that the money used to purchase this bundle was generated from selling digital trading cards on the Steam marketplace, so this is a big win–in my mind–from multiple angles. The Developer Alliance bundle, which was marked down to 95% off, contained the following, all of which seemed interesting and were not already in my library at the time of purchase: Polarity, Beep, Camera Obscura, and Out There (Somewhere). Today, I’ll be waxing on and off about the last listed title there, but I do expect to try out the other three sooner than later.

Out There (Somewhere), a name that feels like it should be attached to a long-lost Asimov short story, is an action-based puzzle platformer clearly inspired by adventures like Cave Story, Super Metroid, and Portal. See, you play an explorer named Yuri stranded on a dangerous alien planet after your spaceship is damaged. Low on fuel and in desperate need of key spaceship parts, your only hope for escape is to explore and see what this planet holds. Thankfully, you have a teleportation gun, though its use is limited based on your environment. I’ll explain.

In this platformer, you can jump, as well as shoot your teleportation gun, which fires a ball of blue light. Technically, that’s you. Once that blue light hits a surface, you’ll be instantly transported there. Of course, there are some exceptions, as different colored beams of light will get in your way: red cancels your shot, blue will teleport you like any other surface, and green takes you for a ride first. This is where a lot of the puzzles come into play, figuring out how to get from one place to another using your gun. Often, you’ll have to factor in momentum too when landing a teleporting shot. Fairly early on you’ll acquire a more weapony gun, a real pea-shooter, which will help you take out enemies like bats and monster slime thingies; alas, having two different guns confused me at first, and I ended up firing the wrong one at the right time far too many times.

Evidently, I’m a sucker for games where every screen you traverse gets a name. I loved this in VVVVVV and You Have to Win the Game, and I like it here as well, though the screen names, so far, are not highly titillating (for example, Basement). The story is fairly thin, but enough to go on. As you explore, you’ll come across NPCs in the form of alien treefolk; they don’t say much, but there’s an Achievement for speaking to every one of them, and so I’ll do it. However, Out There (Somewhere) is more about the action and nifty mechanics, and the difficulty curve is surprisingly tough–but rewarding.

Part of me is bummed to learn that Out There (Somewhere) was released back in 2012. That means I’ve been missing out on this good, wholesome, teleport-your-body fun for three years. There once was a time when only a handful of games came out, and you could keep track of them all; now, not so much. Well, I’m glad then that this Developer Alliance bundle for the Steam Summer Sale caught my eye, and I’m looking forward to checking out the other titles, but only after I finish Yuri’s mission. For the meantime, I have to get back to work, and by that I mean collecting those vital spaceship parts with style.

Alfie Banks and his great opportunity in A Golden Wake

gd impressions a golden wake pca

More so than movies or books, videogames transport us to other worlds and let us interact–with things, whether they are people, plants, or places. Oftentimes, these worlds are fictional or, in the case when they are not, the narrative surrounding it or the era are created whole cloth. I’m struggling to think of a game built around something so real and true, an experience where you just recreate the past as it happened. No, the Assassin’s Creed series definitely does not count. Now, A Golden Wake doesn’t do this per se, but many of the people in it are pieces of history, as is the land boom in Florida and the illegal happenings around Prohibition. I mean, you simply can’t make up a thing like the Roaring Twenties.

You take control of Alfie Banks, a realtor for Morris & Banks in New York. Unfortunately, his realtor days are up because his coworkers concoct a cunning plot to frame him, which subsequently results in his ejection from the company. With not much to go on, Banks purchases a newspaper–with his last dime, mind you–and reads an article about the land boom in Florida. For him, a fresh start is simply a long train ride away. And off he goes, to meet an array of new characters and find his place in the big ol’ world.

A Golden Wake dives deep into its setting. You can see this from the reworked Wadjet Eye logo when the game loads up to the playful menu text when you quit back to the desktop. Despite being a work of speculative fiction, Grundislav Games makes a massive effort to be historically accurate, including notable figures from the era, such as real estate developer George Merrick and mobster Fatty Walsh. period dialogue, and a retro, ragtime soundtrack that is still stuck in my head as of this writing. This high attention to detail really helps bring the old-school and, to be honest, somewhat crude graphics to life. To put it bluntly, there were a few screens, such as the boat dock and a few one-off locations, like the golf course, that felt unfinished. Or rather, uninteresting and distant, and existing only for Alfie to click on something and go to an additional screen, where things were much more refined.

Here’s a bummer: Alfie Banks is not very likeable. The game likes to build up his so-called charm and way with words, but I found him grating, whiney, and selfish from the very first scene. There’s nothing you can do about this. It is how he is written, and when the time comes for him to make a major decision, you just sit back and watch, helping to put the pieces together afterwards. The problem is that we never get a whole lot of backstory on the man, not even when his brother shows up for a chat. Which makes a lot of his journey and grumbling as an errand boy feel a bit empty. He certainly has an impact, but ultimately feels quite unnecessary in the long run. A shame, as I did enjoy many other characters, such as Marjory Stoneman Douglas, voiced by none other than Rebecca Whittaker. Another problem is that because Alfie is constantly jumping ship, you never get to hang around with the same side characters for too long.

In stark contrast to the previous point-and-click adventure game I played, A Golden Wake‘s puzzles across Alfie Banks’ sojourn for a better life are shockingly simple. Your inventory never becomes too full, and every solution stems from a logical conclusion. Need an antenna for a toy tramcar? Use that antenna you broke off that radio earlier. There are a few spots where the “action” switches from standard pointing and clicking, with you finding “hidden objects” in a picture to condemn a house or steering a car to help Mabel Cody hop on her flying stunt plane. These certainly do break up the action, but are far from enjoyable. In the end, I only had to look up the solution to an obtuse bookcase secret passage puzzle (hint: how would a V.I.P. enter?), figuring everything out on my own. There’s also a questioning minigame–think L.A. Noire, but toned way down–where you can use Alfie’s charm and wits to unearth answers or cheat by clicking the Seller’s Intuition button; I never felt like I was doing it right, though the story just continues on regardless of the outcomes.

A few years ago, I replayed Blackwell Deception with the developer’s commentary on, and it was just as enjoyable as the first time through. I’m not ready to go back into A Golden Wake–aw, horsefeathers!–but when I do, I suspect I’ll partake of this option, as well as go for some of the trickier Achievements. There’s no difficulty setting for the puzzles, but it’ll be interesting to hear some thoughts about what went into them or why this location was used this way or that. A Golden Wake dreams big, and while it is not successfully in every corner, it is still a pretty good adventure that fans of traditional pointing and clicking can eat up, all while drowning in that deliciously sweet jitterbugging soundtrack.

Five things I still haven’t done in the Fallout series

five things still to do in fallout series gd

Well, Fallout 4 got officially announced the other day, and I couldn’t be more excited. I’m hoping this is another Skyrim case for Bethesda, where they both reveal and release the game in a short window of time. I mean, we all have to imagine that this is pretty far along in the development pipeline, so here’s hoping for a Holiday 2015 release window. Granted, that means I’m going to have to eventually pony up and purchase a next-gen console, picking either the Xbox One or PlayStation 4, and I’m not yet ready to make that call. Heck, I’m still rocking my PlayStation 2 (and PlayStation 1) games, and there’s only so much room in my entertainment stand. I know, first-world problems.

These open-world games from Bethesda are massive, and I often find it impossible to see and do everything there is to see and do. For example, here’s a post I did on five things yet to experience in Skyrim, and nearly three years later I’ve still not checked most of them off. Yup, zero desire to ride a horse. Anyways, I realized that there are plenty of other objectives for me to complete in the Fallout series, and so here’s another to-do list, hopefully one I can work at while waiting for that sweet Fallout 4 release date to drop. The majority of the list relates to Fallout: New Vegas considering I did 100% Fallout 3 in terms of Achievements, but I tried to think more broadly too.

Let’s get to it, fellow Vault dwellers!

Hardcore chore

I’ve started at least ten new games in Fallout: New Vegas, and each time before I leave Doc Mitchell’s house at the start, I pause and consider the message that asks if I want to play with “Hardcore” difficulty on. This difficulty setting always seems so interesting, but also so annoying. You have to constantly eat and drink, your health is not healed instantly or when you sleep, and bullets now count towards your weight limit. Plus, companions can permanently die, and all I can think of is how many times E-DE would charge into battle and knock itself out in a few hits. Sure, one can construct a character in terms of perks and abilities to get around some of these negatives, but it feels like a hassle. I need to–pun intended–bite the bullet and just give it a shot sometime soon, though I doubt I could ever devote the time and patience to beating the whole game with this mode on.

Break the bank

I’m not much of a true gambler, but my friend has a Blackjack table in his house, and we like to play from time to time with fake money. That said, even in videogame form, I’m not much of a gambler, and so I never really invested any time or effort into the casinos on the New Vegas strip. There’s an Achievement for being so good and winning so much that causes you to be banned by all of them. I assume one needs to have a high luck stat, but also be generally good at Poker, Blackjack, and Roulette. I’ll be happy if I can win enough bottle caps to get kicked out of one casino.

Back to its Roots

I have attempted to play the original Fallout, but only once, and even then, only slightly. It’s definitely a little harder to get into that the more modern versions, but I’d like to try again and see where this all began, seeing as the stories are constantly connected and referenced, and the gameplay, though from a different perspective, is pretty similar. As it happens, I have two copies–one cheaply acquired from a yard sale, and a digital copy given out for free from GOG some years back.

One-two Deathclaw punch

I once tried to sneak attack a Deathclaw from behind with a golf club, and it didn’t go well, so I can only imagine how punching one would turn out. That said, I kind of have this craving to do it, an unnatural desire.

Pacifist Pauly

I’m not sure if you can do it entirely in Fallout 3, but in Fallout: New Vegas you can equip boxing gloves to knock opponents out–versus kill them–as well as up your speech and barter skills to avoid unnecessary brawls. And so you can play as a pacifist, harming nobody while completing the main quest. Much like with the Hardcore difficulty, this is totally possible, but seems like a slow, tricky way to play, and it reminds me not fondly of my time trying to play a pacifist in Deus Ex: Human Revolution where I didn’t harm a single human, but then accidentally rewired a robot to fight for me, killing a few people as well as my chance for that Achievement.

What are some of your favorite things to do in the Wasteland? Or things you want to do, but haven’t yet? I’m open for more ideas, especially since I just set up my Xbox 360 in my new apartment and dug out my copies of Fallout 3 and Fallout: New Vegas. Going back in real soon.

The full Broken Age, now with trickier, disheartening puzzles

broken age gd final thoughts

At Tim Schafer’s urging, I restarted Broken Age entirely once “Act 2” was released last month. I hadn’t touched the game since I burned through “Act 1” in 2014, so it made sense to refresh myself on the minor story beats, seeing as Act 1’s doozy of a cliffhanger closing has stayed bouncing around in my mind all this time. Magically, I remembered the majority of solutions to puzzles and dialogue navigation, so the first chunk of the game didn’t take too long to get through once again. Plus, the full game now comes stocked with Achievements to pop, many of which are rewarded for exploring all options, something I do often in adventure games.

Look, here’s the thing. I’m a backer of Broken Age. I did not contribute much to the Kickstarter–in fact, I got in on the action after Double Fine already met its goal–but I was still one of many that helped bring this adventuring air bubble to the surface. I feel a closeness to it, a connection, certainly reinforced by watching the documentary as each unfiltered episode was released, seeing the problems and answers to game development unfold. It’s a special game, and while I loved the story from beginning to end, especially the vibrant, unique characters, I just found myself depressed over the spike in puzzle difficulty for the second half.

Because I hold the story in such high regards, I will spoil very little of it here. For those that don’t know what the four-one-one is, let me steal some words from Broken Age‘s official website:

Broken Age is a timeless coming-of-age story of barfing trees and talking spoons. Vella Tartine and Shay Volta are two teenagers in strangely similar situations, but radically different worlds. The player can freely switch between the characters and their individual stories, helping them take control of their own lives, and dealing with the unexpected adventures that follow.

Right. Let’s talk about puzzles. In the first half of Broken Age–and yes, it is hard to think of the game as a single entity after it was cut in half to get it out to the public even though now one can play it and never realize that there ever was a cliffhanger to hang on to for months–the majority of the puzzles involved using an item on something. Pretty typical point-and-click adventuring stuff, and occasionally you’d have to navigate through some specific dialogue lines or combine items with one another. The number of screens and people to interact with for both Shay and Vella were severely limited or doled out in small chunks to not overwhelm players.

Once Broken Half‘s second half starts, the puzzles raise the difficulty up to eleven. That’s a Spinal Tap reference, I think. I’m not even kidding when I reveal that I couldn’t get past Vella’s first screen, eventually having to look up an answer. It turns out that this puzzle required you clicking on a specific part of the rope, whereas all previous puzzles never asked for such specificity. I figured just highlighting the rope would’ve been enough, but nope. Later on, there’s another rope puzzle that I’ve seen many on the Interwebz complain about, but I actually got through it just fine, as well as found it amusing. The puzzles I really struggled with involved wiring Hexipals for various purposes, as well as tricking someone into believing Vella was somebody else. Both involved a lot of remembering numerous, highly specific details and backtracking. They are also randomized and tiresome, and it is extremely frustrating when you know what you need to do, but can’t do it because you can’t remember if the boy in that faded family picture is wearing red or green shoes.

That all said, I do think Broken Age is a good game, if not the most fun to play during the later parts. Go to it for the characters and dialogue and the jokes you get to tell a barfing tree. Don’t be afraid to try those chatty utensils are everything and everyone, as some of the best writing is hidden in their responses. I urge you to look up puzzle solutions for the later section of the game, if only to remain in the world and see how everything ends. I do have to wonder if this made any non-fans of point-and-click adventure games into fans or if it was just a one-off for them. Time will tell, and you never know…maybe in twenty years–y’know, after adventure games are claimed dead and done once again–we’ll get another crowd-funded game from Schafer & Company. I’ll play it, but no more wire-based puzzles please.

Cthulhu Saves the World with an old-school parody RPG

Cthulhu saves the world screen gd impressions

A copy of Cthulhu Saves the World and Breath of Death VII: The Beginning have sat untouched, uninstalled in a folder on my laptop’s desktop, for a good long while now. I mean, the former came out in July 2011, and I guess I ended up getting a copy of it through some bundle promotion that I can no longer recall, but all I did was download it, not ever sure when it would be a good time to kickstart an old-school RPG adventure. Turns out, any time is good, and so I’ve been tinkering away at this pixelated 2D journey through labyrinthine dungeons brimming with treasure chests, a limited number of random encounters, and the moodiest soundtrack, with hard swings from cult-like chamber songs to a peppy, relaxing tune when exploring a village.

Now, technically, the game’s name on the title screen is as follows: Cthulhu Saves the World: Super Hyper Enhanced Championship Edition Alpha Diamond DX Plus Alpha FES HD – Premium Enhanced Game of the Year Collector’s Edition (without Avatars!). Oh boy. Quite a mouthful. We’ll just stick with the abbreviated title to save precious space, plus I have no idea how one even goes about abbreviating such a thing.

So, what’s the deal in Cthulhu Saves the World? Why would the lord of insanity want to save the world? Well, truthfully, Cthulhu was all set to plunge the world into madness and destruction, but his powers were suddenly sealed away by a mysterious sorcerer. Alas, the only way for Cthulhu to break the curse is to become…a true hero. Sometimes to save something, you have to destroy it at the same time. Everyone loves a good anti-hero in these days of Breaking Bad‘s Walter White and just about everyone from Game of Thrones.

I’d like to tell you that, as a writer, I’ve long delved into the works and demented mindset of H.P. Lovecraft, but the truth is, I really only became aware of the material due to the Munchkin Cthulhu card game from Steve Jackson Games many years ago. Still, I understand it on a surface level, and the game here seems to only demand you understand that Cthulhu is a monster forced to take on a heroic quest. At least so far. I haven’t really come across other cosmic entities yet.

Cthulhu Saves the World is a throwback to traditional 16-bit RPGs of yesterday, like Phantasy Star and Final Fantasy. You wander around towns full of houses and shops, buy potions, armor, and new weapons, and then traverse across an overworld to your next destination. That said, the battle system is a bit more unique here than your standard turn-based form, and this is what makes both playing the game and grinding for higher levels enjoyable. To start, enemies become 10% stronger for every turn they live through, feeding off of Cthulhu’s madness. This means you want to kill them as quickly as possible, as you’ll also regain more magic points the sooner the battle ends.

Here’s one of my favorite elements of Cthulhu Saves the World: random encounters are limited. When you arrive at a new zone, you can pop over to your status menu and see how many random encounters you will have to endure before they just stop popping up altogether. Praise the Great Old One! This means you can only grind for so long, though you can also start a battle if you want via a menu command. It’s both a nice and strange feeling to wipe an area clear of random fights, which makes going back for missed treasure chests less of a pain. When you level up, you have the option to pick between multiple spells or upgrades, and I’m focusing so far on Cthulhu doing big damage and Umi handling healing and attacking all enemies at once with her Flood spell.

I’m not terribly far into Cthulhu Saves the World, somewhere in Chapter 2, with both characters in my party–Cthulhu and Umi–at level 10. Like I mentioned at the top of this post, it’s a game I’ve been tinkering with over the last few months, playing it in short spouts, but always making progress. Its humor and engaging turn-based battles make it a joy to play, and, as always with old-school RPGs, I’m eager to see the next town and purchase better gear. That’s how you know you are getting somewhere, when a shop has more expensive items.