Category Archives: musings

Bouncing from era to era for key items in TimeSplitters

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Get ready, but I’ve never played Perfect Dark, and the only time I’ve spent with GoldenEye 007 was something like ten years after its release, being all illegal…with an emulator. Don’t think I even got past the first level, that oh-so-iconic dam. Shh, don’t tell anyone. Good thing I’m only posting this on my secret, private NotePad blog on my computer’s desktop and not a powerful, crippling entity like the Internet. The fact is I never had a Nintendo 64–I went the PlayStation 1 route, see–and so I missed out on just about every single big release from that system; my childhood BF-not-F had one, but we mostly ate up  wrestling games, as well as the multiplayer mode in Turok 2: Seeds of Evil.

And so when I read or hear the comparisons of TimeSplitters for the PlayStation 2 to those two previously mentioned name-heavy franchises, I kind of just shrug my shoulders. Because I don’t know left from right. That said, TimeSplitters is a bunch of goofy fun, even if it is a first-person shooter boiled down to a mostly multiplayer focus. Speaking of that, here’s the modes you can expect to hit X on at least once: Story, Arcade, and Challenge. I didn’t include the map editor there because map editing on the PlayStation 2 is a little scary, so I’ll just advise y’all to keep your distance and fire with precision.

Story mode in TimeSplitters is a big lie, even more so than in The Tiny Bang Story. The levels work more in a “time attack” manner than following a narrative and exploring at your own pace. Basically, you pick your level and difficulty (easy, medium, hard), and either a male or female character to play as. These levels are themed across nine fictional locations spanning the years between 1935 and 2035. The goal of each level is to grab an item–let’s just go ahead and call it a MacGuffin–and then make your way to the exit, which is generally not where you started. The split second you pick up the item, deadlier monsters begin warping into the level, making the return trip that much more hazardous. On easy, you can complete each level in a matter of minutes, and the main point of this mode is to unlock Arcade mode elements, like multiplayer bots, additional multiplayer modes, and so on.

Arcade is the multiplayer hub, and you can play against bots, but it’s still pretty soulless. Yes, that’s a remark coming from someone who ate up bot multiplayer sessions in Red Faction II and Killzone. The bot AI can be tweaked to five different levels of smarty-pants, but it still just feels like mindless chaos, like there’s no strategy at work. I imagine four-player multiplayer sessions are more lively. The standard modes are there in various forms, like capture the flag (well, capture the bag here) and deathmatch.

The Challenge mode can only be unlocked by beating all the Story missions on at least the easiest of difficulties, which is, obviously, pretty easy to do. It’s the best thing in TimeSplitters. Right now, I have three challenges in total unlocked: one involving killing zombies in specific ways with a time limit, another is murdering a bunch of duck-men before time runs out, and the other tasks you with holding onto a bag for a total of a minute in a three-minute arena filled with opponents. These are neat and fun; however, the difficulty in these challenges is beyond believable. So far, I have only beaten the zombie one, and it literally came down to beheading the last zombie a second before time ran out. For the bag one, I don’t think I’ve held onto it for longer than a total of twenty seconds so far. Bah humbug.

If there’s one thing that still stands out with TimeSplitters some fourteen years later, it’s that the game moves fast. Like cheetah speeds. The action moves at at extremely spiffy frame-rate and high resolution, still looking good for its day. In fact, it moves faster than more recent first-person shooters–sorry, BioShock Infinite, but you dropped your walking cane–and almost feels like your character is skating on ice, blasting away enemies and monsters with polish.

Something to not praise though are the outrageous character designs, which often have the men looking macho and powerful, while the women are given Twizzler-sized waists, large breasts, and sexual poses. Even the robotic forms. Still, there are some funny names to smile at, like Hick Hyde and Ravelle Velvet, but none of the characters, as far as I can tell, play differently from each other. The choice is welcome, but the gender portrayals are too stereotypical.

At this point, I’ve unlocked a good amount of TimeSplitters‘ content, but other than giving a few more Challenge missions another go I think I might call it quits. Again, the multiplayer isn’t filling me with joy or excitement, and I have no interest in replaying the Story levels on tougher difficulties because it just feels unbalanced and punishing. It sounds like later games in the TimeSplitters series, of which I have none, treat the story more traditionally and weave it better into the action.

There is no story in The Tiny Bang Story

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I think I ended up getting The Tiny Bang Story in one of the first Steam sales I ever participated in, grabbing it because it was über inexpensive and had a fantastic, whimsical art style, similar to Machinarium. I then allowed the casual point-and-clicker to sit quietly and ignored in my Steam library for a good while, eventually giving it an unsuccessful go during my Extra Life stream this past October. Yeah, turns out, playing slow-moving, atmospheric puzzlers does not make for thrilling entertainment, nor does getting stuck in the opening chapter because I couldn’t locate X, Y, and Z. Still, something was there, and so I returned to Colibri Games’ indie mosquito-catching simulator recently to solve every puzzle it contained.

But first, here’s the most disappointing thing about The Tiny Bang Story–there is no story. At least not a solid narrative throughout. Sure, there’s some light setup, but it is just window dressing for…item gathering and random puzzles. See, life on Tiny Planet was pretty relaxing until a great disaster struck–a meteor, that is! Now everything is a mess, and it’s up to, the player, the one with the power to click a mouse button, to restore Tiny Planet back to its peacefulness. You do this by fixing a variety of machines and mechanisms, as well as collecting hidden jigsaw puzzle pieces. That’s the story, and that’s all you get. The rest is left up to your imagination because you’ll get absolutely zero clues no matter how many times you click on those characters.

The gist of the gameplay involves clicking. Click on stuff until a sidebar pops up to tell you what to collect and how many in order for the selected item to work. In reality, The Tiny Bang Story is a very pretty “find the hidden items” game, the kind my mother and I used to play together on the Nintendo DS. There’s no time limit to any of the puzzles, and the game autosaves at nearly every turn, so if you are tired of straining your eyes in search of that one, teeny, tiny light-bulb you can always come back to it later. Which I did. Many puzzles are logic-based while others just ask to you click around enough times; I found a few to be initially difficult because, since there is no story or even text in this game, I did not know what was desired. I struggled the most with the puzzles based around sliding or rearranging tiles because I’ve never been any good at those.

Okay, besides the lack of story, I do have another peeve to pick: the hint system is tedious. In games like Professor Layton, you can collect hidden coins in the screen to spend on clues to help you solve puzzles. That idea is here, too. Sort of. On every screen you visit, there are blue mosquitoes that softly buzz around; if you click on them, you’ll collect them in a bubble at the top right corner, and once you have enough, you can summon a single mosquito to circle around a specific area if you missed something or don’t know where to click next. Fine, fine. Except clicking on the tiny bugs is harder than you first imagine, and then you quickly realize you’re going to need to click on far too many of them just to get a single hint. Like, I think maybe at 14 or 15. No thank you, I’ll just look up an online walkthrough.

Now, while many of the puzzles were hit or miss, the enchanting soundtrack was always spot on. After you complete a chapter, you get to play with the jigsaw puzzle pieces you collected along the way, filling in the picture of Tiny Planet itself. These moments are so soothing that I found myself moving each piece into its slot slower and slower, not wanting it to end. Some might see this as a rather boring task in a game, but the soundtrack and visuals work in unison here to really create something atmospherically pleasing. Plus, the picture in the puzzle moves–kind of like photos in the Harry Potter universe–which helps keep you immersed in completing it.

I thought The Tiny Bang Story was going to be something else, a more narrative-driven adventure game. What it ultimately is isn’t bad; in fact, I had a pretty good time in its kooky and unexplainable world, especially playing around with those jigsaw puzzle pieces at the close of every chapter, but I think this means I need to whet my point-and-click adventuring appetite and finally get around to Beneath a Steel Sky or To the Moon. Or just be content that I recently played Botanicula and it was everything I wanted it to be.

Jowy and Hodor were both aiming for the same thing in Suikoden II

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Here’s something rather amusing: I was playing Suikoden II as it was announced over the weekend at Sony’s PlayStation Experience event that it was finally, at long last, coming to North America via the PlayStation Network. Take that, outrageously high eBay prices. Instead of dropping over $100, you can now download the epic JRPG for a sliver of that. I’ve read two different reported prices so far: $10.00 and $6.99. Either is a fantastic price for Konami’s sparkly, well-kept gem, one that many might not have gotten to play due to its rareness, as well as it being out-shadowed during its release by Final Fantasy VIII. Yeah, the one with the floating garden school and Junction/Draw system.

That said, after a logged forty-nine hours and change and with my main party of characters all just under level 60, I can safely say that I have played Suikoden II. Again. The last time was definitely back in the 1990s. Hot off the heels of replaying Suikoden, I found my revisit to Suikoden II even more enjoyable, as well as at least seventy-five percent less goofy. This is a game about darkness and dark things, like betrayal, wavering confidence, murder, sacrifice, and rape. Sure, there’s still a good amount of silliness to balance out the grim, but all in all, this is a serious adventure in the same vein as current mega-RPGs like Dragon Age: Inquisition and Diablo III, with conflicting opinions and difficult choices all around.

Here, let me sum up the plot once more. Suikoden II‘s protagonist, who I named Hodor, goes from being a member of a youth brigade in the Highland Kingdom to being the leader of its opposition. Hodor and his best friend Jowy Atreides each end up acquiring one half of the Rune of the Beginning, both destined to become leaders. Luca Blight is heir to the throne of Highland, as well as a bloodthirsty madman who developed a strong hatred for Jowston early on after witnessing his mother’s rape by thugs hired by City-State capital Muse. Hodor will eventually find himself fighting against Luca and his best friend, for safety, for civility.

The six-party, turn-based combat from the first game returns, with visual upgrades for rune spells, but not many mechanical changes. Yup, there are more Unite attacks to use, as well as the ability to switch between rows during a fight, but I found using “auto” attack to work out well enough in most situations save for boss fights. Since the point is to recruit a bunch of different people for the war, the Suikoden series is one of the few–Chrono Cross is another–that really does encourage you to mix things up and try out new team members. You can’t go wrong with who you select so long as you have a good S/M/L range mix, keep them armored, sharpen their weapons, and give them strong runes. My mainstays throughout the campaign were Flik, Viktor, Nanami, Millie, Futch, Georg Prime, and Valeria, with Hodor acting more as a healer than anything else since his speed allowed him to act first in most fights.

Massive battles and duels are thankfully kept to a minimum, which is fine considering they still require a lot of guesswork or well-hardened knowledge of how rock, paper, scissors works. The massive battles are a little different in that you have to move units around for better positioning like in a strategy RPG, but it’s still a matter of attacking horses with bow and arrows and knowing when to charge with soldiers. If you want, Apple can take over your actions on autopilot. For every duel, I ended up using a wiki guide because, more often than not, these pixelated duels take place after a big boss fight, and I didn’t want to lose any progress. It’s just a matter of selecting the correct choice of defend, attack, or wild attack based on what your enemy says.

By Suikoden II‘s close, I did end up recruiting all 108 Stars of Destiny, but not in time to get the “good” ending, though I still like the ending I saw. Many refer to it as the “tragic” ending, but seeing as I myself recently went through a tragic ending this year, it is rather apropos. Plus, it does that thing from A Link to the Past, where you check in with everyone after the war’s over to see what they are up to. Well, not everyone. Sorry, [redacted] and [redacted]. I missed/skipped out on a few other elements, like Clive’s timed side quest, recruiting the additional squirrel warriors, doing every Richmond investigation, unlocking the hidden bath scenes, and so on. There’s so much small, side stuff in Suikoden II that it can feel very overwhelming; most of it has no effect on the plot, but provides cool little moments or bits of backstory to a game already oozing story from every orifice. Still, after nearly fifty hours, I saw plenty.

If you thought the castle headquarters in Suikoden was neat and fulfilling to explore, just wait until you begin seeing it grow in Suikoden II. I mean, you could spend a good hour just running around the place, examining things, talking to people, seeing where they go when the place upgrades. There’s also mini-games to tackle, like fishing, cooking, and even whacking moles, but I might touch upon those more in a separate post. My regiment was that, every time I popped back to HQ, I’d check the suggestion box for new notes, start/complete an investigation with Richmond, make a pitstop at the warehouse, and then run over to the cafe to do the latest cook-off challenge before using Viki to teleport wherever I needed to go to next. There is legitimate excitement in my heart after recruiting a new member for the group and then scouring the castle for where they reside.

Right. Fun times. I’m going to take a wee breather before moving on to (and starting over) Suikoden III, but I think closing out a less-than-stellar year with one of my absolute favorite gaming experiences next to A Link to the Past is a good thing. Very good. Now, in the wise words of Viktor: “Oi!!!!! Let’s end this damn thing!!!”

Jazzpunk reminds you to never overclock your underwear

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Over the weekend, after discovering I don’t have any tape in the house and thus can’t begin wrapping Christmas gifts, I played through Jazzpunk by Necrophone Games and published by Adult Swim Games. It only took about two hours, but it was two hours that flew by way too fast, that had me smiling and chuckling to myself every few steps. It’s been on my list to play this year for some time now and I snagged a copy from Humble Indie Bundle 13, but with “game of the year” discussions popping up soon everywhere I wanted to experience it for myself unspoiled. Really glad I did.

Jazzpunk is a comedic adventure videogame that really makes me want to rewatch Airplane! or Naked Gun 33⅓: The Final Insult. The plot is centered around a top-secret espionage agency, which, for some reason, is operating out of an abandoned, Japanese subway station in the late 1950s. You control Polyblank, a spy-for-hire, as well as a silent protagonist. The game is made up of several missions given to Polyblank by the head of the organization, and you start each initially straightforward quest by ingesting a dose of prescription medicine; interpret that as you want. Anyways, while the mission might read “infiltrate a Soviet consulate,” things quickly become bizarre and nonsensical, and that’s where Jazzpunk shines, both at its strangeness and the speed it dishes out jokes.

The main focus is on exploration and comedy over solving puzzles or combat. While each mission has a single central objective, Polyblank is free to explore the zone’s world at his own pace, and I did this for each level, saving the main path for last. As you explore, you’ll come across a number of interactive NPCs, some lined with a single gag or even a separate side quest, like degaussing three pigeons for a pie, just like how meemaw used to do it. I won’t spoil every minigame you can find, but let’s just say that the Frogger clone is the most tame of the bunch. That said, if you see a wedding cake at the Kai Tak Resort, I urge you to examine it.

Control-wise, Jazzpunk is pretty simplistic. I plugged in an Xbox 360 controller to play, and you can walk around with the analog stick, jump, and examine highlighted objects/people. Your inventory never gets too big–I think it had three or four items in it at most–and you can cycle through each item as you stroll. The game is equally as simplistic in its visuals, but I really dug the cartoony, thick outlines. There are moments where real meets digital, and those are fun, but a platforming section towards the end was a strain on the eyes due to an overload of white, white, white. Many have compared the graphic style to Thirty Flights of Loving, but I’ve not played that one yet. Oh, and though I’d never drop my Showcard Gothic font here at Grinding Down, the font used in the game is fantastic, whatever it is.

I don’t know what the name Jazzpunk means, but I do know it’s a ton of fun to play and experience firsthand. Guess it gives off the vibe of 1980s cyberpunk or bombastic spying in the vein of Roger Moore. I’m so glad I got around to it this year, as it is definitely making my top five games list, and I have a few more Achievements to pop so I’ll drop back into it sooner than later, to do things like jump into a pool incorrectly and help someone with a saliva problem. Yup. That’s what I need to do.

Dragon Age: Inquisition is concerned with the fate of the world, not text size

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Like many, the millisecond I saw that one of Amazon’s major Cyber Monday bargains was for $15.00 off the very still new Dragon Age: Inquisition, I dropped whatever I was holding/doing and purchased a copy…for the PlayStation 3. It arrived a few days later and sat on my kitchen table, waiting patiently for me to finish up some artwork projects, as well as Suikoden II. Here’s a quick life lesson for y’all that I’ve learned over my thirty-one years of doing this grind called living: don’t start one massive RPG before completing another.

Anyways, over the weekend, I put about an hour and a half into Dragon Age: Inquisition, and all I got to show for it is this t-shirt that says “Leave the Hinterlands” in big, bold, bloody lettering. Nah, that’s not true. What I actually got is a female dwarven warrior named Girgna, who likes to charge right into the thick of things and even taunt enemies as she swings a sword into their necks. This style of fighting is very much the opposite of my usual path, but my friend Tom is also playing the game, walking the good, wholesome path of a nice wizard lady named Dandelion, and I wanted us to have different experiences to talk about.

Dragon Age: Inquisition evidently picks up immediately the events of Dragon Age II, where mages and Templars are finally at ends with each other. However, there are talks of a peace treaty in the works, but those deals and promises are interrupted by a magical explosion, leaving a single survivor. Yup, that’s you, the one with the green-colored hand. Some believe you caused this explosion, while others think you’re a blessing from the prophet Andraste. Either way, demons are now emerging from the rift in the sky, and you are the only one who can do anything about it. Get ready to age a dragon or something.

So far, I’m finding my return to Ferelden…a bit underwhelming. Granted, I’ve not touched the series seriously since Dragon Age: Origins, deciding after trying the demo and listening to the Internet that Dragon Age II was not for me. Now, I really really liked Dragon Age: Origins; it had characters and scope and deeply integrated lore and tough, but rewarding combat. It also had some problems, such as tiny text, glitched Achievements because I know I killed at least 500 darkspawn (though not 1,000), clunky inventory menus, and that whole side quest surrounding the Fade. Still, the good outweighed the bad, and that banter while wandering around towns or the forest really gave me the warmest of warm feelings.

However, in just an hour and a half with Dragon Age: Inquisition, I’m experiencing a ton of issues. The graphics on the PlayStation 3 version are sub-par; I mean, it looks like the first game, which came out four years ago, and I know we can have nicer visuals at this point thanks to Grand Theft Auto V and even Destiny. Many textures are garbled and flat or late to load in when a cutscene starts. Again, graphics are certainly not everything to me, but working graphics is a whole different issue. Audio sync is also off, and there was one moment where characters left the scene, but the camera remained fixed on the forest for a few extra seconds, while nothing happened. And this all brings me to the thorniest of roadblocks: the tiny text. I cannot sit on the couch and read most of the text, which is, y’know, frustrating for a roleplaying game where you make important decisions. I cannot read weapon descriptions or newly added lore blurbs. I cannot see the numbers for my character’s experience bar. Sounds like it doesn’t matter if you have an SD or HD television either, and I’m not the only one upset about this.

I’ll hold out hope (but not much) for a future patch to increase the font size. Until then, I’m relying on other elements to tell me what’s going on. When you examine an item, you’ll see some bars below your character go up in green or down in red, thus telling you if it is helpful or not. That said, I don’t know exactly what each bar is measuring. Some dialogue choices are accompanied by a small graphic, indicating what kind of response you are about to give, even if you can’t read it. Girgna has now finished the prologue section and been told about the Hinterlands, but I’m still hanging around the opening area, trying to find some crafting items to make weapons and armor before I move ahead to the zone everyone says to not linger in. Plus, there’s plenty of hairless nugs running around, begging to be target practice.

Not the best start for Dragon Age: Inquisition. Call me crazy, but I like reading the text in my videogames, even if it is badly translated.

Suikoden II is an act of faith, not a trick of grammar

Suikoden is a great JRPG with lousy translation work; that said, Suikoden II is an even greater JRPG with lousier translation work. The proof is in the published work. This is the PlayStation 1 era, meaning there’s no way to patch the game and cover up caught mistakes. I did this for Suikoden after I beat it and figured I might as well snap some slanted cell phone shots of poor grammar or translating problems as I went through Suikoden II all over again. I did not expect to take so many photos. Truth be told, I grew lenient as I played, and so the following is not every bit of wonky wordsmithing I saw.

All right, let’s do this my fellow grammar geeks.

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The joke here is that the true Hodor would never say such a thing. Simply “Hodor.”

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Since, y’know, YOU ARE PRISONER.

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I immediately found it strange that, for every shop in Suikoden II, the words “buy” and “sell” are lowercased while everything else is not.

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Maybe Nanami meant an Estate spy?

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You really don’t see many people using the form Its’ these days…

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Um…what?

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At this point, not even the makers of Suikoden II can remember how to spell their main villain’s name.

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Maybe you’re too quick at writing these pre-cook off blurbs.

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Wrong. I know not that name. There is only McDohl. There can be only one.

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“This is home I make my living” sounds like something you’d want to shout angrily. THIS IS HOME, I MAKE MY LIVING!!!1!1!!!

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Remember when they got Luca Blight’s and McDohl’s names wrong? Well, let’s add Jowy to the list.

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YOU ARE EYES.

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Some time after defeating Neclord, things got weird. Any time I ran away from a fight, the game replaced Hodor’s name with one of the enemy’s names. Thus…ZombieSlug.

I’ll probably restart Suikoden III early next year. Here’s hoping the translation work got better once the series hit a new console platform. Here’s hoping.

Meowgical Tower covers some fur-miliar adventuring ground

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I have to imagine that, for anyone new to reading Grinding Down, this blog is a bit all over the map. In the past few posts alone, I’ve talked about an old PlayStation 1 car combat-limned racer, a game all things DLC, my latest progress on replaying Suikoden II, finally getting around to Botanicula, with a few additional posts about tiny, indie, very far off the radar titles that are more about exploration than gameplay mechanics. In many ways, I’m kind of a cat; I move about the gaming industry at my own pace and course, taking great interest in various things along the way while ignoring others. Sometimes it’s a stuffed mouse to chase, and other times it’s a piece of food I carried over by the couch and forgot to previously eat. This analogy got weird.

Which brings us to Meowgical Tower, created by Neon Deity Games for GameBoy Jam 3, a happening that happened back in August 2014. The rules for the jam were simple though I couldn’t even make a sandwich out of these guidelines, but then again I’m no coder:

  1. The aim of GBJam is to create a GameBoy themed game
  2. All assets must be created during the duration of the Jam
  3. Keep in the original GameBoy screen resolution of 160px x 144px
  4. Use only 4 colors in your game

I think Meowgical Tower covers all those requirements. It stars Catte, an intrepid, inquisitive cat. While out adventuring one evening, Catte must take shelter inside a rather ominous tower to avoid getting wet from a sudden rainstorm. Unfortunately, this tower holds secrets, as well as danger, behind every door.

You use the arrow keys to move in four directions, the X key to inspect or advance text, Z to attack or meow if you are weaponless, and Space to paws…er, pause the game. Pretty simple stuff, and you’ll explore rooms that feel ripped right from a Legend of Zelda dungeon of old. What I found neat is that the key or levers you pick up act like weapons, but only until you use them; then it’s back to being a meowy, defenseless kitty cat.

All this exploration eventually leads to a single, three-step final boss fight. With who, you ask? The Labradoom Deceiver, naturally, which is accompanied by an amusing Borderlands style title card. There’s a pattern to learn with this boss, and it took me a few tries before I realized I had to be patient with my attacks, because trying to rush him for damage after gaining a key/lever meant instant death for the bold, brave Catte. After you take down the Labradoom Deceiver, you get a short cutscene that seems to say this was all done for…well, I’ll let you decide on that.

My two biggest gripes for Meowgical Tower are that you can’t attack diagonally, but your enemies can, which means you have to position yourself just right to make contact. Also, to enter a door, you really have to go at it square-on, otherwise you’ll hit its doorframe and get locked in the “push” animation, often taking damage from an enemy following up behind Catte. Knowing those two critiques is important when viewing my final statistics:

Deaths: 9
Game Time: 21:48

Right. This is just one of many, many entries for GameBoy Jam 3. You can play it online so long as you have Unity installed, for zero dollars. I’d like to check out some other creations from the jam, but with around 240 in total out there, it just might not ever happen. After all, I am a cat, and cats do what cats wanna do; you can’t change their minds.

GAMES I REGRET PARTING WITH: Impact Racing

games I regret Impact Racing 1996

For all my gaming history, I’ve never really given a lick about straightforward racing games. You know, the kind where you pick a realistic car, drive around on a realistic track, and make realistic turns, doing all of this for a set number of laps and aiming for first place. I think the closest I came to owning something of this ilk was Midnight Club: Street Racing. Though a fuzzy part of my brain also remembers a Need for Speed title in the stack next to my consoles, but don’t make me figure out which one. Other than that, I pretty much stuck to car combat-style racers, like Vigilante 8, or free-roaming hijinks in Smuggler’s Run. Before those though, there was Impact Racing.

I absolutely know why I bought Impact Racing, way back in the summer of 1996–its cover. I mean, just look at the thing. It has explosions and speed and frickin’ laser beams coming right at you. It certainly stood out against other car-laden covers at the time, and yes, yes, yes, I know. One should never judge anything by its cover alone, but I was a doe-eyed teenager with illusions of grandeur, and so this just screamed stellar at me from the shelf. Alas, I don’t remember it being extremely amazing, suffering from trying to be two very different styles of games compacted into one offering. Still, I should’ve never traded it in.

Developed by Funcom Dublin, who also worked on the colorfully cartoonish Speed Punks, Impact Racing gave players more objectives than simply coming in first place. Each race boiled down to doing the following two tasks: complete laps before the allotted time expires and destroy a specific number of enemy cars. This made each go nerve-wrecking, and if you ended up focusing more on one goal than the other, chances are you’d fail by either a few seconds or exploded vehicles.

Since there are no pit stops or excursions off the course, the best plan of action is to floor the gas, obliterate every and any car drifting into your path, and make it back to the finish line before time runs out. Power-ups can be picked up for bonuses, like extra time, energy, or new weapons, though there’s also a nasty, almost Mario Kart-like pick-up called “flipview,” which, to no one’s surprise, turns your entire screen upside-down, as well as reverses the controls for steering. Avoid at all cost if you’re out to win. Either way, with this power-ups and the two somewhat contradictory goals, driving in Impact Racing is high-tension, all the time.

There are a total of twelve racing variations in Impact Racing via three different main tracks (city, mountain, and frickin’ laser beam-inspired space), and then mixed up through various modes, like mirror, night, or the dreaded night-mirror. At the time of its release, I have to believe this looked amazing. I have to. Unfortunately, now that I spent some time looking up screenshots and gameplay videos for this post, it just looks like a muddy mess, with strange, garbled textures and a less-than-pleasing user interface. Plus, we’ve all seen better sky-boxes. I’m sure as a teenager I looked past that and only saw launching missiles at cars, but it can’t be ignored nowadays. That said, considering you were driving armored cars at upwards of 200 mph, the sense of speed was nicely delivered, and a robotic man-voice gives you updates as you go. If there was a soundtrack, I recall nothing.

Has there ever been a game like Impact Racing in the eighteen years since it came out of the auto shop? Sure, there’s been plenty of racing games and a couple car combat games not called Twisted Metal, but I can’t seem to find many examples where someone tried to fuse both elements together again. Maybe it’s for the best. I guess the best I can do for now is to load up some Crash Team Racing, create a custom battle round, and blow up as many karts with missiles and mines while timing myself on the side. So it goes.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Don’t let Insidia’s dark creatures consume you

insidia gd impressions capture

I really need to start spending more time perusing Adult Swim’s gaming subsite. I mean, previously, they blew me away with Winnose, a surreal puzzle thing blistering with catchy tunes and tricky riddles, and sort of impressed me at the start of Westerado, that Western tale of revenge murder and retro graphics. Plus, if I remember correctly, they are also behind Jazzpunk, a zany adventure game that I do have in my Steam library and hope to play both before the year is over and I have it spoiled for me on the Giant Bomb GOTY podcasts. Either way, they put out strange, unique experiences–“Too Many Cooks”, anyone?–and Insidia, while actually rather plain and straightforward, is still a solid half hour of fun.

What’s Insidia all about? Well, it’s about a traveler, who may or may not be a female automaton, who has to make an emergency landing on a dark, strange planet in order to fix her broken spaceship. Ten repair kits will do the trick. To find them, you’ll need to explore and collect several power-ups, like double jumping and moving faster, which allow you to access new parts of the map. There are also ten hidden areas containing switches to flip, and if you want the best ending, you’ll need to discover them all. Otherwise, the darkness will consume you, which is probably the same fate that fell on those skeleton in cages you are trying not to notice in the background as you move about.

Speaking of moving about, you can use WASD or the arrow keys to move, X to jump, M to bring up your map, and T to safely teleport the traveler back to the spaceship at any time. That last point is great, considering the spaceship is near the middle of the map, making it handy for cutting down on backtracking. I found both moving and jumping with the arrow keeps to be less reliable and switched to a letter key for jumping and had little problems after that. There are save points everywhere, but you don’t actually lose any progress if you die, so they act more like respawn points. You can totally collect a repair kit, jump into some spinning spikes, and restart four screens over with the repair kit still collected. I persevered, and after about twenty minutes or so collected all ten repair kits, as well as flipping the ten hidden switches, which allowed the little orange robot to lift off the planet free from harm.

Insidia obviously looks like a handful of other small, indie platformers of late. Thankfully, I’m a fan of this simplistic, old-school style, but it does try to be its own thing, with a sort of sketchiness to it. Seeing it and the monster designs in motion shows that there is great personality here, and a single haunting song makes up the whole soundtrack, shadowing your jumps with clinks and clanks and techno-esque bloops. It helps build ambiance. If there’s one nitpick–and naturally this is one I’m always going to gripe on when it comes to games–it’s that the text for both the intro/end cutscenes could use some serious editing, as well as the tutorial messages. Saw a number of spelling mistakes, as well as just strange wording, which is a shame as the cutscene art is quite cool.

Anyways, you can play Insidia right over here, so stop reading and make with the clicky clicky.

At least the cynical swipes in DLC Quest are totally free

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DLC Quest is a bit like a song or movie that directly references something from the same time period it was created in, and it could be anything, such as an actress or a movie or a made-up-word-that-is-now-totally-a-word like YOLO; the more time goes on and things change, the stranger it appears. It becomes a firm, unmovable companion to the mentioned item. DLC Quest is obviously about DLC, but it references a very specific time in DLC’s early, burgeoning years, and so it’s strange coming to it after things have, more or less, calmed down. At least it’s a decent little platformer, if a bit simplistic.

The plot in DLC Quest boils down to a single sentence: defeat the villain, save the day. However, that’s not very easy to do at the start of the game, when your hero is stripped of even his most basic abilities, like jumping or moving left/right. To gain more moves, you need to purchase in-game DLC from a shopkeeper dude by collecting gold coins. Heck, there’s not even a soundtrack until you unlock it. This is the main hook, as well as the game’s satirical punchline, which you’ll absorb on loop. Each DLC pack is priced differently and has a short, amusing description, and the DLC, once purchased, immediately affects the game around you. Like the pet pack or sexy outfits pack.

The call to collect all the coins and buy every DLC pack, whether it sounds useful or not, is still strong. I did hit a lull towards the middle stretch, but then bought the Double Jump pack and was able to find my second wind, now having new places to reach and explore. The movement and jumping is not fantastic, but it works well enough; thankfully, the platforming isn’t too challenging. Alas, there’s a lot of backtracking to the shopkeeper, which is not fun nor made funny when non-playable characters comment on it to the hero. If this was a lengthier title, it would be unacceptable, but since this is a pretty short, bite-sized experience, I let the less-than-stellar bouncing and returning to the same dude slide and enjoyed my time exploring around.

While DLC Quest‘s main mission is obviously to lambast the idea of downloadable content, it also pokes fun at Achievements with an in-game system of their own called Awardments. Most of them pop with natural progression, but a few are tied to tasks like discovering a specific hidden hole in the wall or killing every person/sheep you encounter. I went after some of these, but not all.

So, here’s the funny thing: there’s another version of the game called DLC Quest: Live Freemium or Die! I don’t have it, but I could totally upgrade by…purchasing DLC for DLC Quest. With actual money. The very concept they are making light of. It’s not a big deal, really, just something I find amusing. Sounds like it is more of the same, with a new villain to take down and more DLC packs to purchase to help the cause. I think the Day One Patch pack is the funniest from the list I quickly scanned, but I doubt I’ll ever come back to DLC Quest.

It’s not a game I’d recommend everyone dropping their life to play right now, but it’s an enjoyable, wholly unique experience nonetheless. I can only imagine how bizarre it might seem in like ten years. Or 2087, when DLC has taken over Earth and is our new robotic overlords and they grind us up into data code to make new DLC for government policies.