Category Archives: musings

Suikoden’s rock, paper, scissors take on war

Blog Suikoden Army Battle

All right, I know I teased you last time I covered Suikoden about forthcoming elves and kobolds, so let’s get right to it–I met some elves and kobolds.

After a mighty banquet and stealth ninja assassination attempt (how rude!), Pauly McDohl and his friends tried to leave Castle Castle in hopes of pursuing new recruits, but stumbled upon an elf, exhausted and drenched, right on their front doorstep. Evidently he was so desperate to speak with Lady Odessa that he swam all the way over. Hmm, well, Kirkis, we have some bad news for you, as does he for all of us. The pointy-eared fella who could probably pass for a rebellious teenager from Lothlorien based on his ginger hair says that the Great Imperial General Kwanda Rosman is planning to exterminate all the elves.

Well, we simply can’t allow that, and so the gang is off, first through the woods, which are unnavigable without Kirkis’ help, then through an empty kobold village, and off to visit the mighty elves, who live high up in the trees and just think the snootiest of thoughts when it comes to humans. Long story short, things go awry, and the gang is tossed into jail, though Kirkis’ girlfriend helps set everyone free shortly after. We then visit the home of the dwarves, where we learn that Kwanda Rosman was able to build a Burning Mirror after stealing the blueprint from one of their mines. The dwarven leader doesn’t believe this, so he tasks us with stealing something to prove such a feat is possible. I won’t go into more detail there as it is a pretty straightforward dungeon crawl, though I must comment on the “telephone puzzle” to open the boss door, another nugget of strangeness I forgot over time.

Upon returning to the village of the elves, we find it burnt to the ground. We were too late, and now Kwanda Rosman must pay, taking us into Suikoden‘s first large-scale army battle, which, much like the castle and 108 Stars of Destiny, is to become a trademark of the series. In these, it’s all about scope, with your army of tiny pixelated soldiers versus another, and the army count actually does reflect the number of people you’ve recruited, so even if Onil and Krin serve little purpose once in your castle, they at least participate in war. Basically, you select from four options: charge, bow, magic, and others. Your opponent is also making a choice, and the outcome is determined in a rocks, paper, scissors fashion that I’m sure Fire Emblem: Awakening could appreciate. Let me break it down:

  • Charge beats bow
  • Magic beats charge
  • Bow beats magic

If both players pick the same attack, the damage is reduced for both, but still accounted for. The “others” option allows thieves to sneak in to the opposing army’s camp and steal gold or get a hint as to what attack they’ll do next. It’s really just a guessing game, and I got creamed on my first two attempts, even ending up losing Eileen. See, for many of the non-vital story-related characters in your army, death can come quite easy during these army battles, and this is permadeath, so you best be careful with who you send out. Since I’m ultimately going for 108 total Stars of Destiny, this was an instant “reload my save” scenario, something I’m usually against. Finally, with a little luck and a good streak of my army casting magic against Kwanda’s charge attack, the fight was over. Now it was time to storm the stronghold.

Once you get through all the random encounters, open all the hidden treasure chests, and take care of that dragon miniboss, which was a bit hard since I still don’t have much in the “heal the entire party” option, you fight Kwanda, one on one. Mano-a-mano. And just like the army battle, it’s a game of choices. Here, let me break it down one more time:

  • Attack (damages opponent, even a little damage through defend)
  • Defend (blocks opponent, counters if against desperate attack)
  • Desperate attack (deals big damage, but can be countered)

Once again, it’s the whole rock, paper, scissors thing, but at least this time, so long as you read the dialogue carefully, your opponent’s attacks are televised. Like, when Kwanda is ready to do a desperate attack, he says something aggressive so you know to hit defend. I beat him on the first try, so it’s a much easier way to fight, going for something more cinematic than strategic. Anyways, because Pauly McDohl has an obsession with recruiting characters, he let Kwanda live and join the Liberation Army since he was clearly acting under a magic rune spell.

I’m hoping to progress further in the game and not need to stop and comment about every single section I encounter. However, when I last played this game, I wasn’t even a writer, just some mopey teenage kid who thought ska was the gratest music ever, that khakis were more comfortable than jeans, and that George Constanza had a way of looking at the world that I totally grokked. Yeaaah. I think, at this point, I’ve seen all the big component parts of Suikoden–if I remember right, that is–so all that should be left is story stuff and more turn-based fights, army battles, and one-on-one combat scenarios. Plus more recruiting. Gotta grow that castle, after all. As soon as the Kwanda stuff was done, I went right back out to grab a few more friends for the fight before seeing what Viktor and the recently returned Flik were talking about. I guess I’ll be back if something strange or interesting pops up and I’m compelled to write about it. Until then.

Throne Together, a block-based puzzle game about building castles

Throne_Together_WP_06

Recently, I got my fill of Angry Birds Rio, so much that I even unlocked all twenty Achievements in it, and so I happily removed it from my Windows 8 phone feeling pretty satisfied with the experience. Which is not at all how I felt about Temple Run 2, since it glitched out and wouldn’t let me unlock the last Achievement despite meeting its requirement on many runs, as well as Microsoft Mahjong, also glitched to the point where I’ll no longer be able to earn 20 medals despite totally being able to. It seems like many games for Microsoft’s Windows 8 phones are less than stellar in the quality assurance section, but since the majority of them are all free, it is hard to grumble too loudly. Anyways, I downloaded two more recently, Throne Together and Hungry Shark Evolution, and I’m here to talk about the former first. Sorry, shark fans.

Well, once again, I couldn’t come up with a clever blog title for Throne Together, and so I went the straightforward route of simply describing exactly what it is: a block-based puzzle game about building castles. So far, after doing five to six puzzles, that premise has remained true and untouched, and so the diversity revolves around what kind of castles you need to build, the pieces you use to build them, how fast you move, and other level-specific challenges. Seems like there is a “lives” system similar to Hexic, wherein you get five chances to not fail and can keep playing until you run out of lives, with them regenerating over real-life time. Oh boy. Definitely not my favorite aspect of free-to-play medium, as I just want to play when I want and for how long I want, but I wonder then if people would just burn through everything super fast and move on to the next shiny item before even contemplating the thought of spending real money to buy a boost or extra slew of blocks. Me, no, I’ll never do that.

I’m no professional castle builder–though I always did make LEGO houses full of booby traps as a kid–but neither is Microsoft. Here’s how it works. Basically, you are shown a crown floating in the air (or sometimes multiple crowns), and you have to construct a castle that will touch these, all either under a time limit or specific number of block pieces used. You also have to factor in that the castle has to be stable, that constructing a long, narrow structure might sway and fall or too much heavy weight on top could crack the foundation and bring everything tumbling down. You can counter this by place additional pieces next to the parts cracking, but only for so long. So far, it’s all been fairly easy to figure out, but I can see future levels as getting very tricky, especially depending on where the crowns are positioned. Additional challenges, like building over a river, are also tossed at you.

I’ve only quickly touch upon the Achievements for Throne Together, which certainly look grinding and some require you to pester your friends, which I won’t do, but what really gets me down is that all the icons are the same: a red throne on a blue background. C’mon, we’re no longer living in the medieval times of Achievements (2007-2008). We can get more creative than this.

Right. I’ve run into a problem that I’m surprised has not popped up on other Windows 8 phone games yet. When moving pieces around with my pointer finger, it is difficult to see the screen and pinpoint where exactly to place them. Maybe I have fat fingers or maybe I don’t. I’ve had to rely on the Tetris way, lining up where I want the piece to fall and then watching it trickle down slowly on its own. During untimed missions, this is fine, but when I need to complete a castle in under X number of seconds, this will not work. The problem is that the castle block pieces are smaller than the end of my fingertip to begin with, so when I touch the screen, I can’t even see what I’m manipulating. You’ll probably hear me complain about this again later in Hungry Shark Evolution.

Anyways, not sure how many levels in total there are here, but I stopped at 16, which is one or two after you learn about blueprints and how building them while trying to build a castle can add extra bonus points to your ultimate score and help you on your path to a three stars rating. There’s no story to follow here, just instructions from a nameless castle inspector, and that’s fine because, while it worked in a cutesy way for Hexic, I just can’t see it adding anything here. The meat of the game are the levels themselves and figuring out the best way to build a castle. I’ll keep at it for a bit, but if the later levels prove too challenging I don’t think I’ll feel too bad abandoning this one. It definitely doesn’t have its hooks in me despite my love for castle structures. While this is absolutely a game of thrones, it is also no Game of Thrones.

The great wheel of discovery turns again in Suikoden

suikoden lepant mansion wheel

Let’s see, let’s see. Where did I last leave off with my Suikoden progress?

Oh, right. Pauly McDohl and the gang had had their fill of playing Chinchirorin and were preparing to storm a gloomy castle in the middle of an ocean, one evidently guarded by fog, snails with long necks, and a mighty fire-spewing dragon. Don’t worry. We won, though Pauly and Gremio both fell unconscious during the fight and missed out on a largely sweet EXP boost, now a bit behind everyone else in terms of leveling. And so, with all the monsters cleared out of the castle, every treasure chest opened, and it given a proper name, the real meat of Suikoden can start. I’m talking about recruiting members into the Liberation Army and watching your castle expand as people move on in and call it home.

Before continuing on with the next story section, I immediately headed back out to all the towns I could visit to see who I could instantly recruit to the Liberation Army. Some Stars of Destiny are more eager or easily swayed than others; take for instance Onil, a gossip-monger living in Seika. She’s already heard about Pauly looking for recruits and is ready to go, and I think that’s the extent of Onil’s usefulness, but at least she can be ticked off of Luc’s recruit-tracking stone slabs. Other people you can recruit are more useful gameplay-wise, such as Marie–you remember her, the stuck-between-a-rock-and-a-hard-place innkeeper from way back in Gregminster, yes?–who now operates a free inn inside your castle, as well as Sergei who puts in an elevator, which will grow in importance as your castle itself grows in importance. And then there are the fighters you recruit who you can actually add to your party’s formation and see what kind of neat runes they have or special unite attacks, such as Varkas and Sydonia.

After getting all that I could–sorry Lorelai, you’ll have to wait until I’m a higher level–I jumped back on the plot wagon and went to Kouan to speak with Lepant, a wealthy merchant, at Mathiu’s request. This took the gang inside a mansion brimming with robotic enemies, evidently created by Juppo the trickster. Fine, fine. I can fight mimic treasure chests all day long. However, I was once again completely surprised to enter a room featuring Juppo’s masterpiece: a giant roulette wheel of chance, backed by that jaunty, somewhat jarring banjo-lead tune previously heard during, I think, the cups game in Rockland. See above. Anyways, you step on the wheel, it spins you round and round, and you get what you land on. Strangely, there are slices for +10 EXP and -10 EXP, which is an amount so minor that you’d have to land on them five thousand times to really feel any kind of impact. It took me maybe seven or eights go-arounds to land safely on the other side. Again, a strange part of Suikoden that I completely forgot about, but one I have to imagine the developers were excited to see implemented at the time, in a JRPG of all things.

In the room after that, you meet Rock, a man eager to open up a warehouse in your castle. I recruited him as fast as I could hit the button because I’m beginning to struggle with Suikoden‘s old-school take on inventory slots. It’s quite limited, and with Rock’s warehouse, I can now at least store rune pieces, armor, and ? ornaments to my heart’s content until I’ve decided what to do with them. See, each party member can hold nine items, but this includes armor they are wearing, which can take up a maximum of five slots if you have something on from head to toes. I generally try to keep a Medicine 6 on everybody too, which leaves little room for much else, and when you are trying to share equipment with someone but they are full on inventory it can be quite maddening to shuffle things to and fro. It’s definitely an aspect I wish was stronger, but I don’t know if a shared inventory would work either, as sometimes deciding who to carry that Needle or Mega Medicine 3 is a strategic decision for sure.

Right, so, there are some big story moments in Lepant’s mansion. First, you learn that your old Gregminster boss Kraze is in control of Kouan and ends up kidnapping Eileen, Lepant’s wife. Secondly, there is the great return of Pahn, and Pauly McDohl’s previous bodyguard redeems himself, physically placing his body between Kraze and Eileen. Then there is a choice: kill or let Kraze go. All I could do is think of Ted, and so Pauly’s hands ran red that day. Digitally red. Well, no–not really. All that happens is the screen fades to black and you hear a “hitting” sound effect; when the scene comes back up, Kraze is gone, so we’ll never really know what happened there, just like we’ll never know what went down in the Tower of Joy unless Howland Reed decides to stand up and speak. Yup, I’m comparing Suikoden with A Song of Ice and Fire. Pony up.

I never intended for me to be covering my replay of Suikoden in a “let’s play” fashion, but I just keep finding interesting moments to talk about. Again, I haven’t touched this game in over a decade, so there’s a lot I’ve forgotten, as well as many memories tinted by nostalgia. Some of the mechanics are still extremely enjoyable–recruiting dudes–while others I’m finding frustrating–equipping dudes–but I’m glad to be back in this colorful 16-bit world, even if it feels a little less epic and more to the point than I previously remembered. Up next, I guess…elves and kobolds.

Hatty Hattington is working for the cats in BattleBlock Theater

BattleBlock-Theater-1 early impressions

The title of this blog post might not make any sense to those unfamiliar with BattleBlock Theater‘s plot. That said, it might not make sense regardless. Either way, it sounded catchy in my mind, and so I wrote it, because “working for the cats” is the sort of life no one should live. As a daily scooper of cat poop, trust me–I know. Rarely do I struggle with finding an image and silly phrase to write on top of it in my now classic Showcard Gothic font, but blog post titles are tricky things; you want something that will, at the same time, grab a reader’s attention and inform them about what they will be reading about. Some of my post titles are more successful than others. Just a little insider baseball here at Grinding Down, Inc.

Right. On with the show, pun completely intended. BattleBlock Theater was one of July’s free Games with Gold thingies, and, just as with Charlie Murder, I ended up downloading right at the end of the month, almost missing it entirely. I have to not slack on these because free is free, and we’re getting Motocross Madness (nay!) and Dishonored (yay!) for August 2014. I just might have to remove both Halo 3 and Crackdown from my hard-drive to make space, but that’s okay–I don’t think I’m going back to either ever again, despite there still being some 100+ Agility Orbs left to collect; I’ll live, and so will you.

I knew next to nothing about BattleBlock Theater or its developer before diving right into it. I guess they previously made Castle Crashers, which seems like a fantastic group game if you have people to play with, which I unfortunately do not. Cue sad violin music. A quick glance makes it seem like a cartoony, side-scrolling action platformer, and I think I was pretty close with my first assumption. I wasn’t expecting it to be so quirky, but quirky is fine in my books, and so listening to the narrator–voiced by Will Stamper–dramatically tell the doomed voyage of the S.S. Friendship and how all of its people, even the great Hatty Hattington, got captured by an island of cats and forced to entertainment everyone via deadly obstacle courses…well, it delightfully took me by surprise. Seriously, his voice is a rollercoaster, and it takes you places, most often from one level to another, but in a way that’s more fun than a silent loading screen or text pop-up.

For the story mode, you play through a bunch of short, platform- and puzzle-themed levels, trying to complete them as fast as possible while collecting gems and balls of yarns, both of which are used to unlock new avatars and powers, respectively. At the end, you get a letter grade, with the best being A++ and giving you two extra green gems. To get that, you need to move fast and collect everything in one go. Your little dude–which is always green for me and generally rocking a funny face–can jump, double jump, punch, and use a special attack like throwing fireballs or tossing boomerangs to knock away persistent enemies standing in your way of progress. Other parts of the level require timing, hitting switches, finding secret teleporting portals, clinging to walls/ceilings, and so on.

Naturally, getting the gems and balls of yarn is fairly easy in the early levels, but I’m now up to world five and struggling to even finish the levels with a letter grade above a B. That’s not to say that the levels are punishingly hard, just more devious about the puzzles and ways to reach everything, and since time is of the essence, you have to pick: pound your head against the wall in hopes of figuring it out or move on and finish the level faster. That said, every part of the level has a purpose, so there’s never any frustration felt over getting stuck in this corner or that; each piece in a level has a purpose, but you have to figure that out yourself. BattleBlock Theater is the type of game that gets under your skin, driving you forward to see what the next world’s levels look like and what new twists they throw at you. It also helps that, in reality, each level can be completed in under a few minutes, so the dopamine pace is rapid-fire.

As I already mentioned, the narration throughout is fantastic. In fact, audio is possibly BattleBlock Theater‘s lead actor in the limelight, deservedly so. The song that plays during the main menu begins with just some electronic noises before kicking it to the next level with a catchy-as-all-gets drum beat and horn combo. The majority of the soundtrack is upbeat, bouncy, which works great for leaping from platform to platform and punching enemy cats in the face. Oh, and the sound effects are snappy, but addictive, like the notes that play when you snag enough gems to open the exit to the level. I’m excited to hear more of it.

There’s some online play and co-op stuff in BattleBlock Theater, which I’ve not tried yet and most likely won’t ever get to. I mean, I could take a deep breath and randomly join another online player’s game, but I won’t. For starters, I’m not sure what the benefit of playing these levels with a second player is, though I guess we could potentially grab all the gems faster. Eh, I’d rather just go at it by myself, that way when I repeatedly fall into spikes or water seven times in a row I don’t have to explain it to anyone. If co-op adventure story levels aren’t your thing, then arena challenges exist, which are basically twists on classic multiplayer games like King of the Hill. Lastly, there’s a level editor, which I’ve also not explored…yet.

As a freebie for Gold members, BattleBlock Theater is a hit. It is colorful, accessible yet still challenging, brimming with content to eat up, and flavorful in the same vein that Thomas Was Alone is. Those that consider graphics everything are not going to be blown away, but this experience is more about learning a level and running through it as perfectly as possible, and it really helps that the game plays well, save for the unsatisfying melee combat. I’m glad I’m playing it now and am looking forward to finishing up the Story mode; I think there’s six worlds in total to go through. Again, I most likely won’t try to play any co-op Story levels, but maybe I’ll jump into an Arena match or two and see what that’s all about. Until then, my feline overlords.

Remember Me teaches us to never forget the painful memories

remember me game final thoughts

If I had actually played Remember Me in 2013 and not dragged my feet to getting around to it, this heartbreaking tale of mind and memory most likely would’ve made my list of my five favorite games for the year, knocking out Doritos Crash Course 2. Yes, in spite of its shortcomings, of which there are several, it’s still that good, and I urge anyone reading this that has even the slightest interest in checking out Dontnod Entertainment’s debut to bite the bullet and do it. There most likely won’t be a sequel, and there might come a time when you won’t, ironically, even remember this came out.

I covered a lot of Remember Me in my last post, which saw me just entering the game’s fourth chapter. Also known as the halfway point for this roughly seven-hour journey. The second half of the game is still formulaic, more of the same platforming, punching, and pondering, but with tougher group and boss fights, as well as hard-cutting plot twists, one of which actually honestly caught me by surprise. No, really. I leaned forward and muttered, “No way.” You got me, game. Some later beats I saw coming, but not in execution, so that continued to keep me on my toes, because in a world where anything and everything is malleable, even hopes and dreams and memories, nothing can be expected.

Remember Me‘s premise is so dang good, and I’m not just saying that because I love movies like Inception and Eternal Sunshine of the Spotless Mind, short fiction by Philip K. Dick, and, of course, George Orwell’s 1984, where playing with one’s mind is the key to making things work. At least for a time. It’s perhaps not as byzantine as those previous mentions, but it still packs a punch, holds power, and proves poignant, especially when talking about how personal pain can result in far-reaching consequences for the ones we love, even entire cultures. It’s certainly a cinematic adventure, but it’s handled quite seriously and personally, unfolding at a great clip with enough interaction peppered throughout to not slip into Metal Gear Solid 2 territory, where you only watch things happen as a passive player.

Something I neglected to comment on in my previous Remember Me post is that it features a fantastically strange soundtrack by Oliver Deriviere. Every time I’d scroll past Remember Me on my list of PlayStation Plus games, I’d get a one-second tease at the futuristic tunes that back up all those glowing signs, futuristic buildings, drones, and chaotic fights. It’s an orchestral and electronica mix, spiced with a number of glitches and synthesizer bleeps, which creates rather appropriate cyberpunk music. You might not ever notice when a song starts, but once it begins to amp up, it’s all you’ll hear, and it is used to great effect, especially during boss fights and the last chunk of the game.

Sadly, I will say that I felt no desire to search for the collectibles in Remember Me, unlike the feelings I got for Agility Orbs in Crackdown and shards in inFAMOUS 2. I finished the game with over half of the Scaramechs found, which are the parasites feeding on ambient memories in each level, generally located by the static-like sounds they emit; when you shoot them down, you get a slight PMP bonus. The most straightforward collectibles are the Mnesis memories, which are found in the environment. SAT and Focus pick-ups expand your health and energy after you collect enough of them. I don’t remember how much health Nilin had by the end, but she definitely only had two pips of Focus, so I missed a bunch, but again didn’t really feel driven to snuff every single one out. Plus, with the health-restoring combo attacks, you can get by on very little.

Again, Remember Me is a game you should play. It’s a smart, confident sci-fi adventure that’ll most likely take you ten to eleven hours on the middle difficulty level, with enough combat customization to keep things interesting and challenging, though there really isn’t any point to replaying it a second time, unless you missed some Trophies and collectibles. All the events will play out the same regardless, but man, what a series of events, lead by Nilin, a strong female protagonist capable of doing her own dirty work, and only sexualized in a few shots where the camera angle lingers a bit too long on her lower backside. She stands tall next to heroines like Jade from Beyond Good & Evil and Konoko from Oni. She, and her tragic tale of learning who she is and how she ultimately became Nilin, the Memory Hunter, is unarguably worth remembering.

Chinchirorin tests Pauly McDohl’s patience in Suikoden

suikoden 1 tai ho chinchirorin dice game

So, Suikoden surprised me again. I completely remembered the cups game with the old lady in Rockland, though I don’t exactly remember how the exploit works to earn a bajillion bucks–er, sorry, I mean bits. Think it has to do with only playing one round over and over, and it’s always under the same cup the first time. However, I was not at all mentally prepared for the trial of patience when Pauly McDohl and friends arrived in Kaku, a small fishing village on the coast of Lake Toran, and a second mini-game came into the fold, one that got in the way of the actual plot advancing. It’s based entirely around luck, and luck, it seemed, was not on my side, but I guess it hasn’t been for some time since a certain someone began wielding a certain “soul-eating” True Rune.

Right. Well, since the last update, Pauly McDohl and friends are now considered rebels and on the run. They eventually meet up with Lady Odessa, the leader of the Liberation Army, which thrives underground and exists to fight back against the Empire. After helping to deliver some secret weapon plans to friends, they return to find Empire soldiers attacked the Liberation Army headquarters–which is simply a basement beneath an inn–and Lady Odessa critically wounds herself protecting a small child. As she dies, she gives two final requests: deliver an earring and to not let her death be known, otherwise support for the Liberation Army will fall. When you deliver this earring to a man called Mathiu Silverberg–her brother!–he sees great potential in Pauly and declares that the Liberation Army needs a new headquarters, one that could withstand an attack from the Empire. Mathiu suggests the castle in the middle of Lake Toran, and so the gang is off to Kaku, to find somebody willing to row them over to it. That’s when we meet Tai Ho, his bowl, and his magical dice-throwing skills.

Tai Ho is willing to give the gang a boat ride over to the castle, but only if Pauly can beat him at his own game. However, you have to put up all your money against him so make sure you spend a bit before doing so. The gambling game played with three six-sided dice is known as Chinchirorin, or more commonly called Cee-lo in the United States. Rolling a 4-5-6 is always treated as a winning combination for the first player who rolls it, and a 1-2-3 automatically loses. If you roll two dice of the same number, the third dice scores, so a 4-4-6 would mean a score of 6. If you miss the bowl or the dice fall out, it’s also an automatic loss. There is also something called Storm, which is when you get three of the same number, but a 1-1-1 means you lose and pay double while a 6-6-6 means you win and get paid double.

All of that means nothing when you realize the game is based entirely around luck, and it took me at least seven or eight attempts to beat Tai Ho. However, you can’t play against him unless you have at least 1,000 bits, so the rinse, shampoo, wash cycle went as follows: lose all money to Tai Ho, venture out to grind for money, use some of that money to heal up via a night at the inn, go back out to recuperate losses, and then return to the dice master to try again. Took me about an extra 20 to 30 minutes. I guess some people save right before this part and reload to try again, but that’s never been my style, as you’ll recall from my time with Fire Emblem: Awakening. If you’re curious, my game-winning throw was a 3-3-5 to Tai Ho’s 2-2-4. Suck it.

I suspect I’ll have to play Chinchirorin a few more times to actually recruit Tai Ho and his brother down the line, but for now we’re moving on. There’s a gloomy castle filled with monsters in the middle of a lake to investigate!

Suikoden’s opening hour is more goofy than I remembered

suikoden 1-Image00254

I’m going to be replaying both Suikoden and Suikoden IIfor reasons. You don’t need to know the reasons right now, and truth be told, I’d happily replay both of these games just because I can since I still own them as physical copies, but also to keep me in check, because I do like to tout them as some of my favorite games, if not my absolute favorite RPGs. That said, I’ve not touched them since my high school days, and I’m beginning to worry that maybe I’m relying a bit too much on nostalgia.

And with that, after completing another comic about Dan Ryckert’s food stories over at Giant Bomb, I popped in the disc for Suikoden, turned on my, as of late, dormant PlayStation 2, and sifted through my memory cards to find one with space for a save slot. I also discovered at this point that I’m missing Suikoden‘s instruction manual, ugh. Not sure where–and when–that thing vanished. Anyways, after checking all my PS1 memory cards to make sure I didn’t already have a game in progress, I selected “New Game”, rightfully named Tir McDohl to Pauly, and began old-school JRPGing.

Real quick: I’m going to be talking pretty specifically about mostly everything that unfolds in Suikoden‘s first hour, which is actually a lot of different events, so if you’ve not yet gotten to experience it and don’t want to be spoiled, I suggest y’all close this browser right now and move on to something else. All right, let’s go. Let’s show my nostalgia just where it is all truly at.

So, the main thing that surprised me about playing Suikoden again for the first time in over ten years is that…it’s actually quite goofy. Like, if the technology to include a studio audience laugh-track existed at the time for the PlayStation 1, Konami totally would’ve done it. Sure, sure, most people think about the heavy politics and twisted betrayals for both this game and later ones in the series, and they are right to do so. Besides the recruiting of 108 Stars of Destiny and upgrading your castle, the extremely adult tone and direction of the plot is where Suikoden stands miles above its competitors. However, almost right from the get-go, things are goofy and light-hearted and a bit juvenile, and maybe that is really only for now, before the shitstorm truly hits Teo McDohl’s son and friends.

Anyways, check this out. After returning home from meeting the Emperor and getting assigned to work with Commander Kraze Miles (just look at that name), Gremio announces that he’ll be serving dinner soon. You now get the freedom to explore the house and talk to everyone. If you go into the kitchen and try to talk to Gremio, you are given the selectable option to either A) scare him or B) tickle him, both of which result in a lot of stuttering. You can also scare Pahn, who is busy napping. Again, you can probably chalk this up to kids being kids, but I honestly didn’t remember any of this.

Your first mission sends you off to Lady Leknaat’s castle, to acquire some astral projections or something. To get there, you must meet with a spunky young Dragon Knight called Futch and get flown over on his dragon Black, which, I kid you not, sounds like an elephant. Oh, and speaking of sound, when you are in the menus and click on something you can’t interact with, it sounds a bit like a duck. Yeah, maybe Konami was limited for audio samples, but it’s pretty bizarre nonetheless.

On your way up to the castle, you’ll get a small taste of the combat system. It’s pretty standard turn-based action, with some characters able to unite for a joint attack or use magic spells/attacks via attached runes. The combat goes pretty fast, actually, and I like when multiple things happen at once. Strangely, there’s no fanfare when you level; you simply watch numbers increase. We’ve been spoiled over the years with games–both RPGs and not–making you glow, playing a tune, doing something special when you increase in level. I’ve also gone from level 1 to 7, gaining experience fast and not even coming close to falling in battle, save for the boss fight with the Ant Queen, where it’s mandatory, but I’m getting ahead of myself.

After speaking with Lady Leknaat, the next mission has you going to Rockland and then up a mountain path to beat up some bandits that are causing trouble for Rockland, a small town of impoverished and suffering smallfolk unable to pay the Emperor’s taxes. I spoke with one of the kids there and he flat out said that the guards hit him. Heavy stuff, not a lick of goofiness, so long as you ignore the cup minigame. Anyways, during an unbeatable battle with the Ant Queen, Pauly McDohl’s good friend Ted reveals he has some crazy dark magic up his sleeve to save the day. When you get back to Rockland, the mayor pays you, but then your helpless escort Kanaan takes the money, seeing as it belongs to Kraze; that small wah-wah-waaah jingle plays. Um. At least it wasn’t a dragonphant trumpeting.

Upon returning to Gregminster, Ted is requested to go to the castle while everyone else returns home to rest. A little later, just as it begins to storm, Ted shows up at the front door, beaten and nearly unconscious. Cleo suspects it might be “thugs,” a term I did not remember her saying or ever expected to come out of her mouth, but there it is. Turns out, the Emperor wants Ted’s magic rune and he risked everything to get away, so that he could pass the rune–one of the 27 True Runes, mind you–over to his good friend Pauly. We’re now hiding out in the local inn, looking for some way to sneak out of Gregminster without alerting the guards.

And that’s more or less the first hour of the game. I think my save slot says an hour and fourteen minutes. Some talk, some battle, some plot development, and a bunch of hard turns when it comes to tone and material. Either way, I’m excited to keep playing Suikoden, to remember what I remember, and to learn about the moments I clearly missed my first few times through it.

Not calling party fowl on Angry Birds Rio

angry birds rio IMG_0062

Look, I’m not here to tell anyone that Angry Birds Rio is a great game, but sometimes it’s the greatest game for killing time or farting away on while you watch Giant Bomb be goofballs during your lunch-break. Truly, that’s the only time I’ve played it, generally in spurts of 15 to 20 minutes, which is just long enough for me not to get tired–or frustrated–at the mechanic of tossing birds and stuff and watching everything, hopefully, fall apart. If you’ll recall, I ended up playing a small slice of Angry Birds in 2012 via Google+, but this hot bird-tossing action is now on my Windows 8 phone.

Obviously, Angry Birds Rio is Angry Birds, but this time based around the 2011 Blue Sky Studios computer-animated film. The movie, for those that have not yet seen it like myself, goes like so: a domesticated macaw from small-town Minnesota called Blu meets the fiercely independent Jewel and takes off on an adventure to Rio de Janeiro with the bird of his dreams. Or maybe it’s based on Rio 2, and I’m not going to even bother looking up the plotline for that one. Let’s just assume it is more bombastic bird business.

Well, there’s the movie plotline. Here’s the game’s: Kidnapped, caged, and whisked away by animal smugglers, the Angry Birds escape the clutches of their bungling captors, only to discover a deeper purpose. Rare and endangered birds are being held captive in Rio de Janeiro, and it’s up to the Angry Birds to rescue their feathery friends by busting open their cages and setting them free. Hmm. Pretty much the same thing. Also, I love in a stupid way how they are simply and collectively known as the Angry Birds, as opposed to the Heroic Birds or Friendly Birds. Well, I guess in that first game they were murdering a bunch of pigs…

Anyways, you throw birds at stuff via a slingshot, and sometimes you tap on the screen to create a second effect, depending on the bird type tossed. That formula has remained the same it seems since the very beginning, so what does Angry Birds Rio bring to the table? Um, these things, which I copy/pasted this from the store description, hence the excited writing and hype:

  • 6 fantastic episodes with 180 exciting levels, plus 12 bonus levels
  • Completely new achievements
  • Special hidden fruit trophies to discover
  • Spectacular boss fights–the ultimate test of your Angry Birds skills
  • Expect plenty more to come: Episodic updates continue throughout 2011

Well, I guess I’m like three years behind on this game, and it probably already has all the episodic updates in it already given just how many levels there are, as well as bonus stuff right from the get-go. Oh, and I just noticed that there’s button on the main home screen that does take you to a separate section of levels specifically for Rio 2. Ahh. So all bird bases got covered.

Right. So, those boss battles. From what I’ve encountered, which I think is just two boss fights so far, it’s all about luck. Whereas you might need a balance of luck and skill in several levels to get by, I was only able to defeat the bosses by blindly tossing birds and hoping for the best. It took many tries. There’s actually a solid learning curve for each world, which means getting three stars is quite challenging, often asking you to free all the birds–or kill all them monkeys–in one or two turns instead of five or six. I’ve hit a roadblock several times, forcing me to constantly try new ways of throwing birds; each level is beatable, for sure, you just need to experiment.

I have two worlds of levels left to beat in the Rio section: Smugglers’ Plane and Market Mayhem. And then maybe those Rio 2 levels, plus a bunch of bonus stuff to try. Spoiler: it probably all involves throwing birds at things. I suspect this will be another week or two of time-killing, and that’s fine. If I really need to keep scratching this itch, I’ll just remind myself that I also have the original Angry Birds on my phone too–it was given out for free one day as a special thing–so I can keep tossing birds and watching others play more fun games than me. Again, Angry Birds Rio is not the greatest game out there, but it’s also not the worst and serves a purpose in my life, at least for now.

Remember Me, this futuristic Neo-Paris, and building your own combos

remember me original

First and foremost, this is Remember Me, the 2013 debut from Dontnod Entertainment, not the 2010 American romantic coming of age drama film starring Robert Pattinson and a forced, offensive 9/11 plot twist. Which I’ve not actually seen, but sometimes you really can’t avoid spoilers for anything in this day and age. Anyways, the game is its own thing, been sitting on my PlayStation 3 for many months now, and so far pretty fun, though I’m only up to Chapter Four at this point.

In Remember Me, you play as Nilin, an Errorist imprisoned in the Bastille Fortress and on the path to having her memory completely wiped by Memorize, a corporation that invented a new brain implant called the Sensation Engine (Sensen), which enables roughly 99% of the population to share their memories on the net, as well as remove unhappy ones. A mysterious man called Edge helps her escape the prison and reach the slums of Neo-Paris, where Nilin meets up with fellow Errorist Tommy. Between them and the turned bounty hunter Olga Sedova, Nilin has plenty of friends to help fill in her memory gaps and get her back on the path to revealing Memorize for all its evil and taking them down.

Gameplay is a combination of handholdy new Tomb Raider, that fluid, bouncy combat from Batman: Arkham Asylum, and…well, there’s no third thing to really compare its futuristic, atmospheric setting and tone. Not like Blade Runner, not like Deus Ex: Human Revolution. Remember Me does that really well on its own, offering hints of triumph and despair at the same time without forcing either down your throat. Either way, those first two attributes are far from perfect, but work okay enough to keep me going from one locale to another and see what bonkers big baddie Nilin runs into next or what trick of technology is on offer in this alley or that marketplace.

First, there’s exploration. Though saying that is not very accurate. Remember Me is extremely linear, with a main path to follow, but there are, on occasion, a side path to venture down, often to find collectibles or power-ups. Some areas come coupled with a digital screenshot of that area from a different perspective, highlighting where a hidden stash is, and it’s up to you to figure out where it is and how to get it–I don’t think I’ve missed any of these yet, they are effortless at best. When it comes time to climbing up stacks of crates and leaping from pipe to pipe just like Lara Croft…well, every single action is forecast for you with an orange arrow showing where to go next. You literally cannot get lost in these parts, and instead of using the environment to indicate these things or letting the player experiment, the game simply shows you where to shimmy, where to jump, when to climb. It’s mindless and disappointing, especially when you consider some of the neat-looking, neon-tinted locales ripe for exploring.

And then there’s combat, the solution to enemies. Players can create and customize Nilin’s combos in the Combo Lab, which uses four families of fighting moves called Pressens that can be reorganized by creating chains, earned through gaining PMP (Procedural Mastering Power). The four Pressen families are as so: “Regen” (healing), “Power” (damage), “Chain” (duplication and doubling of previous moves), and “Cooldown” (regeneration of S-Pressen energy). Evidently, Transistor took a note from Remember Me as there are 50,000 possible Pressen combinations. Anyways, this probably sounds a lot more complicated than it actually is, because, unfortunately, Nilin is rarely fighting one on one, and these combos require specific timing to nail, which is always ruined when two to three other enemy goons are trying to kick her from behind. You spend more time Batman-flipping and flopping from one guy to another than punching. So boo to that. I mostly get by with this astoundingly deep combo attack: Square, Square, and then Square again. You also get some special attacks like being able to repeatedly attack or perform a stunning shockwave, as well as able to shoot projectiles via the Spammer and Junk Bolt add-ons. I love the idea of building your own combos, but so far, the majority of the fighting scenarios aren’t set up for them.

Oh, and there’s memory remixing, though I’ve only gotten to do this once so far. Basically, you enter the memory of someone and start tweaking minor things to change it for the bigger picture. It’s a puzzle, and you can rewind and fast-forward to see how things unfold. A bit like Inception, which is just fine by me; hopefully I’ll get to do it a few more times before the credits roll.

So yeah, I’m not thrilled with the exploring or combat, and yet I’m going to keep playing. There’s just something about Remember Me, some remarkably neat ideas buried under blander by-the-book concepts to keep the game accessible to a wider audience. Plus, you get to play as a strong, non-sexualized female lead, very much capable of taking matters into her own hand, and that’s not something you come across too often in videogames. It should be appreciated, experienced. I’ll be back with more once I’m done with the game; based on the Trophies list, I think I’m about halfway through it. Get ready, Neo-Paris. I’m returning for more.

Every mission repeatedly in Metal Gear Solid: VR Missions

spot_g7-metalgearsolidvrmissions-1

It all began in Metal Gear Solid, right there on the main menu. Basically, you could take on 10 different tutorial missions all set in a Tron-inspired virtual reality that would teach Solid Snake–or rather you, the player–the ins and outs of being a sneaky, alarm-bypassing soldier. The idea behind this is that players were offered a chance to learn how to be Solid Snake outside of the game while not interrupting the main flow of the narrative-driven gameplay. Ironically, Codec calls from Mei Ling and friends during Metal Gear Solid‘s early hours would still happen, with them casually breaking the fourth wall to tell you how to save or crawl under a table and so on.

I found the 10 VR missions in Metal Gear Solid to be beyond easy. Even bland. I breezed through all of them without fault and then immediately found myself sad, wanting more challenge. Well, Paul, I say to myself, nodding and grinning and lightly stroking my somewhat out-of-control mountain beard, then I have good news…

Welcome to Metal Gear Solid: VR Missions, an entire game devoted to all things tutorial missions, as well as some of that crazy mindfuckery that we’d eventually really get to know Kojima for with the series follow-up of Metal Gear Solid 2: Sons of Liberty. VR Missions is exactly what it says on the tin, adding 300 additional training missions for the stealthy gamers salivating for more. Oh, and if one finishes all 300 missions, “mystery missions” are unlocked, and there’s also three bonus missions where you get to play as the ninja Gray Fox. And some kind of photo-taking event that reportedly takes up your entire memory card. I’ll spoil y’all reading this now that I won’t ever see that stuff, as I don’t expect to cross even the 80% completion rate; as of this writing, I’m around 73% and really feel like I’m done with VR Missions, ready to move on in my Metal Gear sojourn to Sons of Liberty (the PS3 version with Trophies!).

VR Missions is divided up into four sets of missions, but only two of them are accessible from the very start: Sneaking and Weapon. Basically, you have to grind out access to other categories by completing a certain percentage of the ones you already have available. This often means playing the same mission twice, but now on a timed version, which is not very fun or even Metal Gear-like, but I’ll get to that in just a bit. For now, here’s a breakdown of what the game offers mission-wise:

“Sneaking” consists of 15 missions, most of which are lifted whole cloth from the VR training included in the original Metal Gear Solid. I ran through them in record timing thanks to having just played them recently, and then you get to repeat these same missions all over again in “Time Attack” form, “Socom” form, and then the dreaded “Socom Time Attack” form. For those counting along, that right there is already 60 missions of the much touted 300 missions.

“Weapon” tasks you with target shooting missions in 5 levels for each of the game’s main weapons. Yup, even C4. You basically take out both stationary and moving targets with a limited amount of ammo to chew through. Some are more puzzle-based than others. Then you get to do it all over again in “Time Attack” form, totaling 70 missions. If you add these plus all the “Sneaking” ones, you get 130 missions, nearly half the game’s content.

The “Advanced” section of missions is a little trickier, as you now have to use the game’s cache of weapons to kill guards and avoid alarms. Your only goal is to obliterate everyone, however you deem fit, which leads to more creativity than previous missions allowed. Unfortunately, before you can play the levels for the next weapon, you must first complete all five of the current weapon’s levels, which only got difficult for me when the Nikita and grenades were involved. Solid Snake is not meant to throw grenades, and I mean that.

“Special” is where VR Missions stands uniquely above itself, and it’s a shame that to get there you have to grind through all those timed modes and redundant missions. You won’t gain access to it until you’ve completed 50% of the rest of the game (around 150 missions). The first section of “Special” is “Puzzle” mode, where you need to use physics to knock off unreachable guards from platforms. Considering you’re using PS1-era physics, it’s not the easiest of tasks, but silly enough ideas. There’s some other stuff, but you need to be above 80% to see it, and alas, I’m not there. This means I’m missing out on the “Mystery” mode where you apparently solve Genome Soldier murders by examining rooms for clues. Oh, and those ninja missions, a fight against a giant Genome soldier (yes, I’ve seen the screenshot), and some kind of endurance run where you have to do like 10 missions in a row on one single bar of health, which I tried once and did not complete.

I was really excited about the idea of VR Missions and even enjoying everything early on, as seeing Snake leap triumphantly when you finish a set of missions was enough to fuel me forward, but as I quickly saw that I’d have to grind out missions to open up more to play…well, my enthusiasm dwindled. Especially when it came to the “Time Attack” forms of missions, which require Solid Snake to move fast and strike faster. He is a man that crouches, that crawls, that slinks around corners, so having him timed to kill X soldiers in X amount of time really makes you throw all that stealth stuff away and just run up to snap necks or pop silently with the Socom pistol. It’s certainly not at all how I like to play these games, and it certainly isn’t how the game was built; for example, try to crawl up behind an enemy, stand, and grab him, and you’ll see what I’m talking about.

VR Missions is not the most visually exciting game, as it is the same virtual reality setup from mission to mission. Sometimes it is gold-colored, sometimes light blue. Might even get green at one time or two. Strangely, you can still see the cold breath of Solid Snake and the enemy guards. The music is fine if limited, and all the voice sample cues come from the original Metal Gear Solid, so don’t expect any new story beats here, unless you find hidden layers in how many times Naomi Hunter can say, “Impressive, Snake.”

Again, I’m disappointed that most of VR Missions is the same mission, but on repeat, and that the really crazy stuff is locked away for a long, long time. I might end up looking some stuff up via YouTube as I’m just not interested in grinding out those “Time Attack” levels. A shame, but oh well–this isn’t a traditional game, more like bonus DLC for those that really love these kinds of challenges. Me? I’m ready to move on to Metal Gear Solid 2: Sons of Liberty, and hopefully I’ve grown stronger as a Solid Snake–but not Raiden–thanks to VR Missions. We’ll see, I guess.