Category Archives: musings

Mining again with the perennial Minesweeper

Minesweeper GD thoughts

I’m going to go out on a limb and say that everyone, most likely, has played Minesweeper at one point in their lifetime. It’s been around for a long time, with its concept dating back to the 1960s and 1970s. Since then, its been written for a good number of system platforms, generally free to find, free to play. You name it, it’s there–basically, pretty unavoidable. And if I’m wrong and everyone hasn’t experienced what it’s like to be a mine-remover, they are at least familiar enough with the title to know what it is. Which is to say, a game of math.

I’m still enjoying my Windows 8 phone and not feeling guilty at all over picking it against an iPhone or Android thingy. But just like with other phones, there are a ton of free games to download, and Microsoft even offers a handful of Xbox Live ones that are tied to your Gamertag, which means Achievements, leaderboards, and so on. I’ve downloaded a bunch–Flowerz, Sudoku, Tetris Blitz, and so on–but the one I’ve actually spent the most time with is, perhaps strangely, Minesweeper, our topic du jour.

As always, Minesweeper for Windows 8 phone offers multiple grid sizes to play on: 7×7, 9×9, 12×12, and 16×16. There are also two types of play; Classic is your standard game mode of yore, and Speed has you racing against the clock to clear a minefield before time runs out. Each grid is secretly filled with randomly positioned mines. When you touch a square, either a number is revealed or a mine, which causes you to lose. The number indicates how many mines are next to each square, turning everything into a logic game of working out where mines might or might not be. Deduction is your best friend, but if you need a little more, there’s also power-ups. These include Verify, which verifies all flags are placed on mines, XP Bonus, granting a 25% bonus for completed minefields, and EMP, which reveals a large amount of squares, automatically flagging any mines detected, among others. Ultimately, you can equip up to three power-ups, but each one costs a specific amount of tokens to use, which regenerate over time.

It’s not a very hard game, even on its largest grid, and the really surprising thing is that I like Minesweeper. By that I mean to say that I hate math. I’ve never been good with it all my human life; in fact, just over the weekend, I saw my high school math teacher/tutor at my sister’s wedding, reminding me of how bad I am at figuring out averages and solving X for Y in place of Z and showing your work. Really, the other side of my brain gets more me-time, thanks to the day job of copyediting and everything else being artistically-driven. But for some reason, I love figuring out how many mines are touching a square, clearing out empty squares with confidence; I guess we could all see this coming with my quality time with Picross 3D. I don’t know; there’s certainly a satisfying feeling after clearing a minefield, even if the sound design is left wanting more. I’ve reached the highest rank and unlocked all the Achievements, so there’s nothing really left for me to do, save for solving more fields faster. Think I’m good.

Much like with zombie films, my favorite part of Minesweeper is the very beginning. The calm before the storm, you might say. An untouched abstract minefield brimming with badness, waiting to be unearthed. You click a square, and hopefully watch it open up the playing field. Sometimes it does this in a big way, sometimes a small–it’s never predictable. The worst is when your first unguided reveal is a mine. If you’re wondering, I’m a big corner guy, going for those first before seeing what I can open up in the middle of the grid.

Now to figure out what I’ll play next on my phone when I got ten minutes to kill. Or maybe I’ll just sit in silence, contemplating the meaning of life. Or the meaning of phone games. Yeah, one of those.

Flipping and flopping in VVVVVV

vvvvvv outdoors2

I had to double-check, but I don’t think I’ve written about playing VVVVVV on the Nintendo 3DS yet. Sure, I excitedly put down some words when it was announced that it was coming to the little-handheld-that-could, but that doesn’t really do the thing justice, as that was more about me moving from playing a control-heavy puzzle platformer on my lackluster Mac’s mouse and keyboard to on something a bit more viable, like the Nintendo 3DS. Yes, I like jumping by pushing a button, not clicking a mouse; don’t sue me. Though, in VVVVVV‘s case, it’s more like flipping than jumping.

I’ll do y’all a solid and re-summarize the short, but sturdy story: Captain Viridian has to both save a dimension on the brink of collapse and find his spaceship’s missing crew members–all of whose names begin with the letter V. There’s six of ’em. See the connection to the game’s title yet? No? Well, just keep trying, and remember that it’s always good to have goals. Anyways, you save friends and the dimension by having Captain Viridian traverse around a somewhat Metroidvania-like map, flipping to the ceiling and across moving platforms and avoiding deadly spikes and getting lost. A retro-inspired chiptune soundtrack fuels the wind beneath Viridian’s feet as you explore space and the weird rooms and buildings filling in the gaps.

I’ve definitely gotten farther playing VVVVVV on the 3DS than the computer, and that’s to say that I’ve rescued a total of four out of the six lost crew members, as well as found three trinkets (out of twenty), which I’m not actively hunting down. Flipping gravity on its head is a simple button press, but there have been a few tough spots that have taken time and practice to nail perfectly, especially when the levels move and you can’t see what is ahead of you before you jump; thankfully, just like in Super Meat Boy, death is quick, and the music never stops, so you always feel like you’re progressing, even if you’re technically not. It definitely helps to keep you in the game, as a long death and reload animation would have been both cumbersome and off-putting. Instead, you just get up and try again.

However, I’ve reached my “stuck” point, and that is the levels called “Do As I Say” and “Not As I Do”, which involve Captain Viridian leading a found crew member to, hopefully, a teleporter that will bring them back to the ship’s control room. Unfortunately, any time Captain Viridian is standing on the ground, the crew member will walk over to him, and you have to lead them across moving platforms and over spikes–and it is no easy thang. I watched someone on YouTube do it in about 45 seconds, but I spent about ten minutes alone going at it, only to frustratingly give up and turn the 3DS off before I threw it in a blender and went to Smoothie Town.

As with my recent roadblock in Mutant Mudds, I’ll just put the game aside for a bit and come back to it later with a clean aura. Only two more crew members to save, and one is currently following me around. That has to mean I’m close to the end, right? Well, time will tell, unless I can’t get past this part, in which case I’ll just have to track down that person on YouTube, invite them over for dinner,  beg them to do it for me, and the shove them in a special barrel and dissolve them into goo so no one will ever know….oh, sorry about that last part. Been catching up on Breaking Bad, you see. I would never do that. But the problem is that I can’t go back and explore more of the map until this part is complete, so it really is this or never seeing any more of VVVVVV, which would be a bummer.

Evolving with a new generation in Pokemon X and Y

Pokemon Y early impressions

I haven’t touched a Pokemon game since beating Pokemon White 2 earlier this year, but the unwritten rule in my heart still says that I will purchase every new Pokemon game that comes out, no hesitation. And so, on Saturday, after learning that Sears was booked up for hours and unable to take my car for an oil change and a busted brake light, I swung by the GameStop and stood in a line made up of mostly young kids, trying to decide right there and then which version of the game to get. And then the moment was upon me: Pokemon X or Pokemon Y? I went with the latter because Y not.

Anyways, I’ve already dropped about four to five hours into the colorful beast, defeating the first gym leader with ease and waking up a sleeping Snorlax and learning a bit about the mysterious O-Powers that reside deep within me. My team currently consists of mainly a Fennekin, a Squirtle, a Fletching, a Farfetch’d, and two spots filled with random Pokemon that I’m giving a trial run, to see if they are interesting enough to stay. Not yet sure of what my dream team is going to look like in the end, but I know that the Fennekin and Squirtle are definitely staying. Sure, it’s early on and Fletching’s just a bird, but pretty cool-looking if you ask me.

This won’t surprise any of you: Pokemon Y is a Pokemon game, and if you’ve played one before, this is all that and a bag of chips, with a few new minor twists to either enhance your experience or detract from it. You pick your starting Pokemon, get handed a Pokedex, and are asked to fill it full of data while exploring the Kalos region. There’s also a mystery about mega evolutions to investigate, but it’s this iteration’s throwaway sub-plot that pops up frequently in these adventures. In Pokemon White, there was a whole bit about treating Pokemon ethically, and HeartGold has members of Team Rocket chasing after you. I’m sure it won’t come to much, but that’s okay, as battling and collecting pocket monsters is continuously a joy, and the graphical overhaul really makes the fights come alive. Seriously, Fennekin’s flame attacks look absolutely stunning, helping you forget that you simply just pushed a button to make it happen.

Your mileage may vary, but some enhancements to me are that you get rollerblades (instead of a bike) very early into the adventure, and they are always on and usable via the circle pad; if you want to walk, use the d-pad. Also, let’s give it up for the refined EXP Share, which is now a key item that you can turn on or off. Here’s a tip: never turn it off. Before, you had to give this item to a specific Pokemon to hold, and they’d gain a percentage of EXP after a battle, even if they didn’t participate. Now, with the item always on, every Pokemon in your party gains EXP after each battle, which helps keep your team balanced and roughly around the same levels. I’ve already seen some folks online crying foul over this, that it makes the game far too easy, but I don’t see a problem with it. Trainer customization seems neat, too, but there isn’t much available to select from just yet besides a new hat and maybe a different shirt; I can’t wait to dress like a true lumberjack pretending to be a Trainer.

Because I entered Pokemon gaming fandom fairly late in my twenties, not counting a few times I tried to play the TCG or watch the TV show, I recognize very few of the critters that pop out of the grass, save for the most iconic ones, like Pikachu and…um, that other one. A lot of people are excited for Pokemon X and Y as it shows off the original generation over some of the more recent incarnations, but they are all mostly new to me, which I’m loving. I mean, from what I can tell, my teams have all been strikingly different across the various ‘mon games in my collection, and I’m hoping to find a really cool Fairy type to use down the road (sorry, Flabébé), as they are humanity’s only hope against a Dragon-based gym.

Still haven’t messed around with the new mini-games like Pokemon-Amie or whatever else they have hidden in some city building. These are generally decent distractions, but I only ever got really invested in Voltorb Flip from HeartGold, which was an addicting mix of Picross and Minesweeper. Still haven’t had a sky battle, but I did experience a horde battle, which felt a little underwhelming. It’s only been a day or two, but haven’t connected with anyone online to battle or trade, and have always found this process to be overcomplicated in previous games so I’m genuinely curious to see if the 3DS is able to make interactivity easier. Also, still haven’t found a Garbodor yet. Sigh…

All in good time, hopefully.

2013 Game Review Haiku, #32 – Silent Hill 2

2013 games completed silent hill 2

Looking for Mary
In a hell called Silent Hill
Good luck, James–stay safe

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

GAMES I REGRET PARTING WITH: Star Gladiator Episode I: Final Crusade

games I regret star gladiator 2216789-psogl2_017

It’s the year 1997, and I’m playing a fighting game set in the far-flung year of 2348 with wide eyes, unable to take in everything it is showing me. The outrageous characters, the stages with the power for ring-out victories, the zany powers, the futuristic and unique weapons, the way that one alien could grow to three times his size, filling up the majority of the screen like some Super Metroid boss. As a teenager with a ripening imagination, it was some pretty cool stuff. Star Gladiator had the honor of being one of a handful of strange fighting games I owned on the PlayStation at that time, rubbing elbows with Bloody Roar 2, Robo Pit, and X-Men: Mutant Academy.

I read somewhere once that Star Gladiator was originally supposed to be a Star Wars fighting game, and you can see the roadmap clearly in Hayato Kanzaki, the rebellious young bounty hunter who wields a Plasma Sword in battle. Or perhaps you can better see the lines blurring with Gamof Gohgry, a brown-furred alien that looks a bit like a certain non-English-speaking Wookie. If you squint, you might be able to find a few other striking similarities between the two franchises. Though Star Wars: Masters of Teräs Käsi did eventually get made.

The plot is surprisingly convoluted and as follows, which I will openly admit to looking up. In 2348, humans have established contact with various alien civilizations, and life is good. Everyone has healthcare, the government hasn’t shut down, old age kills people, not guns, and so on. Humankind is able emigrate from one planet to another. Unfortunately, there are still some problems with several alien races, forcing the Earth Federation to create Plasma weapons to help protect the Earth from possible outside threats. Nobel Prize-winning physicist Dr. Edward Bilstein uncovers the secret to humanity’s “sixth sense,” a technique for capturing the energy of the human mind, harnessing it as an energy source called Plasma Power. Eventually, the Earth Federation learns that Bilstein experimented on innocent people, immediately arresting and exiling him from Earth, imprisoning the physicist on a satellite orbiting Planet Zeta. Four years after this, an Earth Federation army base was attacked by a small group of rebels calling themselves the “Fourth Empire”; surprise, surprise–Bilstein, who had built himself a powerful cyborg body and escaped from his satellite prison, is their leader. Panicking, the Earth Federation puts out a call for anyone able to utilize Plasma Power and put an end to Bilstein. This project is codenamed…y’know it, Star Gladiator.

Anyways, it’s a fighting game. You select a character, start on the left side of the screen, and you fight. Every character has two attack buttons for their weapon, a kick, and guard defense. You can do combos and special attacks. Battles take place on a limited 3D plane, with ring-out as possibility for victory, something that I’ve loved every since first playing Virtua Fighter in an arcade. The character’s weapons make each fight unique, and I remember enjoying Saturn’s yo-yos, Franco’s rapier, and June’s rings the most. Interestingly enough, depending on how fast you fly through the arcade mode to the final fight with Bilstein, Star Gladiator either ends with a false ending or it continues on with a special battle against an unplayable computer-controlled Ghost Bilstein. Losing to Ghost Bilstein results in both a bad ending and a game over, but defeating him will open up the character’s true ending.

Everyone remembers the cheat code for extra lives in Contra on the NES, but I also took the time to memorize another: Big Heads in Star Gladiator. After you select your character, immediately press and hold Right, Start, Circle, and Square until the match starts. Simple as that, and hilarious every time. Couple this mode with the character Gore that could grow in size, and well…my PlayStation was pushed to its limit, surely. You could also unlock Small Heads, which were not as effective in the humor department.

It’s a weird fighting game, but one I miss genuinely for its weirdness. Capcom dabbles in weirdness elsewhere, for sure, and not even in just fighting games, but Star Gladiator never took itself seriously and felt like a Saturday morning cartoon brought to digital life. Evidently, a sequel called Plasma Sword: Nightmare of Bilstein came out, but I never saw it. According to the Internet, it sounded like merely a minor update to the first game, with additional characters being more or less “mirrors” of the original cast. However, if you can, go with Episode 1, something you’ll never see me write about Star Wars.

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.

Survive three different planes of platforming in Mutant Mudds

mutant mudds thoughts 2118047-ds

Don’t let Mutant Mudds‘ colorful sprites, cute critters, and bouncy tunes fool you; this is one tough cookie. Well, technically it’s a platformer. And a serious test of one’s patience and ability to soldier on. Also, don’t be surprised to know there’s a story behind all that jumping, hovering, and shooting: Max, the blonde-haired, glasses-wearing main protagonist, is sitting in his living room playing videogames when a large meteor suddenly hits the planet. A TV news station then reports that there’s been a “Muddy” invasion. Equipped with only his water gun and jetpack, Max takes it upon himself to stop these Mutant Mudds…by collecting, um…y’know, end-of-level Water Sprites and gold diamonds. The stuff mutant piles of mud(d) hate the most.

Originally, I played a bit of Mutant Mudds on my laptop, using an Xbox 360 controller, as I find platformers extremely difficult with mouse and keyboard. I did not get very far though, maybe only earning 10 to 15 Water Sprites. But then, thanks to a swell promotion from Nintendo for purchasing both Fire Emblem: Awakening and Shin Megami Tensei IV with a set time period, I came into $30 worth of eShop money, just begging to be spent. I purchased Attack of the Friday Monsters! and Super Mario Bros. 2 some time back, but stopped there, unsure of what else to get. Then, without warning, I realized I needed two very difficult puzzle platformers for on-the-go gaming, and so I bought Mutant Mudds and VVVVVV; I’ll write about the latter later.

Anyways, I’ve actually done much better playing on the handheld than the PC, completing all the main levels in Mutant Mudds and collecting 20 Water Sprites and all the gold diamonds. The game actually uses 3D smartly, and I turned it on in several spots to help differentiate between the three planes of platforming. After completing the main-ish levels, I opened up four more levels dubbed “In Space No One Can Hear You Screaming In Frustration After Getting Hit By That Mud Monster That Spits.” At least that’s what I’ve been calling them. I’ve actually completed the first of the four new levels, but after many, many attempts, I just don’t see myself beating the rest. Timing is so essential, both in landing your jumps and moving fast to beat the ticking clock, and Max can only take three hits before its lights out; I thought level 4-4 was masochistically tough, but these space levels are that and then some.

While I avoid dying in space–and no, I’m not talking about Alfonso Cuaron’s Gravity–there are a couple other ways to distract myself in Mutant Mudds. Within each level, there are two alternative exits. One takes you to a mini-level stylized after the Virtual Boy and another goes to a place paying love and homage to the Game Boy. There are no gold diamonds in these, but if you complete them you can still acquire a Water Sprite at the end. These are nifty, and I’ve done a few, but finding the alt exits in the main level seems to require a specific power-up equipped, and I refuse to use anything other than the extended hover item. That’s right. I refuse.

I might try the lingering, menacingly taunting three space levels a few more times here and there, but don’t expect a “just beat” haiku any time soon. Which stinks, as I’m pretty close to the end.

Lastly: vanishing platforms can burn in Hell.

The good, the bad, and the grind of Dragon Fantasy (Book 1)

Dragon-Fantasy-8-bit-Screenshot

So, I beat Dragon Fantasy (Book 1) recently, as well as earned all of its Trophies, which makes it the first game on my long list of mostly untouched PlayStation 3 games to have a shiny 100% next to its name. No Platinum Trophy though, but that’s okay. Maybe I’ll get my first Platinum somewhere else, like say Ni no Kuni or Grand Theft Auto V. ::runs off laughing maniacally::

Anyways–it’s pretty good. As I mentioned before, Dragon Fantasy (Book 1) really is an old-school JRPG with a few modern conventions tossed in for good measure. Now, I would not say I have true professional gamer experience with the classic RPGs of yesteryear, though I’ve dabbled in the early Dragon Quest and Final Fantasy games enough to know what they are about and how they helped shape the roleplaying genre as a whole: straightforward plot, tough fights, and a whole lot of grinding. Muteki Corporation’s celebration of all this sticks to its guns….er, swords, and it’s kind of a mix of good and bad, though I was still able to find a lot of enjoyment in this 16-bit fantasy realm of nostalgia.

Dragon Fantasy (Book 1) is basically split up into three chapters (and an intermission), which can be played in any order, though I went with linear; any other way felt wrong.

Chapter 1 focuses on the character Ogden, who is a washed-up former hero trying to get back into the business of saving the world from great evil. You’ll travel solo across the map looking for magical pieces of armor. I found this chapter to be the longest and most dull in terms of gameplay, and since you only have one member in your party, fights are pretty tough and it takes a while before Ogden has the upper hand. Expect to use a lot of Herbs.

Chapter 2 is all about Prince Anders, brother of Prince Marlon, who one saw kidnapped at the beginning of Ogden’s adventure. Well, he wasn’t kidnapped exactly, and you’ll eventually see Anders discovering an important artifact. This chapter is extremely short compared to Ogden’s, probably made easier by the fact that you have a bigger party for those never-ending random battles. I actually missed two Trophies related to this chapter and had to pop back to it for twenty minutes or so.

Chapter 3 introduces two new characters to the journey: Jerald and Ramona, a thief and his niece. They are trying to escape the eastern desert empire of Sandheim, but first need to save up enough money for passports. After some grinding and stealing and plot twists, the two of them end up robbing a ship that the heroes from the first two chapters are using, thus bringing everybody together for, what I assume is, further adventures in Dragon Fantasy (Book 2).

Lastly, there’s a whole intermission chapter devoted to praising Minecraft and its creator Notch. It’s totally throwaway though the monster-recruiting ability is a nice change of pace, and I found it to be a bit overly gushing, and heck, I like Minecraft. You can skip it, unless you want all them Trophies, like I did.

My favorite thing about Dragon Fantasy (Book 1), besides its punny names and comedic writing, is how you can push a button to speed the game up. I’m no mathematician, but it felt like maybe three times as fast. It helps make the grind less of a, well, grind, but you still have to pay a little attention as you just can’t button-mash your way to higher levels here as your attacks miss often and one needs to constantly before of how much HP the characters have left. However, after a bit, even with the game on ultra-speed, the music and random battles, which happen just about every three to four steps, can become grating. Mostly because, with time sped up, you will hear the first few notes of the overworld map, then the first few notes of battle music, then the first few notes of battle victory music, and then back to the overworld, only to rinse, lather, repeat for all eternity. That said, I found myself playing the remainder of chapter 2 and chapter 3 (and that intermission) on mute, listening to a podcast or a playlist.

I’m not quite ready to move on directly to the SNES-inspired Dragon Fantasy (Book 2), but when I get that itch for some classic RPGing, warts and all, I know where to look.

My serious complex with Shadow Complex

ocd shadow complex final achievement

We all have our neurotic moments, and one of mine took place over the weekend. See, I am still operating under the very same Xbox 360 that I pinched pennies for and bought way back in 2008/2009. That 360 came with an internal 20 GB hard drive, which, thanks to downloadable games and saves and countless patches, has been filling up over the passing years at a steady clip. It’s nearly full, and I’ve had to reformat an external hard drive I wasn’t using to be able to download some other stuff. That “Gaming With Gold” program has steadily provided me with a new free game every two weeks now, and some are big boys, ranging from 6 to 8 GBs. The point is this: there are several games in my collection that I am done with–or nearly done with or haven’t touched in years or don’t even remember or can confirm in my brain that they were a once and only once kind of experience–and to make space…well, it’s deleting time. See ya, Limbo, Bastion, and The Misadventures of P.B. Winterbottom; it’s been real.

And I was almost ready to remove Shadow Complex without blinking before I realized that I was just one Achievement away from having unlocked them all. According to the “Serious Complex” Achievement, all I had to do was level up to 50. Hmm. That sounds easy enough, and I wondered why I hadn’t, as, during Shadow Complex‘s time, I ate that game up. Pretty sure I completed it at least three times. After loading up my last save, I discovered I was sitting pretty at LV 45 and playing on Hardcore difficulty. That meant…well, only five more levels to go. Totally do-able. I could totally do that, I told myself rationally, and then I’d have all the Achievements and could erase the game from my 360 knowing fully that I experienced that game fully before it disappeared. Remember, I owned up to all this crazy at the start of this post: my neurosis.

It was not an easy climb to the top, surprisingly. But I guess it never really is. Shadow Complex‘s Hardcore difficulty means you lose a lot more health when shot by enemy soldiers and don’t gain back as much from health packs. I don’t have to worry about ammo as I have a lot of infinite perks already unlocked. It took me a while to get used to the controls again, as well as reacquaint myself with the sprawling, color-coded map. There was a lot of wandering to and fro, finding unneeded collectibles and some boss encounters and remembering how fun it is to run super fast from one side of the map to the other. I died a lot, and I gained a trivial amount of XP along the way. Like, pennies and nickels. That is, until I found an exploit, which helped me gain the final two levels in maybe 15 minutes or so.

At the top of the map, a little ways off from where you fight the final battle, you can gain a MAX BONUS for XP by punching seven or eight soldiers in a row and then exploding some kind of war-robot by launching a missile up its metallic butt. This nets you a really good size chunk of XP, and there’s a Save Room right near the area. So what I did was make my run, get the XP, save, reload my last save, and do the run again, save, reload, and so on and so on. It’s simple and boring and kind of has to be perfectly timed, but it worked and was a better XP guarantee than just plodding around, room to room, popping a soldier here and there and watching that XP turtle forward.

And then the Achievement popped, allowing me to add Shadow Complex to my list of green-starred names over there in sidebar county. I exhaled, checked a few things…and then deleted the game from my hard drive. It was fun going back for a bit to this modern Metroidvania, and the game still plays fantastically, but at this point, I’ve now seen nearly everything from the game. I beat it with 100% of the items and with 13% of the items. I beat it fast, I completed it slow, I unearthed everything. I played with the hook-shot and found ways around enemies, I kicked a lot of spiderbots, and I tried out all the golden weapons. This is just basically me justifying to myself that I did all that I could with the game, and that there was no reason to keep it on the system, when other games, like Clash of Heroes, needed the space.

I suspect this sort of OCD is going to come into play with a few more titles on my Xbox 360, such as Monkey Island 2: LeChuck’s Revenge and Torchlight, as they both only have one Achievement left to unlock, both attainable, but, just like with “Serious Complex,” might take some time. Some pre-planning. We’ll see when I turn neurotic next.

Los Santos, a virtual playground for Grand Theft Auto V’s motley crew

GTA-5-082313-8 early imps

Originally, I had no plans to get Grand Theft Auto V. I’ve not had a great track record with the franchise over the years, though I always enjoy the scope of the games, especially Vice City and Chinatown Wars. The mission structures and high level of difficulty have always worked against me, and thus I’ve never completed any GTA games. More or less, I play them for a bit, do what few missions I can, and then explore randomly, taking in the radio and sights and all the wee details that Rockstar throw in to make up one living, breathing city, the kind that can feel downright sentient in some spots.

But then, out of nowhere, I suddenly wanted to be in on all the GTA discussion spreading across the Interwebz, and so I went out and bought a copy for the PlayStation 3, which I think speaks oodles for how much I care about my Xbox 360 these days. You could also blame it on the mandatory 8 GB install one needed to perform to play the game on either system, and I have a ton of more free space on the PlayStation 3 than on my dwindling 360’s internal 20 GB, which is nearly full. Another bonus to getting the game on the PS3 is that I can fly some blimp, but I’ve not yet punched in the code to unlock it.

You could normally sum up a GTA game like so: the life of a criminal. Except in this case, it’s the lives of three criminals–Franklin, Michael, and Trevor. At the start of the game, you come to learn about Franklin and Michael a bit, eventually seeing how they become amiable with one another. Franklin has some gang history problems, and Michael is a retired bank-robber with a difficult family. They are difficult in that his wife, his daughter, and his son are all extremely shitty people. Michael also has a history with Trevor, a wild-eyed man that is the very definition of unstable. Eventually, through a series of crimes and plot twists, the three come together to…well, I still don’t actually know. Pull off more crimes? Bury the hatchet? Stick it to the Man? I guess I’ll find out in a few more missions, as I’m just before the second heist, which seems like a doozy, the sort that goes bad from the first breath. But we’ll see. I don’t expect Grand Theft Auto V‘s story to go anywhere astounding; I’m more interested if they resolve a lot of the sub-plots they keep hinting at (Michael’s troubles with his family, Franklin’s love not feeling the love, Trevor’s drug problems).

At only just over 25% completion, I actually think it is safe to say that Grand Theft Auto V might be the first GTA game I will ever complete. This is due to a better checkpoint system, as well as auto-aiming when firing weapons, which helps me immensely. The missions vary from chasing after someone in a vehicle, to sneaking through a building, to flying planes, to performing mundane tasks like towing cars and using a crane to lift cargo crates, and so on. Some missions are more fun than others. There’s also side missions, which venture into stranger territory, as well as random events. You can totally just not do anything specifically, too, and I’ve speak some good time just walking around, looking at graffiti and store signs and so on. Golf, tennis, barber shops, TV, movies, yoga, the Internet, strip clubs–there are a lot of non-mission distractions to spice up your mindless exploring. The heists are neat as a concept, but from the sound of it, there aren’t many in the game, which is a shame, as positioning everyone and setting up the perfect plan is surprisingly enjoyable.

At some point, I will also talk about Grand Theft Auto V and how it portrays women, but today is not the day.

And as for Grand Theft Auto Online, well…there really isn’t much to say. For two days now, I’ve tried connecting and getting online to play, but I kept hitting black screens of death or endless loading animations that eventually just give up and dump me back into the story mode. More frustrating than that is that I can’t even get the game to save the character I create for online play, so I’ve had to recreate her–yes, I said her–each time, and each time I just put less and less care into the matter. Pretty sure by the time I do get to create a character and have it save, I’ll just hit the “randomize” button and go with whatever first pops up. Truthfully, I doubt I’ll do much with the multiplayer stuff, but I am curious to see how it plays out; I can get into my own fun in the main game just fine, thank you very much.

UPDATE: I was able to get online last night, and it looks like the game saved the second character I created, which is a woman named Paula with fiery red hair and no reservation about tossing up the birds. I did the first mission, which was a car race against Lamar and no other players. I beat Lamar, got a bunch of experience for things like RP and JP, ranked up, and then found myself sitting on a loading screen that never went away. My only option after five or six minutes was to quit the game entirely and reload into story mode. I’ve not tried hopping back online since though.

Everything is still coming up scary in Silent Hill 2

sh2 early impressions ooh

I like horror movies, but I keep my distance–as much as I can–from horror videogames. I don’t even think I can count on one hand how many horror-based games I’ve really truly played over the many years of my button-pressing time. Sure, a few Resident Evil titles here and there, and you yourself can decide if a game like BioShock is more scare than shooter–personally, I found it completely unnerving to get through, unlike the tamer BioShock Infinite. I gave both Penumbra Overture and Amnesia: Dark Descent a quick try, but immediately got the frak out of there, as it seemed too genuinely terrifying for me to experience. I would also argue that some quests in Elder Scrolls V: Skyrim could certainly be considered horrific and had me creeping around cave corners at a snail’s pace.

All that said: Silent Hill 2. It’s a game that’s been in my collection for seemingly forever, and I’ve taken a stab at it maybe three or four times, getting roughly a few hours in before walking away for a number of reasons. Mostly in that I always screw myself and end up saving before a hallway full of monsters with no bullets left and no more first aid kits. That, more or less, equals death or starting completely over. I’ve always liked the Silent Hill series–yes, even that first movie, which nailed the setting and crazy monsters–though I’ve really only played the first and second game out of all them, but I appreciate what they aim to achieve: a realized, fictitious setting filled with the most insane-looking demonic creatures and a constant sense of uncertainty.

Despite being a twelve-year-old game (released in 2001, yowza), I am finding Silent Hill 2 to still be effectively frightening. Though that statement generally only applies to when you’re inside a building. The story centers around James Sunderland, who enters the titular town after receiving a letter written by his deceased wife, saying she is waiting for him in their “special place”–which he believes is a park they used to frequent. Joined by Maria, who strongly resembles his dead wife, he searches for her through fog and freaks to discover the truth about her death. Wandering mostly alone through a creepy town occupied by monsters and less-than-trustworthy folk is not an easy trek, especially when backed by the wonderfully unhinging soundtrack and creature cackles.

Tara’s helping me play and making sure I don’t quit, as I could easily walk away at any moment, but there is a part of me, which is fairly miniscule, that does want to see what happens in Silent Hill 2 after the first four hours or so. I’ve only ever gotten up to the Brookhaven Hospital in all my tries. Currently, that’s where I am, so now comes the true test, to see if I can keep going. One thing I will fully admit to is looking up puzzle solutions via an online guide, as I have always found them to be too cryptic for their own good; that’s at least one roadblock diminished, and the main hurdles for me are the combat and not breaking my controller over how bad the camera angles are. Dynamic my booty.

Strangely, the game also presents a lot of opportunities for laughter, such as when James was running down Nathan Avenue and monsters were being unsuspectingly catapulted at him like flaming boulders from the blindness of the fog; I have to imagine that’s a glitch, but can’t seem to find anything online to back that claim up. When James and Maria run together, their footsteps sound like a horse in full trot. Also, the voice acting is atrocious, but thankfully there isn’t much of it, and the story can tell itself mostly with scenery and straightforward text.

I feel like, if I can beat Silent Hill 2, I can do anything. Like tackle Dead Space or Silent Hill 3 or Slender. Nah, I’m just kidding. I’m going to immediately return to sunny, colorful Japanese roleplaying games, and you can’t stop me. But you never know what the future holds.