Category Archives: musings

Building a bland city and not blowing up

Yesterday, someone called in a bomb threat to the building I work at. Not for my company, mind you, but one of the ones we share working space with, and so a little before lunchtime hit we all had to evacuate the building. This was signaled by a blaring fire alarm, and not knowing what I know now, I just grabbed my cell phone and headed outside. I left my lunch in the fridge, as well as my Nintendo 3DS and car keys on my desk. At most, I figured we’d be back inside within fifteen minutes or so. I learned my lesson.

But then fifteen-plus cop cars showed up, and numerous officers of the law asked everyone to move away from the building. Like, not in the parking lot, but maybe in the parking lot across the street. The roadways coming in and leaving the area were closed down, and cars in the parking lot were restricted to remain there. Some people managed to drive out to freedom and a place to eat foodstuff, but others were left standing across the street, huddled like cows, chewing grass and pondering life. Myself included, except I did what I always do, going solo and finding a tree to sit under by myself while I waited this whole “fire alarm” out in general curiosity.

After a while, as we are all wont to do, I began playing around on my phone to help pass time. Or at least distract me from my grumbling stomach. An hour had passed, and no one was still allowed near the building. Flashes of my lunch in the company kitchen tortured me constantly. Now, if you didn’t know, I don’t have an amazing phone–it’s the Verizon Reality–and I’m fine with that. My phone is a device I use in emergencies to call people, as well as text my wife that I made it to work in one piece. I have two full games downloaded on it: Final Fantasy and The Sims 3. So, I played a little more Final Fantasy, grinding my team of four up a whole level, but that eventually became stale. I began looking around the shop for something new, but nothing seemed interesting or worth the price.

Until I saw a game labeled FREE. It’s called Little Big City, and it’s basically the mobile version of CityVille, a game I played diligently for a month or so, but faded away from like all Facebook games. Like FarmVille, you click on things and wait for them to finish doing what they are doing. Every action is accounted for, and when you run out of energy actions, you have to wait until the bar grows again to do more. This doesn’t take terribly long, so one is constantly tapping and seeing results. It’s not the most amazing little game, but it definitely helped distract me from the cop cars zooming back and forth by or trying to listen in on their cryptic radio chatter. I planted a lot of blueberries, built some homes, played a “match two” mini-game after raising a park, and also created some city staples, such as a flower shop and bakery. Gone are the annoying parts of having to bother real-life friends for things like construction beams or lightning bolts, as Little Big City just gives you a handful of AI neighbors to help and poke when the time calls for it.

I do, however, have a major complaint, and yes, I am going to complain about a free game, so if you’re not into that thing, well…see ya. In Little Big City, you always have something to do. A list of missions is clickable on the side, and these exist to give you guidance, as well as reward you for doing big things, like constructing a City Hall. However, if you built a City Hall before you received the mission to build a City Hall…you’re boned. You either have to build a second one–which, as a city planner, makes no sense–or bulldoze the one you already built for a measly amount of cash and rebuild to complete the mission and earn the EXP and monetary reward tied to it. It’s madness, and it happened a lot. Like, I already made six plots for farming and then immediately after was tasked with making six plots. It’s like they knew. But whatever. Not everything can be retroactive, I guess.

That said, Little Big City did the job though and kept me going until we were finally allowed back into the building–somewhen around the 2:30 pm mark–and then I had to monster my lunch in a matter of minutes and get right back to work. Next time someone threatens to blow up the building I’m working in, I’m definitely grabbing my lunch, Nintendo 3DS, and car keys before getting the bleep out of Dodge.

Today’s the day you can open that Bundle in a Box

A few weeks ago, I swore off indie game bundles. Not entirely, but certainly for that bubble of time, as a bunch of game-touting bundles had come out all at once, as if some madman in his madman fortresses, after drinking way too much madman juice, decided to release every rabid hound he had on the poor villagers down below and laugh wildly as he reaped the benefits. Yeah, I’m sure that doesn’t really convey what I want to convey, but basically it felt like too much in too little of a time.

That said, I knew in my heart of hearts that I’d come back, and that would basically happen with the mysteriously Bundle in a Box, a package steeped in slow-revealing secrecy, but sounding of supreme promise, as it did announce that its first package was going to be themed, and that theme, ladies and gents, was to be point-and-click adventure games. Yes, the revolution is in full kick.

Anyways, Bundle in a Box‘s first bundle includes the following: The Sea Will Claim EverythingGemini RueMetal DeadThe ShivahBen There, Dan That!, Time Gentlemen, Please! and–for the first time ever–the downloadable version of 1893: A World’s Fair Mystery text-adventure, which was previously only available as a physical product. That’s some good stuff there, and I’m particularly stoked to see two products from Wadget Eye Games, as I absolutely loved the Blackwell titles to death, pun totally intended. I’ve actually had access to a few of these above titles, but never through Steam, and if there’s something I can appreciate, it’s having all my games in one tidy list, ready for launching.

Bundle in a Box is also doing things a little different than what consumers might have already experienced through events from Humble Indie Bundle and Indie Royal. There’s a constantly decreasing minimal price and bonuses like soundtracks and “making of” ebooks are unlocked after a specific amount of bundles are sold. Money goes towards two fantastic charities: The Hellenic Centre for Mental Health and Treatment of Child and Family and The Indie Dev Grant.

So go forth, adventurers: http://bundle-in-a-box.com/

It’s the first click of many great clicks to come.

To comprehend Fez is to comprehend one of life’s greatest mysteries

As you might’ve seen recently, I beat Fez. Just to clarify one thing–I did not beat Fez recently, only posted recently that I beat it. Clarity on that is important, as I’ve had plenty of time now to ponder and muse over the indie darling that demands scrutiny and dissecting tools to really get under its skin. Supposedly, that’s where things get interesting. Unfortunately, I wouldn’t really know.

Before I start, a note: since I’m not sure what is what in Fez‘s world of cubes and shapes and shapely cubes and how you interpret things, any of the below could be considered spoilerish. Read at your own risk.

So, I reached Fez‘s “kill screen” by using 25 cubes and 7 anti-cubes to open the final door. Thankfully, I was able to get enough regular cubes by finding my way into the sewers, which a high number of people seem to miss on their first run, and therein the connecting levels to them; otherwise, I would’ve really had to put my thinking cap on to obtain most of those anti-cubes in order to proceed. I had treasure maps and a sliver of an idea for a few of them–but my attempts ended all the same: spinning that room, checking that map, trying a few random button sequences, and moving along after too many uneventful minutes.

Anyways, here are the notes I took while playing Fez:

I think I got close on a few things, but, more or less, it all looks Greek to me. I did my best to avoid looking answers up online while I was playing Fez, but in the hazy days afterwards I did stumble across some clearer clues, and to be honest, despite being an editor for nearly eight years now and priding myself on knowing English and idioms and the way language works–well, I’d never have figured this out. I’m just not familiar enough with that phrase.

I skipped the bell. I skipped the clock. I skipped the pyramid sitting in water, which clearly had some kind of hidden door below it. I skipped that treasure chest just beneath the ground, the one where you could only see its silhouette. I skipped that room with all the doors. I skipped all those weird pillars that your floating glowthing guide would point out in wonderment. I skipped that weird door that only revealed itself when the sun set. I skipped a lot of parts that seemed important, but were undecipherable, and I’m okay with that. Fez really is two games in one, and I appreciate that there’s a crazy complicated child in it, but prefer the straightforward runthrough over it. The platforming is adequate and quite simple, but the experience of entering a door, finding a new level, and learning how to climb up it via spinning was quite relaxing…and rewarding. Mostly because when you collected a whole cube, glorious beams of light and sunshine shot out of little Gomez.

After the “kill screen” craziness is over, you can start a New Game+ to go and find those bereaved cubes and anti-cubes. I jumped in out of curiosity and played around with one of the new abilities you earn for finishing the game once. It’s neat, but I’m not sure how it’s really going to help unlock more cubes. And that said, I just don’t think I’m going to go after ’em. Fez was a great experience to play part in, learning and not learning and trudging through it stupidly, but now that I know a few things–not everything, mind you–it just seems less fantastical. I wish I could’ve figured it all out on my own, but I’m not terribly distraught that I didn’t.

An update from beyond the Wall

I am still here, you just can’t see me. Walls, they work wonders.

My absence on Grinding Down as of late has been both a choice and a consequence. My day job–which, if you’ve paid attention, is something I rarely discuss here on my videogaming blog–has turned the level of busy up to eleven, and I am trying my best to not go insane from it. The days are long and stuffed, and there is only so much quiet time, during which I’ve chosen to not spend writing silly words about the silly games I’ve been playing, such as Minecraft and Metroid Fusion and Rage and so on. Also, I have a secret art project in the works–and it’s a doozy. A lot of work on my part, but I think it’s going to pay off and just be fun through and through. “Like” my page on Facebook to find out more, as I’ll be revealing it very, very soon.

But I’m making an effort. See, this is efforting. I’m putting down my numerous thoughts to e-paper and publishing it for all of you to skim past. You’re welcome.

Yesterday, after work ended, I popped over to the local GameStop to see if they had that game that everyone was clamoring for on May 15, 2012. No, not Diablo III. No, not Max Payne 3. No, not even Akai Katana Shin. I’m talking about…Game of Thrones. Yeah, that’s right. It came out in all its quietness. The store had copies, just not on the shelves; they were behind the counter, which I found odd as I went to the shelves first and was surprised to not see them right underneath the NEW RELEASES sign.

Anyways, as it turned out, like nobody pre-ordered a copy–myself included–and so the store had a bunch of extra art books from Atlus to give away. That’s both awesome and sad, but whatever–I got my book, which is neat, if filled with some inaccuracies, like a picture of Jeor Mormont with the name Jorah beneath it. At least it’ll help me come up with some better clothing ideas for my drawings at All of Westeros.

The game itself…well, I will reserve a lot of judgment until I’m much farther in, but so far it’s been highs and lows. Game of Thrones is sick with a terrible case of tiny text syndrome, as well as a knack for using white font on light-colored backgrounds, making said font unreadable. The combat is surprisingly bland, like watching broken robots hacking and slashing until their commands run dry despite the promising look it presents. I do like a lot of the story bits, especially the Night’s Watch stuff, and the lore and tone seems to be right. I just wish I could read a lot more of the menus, but whatever. My fault for not having an expensive HDTV, right?

Some Achievements then after an hour or two of play:


Winter is coming (10G): Finish chapter 1


Family is hope… (10G): Finish chapter 2


Merciless (20G): Mete out 5 deathblows

The majority of Achievements are labeled as “secret” and hidden away behind locked text. I kind of appreciate that as it definitely helps to not spoil story beats. As someone who always peruses the lists of unlockables before playing, it’s nice to not know everything or even the hint of something to come.

All right. Time to go back behind stone and brick. Maybe I’ll resurface soon again. If not, knock the secret knock, and we’ll work something out.

Achievements of the Week – The Professional Third and 30 Kill Screen Edition

I missed out on doing Achievements of the Week last week as I was away on business. Actually, I was in New York City to sell comics with my wife and friends at MoCCA Festival 2012, which is technically a business venture of our own, one intermingled with pleasure as comics sure are dang fun. It just always sounds so much more professional to say “on business” versus “selling comic books,” and I strive to come across professional, day in, day out. Hmm…okay, that’s not true. I just wanted some harmony to exist between these words I type and an Achievement I unlocked in Trials Evolution, which you’ll see in a sec. The things I do for syncrisis…

So, this is another grab at playing catch up. Four games get covered, with two of them limelighting the Achievements you get for completing the games. Mmm. I really do like completing games. It’s a good goal to currently have as I have a huge backlog of stuff unfinished or even untouched and not a lot of exciting titles coming out in the near future. Yeah, I’m not counting Game of Thrones: The Game as exciting. But that sense of satisfaction and seeing something all the way through is rewarding on its own.

Right, let’s go.

From Fez…


Warp zone (15G): Like folding a sheet of paper.


Kill screen (25G): Visited the Visitors.

Yeah, I beat the game. I saw its ending. I sat there confused and smiled at a certain part. I started New Game+. I still don’t really understand everything though I do think about cubes and shapes and what they ultimately mean in life a lot more these days.

From Trials Evolution…


The Professional (30G): Successfully complete the single player career.


Extreme Prejudice (20G): Complete any Extreme track.

Don’t ask me how I got this. Honestly, I don’t remember. I must have completed one of the extreme tracks in a wild fever, eyes unblinking, hands moving with speed and skill, the track falling apart as I vroom vroomed forward, a monster making its way to victory.

From The Elder Scrolls V: Skyrim…


Hero of Skyrim (30G): Capture Solitude or Windhelm

The realm is nearly all mine. Also, I talked about the Achievement for obtaining 100,000 gold over here.

From Saints Row: The Third…


Third and 30 (40G): Played SR3 for 30+ hours, why stop now!?

Got this during my lunchbreak today. More specifically, I got this after I left the game on in the background and went and did the dishes and drank some iced tea. Talk about skills.

So, how have the last two weeks been for you and your ol’ Xbox 360? Tell me about an Achievement you’ve gotten recently. If not, I might not get out bed tomorrow from lack of love–and yeah, that’d be your fault. So, please, be kind. Share with the world your victories. I’ve already done my part.

Find your way in Fez, go right here and do this in Metroid Fusion

Currently, I’m playing two videogames that are the polar opposites of one another: Fez and Metroid Fusion. Well, there are some ways they are similar. Both are platformers, asking the player to navigate rooms and levels, either by traversing left or right or up and down or via secret paths. Both feature relatively retro graphic styles that are pleasing to the eyes. Both have lackluster jumping, with Gomez feeling very floaty and Samus being too finicky. But that’s kind of it.

Otherwise, one game demands you put in the time and cranial crunching to figure out where to go next and what to do, and the other…well, there’s a computer program that marks your next destination and objective extremely clearly on your mini-map. One requires you to take notes, the other does it for you. One has electrified water, one has water levels you can raise and lower with a turn-switch. If you didn’t know which one is which, Fez is the open field of daisies and Metroid Fusion is the gust of wind pushing you down the path to the market.

I find both styles of gameplay pleasing and frustrating. Various reasons exist, of course. For Metroid Fusion, which I’ve been playing in small bits in bed before the Sandman takes me away, it’s been real nice to have a clear goal, a place to go to, a boss to kill, and a save room right after it. That’s not to say that, across the grand scheme of the Metroid franchise, it’s not disappointing to see such heavy hand-holding, especially when Super Metroid kept its distance from beginning to end, allowing the player to live and learn via trial and error. In Fusion, specially named Navigation Rooms fill out your entire map, whereas you once had to do that on your own. But it’s fine for now. The A.I. commander nicknamed “Adam”  tells me what my next objective is, and if I somehow forget, I just click the objective button on the map and get refreshed. It’s linear and predictable, but the game was originally made for the GBA, which means it was designed to be played portably, and in that it is extremely successful.

In Fez, I wander. I wander, and I wonder. I spend a lot of time looking at walls, spinning rooms, jumping and spinning rooms to little effect. There is little instruction doled out, and even your floaty companion is little help, as it is just as cryptic as the alien-esque hieroglyphics. You see things that may or may not be important, and you move on, promising to return when you have further knowledge. At one point, I came to the conclusion that I needed to take notes, and these scribbles did little to explain the way of Fez‘s world, but it felt important, felt necessary. At certain places, such as the bell or the clock, my note-taking just felt stupid and pointless and that I would never understand what was probably right in front of my face.

I started writing this blog post on Wednesday and then managed to “beat” Fez last night. I found the “kill screen” by using 25 cubes and 7 anti-cubes (as well as a handful of treasure maps, one unused key, and one single artifact). I have some thoughts on all that, but I think I’ll save it for a separate post. Guess that’s another difference between it and Metroid Fusion; the latter isn’t special enough to warrant further thinking.

Only took 90 hours to become filthy rich in Skyrim

Picture this: I was mulling around the Thieves Guild in The Elder Scrolls V: Skyrim, trying to lighten my load when I noticed I was just below the mighty threshold of having 50,000 gold in my apparently limitless coin purse. I immediately popped over to the constantly open for business Tonilia–I swear, all this woman does is move from table to crates, eating bread and buying my junk–and passed along a few wolf pelts, a couple enchanted daggers I’ll never use, and four of my 16 rubies. With ease, I crossed over 50,000 gold…and sat staring at my screen, waiting for the Achievement to pop.

::cue this tune::

Now, if you know things–and I have to trust that the several silent readers behind Grinding Down know things–then you won’t be surprised to learn I sat for at least half a minute, with no Achievement popping and Tonilia generally ignoring my presence. Pulling up Skyrim‘s list of unlockable icons, I came to the shocking letdown that I was only halfway to the real goal, which is 100,000 gold. And so I got back to questing, making a promise to myself to not spend on all hard-earned gold on buying skill increases and then trying to sell as much stuff as I could as often as I could. Basically, any time I returned to the Thieves Guild I emptied my load as much as possible, waited for 48 hours, and sold some more. Even still, this didn’t get me to 100,000 speedily.

Fast-forward many hours and save slots, and I was finishing up the seedy quest called Pieces of the Past, with plenty of shiny things in my backpack to sell. This time I popped over to the Honningbrew Meadery to mix things up as I have a friendly fence there, and boom, it happened. It actually happened this time. Guess I’ll put my money where my mouth is:


Golden Touch (30G): Have 100,000 gold

Wow. That’s a lot of kaching-kaching. I could buy a bunch of houses or all the potions this side of the Misty Mountains or enough skill increases in all my lackluster attributes to go up several levels or take a carriage-driven tour of the realm. Only…I didn’t. I saved and turned the game off. I later came back to finish up the Civil War quests, taking Whiterun as all mine with the help of a friendly dragon and a handful of Stormcloaks, but have not really done anything with my money-money-money. At this point, at level 42 with plenty of kick-ass, enchanted bows and light armor, I really don’t need it for anything specific. Though I might look into buying a second house as Breezehome can only hold so much of my loot.

A part of me wishes I could somehow transfer all this gold to a new character so that I could buy a way different house during my next playthrough, which, by the nature of my home base just being somewhere other than Whiterun, would result in a new experience. Yeeeeah.

And let me leave y’all with this humdinger: how much gold do you have?

The chase is on in Super Mario 3D Land

In the beginning of my Nintendo 3DS days, I kept the thing on and in my pocket as much as possible, both to earn as many Play Coins as possible and in hopes of connecting with another person’s system. That dedication eventually waned, but every now and then–like when Tara and I head out to the mall area or go grocery shopping–I remember to flip it on and bring it with me. I mean, a year and change later, the chances of StreetPassing someone else is at least a smidgen greater. And with luck, I have connected with a few people in Target and Weis and the surrounding area, and a few of them have been kind enough to give me Question Mark levels in Super Mario 3D Land. That’s-a-nice.

The problem though is that I haven’t played any more Super Mario 3D Land since I beat it, as I needed a break from 3D platforming and wasn’t ready to tackle yet another eight worlds full of coins, flying Goombas, and tricky jumps. The cartridge has since been in my travel case while I whittle away at Professor Layton’s London Life. But I noticed the other day that I had two out of an allotted three Question Mark levels and wanted to clear out my backlog in preparation for MoCCA Festival this weekend. So I popped the cartridge back in, completed the two bonus levels super fast–winning both coins, of course–and decided to see what some of the Special World levels were like.

Special World 1-1 is par for the course, but does introduce the silver-colored Tanooki Suit, which finally allows the player to turn into a statue. Not that I ever really do, but I think I need the ability to hit certain triggers so I’ll keep an eye out. But it’s Special World 1-2 that gets this blog post’s glory. In it, Mario is chased all the way to the flagpole by a Cosmic Clone. And when I say chased, I mean chased. This isn’t no Boo slowly trailing after you; it’s a hot-blooded pursuit, and it’s pretty much the most tense Mario level ever. The crazy remixed Mario tunes don’t help either, and I totally missed all three stars as my only goal was getting the bleep away from this crazy, yellow-eyed demonic doppelgänger and reaching safety.

After that stressful level, I went back to earlier levels to find more Star Coins, as I will constantly need more to unlock the castles in the Special Worlds. And those levels are much simpler and easier on my fingers. I know there are a few more containing Cosmic Clones, and I am not looking forward to them. Maybe if I get enough Star Coins I can skip right by them, kind of like how I got enough Gold medals in the skill games for Trials Evolution to avoid perfecting the really hard and/or extreme tracks. Yeah, that’s the key: avoidance.

So, if you’re in New York City this weekend, swing by MoCCA Festival and StreetPass me some Question Block levels so I don’t have to be chased ever again. My heart and legs thank you in advance.

Chundering in Trials Evolution and having a blast

A long time ago, in a blogging galaxy far, far away, I took on the challenge of 30 Days of Gaming, a then-popular meme that proposed one videogame-themed topic per day for thirty of them timesinks. It took me longer than that to complete, but that’s neither here nor there. Anyways, one of the topics asked about was guilty pleasure games, which I named as Pokemon White, but really it could be anything Pokemon-related. But move aside, pocket monsters, because there’s a new contender in the ring, and it has truly taken me by surprise. Trials Evolution: I feel weird playing you, but also am having a blast.

To start, I am no fan of bike sports. Sports related to bikes and jumping hills and going down ramps and all that jazz. Is there even a term for it? Motorcycling? Just bicycling? Extreme motocross? Yeah, I don’t know and am completely disinterested in actually looking it up; feel free to school me in the comments section below. As a youngling in middle school and early on in high school, I hung out with a group of friends that were a mix of skateboaders and bikers and stoners. I rode a bike, too, but nothing fancy and could only do bunny-hops or short distance wheelies. For me, biking was a way to get around Smithville, to WaWa and Willy’s house, not training for an Olympic event, and once I got to the point where I had friends with cars or a car of my own, I left my bike in the dust. So yeah, bike sports. They surely exist–as do I–but we keep to our separate paths these days.

But Trials Evolution is no mere sports simulation. It’s full-on crazy. You take control of a man on a bike, and your main goal is to get to the other side, where the finish line is. There are other goals, too, such as getting there with no mistakes or under a certain time, and depending on how well you do, you are awarded medals (bronze, silver, and gold). Earn enough medals, and you can then unlock more stages to play on. Shampoo, rinse, clean your armpits, and repeat. Or however that saying goes. It starts out easy and then gets sickeningly difficult. But deep in that difficulty is fun, with a true sense of accomplishment when you get to the end of the track with no mistakes.

I never played Trials HD, but I’ve learned quite a bit about this series from my short time with Trials Evolution: it’s all about patience and control. Every lean or slight twitch of the analog stick is more than enough to send your biker head over heels (or heels over head). Learning the looseness and tightness of each bike is vital to clearing a track with the elegance of a ballet dancer, and right now, I am mainly using the third unlocked bike. Don’t know its name, but it doesn’t flip when you hold down the throttle, something I appreciate. The Phoenix, on the other hand, is extremely finicky and must be handled like a tower of glass shards balancing on a paper plate.

But it’s this dance of balance and skill that makes Trials Evolution enjoyable in my eyes. Plus the crazy level design. Otherwise, everything else is not my cup of tea. For example, the opening rap track that plays before the main menu is upsetting and embarrassing, and I just cannot get excited about adding new accessories to my bicycle and tricking it out. I dipped into multiplayer, which reminds me of Excite Bike, but probably won’t get too involved there. And the level editor looks neat, but I have no time to comprehend its intricacies and will be content to just download new, highly rated tracks made by others.

Currently, I have over 100 medals and am trying to Gold some medium difficulty levels in hopes of earning enough to unlock the last set of challenges. Wish me luck, and don’t mind my grumbling. Once I get over that nastily placed rock and down the hill on my way to victory, I’m nothing but smiles and warm compliments.

George Banks is saying no to indie videogame bundles

To be honest, I’m pretty proud of myself. Over the course of two days, I said “no” to two entirely different videogame-based bundles. Packages that are light on price and heavy on material. Deals that truly should not be missed out on, some might even say. But I just can’t anymore. I have barely touched games for bundles I bought last year. So, no more…for now. But let’s take a look at what I am not adding to my backlog, and whether that’s a good or bad thing.

First, there was the Spring Bundle from Indie Royale. In this package, you can get the following: Unstoppable Gorg, Depths of Peril, Tobe’s Vertical Adventure, Inferno+, Slydris, and Ballistic. If you beat the minimal price, you also get some chiptune soundtracks. Upon initially reviewing what was being offered, I only recognized one game–Unstoppable Gorg–and that’s because Giant Bomb did a Quick Look of it. The majority looked uninteresting to me, with only Depths of Peril seeming appealing with its single player RPG elements. And that basically meant I’d be paying whatever price I chose for one game, as I might never touch anything else in this pocket. Not a complete waste of money, but a complete waste of my headspace and computer space, and so I am passing. No big loss. If, ultimately, I really do want to try out Depths of Peril, it’s available on Steam.

Then, the very next day, Humble Indie Bundle busts out a new collection for whatever you want to pay: the Humble Botanicula Debut. It’s tagline is “Pay what you want for Botanicula and save the rainforest,” which makes this extra hard to turn down. Way to heap on the guilt there. I actually fear that I’m going to go against myself before the weekend is over and snag a cheap copy, but for now, for the moment, I am saying no. I generally rush to buy these bundles, and Botanicula looks absolutely fantastic. The hurdle? This bundle holds four games (and a movie), and I already own Machinarium and Samorost 2, and am not interested at all in Windosill as there are enough puzzles in my life currently. So again, I’d be paying whatever I want for one game–granted, Botanicula is looking good, and I do like my unique adventure games as of late. But still, it just doesn’t seem necessary to do so right now.

Also, coming soon…Bundle in a Box. Which has just been confirmed as an “adventure game” bundle. And depending on who is involved and what the games look like, I might struggle with saying no. Though I am definitely saying it now, when it’s easy to do so.

I’m working on a big blog post. It’s a work in progress, truly. I am gathering up all the videogames currently in my collection that I’ve not yet played. It’s pretty scary, seeing the amount. I guess, at some point in the last few years, I became more of a collector than a player. That does make sense when you realize that I’m no longer carefree and 17. I am 28, married, with a job and a comics-related dream. I play when I can, but it’s never enough. Especially when it’s a session of Skyrim and three hours have gone by and all I’ve done is cleared a cave or two and sold some loot. Hopefully I’ll get that post wrapped up soon before I accidentally (or masochistically) acquire further titles.

But right now, I really don’t need more games. I have plenty still to do in the games I already got. I have assassinations and vehicles to acquire in Saints Row: The Third. I need to get married and put an end to the Civil War in Skyrim. I still need to link all the connections in episode two of Hector: Badge of Carnage. I need five or six more cubes to open that “32 cubes only” door in Fez. I have a laundry list of fetch quests for Professor Layton’s London Life. I have to, uh, stop the bandits and mutants in Rage. I have work, and I really do need to work at whittling this voluminous list down. Wish me luck and give me strength as I say “no” to more and “yes” to what I already got under my wings.