Category Archives: nintendo 3DS

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 It’s linear and predictable, but the game was originally made for the GBA, which means it was designed to be played portably, and in that it is extremely successful.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.

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.

When the timing is right, a fetch quest is pure delight

Sometimes, I need a little direction. Clear yet brief instructions, a visible path to and from, a small purpose, and a jingle to indicate conclusion. A short spurt of work and reward. All of these elements wrapped up together and tied shut with forest green string equals a wonderful present in my eyes, but one that I only want when I want it. I can handle open-ended, freedom, and robust ambiguity just fine, but again, sometimes, I need a little hand-holding. I require it. And I find it in…fetch quests.

Fetch quests come in two forms: hated and accepted. To start, let’s try and define exactly what a fetch quest is: a short quest, which involves sending the player out to collect a certain number of items and return them to complete the quest. That’s kind of it. Think of it as almost an errand. Like, go deliver this cup of sugar to your neighbor down the street. Or, Joe Shmoe needs some new shoes from the store, gives you some money, and then you are off. Fetch quests are a staple of RPGs or videogames with RPG elements, though they do occasionally pop up elsewhere. They are meant to be short tasks to do between major quests, ones that are certainly more involved than “tell Tucker his friend hid some money in a bush down by the river” kind of thing. Quick bits of work for small bits of money or treasure or maybe nothing at all save for the feeling of completion pulsing in your chest.

Now, there are a few games where the fetch quests become unbearable, a real grind, and those are worthy of their heaps of hatred. Off the top of my hairy head, I can think of the Claptrap’s New Robot Revolution DLC from Borderlands, which has you going back and forth, collecting countless claptrap parts–actually, I did count ’em up. I also had some problems with the fetch quests in The Legend of Zelda: Link’s Awakening in that it was rather difficult to figure out who needed what to progress the story–and then find said item. I think I stopped playing after I couldn’t figure out how to get the walrus guarding the entrance to Desert Lanmola to move. Again, give it to me straight.

But lately, anxiety and stress have been creeping in, and so I have not been able to concentrate a whole ton on large and long quests in RPGs, making a bee-line towards fetch quests. Granted, I did just finish the Companions questline in The Elder Scrolls V: Skyrim–which I plan to write about soon–but I wouldn’t really call that large or long. Instead, while playing and enjoying the latest patch that adds kill cams for ranged weapons, I’ve decided it was high time I took a whacking to the miscellaneous quests list. I delivered a sword to some dude in Whiterun, I collected bear skin pelts for some lady, I killed a bandit leader in a cave, and I continued to look for Nirn roots and flawless sapphires. You can argue whether some of those are “fetch” quests, but you will just be arguing with yourself on the Internet, so I don’t recommend it. Overall, it was a nice time, with each task taking only a short while to complete. I expect I’ll keep meandering and doing small tasks until bigger DLC is announced.

And so, a game like Professor Layton’s London Life from Professor Layton and the Last Specter, has been pure bliss for me these last few weeks. More or less, it’s all fetch quests, with a pinch of room decorating to boot. I’ve done enough going and returning to earn a new apartment, which is much bigger. But there’s something really special about waking up every day in-game, reading the newspaper, and acquiring a list of quests. None are especially hard, except for when someone wants a fish, but that’s only because the fishing minigame is the absolute worst, and five or six can be easily completed in under ten minutes. But I don’t do that. I pace myself, or think of ways that I can do two back-to-back or how if I am going to go the museum I should buy that piece of candy that someone at the college wants since they are right next to each other. The quests remain small, but I build them up in my head to be more than that. At some point, London Life will run out of new fetch quests, with only repeats available, and then I’ll be sad and pretty much done with the minigame. Until then, I’ll keep at it, one straight-faced mission after another.

Sometimes, I need a little direction, and it doesn’t hurt to know where you’re going. Thank you, fetch quests.

Disney Epic Mickey: The Power of Illusion for the 3DS is a videogame I now want

Okay, I’m all in.

To start, I found Disney Epic Mickey on the Nintendo Wii to be severely flawed, with horrible camera jank, empty houses that made me angry, and a really slow pace. Charm and atmosphere was there, but that’s it. Which is a shame, as I love Mickey Mouse and animation of golden times and all things Disney–I mean, for our honeymoon, Tara and I geeked out in Disney World for a week, and it was sublime. There’s just something so charming about Disney’s universe, and we’ve had a couple of good games based off Ser Walt’s creations in the past, namely Castle of Illusion Starring Mickey Mouse and Kingdom Hearts.

And so, while wearing trepidation-laden armor, I am excited to see how Epic Mickey 2: The Power of Two turns out, what with its focus on co-op and music, but the real reason to be overjoyed that Junction Point Studios is giving it another go is that there will be a retail release for the 3DS…and it’s totally different.

Made by DreamRift, the fine beings behind 2011’s underrated Monster Tale, Disney Epic Mickey: Power of Illusion is a 2D platformer that harkens back to the previously mentioned Castle of Illusion. In fact, some are straight up calling it a sequel. Nothing’s been formally announced, but the Internet has provided a number of game details and a single screenshot scan, and from all that…I’m in. It sounds amazing, and might very well be the third 3DS game I buy in 2012 (the first was Super Mario 3D Land, and the second will be Animal Crossing 3DS). Here’s a couple of bullet points supposedly from the newest issue of Nintendo Power:

  • Use stylus to tap item icons
  • “Paint” (trace) those items into existence to create cliffs, cannons, and floating platforms
  • Use thinner to erase objects
  • Scrolling parallax backgrounds
  • Every level in the game is based on an animated Disney adventure, which includes Sleeping Beauty to Tangled
  • Every character that Mickey saves will take up residence in the fortress that Mickey uses as his home base
  • The witch from Snow White is the main villain
  • Scrooge McDuck, Minnie, and Oswald also make appearances

Did you see the bullet point I highlighted in red font? Check again. I did so because that basically confirms that Disney Epic Mickey: Power of Illusion is part Suikoden. Oh em gee. Give me a base, let me recruit people, and I will play that game, no matter what it ultimately is. I can’t wait to see how the fortress evolves with each cartoony pal that Mickey brings back. People are guessing Fall 2012 for a release date, and I’ll be keeping my eyes peeled for more delicious-looking screenshots.

2012 Game Review Haiku, #5 – Super Mario 3D Land

Classic platforming
New isometric platform
Tanooki for all

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Mario, Princess Peach, and Bowser are back at it in Super Mario 3D Land

We’re closing in on the one-year anniversary of the Nintendo 3DS launching in the United States, and I’m now ready to talk about the third retail game I’ve purchased for the handheld. Yes, I said third. One entire year has almost gone by, and I’ve only bought three physical games made specifically for it. If I was an esteemed mathematician with framed diplomas on my walls, I’d venture a guess that that’s not a good ratio.

The first 3DS game I got was Pilotwings Resort, and it was an impulse buy as I wanted something–nay, anything–to have for my new system to show it off to folks. The second 3DS game I bought was Shin Megami Tensei: Devil Summoner Overclocked, and that was another impulse buy as it was right during Hurricane Irene and I wanted something new to keep me entertain while Tara and I went without power for as long as the handheld’s battery life held out.  The third 3DS game I got was Super Mario 3D Land, and I picked this up shortly before leaving for MegaCon as, again, I wanted something new to have with me on the road in case the hotel proved boring or I needed a distraction or whatever.

Hands down, between the three, Super Mario 3D Land outshines them all. It’s colorful and bouncy and filled with great nods to the past and neat uses of the system’s 3D gimmick. It starts out pretty slow and tame, but the difficulty ramps up with chasing ghosts and odd camera angles and my lack of skill with the circle pad for controlling our favorite plumber. I’ve gotten up to World 5 at this point, but need to collect a few more star coins before I can take on the boss level. Which is fine, as I definitely rushed through some earlier levels and can now go back to sniff out those shiny gold carrots on strings.

I’ve only ever played Super Mario 64 via an emulator on my computer and not for very long at that, and–to many disappointed gaming faces, I’m sure–I’ve never played Super Mario Galaxy or Super Mario Galaxy 2. Not a single second, and no, I’m not going to wait for you to pick up your jaw off the floor. I say this to stress the point that I don’t have a ton of experience in controlling Mario in a 3D environment. I am more use to running him from left to right, and it shows. I am constantly trying to run him in a straight line, which leads to problems like missing jumps or hitting enemies. It’s a learning curve for me, really.

And that’s fine. I’m in no rush. As with my 3DS Ambassador copy of Yoshi’s Island: Super Mario Advance 3, I like taking my level-based platformers slow. I do a level or two and call it a night. Supposedly, once you beat all eight worlds in Super Mario 3D Land, another eight appear. Oh man. That’s a lot of flagpoles to jump on. At least this retail game is providing enough meat for a $40.00 price tag, whereas Pilotwings Resort certainly did not and Shin Megami Tensei: Devil Summoner Overclocked probably does, but I’ve yet to get very far into the game due to my negligible SRPG skills. I really am looking forward to playing more.

The story of a robot boy in a cave and an evil doctor killing rabbit-like humanoids

Unfortunately, I did not get to participate in the Indie Impression for Cave Story+ as I was, at that time, an insane man, trying to pack for MegaCon 2012 and make sure I had all things with my minicomics straightened out before leaving for Florida or else I’d be totally boned. Which stinks, as I have played it both on my laptop (with and without a gamepad) and on my Nintendo 3DS and definitely have a few thoughts on the little indie darling that could, but now they go here, instead of over there. Right, well, time to level up and share some words…

Cave Story+ is surprisingly simple, and it’s surprising in how many times it surprises you. As the game’s  title implies, there’s a story here, and it does a great job of presenting emotion via the varied portraits of Mimigas. Seems like a girl named Sue is missing and you, a baseball cap-wearing robot who awakens in a cave, are off to find her. Along the way, you’ll learn of an evil doctor who is terrorizing the local village and killing rabbit people with sickening glee. Stumbling across special moments seems natural, but whenever the game cuts back to the man locked in the room trying to instant message with his computer, it all slows down and feels iffy.

Gameplay is fluid and fast, with your little robotic hero leveling up and leveling down within seconds of one another thanks to the swarms of enemies that want to inflict damage and destruction upon your very body. On occasion, a jump might feel a little floaty, but otherwise, everything is crisp and can make for some crazy tense scenarios where you are just shooting at everything that moves while trying to reach a save room as quick as possible. As you kill enemies, they explode into experience points (or hearts or ammo), which will upgrade your current gun as you collect them, turning a wimpy pea shooter into something more deadly. This is an addicting hook for sure, and leveling down is like the worst thing in life.

Currently, our hero is on a mission to get some jellyfish goo for…somebody. Names are a little hard to remember in this game except for Sue. Don’t know why that is.

And now for some Achievements from Steam, many of which are basically freebies:


Pea Shooter: Obtained the Polar Star!


Don’t Get Lost: Obtained the Map System!


Wanna Fight?: Defeated Balrog!


A Gift from Santa: Obtained the Fireball!

I have to wonder if I’ll beat Cave Story+ first on my laptop or my 3DS, and whether or not I’ll beat it more than once. Seems like there’s multiple endings, and I do like multiple endings. Either way, it’s fun and easy to pick up, especially if you are somewhat familiar with Mega Man and/or Metroidvania romps; you just gotta pay attention as there are one-hit kill creatures and spikes all over the place, making every jump and maneuver essential for surviving.

MegaCon and the 3DS StreetPass tagging total

I’m back, dear Grinding Down readers. Thanks for waiting on me. For those that didn’t even realize I was gone, well…you stink. I was down in sunny Florida for some days there, selling minicomics and eating at places with nifty names like Tijuana Flats and Which Wich. It was a nice time save for all the driving. Actually, the driving down was fine. It was the return trip home that was grueling.

Now, only two people participated in my little contest where you could guess how many StreetPass tags I’d get at a three-day, very popular comics convention. One was my wife, the other a good online friend. Shame on the rest of you for not participating, as you have now missed the chance to hold total power over me for one entire blog post. Anyways, here is their guesses:

  • Tara Abbamondi: 114
  • Greg Noe: 256

Well, last night, with a fat cat sleeping on my back, I took the time to count up all of my StreetPass tags from the weekend, and the total is pretty surprising. Ready for it? Ready?

168 StreetPass tags

Woo. Ba-boom. So, that means Tara wins, and she’ll let me know what she wants me to moan and groan and go on about at length when she’s ready. Hopefully it’s not Sailor Moon.

But man, 168 tags in a three-day span does some magical things for one’s Mii Plaza and the minigames found within. One, I was able to complete five more puzzles, as well as collect all of the tag-only puzzle pieces. I’ll probably be able to finish up the remaining puzzles in April at MoCCA; I don’t like using my Play Coins to buy puzzle pieces, as it’s more fun to collect them from other 3DS owners. Two, I filled out my map a little more, meeting people from all along the East Coast, as well as someone from Anguilla, which is so rare that it doesn’t even get a picture for it. Third, made some sick progress in Find Mii II, getting all the way to the final boss, and by final boss I mean the boss after what many probably assume is the final boss. Still chipping away at it as that level-down gas is no fun at all. Then I get to replay it all over again, choosing a different path from before to get more hats. MOAR HATZ.

But getting all these tags and grabbing new puzzle pieces was great for filling in the gaps at MegaCon when nobody was stopping by our table. Aw, sad faces. Really, that was only on Friday and late Sunday. Saturday was slammed with busy, busy, busy. Sometimes I was actually clearing out my Plaza Gate under the table, because if you got ten Miis in there you couldn’t collect anymore visitors–and I needed to collect as many as humanly possible.

The next big tagging event will be at the end of April for MoCCA Festival in New York City. I’ll hold another guessing contest around then, and hopefully more of y’all will play along. Gotta think of a bigger prize. Maybe I’ll offer up my pristine copy of Suikoden II? Naaaaaaaaaaaaaaah.

Grinding Down on pause while I hide from furry cosplayers at MegaCon 2012

Tomorrow, Tara and I leave behind the cold, gray skies of Pennsylvania for hopefully something warmer in Florida. We’ll be at MegaCon 2012 from this upcoming Friday through Sunday, selling comics, being shy, and staring at cosplayers. You can find us at table RED 9, wherever that is. Just look for a fat bearded man and a small, attractive redhead–that’s us.

Let me give a quick rundown of what we’ll be shilling. Tara reprinted her girl-falls-into-a-puddle minicomic Puddles, has a new mini based on another song by Leema Mountain, has copies of Unite and Take Over, and some awesome prints based on those popular Game of Thrones peeps; you can see some previews here. On the other hand, I will be selling copies of my 31 Bad Comics challenges, the first issue of a new story called The Lost Seafarer, and some Supertown things. Also got some fancy postcards for All of Westeros to give out. You want more deets? Go here.

What does all this have to do with videogames and Grinding Down? Well, uh. I won’t have time to blog. I won’t have time to write up more delicious words about 100%ing Saints Row: The Third or playing the same exact character in Skyrim on the Xbox 360 and Steam or my early thoughts on the recently acquired Super Mario 3D Land. I won’t be able to do Achievements of the Week this time around. It’ll just have to wait for my grand return. Hope that’s okay.

But let’s play a game while I’m away. Wait. ::puts on Jigsaw voice:: I WANT TO PLAY A GAME WITH YOU. AND THAT GAME IS CALLED:

GUESS THE NUMBER OF STREETPASS TAGS I’LL GET AT MEGACON 2012!

Catchy, huh? See, MegaCon is looking to be a pretty popular convention, and where there’s a popular convention, there’s the chance to score a good number of StreetPass tags for my Nintendo 3DS. For comparison, I got 51 tags back in April 2011 at MoCCA, but that was also early into the system’s life; with the price drop and array of good games, I feel like the chance of someone else having a 3DS is much higher now.

Whoever comes close to the exact number without going over will win a prize. What’s the prize? Geez, really? You have to ask? Okay, okay. The prize is that you can pick a topic–any topic you want though try not to creep me out–and I’ll write about it. Look, I’m not made of money. Take it or leave it.

Place your bets below, and I’ll see y’all when I return!

Resident Evil: Revelations is portable horror and so not for me

I’m attracted to horror games from a distance. Truly, I am. I just don’t enjoy playing them, and this is pretty evident with the fact that Silent Hill 2 still remains unfinished despite Tara keeping me company through all the fog and static-laden radio noises and creepy monsters that want to spray me with their evil juices. I love the atmosphere and story and crazy enemy designs in horror games, but I just can’t handle the packed-in stress, the long stretches that build between scare A and scare B, the way tiny sounds like turning a doorknob are deafening and that general feeling of utter helplessness.

Also, a quick gander at my backlog confirms a solid lack of horror videogames. Yes, there’s BioShock, which I played and completed, but struggled with for awhile, often just standing still for long periods of time thanks to a “turn invisible when not moving” Plasmid and listening to my surroundings. I’ve dipped my toes into the terrifying pools called Penumbra: Overture and Amnesia: The Dark Descent, but have no desire to go swimming. And in my younger years, yes, I played a few Resident Evil games, but those were social affairs, adventures that my best friend and I would go on together, with chips and drinks and puppy dogs at our sides to make the real world as safe as possible in lieu of the dangerous digital version; the vivid memory of a licker bursting threw a one-sided mirror still makes me tense up.

That said, after a busy day of drawing journal comics every hour on the hour, I downloaded the demo for Resident Evil: Revelations on my 3DS–yes, the system now supports demos; praise be to the Maker, it must be the year 2012–and give it a whirl. To clarify, the last Resident Evil game I played with passion and purpose was probably Resident Evil 2 though I did try a demo for Resident Evil 5, which was lame.

Firstly, this is a gorgeous-looking game. The graphics definitely show off what the 3DS can handle, and the 3D slider flicked slightly up creates a fantastic look, really drawing me in, as if I’m walking right behind Jill as she badly shoots zombies on a haunted cruiser ship. Well, no. Not zombies. Scary, mutated monsters. Secondly, without that crazy Circle Pro Pad attachment, this game controls horribly, especially during the moments when quick, precise turning is needed. You know, like when a monster is trying to eat your face off. See, without a second circle analog pad, you both move Jill and move the camera at the same time with the one circle pad you got. It’s horrible; I’d switch over to first-person shooting mode to pop a monster in the middle of its temple only to have my aim swirling around out of control. Thirdly–and lastly–this game can manage scares just fine. You’d think, being on a brightly teal-colored handheld device, which has a number of lights on at any given time, it wouldn’t be able to create such an atmosphere, but it does. One monster jumped down from the ceiling, and I emitted a sound. I will not describe it.

And then I ran out of ammo. And then I died in a foggy room filled with scary things. I exited out of the demo and saw that I now have 29 more chances to get scared. No thanks. But I can see why many would like Resident Evil: Revelations: high production values, quality scares, beautiful graphics, and an actual story to follow. Alas, this type of game is still not for me even when playing safely under the blankets with warmth, cats, and a wife to keep me safe. Oh well. Good thing for demos.