Category Archives: nintendo 3DS

My five favorite games in 2016

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According to my “2016 completed games” tag here on Grinding Down, I finished 83 games in 2016. That’s…a lot. Certainly the highest amount I’ve seen since I started tracking all this nonsense. Yes, yes, many of these games one might consider tiny and small and not worth counting, but it’s my life, my mind, and anything that sparks my attention and holds it for more than a minute or two is worth calling a game, as well as worth seeing through to completion. Now, many of these games that I beat in this year of the monkey were not released in the last twelve months, such as Final Fantasy IX, Read Only Memories, and Costume Quest 2. Also, of the five below, I’ve only actually beaten numbers five through three, but that won’t stop me from lovingly praising the top two entries. Can’t stop me now.

Before all that, some honorable mentions. Gears of War 4: You are all right, a bit straightforward, and I’m finally getting better at the multiplayer, but I really don’t like how serious everyone takes the game, which often makes it not very fun to play (see, I like playing games to have fun). If you want something weird and artsy, give Karambola a bite. Devil Daggers is cool as hell, probably because that’s where it was spawned to begin with, but I’m total rubbish at it. Shout outs to Earthlock: Festival of Magic, a throwback RPG that I’m surprisingly spending a lot of time with this last week. Lastly, The Average Everyday Adventures of Samantha Browne is a great freebie that will likely resonate with those that suffer from social anxiety, like me. Remember, it’s an honor just to be nominated.

If you’re wondering why something is missing below, some dear game you hold close to your heart and swear up and down made 2016 all the better by existing, chances are I just didn’t get to play it this year.

Here we go. The last list of the year…

5. Tom Clancy’s The Division

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Tom Clancy’s The Division is a game I never expected to find myself playing. Honestly, I picked it up because a friend from work was getting it and wanted to play together. This is a rare happening, where I get to play a videogame with another human being that I know. I couldn’t resist. It’s a cover-based shooter with loot in a snowy, disease-laden New York City, which, despite that, looks amazingly pretty thanks to all the Christmas decorations left up. Getting through the main missions and to the endgame stuff was pretty easy, and I found myself obsessed with collecting all the collectibles, which had its ups and downs.

Unfortunately, that endgame stuff, as well as the Dark Zone in general when not safely traveling in a group, were not entertaining to me and didn’t keep me around for long afterwards. Nor did the Underground DLC. However, Ubisoft and the game’s developers have seemingly been working to fix a lot of the game, and my few attempts at the Survival DLC so far have brought me back into the fold, excited to craft a scarf with better cold resistance. It’s not a perfect game, but there’s something to it, a looty loop I can’t turn down.

4. Even the Ocean

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For many this year, the biggest surprises were things like Doom and Hitman, old games made new and modern. Well, I didn’t play those. For me, the biggest surprise of the year was Even the Ocean…mostly because I had no idea what it was until I saw a trailer and then immediately contacted the developers for a review copy. The story is grand, telling the struggle of Aliph and her quest to fix a bunch of power plants to stop the foretold invasion of flood-bringing monsters.

The game is a mix of narrative sections and platforming sections, with each area highlighting a new twist on Aliph’s abilities and the ways to balance her energy levels. What’s super amazing about the whole thing is its openness–you can tackle most of the power plants in any order, and you can play the game just for the story, just for the platforming, or a combination of both. There are even further options in the menu if you find the platforming too challenging and need some extra help. There’s a lot of love and care in Even the Ocean from Sean Han-Tani-Chen-Hogan and Joni Kittaka (y’know, Analgesic Productions), and it more than shows in every character interaction, design choice, and piece of music.

3. LEGO Star Wars: The Force Awakens

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LEGO Star Wars: The Force Awakens is glitchy and broken in a few spots, but that never stopped it from being fun. Frustrating, for sure, but always fun when it was working. I guess that’s something that can ultimately be said of every LEGO release from Traveller’s Tales. This is a game that I mostly played with Melanie, and we ate it up in pieces throughout the year, finally completing all the DLC add-on missions and last remaining Achievements back in November 2016. As always, there’s a ton to do and collect, and the cutscenes are more enjoyable than ever, full of the usual charm and goofiness, but even show off some details not explained in the film. That said, I still hate racing side missions in these games, and throwing in floaty spaceships didn’t make them any better.

2. Stardew Valley

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I have not experienced a full year yet in Stardew Valley, having last played somewhere in the middle of in-game winter. Winter is rough. There’s less to do when it comes to your farm, and I didn’t prepare ahead of time for this. The good news is, one, that it doesn’t matter, because the 31 hours I’ve played on Steam leading up to this standstill were amazing and some of the most addicting gameplay I’ve ever experienced. Two, I plan to restart the game very, very soon on Xbox One, keeping the incoming winter season in mind from the start, but otherwise doing much of what I did before, such as wooing Maru and focusing heavily on digging deep into the mines for rare gems.

Stardew Valley is the epitome of the “just one more…” mantra, with the unit here being day. In this open-ended, country life RPG, you have inherited your grandfather’s old farm plot and given up working in a corporate office. That’s the start of the game, and you decide where to go from there. You can attempt to fall in love and marry a local villager or work to restore the community center. Do not support the Joja Corporation. There’s also events every season to partake in, or you could simply wake up every day, water your crops, pet your cat, and hang out on the farm until the sun sets, doing it all over again the next day. It really doesn’t matter how you play, as it is all rewarding. This is backed by a stellar soundtrack that perfectly matches every time of day, every season. Also, the sound effect when you collect an item is pure bliss.

Even the Ocean was made by two people, and Stardew Valley was made by one, Eric Barone (@ConcernedApe). I find this beyond impressive, to the point that it hurts my brain. Everything you’ve heard about Stardew Valley is true; it’s a game you play now to remember fondly later.

1. Disney Magical World 2

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This might seem like it is coming out of left field, or it may be no surprise at all to those that know me, but yeah, Disney Magical World 2 is my favorite game of 2016. Naturally, I’ve had a post in the works for this one for a couple months now, but haven’t had the chance to put all my thoughts into words and hit the publish button. You also might remember that my favorite game of 2014 was Disney Magical World.

With the sequel, not too much has changed, and I’m more than happy about that. Since getting the game in October, I’ve put over 40 hours in it and have no plans of stopping now, despite only having three more stickers left to acquire. You still move between themed worlds, tackling missions for specific Disney characters and collecting a vast number of ingredients/materials, all of which feeds back into making food for the café, creating ace ensemble outfits, and crafting countless amounts of furniture. There’s also a garden to tend to, and your own house–really a single room–to decorate. Mine’s mostly green. Gone are the collectible cards full of nostalgic art, replaced with pieces from a larger picture puzzle that allows you to interact later in a special area for bonus “like” points…I’m not a huge fan of this switch, but it is a minor element that can be nearly ignored if desired.

Disney Magical World 2 is a fantastic portable game. I pick it up and play for twenty, thirty minutes, and always have something to do. I don’t follow the same pattern each time, but it usually goes like this: run to the café, collect money, load it up with more food to sell, run to main street and see what the lady with the stall is selling (it changes multiple times throughout the day), purchase a new outfit or make some furniture, run around the map and collect puzzle pieces or see if there are any quick material-gathering missions to do, accept a story mission or two, and, lastly, return to the garden to pull up any finished crops and then plant new ones. Phew. This is not the same every time, but more or less my plan of attack. I have some story missions left to do in the Alice in Wonderland, Little Mermaid, and Lilo and Stitch worlds, but I’m trying to save them, really make this last. Besides, even after all the time and work I’ve put into it, I’m only at 33.51% completion.

So far, the in-game world of Castleton has changed for Halloween and Christmas, with the next scheduled event happening on April 1. I was hoping to see something earlier than that for either Valentine’s Day or St. Patrick’s Day, but, regardless, I’m looking forward to spending more time with Disney Magical World 2 in 2017. I wonder if I’ll have rung it dry of content by the end of the year.

At last, Professor Layton and the Azran Legacy comes full circle

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I wanted to see Professor Layton and the Azran Legacy end many times since picking it up and putting it down for the last two-plus years, but it seemingly refused to do so. It kept pushing its closing moments and credits further away. The game continued warning me that there was no turning back only to then reveal that, yeah, you can totally turn back to find those hint coins and last remaining puzzles or just meander aimlessly from region to region. I will freely admit that I didn’t help thrust this story to its resolution after I discovered what the whole World Times side quest was all about–don’t worry, I’ll explain more a few paragraphs down–but man, this was all a little drawn out.

First, a refresher on the story. Trust me, I needed one after frequently walking away from Layton’s sixth adventure, and the game even provides you a short summary each time you return, to get you back to speed. Right. The mysterious organization called Targent wishes to use the ancient civilization of the Azran’s mystical power for itself. Targent’s rival and everyone’s favorite mask-wearing, self-proclaimed scientist Jean Descole also wants to harness this power. Neither should wield it, naturally. Professor Layton and the Azran Legacy begins with Layton, Luke, and Emmy boarding the airship Bostonius and heading for a place called Froenberg. The three of them received a letter from Professor Desmond Sycamore, an eminent archaeologist, who believes he has found a so-called living “mummy.” Upon arrival, they meet their mummy–Aurora, a girl frozen in ice, closely connected to the Azran civilization.

The story has its moments. I particularly liked searching after the five Azran eggs and seeing where each egg was hidden and how to get it in our meaty paws. For instance, in the jungle village of Phong Gi, the chief of the tribe is only willing to give up his egg to the gang if they can make him laugh. Contrary to that tone, in the windy village of Hoogland, the group learns of a tradition where young women must be sacrificed in order to appease a wind god; thankfully, they discover this is not actually happening and that an Azran machine was creating the stormy winds. Each egg-acquiring section are good, interesting accounts, with many memorable characters taking center stage when Layton isn’t solving a puzzle or two. I will quickly say and not get into spoilers, but the last act of Professor Layton and the Azran Legacy is one twist after another, to the point of ridiculousness. It was the closest the game has come to basically being a TV soap opera’s series finale, and no, not in a good way. Sorry, the Emmy thing was too much. I understand this is the last game to star the top hat-wearing gentleman and they probably wanted to go out on a bang, but there was too much bang.

Okay, now let’s chat puzzles. Mmm. If you’ve played a Professor Layton game before, then none of what is here will surprise you. There are mazes, math equations, general deducing, and some guess-work. I hated the ones where you have to recreate a picture using colored blocks and layering them on top of each other, but those are few and unessential. Of all the entries I’ve touched, which include The Curious Village, The Last Specter, and The Miracle Mask, I have to say that this one had the least exciting mini-games to engage with, and that’s saying a lot because one of those mini-games is basically playing dress up, the only thing I cared about in Grand Theft Auto V and one of the main driving forces behind my time with Disney Magical World 2 now. Anyways, there’s Nutty Roller, Bloom Burst, and Dress Up–I completed none of them, but came the closest on the last item. As always, there’s plenty of hint coins in the environment to pick up and use at your discretion; I haven’t felt shame using them for many years now.

So, this whole time, as I’ve been playing Professor Layton and the Azran Legacy, one of the sections in Layton’s trunk continued to update with new details–World Times. These are newspaper clips, often popping up after you finished visiting an area, telling some strange side story of an event or character. I swore I thought they were merely cosmetic, there to make the world feel realer, bigger. Nope. They are basically side quests, which lead to more puzzles and unlockable clothing for the dress-up minigame. See, the problem is that I never went back to any of the story locations after completing them, assuming they were good and done, drained of every hidden object, hint coin, and character interaction. Well, I was wrong, and so a large part of my going back to this game involved tracking down every single World Times quest and completing it, which added to its length for sure.

The animated cutscenes continue to be beautifully done. Every time one came up, I’d get real excited and hold the Nintendo 3DS firmly in my hands and slightly closer to my face. They are heavy on action and scenery, which is a great break from the more stilted, and sometimes overdrawn, dialogue-heavy sequences where Layton is trying to get Luke or Emmy to figure out what he already knows. I really should, at some point, track down Professor Layton and the Eternal Diva simply to marvel in these moments for longer than a few minutes. I mean, if truth be told, the puzzles sometimes are just the means to another gorgeous cutscene.

Well, that’s that. I played the very first game in the series, and then the entire trilogy of prequels. Which is rather fitting, as the end of Professor Layton and the Azran Legacy goes right into Professor Layton and the Curious Village, bringing everything full circle. That connective tissue between the two games feels really special, and makes me think about that first adventure differently, knowing what I now know about Layton, Luke, and even Emmy, though she’s obviously not there for their trip to St. Mystere. I have no immediate plans to find copies of Professor Layton and the Diabolical Box and Professor Layton and the Unwound Future, especially since a GameStop employee rudely spoiled how the final chronological game in the series concludes. Still, obviously, the best game in the franchise is London Life, and that’s a hill I’m willing to die on.

2016 Game Review Haiku, #80 – Professor Layton and the Azran Legacy

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Find ancient relics
Awake civilization
Use lots of hint coins

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Buy low, sell high, and make bank with Market Crashers

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Remember when I beat Crimson Shroud some time back and opened up a ton of free space on my Nintendo 3DS? No? Well, click here to read more about that and then come back so, sequentially, you are following along with this story. It might help. Right. Well, with all that free space prime for the filling, I went and downloaded a bunch of other things, such as updates to Pokémon Shuffle and that freemium Pokémon Picross thing, which I’ve kind of only touched twice since and not for very long. Aside from those, I also grabbed a free new StreetPass mini-game from Nintendo as part of their promotion of a whole bunch of new StreetPass mini-games, deciding between Slot Car Rivals, a racing game, and Market Crashers, a business simulation game. You can figure out which one I picked.

Ultimately, Market Crashers is a fast-paced decision-making game. You know how in those Telltale games like The Walking Dead and Game of Thrones you only have so long to reply to someone before the scene moves forward? It’s all that. Except money is at stake instead of someone’s friendship or, as it often happens, their life. Anyways, you are a new day trader to the market scene, and so you’ll need the help of analysts to ensure you are making the best estimations of the market. This is where the StreetPassing comes in, as each person you connect with will help show a stronger forecast of how the market will play out. That way you know when to buy low and sell high or hold back. Or, if you are like me, buy one share and then immediately freeze up from a panic attack over not wanting to mess up, ironically messing up nonetheless.

You can buy up to ten shares at a time from fictitious companies like Piece-By-Piece Deliveries and Kingfinder Studios. Purchasing a share is as easy as hitting a button; in fact, that’s what you do–the A button buys shares and the Y button sells. As time trudges forward, an analyst might say that there is big news, and this could either be a big drop or rise. The short goal for Market Crashers is to do well and earn money, using those StreetPassed Miis to the best of their ability, and the longer goal is to earn a massive amount of money, with the first flag being $10 million. Hmm. In the two sessions I played, I earned money, and then I lost money, so that longer goal might forever be a longer goal for me.

Stocks are definitely not my thing, both in real life and, now I can confirm, in videogame form. Watching line graphs grow and change isn’t all that exciting, and knowing that an investment is behind those ups and downs is more than enough to stress me out greatly. Then there’s also the requirement of making rapid-fire decisions to get things done. Um, no. I’m not good at that. I’m a thinker, a muller (not to be confused with a mullet), a man of wonder, and I’m always one hundred percent too afraid to instantly commit to something in the matter of a few seconds. Chances are, that never works out great for me. I’d rather assess the scenario, really study it, and then dive in. In the end, I’d make a better analyst than day trader.

I don’t know. Maybe I should have gone with that little car racing game. It’s too late now to go back, and I don’t expect to hit many more areas with lots of people carrying their Nintendo 3DS around–thanks, MICE 2016!–so I’ll just stick with collecting puzzle pieces and earning new hats via multiple playthroughs of Find Mii 2.

Sadly, Crimson Shroud’s too difficult to grok and master

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At long last, after years of grinding, following along with a spoiler-heavy walkthrough, then switching to a spoiler-free walkthrough, and grinding some more to defeat the final boss, I rolled a critical hit on Crimson Shroud. It is a complicated victory, one that I basically had to force myself to see because I am my father’s son and do not like to waste things, especially things I’ve bought with hard-earned digital cash, without experiencing them fully–or, to this point, mostly fully–but I am glad to have the large, 1,965 blocks-big application removed from my Nintendo 3DS. For many reasons, which I’ll get into later.

Allow me, one more time, to tell the tale of Crimson Shroud, as best as I can remember it because, for me, the last third of my progress on this game has been nothing but turn-based battle against goblins, one after the other. There was a short scene before the finally boss fight that was probably supposed to be revealing and satisfactory, but I had lost the narrative thread long before then for it to matter. Anyways, you control a party of three people as they make their way through the palace of Rahab. Giauque is a money-driven mercenary hired to retrieve the Crimson Shroud, the game’s titular McGuffin. He is joined by Frea, a Qish-descended mage, and Lippi, a stellar archer despite only having one eye. You might as well forget their names and know them by their classes: Tank, Healer, and Range.

It’s perhaps telling that I’ve actually never played any of Crimson Shroud‘s writer and director Yasumi Matsuno’s work, namely Ogre Battle 64, Final Fantasy Tactics, and Vagrant Story. After Crimson Shroud, I’m not sure if I would or will like them. The systems in this one really do sound great, on paper, such as creating combos through similar spells or rolling to clear away some accuracy-reducing fog, but I found their implementation confusing and clunky. For instance, you want to find gear you like and then grind out for more of those same items, feeding them into the one you have equipped so it can grow stronger. Fine, fine. I’m all about feeding. However, finding those same items is–excuse me for the saying–a roll of the dice, because the loot is random, and the fights take a very long time to get through, even when you seemingly have the upper hand. The way stats are shown is also difficult to decipher, and I eventually gave up trying to compare weapons and armor and stuck with what seemed okay, leveling it up as much as possible.

Crimson Shroud has been described as a bite-sized RPG. Perhaps it is too small. Not in scale, but in screen. All the combat action takes place on the top screen of the Nintendo 3DS, with menu selection and dice rolling on the bottom, where touching matters. Still, cramming all the fight details and characters in just the one screen above with a lot of text on top made it extremely difficult to follow who was doing what and the turn order. I often simply waited until the enemy finished attacking to see who was next in line for commands and went from there. I also never really understood why, if you killed all the enemies before they got a turn, the fight would be over, but if you didn’t then replacement goons would show up, making the whole ordeal last even longer.

Yes, the combat is strategic, but it is also immensely slow, as well as occasionally random. There’s also an unseen element of luck–obviously not just when rolling dice to use spells–that gives off the feeling that you are never truly in control of things. By the end of it all, I still did not have a strong grasp on what weapons and skills and spells worked against what type of enemy, or how new spells and skills were getting added to each character despite there being no XP won after each fight. Instead, you pick through a list of loot to take back to your inventory, but are limited in what you can take by some number cap.

After taking down the final boss and watching the credits do their thing, I was prompted to start everything all over again in New Game+. Curious, I tried to look up if anything greatly changed on a second playthrough, and enemies seemed tougher. No thanks. Anyways, I really do hope this is the last time I have to search for a usable screenshot of Crimson Shroud that can be manipulated to meet Grinding Down‘s strict standards because it is slim pickings out there, if you ask me.

With Crimson Shroud removed, I was finally able to download updates for Pokémon Shuffle, Nintendo Badge Arcade, and Mii Plaza, as well as the freemium Pokémon Picross puzzler, so there’s a plus in all of this. I even have room to spare for more stuff. See you never again, big, blocky game that, I guess, in the end, I really didn’t like all that much. I’ll think of you the next time I roll some dice.

2016 Game Review Haiku, #54 – Crimson Shroud

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Grind for better gear
In this cramped, crowded dungeon
Table-top tribute

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

Drowning in random drops in Crimson Shroud’s Gerseym Waterway

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I have a problem. Well, more specifically, my Nintendo 3DS has a problem. See, there are updates to both Pokémon Shuffle and Nintendo Badge Arcade that I desperately want to install, but I can’t download them. I also have a code for Retro City Rampage: DX thanks to the latest Humble Friends of Nintendo Bundle that I can’t do anything with yet. Why? Well, of course, after many years of downloading things like games, DLC, themes, and StreetPass data, the system’s memory is just about full.

Upon reviewing everything that is installed, I noticed that Crimson Shroud is extremely large, coming in at 1,965 blocks. Yowza-bo-bowza. However, me being me, I can’t simply just delete this outright, and so I’ve gone back in to this magical land of figurines and digital dice, to figure out how to progress in hopes that I can complete the game and then feel justified in removing from my handheld. I did this with Attack of the Friday Monsters! A Tokyo Tale, though there is a part of me that wants to revisit that game relatively soon down the road, especially with summer creeping on in.

See, last I played Crimson Shroud, which I sheepishly admit was back in January 2013, I had just defeated the Zombie Minotaur boss and was looking forward to exploring the area more. Unfortunately, to progress forward, you have to work through one of the most obscure puzzles I’ve come across in all my years gaming. Which is over twenty-five. Anyways, after dealing with the Zombie Minotaur, our trio of adventuring table-top figurines–Giauque, Lippi, and Frea–make their way to the Gerseym Waterway. There, you need to recall something Frea previously said:

“If you’re going to continue to search this way, you’ll need something to dispel the darkness–a gift. Anything with a gift like that would be an enemy to any mage. More of a curse than a gift, really.”

Right. Evidently, from that, you’re suppose to know that in order to move forward and not perpetually explore the limited number of spaces over and over and over again you need to obtain a single item called Obsidian Daphne. However, you won’t find this in a treasure chest or somewhere on the map. It needs to drop from a battle encounter, one specifically involving a Skeleton Mage. Your best bet for finding Skeleton Mages to battle against them in the Gerseym Waterway, but it’s not as simple as just getting into a battle, taking them down, and walking away with their sweet, puzzle-solving loot, and this is probably why I eventually put Crimson Shroud down despite loving rolling digital dice to regain MP.

Okay, every time you move away from and back to the space for the Gerseym Waterway, you get some muddled text and the chance to fight some monsters. A choice, really. Here’s the rub. There are four types of encounters you can…well, encounter. Not all of them contain Skeleton Mages as enemies, and the only way to know is to first take out an enemy and see what it gets replaced by. I think there’s a higher chance of a Skeleton Mage showing up if you destroy the Skeleton Archers first, but that’s just me guessing. Regardless, if you get the wrong encounter, you’re out of luck, but must still finish the fight, which takes several minutes as the enemies have a lot of HP and do not go down swiftly. Then you have to rinse and repeat your actions from before and pray to the skies above that you walked into the correct encounter. Remember, each of the four types of encounters have the same initial set of forces, so it’s all a crap-shoot from the get-go. For me, this took about an hour to do, and I almost missed grabbing the Obsidian Daphne at the end from the list of available loot. Eek.

Alas, that’s all the progress I’ve made so far in Crimson Shroud. Granted, it’s big, and hopefully there isn’t another section just like it up ahead, but I found the whole thing unnecessarily frustrating. I’m only on chapter two and already looking up online walkthroughs. Also, I’m beginning to remember another major issue I had with Crimson Shroud, and that comes down to screen real estate. With three party members and upwards of four enemies on the top screen, plus other information, it can be a bit hard to see what is even going on. I’m all about portable RPGs, but this one might make the case for being on one of those fancier Nintendo 3DS systems with the larger screens.

Oh, and once you find the Obsidian Daphne, it is used up immediately to further the story along. I didn’t even get a chance to hug and kiss it–after all that.

Happy Home Designer gently puts you to work

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I stopped playing Animal Crossing: New Leaf on May 5, 2014. That’s two days after my favorite villager Sylvia’s birthday. I missed her party. I meant to go all out and get her every gorgeous, pink item I could find, wrapping each up in special paper to make her day all the more memorable. Instead, I blanked and didn’t even show. With panicky fingers, I visited her only to discover her entire home in boxes, ready to be picked up and moved by a service of muscles. She was leaving me. I tried my everything to convince her to stay, but it was too late–she was unmovable. Or rather, completely movable.

It was hard to step away from Animal Crossing: New Leaf, a game which still to this day sits at the top of my Nintendo 3DS stats as my most played game, with only a few others creeping near it. And yet, Sylvia’s departure from my town, as well as her finally giving in and presenting me with her portrait only a few weeks before, unfolded right around the time my marriage was concluding. Two lives ending in unison, and me, standing still, scared and uncertain of what I could do. Thankfully, to help ease the nights, another game swooped in and stole all my attention.

Well, Happy Home Designer is not another full-blown Animal Crossing title, and that’s fine. I’m not ready to commit once more. Instead, it takes elements from the main series, specifically the home decoration aspect, and expands it into a full-time job for your character, who is no longer mayor of the town, but once again another employee of that nefarious rascal Tom Nook. As the newest designer at Nook’s Homes, you’re given the power to create homes, yards, and other buildings, inside and out, with the main goal of making your animal client friends happy. You can help out one client or building request from Isabelle per day–that’s in-game per day, not real life–and before you call it a night, you can spend Play Coins to study your handbook and acquire new blueprints, items, and other decorative thingies for future use.

For some people, decorating is not the siren’s call of the Animal Crossing series. They might prefer fishing and collecting bugs, selling beetles from the tropical island for a large amount of Bells, or doing all the community requests around your village. Or perhaps you really got into designing outfits. There’s also working at the cafe. I think the great thing about Animal Crossing is that it is wide open, and you can love what you love and go deep on it without completely pushing everything else out of the way. For instance, when my sister Jules was playing, she made a great effort to breed all the rarer flowers and enforced a strict “no running” rule when I’d visit her town.

For myself, I really enjoyed expanding and decorating my home, both in Animal Crossing: Wild World and Animal Crossing: New Leaf. I’ve gone to great strides to get rare furniture before. For the most part, I’d pick a theme for a room and work towards collecting items that were either officially part of the theme, like astro furniture only, or somehow related, like a meteor or toy rocketship to place in the corner. The struggle sometimes was finding all the pieces of furniture, which relied on the daily luck of the shop, the generosity of your neighbors, and whether or not you had a friend who could visit and dump everything you need at your tiny, pointy feet. Thankfully, Happy Home Designer gives you a large amount of the furniture objects to you right from the get-go, so you can attack your client’s house with all you have and not be restrained by things like missing lamps or using a chair that obviously clashes with the aesthetic.

Or, if you want, and this is something I don’t ever want, you can go against your client’s wishes and run amok in terms of design and feng shui. For instance, say a squirrel wants a forest-themed house, but you decide to fill it up with pink princess furniture, robots, and all things not related to the forest. As far as I can tell, the job will still get done, and the client might be okay with it. There doesn’t seem to be any penalty for going outside the box, but I prefer to accomplish what the buyer is paying for. I mean, you’ll still get something to eat if you order a hot dog and get a hamburger instead, but that doesn’t mean you’re one hundred percent satisfied with the course of action.

I’ll never stop moaning and groaning over the severe lack of Play Coin integration during the lifetime of the Nintendo 3DS, but the Animal Crossing series has at least tried here and there. In this one, before you clock out for the day and count some sheep that hopefully look nothing like Pietro, you can spend Play Coins, ranging from one to five (so far), to upgrade your decorating abilities and the items available to you, as well as other functions. Like, now I can change my avatar’s skin tone and hairstyle in the boutique section upstairs at Nook’s Homes. Also, I have every gyroid possible, simply at a fingertip’s reach. Same with famous pieces of art.

Now, you’ll recall I had a bad case of epic fail last time I went to GameStop. Well, seems like there was still some in my system when I went to purchase Happy Home Designer with a Christmas gift card. Speaking of cards, there are special amiibo cards for this game that allow you to personally invite celebrities like Tortimer and DJ KK to Main Street and help construct a home for them. Since I have a regular ol’ launch Nintendo 3DS, I asked the young man behind the counter if the amiibo cards would still work or if they only worked on the New Nintendo 3DS, which remains a terrible name to this day. I mean, there’s only one copy of the game, and the game itself comes with a card, so I hoped they would work no matter where you ended up playing it. The GameStop employee told me they would work. Got home, played for a bit, unlocked the amiibo phone, and nope–they do not. I’d have to buy some sort of electronic reader for $19.99 to get them to work, and I already spent enough money on the game and cards themselves that I’m annoyed by the whole process, so forget it.

I’m not playing Happy Home Designer every day like I did for Animal Crossing: New Leaf when I first got it and then for many, many months thereafter. Instead, I’m chipping away at it, doing a client’s request or a job from Isabelle, and then calling it a night. That’s fine. It’s a leisurely game about making animals happy, and making animals happy makes me happy, so this is how I get my fix when needed. However, I am curious to know how long this whole business plan lasts because, eventually, I will run out of clients and things to do.

You cannot mindlessly play Puzzle & Dragons: Super Mario Bros. Edition

gd puzzles and dragons bloopers

GameStop’s PowerUp Reward points are stupid. Or maybe I’m stupid. Certainly one of us is to blame, and, as a human stuffed with ridiculous emotions like pride and shame and deep-seated embarrassment, I’m inclined to place the fault on someone other than myself. So there. Well, no…let me explain more. Trust me, this story will eventually lead to both the reason why this blog post is about Puzzle & Dragons: Super Mario Bros. Edition and my early impressions on it, up to the end of World 1.

See, I recently noticed I had a ton of “points” in my PowerUp Rewards account, seeing as I’ve bought a number of things over the last few months, like an Xbox One, and decided to cash some of these points in for a single $25.00 redeemable coupon. In my mind, I was planning on burning this to buy four more amiibo card packs for Animal Crossing: Happy Home Designer because I’m broken inside. No, really, I am. Utterly and completely damaged. Animal Crossing is one of my all-time favorite series, and now there are collectible cards out there that one can collect and caress and cherish until the end of time. Insert that Futurama meme hard as heck right here.

Anyways, this did not work out. Evidently, the $25 coupon can only be applied to a single item, not your final bill. Sure, that means I could waste it all on one $5.99 pack of amiibo cards, but I wouldn’t get any of that leftover credit. It would just vanish. Seems both like a waste of points and effort. So, instead, I looked around the store for something that was more than $25.00, and so a new copy of Puzzle & Dragons: Super Mario Bros. Edition for $30.00. Fine. I mean, after all, it was a game I wanted to play last year, but did not get to. Still, that $25.00 credit coupon is beyond misleading, and, unfortunately, it seemed like there was no way for me to return to the points to my account; doing that would have allowed me to at least create two $10.00 credit coupons, and thus two more amiibo card packs. Oh well–lesson stupidly learned.

Anyways, Puzzle & Dragons: Super Mario Bros. Edition takes the super popular in Japan free-to-play mobile model of Puzzle & Dragons and coats it in a cutesy, colorful Nintendo skin. I say that as if I know anything about Puzzle & Dragons vanilla, which I don’t. I’ll do my best now to explain it in mechanical terms. Gameplay revolves around matching three or more orbs of the same color/element by displacing one orb around the board to attack enemies. Each turn you conduct counts down as a timer for the monsters to attack your party. The goal is to complete the dungeon/level you enter by defeating every foe and surviving until the end. Also, skilled players can create chained combos for massive damage in a single turn.

I’ve only gone through the first world, which obviously loads up some tutorial stuff, but it’s pretty fun. Creating those big combos feels so dang good; also, missing those combos hurts more than I can explain. It’s not as simple as moving one orb over to another like in Pokemon Shuffle or Frozen Free Fall, since sliding the orb around the field affects other orbs in its path, and I don’t have the best handle on how this actually works. Plus, you’re timed. It can be a bit stressful, but truly satisfying too. Sometimes I score big, and sometimes my party of goombas and red winged turtles simply sit there, frozen in regret, bracing for the worst.

There’s actually a lot of options for you from early on to help build up a strong, capable team that will help you rescue Princess Peach from Bowser. Oh, did I not mention that she is kidnapped again? Good job, Nintendo. Really stretching those creativity muscles. Basically, you can sacrifice weaker teams members you aren’t using to power up a single team member. There are also items to find to help with this, as well as lot of experience points to earn along the way. Right now, I have three separate teams created, all of which have their strengths and weaknesses. Knowing what those are and picking a compatible leader is key to surviving some of the later fights, which deal out a ton of damage to your team if you don’t combo fast and early enough. There’s also a few grayed out options on the menu still to open up.

I’ve not gotten to try Puzzle & Dragons Z yet, which is the other game packed in, but I suspect I will eventually. Want to continue on this path for now so that I’m not trying to juggle two sets of similar teams in my mind. I also have to imagine it’s the weaker of the two titles in this nifty 3DS bundle though I’m curious to see how they work in a JRPG story around all these orbs. We’ll see in due time.

My five favorite games in 2015

my five favorite games in 2015 gd post

While I love listening to “Game of the Year” podcasts and sifting through dozens and dozens of lists featuring, in descending order, ten videogame titles, I myself don’t really participate in this tradition. Instead, I like to muse about the games I didn’t get to play in 2015, as well as list what I consider to be my five favorite games. Yup, five–not ten. I’m truly an outlier.

Chances are a few of these are smaller games or experiences no one else is talking about in big, bold tones, and that’s fine. Take for instance, my five from last year, which highlighted Disney Magical World as the shining star. It’s my list, and these are favorites for a reason, which I’ll go into more later with each game. Also, enjoy some artwork I whipped up for every numbered item.

::insert sound of drumroll here::

::okay, here as well::

::almost there::

::eee::

5. Lost Constellation

gd 2015 top five - lost constellation

Look, technically Lost Constellation came out two days after Christmas in 2014, but I didn’t get around to playing it until February, after a Quick Look from Giant Bomb brought it to my attention. I’m counting it for this year because it has continued to stick with me since then, and I’m bummed that Night in the Woods still hasn’t come out yet. Here’s me going out on a limb and saying that you’ll see that game somewhere in my top five next year, so long as it hits all the same marks as the supplemental demo did.

Anyways, Lost Constellation is a tantalizing appetizer of things yet to come, but stands strongly on its own as a cute, somewhat dark bedtime story perfectly set in the winter. I played it in the winter, but I’m looking forward to going through it again when the summer heat kicks in as it can easily transport you from one season to another. There’s not much replayability to it, other than creating different looking snowmen, but the succinctness of the story–and mesmerizing soundtrack–are worth revisiting. Plus, there’s a rather sardonic cat to converse with, which I’ll never turn down.

4. Time Clickers

gd 2015 top five - time clickers

Here’s the scary thing. I’ve not actually played that much Time Clickers, but Steam says I’ve logged 199 hours on it, and that’s mostly because I enjoy leaving it open while I’m drawing or listening to a podcast. That’s still an insane number of hours, rubbing shoulders with other giants from my past, like Dragon Quest IX and Fallout 3. The difference here though is that those games are more based around actions while Time Clickers is a game of choices. Do I level up this element of my gun or something else? Do I hit the space bar now to use all my power-ups at once or wait until there are only a few cubes left? Do I reset and use Time Cubes to grow stronger, but start over? That last one is easy to answer: no. Never start over. Not when it took around 199 hours to get to the level 500s.

3. Pokémon Shuffle

gd 2015 top five - pokemon shuffle

I always hit a wall in Pokémon Shuffle, and, so far, I always break past it. Might take me a few nights, might take me a week or even a month, and it might take me a number of coins to purchase special power-ups to get the job done. But I persevere. For those that don’t know, it’s a match-three puzzle game where you match cartoon heads of Pokémon to damage the level’s enemy. You get five chances to play before having to wait some silly amount of time to recharge your hearts, but that aspect never bothered me because this was my before-bed experience, burning five hearts. Sometimes making progress, sometimes not–though you are always leveling up your team.

Currently, I’m at level 219 (Spewpa) and plan to keep going. I have no idea how many more levels there are, if there is in fact one for every Pokémon out there. Seems like it keeps getting updated. Pokémon Shuffle is also the third most played game on my Nintendo 3DS according to the stats library, at nearly 65 hours, behind Animal Crossing: New Leaf and Disney Magical World. I expect to be playing this a bunch in 2016, which is the opposite of that other free-to-play Pokémon game that came out this year.

2. Super Mario Maker

gd 2015 top five - super mario maker

As it turns out, I was not able to finish writing about Super Mario Maker before firmly placing this title as my numero two for 2015. The blog post for that is still in the works, so this might seem a little out of nowhere considering I’ve not really talked about it a whole bunch…on Grinding Down.

It’s fantastic, and I’m terrible at half of it. Namely, the half where you construct your own levels. It’s probably the most I’ve ever messed with a create-your-own-level mode other than Super Scribblenauts, and it works just fine, but I think I enjoy playing–and watching others play–Mario levels more than creating them. I constantly check back in to see what new levels will give me cutesy 8-bit costumes, as well as try my hand at a random assortment of levels. Truthfully, I love watching people stream demonically-designed stages and struggle, like with Patrick Klepek and Dan Ryckert’s ongoing feud. There’s a growing community around this game, one I’m finding myself actively participating in.

1. Fallout 4

gd 2015 top five - fallout 4

I finished Fallout 4 the other night out of fear of being spoiled, rushing through the end of the main storyline. If I could go back in time, I’d give a hug at a very specific time in my life, as well as not rush through Fallout 4 like that. It’s not great. In fact, I’d say that it is a better game to play and live in, but not complete. I’ll have some more thoughts on the various lackluster endings at a later date, but despite that, I can’t get enough of this world. It’s open, brimming with items and enemies and places to discover, and while I struggle with a lot of the settlement stuff and house decorating, it’s still something I think about whenever I find a certain item or resource out in the wild. I’m already thinking about other characters to craft and new ways to build up Sanctuary. I’m already planning a run where I’m friends with every faction in the Commonwealth and stop playing main questlines once those are locked in.

As someone who ate up every ounce (or nearly ounce) of Bethesda’s previous open-world games, Fallout 4 did not surprise me or the industry. It’s exactly what you expect it to be. It’s like going home.

There you go.

As many should now know, I did not get to play many newly released games in 2015, and so it was actually slim pickings when it came to my top five for the year. Regardless, I’m happy with them, and wonder what will grip my head and heart next year. Here’s hoping for a few surprises.