Category Archives: nintendo 3DS

Chrom’s childhood friend Sully is no more

rip sully fire emblem awakening

Siiigh. I’m definitely now getting to the point in Fire Emblem: Awakening where these deaths sting. As is the case with losing Sully last night to a bunch of sneaky Wyvern Riders. I managed to get through Chapter 8 “The Grimleal” just fine, recruiting dragon-turning Nowi and Irish accenting-Gregor with no problems, as well as alerting two of three villages of incoming attacks; that third one by the boss seemed trickier, and I put all of Chrom’s and Stahl’s energy on kicking the big baddy’s butt. I feel like I can brag, as I need to lift my spirits somewhat right now–no one really came close to Death’s kiss.

The next chapter, however, is a real pain. In Chapter 9 “Emmeryn,” the desert landscape severely hampers how fast and far your units can move, limiting you to only a few spaces each turn. I did not have Cordelia, my only flyer, in my team, and so this was more of a problem than the actual enemies on screen. Most of them went down fast and did zero to little damage if they did get an attack in. However, I kept Sully, Kellam, and Lissa back, as they weren’t needed with Chrom and company slashing everything to pieces. Including Tharja, who I guess is recruitable if you speak to her, which I didn’t by accident. Anyways, at a specific point in the battle, Wyvern Rider reinforcements show up at the top of the map, exactly where I was keeping some of my weakest units; well, not Kellam or Norne, but Lissa and Sully are extremely fragile. Two consecutive attacks from Wyvern Riders brought Sully to her knees, forcing her to “retire.”

Man, I really liked her, too. She’s Brienne of Tarth, all warrior and loyalty. She didn’t take crap from anyone, spoke her mind, and cared not that she was the worst chef in the Shepherds. I had even begun building a relationship between her and Frederick, much to his now dismay. Grrr. But the chapter ended, and I clicked “Save,” as I still plan to see this game through with who remains standing come the end.

So, in short, in one night I gained Nowi and Gregor, lost Sully, killed Tharja, and recruited Libra. Life and death, balancing out–the perfect summary for Fire Emblem: Awakening as of late.

Fire Emblem: Awakening has claimed three villagers and a dude named Edward

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Despite some very early losses in Fire Emblem: Awakening, I’ve begun to turn things around with Chrom’s quest to…well, keep the kingdom safe from all things evil. And figure out who Marth honestly is. I’m on chapter 8 currently if that means anything to you, but I’ve actually been focusing mostly on side quests, such as Paralogues, and general grinding battles to keep those in my team healthy, strong, and, most of all, alive.

Because I’ve lost several key units, like Virion the archer and sword extraordinaire Lon’qu, I’ve had to dip into the Bonus Box feature and recruit some new members from other Fire Emblem games to keep me at a full roster for some fights. Nyna, a sage from Fire Emblem: Shadow Dragon, has been doing phenomenal with her Elwind spells. Got Norne now on my side, a deadly archer also from Fire Emblem: Shadow Dragon. Lastly, I managed to trick the myrmidon Edward from Radiant Dawn to join my galavanting troupe. Since money doesn’t come easy in the Halidom of Ylisse and buying new individual members is crazy expensive, I was able to get all three of these folks to join my team by fighting them and then winning the match. The fights aren’t terribly difficult, and so I’m not only gaining a new fighter, but also leveling up along the way. It’s a pretty good tactic, if I don’t mind saying so.

Anyways, down went Edward and three “ally” villagers during the Paralogue 3 “A Strangled Peace” mission. May they rest in peace…a strangled peace, that is! Edward I saw coming as I let him venture too far out all by his lonesome, but it’s not like I knew the guy personally; this was his first battle, as well as his last. Also, since he comes from the Bonus Box and not the mainline story, his profile doesn’t appear in the Roster list, which leads me to believe that I could totally re-summon him again. Might have to try that some day, but not with him, as he obviously wasn’t a keeper. Probably will do so with Nyna, if ever comes the day.

This mission is pretty similar to an earlier Paralogue, wherein you have to do three things: make contact with the village, protect any roaming villagers, and still rout the enemy. The problem is that your army is spawned at the top of the map, and the villagers are in the middle area, and if you don’t get to them pronto–and I basically mean within one or two enemy turns–they will die fast and screaming. Looked like one attack from an enemy unit was enough to wipe a villager. I did not realize this initially, and so by the time I even had enough troops towards the middle of the map, all three villagers were dead. I did manage to get Sully over to the village though and protect it from further attacks. So, y’know, the greater good and all that.

I looked up what rewards you get if you do manage to save the three villagers, and I’m kind of glad I didn’t. Look at this pile of whackadoo: a Seraph Robe, a log, and a spoon. Ooh boy. Granted, I don’t know the stats for the Seraph Robe, but the other two items are just astounding in their simpleness. A log? A spoon? Sorry, villagers, but you’re gonna have to offer more to Chrom and his compadres if you want to get saved next time. Until then, my fellow Shepherds!

A videogames rundown in honor of Barristan the Bold

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Right now, I don’t have any particular thoughts on a particular game, so I figured I could use a post to sum up what’s going on with the games I’m playing currently. As usual, I am juggling several, which does not bode well for efficiency and completing many of ’em, but it does allow me to see a wee bit of each thing. Let me break this out into a little list:

  • BioShock Infinite – I am really close to the end on this even though I only just posted my impressions about it recently. Its pacing is such that you keep playing, unaware of how much time has passed. A part of me wanted to just soldier through it last night, but it was getting late, and I suspect there’s an hour or two left to unfold. Regardless, I’ll finish it up tonight and then probably lock myself in a small room, crying over what brain-twisting revelations are revealed. Or spoiling myself via the Internet on all the stuff I missed.
  • Luigi’s Mansion: Dark Moon – Just managed to beat the first mansion’s boss, a particularly crafty ghost-controlled spider, which has now opened up the multiplayer aspect, as well as the next mansion. Have not moved on to either of those yet, but I will soon. Seems you can also hop back into the mansion levels to track down hidden Boos. Where you at, Boos?
  • Fire Emblem: Awakening – No one has died since my last post about losing Miriel. Granted, I haven’t played since then, but I’ll take my accomplishments with this brutal SRPG where I can.
  • PhantasmaburbiaHaven’t touched it since my last post, but I do plan to get back to it, especially since I know I just need to do some light grinding to get the two boys strong enough to take down the progress-blocking boss.
  • Kingdom RushI play this during my lunchbreak as I slowly sip down vegetable juice as part of my 10-day juicing fast. I got stuck on the first snowly level and had to drop the difficulty to easy to make it through with a pitiful two-star rating.
  • Patchwork – Cannot figure out how to appease the fire spirit (wants something to eat), and since this game is so small and indie and unknown, any online guide or clues are nowhere to be found. Curses, as I really like its art style and music a lot.
  • Ni no Kuni: Wrath of the White Witch – Stuck fighting Moltaan, the Lord of Lava, at the top of Old Smokey. Probably gotta grind more, especially since I evolved a few familiars, which drops them back down to level 1. Basically, my party is now a tad unbalanced. Oops.
  • El Shaddai: Ascension of the Metatron – Umm, I don’t know. Stopped at Chapter Two. Ha.

Since my last musings on PlayStation Plus, I’ve gone and downloaded several more games I won’t ever have the time to eat up, like The Cave and Demon’s Souls. Unless I clear a few of the above off my plate. Which may or may not happen soon. But hey, with me, you never know, as something entirely new (or old) will grab my attention. Looking ahead, I can’t really see anything that looks enticing, but that’s the magic of the videogames industry; there are always a few well-kept secrets.

Miriel died as fast as lagging fowls before the northern blast

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Before moving on to the next story-based mission, I played the second Paralogue last night in Fire Emblem: Awakening, which is called The Secret Seller. In this one, a bunch of enemy soldiers are trying to destroy a village at the top of the map, but are opposed by an ally character named Anna. You basically need to get a single unit to visit the village and warn them off the incoming attack, as well as protect Anna and then rout the enemy. The difficulty in this map comes from a small bridge connecting the mass of land your units are on and the land with Anna and the village–it makes moving fast a slower process. Thankfully, Anna can hold her own for a few turns.

Now, since I’ve lost so many units so far, I was forced to use Miriel for the very first time, and that meant she was low level and underprepared. For awhile, I had her paired up with the newly acquired Nyna, but then I separated them, hoping Miriel could finish an enemy for some good XP. Alas, no. A man with an axe chopped her to pieces, and down she went. I should note that she technically “retired” so I guess I’ll still see her pop up in cutscenes now and again.

On the flipside, looks like I was able to get in good with Anna, a sword-swinging beast of a woman. Hopefully she’ll do more than just give me a discount at the store down the line, as I’d like to basically replace one redhead for another.

After all this, I took an emotional break and played some more Luigi’s Mansion: Dark Moon before passing out for the night, and I’m happy to report that no one has died yet in that game.

Three more have fallen in Fire Emblem: Awakening

three more fallen in FEA

Well, this is all going downhill rather fast.

Played some more Fire Emblem: Awakening last night while Tara watched Back to the Future Part II. As Marty McFly ran around trying to fix his future kids, I did my best on the battlefield, but my best was not the best, as three more comrades have fallen. Two of them were brand-spanking new, and one was a rather quiet dude that I didn’t get to know in his short time with the Shepherds. Snartleblast, for sure.

Right, so…farewell Lon’qu, Ricken, and Maribelle. You three were too good for this realm anyways.

Here’s what happened with Lon’qu, which I take full blame for his death; on the Chapter 5 “The Exalt and the King” map, I tried sneaking him around the enemy’s side and was not paying attention to just how far and fast the opposing units could move. In short, he was slashed down rather swiftly, much to my dismay. As for the spritely Ricken and tinny-voiced Maribelle–her voice actor also plays Yuzu in Devil Summoner Overclocked, who I find very tiresome, what with her constant disbelief that the government could have anything to do with demons invading Tokyo–these two are dropped onto the northeast part of the map by themselves, about midway between my units and the enemy. From what it looked like, you have one or two moves at most to save them from downright slaughter, and I just wasn’t quick enough getting over to them.

Clearly, at this point in the game, having now lost six units (seven if you count not recruiting Donnel), any sane-minded gamer would have shut Awakening off and reloaded to fix this, but I finished the map without losing anybody else and recorded my progress. Stubbornness is driving me forward, as I want to know just how far I can go, and I’m also curious to see who will still be with me come the point of no more. Though a certain nervousness did slip over me, as I don’t want to stop playing any time soon, and so I recruited a new character to my team via the Bonus Teams menu in the Bonus Box. Specifically, Nyna, who I guess comes from Fire Emblem: Shadow Dragon. Anyways, she’s a Sage, so I gave her some magic like Elwind and Fire, but haven’t got to see her in action. Recruiting her, a single unit, was costly (around 3,500 gold), and so it’s not something I can do to simply replenish my team once enough people are dead and gone. Might have to look into finding a new archer though…

Let’s end this post with a quote from Plato, in honor of today’s fallen three: “Only the dead have seen the end of war.” Yup, that’s true.

Luigi’s Mansion: Dark Moon tasks you to ghost hunt like a pro

luigi mansion dark moon initial impressions

During my junior and senior years of college, I dated a girl called the Giraffe. Relationship stuff notwithstanding, she played videogames in a fairly casual manner, except for a few specific titles like Crash Team Racing and Pikmin, which she ate up with glee. In fact, I was there the day she bought her Nintendo GameCube, slyly suggesting she also pick up Final Fantasy Crystal Chronicles, an RPG I knew she’d never like, but one that I was most definitely curious over; to sum up that game, not so good. As we dated, her GameCube collection grew, and one game we ended up enjoying together was the original Luigi’s Mansion, but for altogether different reasons.

In Luigi’s first ghost-hunting adventure, he ends up in a haunted mansion after winning a contest that he never entered. He told his brother Mario to meet him there to celebrate his…uh, victory. Upon arrival, Luigi realizes that Mario arrived before him, but is now missing somewhere within the mansion. To help Luigi find his red-coloring sibling, an old professor named Elvin Gadd equips him with the Poltergust 3000, a vacuum cleaner used for capturing ghosts, and a Game Boy Horror, a device used for communicating with Gadd. You then explore the mansion room by room, sucking up ghosts and looking for any clues related to Mario’s disappearance. It’s a very charming game, with a lot of style and cartoonish sense of horror, and that’s what the Giraffe ate up the most. She would literally spend fifteen minutes just walking around a room pressing the “Call out to Mario” button, eating up Luigi’s uncertain, shivering tone. Me, I actually liked playing the game, though I never got too far into it.

Some ten-plus years later, and we now have a sequel with Luigi’s Mansion: Dark Moon for the Nintendo 3DS. This time, the adventure is set in a region called Evershade Valley, which is where Professor E. Gadd lives in his laboratory and studies friendly ghosts. The Dark Moon, which hangs above Evershade Valley, shatters thanks to a nefarious Boo, which causes all the local ghosts to suddenly become hostile. Luigi is summoned by E. Gadd to re-collect the five pieces of the Dark Moon, scattered in different mansions, to restore peace.

Currently, I’m still in the first mansion, and it’s been a lot of light-hearted, ghost-sucking-up fun, hampered by all things Professor E. Gadd. Firstly, he talks way too much, calling you constantly on your Nintendo DS phone device thingy. And this isn’t helped by the fact that he sounds completely like an Ewok. I’ve been rushing through his dialogue as quickly as possible, even though there are some great zingers to be read. I really enjoy sucking in ghastly ghosts via the enhanced Poltergust 5000, which can be likened to many fishing mini-games, where once you have a ghost “hooked” you need to pull in the opposite direction its moving to “reel” it in. And every new room feels like an unopened present, especially since there is so much that Luigi can interact with–blowing ceiling fans to reveal hidden floors, sucking up window curtains, moving rugs, exploring vases and desk drawers. My gaming OCD doesn’t allow me to leave a room until I’ve fully explored every crevice and interactive set piece, and that’s just fine by me.

Luigi may be all shivers and quivering words, reluctant to see what’s behind the next door, but I’m pretty excited to explore onwards. Will report back later if anything else surprises me about Luigi’s Mansion: Dark Moon though I suspect it’s going to kind of be a lot like the first mansion, but four more times until the end credits roll. Have not been able to unlock the online multiplayer stuff yet though my non-love for online multiplayer experiences tells me to try it once and then promptly ignore it. We’ll see.

Two more dead, or should I say “retired,” in Fire Emblem: Awakening

virion sumia two more dead in fea

Well, last night saw me complete the Paralogue (which is a strange new “word”) and Chapter 4 in Fire Emblem: Awakening, and from those events came more losses. Keeping up with my promise to embrace permanent death and soldier on, I am sad to announce that both Virion and Sumia are dead. Well, maybe not dead-dead, as the roster in the barracks says they “retired” whereas Vaike’s profile definitely says where and when he died. Evidently, this means that these two characters are important to some plot beats and will still be involved in cutscenes, but are no longer useable as units. Either way, gone.

For Sumia, she moved too close to an enemy archer, which took her down in one hit. Think I learned my lesson there.

For Virion…well, I don’t remember exactly what it was that killed him. Might have been a critical hit from an enemy wielding a throwing hand axe. Either way, he’s done, and so my number of archer units drops from one to zero. Boo.

Oh, and I totally did not get Donnel to level up during the Paralogue, which means he went back to the farm instead of joining the Shepherds and fighting alongside Chrom and company.

So, you know, off to a stellar start. What happens if I run out of useable units? Will the game give me more as I progress, or do I need to purchase new teams from the wireless features section? I guess time will tell. I joked with Tara last night that if I get to a point where I can’t complete the next chapter because I lost too many people prior, I’ll just stop playing the game, accepting that’s how the story concluded in my mind. Or maybe I’ll just start over on Casual mode and try again in a more leisurely fashion, but for now, it’s onwards and upwards, to death and glory, but mostly to death.

Vaike, the first of many permanent deaths in Fire Emblem: Awakening

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Shortly before heading off to MegaCon, I found a retail copy of Fire Emblem: Awakening. That may sound like a rather simple statement, but this 3DS game quickly became rare after dropping in early February in sort of the same fashion as Radiant Historia, with only so many copies shipped to individual retailers. The three GameStops I visited did not have any in stock, nor did the local Target or Best Buy. At last, I found it behind protective glass walls at Walmart. So, y’know, always.

Regardless, I’m glad I got a copy before they all poofed and disappeared, though sadly that’s probably the main reason I purchased Awakening. Not because I have a love for all things SRPG or even any deep experience with the franchise, but because it’s a game that will soon be hard to find, and I’d rather get it now then not and moan and groan later over how difficult it is to obtain, just like I did for Suikoden III and Katamari Damacy for many years. Yes, I’ve become quite a neurotic collector over the past few years, and I’d rather have than have not.

As evident from my bipolar time with Shin Megami Tensei: Devil Summoner Overclocked, I’m not very good at strategy-based RPGs. I don’t really understand why that is, as I’d like to think myself pretty decent at action RPGs and just fine with regular RPGs, knowing how to level and equip better armor and grind for XP before the next boss fight. But as soon as I’m tossed onto a grid-like battlefield with a number of units to control, I fall apart. Maybe there’s too much info to absorb and understand, and from what I’ve seen so far of Awakening, there is a lot of data to grok.

Where to begin? Well, I guess with the plot: Chrom, the prince of the Halidom of Ylisse, and his companions, must join together during a turbulent era. The neighboring nation of Plegia has been acting suspiciously as of late, and in response Chrom commands a band of soldiers–called the Shepherds–to keep his country at peace. He encounters an unholy force called the Risen plaguing the lands and a masked swordsman claiming to be Marth, the Hero-King of legend. You end up controlling a character with amnesia who joins the Shepherds by chance. It’s kind of both typical medieval fantasy fare and non-typicalness, with hints of time travel. I’ve only gotten up to the start of Chapter 4, so that’s all I know currently.

And yes, I’m playing Awakening on Normal difficulty…in Classic mode. That means dealing with the permanent death aspect the franchise is known for. When a character’s health is depleted, that’s it–they are dead. No amount of Phoenix Down feathers could possibly bring them back. So you best be prepared for each and every battle, for every minute change to the enemy’s tactics, for every possible scenario and decision. Matt Mason over at Obtain Potion has some strong thoughts on defending casual mode, and I agree that people playing Awakening on Classic, but reloading a save after losing a beloved squad member are doing it wrong. If you care that much, switch to Casual and go about your adventuring, knowing every one is safe and sound in their big boy/girl beds after each battle.

For me, I’m embracing perma-death fully and plan to make it a point to share each and every loss I suffer here on Grinding Down, no matter how grand or small. I’m not trying to play the game as best as possible, following a guide and keeping all the best characters alive and paired perfectly. This is war, and war never changes. There will be deaths, and many more to come, knowing my skills. First up, however, is Vaike, an axe-wielding soldier with fun hair, which is a shame, as he seemed like quite a funny guy. But as quickly as he was introduced in Chapter 3, he was chopped to bits by enemy soldiers. My fault for not paying attention to weapon types.

I played a little more into Chapter 4 last night, losing Sully and Lissa, but also then having my own character die, which brings up the GAME OVER screen. So I kind of get a mulligan on that one, and hope that I can mix up my strategy better to keep everyone, including myself, up and moving. But if I can’t, well…them’s the breaks.

If you have any Awakening tips, please, please share them here. I still don’t understand a lot of it, and only just opened up all the Wireless functionality, which seems to offer side quest maps, new items, other teams to use, and so on. Also noticed that you can forge new items in shops. Oh boy.

Peeling away the good and bad of Paper Mario: Sticker Star

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Man, I’m really torn on Paper Mario: Sticker Star. After twenty-two hours of saved game time (and maybe an hour or two of lost progress after succumbing to tricky, obtuse boss fights), I still can’t decide if I really liked it or really disliked it. Certainly, I’m lingering somewhere in the middle, and that’s extremely frustrating, as the charm is absolutely there, but other aspects fall short, and I truly can’t recall another game that I had to look up so many solutions for via an online walkthrough.

In total, there are five-and-a-half worlds (forest world, desert world, ice world, you know the drill) to journey through, but none are particularly exciting. Strangely, there is one level within each world that is balls-out charming and stands apart from the others in terms of uniqueness and design, such as the haunted mansion (4-3, The Enigmansion) or the trivia game show level. I really enjoyed these and wished that the thought that went into them was spread out more across all the levels, as some come across feeling highly linear and, more or less, sticker-wasters.

Despite no EXP to gain, I really enjoyed the combat in Paper Mario: Sticker Star, though without timed button presses for bonus damage/defense it’d be fairly boring. I got really good at timing my jumps for Boot stickers, sort of okay with Hammers, and awesome at Fire/Ice Flowers. Those were the mainstays of my attacks, with the occasional Thing sticker when in a…ahem sticky situation. The Thing stickers are quite absurd upon initial pick up, and the only way to learn how they work is to use them in battle. However, re-purchasing some from the secret store could be expensive, and so I’d say I only ever used maybe 30% to 40% of the ones I discovered, such as the Electric Guitar, Soda Can, and Bowling Ball. Oh, and I used the Pillow by accident in the final boss fight, thinking it would put Bowser to sleep only to learn it puts Mario to sleep so that he can heal some HP each turn. In short, go me!

Lastly, the game is forever gorgeous to look at. Its diorama appearance makes turning on the 3D option actually viable, and every level is brimming with color. The larger-than-life bosses are great, and you truly never know what to expect when you use a Thing sticker, such as instant replays on the Bowling Ball.

Okay, no on to the bad–sadly. That whole “paperize” the world and peel parts away gimmick? Totally not used enough in the second half of the game, and when it is, it’s defiantly very straightforward. You literally just peel a part of the wall off, watch it flip itself upside-down in your book, paperize again, and stick it back on the wall. Consider yourself a real genius. I was hoping there would be more secrets to unearth via peeling, but there were only a few early on in the game.

Probably the most infuriating aspect of Paper Mario: Sticker Star are the boss fights, which require specific stickers or a combination of specific stickers to defeat. Now, you might think you have the right one, but you are generally wrong, and so you have to dig deep into your 1990s point-and-click adventure game logic to figure out what sticker is the right one for the job. This basically requires a lot of trial and error, which ultimately lead to me looking up answers via an online walkthrough. Not the most fun way to defeat the final boss of a videogame. Here’s a hint: Stapler, Scissors, Shaved Ice, and Tail; then as many shiny hammers you can use.

And speaking of the ending…well, I’m not exactly sure why I expected something grand or even fulfilling.. After you piece back the Wiggler’s body segments, there’s very few story beats in the ice and jungle worlds, which meant I completely forgot the what and why of Mario’s mission until the end credits scenes began playing. The story is basically this: Bowser ruins the Sticker Fest, you go collect the Royal Stickers, you defeat Bowser, and you start up the Sticker Fest again. That’s it. You get a wee joke from Kersti, and everyone laughs. Even Bowser. The end. Your progress gets saved at the end, but you’re dropped back into your pre-boss fight save slot; you can, however, visit a special Toad in Decalburg to watch the credits again, if you care to.

I guess the only reason I’d go back into Paper Mario: Sticker Star is for the museum, and maybe to complete those “Achievement”-like flags, which require some serious grinding and coin spending. Not ideal. Though filling out the museum is fun, but I have no idea if you get anything for doing it. Considering I’ve already now beat the game, I should just go give the museum all my special stickers and see what comes of it. And maybe I’ll hop back into Super Paper Mario, just for kicks…

But yeah, Paper Mario: Sticker Star. Love it, hate it–a combination of both.

Once more, off to MegaCon to StreetPass like woah

megacon 2013 orl fl gd post

It’s been a year, and so I’m off yet again to attend MegaCon 2013 in Orlando, FL, this upcoming weekend. I’ll be there with my wife Tara Abbamondi at Table Red 1 in the Artists Alley, selling comics, looking all shy, and quietly StreetPassing with my 3DS safely in my pocket. If you are going to the show, please do swing by our table and say hi; I’ll be the one with the beard.

Now, last year, I was able to StreetPass 168 times. That’s a lot for three or four days of non-stop comic convention action. Especially when I am behind a table for most of it. Seriously, it seemed like I couldn’t clear out my gate fast enough before one or two more Miis popped up, ready to give me a puzzle piece and help swing a sword in Find Mii 2. That said, given how the handheld system has grown since February 2012, I think I can do even better. Maybe over 200 tags. Maybe…250. Who knows.

As always, I’m looking to complete more puzzle murals, with maybe seven or eight still to go. I also recently found a retail copy of Fire Emblem: Awakening and have played maybe thirty or so minutes of it, but hopefully that’s enough to have unlocked its StreetPassing features, and so I’m hoping to gain some new comrades. I think I’m full for Super Mario 3D Land, with three present boxes awaiting my return, but I could always use more of those. What other games use StreetPass? Hmm, Theatrhythm: Final Fantasy does, though I don’t remember what one trades. Favorite song and a profile card? Shame Paper Mario: Sticker Star doesn’t–at least not that I’m aware of–as it would be really easy to just gather some super strong, shiny stickers from those you pass. In short, give me lots of stuff.

Anyways, place your bets below in the comments on how many StreetPass tags you think I’ll obtain at MegaCon this year. I offered the prize last year of a “blog topic of choice,” which I don’t Tara ever cashed in, but let’s go with that again. If you are the closest, without going over, I’ll write about whatever you want. Even if I don’t know much about the topic, like Call of Duty multiplayer loadouts or how to mix that special potion in Atelier Ayesha: The Alchemist of Dusk. Really, the choice is yours, so guess away.

And see you when I return! I guess those blog posts on my progress in Paper Mario: Sticker Star and overall thoughts on Hector: Badge of Carnage will just have to wait…