Category Archives: Paul Plays

400 Years rewards patient players only

400 years review post

400 Years, which is all about waiting, is a game totally designed for me. You have to be patient, and when you get stuck and think that more patience can’t possibly be the answer, it totally is. It moves as slow as a stone effigy with legs, but it moves with purpose, and you can always speed everything else up by advancing time and changing the seasons. Or you can just stand around and bask in the comfortable, autumn weather, listening to Kevin MacLeod’s stunningly gorgeous and hypnotic soundtrack, becoming stone-still yourself. All in all, it’s a fantastic little piece of puzzle-based experimentation, and I encourage everyone reading to give it a try.

The plot is very straightforward: a great calamity is approaching, and you’re the only one who can stop it. Who exactly are you? Well, you’re a sentient stone idol who can do little more than walk left or right, climb trees, and, magically, advance time by a full season, seeing autumn, winter, spring, and summer zip by in an otherworldly blur. In short, you have 400 years to spend until this disaster strikes down, and time’s a-ticking, so you better get a-saving. Just kiddin’. There’s really no rush. I was able to complete 400 Years with about two hundred to spare, and I’m sure you can save the people, the place, and the planet even quicker than that so long as you know what you’re doing.

Of all the games I’ve played this year, 400 Years has been the most relaxing and possibly enjoyable for that very fact. Well, wait. Animal Crossing: New Leaf is pretty stress-free, actually. Anyways, I was not stressed about losing health or missing a collectible or not finding the one specific pixel to click on to advance the plot–there was just time, and a lot of it. Your goal is to, more or less, constantly move to the right until you find the place where the calamity will occur, and then you have to stop it the only way you know how. The puzzles along the way are easy enough to figure out, and waiting is 75% of the solution. Let me tell you, it’s a real joy to ponder the solution for how you get a tree to grow and then see it happen right before your eyes. If anything, I’d have liked more puzzles peppered throughout or places to explore along the way–perhaps you come across a hill of lifeless stone effigies–but the slow pace of the game makes for a solid adventure nonetheless. Personally, I found the ending a bit abrupt and wanted more, but the journey there was really precious, a piece of gaming memory that will–if you’ll allow me just this once–stand the test of time.

You can watch me play some 400 Years in my newest “Paul Plays…” video:

Tower of Heaven is a tough, rule-stacking platformer

tower of heaven final overall imp

Much like with Persist, I am finding myself drawn to platformers that really mix the genre up so that it is no longer simply about jumping left to right, down to up. Those simplistic actions are totally fine, given that that’s where this genre really began with Super Mario Bros. and Alex Kidd in Miracle World, but eventually the premise wears thin, and there needs to be something else tossed into the machine to create a different style of play.

Again, in Persist, you lost abilities, like being unable to swim in water or even jump, which made traditional platforming problematic and demanded you figure out a way around regardless. In Fez, which is probably more puzzler than platformer, you could rotate the level to traverse to new areas, find hidden secrets, and see everything in a new light. Braid had you playing with time. Sonic the Hedgehog, which I’ve never been good at, placed more of an emphasis on speed than straightforward platforming, and 3D titles like Jumping Flash! took advantage of a rather unique and challenging perspective for platforming purposes, with the camera locked in first person mode, which made leaping to extreme heights both exhilarating and disorienting. And awesomely, I could list other examples, but I think that’s decent for now.

Well, in Askiisoft’s Tower of Heaven, our game of the moment, there’s a rule book you acquire early on, and if you don’t follow the rules, you die–plain as paper. Designed to look like a Game Boy romp of old, this challenging platformer looks more innocent than it really is. By the time you pick up the second or third rule, it’s just as difficult as the masochistic platformers of this past generation–I guess I can say that now since we’re moving on to the next one with the PlayStation 4 and Xbox One finally exiting their respective dungeons–namely, Super Meat Boy and I Wanna Be the Guy. It’s difficult and leaves nearly no room for error, especially once you can’t go left, touch the side of blocks, and even touch other living beings. But I guess I’m getting ahead of myself.

The plot. Yup, there’s a plot. You are a lost soul, represented as a dark shadow of a human figure, and you are attempting to climb a…tower. Where does it go? Well, the game’s title should clue you in, but I couldn’t tell if that was meant to be taken literally or figuratively. A mysterious voice from above does not believe you can do it and begins to throw wrenches into your plans when it becomes clear you are unwilling to walk away from your heavenly goal. There’s some religious text at the very end that kind of confused me and felt like it was there to be “deep” and “thoughtful”, but really added little to the story. In each level, your goal is to reach the staircases and continue up. However, as you progress, the voice from above will place specific restrictions on you (such as you can no longer hit the left key or touch the side of walls), and these rules eventually stack on top of each other, meaning you have to constantly be aware of all the things you can’t do, as well as what you can. At one point, you weren’t even allowed to check the rules menu; if you hit the button to bring up the list, you exploded into pixels. It’s a fantastic gameplay idea, though it makes for tough towering.

All that said, here’s about nine minutes of me going through the motions for Tower of Heaven‘s first few levels. Warning: my mic audio is very high and airy, and I’m still tinkering with my settings to learn what works and what doesn’t for recording purposes. Again, if anyone has any tips, I’ll take ’em. Just throw them at my head; I’m using OBS now to record gameplay footage and a LogiTech headset.

I played more after the video ends and was able to beat Tower of Heaven after about twenty or twenty-five minutes on the final few levels. I came very close to giving up entirely though, that’s how challenging it got. When the rule states that you can no longer touch living beings like butterflies and grass, well…you begin to notice that stuff is all over the place. Anyways, the ending was simply okay, if a bit muddled in its own revelations and heavy religious tone, but I dug it nonetheless. Just like in VVVVVV, you get a stats screen at the end, and mine showed that I died a total of 154 times, which I am totally not ashamed of. If you’re into retro games with some challenge, this one is definitely worth checking out.

Persist, a backwards platformer with spirit

persist final impressions image copy

First you lose your arms, stripping away your ability to swim. Next, the Goddess takes your legs, leaving you as a simple head, only able to roll left or right, deeper down into a dark abyss. And she doesn’t stop there either, relishing in your torture. Persist is a backwards kind of platformer; basically, the further you get, the more standard abilities you lose, reducing you down to nearly nothing, and as the story plays out, it sort of makes some sense why such a being would do this. Don’t be deceived by the game’s retro look and minimalist gameplay–it was designed that way for a reason, and it is totally worth playing.

Again, Persist follows the story of a lone spirit, trying to reach a mysterious Goddess to ask for forgiveness for his past sins so he can ascend to the higher plane of existence. Unfortunately, this Goddess really resents him, which becomes somewhat clearer by the end, and constantly puts him into increasingly dangerous situations, both as a test and a bit of torture. This game was created in just under 48 hours by @AdventIslands for Ludum Dare 26, wherein the theme was minimalism. A couple of other games to come out of that jam that I talked about here on Grinding Down were TOOM and Gods Will Be Watching. It’s absolutely awesome how much can be crafted from the idea of “how little,” and I suspect I’ll keep finding little gems from this jam as time marches on.

For those interested, I played a bit of Persist in my new speculative YouTube adventure called Paul Plays…, and you can check out my lackluster jumping skills in the video below:

 

I did immediately keep playing after the video ends, as there were only two sections left to complete, the one where you’re just a detached head and another that I won’t spoil here. They are very enjoyable and more puzzle-based than everything before it, which is more classic platforming of the Mario kind. The story comes to a head immediately after the last level, and it takes a surprising turn, but it really could have been something more if the writing was stronger and more effectively narrated throughout. I understand that there was a time limit to abide by, but I’d love to have seen a few more levels added or lengthened to stretch Persist out, especially when you’re just a head, as figuring out how to time your rolls from platform to platform was a lot of fun. The small amount of music in the game is quite good; not loud enough to be distracting, but soft enough to jump against, and helps create a rather somber ambiance, which is quite fitting once you learn what the spirit did.

Either way, give Persist a play, and do it sooner than later or else the Goddess might take away your hands, and you’ll have to give up gaming entirely.

My first “Paul Plays…” video, covering Deep Sleep

Okay, so here’s the thing. I played a bit of Deep Sleep, which I recently wrote about, and talked as I pointed and clicked. I’m tentatively calling these things “Paul Plays…” with the intention of naturally doing more. My audio is relatively low compared to the game’s audio, and it’s been an ongoing process, learning how to do this on my own. I will try tinkering with my microphone settings some more before the next go. If any of y’all have tips or suggestions, by all means–share with me. Otherwise, give it a click.

Thanks for checking it out!