Category Archives: playstation 2

Some JRPGs demand you grind from the get-go

grinding early in RPGs GD

I finally got around to trying out that free and standalone-like 3DS demo for Bravely Default: Flying Fairy last night, but this post is not going to be explicably about that game. I need more time with it to both figure out my thoughts and overall opinions, as well as to decide on whether or not I’ll pick up the full retail copy, which drops today. I suspect I will, whether I love or loathe the demo to pieces, because these kind of strange JRPGs are far and few between, and my thinking is that by supporting it with a purchase, I’m helping to make strides towards a North American release for Fantasy Life. Wishful thinking, sure…but it’s better than doing nothing.

But Bravely Default got me thinking about the various RPGs and JRPGs that really make you grind for levels and money from the very start, because, at least in the demo, it downright demands you do it. The very first fight outside of town resulted in one character in my party of four dead, two badly hurt and poisoned, and the remaining member okay at half of his HP. I’m on the default–pun intended–level of difficulty, and I’m pretty good at turn-based combat, but I don’t think I have the whole brave and default techniques down just yet. That said…yowzas. The combat is brutally tough, and so for my first hour and change with the demo, I’ve just been going back and forth to the inn to heal up, fight monsters in the desert, and rinse and repeat until my eyelids grow too heavy to keep playing. It’s honestly not terrible, as I’m used to grinding, but I always find it strange when a game makes it impossible to progress without it at the very beginning of the journey. Let me list a few other examples.

One of my fondest gaming memories, just in general, always comes back to Dragon Quest VIII: Journey of the Cursed King. See, when I moved out of my parents’ house and up to northern New Jersey for my newly acquired post-college job, I lived off the grid for several months, relying on previously purchased videogames and DVDs for nightly entertainment while I held off on getting cable and Internet. DQVIII filled that space greatly, but it’s a slow game, and you do have to grind for a little bit in the very beginning at the Waterfall Cave section, otherwise the final boss of that area can wipe your party out quite quickly. If I recall, there’s a small section of healing water you can keep drinking from to restore your team’s health, making this place perfect for grinding, and, at the time, it certainly seemed necessary.

Dragon Fantasy (Book 1) is made up of three different storylines and a strange one-off inspired by all things Minecraft. Ignoring the latter and focusing on the former, of the three separate but connected plots, one storyline, by its very design, requires you to grind a whole bunch before you can even get to the first dungeon and safely explore it at a decent clip. In Ogden’s storyline, he is an old, washed-up man out to make a name for himself again, but that means fighting all the battles by himself, which is slower and more grindy than the other two campaigns. It meant fighting battles until Ogden was nearly out of health, run to the nearest inn, spend some gold to heal, and go back out to do it all over again. Not the most exciting time, but I ended up playing a lot of Dragon Fantasy (Book 1) while watching Netflix or Giant Bomb videos.

The first hour or so of Ni no Kuni: Wrath of the White Witch is both magical and devastating, and not just because something terrible happens to Oliver’s mother. I’m talking about the area just outside the Golden Grove. It still gives me the shivers to this day. The monsters here are so powerful and aggressive that your small team of nobody really doesn’t stand a chance, and so you have two options: run and hope to avoid every fight, or go back into the woods and grind a bit for levels, money, and health-restoring items. Naturally, me being me, I ran for it. Which was not very successful for the first few attempts, though I did eventually get out of the area, only to find myself in an even more dangerous spot, though much more suited for grinding.

Oh boy. Now, truthfully, I only stopped playing Phantasy Star II because the cold weather is here, and the Xbox 360 is in the living room, which gets no heat for the whole horrid season, and so it must wait until the snow melts before I can get back into it. And by it, I naturally mean grinding for levels and much-needed moolah while trying to figure out exactly where to go next. Thankfully, the music is so good that it makes grinding more pleasant than not, but it took me forever just to reach the first Bio-Systems Lab areas.

Hey, remember Eternal Sonata? I sometimes do. Beautiful grass in that game, and it’s not every day you come across an RPG so heavily themed and dedicated to that theme. I mean, really…Polka is a terrible name for a young girl. But whatever. Every now and then, I think about going back and playing it some more. But that would mean starting over because I got to that ghost ship section and found myself severely under-leveled with no hope of gaining enough levels quick enough to defeat…uh, the boss Captain Dolce. From reading up some walkthroughs, it sounds like I messed up and didn’t spend enough time aimlessly grinding when I could. Oh well.

I’m sure if I spent some more time looking through my collection I could come up with another five to ten RPGs that are grind-heavy early on, but I need to end this post somewhere. If you have one I missed talking about, let me know about it in the chat! That is, if you can spare some time away from your efficient, but meticulous level-gaining strategy.

Must repair the Thievius Raccoonus in Sly Cooper: Thieves in Time

sly 4 early impressions woo

When I got my PlayStation 3 earlier this year, it was mostly because of Ni no Kuni: Wrath of the White Witch, a game I’ve dabbled in here and there, but just don’t have the time to commit to properly. However, all along, I’ve had my sights on Sly Cooper: Thieves in Time, the long-awaited fourth game in the comically colorful sneakfest franchise that I’ve ate up since the PS2 days. Well, it took me some time, but I finally ended up nabbing a copy, along with Metal Gear Solid: The Legacy Collection, several weeks back for a pretty good deal from GameStop, but I told myself I couldn’t play until I at least put Primal to bed. And lo, that also finally happened.

Right, okay. Thieves in Time picks up immediately after the final events of 2005’s Sly 3: Honor Among Thieves, so you best brush up on that game’s story details or you’ll be a bit confused as to why Penelope is not hanging out with her new boyfriend Bentley. Anyways, something is wrong with the Thievius Raccoonus, a book containing all Cooper history and secrets; words are just vanishing from its pages, forcing Bentley to get the gang back together and uncover who is behind the wrongdoing. This eventually leads to them using their iconic van, which can now travel through time thanks to some nifty enhancements by Bentley and Penelope, going back to different specific periods to rescue some of Cooper’s ancestors.

I’m actually burning through Thieves in Time as I’m wont to do with these types of mission-based collectathon sneak-platformers, now just starting in the third world, which is stuck in the cold, frigid Ice Age. There’s dinosaurs and penguins, so it’s pretty much like Pennsylvania right now. The previous two worlds were set in the Wild West and Feudal Japan, and you are basically given a large hub world to run around, collect things like bottles and Sly masks, return treasures to your HQ, and pick up missions. Or you can also just kind of run around and explore, which I like to do for a little bit before starting the first mission. Get a lay of the land, y’know. Find as many clinking bottles as I can because I must have all the bottles.

The original PS2 games were developed by Sucker Punch Productions, but the company eventually moved away from the master raccoon thief to shooting aliens with guns and men with superpowers. Thieves in Time was developed by Sanzaru Games, the same company that previously ported the original games into HD versions for a special PlayStation 3 collection. I might have to get those one day, despite already having all the games. Grrr, but Trophies. Hmm. Anyways, Sanzaru Games seems to have the right touch, as one might not even realize the switch in developers, as Sly Cooper runs, talks, and plays just like he always has, with a bombastic story, zany, anthropomorphic characters, and goofy one-liners and puns that many might sigh at, but I enjoy greatly.

Other than lengthy load times, I’m loving everything Thieves in Time is throwing at me. Well, maybe not the Grizz, just yet. But the missions are varied and short enough to gobble up quickly, and I can’t truly express the joy I feel when Sly jumps in the air and I press the O button and he instantly lands on a roof edge or wire or pointy thing. Sneaking is fun, as is pick-pocketing. You can go out into the hub world as Sly, Bentley, Murray, Carmelita, and one of the Cooper ancestors, regardless if they have a mission to attend to, and they all play very differently. Maybe, if anything, there are too many different special moves to remember across the slew of playable characters, plus Sly can put on time period costumes to perform additional actions. I like the jailbird outfit, because he can roll around on the ball and chain.

My plan is to get all the way to the final world and its final boss mission, and then go back to all the previous worlds to collect the remaining treasure, bottles, Sly masks, and locked safes. I collected all the stuff in the previous games despite not having Trophies to prove it, but I swear I did, and this one must follow suit. Perfect for putting on a podcast and just collecting leisurely. I suspect I’ll get there soon enough, as Thieves in Time does not appear to be very long considering I’m already halfway through it, but that’s okay. Quality over quantity, really. And the quality here is strong.

Unfortunately, Primal is a realm of both good and bad

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Evidently, I got my copy of Primal at the now officially defunct Blockbuster chain of video rent stores. It has two fugly stickers on the front cover, one beneath the plastic and the other on top. The first shouts directly at me that this is a “previously rented game,” and the other is a medium-size red circle highlighting how much I purchased this gem for back in June 2003 as a financially struggling college sophomore–a cool $14.99. I can’t believe it has taken me ten years to finish this game for the very first time. A part of me kind of wishes I hadn’t because, I’m sad to say, it was certainly better remembered than experienced.

Primal is the story of a cafe waitress named Jennifer Tate and her rock-n-roll boyfriend Lewis and a teeny, but totally keen gargoyle called Scree. See, Lewis ends up getting kidnapped after one of his band’s concerts by some demonic being from another realm, and Jen is badly wounded during this, leaving her comatose in a hospital bed. While unconscious, Jen is visited by Scree, who takes her on a soul journey of sorts to the Nexus, where they discover Chaos is engulfing everything. To save her boyfriend, Jen must discover who she really is and help fight off Abaddon, the embodiment of Chaos.

It’s standard third-person action adventure fanfare, and with Jen and Scree exploring four very different realms for answers, the Nexus acting as a hub for story beats between all the happenings. In all my years of starting Primal over and over, I only ever saw the opening snowy realm of Solum. Truthfully, I kind of assumed this is where the entire game took place and was bummed to not see that be the case, because Solum has personality, much more than any other realm, though Aetha comes close. You can control both Jen and Scree, switching between them freely with the push of a button–take that, Grand Theft Auto V–and you’ll explore rooms, find locked doors and ways around them, fight off enemies, collect items, and meet a bunch of colorful characters, like Arella, who is championing for Jen to win.

And that’s Primal‘s best part–the story. The people you meet, the ones that support your cause, the ones that hinder it. You really do feel like you’re playing an active role in some special episode of Buffy the Vampire Slayer or Veronica Mars. Jen is spunky and compassionate yet always ready to crack a joke, and Scree refuses to let up his seriousness; together, the two make quite a pair. By the end of the game, their relationship has grown beyond just helping each other out. From a glance, a lot of the world-building could seem superfluous, but I think enough is said to make all the realms come across as real places, even if they are mostly devoid of life and signs of life, save for Solum, which I mention again as I think its frigid landscape littered with stone buildings and campfires came off quite well. The story told there of a fallen prince in a society where the king, at the height of his power, sacrifices himself worked better than some later plots, which were uninspired.

Okay, now the bad parts, and it’s more or less everything else in Primal: combat, swimming, getting lost, no mini-map, camera, the music, the lack of music. I’ll try to cover each topic briefly.

Combat is oddly mapped to the PS2 controller’s shoulder buttons, which makes for weird, clunky fighting, and I found countering–hitting the block button just as an enemy strikes–to be impossible to nail consistently. Some enemies can only be killed with a finishing move, which you do by pressing L2 and R2 at the same time, a technique that worked only one-third of the time. Jen can regain health by absorbing it from Scree, and Scree can store up more energy to give Jen from fallen enemies (and some other places), so it’s a constant cycle of fight, absorb, refill, move on.

The second realm of Aquis has Jen and Scree spending the majority of their time underwater; that’s fine for Scree as he controls just the same, since stone sinks. But Jen’s swimming controls are unintuitive, and the camera is constantly getting frazzled at trying to keep up with her POV, flipping high and low. I can’t imagine many people got to this section and continued playing. The original Tomb Raider had better swimming controls than this, and I think that’s saying a lot. Oh, and did I mention that you still get into combat situations while underwater? Yeah, I found the whole realm maddening, as well as a wee depressing. There’s very little music, so you are just swimming around listening to nothing but the swoosh of Jen’s feet, wondering why you’re still here playing this underwater step back.

There’s a map, but no mini-map. There really should’ve been a mini-map, because it’s extremely easy to get lost due to erratic camera movements and most of everything looking identical. Especially when swimming or using Scree as he climbs up walls and across ceilings. You can press start at any point to view the map, but only if Scree is near you. Occasionally, the map wouldn’t even load. Just a dark, black screen. So, it’s glitchy and hard to follow as you can only see the section you’re on currently, but if your destination marker is in another building further down you won’t see the marker until you are close enough to pop that part of the map. Make sense? Absolutely not. Since Primal is very much about exploring, this aspect could’ve been stronger. I ended up using a walkthrough from time to time to get me back on track, especially in Aquis.

Music in Primal is all done by electronic rock band 16Volt. Not my thing, personally, but they fit the story and look and have a videogamey sound, I guess. Their music appears mostly during fight scenes and boss battles, but also in cutscenes and the opening of the game. That said, when you’re not fighting, all is silent, which can kind of unnerving, but mostly boring, as even just some light instrumental would’ve helped fill the void.

As they travel about, Jen and Scree can find Tarot Cards, which unlock concept art from the main menu. That’s nice and all, but nothing to go crazy over. I think I found maybe half of the Tarot Cards by the end. However, as you progress, the game itself unlocks behind-the-scene and making of movies, interviews, and special trailers, which are fantastic, mostly for being stuck in the past. They might come across as cheesy or overdramatic in how Primal was trying to be sold, but they’re interesting nonetheless. Especially the interviews with Hudson Leick and Andreas Katsulas.

I don’t know. Like I said, there’s a part of me that wishes I hadn’t gone through and seen the rest of what Primal had to offer, as I found a lot of it frustrating and disappointing from the gameplay side, but I guess I ultimately needed to know. Now I can speak more confidently about the game, about its good parts, while also warning those that are making their way to the Nexus for the very first time about things like an entire realm devoted to just swimming and janky camera control and the atrociously repetitive combat and and and…

2013 Game Review Haiku, #53 – Primal

2013 games completed primal

To demonic realms
Jen Tate must explore, with Scree
Worst swimming ever

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

SPLASH DAMAGE: Videogaming in “Undeclared”

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Unlike my videogaming habit, I try to stick to watching a single TV show at a time. This allows me to stay immersed and connected with the characters and storylines and not have to juggle a billion different happenings in my limited headspace; of course, due to the wealth of shows out there and number of places you can watch stuff for free or relatively cheap, I’m juggling three to four shows at the moment, namely Downton Abbey, The Walking Dead, Top of the Lake, and, lastly, Undeclared. Actually, I’m only one episode away from finishing Top of the Lake, which is a hauntingly beautiful and sad show filmed and set in New Zealand, and Tara and I only catch up with The Walking Dead every week and Downton Abbey every few weeks. So really, for me, it’s just been Undeclared over the last few days because I wanted something light and breezy after finishing up Breaking Bad recently–hey, check out my newest comic if you’re a Heisenberg fan–and that third season of Louie did not cut it.

Undeclared comes from cult favorite Judd Apatow and closely follows up on Freaks and Geeks, a show I very much adored. But instead of high school and hour-long episodes, we’re now in college with a potpourri of freshmen and 30-minute long episodes. A lot of the same themes are present here, such as taking responsibility and accepting who you are, but they are buried pretty deep beneath general goofiness, zany character motivations, and bombastic plots. At one point Adam Sandler playing Adam Sandler shows up. It’s not amazing, but it’s okay and bite-size, and I’m enjoying seeing many actors in their prime that I follow now, such as Lizzy Caplan, Seth Rogen, and Amy Poehler. Will Ferrell also appears in episode 7, “Addicts”, and his performance and script and the way he acts when it comes to videogames only confirms for me that Elf was and will always be his best, as well as that most people in TV have no idea how to portray entertainment gaming or those that like it.

In “Addicts”, Ferrell plays a townie called Dave who, for a small fee, will write papers on any subject for struggling–or lazy–college students. This works out well the first time, getting our leading lad a high mark, but the next set of papers turn out simply terrible, and it’s then that we realize that Dave is supremely messed up, on drugs, and unable to distinguish reality from videogames. See, Dave just got a PlayStation 2, and you can clearly see him enjoying Kessen, a real-time tactics simulator set in feudal Japan. As he plays, he is literally mashing on every button and moving the controller in his hands as if it covered in butter and he can barely hold on. When confronted about how bad the papers were, Dave says it’s because he was “this close to getting to level 24.”

As far as I can tell, in Kessen, there are no levels, not at least in the traditional sense. The game is broken up into different events, such as the Skirmish at Kuzegawa or Escape from Minakuchi, each with their own objectives, and I don’t think if you even added up everything in the game you’d come up with 24 somethings to do. Though I could be wrong. Still, it comes across as Dave just shouting gibberish, a phrase better associated with something like Super Mario Bros. or Sonic the Hedgehog–though not perfectly. If Dave was really into the game, as they show he is, he could’ve been more specific, like saying the name of the final war encounter. Later, he also refers to it as “that ninja game” when he is out of his mind on speed and trying combat the trio of college freshmen in his own house. It’s over-the-top and embarrassing, and only reinforces negative stereotypes of what a gamer looks like (well, in 2001)–college dropout, skeezy, on drugs, hyperactive, and unable to keep a grip.

If you’ll remember, I also ran into some problems with how games like Crash Bandicoot were handled in Felicity, and many of the same stereotypical dramatizations happened there as well. I wonder if Judd Apatow and J.J. Abrams shared emails with one another.

Anyways, you can watch clips of Dave being a loosely wired videogame freak from the show here, but the action really starts around the 4:00 mark:

SPLASH DAMAGE is a non-scheduled feature on Grinding Down that examines the way videogames are handled in different types of media, such as comics, movies, and TV shows. Basically, whenever I see them being grossly misrepresented, I’ll write about it. Expect a lot of grumbling over people thrashing around like wild beasts when holding a controller and shouting out strange things that many non-gamers might assume a gamer would say. Also: obvious links to drug addiction tendencies. Seriously, we can do much better than this.

Learning the nature of Primal’s demon realms all over again

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I made a grave error when beginning Primal, staying headstrong on this lofty goal of mine to beat five specific videogames in 2013. If I can see its credits roll, it’ll be the third title I can check off my digital list, which I’ll consider a fine achievement. However, that’s only if I don’t goof up again, like I did when choosing the lesser of my two PS2 memory cards to save the game’s data on. Could’ve really used some advice from Scree on that one.

If you’ll recall, I was able to snag a used PS2 memory card some years back, but there’s some corrupt data on it that I just can’t delete, no matter how many times I try; however, I’ve been able to save other game info on there just fine, like my vital progress in Harry Potter: Quidditch World Cup and Secret Agent Clank. So it definitely isn’t completely broken. Just randomly, I guess. Alas, after playing for two hours of Primal and getting to just before the game’s first boss battle, my save data became corrupted and wouldn’t load. Eek. My heart turned to stone each and every time the “load error” message came up. So I had to switch over to my mainstay memory card and delete some info, such as Tony Hawk Pro Skater 3 character save BS and whatever little progress I made in Wallace & Gromit: The Curse of the Were Rabbit, and start all over again. At least this time around I knew puzzle solutions and could skip all the cutscenes immediately.

So yeah, I’ve played about four or so hours now of Primal–that’s the first two hours twice, and then a wee bit more once I got my saving stuff in order. It’s good. I mean, it’s always been good, but I think the game still holds up really well in 2013, mostly for its Buffy the Vampire Slayer-esque story, cheeky characters, and larger-than-realm scope. Seriously, the realm of Solum feels absolutely massive even if, technically, it’s not, and I have already found myself getting lost going from the forum to the hunting camp to the colosseum, though you could probably also blame that on the lack of an on-screen mini-map. Granted, I generally associate dark, snowy worlds with time standing still thanks to The Lion, The Witch, and The Wardrobe, and Solum comes across as a bitter, uninhabitable home full of strange people and customs.

Some of Primal‘s gameplay mechanics are not as awesome as I remember them, and now that I actually play it, controller cradled in hands, I’d prefer to have no combat at all, but that’s just a pipe dream. Like in Silent Hill 2, combat is an essential part of the game, even if it is clunky and obtrusive and strangely designed around the left and right triggers. Restoring and harvesting health from fallen foes is tedious, and the climbing, now spoiled by the likes of one-button speedfreak Assassin’s Creed, feels pretty cumbersome. But all of that can be dismissed simply to hear Scree and Jen talk, as their banter feels genuine, and you can really watch Jen grow closer to the little gargoyle in a natural way, which might sound odd, given that she’s technically dying in a hospital and has been taken to a realm between realms to do something heroic and find her stolen band boyfriend.

I’m approaching the part in Primal where I always stop and…walk away, much like I had in the previous two entries checked off my list–Chrono Cross and Silent Hill 2. I just need to power on and not be afraid to use a walkthrough when I get stuck because, surprisingly, this game doesn’t highlight interactive objects in a bright yellow glow or put a giant arrow over them like many gamers are coddled today. You have to be observant and aware and willing to think outside the castle wall box. However, sometimes the answer is not easy to deduce without any clues, and I’d rather have someone else tell me what it is then to give up on Primal yet again. I have to see this spunky goth girl, also a coffee bar waitress, discover her destiny. I have to.

Waiting for you, Silent Hill 2, to unravel in my mind

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Silent Hill 2 is pretty fascinating from all angles. After nine or ten hours played and one ending unlocked, I can say that confidently. Maybe even intelligently. It is a marvel of the horror gaming genre, as well as what a lot of “scary” games–now and forthcoming–should aim for in terms of story-telling, atmosphere, and sound design. It doesn’t have to be jump scares all the time. However, no one should try to ape its combat system, as that aspect continues to be the worst part of this survival horror franchise and should be stripped out completely in lieu of more puzzles or just quiet exploration. Everything else though? Psychologically unnerving, but in a good way. Probably.

Before we go any further, let it be said: spoilers. I’m going to be talking openly and veraciously about what happens in Silent Hill 2, from beginning to middle to end, taking out my handy magnifying glass and leering at everything not covered by thick fog, unless it’s too disturbing to do so. If you have not fully experienced this game, just stop reading and go play it. It’s not terribly long. In fact, I was checking out the Xbox 360’s Achievements list for the version included in the most recent HD collection, which you probably shouldn’t get, and one of them is for beating the game in under three hours. Oh my. It took me just around ten; however, it’s not a game one should rush through on their first visit, but it also doesn’t overstay its welcome. So go play, let Silent Hill’s disturbing horrors take over your mind, let the unsettling sound design raise the hairs on your arm, let the bosses be bothersome–and then come back here for some discussion.

From what I can tell, no one goes to Silent Hill voluntarily. In Silent Hill 2, James Sunderland finds himself drawn to the eerie town after receiving a mysterious letter from his wife Mary. One minor problem: she’s been dead for several years now. That’s the simple setup and main goal for the whole game: find Mary. But as James progresses and meets both monsters and men hidden in the infamous PlayStation 2 fog tech shrouding the town in secrecy, another story begins to be told, one without many words, but lingering there on the edge of reality nonetheless. This is all about James, not Mary. For James is a Very Bad Man™, an antihero, a sad stick of a human being, and deserves to be punished. Everything stems from his horribleness.

See, Mary was ill and dying. The game never explicitly says–how shocking!–from what, but you get the impression that it’s not the flu. Just some bad business. And then Mary died. Unfortunately, James killed her before the disease could and then blocked out the memory. Mary did not die three years ago; she got sick three years ago, and he killed her very recently. He goes to Silent Hill to face his literal demons; in fact, once you learn this, the original letter from Mary disappears from your inventory, solidifying the reason for being there. It was not a crime of compassion, but rather selfishness and shame, because James no longer wanted to look at his sick wife being sick–the disease was apparently quite disfiguring–and began to find himself attracted to the nurses in the hospital, his love going astray.

Along the way, James comes across other people trapped in Silent Hill. There’s Angela, an evasive young girl who we later learned was abused by her father. Eddie, who is puking his guts out upon first meeting him, seems to have a bit of a mean streak because the world was always ragging on him for his weight. Laura, a young girl, just keeps running away from James at every chance–and rightly so. Lastly, there’s Maria, a woman he finds in the park; strangely, she resembles Mary both physically and in her voice, but she’s also different in minor and major ways. To me, these people are not just here for shits and giggles, but represent a vital portion of James as a whole: Eddie is his uncontrollable hatred of others, suicidal Angela is his hatred of himself, Maria is the love he has for himself, and Laura is everything innocent that remains, for she is able to run around Silent Hill carefree, not seeing a single monster. Or they could be lost souls, struggling with their own problems at the same time James is.

Of course, you can’t talk about Silent Hill 2 without taking a look at everyone’s favorite big baddie to cosplay as–Pyramid Head, the iconic blade-wielding monster. He pops up now and then to torment James some more by killing Maria, a woman that closely resembles his Mary, over and over and over again. You fight Pyramid Head all by your lonesome a few times in the game, but you can never damage him, never stop him. Basically, Pyramid Head represents the fact that James can’t avoid his guilt, that the selfish murder of his dying wife will haunt him always. He’s pretty terrifying, especially his first appearance, which implies that he is sexually assaulting one of the nurse monsters, which adds to James’ reprehensible behavior; you can over-analyze as you see fit.

For the majority of the game–let’s say 75%–you know nothing. You are just a man named James in a strange town looking for your wife. You come across monsters, you find other people trapped, and you work your way from building to building, looking for answers. It’s only when you finally get that big answer that you can begin to question everything revolving around James, including the man himself.

A lot of all the above theories are implied or simply hidden in the fog of one’s mind, and without any kind of examination, Silent Hill 2 comes across as merely a man trapped in Purgatory, fighting off or running from scary monsters. By that alone, it’s still a fantastic journey, but the fact that it is so layered is beyond rewarding. Other games in the franchise are more straightforward, focusing on a cult and the obvious evil powers floating around the fictitious town, though I believe Silent Hill: Downpour dives into some psychological issues. I find Silent Hill 2 fascinating for the questions it doesn’t answer or bring up or even hone in all; everything is there for interpretation, and it’s up for you to figure out how the story goes.

Chances are high I’ll never play Silent Hill 2 again. The “Leave” ending is canonical for me, but I looked up some of the other ways this goes down–even the jokey ones–on YouTube, and have seen everything I wanted to see, including how the puzzles change on different difficulty settings. At some point, I’ll move on to see what Silent Hill 3 is all about, but nothing will ever be as successful at burrowing into my brain like James Sunderland’s visit to a foggy town to heal himself of the horrible choices he made. Nothing.

2013 Game Review Haiku, #32 – Silent Hill 2

2013 games completed silent hill 2

Looking for Mary
In a hell called Silent Hill
Good luck, James–stay safe

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Everything is still coming up scary in Silent Hill 2

sh2 early impressions ooh

I like horror movies, but I keep my distance–as much as I can–from horror videogames. I don’t even think I can count on one hand how many horror-based games I’ve really truly played over the many years of my button-pressing time. Sure, a few Resident Evil titles here and there, and you yourself can decide if a game like BioShock is more scare than shooter–personally, I found it completely unnerving to get through, unlike the tamer BioShock Infinite. I gave both Penumbra Overture and Amnesia: Dark Descent a quick try, but immediately got the frak out of there, as it seemed too genuinely terrifying for me to experience. I would also argue that some quests in Elder Scrolls V: Skyrim could certainly be considered horrific and had me creeping around cave corners at a snail’s pace.

All that said: Silent Hill 2. It’s a game that’s been in my collection for seemingly forever, and I’ve taken a stab at it maybe three or four times, getting roughly a few hours in before walking away for a number of reasons. Mostly in that I always screw myself and end up saving before a hallway full of monsters with no bullets left and no more first aid kits. That, more or less, equals death or starting completely over. I’ve always liked the Silent Hill series–yes, even that first movie, which nailed the setting and crazy monsters–though I’ve really only played the first and second game out of all them, but I appreciate what they aim to achieve: a realized, fictitious setting filled with the most insane-looking demonic creatures and a constant sense of uncertainty.

Despite being a twelve-year-old game (released in 2001, yowza), I am finding Silent Hill 2 to still be effectively frightening. Though that statement generally only applies to when you’re inside a building. The story centers around James Sunderland, who enters the titular town after receiving a letter written by his deceased wife, saying she is waiting for him in their “special place”–which he believes is a park they used to frequent. Joined by Maria, who strongly resembles his dead wife, he searches for her through fog and freaks to discover the truth about her death. Wandering mostly alone through a creepy town occupied by monsters and less-than-trustworthy folk is not an easy trek, especially when backed by the wonderfully unhinging soundtrack and creature cackles.

Tara’s helping me play and making sure I don’t quit, as I could easily walk away at any moment, but there is a part of me, which is fairly miniscule, that does want to see what happens in Silent Hill 2 after the first four hours or so. I’ve only ever gotten up to the Brookhaven Hospital in all my tries. Currently, that’s where I am, so now comes the true test, to see if I can keep going. One thing I will fully admit to is looking up puzzle solutions via an online guide, as I have always found them to be too cryptic for their own good; that’s at least one roadblock diminished, and the main hurdles for me are the combat and not breaking my controller over how bad the camera angles are. Dynamic my booty.

Strangely, the game also presents a lot of opportunities for laughter, such as when James was running down Nathan Avenue and monsters were being unsuspectingly catapulted at him like flaming boulders from the blindness of the fog; I have to imagine that’s a glitch, but can’t seem to find anything online to back that claim up. When James and Maria run together, their footsteps sound like a horse in full trot. Also, the voice acting is atrocious, but thankfully there isn’t much of it, and the story can tell itself mostly with scenery and straightforward text.

I feel like, if I can beat Silent Hill 2, I can do anything. Like tackle Dead Space or Silent Hill 3 or Slender. Nah, I’m just kidding. I’m going to immediately return to sunny, colorful Japanese roleplaying games, and you can’t stop me. But you never know what the future holds.

The Half-hour Hitbox: September 2013

half-hour hitbox sept 2013

And we’re back, for the second edition of Half-hour Hitbox. This is a new feature I debuted last month on Grinding Down wherein I touch shortly upon the videogames that I’ve touched shortly upon over the last month. See, it’s full circle and thematic and what-have-you. Sometimes I don’t get to write about every game I play or try out or give three seconds of my precious time, which stinks, as I’ve been enjoying writing about games lately. But now I have a place, a special place once every thirty to thirty-one days, where I can scribble down at least a couple of sentences and thoughts about some of these titles before they are lost to time, like tears in the rain. Don’t sue me, Ridley Scott.

And away we go…

Tekken 5

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I actually ended up playing quite a bit of Tekken 5, which makes its appearance on this month’s Half-hour Hitbox a bit misleading, but whatever. When I began putting this post together, all I had done at that point was play a few rounds and marvel at the fact that you can experience the arcade versions of previous Tekken games by emulating from the main menu. But now, I’ve unlocked everyone possible via beating the Arcade mode over and over, as well as tried the “Devil Within” side story game, which is not as fun as I remember from the Tekken 3 days. You’re have a limited move list, fight the same goons one after the other, and the map and dungeon layout is so boring to the point of confusing. Wish this had volleyball or bowling…

Six-Guns

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This free-to-play game for my Windows 8 phone kind of came out of nowhere. And at first glance, it’s quite surprisingly. Like a mobile Red Dead Redemption, which, mind you, I’ve still not played despite it appearing on my annual sad-woe-is-me lists come the end of the year. You travel around the Wild West, shooting evil critters and creatures, riding horses, finding maps, collecting stuff, and doing missions for kind folks. Quite a lot here from the early look, but I’ve not yet sat down and actually played much of it to know if it is worth the effort.

World Series of Poker: Full House Pro

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I’m not a big poker player, and if anything, I’m more likely to go a few rounds with Blackjack over at my landlord’s house using pretend money and enjoying a mixed drink with friends. I understand how poker works just fine, but I’m a terrible gambler. I never fold, just keep checking, because I like playing and being involved, and folding means you’re all by your lonesome, sitting there to watch others experience the hot action.

There’s a lot more here in WSOP: Full House Pro than just poker, but it all seems cosmetic stuff that you can really only get by playing a whole bunch of poker. Basically, you can unlock stuff for your Avatar to wear, new table and chair designs, chip tricks, and so on, to make this digital experience all the more your own. I was able to beat a pro in the single player campaign thanks to a really lucky hand of two Queens, but otherwise, I’ve had piss-poor luck and probably won’t play much more.

Halo: Spartan Assault (Lite)

Halo-Spartan-Assault-Screenshot---Banshee-Strike

I don’t even remember this. I guess I played, like, a demo for Halo: Spartan Assault. Must have been during a fugue state or something though. It’s still on my phone. I don’t know what to tell y’all.

Ascend: Hand of Kul

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Hmm. I actually quite like a lot about Ascend: Hand of Kul, and not just the part that it is free to play. At first, it seemed a bit generic, just another hack-and-slash action title that couldn’t get out of God of War‘s massive shadow, with a few spells to cast when not beating enemies over the head with clubs and stone axes. But then you begin to have human worshippers climb up on your god-size body, and you can eat them for health or throw them at bad dudes or let them shoot arrows from your shoulders. And other players can challenge your terroritory, and you have to fight them off or lose those that see you as their one true god. But, by far, my favorite thing about Ascend: Hand of Kul is its tiny text, which is impossible to read, and how it randomly freezes, forcing me to perform a hard shutdown on my Xbox 360.

The Sims FreePlay

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Played The Sims FreePlay–side note, that is a horrible name–for a grand total of five minutes, just to see if it worked on my Windows 8 phone. It does, just fine. Also unlocked an Achievement for having my dog dig up something in the backyard. Woo!

Silent Hill 2

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Now that I have finished Chrono Cross and put it behind me, I can move on to another game from my list of must-beats for 2013. I’m tackling Silent Hill 2 next, as the cooling weather and looming month of October are simply perfect for exploring a mysterious, fog-heavy town full of demonic monsters that are undeniably the stuff of nightmares. Last time I gave this a go was back in 2008 during an unbearable New Jersian summer and…well. Started over from scratch and played for about an hour and a half so far, which puts James in that first creepy apartment complex full of rooms I don’t want to go in. Solved the clock puzzle and saved my game. More tonight, I’m sure.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.