Category Archives: playstation 3

The Top 10 Videogames I Didn’t Get to Play in 2014

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Actually, I played and beat a lot of games this year, somewhere around 73 according to my well-kept list. That’s my highest count yet since I started keeping tabs. Many of those games were from last year, years past, or tiny indie darlings. I did get to a few titles that came out this year, such as Transistor, Diablo III: Reaper of Souls, and Fantasy Life, to name a few, but as things often go, I missed out on a big chunk of the heavy-hitters.

Truth be told, this is one of my favorite lists to put together at the end of the year. Sure, it can seem like a bummer to miss out on some of these, but I’m a patient man and will get to some of them in due time. Or maybe not ever, given that Red Dead Redemption showed up on these lists a few times in a row, and I’ve still not ridden a horse to Mexico. My bad.

And for those curious to see how this feature ran in the past, here’s a bullet list:

Remember, this is a list of games I didn’t play that, if I had the time, money, and chance to, would totally play. Just putting that out there if you’re wondering why Call of Duty: Advanced Warfare or Titanfall isn’t showing up below. I don’t want to touch those, not even with a ten-foot pole. Your thoughts and mileage may vary.

10. Destiny

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Hmm. I really like Borderlands II and the idea of a loot-driven first-person shooter. Shoot things with guns, get cooler guns, do it all again. That’s perfectly fine. While the Borderlands series might not have the most illuminating or powerful story, it at least has a story, with characters and twists and resolutions. Sounds like Destiny doesn’t, which is scary, given Bungie’s plan for ten years worth of content. I don’t know. It looks pretty, but I’m a solo player, and a lot of the later game content is slanted towards group play.

9. Assassin’s Creed: Unity/Assassin’s Creed: Rogue

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Another year, another new Assassin’s Creed game to slip past me in the crowds while perfectly pilfering my purse. Based on reviews and fan feedback, neither of these two titles sounded all that great, riddled with bugs and repetition. Still sounds like Assassin’s Creed IV: Black Flag has been the series high point. That said, this year, I did finally start playing Assassin’s Creed II and am enjoying it very much, though I wish the feathers showed up on the map. Collecting is hard.

8. Child of Light

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Visually pretty RPGs make my knees buckle, but I never got around to trying Ubisoft’s take on the genre. Heard some complaints about the rhyming mechanics and the lackluster combat, but I can see past that for its watercolor painting graphics. It came out on a bunch of platforms, too, though I feel like this might be a good one to grab on sale sometime next year. Until then, Child of Light

7. Divinity: Original Sin

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Instead of playing Divinity: Original Sin this summer, I dabbled in The Temple of Elemental Evil. It was decent fun, but not the same. Hoping to see the newer, better CRPG pop up in some bundles next year.

6. Hearthstone: Heroes of Warcraft

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Generally, if I can’t play a specific game or have trouble gaining access to it, I’ll search out a similar experience elsewhere. See above with Divinity: Original Sin. For Hearthstone, a card game everyone was gaga over this year in the same vein as Minecraft a few years back, I just never got to play it. I don’t have an iPhone or iPad, but I did discover Might & Magic: Duel of Champions, which is a lot of fun. Maybe next year I can try this and say “Job’s done!” myself.

5. Borderlands: The Pre-Sequel

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Remember in the blurb under Destiny where I said I really liked Borderlands II? Well, that’s true. I really liked it. I still like it. I’m still playing it. And so I’m not ready to move over yet to another game that is very similar save for a different setting and an oxygen mechanic. Sounds like there is some collection coming for the series, and it would be awesome to see Borderlands, Borderlands II, and Borderlands: The Pre-Sequel all together, bundled with every bit of DLC that’s ever been made for the series. One can dream, I know.

4. Bravely Default: Flying Fairy

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Here’s the thing. While I did not play the full retail release for Bravely Default: Flying Fairy, I did get to try out the special demo put out a few weeks before the game dropped. It’s fun and gorgeous and a modern take on the older style of Final Fantasy games. I meant to pick up a retail copy, but never did. And then a few weeks ago, I had to remove the demo from my 3DS to save space and make room for important things, like new puzzle pieces and themes.

3. Shovel Knight

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An old-school action platform where you hop around on your shovel like Scrooge did his cane in DuckTales. I really shouldn’t have to write any more to sell you on the title, and I’m very sad I never got around to this. Think it would be perfect to play on my 3DS, so maybe some Christmas money can help with that plan.

2. Metal Gear Solid V: Ground Zeroes

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One of my goals for this year was to play through every Metal Gear game in order of release. I got all the way through Metal Gear Solid 2: Sons of Liberty. Still, a pretty good effort. I won’t be able to try out Ground Zeroes, purported to be the Metal Gear game with the best controls yet, until I finish a few others ahead of it. Hopefully by the time I get to it I can play it like a prologue to The Phantom Pain. Fans believe we’ll hear the release date for that one in just a few days, on Christmas, a gift worth unwrapping violently.

1. Middle-earth: Shadow of Mordor

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All right, here’s the big one. A Lord of the Rings game, and I didn’t play it. I try out just about every title I can. Yup, even Aragorn’s Quest. Yes, even The Fellowship of the Ring on the PlayStation 2 despite its terrible grammatical errors. That said, the reason one plays Shadow of Mordor is to experience the Nemesis system, which is deep and complicated and cool; however, the last-gen versions of the game have the Nemesis system removed due to limitations, leaving behind a more hollow product. My laptop certainly can’t run a game like this, so I will have to wait until the day I get a new-gen console, which won’t happen until I also know when Fallout 4 is definitely coming out. Sigh. This one hurts the most.

Right. That’s my list. Those are ten games I wanted to play, but ten games I didn’t get to play. Boo-hoo. What titles did you miss out on this year? Speak up in the comments below, and may you get to everything you want to in the next, new year! Until we meet again, dear Grinding Down readers.

Dragon Age: Inquisition’s war table is frozen with fear

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My favorite quest so far in Dragon Age: Inquisition is the one where you move the cursor across the war table map only to have the game freeze and hard-lock your PlayStation 3, forcing you to manually power it down, turn it back on, report an error to Sony–which I assume goes right into some digital trash bin–and then wait five to ten minutes while the console does a repair fix to ensure nothing got broken. I love this mission so much that I’ve replayed it at least four times now. Sometimes I like to do this mission after playing for a good amount and forgetting to save recently, forcing me to replay parts I already did because I can’t seem to remember just how borked this AAA title from BioWare actually is.

No wonder people are playing Dragon Age: Inquisition for such a high amount of hours. Seems like whatever latest patch that went on did nothing to fix stability, certainly nothing to enlarge the tiny text. Grr. To the Void with that!

Proteus is a mesmerizing and powerful getaway

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On one hand alone, I can count the number of islands I’ve been to in real life. Ignoring that less-than-stellar fact, here’s a bunch of fictional islands I’d love to visit and explore for a day, just a day:

  • The island from LOST, specifically Dharmaville and far from wherever the Smoke Monster dwells
  • Amity Island, from Jaws
  • The El Nido Archipelago, from Chrono Cross
  • Gilligan’s Island
  • Isla Nublar, home to Jurassic Park‘s dinosaurs
  • Yoshi’s Island

Well, let’s add one more to that list with Ed Key and David Kanaga’s Proteus, which is actually difficult to describe, though I’m sure all the Gone Home haters would describe it as “not a game” or a “walking simulator.” Phooey on them. Sadly, I just discovered a new term, “anti-game,” while doing some quick research, and that really bums me out. I think anything that creates an experience can be called a game, whether it is highly interactive or not. That time you stabbed a pencil around your fingers and sped up each go? A game. Connecting dots to other dots with lines to reveal some kind of image? A game. Traveling to a foreign, digital world and taking it all in visually? A game. Really now, people.

I guess you could say Proteus is a stark adventure of exploration and discovery in a musical wilderness environment. There are no challenges and set goals, no Achievements to pop (well, on the PC version, at least), no text anywhere on the screen to tell you anything or provide lore. You can’t even really pause the game, only close your eyes to take a snapshot or exit back out to the main menu. As you explore the island, a reactive audio mixing system modifies your soundtrack, with frogs, tombstones, flowers, and birds each acting as individual notes that sound as you draw nearer.

There’s plenty to see on the island, as well as plenty to not touch. All the animals scurry away as you draw near, and you will eventually stumble across a cabin and small circle of statues, but all you can do is look at them and wonder. There’s no “Press X to Pay Respects” button, and that’s more than fine. You can, however, press a button to sit down on the ground and absorb all the sounds. I also found a giant tree-thing that teleported me to the other side of the island. Otherwise, it’s a lot of walking, looking, listening, and learning. Sounds simple, but it’s beyond effective.

I explored Proteus‘ island once on Steam during my Extra Life stream and then a second time on PlayStation 3 just the other evening. Each trip takes about twenty or so minutes, and each island is randomly generated, though you will see a few familiar pieces and critters with each playthrough, as well as summon the swirling vortex of floating white lights that fast-forward the seasons from spring to summer to fall to, lastly, winter. I have not tried simply standing next to the vortex and not causing this shift to happen, though I think that’s possible too. Both of those games ended differently; the first time, I flew into the sky, chasing after the aurora in the night sky, and the second time I got lost in a bleak, snowy winterland, heading for the moon.

So, there are Trophies to unlock on the PlayStation 3 version of Proteus. I got one, and I have to assume I got it for beating the game once. I don’t know. They are overtly obtuse, and I’m looking forward to unlocking a few more–hopefully by accident–though their inclusion does break a bit of immersion and uniqueness. Oh well. Not the worst thing ever, though trying to read all their descriptions in one sitting gave me a headache.

Ultimately, Proteus is about time, about mortality. The experience is all at once deeply relaxing and terribly unnerving. The music will warm you, fill you with hope; then it will drain you, drain from you, and remind you that hope is fleeting. Life goes round and round, until it stops. There’s more than a vicious cycle to experience here, and it’s certainly a walk to remember.

LUFTRAUSERS gives you the power to set the skies aflame

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Some of my favorite Peanuts strips revolve around Snoopy’s alter ego of a World War I flying ace battling the likes of the Red Baron or the Austro-Hungarian Empire high up in the sky, his doghouse an adequate stand-in for a time-appropriate biplane capable of intense dogfighting. I even found the Xbox Live arcade title Snoopy Flying Ace to be decent fun. Anyways, I’ve always been a big fan of when comic strips get imaginative, which is why it won’t surprise you to learn I eat up other strips like Calvin and Hobbes, Rose is Rose, and Big Nate. In many ways, Vlambeer’s LUFTRAUSERS feels a lot like these comic strips, where the real and unreal mix in a manner that can only result in bold, sparkling joy.

The premise to LUFTRAUSERS is simple: select a combination of parts to complete your Rauser plane, take off into the sky, and shoot everything that shoots at you. Don’t worry, it’s not confusing–everything shoots at you. Depending on your plane’s build, you’ll have different amounts of HP, but you can recover damage by not shooting anything for a bit. Each part–gun, body, engine–has its own set of missions to complete, such as blowing up submarines or destroying ten enemies while boosting, and you can mix and match your build to create the perfect plane for completing each task. I personally found the Nuke body to be perfect for taking down those nasty submarines post-death. Right now, I’m trying to figure out how to get the blimp to spawn, as many missions are locked until I can take one of those bloated airbags down.

Visually, LUFTRAUSERS has a minimalistic look, but it works extremely well, because once you are up and about flying around like a madman, doing loops over dozens of on-screen enemies, the flat, muted graphics help make each enemy and bullet pop whereas something more detailed might cause these elements to become lost in the action. The sprites get more detailed in the menu options, such as in the bunker or statistics, where an actual member of your team is standing there, watching your every move. There’s also tiny cutscenes as well, which will make you fondly think of your childhood SNES adventures. From the sounds of it, you can collect other color variations for the game, too, so if sepia isn’t your thing, something else might sink your battleship.

The experience of zooming up into the sky, dropping down into the water, and blasting everything in sight would be less of a thrill if the soundtrack wasn’t as killer as it is. For one thing, the soundtrack morphs based on how you construct your plane, so there’s both plenty to hear, plenty to see, but regardless of that, every song exists to pump you up about getting into some intense aerial combat–and it works. I can’t tell you the number of times I caught myself unconsciously bobbing my head as I played, only to realize how into the tunes I was after my plane blew up.

I originally played LUFTRAUSERS on Steam, even streamed it a bit as I figured out my setup for Extra Life, though that video is now gone from my archives, but the game is now a November freebie for PlayStation Plus subscribers on PlayStation 3. No surprise, but it plays the same on both systems, but this arcade-inspired “one more run” style of game is more enjoyable on the couch, so that’s where I’ll continue on with my dogfighting plans. Watch out, blimps–I’m gunning for you!

My tentative schedule for Extra Life 2014

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The weekend draws nearer, and I’m trying to hammer out some kind of firm plans for what I’ll be playing for 24 hours (for the kids!–please donate). I feel like if I don’t at least have a tentative schedule I’ll just flail about aimlessly and spend more time trying to find something to play than actually playing. It’s nice to have things to look forward to, which is why I’m putting Deus Ex: GOTY edition later on in the schedule. Ideally, I’m hoping to play each game for at least an hour, though some games might not demand such devotion, and others might suck me in for longer. We’ll see.

Gaze upon the plan, which could–and most likely will–change as everything goes down:

  • HOUR 1: Aquaria
  • HOUR 2: Hack, Slash, Loot
  • HOUR 3: Legend of Grimrock
  • HOUR 4: You Have To Win the Game
  • HOUR 5: The Tiny Bang Story
  • HOUR 6: Botanicula
  • HOUR 7: DragonSphere
  • HOUR 8: FTL: Faster Than Light
  • HOUR 9: Gunpoint
  • HOUR 10: Krater
  • HOUR 11: To the Moon
  • HOUR 12: Proteus
  • HOUR 13: Deus Ex: Game of the Year Edition
  • HOUR 14: SteamWorld Dig
  • HOUR 15: Eschalon: Book II
  • HOUR 16: Lone Survivor: Director’s Cut
  • HOUR 17: Star Wars: Knights of the Old Republic
  • HOUR 18: Titan Quest
  • HOUR 19: System Shock 2
  • HOUR 20: Papers, Please
  • HOUR 21: Tiny Barbarian
  • HOUR 22: WHATEVER KEEPS ME AWAKE
  • HOUR 23: WHATEVER KEEPS ME AWAKE
  • HOUR 24: WHATEVER KEEPS ME AWAKE

EDIT: I expect to start streaming 9 AM Saturday, October 25, and won’t stop playing games until 9 AM Sunday, October 26.

Other games in my Steam library that I’ll dabble in if not everything above takes an hour to play or keeps me entertained enough, especially during the wee early hours of Sunday morning:

  • Crayon Physics Deluxe
  • Delve Deeper
  • Jolly Rover
  • Maniac Mansion Deluxe
  • Might & Magic: Duel of Champions
  • Offspring Fling!
  • Snapshot
  • Teenagent
  • Tobias and the Dark Scepters
  • …and more!!!

If I get tired of streaming from the laptop, I’ll turn to my consoles (Xbox 360, PlayStation 3, and PlayStation 2) and a comfy couch, with a few goals in mind:

  • Hit level 70 with Whisper, my demon hunter in Diablo III: Reaper of Souls (Xbox 360)
  • Start a “hardcore” run for Fallout: New Vegas (Xbox 360)
  • Um, Dark Souls? (Xbox 360)
  • Maybe I’ll finally do some alchemy in Ni no Kuni (PlayStation 3)
  • Recruit more peeps in Suikoden II now that I got my castle (PlayStation 2)

Alas, none of the above console stuff can be streamed, so I’m hesitant to do it, as I feel like being “on camera” is part of the whole Extra Life experience thing. Regardless, I have plenty of games to keep me entertained through the night. I just hope I have the endurance as well. Please tune in when you can!

Metal Gear Solid 2, an unpredictable mix of gloss and dross

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I wish I could remember whether I knew about the big early twist in Metal Gear Solid 2: Sons of Liberty or not before I deep dove into it. At this stage, it just seems like one of those known certainties that everyone who games is aware of. I was certainly reading a lot of gaming magazines at the time, though the Internet was not yet the spoiler battlefield we have to crawl through today. Plus, at the time, I had other priorities to worry about: drawing, failing at drawing, crying in bathrooms, girls, making friends, losing friends, throwing up in bathrooms, and pondering the future. Hideo Kojima’s second cool action guy game in the Metal Gear Solid series came out in November 2001, my freshman year of college at Rowan University when I was still rocking my original PlayStation and using a dorm-mate’s PlayStation 2 to experience things like Grand Theft Auto III.

In fact, I remember exactly when I got my copy of Metal Gear Solid 2 and for how much; the receipt is still in the case, though now very faded after about twelve years. I snagged it on November 22, 2002 for $16.99 at the Deptford Mall’s GameStop (the receipt says the cashier’s name was Jay–hey Jay!) and then visited a girl at a candy store before heading home to immerse myself in nanomachine-driven mindfuckery and yellow-green gummi worms. That was also probably roughly the last time I played it, completing it over a few days or so while juggling school, dates, something of a social life, and the impending Thanksgiving break.

All right, imagine if I’m telling you this plot summary via Codec and you can use the analog sticks to be silly and zoom in on my face. You start out by reprising your role as Solid Snake, ex-FOXHOUND operative, who is now working with his Shadow Moses buddy Otacon to stop the production of Metal Gear machines by the military. Currently, Snake sneaks aboard a tanker supposedly housing Metal Gear RAY, an anti-Metal Gear machine. Spoiler alert, but after this section runs its course, the story begins somewhere else, starring someone else. Big Shell, a massive offshore clean-up facility, has been seized by a group of terrorists calling themselves the “Sons of Liberty” and demanding a large ransom in exchange for the life of the POTUS. You now play as Raiden, a greenhorn member of FOXHOUND fresh out of VR training and ready for his first real mission.

There are many things that stand out when you go right from Metal Gear Solid to Metal Gear Solid 2, and I’m not just talking about the graphical uptick that greatly allows characters to emote more voicelessly. The goal remains the same and always has since the beginning: sneak, scurry, crawl, cartwheel, and occasionally shoot your way past enemies until you’ve reached your destination. However, Metal Gear Solid 2 really ups the ante, giving both Snake and Raiden new tools, new ways of traversing, and new perspectives. My favorite was being able to hop over guard rails to a floor below or, if needed, just hang there until the enemy walks past. You can also dive into a roll, if you need to get under a desk real fast. Plus, there’s the first-person shooting perspective, which is vital for using the tranquilizer gun, as well as looking around corners. That said, the controls are still tough to master and do not work 100% of the time (I won’t even go into how many times I’d try to pick up an unconscious guard only to immediately drop them back down); in line with that, I’ll also never master holding up an enemy from behind and then walking in front of them, weapon still drawn, to make them nervous. I got less than five dog tags total during my replay.

I continue to find it easier to simply die or jump off into the water after being spotted in Metal Gear games, rather than try to hide and wait for the enemies to go back to their standard patrol routes. For one thing, in Metal Gear Solid 2, the enemy artificial intelligence got a serious boost, as they will hunt you down, call for reinforcements, double-check areas, and so forth. Their vision cones also extend a bit further than what the radar actually displays, which leads to me getting spotted more often than I wanted. Still, one of my favorite moments is when Snake leans against a wall and accidentally knocks over a fire extinguisher, alerting a nearby guard. In fact, I had more trouble dealing with guards and flying gun-toting drones than boss fights, which is probably the completely opposite with all the previous games in the series.

The action in Metal Gear Solid 2 is mostly solid (pun intended), but it’s the story that many remember (or continue to disbelieve). It goes to some zany places, and I truthfully don’t know how I swallowed it all the first time I completed it, doing naked cartwheels and reliving the past. That said, that’s one of my favorite thing about this series, the clash of super series tech talk and then the ghost of a dead twin brother in the arm of your enemy. Fighting a tentacle-wielding ex-U.S. President after taking down a bunch of Metal Gear RAYs. Learning about top-secret military weapon technology while hiding in a locker and masturbating to pin-up posters. I’m so looking forward to Giant Bomb‘s playthrough, especially given the moments in the original game that Drew scoffed at; he has no idea what’s in store.

There’s a lot of bonus stuff to experience on this copy of Metal Gear Sold 2 from the Legacy Collection. Not sure if it was included in the original or not. Sadly, there’s no skate-boarding mini-game from the Substance version, which I’ve always heard was silly fun. Included though are a bunch of VR missions, Snake Tales (five story-based missions featuring Solid Snake as the main character), and some kind of cutscene remix tool. I dabbled in each a wee bit, but think I’m sated for the time being.

Truthfully, this final summary blog post exists so I can continue sharing my end-game screen statistics with y’all:

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I also believe my code animal grade was…elephant? Which was what Drew got for his recent completion of Metal Gear Solid. I think elephants are pretty cool, but I feel like it’s a “bad” grade. Let’s compare rations across the series so far though:

  • Metal Gear – used 57 rations
  • Metal Gear 2: Solid Snake – used 27 rations
  • Metal Gear Solid – used 90 rations (the photo I took is a little blurry and hard to decipher)
  • Metal Gear Solid 2: Sons of Liberty – used 69 rations

I’m not exactly sure what those statistics say about my skills, but at least I didn’t need to heal as much as a I did in the previous game. Either way, rations are yummers. I look forward to eating more of them, as well as snakes, in the next cool action guy game in the series. When will that happen, I muse out loud as I glance at the calendar and see that 2014 is dangerously close to closing. I don’t really know. My goal of playing through all the Metal Gear games this year is, alas, teetering on the edge, and I didn’t bother upgrading my grip strength to level 3.

Dead Island’s a lively tropical vacation full of zombies

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Back in October 2013, I grabbed a digital copy of Dead Island for $4.99 on the PlayStation 3 and played for a little bit, actually finding it too unnerving to play solo, given that any group of three or more zombies proved deadly, and the to-ing and fro-ing for fetch quests felt both depressing and lonely. I don’t think I got out of Act I or even hit level 10 with whatever character I selected before putting the whole thing aside. Flash-forward to February 2014, and Dead Island is given out as a freebie for Gold users on the Xbox 360. Figured I’d try one more time.

For those unaware, Dead Island is a first-person, zombie-killing survival loot fest. What does that mean? Well, you will kill zombies, find better weapons, and use them to kill more zombies. There’s a high focus on melee weapons though guns do pop up later and are less exciting. The game takes place on the fictional island of Banoi, a tropical resort destination located off the coast of Papua New Guinea. You play as one of four survivors who discover, after a crazy night of partying, that the island’s gone to heck–undead heck, that is. Back on the PS3, I started off as Xian Mei, a hotel receptionist and spy for the Chinese government, but decided to go with former football-star Logan Carter for this second go-around, seeing as he is much better suited for wielding blunt weapons.

Your goal is, naturally, to get off this zombie-infested island alive. Along the way, you’ll do smaller quests for other survivors, like finding a necklace or reuniting siblings. All the quests exist to simply get you out in the wild, killing zombies, finding new weapons, and gaining XP. This can be a lot of fun, generally when it is you versus one or two zombies; it’s all about crowd control and managing your stamina, which runs out fast with each hard swing of your hammer or spiked baseball bat. Breaking a zombie’s bones or slice its head off in one swift action is very satisfying, even if the game occasionally bugs out or feels too tough for one person to get through.

Well, something happened the other night. I was playing through the campaign by myself, specifically the Act 1 mission where you have to protect a mechanic’s workshop while he tinkers with upgrading your van with some zombie-blocking armor. Naturally, all the noise he creates draws in a bunch of biters; I finished the mission just fine when, out of nowhere, another player joined my game. This player was clearly much higher in level than me–his gun shot bullets that set zombies aflame and put them to the ground in one single trigger-pull–and I figured he’d see what I was up to and decide I wouldn’t be fun to co-op with, given the differences between our characters. But no–he lingered. And then two other players joined, both just as high in level as him. They wanted to adventure with moi.

With these three other power-spewing players by my side, we blazed through the remainder of Dead Island‘s Act I and got pretty deep into Act II before I had to drop out to make some phone calls and play something less terrifying before bedtime. I wouldn’t necessarily call it fun for me or how I even wanted to play, as I spent the majority of my time just walking behind them, watching zombies getting slaughtered and free, unearned XP added to my character, and there seemed to be little I could do. Given that Act II begins in a new area, I wanted to explore more slowly and on my own, but these three were eager to just move on to the next mission, often firing guns in the air as a signal for me to hurry up and over. A part of me felt bad for abandoning them; heck, they joined my game, and were here to assumedly help me. So I followed behind for a good while, earning lots of XP, money, and weapons, and missing every important story beat along the way. Now that they’re gone, I feel very out of my element–like I don’t belong in Act II.

As you explore Banoi, the game is constantly letting you know that so-and-so is nearby, just click this button to join their game. I tried it once or twice, with it putting me really far away from the other player, to the point that I was basically still just playing solo, but listening to someone’s choppy voicechat. It’s a neat function that seems to work well enough, but I think I need to turn it off, at least until I complete the story once. Right now, I feel like I’m missing a lot of the atmosphere and small details by just jumping from quest to quest, completing a handful in under an hour. Maybe they were all boosting for Achievements, but I’m not really interested in that stuff anymore.

It sounds like Dead Island is a pretty long game. The level cap is 50, and I just hit 25, and there are still two more acts to go. I’ve come across some online grumbling about how these final sections are less fun than exploring the beach/resort area. Already, I’m disliking the city/church area, as there are way too many zombies to realistically handle; I’ve found myself sprinting past enemies more often to not. It’s also more closed off, with narrow alleys and buildings, whereas the beach felt very open. I’ll keep going though. I don’t want to be a zombie.

Farming is a profession of hope in Harvest Moon: Back to Nature

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A few weeks back I listened to a bunch of Retronauts podcasts, and one of them was devoted to musing and gushing about the entire Harvest Moon series. Well, as much as they all could. I noticed they neglected to touch upon Harvest Moon: Grand Bazaar, the only one I’ve actually played up to this point. But since then, I’ve had the itch to either return to that DS title or try another in the franchise; the fact that you do a lot of farming for special plants and ingredients in Disney Magical World possibly also played a part in pushing me forward. Fortuitously, there was a PSN sale on a bunch of old PS1 classics some time back, so I grabbed Harvest Moon: Back to Nature for like a buck, planting the seed.

Well, in true Pauly fashion, this newly acquired farm is not off to a great start. But how did I come to be its caretaker, you ask? Via a somewhat somber opening cutscene. As a young lad, your summer vacation with your father is suddenly cancelled, and so you end up paying your grandfather–and his farm–a visit in the countryside. Things move quite differently out there. You also meet a girl, and, together, the two of you sing songs and play in the fields. You make a promise to her that you’ll be back one day. It has now been ten years since that summer; sadly, your grandfather passed away and left you the farm in his stead.

I’ve only played a week and a few in-game days for Harvest Moon: Back to Nature, but I’m finding it extremely slow-paced. More so than Grand Bazaar. Granted, I understand that these games are built upon routine, but it seems to even be an uphill climb to begin putting that routine into place. You begin day one on your grandfather’s farm–which I decided to name Freaky Farm–with 500G, a bunch of obvious tools, and no animals other than your dog, dubbed appropriately Chomp. Well, I was terrified to spend all my money in one lump, so I bought nine cucumber seeds, cleared a section of the very cluttered farmland, and planted and watered them each day. Alas, I picked a little poorly, as cucumbers take a very long time to grow.

Your initial tasks are not very obvious, and so you can end up wasting most of your day wandering around the farm and the nearby village. Wait, wasted isn’t the right word. Instead of farming and making money, you’re instead focusing on speaking with the local townsfolk, hearing about their problems and triumphs, and reacting accordingly. So far, a strange man has appeared in town to the policeman’s detriment. I also noticed that many customers are taking advantage of the supermarket’s clerk, using credit to “buy” things and never fully pay for them. A big part of the Harvest Moon games are structured around relationships, and growing a friendship or love thingy takes as much time–or even more–as that 3×3 field of potatoes. I also attended some kind of rose festival, where a bunch of girls did a dance. Also, I’m not even joking when I tell you it took me five days to figure out how to place produce in your bin, which is the only way to sell items and make some money; I kept throwing it from the wrong angle, which I guess destroyed the item.

After a week and a half of farming, I am beginning to see my Freaky Farm routine. It goes a little like this:

  • Wake up at 6 AM
  • Check the crops (water them, harvest them if ready)
  • Head up to the hot springs area and grab three bamboo shoots to toss in the produce bin
  • Head back to the hot springs, but go behind the waterfall, where you can use the hoe to dig up valuable minerals
  • Back to the farm to pet the dog and say hi to Freckles the horse (no brush yet)
  • By now, it’s probably a little after noon, so I’ll stroll through the village in search of any story scenes
  • Return to the farm to pull weeds and toss rocks while waiting for Zack to show up and take everything in my shipping bin
  • Go back inside and hop in bed despite it only being like 5:30 or 6:00 PM

And that’s it…so far. I imagine once I get more animals, more plants, and more things to do, I’ll have to switch the routine up. But for now, this at least earns me around 300 to 500G every day. Unfortunately, everything in the game is costly. I think a cow alone is like 4,000G. So I have a ways to go still. There’s so much I want to buy though: cows, chicken, brush for horse, bell, different seeds, etc.

I can most assuredly count on one hand the number of times I’ve looked at the manuals for the numerous digital games I’ve purchased, but Harvest Moon: Back to Nature‘s manual reading is a must for all newcomers. I can’t stress that enough. The game does not hold your hand and spell everything out; it’s about learning, taking things day by day. However, I’m also using this guide from time to time, which taught me what fatigue looks like, as well as the best way to save money and level up your tools.

Harvest Moon: Back to Nature is acting as a great palette cleanser before I move on to either Suikoden II or Metal Gear Solid 3: Snake Eater. I do find it a bit stressful when the day is over too fast and I have very little to show for it, but it’s a learning curve. Evidently, you can hire magical forest elves to help out on your farm, just not during spring as they are all gaga over some upcoming tea party. I’ll take all the help I can get. Oh, and there’s some kind of horse race event coming up; I hope Freckles is up to it. Stay tuned for further farm updates…

Escorting Emma Emmerich is not very enjoyable

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I remembered next to nothing about Emma Emmerich and her little side story involvement in Metal Gear Solid 2: Sons of Liberty. I wrote next to nothing because, for some reason, I did recall her cute, chatty parrot. Just not her. I suspect this has more to do with how she throws a wrench into the game’s stealth-heavy gameplay rather than her somber life story and damaged relationship with big bro Hal. Plus, she’s completely dismissible, which is a shame since the game forces you to protect, only to watch, via a cutscene, as she succumbs to her untouchable fate.

See, after taking down the Twilight-loving Vamp yet again, you rescue her from a part of Big Shell that is beginning to flood due to explosions. That’s not really a problem for Raiden, who can swim as good as any otter these days. However, Emma is terrified of water after a traumatic experience as a kid, and she’s also been injected with something that makes her legs extremely weak, meaning Raiden has to carry her on his back while underwater, as well as pull her along when on dry ground. Yup, you are now an officially unpaid babysitter, and you need to get Emma over to the computer room at the bottom of Shell 1’s core; it’s not a far walk, but it’s a troublesome one nonetheless.

The underwater parts were not as tricky as I initially feared. You just had to memorize the path and make sure you went up for air more frequently than before because Emma’s got teeny tiny lungs. I ran into frustration in the sections of Big Shell where enemies were on patrol. First, I tried to sneak her past everyone, but kept getting spotted; the moment the enemy is on us, Emma just sits down and gives up, letting the bullets mix with tears of defeat. That meant I had to get down and dirty and simply murder everyone and everything (sky-high cyphers) just so we could creep leisurely from one strut to another. Ideally, it’s not how I wanted to do things, but sometimes you got to snap necks to ensure the weak-kneed make it out alive.

Oh, and there’s one part where a bunch of bugs are covering the floor and walls near an elevator. Emma refuses to go any further until the bugs are gone. You have two options: clear away the bugs with the coolant spray or knock her out and drag her body along. I did the former, but when doing some light research for this post, I found many “gamers” touting proudly and triumphantly that they knocked her lights out. For shame.

All of that naturally got me thinking about other escort missions, and how I really do loathe being put into the somewhat awkward position of the sole protector of someone who is more fragile than an ancient vase teetering on the edge of a wobbly desk. Here are a few standout examples of escorting gone wrong from other games I’ve played:

In BioShock, towards the end of the story, you have to escort a Little Sister somewhere. Not a problem, you think, given that these ADAM-wielding tiny girls are invincible at every other point in the game where you’ve encountered them. Except no–this Little Sister is special and can take damage from enemies. Strangely, she pays little attention to the chaos of bullets, lightning bolts, and Splicers around her, content in just walking around and stabbing corpses with her needle.

Musashi: Samurai Legend made you feel the weight of the escort mission. No, really. Every time you saved a Mystic–a kidnapped maiden who would, upon saving, help strengthen Musashi’s legendary sword–you had to literally carry her to the level’s exit. And still fight off bad guys. Sometimes you could use her as a weapon to push goons back, but it was often easier to dump her on the ground, clear the area, and then pick her back up again. Rinse and repeat a few more times. Yeah, way too unnecessary.

Now, I’ve only played Dead Rising 2: Case Zero and Dead Rising 2 across the whole franchise, but both of those games have survivors to rescue and bring back safely to your headquarters. Some of them are on a time limit, which is not a big deal, given that everything in these games is timed. However, these trapped bags of fresh flesh feature some of the worst artificial intelligence I’ve come across, and if you don’t babysit every single step they take they’ll most likely run themselves right into the middle of a horde and get themselves eaten to death. Similar to Mushashi: Samurai Legend, you can pick them up and carry them, but that leaves you with few options for clearing a walkable path. I think I ended up rescuing only 12 in Dead Rising 2 in the end. Not surprisingly, these problems also pop up in Dead Island.

G-Police is a game I don’t think I’ve ever gotten to write about yet on Grinding Down, but it is overdue for a GAMES I REGRET PARTING WITH feature soon enough. Let’s just say that piloting a slow-moving aircraft while protecting a slow-moving car on the ground as it obliviously drives to its destination while people shoot guns at it is not my favorite part of Psygnosis’ Blade Runner-inspired shooter.

Fable III, besides being a bad game, had a bunch of fetch quests in the form of escort missions. Basically, you’d be wooing someone, and they’d then want you to take them to a particular part of the world. Thankfully, once accepting to do this, you can fast travel to wherever is closest to this spot, and the person will also travel with you. However, you must now actually take their hand into yours and lead them down the path; when enemies show up, you must ensure that they don’t get hurt. It’s not terribly difficult, but it is terribly cumbersome, and the hand holding aspect is so glitchy that you’ll often break contact just going over a small bump.

Lastly, there’s a tiny section in VVVVVV wherein you have to escort a fellow comrade back to the teleporter. He’ll follow you when you walk on the ground, but comes to a halt when you flip up to the ceiling. This forces you to figure out how to move him along the path, without killing either of you. It’s a brief, but difficult–and extremely memorable–moment in a game all about moving swiftly from one platform to another.

Well, this post got long fast.

Do you like escort missions, and, if so, are you clinically insane? Tell me about your least favorite escorting scenario in the comments section below.

A broad array of PlayStation characters are ready to fight

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This past Sunday turned out to be “download all those new PlayStation Plus freebies for the month” day, which saw me adding Hoard, Sportsfriends, and PlayStation All-Stars Battle Royale in one big gulp to my ever-growing list of untouched games. I glanced at the first two after installing them and decided that, before I get back into some lengthy Metal Gear Solid 2: Sons of Liberty sessions, I should try out PS All-Stars and see what all the hubbub was about.

First, my history with these kind of all-out rumble in the jungle multiplayer mayhem games: I’ve never, ever ever played Super Smash Brothers. In any form. And I don’t see that changing any time soon, even with the newest ones looking stock full of franchises I adore, like Animal Crossing: New Leaf and Fire Emblem: Awakening. Oh well. I’ve also never touched Power Stone or Ehrgeiz: God Bless the Ring. They’ve just never really appealed to me, and I can’t exactly pinpoint why because I do enjoy Nintendo and its characters, but I guess I felt like the fighting overall appeared rather superfluous and it was simply a bunch of fan service. Plus, considering how bad my eyes are, I’m not a big supporter of when games pull the camera back really far, making it hard to see your character and the supposedly cool fighting moves they are done, something that PS All-Stars definitely does frequently. Especially when there’s four mascots fighting at once.

So far, I’ve run through PS All-Stars‘ story mode once and immediately picked Sly Cooper as my man raccoon of action. His story mode has you playing through several fights as you try to figure out who stole some pages from the ancient family heirloom Thievius Raccoonus. Some fights were one on one, asking you to get the most kills over a three-minute time period, and others task you with being the first player to reach three kills first. Eventually, you get to the story reveal, which is that Nathan Drake stole those pages. Sure, you might see the connection that both Sly and Nathan are thieves, but it’s even more ironic when you realize that Nolan North voiced Le Paradox and El Jefe in Sly Cooper: Thieves in Time. Anyways, you battle him, and then you battle Polygon Man, the original PlayStation mascot. I did not find any of this challenging at all, but it is fun pulling out multi-kill specials, especially the level 3 one; for Sly, Bentley hooks you up with some kind of missile launcher, which you target opponents with via a first-person mode.

As you play–and win–battles, the chosen character levels up, unlocking various things, such as new backgrounds, icons, titles, belts, minions, and costumes. I can now happily dress Sly Cooper in his Arabian outfit. By the end of the Story mode, Sly was something like level 11 or 12, and it seems like there’s plenty more to unlock and see for him alone. I guess I can either replay the Story mode (most unlikely) or take the character online. We’ll see. There’s really only a few other PlayStation characters I’m interested in playing as, and they are as follows: Jak and Daxter, Parappa, Raiden, Ratchet and Clank, and Sir Daniel Fortesque. Sorry spiky-haired dude from Ape Escape, but I never got to play you way back when. Also, sorry everyone else, but you’re either too new or too dark and brooding to care about in this goofy, carefree brawler.

I suspect I’ll play this a few more to see what some of those other characters can do and some more of the zany, always-changing and interactive backgrounds. The fighting doesn’t feel 100% great, but maybe that had more to do with Sly, who can’t even block (he turns invisible for a bit instead). I can appreciate the idea behind this game, but I think Sony missed some chances to really include a few larger known entities than Fat Princess (pun intended), such as Crash Bandicoot, the robot bunny from Jumping Flash!, old-school and super pointy Lara Croft, and maybe even that dude from Wild 9. I don’t know; the inclusion of two versions of Cole from inFAMOUS  2 seems a bit uninspired.

At least I got another good–if extremely minor–dose of Sly Cooper, Murray, and Bentley. Really, you can’t go wrong with that trio. Sly’s level 2 special tosses Murray out at enemies in this sliding body slam, and it’s a great way to clear the path before you with the click of a button. I ended up using it more than his level 3 special in the end.

Who’s your favorite character in All-Stars? Again, it’s free right now for PlayStation Plus subscribers, so grab it, and maybe we’ll play together some day down the online road. Hint: I’ll be the raccoon hitting you on the head with a cane.