Category Archives: playstation 3

2014 Game Completed Comics, #16 – Far Cry 3: Blood Dragon

2014 games completed 16 - far cry 3 blood dragon facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Brothers, a tale of two analog control sticks

brothers tale of two sons completed

Many might think it is strange that I immediately went from Far Cry 3: Blood Dragon to Brothers: A Tale of Two Sons, but that’s just how I roll sometimes. Kind of needed a bit of a palette cleanser, if you will, from the outlandish exploits of Rex Powercolt. And boy did I get it, both from a story and tone perspective, but also from a control scheme. See, I constantly kept messing up which was the grenade button in Blood Dragon, as it always seems to switch between the shooters I play and have played, like Borderlands 2, Gears of War, and Grand Theft Auto V. There is still plenty of confusion to experience in Brothers, but it never has to do with tossing grenades; I’ll explain in a bit.

Brothers is a game that, not surprisingly, revolves around two brothers. One older, the other younger. They live in a nameless fairytale-like world, which more than likely means death and a lesson is right around the corner. Alas, their father is very sick and dying, and the two boys decide to venture off into the wild in search of a very unique and rare medicine, one that can hopefully save the man that raised them. That really is the meat of the story–two siblings battling the elements to save their father’s life–and while it is pretty simple from a plot perspective, it is delicately handled, with love and care and admiration. You could even almost name Starbreeze Studios as the third brother, looking for the other two.

What makes Brothers stand out, for me, is its control scheme and dedication to not speaking a comprehensible word while still being able to tell a coherent story. We’ll start on the former of those two. Each of the two brothers is controlled by one dual stick; that means there is no switching between them, you are controlling both at all times. If I recall correctly, the older brother is the left stick and left trigger, and the other brother commands the right stick and right trigger. The nameless brothers can each perform unique interactions in the environment, such as swimming or climbing up a ladder, and the game’s puzzles revolve mostly around traversal and using these mechanics in tandem.

A couple months before I played Brothers, I also tried out a little ibb and obb. That’s an indie puzzle platformer on PSN with a very similar control scheme, though it does allow for a second player to control one of the two colored blobs, but I went at it solo and nearly broke my brain. Trying to use both sticks at the same time was quite difficult when precise timing and jumping was at hand. Thankfully, since Brothers is slower paced and much more lax, I was able to control both bodies just fine, except for one area where they are tied together with string, and you have to use them in a steady, physics-based rhythm. Also, there’s a hang-gliding sequence that proved problematic until I figured out how to properly tilt left and right just enough to turn without tumbling down to the ground.

Like many, I played through the entire game in one sitting…and didn’t earn a single stupid, trivial Trophy. I love that. Good on the developers. Evidently, the unlockable Trophies are hidden off the main path and demand that you truly explore the world as you come across it. I thought there might have been on for sitting at every bench, but nothing came of that, and when I find some free time down the line, I think I’ll return to Brothers and take it even slower, scouring the levels for these extra slices of interactivity and the vacuous ping of an unlocked digital picture. This also means I get to spend more time listening to the literally soaring soundtrack again, and that’s fine by me.

Brothers is not a very long or happy journey, about three to four hours, but it is a memorable one. It’s driven by love and compassion, and contains some strikingly gloomy and beautiful visuals that will give you pause, that foreshadow events to come and flesh out the world. There’s a moment near the conclusion of the journey that hits you like a rolling boulder, but I wish it lasted longer, as the impact of all that is quickly swept away by the final cutscene of the game and everything ending. Regardless, this one comes highly recommended.

Far Cry 3: Blood Dragon stole my neon-glowing cyber-heart

far cry 3 dragon iconic thoughts copy

Well, this was unexpected. Over the course of just a few days, I burned through nearly everything Far Cry 3: Blood Dragon had to offer, and I loved every minute of it. Well, just about. Trying to kill a cyber-shark with a grenade was tedious and based around luck, and some of the “save the scientist” side missions required too much perfect planning to pull off effectively, but otherwise–this was a whole lot of fun. And yes, I find that very strange, considering I’ve never wanted anything to do with the mainstay Far Cry franchise, even the newest one that Blood Dragon takes its engine and mechanics from.

The crazy, totally 1980s-influenced story goes a little like this: Rex Powercolt, a Mark IV Cyber Commando, is on a mission to save the world from the corrupt and evildoings of Colonel Ike Sloan and his Omega Squad. This all takes place in a post-Vietnam War II world, brimming with neon and enhanced super soldiers, as well as a dragon or two. To stop Sloan, Powercolt must go on an epic quest of killing, sneaking, commandeering, and straight-up loving, becoming the badass super soldier he was constructed to be. It’s a bombastic story, but one backed by history, and if you have an appreciation for the genre and era, as I do, having been a boy that watched every single American Ninja film that came out, it’s wonderfully delightful without being stupidly cheesy.

I downloaded Blood Dragon because it was not Far Cry 3, and by that I mean, sure, it looked visually different from the green-and-blue tropical jungle setting where tigers roam and waterfalls fall, but it also wasn’t focused on shooting real people/animals with real guns in a realistic manner, something I have an aversion to. I’d rather shoot super soldiers with a laser beam powered by the amount of health bars I have. It’s not an expansion or piece of DLC; it’s an appetizing, alternate take on sound mechanics, for those that grew up in an era when action heroes spoke gruffly and took on the seemingly impossible. Oh, and all that is backed by a throbbing, synth-heavy soundtrack, that spasms and perfectly sets the mood and kicks into action whenever Powercolt himself, well, kicks into action.

Like a delicious mix of Fallout 3 and Deus Ex: Human Revolution, Blood Dragon lets you both run into scenarios guns blazing or be a sneaky, stealthy ninja, taking down enemy soldier quietly from the shadows. Naturally, I prefer the latter until shit hits the fan, and then it’s easy enough to mow enemies down and still be standing at the end of it thanks to an overwhelmingly generous healing system. Easy, but not as much fun. Stealth options include silent kills from behind, attacks from above, bow and arrows, and so on, and you can even chain a stealth kill to another using a throwing star. Tricky to pull off, but when it does, you really feel like a commando that knows the game. When you tag an enemy, you can track their movements, even through walls, which I loved and gave me a bizarre sense of comfort and security, just at least knowing where everyone was in the building.

Truthfully, I was surprised how short and to the point the main story missions in Blood Dragon were. I think there was six or seven of them total, and they aren’t anything more than go here, shoot stuff, protect this guy, shoot stuff, shoot stuff, ride this thing, and shoot more stuff. The real fun, at least for me, is in exploring the island and the side stuff, collecting VHS tapes and TV sets, all of which do factor into unlocking new gear and upgrades. You can buy maps that tell you where each collectible is, and you just have to work out how to get there. Commandeering the garrisons is the real meat of the side activity work, and I would often spend upwards of half an hour trying to take one as quietly as possible; the key is to first destroy the alarm system, so no reinforcements can be called in. They also work as quick travel spots when they become yours, which makes moving around the map much swifter.

Hmm. Let’s see. There are still a couple of Trophies left to unlock, but I think I could really only get two more of them. Can’t remember which enemies I have “headshotted” and which I haven’t, so I will just stick to killing a few more dragons, earning some coin, and buying the rest of the weapon upgrades before finally putting Blood Dragon to bed for good. I may not be looking forward to the next installment in the Far Cry franchise, but I am looking forward to whatever weird, offbeat spin-off comes from it.

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.

Alundra dreams about one obtuse puzzle at a time

alundra early thoughts PS1

According to an online walkthrough, I’m just about halfway through Alundra. And yes, I’m playing with a guide at my side; if I didn’t, I would have given up on the action-adventure Legend of Zelda wannabe sometime back during the saint puzzles in Lars’ Crypt. Or maybe even in the Coal Mine. No doubt about it. But like a bad dream, I’m jumping around and getting ahead of myself. Let’s take it back to the start, just after the awesomely anime cutscene that reinforces the fact that this was most definitely made in the 1990s by Matrix Software, a Japanese video game development company from Tokyo.

The story, while cliché in places, like collecting a bunch of crystals via one dungeon at a time to stop a big baddie, is actually kind of interesting: Alundra, the silent protagonist you control and name of the game, is an elf from the Elna clan of Dreamwalkers. He comes to Inoa after getting shipwrecked, but also because of a recurring dream where a mysterious figure calls him “Releaser” and says he must save the villagers from the evil wizard Melzas. After a while, the people of Inoa begin blaming Alundra for all of the terrible happenings despite his earnest attempts to save them. It’s a pretty straightforward and rather serious story, with some goofy moments and characters now and then, such as Bonaire, the surfer dude and his dream of winning over Sara, a bodacious babe.

I can’t recall if Alundra was ever called “the Zelda killer” though I do know that phrase was used around Dark Cloud, which was not at all a Zelda killer, but did eventually lead to a fantastic sequel that I still need to beat one day, but only after I restart and get all the vital photos along the way. Sorry, got distracted. To get to the point: Alundra is no Zelda killer. Far from it. If anything, it’s a Landstalker/Zelda clone, but much harsher, with subpar controls, and doesn’t give a lick if you can’t figure out its puzzles. Sure, you are traveling across an open world, slashing grass, tossing bombs and pots, charging your sword up for a more powerful attack, and gaining new powers after specific dungeons that can help you advance in the next one, but that doesn’t mean you can toss away your yellowing copy of The Legend of Zelda: A Link to the Past now that Alundra is in your life. We all know that Charles Caleb Colton said, “Imitation is the sincerest form of flattery,” and I’ll leave it at that.

Just kidding. Alundra is not terrible, but it’s probably one of the more frustrating games I’ve played in a long time, and I really don’t know how people played this back in 1997 without a helpful walkthrough at their side. I’ve had to look up just about every puzzle past the first few dreams Alundra jumps into, and it’s not because I’m a mindless idiot; in fact, I’d like to think I’m fairly smart, intelligent enough to figure out many point-and-click game puzzles. For many of Alundra‘s puzzles, it’s not all about figuring out the solution, but also executing the moves to get the job done. There’s a lot of platforming- and timing-based moves you have to do to open the door to the next room, and unfortunately, Alundra does not move very well. You can only walk in four directions, and the jumping never feels good. Run is assigned to the triangle button, but it is useless because you can’t run and jump–only run. Plus, there’s a lot of depth perception going on in hopping from one column to another, and oftentimes, if you miss a landing, it means starting the jumping all over again, usually from much earlier in the process. That’s my biggest hurdle here: identifying what jumps can and cannot be made.

A couple of negative nitpicks include that while you pick up new armor, like boots and chestplates, these are not visible on Alundra. Fine, I can let that slide. Not every game is about that, but unlike The Legend of Zelda, you can’t even see what gear you have collected in your inventory menu. You just have to remember. It is automatically found and applied, which is disappointing, especially since you get a decent jingle when opening treasure chests and defeating dungeon bosses. I like seeing everything I’ve found along the journey, whether it is useable or not. Fighting enemies is tedious due to Alundra’s inadequate ability to move fast, as well as move and attack at the same time, leading me to avoid combat in most cases.

But despite all that, I’m still really curious. About everything. Just to see what happens next, what special tool Alundra will earn, and so on. It’s probably because I’ve been dreaming myself of playing this game for so long, ever since I read about it in some nascent issue of PSM, but by the time I got around to being able to buy videogames at my leisure, stores no longer carried PS1 games. Flash-forward many, many years, and you can now find Alundra on the PSN for a couple of bucks, and dang it, I really need to know if it was worth all the waiting, all the hoping. Given how much frustration I’ve already encountered eight or nine hours in, I’m thinking no, but one never knows, and I’d rather see it to the end and know for sure then spend some more years living in uncertainty.

You fear to go into those Spelunky mines

beat olmec in spelunky GD

Let’s get real: I’ve only been playing Spelunky for about two weeks and some change now, nearly daily, attempting at least one or two runs. Originally, I had no interest in the game, as it came across as maybe too punishing to be considered fun, and so I always kept my attention elsewhere. But then Patrick at Giant Bomb began playing, streaming his daily attempts to escape the mines, dive deeper down, and get better at the numerous mechanics and tricks, and it was actually quite interesting to watch. Kind of like a horror film, where it’s fine and dandy to watch someone else put themselves into a tough and trying situation, only because it is not you, and you can just kick back and absorb.

What is Spelunky, you ask, not knowing? Well, it’s an indie action-adventure game created by Derek Yu that has you running through caves, collecting treasure, and saving damsels for a high score and an attempt at beating the boss Olmec. It originally started as freeware in 2009, getting remade for consoles and the PC years later. The trick here is that the dungeon levels are randomly generated each and every time, and you only get one shot at it, though there are ways to increase your health and gain a second life. Traps are deadly, enemies are tough and quite unpredictable, and don’t even try stealing the idol in the jungle levels unless you have enough bombs to reach safety.

Some runs in Spelunky last around twenty minutes, and some are over in mere seconds. Like an endless runner á la Temple Run 2 and Jetpack Joyride, the “one more go” mentality is strong here. Very strong. Every death is your fault, and there’s always something to be learned for your next spelunking sojourn. Next time you’ll know that you can’t fall from that specific height, that you can’t jump on the walking Venus fly trap enemies, that bees should just be avoided at all costs, and so on. Visually, the game comes across as quite simple, and that’s even more noticeable when you compare the freeware version with the updated console versions, as not many details change, but things obviously get prettier. That said, this is one of the most complex and strategy-heavy games I’ve played in a long, long time.

I’ve beaten Olmec once. And it happened quite fortuitously. See, there’s this fellow called Tunnel Man who you meet when traveling from one themed group of levels to another. Such as exiting the mines and reaching the jungle. And he can open up shortcuts to these worlds if you give him specific items, like two bombs or a shotgun. However, to open the final shortcut to the temple, you have to bring the gold key you find in the mines all the way with you through the mines, jungle, and ice caves, and it’s no easy thing. Or at least I thought it was going to be grueling. Er, I did it on my first attempt. Even crazier is that after I gave the Tunnel Man his shortcut-opening item I finished the temple levels and got to the final boss, all wide-eyed in wonder and disbelief.

Let’s see. What else can I say about Spelunky? Dat music. Now, you can never really hang around too long in each singular level, as a ghost shows up that can one-hit kill you, so you are trying to move through the world at a speedy–but safe–clip, and that means you’re unfortunately missing out on some fantastic tunes. Everyone will be most familiar with the songs for the mines, and they are moody and down-tempo, with elements taken from jazz and all things 1990s. That jingle that plays when you anger a shopkeeper is both awesome and terrifying. The game’s soundtrack, which you can listen to here, is written and produced by Eirik Suhrke, with some additional friends helping out here and there.

Despite beating Olmec, I’m nowhere near done with Spelunky. Not one lick. First of all, there’s a second secret boss called Yama, and to get to Yama requires a lot of specific steps, and you can’t mess up one of them. It seems tough, but practice makes perfect, and I’m going to at least try. First I have to reach the City of Gold and then Hell. Hmm. But I’m also playing the game on the PlayStation 3, which has Daily Challenges, singular runs where the goal is to get the highest amount of treasure, and leaderboards nicely show how all your friends stack up against you. I’ve recently added a ton of Giant Bomb users to my friends list, which makes this feature much more enticing than when it was just me by my lonesome. And who knows–maybe one day I’ll tackle a solo eggplant run?

Journey’s an expedition unlike any other

tsa-journey-5a

It seems like January 2014 has been the month when I finally play all those frequently talked-about indie games, like Gone Home. Brothers: A Tale of Two Sons as well, but I’ve not gotten to write about that somber story yet. And now Journey, which I bought last summer, but immediately put aside, as I had these visions of grandeur where I was going to find the perfect slice of time in my life where nothing else would distract me and I could devote every ounce of my being to the thatgamecompany’s impactful title, as I constantly heard it was best played in a single gulp. Well, after too much waiting for that dreamlike moment to pop up, I eventually just booted up the game the other weekend and devoured it happily in only a couple of hours.

Journey‘s story is interpretive. I see it as a spiritual sojourn, but others might think differently. You control a nondescript figure garbed in what might be ceremonious robes, alone in the desert, your only guiding light being a literal beam of light far off in the distance, emitting into the sky from a massively tall mountain. As you travel closer to it, you’ll acquire a scarf and the ability to jump in the air and glide for a short period of time. Eventually, you’ll leave the sandy desert for some other visually unique areas, but your goal remains the same, to get to that light. There’s no narration or spoken dialogue in the game–all story beats are visual–so you have to assume that you want to get to that light; either way, it is very enticing and seems to pull you towards it without you even knowing why.

To reach that light, you’ll run, jump, hover, slide, and solve some environmental and platformy puzzles to reach new areas and continue the *ahem* journey. How high you can jump and how far you can float is dictated by the length of your robed being’s scarf, which grows over time via…collectibles. I think. Wait, now I don’t even remember. Maybe it just got longer the further you played? Hmm. You can also interact with other scraps of fabric on the ground or in the air by holding in a big chirp and letting it loose near them; sometimes this would gather a bunch of scraps to you, and other times it would set them free to build a bridge down yonder. And that’s kind of it. There’s a surprisingly small amount of game mechanics to mess with, but they are more than enough to explore a world that is as large and wide as the sky overhead.

The reality is that Journey is two different experiences: a single-player excursion to that great big beam of light and a co-op struggle of two robed souls, unable to verbally communicate, but by each other’s sides the whole way through. Or as long as they can make it, seeing as I eventually teamed up with three separate players during my climb to the sky. You can only communicate with these other players by chirping, and you can strangely get a lot of mileage out of this mechanic. When excited by a big jump or epic sand slide, I mashed that chirp button like a maniac, shouting gleefully at my fellow scarf-dweller. When it was time to be sneaky and slow, I would only let out a single chirp to indicate it was time to move forward. In truth, the chirping became its own kind of meta game–and I loved every ounce of it. Once you complete the game, you gain access to who you played with, in case you want to add them to your Friends list, but based on some of their usernames–one was pretty offensive–I don’t think that will happen. And that’s awesome. I played a non-violent game with a bunch of nameless strangers, and that really helped make the experience something special rather than teaming up with BearKiller69 or whatever.

I suspect I’ll go through Journey again…at some point. Heck, there’s a Trophy I want that demands you return to the game after waiting at least a week. It was a very relaxing, very pleasing time that captured me in a bubble. It’d be really cool if it had couch co-op, but I understand why–and how–it couldn’t. It’s a beautiful  adventure of epic proportions and shows that a videogame can have a fantastic sense of style, soaring music, staggeringly creative visuals, and absolutely no reason to shoot anything in the face. You should play it for the synergy between gameplay and music alone, but you should also just play it because it’s a very important tickmark in the industry, one that raises the bar for storytelling and is a ton of fun to boot.

2014 Game Completed Comics, #11 – Journey

2014 games completed 11 - journey facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

The deep, beautiful dark of Knytt Underground

knytt underground early thoughts chpt 3

I couldn’t tell you when Knytt Underground got added to my long list of untouched PlayStation 3 games, but it did at some point. Thanks to PlayStation Plus, of course, a service that lets me download a high number of titles to collect digital dust until I randomly decide to play them or am inspired by an outside source to see what the deal is. This time around, I was inspired, greatly so, and we can look to Matt Mason’s posts over at Obtain Potion for the push, specifically Living Under a Rock and Let’s Find Another Deux Machina, as I really had no idea what Kyntt Underground was for the longest time. I figured it was some indie puzzle game, and it definitely is that–but so much more.

At its most basic form, Knytt Underground is about subterranean exploration. You play as a young woman called Mi Sprocket who is mysteriously mute, as well as, eventually, Bob, a magical bouncing ball. Naturally, the two characters play very differently from each other; you use Mi to climb up/down walls, and Bob can bounce around the room and reach previously unattainable areas, as well as tether himself to certain robots. For Bob, it’s all about physics, and sometimes that can be a bit tricky to master, especially when a single bounce can send you zooming across the screen, possibly to a new area, before you even have a moment to react. The game is split into three chapters and an interlude, with chapter one focusing on getting Mi to the fairy village and chapter two focusing on becoming Bob and learning what he can do. Chapter three seems to be the real meat of the game and is both awesome and intimidating.

See, it’s easy to get lost in Knytt Underground, both metaphorically and literally. There are a lot of rooms to explore, with a number of exits, and while some of them are simply dark, narrow corridors to run through, others are expansive openings, with high ceilings that any spelunker would love and, more times than not, something absolutely stunning to look at in the background. Take the purple forest, for instance. The first time I arrived there, I couldn’t believe my eyes. I was underground, and yet here is this string of large trees, swaying in a reddish-purple haze, dancing with the cavern wind. It got a little Inception-like there, this other world in this other world, and I just stood there, unmoving, absorbing it all. Other backgrounds are just as gorgeous, with plant life literally glowing in the darkness, lava that looks devilishly hot, and mushrooms that look too beautiful to eat.

However, something about Knytt Underground has me greatly conflicted. Really, I’m just not sure how I feel about it. It’s a stunningly gorgeous game, rife with bright and vibrant flora, the kind of nature you’d expect to see examined in close detail on the newest BBC documentary about the planet Earth, all backed by a soft, ambient soundtrack of rushing waterfalls, dripping ceilings, and gentle breezes. Yet..it’s goofy. The characters are silly and look like someone’s first attempt at webcomic art in the early 2000s, and the things they say are inane, such as obscure discussions about the Internet. I’m namely talking about the two fairies that accompany Mi after you reach the village and speak for her during her muteness. Visually, it’s extremely jarring. Tonally, too, though I suspect something is trying to be said here. Also, most of the quests you take on are pointless, with Mi going to great lengths to find certain people or keys for locked doors only for it all not to matter; the person you were looking for already returned home, and the door magically opened by itself.

At this point, I’ve dabbled in chapter three for only a bit, but eventually felt overwhelmed, especially considering the size of the map is roughly ten times that of the previous chapters. I mean, I can see areas highlighted in red on the map as places of interest to go–most likely these are the bells that Mi needs to ring to stop the apocalypse–but getting there isn’t a simple hike. You have to now use both Mi and Bob the ball in combination to reach new pathways, and sometimes doing that can be a lot of trial and error. I’m sure I’ll pop back into this visually stunning underground realm soon enough, but I need a little breather in the meantime.

The Top 10 Videogames I Didn’t Get to Play in 2013

2013 top 10 games didn't play Sad-Puppy

Well, I’m not gonna deny it–this year went fast. Except for June through July, but that always seems to drag by due to non-gaming reasons I won’t get into, but otherwise, the months really did seem to slip by. This was extremely noticeable once I began to actually work at my “five games I want to beat in 2013” checklist, and it seems like I was only able to polish off three out of five: Chrono Cross, Silent Hill 2, and Primal. I’m pretty proud of that, but I probably should have started much earlier than the summer. However, I did complete a good number of games over the past three hundred and sixty-five days, and one might consider some of them big AAA titles that are probably going to be on everyone’s final praise list, such as BioShock Infinite and Grand Theft Auto V, though they absolutely won’t make mine. Sorry, Animal Crossing: New Leaf is my game of the year; just deal with it.

Once more, here’s what I didn’t get to play last year, the year before that, and the year before that:

Also, do not worry: I have plenty of sad puppy photos to do this kind of post for many more years, so long as videogames keep coming out and I keep not playing ’em. That sounded more threatening than I originally wanted. But enough behind-the-scenes talk. Let’s get into the meat of this yearly post, shall we? The meaty meat, I mean.

10. Assassin’s Creed IV: Black Flag

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Sounds like this is a return to form, though the last Assassin’s Creed game I played was Brotherhood, so hopefully people are meaning that game. I’ve kept my distance from the franchise since then for good reasoning, as the later games have seemed repetitive, clunky, and sub-par, but I do enjoy pirates and the ship-based combat looks kind of neat. I wonder if the multiplayer is still there, as that is surprisingly an enjoyable slice of cat-and-mouse. This could be a really perfect summer time-sink for 2014, though I still also have an untouched copy of Assassin’s Creed II in my backlog to get to as well. Hmm.

9. Saints Row IV

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Originally, the Saints Row series was just another take on Grand Theft Auto, if a bit more ambitious and zany. I never got into it until Saints Row: The Third, and that was only after hearing the Giant Bomb staff praise and praise and praise it. I’m glad I finally listened to them, as I absolutely loved my role as the leader of the purple-clad gang on the rise, but I haven’t made the jump to Saints Row IV yet, as this year I gave my time and money to Grand Theft Auto V instead. I probably choose poorly. In this one, you can literally jump up to rooftops, thanks to alien superpowers. However, the console versions don’t sound up to par to the PC, but I don’t have a great gaming computer so I might just let this one slip by entirely.

8. Tomb Raider

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Here’s a little known fact about me: I’ve only played the original Tomb Raider. That’s right. Just the first one, and I remember it fondly, despite it probably aging terribly. My copy sits proudly next to Suikoden and Suikoden II. The sense of exploration was fully realized–for the time–and I loved how the game slowly revealed its supernatural hand with each level. Like Indiana Jones, a perfect mix of serious and silly. This 2013 reboot looks gritty and grimy and throws Lara in one terrible situation after the next, but sounds well done. Plus, she can use a bow for stealth kills. Mmm. Stealthy. Rhianna Pratchett wrote the script, which gives me hope that Lara, as a person, is more fleshed out here as well.

7. Rogue Legacy

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I enjoy rogue-likes because, for me, they don’t ask for much. You can do a run, and if things end terribly, then that’s it. Try again. Conversely, if you’re on a hot streak, every action, jump, and sword swing becomes stressfully vital. This is why I continue to poke at The Binding of Isaac, in hopes of hitting a lucky note and making it to Mom easily, brimming with powers and extra hearts. Alas, that’s not happened yet–but it totally could one day. Rogue Legacy seems to share a lot of that, with the neat mechanic of playing as the children of whatever character you just got killed. These kids acquire different traits–such as colorblindness and vertigo–which affects how you move through the main castle. It’ll probably end up in a Humble Bundle some time in 2014.

6. The Last of Us

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Look, I barely got through Silent Hill 2 this year. Horror-themed games are very difficult for me to keep my cool in, and it sounds like the majority of the combat scenarios have you creeping around enemies, trying not to make a sound. That sounds fine to me, actually, but the monster designs and sounds they make are very unnerving, and I just don’t think I could ever get through The Last of Us, which is a dang shame, as it certainly sounds like an amazing–if depressing–experience.

5. Mario & Luigi: Dream Team

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The last Mario-based RPG I played, Paper Mario: Sticker Star, kind of left a bad taste in my mouth, and so I remained skeptic when a new one came out, even though it lives in an entirely different franchise. However, according to some reviews, it sounded like this one was maybe too hand-holdy, which is funny because Sticker Star couldn’t lift a finger to help you out. When I bought Sly Cooper: Thieves in Time and Metal Gear Solid: The Legacy Collection, I also grabbed a used copy of Mario & Luigi: Bowser’s Inside Story on the Nintendo DS for free. I suspect I’ll give that one a go and if I love the mechanics and all that jazz will move on to the newer iteration.

4. Super Mario 3D World

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Super Mario 3D Land is one of the rare 3DS titles that I continue to pop back into the handheld and fart around in for a few minutes, always with the hope of earning a couple more stars. See, I’m in the post-completion content, but only halfway through it, so there’s still plenty more to see. And it sounds like Super Mario 3D World is all that and more…and on a console, which is where I’d truly rather be playing my plumber-based platformers. Throw in a silly cat theme, and I’m salivating from the mouth. Alas, no Wii U in this house, and still no interest in getting one any time soon unless there’s a big price drop or more interesting games in the pipeline. Sorry, I have no interest in the Smashing Bros.

3. LEGO Marvel Super Heroes

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Love me my LEGO videogames, and I haven’t played one since LEGO Lord of the Rings, which means Tara and I are severely overdue for some co-op funtimes. Any will do, really, but I’d rather side with Iron Man and Wolverine over Batman and Superman. That’s right. I’ve always been a Marvel fan before a DC one. The formula doesn’t look to have changed one block–hub world, individual levels, a billion things to collect and unlock–but that’s okay, because at least I know what I’m getting here.

2. Brothers: A Tale of Two Sons

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The subject matter of Brothers: A Tale of Two Sons, two siblings on a mission to save their deathly ill father, hits a little too close to home for me, and so I doubt I’ll ever get around to playing it. It’s not a direct parallel to my life, but there are enough elements present to put more weight on my shoulders, push me closer to the ground. Yes, I suffer from depression and would rather avoid mediums that enhance my feelings of hopelessness. I do love the idea of controlling two separate players with both analog sticks, but ibb and obb showed me just how difficult this could be for my brain to wrap its mind around. Also, Ni no Kuni did it first. I suspect the Giant Bomb podcasts will end up spoiling the story’s key moments and ending.

1. Gone Home

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Sigh. My gaming laptop is really great for playing indie Flash games or point-and-click adventure games that don’t require too much in terms of software. In the past, I’ve been able to play bigger productions, like Red Faction: Armageddon, but only if I turned down every setting, and even then it’s a bit rubbish. Same goes for Fallout: New Vegas and Skyrim; there is no draw distance because I can only see a few inches in front of my character. All of that is to say that I don’t think I can run Gone Home at the required settings to do it justice. Evidently, the game is loaded with high resolution posters, pictures, notes, and so on, and a big part is exploring the house and looking at stuff up close. I have no other way to play Gone Home, so hopefully it’ll come to consoles at some point, but I kind of doubt it.

Well, there you go. Or rather, there I go, not playing all these games. Of course, there’s more that didn’t make the list, such as Papers, Please and The Stanley Parable, but I had to draw a line somewhere. Given that I still haven’t played a few games from the previous lists yet–hello, Portal 2!–I wouldn’t hold my breath expecting to see me get to all of these next year. Maybe one or two. Plus a ton of older games. Can’t forget about the PS1 and PS2.

Anyways, what games did you miss out on this year? Shout ’em out in despair in the comments section below.