Category Archives: playstation 3

Sound Shapes begs you to relax against it

gd impressions sound shapes blasteriods level

Over the last several weeks, I’ve been chiseling away at Sound Shapes. Its campaign is not extremely long, consisting of 20 levels spread across a handful of themed worlds, dubbed “albums” here, that can be completed rather quickly if one just kept at it. That said, I was in no rush, and I didn’t actually want the levels to end, as I found myself shuffling over to the game in times of stress and panic, when I need a moment to calm my nerves or just forget about the drama of the world. Not every level helps in this fashion, but the majority of this rhythm-driven platformer forces the player to relax, to lose themselves in drum-beats and cartoonish side-scrolling goodness.

For those that know, I did the albums in order, level by level, every few days or so, finishing up with the one featuring music from Beck. Yup, that loser, baby. His first track level is amazing, and I found myself knocked back by how good it was, fusing platforming with both music and vocals, creating yet a still dangerous environment to roll and jump around in. The same can be said of the previous albums too, though they all feel different, and not just because of the visual style or drum beats, but some levels are more about timing-specific jumping while others have you avoiding rockets or enemies. A handful of earlier levels are happy to let you stroll through with no obstacles, and they are just as enjoyable. Before I discovered Beck’s album levels, I was madly in love with the album designed by Capybara Games, featuring music from Jim Guthrie. Y’know, the folks behind the fantastically moody and unnerving Superbrothers: Sword & Sworcery EP.

Sound Shapes, from what I can tell, is twofold: basically, the straightforward campaign, and a level creator. Once you complete the game’s campaign, two other modes unlock, which play heavily into unlocking the majority of Trophies. That said, the “death mode” levels are extremely challenging, like late-game Super Meat Boy-esque, seeing as it took me upwards of thirty tries to beat the first take on this theme. I don’t know how many others I’ll go after, but I will try out “beat school” at some point, though I kind of feel like I got my fill of Sound Shapes. It sated, if you will.

Sound Shapes‘ gameplay is fairly straightforward. After all, this is a side-scrolling platformer, a genre that will never not be strong, where you can move your little eyeball critter and stick it to surfaces to climb or descend through the level. Each stage is packed with collectible circles that add musical components to the background soundtrack, such as an additional guitar lick or hi-hat tap. As you collect more, the level’s soundtrack evolves. Your goal is to get to the end and jump through the magical boombox. It’s pretty linear, but that doesn’t mean it is less magical as you watch a level’s geography twist and turn with the tunes, funneling you one way through its audio-video journey.

Unlike Super Mario Maker, which I have and have been tooling around with over the last week and will eventually do a post on, I have no interest in making levels for Sound Shapes. Zip, nada, none. Or playing others’ levels, if that is something you can do. I’m not sure, as I didn’t even dip into the level creator menu to find out. I’m not really sure why, but some games simply don’t entice me in the same way that Super Mario Maker has, or, if they do, they are a bit too complicated to figure out, like LittleBigPlanet 2 or any of the LEGO games. I’m sure there’s a ton of cool stuff being made–or was made–for Sound Shapes, as one can already tell from its mishmash of a campaign in terms of style and substance, but those twenty-some levels were all I needed. Truly, if I want more, I’ll just replay them.

Look, if you like music and games, you should play Sound Shapes. If you love music and games, boy oh boy, you should play Sound Shapes. If you’re a big fan of simplistic, forgiving platformer, at least until you clear the campaign, you should play Sound Shapes. That’s as best as I can sell it. I’m off now to listen to those three Beck tracks on loop, just because.

2015 Game Review Haiku, #45 – Sound Shapes

2015 gd games completed sound shapes original

Musical platforms
Create, absorb every beat
Move a little, ahhhh

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

CounterSpy-ing has always gone on since ancient times

gd impressions counterspy screenshot1

Well, I could only resist for so long. CounterSpy, thanks to its stylish look and sneaky-sneaky gameplay, has been calling out to me every time I scroll by it on my list of PlayStation 3 games, having downloaded it as a PlayStation Plus freebie back in March 2015. It’s just one of many stealth games in my collection I’m thirsty to drink, and while it wasn’t a very tall glass in the end, I still found the act of undermining both sides of an alternate Cold War era to be refreshing. Plus, I’ll never tire of tranquilizing dudes, watching a fellow soldier come over to investigate their sleeping buddy, and then tranquilizing them. I still think fondly back to that time I stuffed about eight or nine sleeping soldiers in a vent in Deus Ex: Human Revolution.

CounterSpy ends up combining spy mythology with the colorful, striking aesthetics of the 1950s and 1960s, a time period for art that I will never not find fascinating. As previously mentioned, it’s set during the Cold War, though not exactly the one we experienced on this planet. You control an agent of C.O.U.N.T.E.R., a rogue agency that keeps–or at least attempts to–the world’s superpowers in peace. As each side of the ongoing conflict inches its way closer to seeing who can blow up the moon first, which seems like a terrible idea regardless of who does it, C.O.U.N.T.E.R. gets to work sabotaging their plans and maintaining peace.

You do this by sneaking around a left-to-right scrolling level, either for the Socialists or the Imperialists, depending on who is the current greater risk, and stealing launch plans, gathering intel, taking out soldiers, and so on. The levels themselves are randomly generated, though by the end of the game you begin, much like in Spelunky, to learn how several chunks fit together with one another. I always knew where the developers were trying to hide an accessible vent behind foreground elements. As you gather enough plans, you’ll learn about rocket launch codes and flight plans, knowing enough to intervene and stop those death-carrying rockets from lifting off–but the last level plays out in the same fashion as the previous levels, with only more soldiers to deal with; it was the most challenging part of my playthrough, but it only took another try to set the world’s superpowers straight.

As you play CounterSpy and do your counterspying thing, you’ll gather blueprints for both weapons and formulas, which act like purchasable perks before each mission. During my first playthrough, I only unlocked two formula, one which lessened the amount of damage to my agent and another that instantly lowered the threat level by a single amount, and I used these two each and every time, no matter how poor I was. For guns, I always carried a lethal rifle for when things went topsy-turvy, but mostly stuck with the silenced pistol and sleep tranquilizer gun, always trying for the quietest of approaches. That said, when things go bad–and they can go bad fast–I wasn’t afraid to unleash real bullets. It’s here often that you’ll wish the agent moved with more fluidity, that he could actually jump or that aiming on a 2.5D background was easier. There’s a lot of talk right now about how escaping heated moments of discovery in Metal Gear Solid V: The Phantom Pain is more fun than anything else, and that’s not the same case with CounterSpy.

Visually, CounterSpy is a delight, and it shows that indie studio Dynamighty is founded by LucasArts and Pixar veterans. I see a lot of The Incredibles‘ influence here with the bold colors and larger-than-life propaganda, but I wish the writing between missions was either super serious or entirely goofy; as it stands, it’s both, which can be confusing when you are talking about blowing up Earth’s moon. Plus, and this is a terribly small issue to bring up, but there’s an inconsistent use of a period at the end of C.O.U.N.T.E.R., which drives me batty. Regardless, it’s not really the story that shines here, but seeing how far you can get through a highly patrolled base before getting spotted.

One could probably get through CounterSpy in a single sitting, but I liked to space it out over a few nights. Undermine the Imperialists, then take a break and see what the Socialists are up to. Get some new weapons and read a few dossiers while enjoying a cup of java. Either way, I’ve started a new campaign on the next higher difficulty and am not finding it as fun to slog through once more. I might continue on to get a few more Trophies before diffusing this operation entirely from my list of need-to-play-soon games.

2015 Game Review Haiku, #43 – CounterSpy

2015 games completed gd counterspy game

Infiltrate bases
Both sides of Cold War, stop plans
To blow up the Moon

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

The Bureau: XCOM Declassified requires you to kill the Outsiders

gd impressions the bureau xcom declassified

There are four difficulty levels in The Bureau: XCOM Declassified, and they are as follows: Rookie, Squaddie, Veteran, Commander. The game defaults to the third one, Veteran, and I’m prone to playing games on their default settings, as I imagine this is what developers intend for players to select. That said, the naming convention here confuses me, as you’d think a veteran would be the harder difficulty since veterans have already gone through trying times while commanders are seemingly still in it, giving the charges; also, for some reason, I want to swap the order of Rookie and Squaddie.

Regardless, Veteran is pretty tough to play on, especially in the earlier sections, and I nearly gave up on the game as a whole because it is no fun restarting entire sections four to five times in a row, simply because your team now takes more damage easily and enemies absorb bullets like walking sponges with laser guns. Actually, here’s what makes this difficulty different than others:

Enemies are challenging and use different tactics. Companions, who are not healed in time, die permanently. New agents can be recruited only between missions.

Fine. Though I’ve not yet played XCOM: Enemy Unknown–it is still sitting quietly and patiently in my long string of PlayStation Plus titles, I understand that, similar to Fire Emblem: Awakening, permadeath is a big part of the gameplay. You name your characters, you grow attach to them as they level up and earn more skills, and then you feel it in your heart when they go down, down for good. I lost a handful of dapper dudes early on in William Carter’s quest to save Earth from alien takeover, but I did not shed a tear or even remember who bought the farm by the next level, considering you can just grab another generic soldier-man from the vault, so this difficulty’s impact of permadeath was not very impactful.

Okay, I’m getting ahead of things as usual. Plot summary time! It’s 1962, John F. Kennedy is President, and the nation is gripped by fear due to the Cold War. A top-secret government unit called “The Bureau” begins investigating and concealing a series of mysterious attacks by enemies from outer space. Gotta keep things hush-hush. The Bureau’s mission is pretty simple–survive, adapt, and overcome the enemy threat. Good thing that every soldier in The Bureau has superpowers, like lifting an enemy up and out from behind cover or creating a support drone from thin air or laying down a landmine from thirty feet away. I kid, I kid–after all, it’s just a videogame.

Here’s a lot of what I liked about The Bureau: XCOM Declassified: one of the earlier levels opens with a Connie Francis song playing, the infected people are genuinely disturbing to look at and listen to, you can wander the base between missions for side quests and extra bits of dialogue and collectibles, soldiers’ clothes can be altered in terms of cool colors, overall the experience has style, and totally dominating a group of enemies before they even knew you were there thanks to the aforementioned superpowers feels out-of-this-world amazing.

Unfortunately, there’s more to dislike than like here, and the set difficulty really put me off for a while, but a lot of that was my stubbornness to stick with it. Still, after leveling up a few soldiers and learning what abilities/combos worked best (I was a big fan of a support agent and engineer agent helping Carter out), I was doing just fine through the last two-thirds, only occasionally surviving a firefight by the skin of my teeth. Until the final fight that is, which ultimately required I used a whole different cast of characters since some abilities are better than others during the final mission’s onslaught of waves. A big bummer. That said, your companions are complete dolts and require an extremely high level of babysitting, to the point where you spend more time pulling up the companion wheel and issuing commands than firing your gun at the distant enemies. It gets even more tiresome the minute one friend goes down, as everyone needs to drop everything to revive them ASAP.

However, in the end, it just wasn’t a ton of fun to play, and perhaps part of that is, despite being a rather new genre from last generation, I am not extremely excited by cover-based shooters mostly because they are highly predictable. There’s a post about this growing in my drafts folder, as games like Mass Effect and Gears of War make it crystal clear when a fight is about to go down. You know this because you’ll go down a tight corridor or hallway and emerge into a larger space, one dotted with walls and other means of cover. Alas, The Bureau: XCOM Declassified does this every time too, with maybe one or two spots where it caught me off guard. The story implies that you’ll be doing a lot of “covering up,” but only a few missions or dialogue choices talked about this, with a lot of the story simply being kill aliens, destroy their technology, and save the humans. Perhaps I’ll enjoy XCOM: Enemy Unknown more, whenever I get around to it.

The supreme art of war in Metal Gear Solid IV is to subdue the enemy without fighting

mgs iv act one gd early thoughts

Well, the timing of me playing Metal Gear Solid 4: Guns of the Patriots could not be any poorer. Giant Bomb is gearing up (pun totally intended) for their next neck-stab at Metal Gear Scanlon, and, as with previous playthroughs, I like to experience it all first and then enjoy watching Dan and Drew figure things out on their own. Unfortunately, from this point on in the series, I’ve not touched any of the subsequent games, and so it is extra imperative that I see how Old Snake fairs before anyone else. Alas, I’m about to head out of town, and I only just finished the first Act, with many more hours to go, which means I’ll have to barrel through it all as soon as possible upon my return to New Jersey.

My biggest gripe so far with Old Snake’s revenge-driven plight against Liquid/Revolver Ocelot has to do with items, specifically the number of them you pick up in Act 1 alone. It is staggering and overwhelming, and all I found myself doing was ignoring the majority of guns and non-weapon items and sticking to the tried and true arsenal of Snake’s previous adventures. Like the tranquilizer gun and cardboard box, or, in the case of the Middle East, a deadly drum can. I’m also not completely sold on the item of earning points for picking up duplicate weapons, which you can spend through Drebin 893, a black market arms dealer. So far, I bought a sniper rifle, used it once, and haven’t looked back.

Amazingly, despite the epic scope and constant what-the-eff moments in the series, I can summarize the plot of Metal Gear Solid 4: Guns of the Patriots in a single sentence. Here we go. Shortly after learning that he only has a year-long lifespan because of Werner’s Syndrome, Snake is given a mission by Colonel Roy Campbell to assassinate Liquid in the Middle East. Naturally, from there, things get crazy. I’ve run into some familiar characters, like Otacon and Meryl, as well as met some new, fairly untrustworthy sorts. Namely–Drebin and his monkey.

Gameplay picks up and remains constant from Metal Gear Solid 3: Snake Eater, with players now assuming the role of an aged Solid Snake. Lovingly called Old Snake. He still uses stealth, close quarters combat, and traditional gun mechanics. Most aiming with a gun is via an over-the-shoulder angle, but thankfully there’s an optional first-person view via the toggle of a button, which I found extremely handy when aiming with the tranquilizer gun. Basically, it’s the same ol’ Metal Gear I’ve been playing this last year and change, with one big change–old bones.

Welcome to the Psyche Meter. Basically, psyche is decreased by non-lethal attacks and influenced by battlefield psychology. Stressors, such as temperature extremes, foul smells, taking damage, and being stalked by the enemy, increase Snake’s stress gauge, eventually depleting his psyche. This then affects Old Snake’s ability to aim, more frequent back pain, and a higher possibility of him passing out upon receiving damage. There are a few methods for restoring psyche–eating, drinking, smoking, reading an adult magazine, or making a Codec call to a certain someone I will not name to keep this spoiler-free. All that said, I’ve found everything pretty manageable, but please also note I’m playing on the standard difficulty, only dying a few times due to not paying attention to the health meter and equipping a ration in time.

As I expected, I have a lot of questions about Metal Gear Solid 4: Guns of the Patriots. Like, what’s up with Meryl and her team? In my playthrough of Metal Gear Solid 1, I was unable to endure the torture sequence and save her, but I guess the canon outcome is that she lived. Hmm. Also, um, at the start of Act II, one of the Beauty and Beasts Corps, a team of female PMC operatives in mechanized suits, took on the visage of Old Snake in a way that did not sit well with me. Lastly, how come Rat Patrol’s “Akiba” was unaffected by Liquid’s mind-controlled gas? I’m sure the answer is “because he shits his pants,” but part of me hopes there’s more to the man than that. Guess I’ll find out…in a few weeks. Until then, Old Snake and friends.

Hunting the West’s most notorious outlaws and making it up as I go

call of juarez gd impressions screenshot

Sixes and sevens! Did I really beat Call of Juarez: Gunslinger over a month ago and have still not officially written more than a haiku about it? Grrr. That’s summer for you, when I can only keep my head down, power through games, scribble a slimsey attempt at Japanese poetry, and move on to my next conquest. Makes me wonder when I’ll get around to finishing that post on The Bureau: XCOM Declassified, but enough of that–today is all about one cowboy’s quest for revenge after his life became a cropper. Yes, I looked up a bunch of Western slang for this intro post; did you know folk used to call onions skunk eggs? Makes sense to me.

Fortuitously, Call of Juarez: Gunslinger arrived in my PlayStation Plus library a day or two after I rewatched Quentin Tarantino’s Django Unchained, which is not necessarily a Western, but does star some bounty hunters and pistols being quickly drawn. Plus intense and over-the-top violence. The big difference between those two properties is not just that one is a game and one is a film, but rather Tarantino’s work is a train-driven narrative, and Call of Juarez: Gunslinger openly and playfully skirts the edge of a reliable narrator and plot. Without that uncertainty, it would be another ho-hum first-person shooter with little to it, as other entries have dabbled in similar mechanics and visual styles.

The story is as so: legendary old bounty hunter Silas Greaves enters a saloon in Abilene, Kansas, in 1910 and regales the patrons with tales of his adventures in exchange for free drinks. The patrons–Steve, Jack, and a teenager named Dwight–are amazed at first, but grow increasingly incredulous as the ludicrous stories go on and on and on, in which Greaves takes credit for the killings of numerous legendary outlaws, including Butch Cassidy and Newman Haynes Clanton. See, Greaves likes to embellish where and when he can, and this plays into the gameplay, where scenarios and events will change on the fly based on what is being told and what is being questioned. The first time it happens, mid-action, I couldn’t help but smile at the swift change of course.

I’ve never touched any of the other Call of Juarez titles–namely the first one, Bound in Blood, and The Cartel–but they sound like they share similar elements. Gameplay in Gunslinger consists of completing linear objectives to progress, and these usually involve shooting dudes who are shooting at you until they stop shooting at you because you shot them down. Occasionally, you’ll have to dodge bullets via a quick time event or act honorably–but deadly–in a traditional gunslinger duel. Those duels are a ton of fun, as you have to pay attention to multiple aspects and timers, like heartbeats and the location of your hand, and not draw too early or else you’ll be labeled a dastardly varmint. Thankfully, all villains were shot down honorably in my playthrough.

Other than that, there are collectibles called “Nuggets of Truth” to find, of which many are easy to spy as they sparkle in-game. If that’s not enough, you can unlock a perk to have them play a jingle and vibrate your controller when nearby. Still, I missed a few, but they offer some interesting tidbits about the multiple characters and legends of the Wild West. In an action-driven game, I found it difficult to steer off the main path in search for shiny doodads and playing cards.

Call of Juarez: Gunslinger does a fantastic job at dumping you into an ever-changing world and giving you all the abilities to be an unstoppable force–without actually making you unstoppable. Even on the standard difficulty, I ran into some trouble, though most had to do with the few boss fights and figuring out the best way to approach them over a handful of tries. The game’s tone is outlandish in all the right ways, keeping the action frenetic and unpredictable, and my only complaint is that I wish the ending had been more profound instead of simply a twist, one played far too straight for a man like Silas Greaves.

Five things make a post, and Suikoden III is an undeniable PlayStation 2 classic

gd bought suikoden III again on psn

Activity on Grinding Down has been sparse as of late, which is pretty much par for the course when it comes to the summer months. Truth be told, between moving from one state to another, working, burning the midnight oil, frowning over piles of paperwork, living a life, and eating up several episodes of House of Cards on Netflix every night, I’ve not been juggling many games at once, continuing to focus on my current mainstays: Pokémon Shuffle, The Bureau: XCOM Declassified, and a handful of mobile entries, one of which I’m not even ready to openly admit to “playing.” What a tease!

Anyways, here’s a few–well, five, if the title of this post is to be believed–short topics I have enough words to spew about. Perhaps I’ll get back to longer, more traditional posts sooner than later, but I promise to make no promises. Except for that promise.

Onwards!

Steam Sale Has Shipped

I always imagine myself going crazy and buying game after game after game during Steam’s annual Summer Sale…but that never seems to happen. It should, as there are plenty of great sales, and I checked in on the marketplace at least once a day, almost pulling the trigger on Grow Home, but nope. This year, I spent a total of $0.74 for the Developer Alliance bundle, and of them, I’ve only got to enjoy one outing so far. The other titles are at least installed on my machine. Also, I tried out that weird meta “keep on clicking” mini-game about monsters battling, but had no idea really what the point of it was, other than contributing to unlocking additional sales.

Well, there’s always the end-of-year Holiday Sale to look forward to. Maybe I’ll spend over a dollar for that event. Maybe I’ll finally grab a copy of Grow Home before 2015 concludes. Maybe.

Welcome to tactical alien shooting

Naturally, I have a longer, much more detailed post in the works for The Bureau: XCOM Declassified, but the videogame-musing words have not been very forthcoming these last few weeks. Anyways, I finally beat this last night, but the final fight took–ready for this–nine attempts. Seven with my team of agents that I’ve been playing with since perhaps the second or third mission of the game, which was frustrating as the last fight seemed designed to undermine every one of their abilities. Instead, I had to swap out my generic-but-loyal dudes for two other dudes with different classes, and yes I totally understand that these are personality-less soldiers, but, to me, to CIA Agent William Carter’s journey as a whole, it made more sense that his long-standing comrades should’ve finished the fight with him than these newbies. Oh well.

The Flame Champion once more

The Suikoden franchise, as much as it hurts to write it, is dead. And this time, there’s no late-game manner of reviving it like there was with a certain Young Master’s friend. Clearly, Konami doesn’t even want to make videogames anymore.

Thankfully, there’s been a few gasps of air over the last couple of months with the bringing of Suikoden II to the PlayStation Network as a digital download. This fantastic trend is continuing, with Suikoden III popping up this week for fans of Konami’s star-studded RPG series to eat up. Yes, I purchased a digital copy immediately for a whopping $9.99; y’all might remember the time and length it took me to finally snag a (used) retail copy, but it turns out that my used discs are a wee bit scratched and unreliable. Now I don’t have to worry about that, though I’ll have to start the adventure over. Methinks I will once I get through Final Fantasy IX.

What in the world was that?

I burned through a guessing game on my non-fancy Windows 8 phone the other week called What in the World?, which basically presents you with a category, a low detailed drawing, and a bunch of letters at the bottom. Your goal is to guess what it is, and, for the most part, the answers are pretty obvious. Harry Potter, Madonna, Paris, Spider-Man, and so on. I struggled mostly with celebrity names and automobile brands, but if you get stuck you can use power-ups to remove unused letters or even put several correct letters in their final places. In the end, I unlocked all the Achievements and then deleted the thing from my phone.

Quote the raven

Once again, I’m tasked with making room on my fledgling of an Xbox 360, as I’d really like to download Just Cause 2 and see some chaos unfold. But first, let’s complete some other Games with Gold freebies from my hard-drive. Like…um, The Raven – Legacy of a Master Thief. Well, Episode 1 at least. It’s a point-and-click adventure game…on a console. Grrr. So far, I’m glad that this was free, but generally once I start something, I need to finish it, even if it is only the first episode. My favorite subtitle typo currently has been about a train patron when she “looses” her purse, but the next line contaiedn the correct use of “lose.” Can’t win ’em all, the creators of The Book of Unwritten Tales.

That’s all for now! I have to go find some lady’s lost purse, as well as trick a violinist into opening up his violin case. Videogames–am I right?

2015 Game Review Haiku, #37 – The Bureau: XCOM Declassified

gd 2015 games completed the-bureau-xcom-declassified

William Carter must
Destroy the Outsiders threat
Tactical shoot, hide

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #34 – Call of Juarez: Gunslinger

gd 2015 games completed call of juarez gunslinger

Story of Silas
And the bad men he’s hunting
Listen up, Old West

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.