Category Archives: randomness

Trying my best to be a team player and not get hypothermia in The Division

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Tom Clancy’s The Division sure has had an interesting year and change, and I’m actually quite mixed on the game. Like a piece of delicious chocolate that is marred by the powerful taste of disgusting coconut, there’s good and there’s bad. It did make my list of my five favorites for all of 2016, but I know that a lot of that backing had to do with simply just how much time I put into it over the few months I dug deep over getting all them dumb collectibles. However, I quickly found that the end-game material was less appealing and eventually drifted away from snowy, apocalyptic New York City as my shallow pool of online friends greatly dwindled, returning briefly to play a bit of Underground, its first expansion last summer.

Since then, two more expansions have dropped, namely Survival and Last Stand, bringing about a number of changes to The Division‘s inner workings and plethora of systems involving math, as well as making running around the Big Apple worthwhile even after hitting the level cap. Well, not entirely worthwhile, but more. There’s still a hollowness to the running around, but at least new meters are filling up and check-boxes are being checked on a frequent basis. I’m really good at the daily challenges involving destroying weapons and gear for crafting materials that I’ll never ever use; I can hold the stick in for days.

Well, instead of devoting a post to each piece of DLC and clogging up Grinding Down in all things The Division, I figured I’d lump everything together for one single critical damage attack since I’ve now gotten to dabble in every expansion though I do not claim I was often successful. In fact, I mostly died a bunch. Still, there are thoughts, so out into the contaminated snow we go…

Underground was the first expansion released for The Division and focuses on exploring the uncharted underworld of New York City. Players are tasked with chasing after enemies with up to three other Agents through a maze of tunnels and subways. Or, if you are like me, you’ll play it solo and on the easiest difficulty in hopes of finding all the collectibles which, thanks to the randomly generated levels, are found only on a wing and a prayer. I think I’ve collected five of one type and four of another so far and have leveled up my overall Underground rank to about 13. As you level up this rank, you can modify each run with restrictions, like being unable to use your abilities or even have a mini-map, and being successful with these turned on results in greater rewards. There are a few scenarios you can play through, and a solo run with no modifiers can easily be completed in 10-15 minutes, which, when there was not much else to do in The Division, was enough to occupy my brain and hands for a bit.

In the Survival expansion, players must–and hear me out first–survive as long as possible after a horrible helicopter crash. I’m not sure why I included the adjective horrible there, as if there is such a thing as a delightful helicopter crash. Anyways, this expansion is quite different from Underground, as well as the main campaign. You are alone in an extremely hostile environment, and the only way to continue breathing and making it back to safety is by gathering essential supplies and high-tech equipment to call for help and get your frozen butt extracted back to your base. It is without a doubt my favorite mode to play, as it feels extremely fleshed out and there’s a lot of tension in every move you make, considering the longer you hesitate the more likely you will die.

Now, by essential supplies, I’m talking about scarves and jackets and, I guess, weaponry, but this mode is all about the clothing on your back because you not only have to worry about being hit with bullets but also hypothermia; you combat the elements by dressing appropriately and huddling near trashcan fires. This mode makes clothing matter and exciting, though the fact that you are sick and in constant need of medicine can be too stressful. This is why I don’t play things like The Long Dark or Don’t Starve–there’s too much to worry about, and I really just want to wear comfy clothes and walk slowly from one waypoint to another, enjoying the view. Still, Survival is exactly what I wanted to see from The Division‘s DLC–a unique endeavor that forces you to think strategically instead of simply hiding a wall or car and blind-firing until all the enemies are on the ground.

For Last Stand, things become a little more traditional. This DLC pits teams of eight against one another on a section of the Dark Zone where the goal is to capture and hold as many terminals as possible. Naturally, the team that holds more terminals builds up their score quicker and wins. Sounds both simple and familiar, yes? Well, there are a few wrinkles. Such as the fact that enemy mobs still roam the battleground area. Players can eliminate these scrubs to earn a currency used during the match to build defenses like turrets or scanners that detect enemy movement in a designated area. Lastly, all gear is normalized to make things as fair as possible…if a bit uninteresting.

I’ll probably continue to poke at The Division throughout 2017, especially since Ubisoft plans to remain supportive of the game for the near future, even offering up two more expansions for no cost to the player. I suspect I’ll revisit Survival the most of the three DLCs as it offers something very different from the standard experience. Look, this game has been and remains often confusing and clunky, and yet I enjoy the firefights, dressing up my avatar, and the idea of having a full gear set that really plays to my strengths, which are healing other players and taking potshots from a safe distance. I don’t know if I’ll ever get there, but the dream is enough to keep me logging in now and then.

Five games I’ve been perpetually playing these last few months

Right now, change is afoot. Good change, happy change. Not useless pennies and dirty nickels change, but the quality of life kind. Because of that, I’ve put off starting a bunch of new, so fresh and so clean games, especially large time-sinks like The Legend of Zelda: Breath of the Wild, which will be my reward for completing chapter two of Death, Divorce, and Disney, whenever that happens. I also have my beady eyes on LEGO Worlds, Thimbleweed Park, Yooka-Laylee, and LEGO City Undercover. And that’s just a few off the top of my hairy head. There’s never been a better time to be playing videogames, both new and less new.

Because of this, I’ve been focusing on a few games only over the last few months, trying not to juggle too many things at once. Let’s take a look at them, through words of course…

Dragon Age: Inquisition

I got this and Middle-earth: Shadow of Mordor digitally for Xbox One during Microsoft’s Black Friday sale last November. Of the two, I picked the one I hadn’t already played a bit of and really enjoyed myself. For a good while, too, especially once I got to Skyhold and found myself running my own castle of loyal followers and friends. However, this game is big. Perhaps bloated in spots, with a lot of side quests that, while not interesting or extremely rewarding, must be completed because they are on a list of unfinished tasks, and I have to be thorough because I’m probably ever only going to play Dragon Age: Inquisition once and so I might as well see it all.

Each region is massive, and I recently stumbled prematurely into an area meant for post-game DLC, though I suspect I’m somewhat underleveled for it considering how many potions I’m burning through with each encounter. Oh well. It must be completed. That said, I don’t even know what is going on with the plot or how much of the main game I have left to see. Methinks a ton, which is why I will continue poking at this dragon-esque adventure for a few more months still, until the sky is free of every mystical demon-summoning gate.

Stardew Valley

I only got about 25 to 30 hours in on Stardew Valley when playing it on PC last year, but since then, it came out on consoles, and growing crops at Melanator Farm has been a mainstay in my weekly gaming routine. I’m certainly further than before on the Xbox One, now working through my second year of that sweet, sweet farmin’ life. Here’s a quick summary: I’ve completed the Community Center, I’m married to Maru, and we have a baby that four-hearts me very much. I still have a bunch of other things I want to do, like ship more crops, befriend more dudes (Maru doesn’t like when I gift too nicely to other women in town), and go at least another year and see what my Grandpa thinks of my work.

Battle Ages

Somewhere in my lengthy list of drafts here at Grinding Down, I have a work-in-progress blog post for Battle Ages that I have been saving for when I “complete” the game. Or rather when I feel like I’ve completed my time with it. I thought that might have happened sooner than later, as I’m nearly the last Achievement I want to pop, which is for leveling up my settlement to the Industrial Age. That costs 6.5 million in-game gold coins, which takes a while to build up, especially when you log in and see that you lost a million or so when not playing due to invading enemies and such. This is a free-to-play take on Age of Empires with limited space to build and glacier-like slow gameplay, but it’s something I keep dipping into every now and then to see how my people are progressing between Netflix and going to bed.

Gimme Five

Gimme Five, besides being a somewhat odd name and just makes me think of that one Seinfeld episode, is a trivia game that puts your knowledge of anything and everything to the test. Questions range from rhyming words to geography to pop culture to math and so on. It really does run the gamut. The aim of the game is simple–answer as many questions as you can before the time runs out. Each question has 5 correct answers, and in order to move on to the next question you need to answer it correctly. Or you can use some power-ups, like skipping the question entirely, highlighting one right selection, or removing all the wrong answers.

It’s trivia. That means I have good runs and bad runs, depending on the subjects at hand. For instance, I’m phenomenal at identifying words with five syllables, and I’m not so good with prime numbers or countries in Africa that border another country. Backing all this thinking is a surprisingly great soundtrack, and the UI is clean and easy to navigate. Gimme Five is something I go to when waiting for my dinner to cook or need to zone out for a few minutes, with my intention being to only play a round or two and then discover I’ve done ten in a row and it’s half an hour later.

Disney magical world 2

When I last wrote about Disney Magical World 2 here, it was in January 2017, and I was ready to put the collectathon down for a bit until the in-game environments changed over for Spring on April 1. I mostly kept to this plan, putting some time into Pokémon Moon and Dragon Quest VIII: Journey of the Cursed King instead. However, a few weeks before Spring was to debut, I put the cartridge back into my 3DS and have been chipping away at my completion rate (now over 50%!), as well as those post-game pro stickers. I have only one left, which asks you to surf 400 meters in Lilo and Stitch’s land without falling off. This is no easy task, requiring luck and timing and a strong thumb, and the best I’ve gotten to is around 375 meters.

Since then, Spring has hit Castleton, with character-themed eggs to find, bunny costumes to craft, and Easter medals to stock up on. This season will last sometime into June, if I recall correctly. Maybe I’ll be around 75% completion by the time things change once more. We’ll see.

I fully expect to still be playing these five games, as well as some others, like Gears of War 4 and Borderlands 2, over the next few months. After all, sometimes familiarity amidst change can be calming, grounding. This is a topic for another post down the road, but I actually have anxiety over all the untouched games in my collection and often freeze when trying to decide what to play next, settling for something that I already know and enjoy rather than plunging into the unknown.

What games have stayed in rotation lately for you? Tell me about them in the comments below. Especially if one of them is Panzermadels: Tank Dating Simulator. Especially.

Cut the Rope, grind out some free Achievements

I’m a curious fella, and so I like to download a range of freebies, judging nothing by its cover or title or clearly-designed-for-mobile artstyle, from walking simulators to platformers to physics-based puzzle games. Like Cut the Rope. Now, I got Cut the Rope as a free download on the Windows Store back in November 2016, many moons after everyone probably already played it on their phones. Or somewhere else. No, really. Allow me to list a few of the places you could have already played ZeptoLab’s indie darling from October 2010: iOS, Android, Windows Phone, Leap Motion, BlackBerry 10, Symbian, BlackBerry PlayBook, DSiWare, Mac OS X Browser, BlackBerry, Nintendo 3DS (Nintendo eShop), Chrome OS, Firefox OS, Nook, iPad, and so on. I’m sure I missed a few platforms too. Sheesh.

Cut the Rope‘s objective, from its title alone, should be self-explanatory, but there’s a little more to it than simply snipping some string. Sorry, I love alliteration. Your true goal is to feed candy to a little green creature named Om Nom while collecting stars. The candy just happens to be tied up by a bunch of ropes, and by cutting them and using other elements in the level, like bubbles and puffs of air, along with general physics and momentum, you must guide the candy to Om Nom’s gaping mouth. You can use your finger to cut by swiping it across the touchscreen, but I’m cooler than that and played it on my laptop so imagine the same sweet maneuver, but done on a less-than-stellar trackpad. Boom goes the dynamite. It actually works fine, with the bonus of not having to look at my phone any more than I already do.

I was initially under the impression that Cut the Rope was like nearly every other free-to-play iteration built around getting three stars in a level out there–y’know, Angry Birds, Bad Piggies, Crush the Castle, and on for infinity. Nope. Well, not this version from the Windows Store, at least. If anything, this is Nintendo’s take on free-to-start, with only the first six levels of the first two worlds available for play and the remainder under lock and key. I thought I’d get the whole game and just have to occasionally close some advertisements or deal with an energy meter that limited how much I can play. Turns out, my play time was constricted, to only 12 levels that clearly hinted at fun gameplay and a super cute aesthetic, but I found one way to milk this cow for all it ultimately had. Ew, milk. I must think of a better metaphor for next time; anyways, I’m talking about Achievements. They’re those digital rewards I’m still somewhat interested in popping for the games I play.

Yes, despite only have access to a few early levels, I was able to unlock nine of Cut the Rope‘s 19 Achievements. Not bad for zero pennies and maybe an hour and change of my time. These Achievements revolved around doing tasks a specific amount, such as cutting X ropes, popping X bubbles, and losing X pieces of candy and were easily earn-able through repetition. Find a level that quickly lets you cut, pop, and drop, do it, restart, and the cycle is formed. I was also able to pop “Tummy Teaser,” which tasks you with getting Om Nom to open his mouth 10 times in a row in one of world 1’s basic levels, using a piece of candy on a single rope and having it swing back and forth in front of the teeny green beast for a bit. Strange enough, the Internet said this could only be done later on, in the full version. So this just proves my amazing prowess.

But yeah, ringing these twelve levels dry for Achievements with the music turned off and something else occupying my ears was the most fun I could come up with for Cut the Rope, seeing as the gameplay didn’t hook me enough to purchase the rest of the levels. I ran into this problem before with Can You Escape, also from the Windows Store, so I have to start being a little more critical in my downloading decisions because something labeled free might not always mean complete. That said, let the countdown begin until I inevitably grab Cut the Rope 2, which, in its description, says this:

SWEET! Cut the Rope 2 has arrived and you can enjoy the full adventure for FREE!

Uh huh. Sure.

007: Agent Under Fire stars a boy and his toys

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I’m pretty sure that I owned a James Bond game for the PlayStation 2 way back when, but I don’t think it was 007: Agent Under Fire. Might have been 007: Nightfire. This probably explains why there’s no entry for it in the Games I Regret Parting With tag. My memory on this is fuzzy, which I don’t think is surprising for a series that is constantly changing who portrays the main hero every few installments. In case you were wondering, I’m all about Idris Elba playing the next 007. Or Rosamund Pike. Either works great for me though I think Daniel Craig is more than perfunctory. All I really remember about this blurry action game from my past collection is crawling through ventilation shafts and using a technical watch-like gizmo to shoot laser beams at locked doors. So far, in 007: Agent Under Fire, Bond uses a cell phone to do this.

Anyways, I ended up getting a copy of 007: Agent Under Fire for real cheap back in February 2015. Now that I have taken out Final Fantasy IX‘s fourth and final disc from my PlayStation 1, I needed something to fill the void. By void I mean the empty space inside my console, not my heart. I wanted something ideally much shorter than another of my desperately lonely yet time-consuming JRPGs–sorry, Atelier Iris 2: The Azoth of Destiny, Radiata Stories, and Star Ocean: Till the End of Time, you’ll just have to wait a big longer–and figured this was a good fit, featuring a numbered set of levels, a multiplayer mode that I suspect I won’t be able to play at all due to a severe lack of IRL friends (unless bots are allowed), and nothing else. Let’s start bonding.

007: Agent Under Fire‘s plot is classic international espionage, to the point that, without writing any more words, you could probably guess it wholly. Need some help? Okay, I’ll budge. A major corporation has stolen data that will enable it to clone people, with grander plans of taking over the world by replacing those in important positions. Naturally, this can’t and shouldn’t happen, and in comes Bond–James Bond, that is–to nearly single-handedly destroy the threat of everyone looking the same. He does get some help from series staples Q and M, as well as CIA agent Zoe Nightshade. Don’t get her confused with one of Atlas’ daughters from Rick Riordan’s Percy Jackson and the Olympians series like I initially did.

I immediately struggled with the controls. Remember, this came out in late 2001, a time when every game from the first-person shooter genre was not created from a recognizable and well-accepted blueprint. I imagine that if I went back to things like Killzone or Red Faction, I’d also have the same problem. Thankfully, you can pick from a bunch of different controller schemes, and I found one that was much more in sync with modern layouts. Still, I stumbled here and there when trying to switch between a weapon and a tool, which are separate from each other, kind of like in the Metal Gear Solid series. I tried looking online to find a scan of the PS2 manual (my purchase was just the disc), but only came upon the ones for the original Xbox and GameCube releases; please trust me when I say that the default setup is more evil than Auric Goldfinger, Francisco Scaramanga, and Sir Hugo Drax combined.

Okay, okay, a part of me couldn’t let this issue rest, so I snapped some high quality photographs last night with my cell phone so everyone can see the difference I’m talking about. Here is the default setting, with, yup, “alt fire” on the select button and “crouch” using a trigger:

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And here is what I went with instead to have it line up more with a modern first-person shooter, though it is a far cry from perfect:

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Unlike many other videogames constructed around our titular leading man, 007: Agent Under Fire doesn’t correspond to a movie of the same name. It is its own thing, and that’s fine. It does try a little too hard to be mistaken for something of a similar quality, but I can ignore its attempts to throw a heavily polygonal woman at Bond to up the sexiness because the action is quite fun, as well as forgiving. Also, Bond is clearly modeled after Pierce Brosnan, but missing his voice. Aiming is tricky, but this isn’t Call of Duty multiplayer, so you can take your time to set the gun’s cursor just right before pulling the trigger, and it helps that enemies don’t mind standing still for all of this. Many might not enjoy the moderately mindless combat, wanting more strategy and challenge, but I’m mostly concerned with having fun and looking cool while doing it. Speaking of that…

Bond Moves. Besides being the title of 007’s eventual book of pick-up lines and dance regimes, these are specific moments in every level that has Bond doing something cool, followed by the classic bah-dah-ba-bum zinger we have all come to know and love and a 007 symbol in the corner of the screen. EA clearly paid a premium for this bit of music, to the point that your ears will be bleeding by the end of any session from a bombardment of Bond music. It’s good and bad, and some of the Bond Moves are laughable in executive. Imagine lowering a crane to hop across a gap and hearing that iconic tune. These things, as well as other stats, like damage taken or secrets found, go into a final rating score at the end of each level: bronze, silver, or gold. A gold rating will reward the player with a perk/weapon for the campaign or multiplayer mode, as well as place 007 tokens throughout. To get a platinum rating, you must now earn the gold rating again, as well as collect all the tokens. I acquired a couple gold ratings for the early levels, which earned me things like the Golden Gun and Golden Accuracy.

007: Agent Under Fire is not a great or even good game, sitting somewhere between mediocre and slightly better than mediocre, but it’s exactly what I want right now. A more determined player could plow through all the levels–some of which are driving sequences or on rails–in a single evening, but I’m nibbling away at this sub-par linear action game, making it last longer than necessary. I do believe a haiku is right around the corner as I only have four more campaign levels left to see unfold. For now, I’ll end this post with a Die Another Day quote–“I’m checking out. Thanks for the Kiss of Life.”

Minigames that deserved more of my time

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It’s bad enough that there are somewhere in the upward hundreds of games in my never not growing collection that I haven’t touched and probably won’t for a good while, but then there are more than a handful of videogames with smaller games inside them that I have only skimmed the surface of, unable to devote more time to them, with my core focus on seeing the bigger picture draw to a close. I just hit this very moment in Night in the Woods with the game’s small yet mighty pixelated dungeon crawler Demontower, which is clearly taking cues from Dark Souls and requires a lot of focus to be successful in.

These are commonly called minigames, and some of them certainly dance on the edge of mini and major. I’m not here to argue semantics, nor am I referencing those slivers of gameplay in the Mario Party series. I’m here to dream a little dream, one where I get to dive oh-so-deep into these things, as many of them are definitely large enough to lose a good chunk of life and time into.

So here’s a bunch of minigames that truly deserved more of my precious hours, and I don’t know if they’ll ultimately ever get that pleasure. Spoilers and no surprises from me on this reveal: two of them are card-based.

“XENOCard” from Xenosaga Episode 1: Der Wille zur Macht

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Sometimes I think I want to write about Xenosaga Episode 1: Der Wille zur Macht simply so I can use its full title. It really is a beautiful thing. The sequels, which I alas do not own and probably never will due to their steep prices on Amazon, up the ante immensely. Really, look now: Xenosaga Episode II: Jenseits von Gut und Böse and Xenosaga Episode III: Also Sprach Zarathustra. My oh my oh my.

Anyways, in Xenosaga Episode I, besides getting hot e-mails and a robot lady to battle by your turn-based side, you can play a card game called, as far as I can tell, Xenocard. The goal is to achieve victory by forcing your opponent to run through his or her entire deck, leaving them with no remaining cards. You can attack your opponent’s deck in a number of ways, forcing him to lose cards. At the same time, you must take protective measures for guarding your own deck from quick depletion.

It’s surprisingly complex–I mean, just look at the interface layout above–and not too different from things like Magic: The Gathering though I never got too far into the game to play a whole bunch because, for those that don’t know, there’s a lot of long cutscenes to sit and watch and not interact with, and so I most likely put this aside for something a little more engaging. Maybe one day I’ll return to the world of…Lost Jerusalem (Earth). Maybe.

“Insectron” from Rogue Galaxy

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Man, did I love Rogue Galaxy. That’s a statement, not a question. It’s a Level-5 JRPG from the PlayStation 2 days that does all the Level-5 things you now come to expect of the company, and it’s a fun, often silly, sometimes serious, take on all things Star Wars. However, I spent far more time feeding items and weapons to a magical frog-thing to make better gear and creating Rube Goldberg machines in the factory than I did with the game’s “Insectron” minigame. Insectors are small insects that you can catch at various places throughout the galaxy. Basically, this universe’s version of Pokemon, but buggier. The purpose for catching them is to make a team that can win battles against other opponents at the Insectron Stadium.

There are two parts to this massive sinkhole. First, you have to collect the insects. Unfortunately, the probability of catching an Insector is random. You have to find a good location, place traps or cages, fill them with bait, and then wait until you hear a specific sound indicating something’s happening. If you want even better Insectors, you’ll need to invest serious time into breeding. Next, you can begin to raise your collection, upping their ranks and feeding them special items to grow specific attributes. You can see the seeds of Ni no Kuni: Wrath of the White Witch‘s familiars here.

Once you are satisfied with your team of Insectors, you can start battling. The battles at the Insectron Championship are done tournament-style. Win five matches to advance through one rank, then rinse and repeat. Insectron matches are 5-on-5 battles, and one of your team’s five Insectors is labeled the King. If you defeat your opponent’s King, you win. However, the Insector designated as the King is limited to only moving one space at a time. I think I attempted a few battles, but, having only used a sliver of the untrained Insectors I did manage to catch, did not get very far in the tournament and left the whole thing behind to see Jasper Rogue’s story draw to conclusion.

“Triple Triad” from Final Fantasy VIII

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2016 was the year that I finally saw Final Fantasy IX from beginning to end. To do this, I had to sacrifice the desire to go after every side quest, as well as the dream of being the legendary best Tetra Master player in the world. This meant I mostly just collected the cards and moved on with the adventure. I also ignored other minigames in Final Fantasy IX, such as Chocobo Hot and Cold and finding all those medallion coins. It’s fine; I’m fine. That all said, of the handful of Final Fantasy games I’ve played, I think I’d prefer to go back to Final Fantasy VIII and study up on all things Triple Triad, if given the time.

In Final Fantasy VIII, you could go up to a random NPC, press the square button, and maybe find yourself in a card game. As always, the goal is simple: capture as many of your opponent’s cards as possible by making sure you place higher-ranked cards adjacent to an enemy card. Easy enough, but the rules are what make this game deceptively tough and addicting, especially considering those rules can change depending where you are geographically in the game. More or less, it’s a modified version of Tic-Tac-Toe, played on a 3×3 grid. Players take turns placing a card down, and each card contains a “compass rose” of four different numbers (1-9, with “A” representing 10). Higher levels contain higher numbers, and these stats determine whether you’ll take the adjacent enemy card as your own or lose to its strength.

I remember wanting to simply collect all the character-specific cards, but then realizing I’d have to risk a lot of my collection to get them. Big ol’ boo to that. Also, the fact remains that disc 3 from my PlayStation 1 retail copy is still gone, given to a “friend” to borrow and then move away with, so I’ll never acquire that full digital collection of friendly faces like Selphie Tilmitt and…well, really, there’s only room for Selphie in my heart. Maybe Quistis Trepe. Evidently, you can play Triple Traid on some smartphones, but probably shouldn’t.

“Spheda” from Dark Cloud 2

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I think about this fact from time to time: despite getting to the last chapter, I have not yet beaten Dark Cloud 2. This probably needs to be remedied at some point, but I don’t know what is more daunting–loading up my years-old save and having a forgetful go at it or starting over fresh. I mean, yeah, I did miss a few photo opportunities early on during some boss battles. Well, I’m not here to talk about that, though it is just one of a few minigames or side activities you can take on in Dark Cloud 2, brushing shoulders with fishing and rebuilding towns, as well as Spheda.

What is Spheda? Glad you asked. It’s basically playing golf to repair time distortions. Mmm-hmm. You read that correctly. In short, the only way to fix these time distortions is to get a colored sphere back into the distortion hole, and you do that by whacking it around a cleared-out dungeon like you are playing mini-golf at the boardwalk during the summer. Except you do want to go off the main path and bounce the ball around corners. Each time a distortion is successfully closed, you’ll get a treasure chest containing valuable items. In addition, the player receives a medal, which can be traded to Mayor Need for, you guessed it, other items. Yay for items.

I’d have to load up my save to confirm this, but I think I was successful on one–and only one–round of Spheda. It’s hard. You only have so many shots to get it into the time distortion, and the dungeons are long and windy, with many sharp turns. I remember hitting the ball to be no easy task either, considering this is a JRPG and not a golf simulator. I wonder if I’d have more patience now to learn the ins and outs of this or if the loot is even worth all the effort.

“Cops and Robbers” from Sly 3: Honor Among Thieves

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I believe I played “Cops and Robbers” exactly once, with an ex, while waiting for my father to arrive for a visit. Because I used to document my life extensively, I can tell you it was around the time of this comic strip. The objective of this minigame in Sly 3: Honor Among Thieves is simple: get five points. One player controls Inspector Carmelita Fox, and the other steers that sneaky devil Sly Cooper. There’s only one map to play on, in Venice. Basically, Carmelita gets a single point every time she takes out Sly, and Sly gets one point every time he takes out Carmelita, as well as one point for every piece of loot he retrieves and takes to a designated drop-off area. Clearly, Sly has more options, but all Carmelita has to focus on is zapping him with her shock pistol.

To mix up the fleeing and pursuing, floating stars are sprinkled around the main section of the city. These provide either character with a power-up that can be used one to five times before a meter depletes. Each player has access to a compass that reveals where your opponent is. I remember it working well, though I have stronger memories tied to the mode where you are flying biplanes around. Oh well.

There’s also a whole treasure map aspect to eat up, which allows Sly to utilize clues, such as “stand before the statue’s gaze, to begin your walk along the treasure’s maze,” that eventually lead to the objective, which in most occasions is treasure. It’s fun and gives me confidence that I could probably star in a remake of The Goonies if asked. No one’s going to ask.

Well, that’s all I can come up with at the moment though I guarantee I’m missing other standout examples. Like “Feitas” from Suikoden V. And “Tombstones” and “Rage Frenzy” from Rage. Grrr. See, told you there’s plenty more.

Anyways, what minigames did you only barely touch and regret not fully experiencing? Well, maybe regret is too strong a word. Either way, tell me about them in the comments below. I want to know.

2017 Game Review Haiku, #29 – Toryanse: Reel

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In comes old woman
From the rain, tinker with tech
Discover reel, watch

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Warning: enter Vault 713 at your own risk

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I waited a long time to play Fallout Shelter; I probably should have kept waiting. This free-to-play mobile room manager from big ol’ Bethesda was revealed and released to the world–well, for iOS devices–in June 2015 during the company’s E3 press conference. It later came to Android devices in August 2015. It never came and never will come to those that use a Windows phone despite that making some degree of sense. You might not know anyone in that last category, but if you are reading these words and follow Grinding Down, you at least know one sad soul–me. Well, it recently made its debut on Xbox One (and PC).

Allow me to run down what you do in Fallout Shelter since there’s no story to follow, save for whatever adventures you create in your brain as you tap and drag and force people to breed with one another. Basically, you build and manage your own Vault as an overseer–a.k.a., the never-questioned ruler of this nuclear safe haven. You guide and direct your Vault’s inhabitants, keeping them happy through meeting their essential needs, such as power, food, and water. You can rescue dwellers from the wasteland and assign them to various resource-generating buildings in your Vault, using the SPECIAL statistics system from the other Fallout games to key you in on their strongest abilities. Your dwellers level up over time, increasing things like health points and how good they are at producing resources. The number of Vault dwellers can grow two ways: waiting for new survivors from the wasteland to arrive at your doorstep or by pairing a male and female dweller in a living quarters room to, after some time has passed, produce babies.

Some other things exist to mix up the waiting on rooms-on-timers gameplay. You can take a risk and “rush” a room to completion. If you’re successful, you’ll get the resources right away, as well as some bonus caps. However, if you fail it, badness arrives in the form of fires, radroaches, or attacks from raiders. There are challenges to be mindful of, such as equipping a dweller with a weapon or gathering up X amount of food, and completing these will earn you caps or lunchboxes, which hold randomized loot. Once you build the Overseer’s room, you can send your people out on quests to find better items (weapons, armor) and caps. Everything takes time, and that makes way more sense for the mobile versions, but after sending out three people to shoot some wild radroaches I found myself staring at a bunch of rooms that wouldn’t be ready for harvesting for at least ten minutes with nothing else to do. Fallout Shelter is a game of waiting, which is not what I want when I plop down on the couch to play something.

On the Xbox One, navigating around the Vault is done via the thumbsticks. This can be a finicky process, and I once accidentally spent caps on removing boulders after the cursor jumped too far from the room I really wanted to select and gather resources from. This wasn’t the worst because, yeah, eventually I planned to clear them rocks, but I wanted it to be my decision, on my schedule. You can zoom in closer to the rooms to see some funny if frivolous bits of dialogue from your dwellers. The majority of the game is driven via menus, and accessing them is thankfully pretty simple and easy to use with a controller. That all said, I’m not a huge fan of the combat; it’s basically hands-off and hope you get some good invisible dice rolls like you’re back battling cliff racers in Elder Scrolls III: Morrowind, which is frustrating to witness. Here’s a true scenario from my time in Vault 713: a teeny tiny radroach nearly depleted my level 14 dweller’s health as she missed shot after shot after shot with a decent hunting rifle. Blargh.

I should have mentioned this earlier, but it’s pivotal towards my future progress in Fallout Shelter, of which there probably won’t be any more, so here we go: my Xbox One is broken. Or perpetually breaking. One of those. Some time after Black Friday last year, something happened. My “pins” disappeared from the front dashboard with a message saying, “Sorry, we can’t show these right now.” Then I discovered that I could access the store tab, but nothing I clicked on would work. I could mash the “A” button to no effect. Same goes for a lot of the advertisement tiles on other pages, unless they were tied to the Internet Explorer app. I tried doing a hard shutdown, unplugging my router, resetting the WiFi connection, and checking for further updates. Nothing seems to work. I am not interested in a factory reset, and I’ve managed, for the most part, to survive. I can still access apps like Netflix and Twitch and download those Games with Gold freebies by logging in on my Xbox 360 and adding them to my account. Lifehack central, y’all.

However, the other night, after gathering enough food, water, and power to keep my people beaming with happiness, I saved and shut the game down. A message came up that said the game was trying to sync my save with the Cloud, and so I let it do its thing, not wanting to mess anything up. Which never seemed to finish. Five minutes went by, then ten. Then twenty. Then thirty. There’s no way a game the size of Fallout Shelter takes that long to sync save data that is probably as big as a Cheez-It crumb. Unfortunately, I couldn’t wait much longer and simply closed the console down as it was. When I tried to load the game up the next day, it couldn’t find my save even though it is also on my console’s internal memory, and the screen that shows your three save slots just spins infinitely, unable to find anything. I can’t even start a new Vault. This happened over a week ago, and I still can’t access Vault 713. And I was one room away from unlocking the Achievement for building 25 rooms. Grrr.

I could probably download Fallout Shelter on PC and either start again or see if my save in the Cloud carries over. I could, but I won’t. I’d rather play the Dead Money DLC from Fallout: New Vegas again. Or test my luck out in the wasteland proper. I thought I’d be more bummed about this, but there are a zillion other pieces of digital entertainment available at my fingertips.