Category Archives: randomness

Examining the unconventional weapons of Ludum Dare 32

ludum dare unconventional weapons roundup

The theme around Ludum Dare 32 was “an unconventional weapon,” which I imagine resulted in numerous indie takes on situations like Red Faction: Guerrilla‘s ostrich hammer or using a purple dildo bat in Saint’s Row: The Third to take out enemies with precision and embarrassment. Or maybe it didn’t. With a theme, anything can be anything, and interpretation is the actual name of the game. What I’m trying to say is I’ve seen neither an ostrich or sexual device gripped in anyone’s hand…so far. Perhaps I wasn’t looking hard enough or maybe somebody needs to invent a new filter.

Anyways, below are a few entries from the latest Ludum Dare that I’ve dabbled in over the last few months and wanted to share with all of y’all. Why? Well, I think they are neat and have potential. Considering the high number of entries, upwards of 1,450, please do let me know of some other interesting ones to check out not on my list. Remember, I’m partial to strange names, point-and-click romps, and pixel platformers. Also: cats.

Blackbird

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Blackbird has a good look and some solid animation, but its mechanic, which is, by all definitions, unconventional makes it a rather hard thing to play. There’s only one level to experience, too. Basically, you move a hooded person around with the arrow keys and press X to have a bird dive bomb; if you time it just right and the bird dive bombs through a glowing orb, it’ll raise the platform that both it and the orb hit, which is basically whatever is directly below them. Since you can’t control the bird directly, it’s a mix of waiting and luck. Raise enough platforms up, and you can get the hooded man over to the level’s exit. Neat idea, but might be too punishing to be enjoyable.

Avenging My Gran, the Famed Botanist

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With such a quirky title, I had to check out this smarter-than-smart puzzle game about murdering the plants that murdered your grandma from Chris McMath. The idea is to pick up a stick, grab some fire, and burn a plant to ashes in each level. However, due to the geometry, length of stick, and your hero’s positioning, it’s not as simple as it sounds, and you’ll have to puzzle your way to victory. For those curious, I got stuck on Day 5. Avenging My Gran, the Famed Botanist is adorable, silly, and surprisingly challenging, with a simple, non-deterring aesthetic, though I do wish a different font was used, as it made reading some lines a struggle.

Spinnicus

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Similar to Blackbird, Spinnicus is more of a proof of concept than something fully realized made in the allotted timeline for Ludum Dare 32. Set in a Roman-inspired gladiator arena, your little dude wields a harpoon on a chain, and you can grab an enemy with this, spin them in circles, and toss them at other charging enemies to clear a path. That’s it. No score, no goal–just grabbing and tossing skeleton soldiers. Which is fun…for a time. Then you begin to wonder about what else one might do here, and then the harpoon glitches out, forcing you to bend the knee and die, and exit out.

Fathom

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Yes, yes. It’s a pixel platformer, but of course there’s an interesting hook in this one to help it stand above the others. In Fathom, you can slow down time and manipulate the bullets that these mounted turret guns are firing at you. If you wanted to, you could flip the bullets around, sending them right back to meet their makers, or you could brute force it along some other path to help destroy a generator keeping an electrified forcefield running. The zoom in and slow-motion really feels great, though it takes some practice to perfect. I’d say the possibilities are endless, but that’s really all you can do in this little jam session from Joe Williamson. That said, it’s still a ton of fun, and the potential is there for a grander adventure with even more insane mind-controlling abilities. Give it a go for yourself.

Badass Inc.

badass inc capture

I rolled my eyes a few times at Badass Inc., but it’s still quite enjoyable. Developer Sébastien Bénard says it is his homage to all things Blade Runner, Another World, and Flashback, and it’s clearly evident from the moment go. I’ve played a few of his other jam titles in the past, such as Last Breath and Proletarian Ninja X. In this one, you play as an assassin, and her boss wants her to take out the next target in a more unconventional manner. Think food poisoning or slipping in the tub over shooting. It’s a mix of combining items to solve puzzles and timed gunplay, though neither element is extremely deep. Another round of editing to fix typos wouldn’t hurt, but it’s stylish and easy to play, with a technokiller soundtrack that only a Replicant would ignore.

How I Escaped the Dungeon of Torment

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This is a cute one, with a lot of replayability. How I Escaped the Dungeon of Torment, which is really just the story of a young boy trapped in a small cabin, has you adding garden tools to the end of a hose and beating down a locked door with your unconventional weapon. Now, the loot you pick from is random, and our leading lad can only swing so many times before he gets tired and picks another tool to add to the hose. Depending on what you get and where you put it, your hose’s stats will differ; I personally tried to up speed and chance of critical hits, but it still took me a good number of in-game minutes to breathe fresh air once more.

Vacuum Hero

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Vacuum Hero is a puzzle action game where the nameless adventurer wields a vacuum cleaner…instead of the typical sword. Off he goes into a dark dungeon brimming with locked doors and slime monsters. With this device, he can suck up items and enemies and shoot them elsewhere to advance further. Right now, there’s little story, and the music gets tiresome far too early on, but the mechanics are fun though I wish you weren’t locked in to only four directions when moving and aiming. I could see becoming something much bigger down the road. Personally, I don’t enjoy vacuuming, but maybe I’ve been doing it wrong.

Ricochette

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I watched a lot of Xena: Warrior Princess as a young lad, always fascinated when Xena would toss her chakram and the camera would follow it on its deadly path as it sliced throats and bounced off walls. Here, in Ricochette, your goal is much the same, but this time you get a sneak peek of how your chakram will move around the top-down map via Peggle-like lines. Hitting an enemy allows the chakram to keep moving, allowing for combos. There’s only one level here, which is a big open space, and I managed to murder everyone without losing all my hearts. Some more animation, a plot, and trickier enemies could result in a fun–if necessarily short–game.

Well, I think that’s a good selection of appetizers for now. If you are hungry for more, by all means, hop over to the Ludum Dare site and try a few others out. Many can be played in your browser, too, and it seems like Ludum Dare 33 finished up recently and is now in the voting phase. Its theme was “You are the Monster,” and I do hope to dive into some of those ghastly creations real soon.

Been blogging at Grinding Down now for six whole years

grinding down celebrating 6 years

Technically, if you dig through my archives, you’ll see that I actually began this ol’ Grinding Down blog of mine back in March 2009 with a smattering of posts, going silent until July 2009 for an additional whooping three posts. However, August 2009 seems to be where I really dug my heels in and stuck with it, eventually turning this place into a melting pot of things, the majority of which are, honest to supreme being in the sky, off the cuff thoughts and ramblings–it is, more or less, the only way I know how to write. And so here we are, six years later, sticking it out.

At first, I tried to treat Grinding Down as a blog styled after the bigger gaming websites I followed, which meant writing previews and reviews littered with line item details and even a number score at the bottom. Maybe this was, in its own way, my tactic for being noticed and hired off the Interwebz to work at one of these fancy gaming sites. Eventually, I drifted from that mentality and found a groove where I more or less wrote about whatever I wanted, how I wanted, using a pic atop each post with hopefully a clever phrase written on it in Showcard Gothic. Here’s a list of links to a few posts I’m still pretty proud of today:

I tried to restrain from compiling just a list of “top five” articles. If you think I missed calling out some other solid posts, by all means, link ’em in the comments. Truthfully, the posts that receive the largest amount of attention from Google searches, according to my stats, that is, are directly related to all things Pokemon. Like this heavy hitter. Anyways…

Things here will likely continue on as usual and pick up steam now that summer is beginning to wind down. Expect plenty more haikus as I polish off what’s currently on my buffet plate (Metal Gear Solid IV on PS3, Lara Croft: Guardian of Light on Xbox 360, LEGO Jurassic World on the 3DS, a bunch of mini things on my phone, and the never-ending Time Clickers on Steam).

At the beginning of the year, I had aspired to come up with some new features for Grinding Down, but alas, none have really materialized yet. Hmm. Perhaps I need to implement some sort of strategy to at least try some of the dozens and dozens of downloaded titles I have sitting quiet and collecting digital dust while I take my time and tip-too through Final Fantasy IX. I also continue to think about doing a podcast–the Grindcast, if you will–but can’t really find many cases where a one-man podcast is something people like listening to.

Out of fear of leaving someone out, I’d like to just thank anyone and everyone that comes by Grinding Down and reads my words. It means a lot to have your support, especially for my certainly random ideas and topics. If you want previews or Early Access impressions, along with review scores, go somewhere else. This is Grinding Down, a gamer’s guide to nothing. Here’s to another six years of waxing muse and grinding onwards. Also, if I have still not played my copy of Katamari Damacy by 2021, please yell at me.

Playing co-op the solo way in Lara Croft: Guardian of Light

guardian of light gd cooping by myself

I keep saying that I’m working at completing games saved on my limited Xbox 360 hard-drive space in hopes of then deleting these finished games and making room for those in my growing download queue too large to acquire until some room clears up…but really, I’m dragging my feet. Or rather, my hands. Sure, sure, I polished off The Raven‘s first episode and Assassin’s Creed II some time back, but it’s not enough. Not when Microsoft keeps giving out full retail games as digital downloads, with each ranging between 6 and 9 GB of required space. Feel free to insert a first-world problems snarky comment here; I’ve earned it.

So, over the weekend, I took a good hard look at the list of games on my Xbox 360 and decided that I had let Lara Croft: Guardian of Light sit idle for far too long. According to How Long to Beat, it should only take me about six hours to complete. I think I can do that, especially when you consider that my save sits somewhere around the fourth or fifth level; basically, I just took down the magically deadly T-rex, which was previously a stone statue. Perhaps that means I only have about four or five hours to go if I really get to work and don’t run into any snags. I don’t plan on trying to collect every weapon or relic or do all the challenge rooms that are unearthed, simply finish all the levels.

Perhaps I’ll have more to say about the main storyline or rolling around, dropping button-controlled bombs, and blasting enemies with a staggering assortment of weaponry, but for now, I want to speak about co-op play, as Lara Croft: Guardian of Light is designed mostly from the ground up to be played simultaneously by two players. Either with a friend beside you or across the great expanse we know as the Internet.

Ultimately, honestly, I just wanted to unlock the four Achievements tied to co-op play, because I guess I still care about these things, which are as follows:

lc gol a friend in need ach

A Friend in Need (20G) – Play Co-op mode

 

lc gol leap of faith ach

Leap of Faith (15G) – Catch Totec with the grapple while he is jumping over a death fall

lc gol return to sender ach

Return to Sender (15G) – Reflect an enemy’s projectile back to him using Totec’s shield

lc gol jump jump ach

Jump Jump (10G) – Jump from Totec’s shield while he is jumping

 

Here’s the rub: I did unlock them all…by myself. Yup, I sunk low and played a two-player game with myself, jumping back and forth between two controllers on my lap, one for Lara and one for Totec. First, I did try to find if anyone was online and playing, but after numerous attempts, no games were found. Which makes total sense, seeing we are five years out from its launch, especially given that there’s already a sequel to this, called Lara Croft and the Temple of Osiris. Second, I don’t really have many IRL gamer friends, which is one of the reasons I still haven’t even purchased a second controller for my PS3.

To be honest, because I did this single-handedly (well, not literally), these Achievements feel all the harder earned. Though the first one, A Friend in Need, simply required me turning on a second controller and starting a co-op game. Easy peasy there. It gets gradually more difficult. Jump Jump saw me holding down the left bumper on the controller for Totec, while using the other controller to get Lara to jump on his shield; after that, while still holding down the left bumper, I had to hit Totec’s jump button and quickly follow it by hitting the jump button for Lara, which took a few tries. Leap of Faith required similar tactics.

However, to unlock Return to Sender, which requires Totec to use his shield to bounce an enemy’s projectile back at them, one must make it to the second level. That means completing the first co-op level, and for the most part, I could simply leave one character standing still in a corner while the other character took care of enemies and puzzles before moving both of them along the main path. There are two sections in that first level where both characters need to be constantly moving, working in tandem, and this proved challenging as I had to juggle moving both Lara and Totec and using their respective skills–Totem can create platforms with his spear while Lara can use her rope thingy to make bridges and climb walls–truthfully, I’m still amazed I got through it all.

With those silly Achievements now mine, all I really want to do left with Lara Croft: Guardian of Light is complete the main story, with little concern to score challenges and collecting all the weapons or relics. Once that’s done, it’ll be uninstalled, and I’ll be one step closer to maybe causing chaos in Just Cause 2.

Press select to witness other events in Final Fantasy IX

ff9 ate no yummies impressions

As expected, I drifted away from Final Fantasy IX on disc two, like I always do, though I partially have a good reason: I moved. Like, physically, from one abode to another. That meant, for a few days or so, my PlayStation 2 was not hooked up to a television, packed away in some box that sat in a family of cluttered boxes, unable to differentiate itself to me. Hands down, that is a solid reason why I stopped playing; however, after hooking everything up, I still didn’t give it my undivided love and attention for over two months, mostly because I got stuck on the Soulcage boss at the Iifa Tree, and I was never seemingly in the mood to grind everyone up three or four levels.

The good news is that I finally showed the Soulcage who is the true boss, thanks to grinding while listening to a podcast and then spamming Bio and summoning Ramuh a few times. Now I can continue on in this fifteen-year-old RPG that I’ve never beaten. If you’re curious, I’m at the beginning of disc three currently, and it’s actually a miracle I made the leap from disc two. I may have talked about this before, but another common reason I often walked away from Final Fantasy IX as a young gaming lad was because my disc two is scratched or damaged internally, which causes the FMV to glitch out and, occasionally, freeze. The clips after you clear away the Mist from the Iifa Tree and Kaju and Garnet’s second mother duke it out certainly skipped and stuttered, but thankfully never locked up.

Anyways, originally, I opened this post with paragraph below, but it’s been in my drafts folder for so long I felt like I needed to explain–more to myself than y’all–why I’ve been so quiet on my quest to beat Final Fantasy IX in 2015.

This might be a bold claim, but I feel pretty safe in my assumptions: the stories told in Final Fantasy IX‘s Active Time Events are more enthralling than the main plot. The even crazier thing? They are entirely miss-able, though I do not suggest you miss any of ’em.

Commonly abbreviated to ATE in the same fashion that Active Time Battle is also referred to as ATB in any roleplaying game forum, Active Time Events is a system that gives the player the ability to view short, optional scenes in Final Fantasy IX that are happening at the same time, either nearby the main cast or elsewhere in the Mist-shrouded world. The system was created by Hiroyuki Ito, the game’s director, and, possibly next to the mechanic where you level up passive and active abilities to earn them permanently, this is my favorite aspect from 2000’s throw-back entry to the Final Fantasy series.

Unlike a number of other RPGs, when you often arrive in a town, the party splits up instead of walking around together in one long line like a bunch of children in school heading out for recess. This makes logical sense in a fantasy world where there is so much to see–Vivi wants to explore, Quina is in search of new cuisine to try, and Steiner must ensure there is no danger for the princess-in-hiding up ahead. So on and so on. You’ll mostly be in control of Zidane, moving from screen to screen, and as you do, ATE will activate, prompting you to view a side story scene by title only. These titles are generally a few words long, but intriguing nonetheless, such as “Do As I Say, Not As I Do,” “Dagger Tries,” and, of course, “No Yummy-Yummies!” Watch the scene and then get back to doing what you were originally doing.

Honestly, I can’t imagine someone playing Final Fantasy IX and not viewing these additional scenes. Sure, a few are goofy and less than vital, like the ones involving Moogles or NPCs you don’t really interact with much, but the majority are staggering in the amount of info and details they reveal. Such as when Dagger tries to learn how to speak like a commoner or Vivi’s quizzical time in the Black Mage Village. Without these moments, the greater impact of the main plotline, which is not all that moving, would be lost.

Final Fantasy IX‘s ATE scenes help reveal more about the game’s story and characters, especially its villains. Another bonus from watching these events unfold is that you’ll occasionally obtain items afterwards or see locations before you visit them. All you have to do is press select, and you’re in. I know I’m going to keep doing it until the credits roll.

Time Clickers and the idle quest to destroy colored cubes

time clickers gd early impressions

Well, here we are. After listening to Jeff Gerstmann speak feverishly and passionately about an idle clicking game called Time Clickers on the Giant Bombcast for the past two weeks, I decided to see what was what. The blasted thing is free on Steam, and I dabbled in things like AdVenture Capitalist and that strange monster-driven mini-game during this past Steam Summer Sale to grok the concept. Little did I know that watching colored cubes explode would be so gratifying, even when I barely contributed to their demise.

Made by Proton Studio Inc., Time Clickers is…a clicking game with guns. For those that don’t know what that means, a clicking game basically revolves around on you, the player, clicking on different elements to eventually get to the point where actions are happening automatically and you can just sit back, eyes dilated, absorbing the delicious, dopamine-triggering rewards. A few examples that I’ve not played but heard of include Cookie Clicker and Clicker Heroes. In this one, you collect gold by blasting apart colored cubes, upgrade your click pistol, hire a team of elite soldiers to fire additional weapons at the cubes, and take down bosses as quickly as you can. You do this ad infinitum, constantly leveling everything up and “advancing” further through the game.

For a game that demands such little interaction, I can’t stop thinking about it. See, even when you are not running Time Clickers, you are continuing to earn gold. It’s like in Fable II, when you’d purchase houses and rent them out to villages. You could turn the game off, come back a few days later, and be much more richer, as the pay-rent-to-landlord system kept turning even while you were away. A part of me wonders how much money I’d get now if I turned Fable II on and loaded up my save from 2009-ish. Anyways, Time Clickers does that, which means it is always luring me back, with the completed promise of more gold to spend on DPS upgrades.

Steam says I’ve logged about two hours or so already in Time Clickers. Ugh. Here, let me let you in on a dark secret; the other night, while on the phone with my sister, I let the game run, watching cubes explode and Achievements pop, all without my hand even hovering over the mouse. Yes, it’s that kind of experience. It’s as if you had a fish tank full of bright, vibrant sea life, and every now and then you got a reward just for looking at it. Or not looking at it. Nothing can stop the clicks.

I’m sure there’s plenty to probe here. It all boils down to this: clicking games are a horrifying examination of human psychological weakness. They take hold of us and never let go. Even now, while I’m far away from my gaming laptop where Time Clickers is installed, it’s calling out to me, a siren on the shore, lulling me into a haze, one where the numbers keep going up and the cubes explode faster and arena bosses grow in size. I wonder if I’ll ever escape its grasp.

Happiness is yelling BINGO!, even at your cell phone

gd microsoft bingo-benefits

A few days before my thirty-second birthday, I took stock of myself in the mirror, counting the number of gray hairs–both atop my head and in my beard–demanding attention. I won’t give you the actual total, but let’s just say that there were a few more than last year, and a few more than the year prior, and I guess I should consider myself lucky, considering that my father started losing hair color in his later twenties. What does all this have to do with Bingo, you ask, having zero patience? Well–old people. Old people love the Bingo, and I’m beginning to accept my future fate, as quickly as it draws near, that I’ll be amidst them sooner than later, stamping a bunch of cards and listening for that sweet, sweet call of O-69.

I mean, when I saw that Microsoft Bingo was available for my crappy, but loveable Windows 8 phone and that it was free, I got excited. Genuinely, honestly, truly. I don’t yet own any daubers, but if I did, one could probably imagine me dusting them off at that exact moment, eyes open, throat thirsty for numbers. I remember fondly playing “math Bingo” back in grade school, thinking that this was one addicting way to spend some time, as well as learn, and I was like seven or eight then. I guess another twenty-five years doesn’t make much of a difference.

To start, it’s Bingo. Don’t go in expecting something that is not, as its roots, Bingo. It’s that same ol’ game of chance invented in 1929 and played with different randomly drawn numbers, which players match against numbers that have been pre-printed on 5×5 cards. In real life, you use a dauber, but here you can simply touch the spot on the screen with your finger to mark it. If you mark five in a row (or all four corners), you can count yourself a star, as that’s a Bingo!

That said, it’s a videogame version of Bingo, which means you can also use power-ups, gather collectibles, and earn XP to advance in level, which opens up new locations to play at; so far, of the total ten, I can daub with old ladies and men in France and the United Kingdom. Some of the power-ups range from helpful, like knowing the next five numbers to be called out before anyone else, to lazy, where the board will highlight the number in a lit box if it is ready to be daubed. Of course, you always have the option to purchase more power-ups–both with in-game coins or real-life dollars–after you run out, but I don’t think I’ll ever get to that point. For me, it’s not about the power-ups; it’s about hearing a man or woman say B-4, finding it on my various boards, and tapping it in.

You’re also playing Bingo live with other players, though, early on, it really doesn’t feel like it. It’s only when you begin to see the Bingo count, which starts at 30, begin to deplete that you realize you’re wasting time while others are calling their shots and earning points and coins. It is rare that I finish a match with a single Bingo, though I have on occasion gotten lucky and hit a bunch; it really depends on your board and the numbers called, as it is all random. What’s nice is you can pay a small amount of coins–it increases in each new location–to continue playing solo after the match is over, drawing five more numbers, to see if you can hit any Bingo lines you were setting up over the course of the game.

Currently, I jump between playing two cards at once to four cards, though four cards requires a bit more concentration and flickering from the eyes. With just two cards, you can see both on the one screen, which allows you to quickly daub a number after it’s called. If you have more than two cards in play, you have to scroll them up or down to see, and the going back and forth takes a bit to manage. Still, there’s better rewards and a greater chance to yell Bingo at your cell phone with more cards, but you have to be ready to juggle multiple actions.

All in all, it’s a new twist on a classic, and thankfully, all the new twist dressings, such as experience points, power-ups, and collectibles, don’t get too in the way of what makes Bingo a ton of fun. So long as the numbers keep getting called out, I’ll continue daubing, but don’t expect to see me paying for the removal of ads or purchasing additional luggage keys. This is one free-to-play game where the in-game purchases really don’t make any sense.

Writing the story as I go with 50,000 Gamerscore

grinding down 50000 gamerscore achieved

There was a time when I was immensely interested in unlocking Achievements and watching my Gamerscore grow in length and size. No, really. Just look around this very blog of mine, through the archives, and you’ll see my thoughts when I hit 10,000 Gamerscore on the dot, followed by 20,000 Gamerscore, and 30,000, and, interestingly, 41,000 back in September 2013. I even had a weekly feature for a bit there highlighting a sample of Achievements I unlocked over seven days. Yeah, remember that craziness? Now we’re lucky if I can put up a single post in a week’s time, but that’s a topic for a different day.

I was pretty devoted to the cause early on, but slowly, bit by bit, I stopped playing my Xbox 360 as much, and you can blame that on my acquiring of a PlayStation 3 in January 2013, a lot of good games on the Nintendo 3DS, and digging deep on indies and point-and-click adventure games on the PC (well, in my case, a laptop). There’s another reason, which involves a cold living room and expensive oil bills, but that’s drama in the past, and now I am able to stay cool/warm to any degree.

Well, here I am, once more, with 50,000 Gamerscore on the nose, attained on July 31, 2015 thanks to an Achievement in Lara Croft: Relic Run, which involved shooting 25 projectiles from enemies out of the air. It’s fine if you don’t believe me; that’s what pictures are for, anyways. Here, take a gander:

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Well, that’s a big screenshot. Did you know I had to Google “how to take a screenshot on Windows phone” in order to get the image above? Yeah, I may be decent at unlocking Achievements–well, no, not in the grand scheme of things given how many there actually are out there–but relatively simple technology actions still require some learning on my part. I’ll get there, I promise.

Here’s the thing. I both care greatly about Achievements, as well as don’t care. Let me explain. There is no race to the top; I’m not in a hurry to grow my Gamerscore and watch those lists of locked Achievements get whittled down, all for the sake of boasting, showing off my bulging e-muscles. For all I know, I might not hit 60,000 ever. Still, I can’t resist pulling up a game’s list and scanning through the Achievements, seeing what looks “do-able” versus what I’ll have to give up on from the very start. They occasionally bring me back to a game or give me the motivation to try something else, especially if in a rut, like going after all the skull collectibles in Motocross Madness.

At this point, I’ve already moved past the clean, nicely rounded 50,000 score, popping a few more Achievements from Lara Croft: Relic Run. The magic is over. You can’t stop a leaky faucet from dripping. Some other cool-sounding phrase that relates to all this. There’s also a laundry list of Xbox 360 games, all full of future unlockable Achievements, sitting in my download queue, waiting until there’s more room on my internal hard-drive. Here, let me name a few–Just Cause 2, Thief, Gears of War 3, and Metro 2033. Lastly, Fallout 4 comes out in a few months–what a strange sentence to write after so many years of day-dreaming–and I need to make the leap to the current generation before the game drops; I suspect, thanks to the extra effort from Microsoft for backwards compatibility, that I’m leaning towards an Xbox One, which only means more Achievements and silly posts documenting all these non-milestones. You are welcome in advance.

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 Raven’s old-fashioned mystery is not enough to captivate

the raven adventure game gd impressions

The truth is this–it is way easier to write about a bad game than a good game. Also, much more fun. Gushing over fantastic gameplay mechanics or a clever story is all well and good, but nothing makes the eyes dilate or lips quiver like venomous prose, the kind that pins its prey to the wall and tortures it into unconsciousness. See, already enjoying this opening paragraph greatly.

Which brings us to The Raven: Legacy of a Master Thief. Well, at least the first episode (of three), developed by KING Art and published by Nordic Games Publishing, which stars Constable Anton Jakob Zellner, a soft-spoken but determined man of the Swiss police force, as he solves the mystery of The Raven, an art burglar who has stolen one of the legendary “Eyes of the Sphinx” from a British museum in London in 1964. It’s a point-and-click adventure game, though the version I played was on a console–specifically the Xbox 360–which means it is more accurately described as a control-a-character-and-move-around adventure game since there is no cursor for pointing.

The Raven: Legacy of a Master Thief‘s story is middling at best. I will give the game credit for presenting us with a non-typical protagonist; in an industry built upon the burly shoulders of rugged, frowny face men wielding shotguns, Zellner comes across as a for-hire mall Santa Claus during the off-season. He’s soft-spoken, observant, and always up for a conversation. Later on, when aboard a cruise ship, it appears that he is cosplaying as the leader of a local bowling team. There are moments that I’m sure the developers would like to think of as “twists,” but they can be seen coming from a good distance away, and this first episode ends on the reveal of a character that clearly didn’t try to hide their true identity along the way.

To move the story forward, you must solve puzzles, all of which are grounded in logic and reality. They are not hard, save for a few instances where the developers try to mix things up, like introducing a one-off lockpicking puzzle or a game of shuffleboard. Truthfully, the most difficult part of solving these puzzles is finding the required items, as controlling Zellner is about as graceful as maneuvering a drunk tree. If I was playing on a PC, one could simply navigate the cursor over the desired item and click on it to have Zeller investigate; here, instead, one must walk him, using everyone’s favorite tank control scheme, over to the item, which is not as simple as it sounds. Actually, once he is close enough, the item will highlight itself with a button prompt, but only if Zellner is looking in its general direction. Something else to remember is that examining an item more than once will provide further details and clues.

Now let me tell you about the most frustrating part of Episode One for The Raven: Legacy of a Master Thief. It’s around the middle, right after, spoiler, something causes the train everyone is on to crash. This plunges the game into chaos and darkness, with your first goal being to make a torch of some sort. That way you can see who needs help and what to do next. That’s all well and good, but the game, at this point, becomes so dark it is nearly impossible to tell where Zellner is walking and what items are around him. Eventually, I blasted the brightness on my television screen to full in order to see what was where, which just made everything seem extra ridiculous.

There are also a huge number of technical issues throughout, ranging from audio clipping, silly path navigation, and way too lengthy loading screens, which become a huge hassle during the third act. There, you can visit a number of screens and must do to backtracking, but going from one to another requires a long load–each and every time. The graphics certainly seem at home for an early Xbox 360 game except until one realizes this came out in 2013. Also, the dang thing froze on me once when I tried to pull up my inventory immediately after some dialogue tree. Lastly, there is an entire hint/score system that is never introduced or explained, but there none the less, like some strange afterthought.

Unfortunately, while this first episode of The Raven: Legacy of a Master Thief was a Games With Gold freebie, I won’t be spending any money on the additional two episodes. Not even the crazy quick cliffhanger ending got me by the wallet. If anything, I may watch them on YouTube to see how things unfolded story-wise, but I don’t expect the gameplay or puzzles to change wildly, which is where the game truly lost me. Oh well. At least deleting this off my Xbox 360’s hard-drive won’t be as difficult as getting Zellner to talk to the suspicious man with the newspaper and not head outside the door next to him.

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?