Category Archives: randomness

Your broken spaceship’s parts are Out There (Somewhere)

out there somewhere gd early impressions

Well, the Steam Summer Sale kicked off the other day, and so far, I’ve produced a haiku about it, as well as bought a bundle of four games for $0.74. I’d also like to note that the money used to purchase this bundle was generated from selling digital trading cards on the Steam marketplace, so this is a big win–in my mind–from multiple angles. The Developer Alliance bundle, which was marked down to 95% off, contained the following, all of which seemed interesting and were not already in my library at the time of purchase: Polarity, Beep, Camera Obscura, and Out There (Somewhere). Today, I’ll be waxing on and off about the last listed title there, but I do expect to try out the other three sooner than later.

Out There (Somewhere), a name that feels like it should be attached to a long-lost Asimov short story, is an action-based puzzle platformer clearly inspired by adventures like Cave Story, Super Metroid, and Portal. See, you play an explorer named Yuri stranded on a dangerous alien planet after your spaceship is damaged. Low on fuel and in desperate need of key spaceship parts, your only hope for escape is to explore and see what this planet holds. Thankfully, you have a teleportation gun, though its use is limited based on your environment. I’ll explain.

In this platformer, you can jump, as well as shoot your teleportation gun, which fires a ball of blue light. Technically, that’s you. Once that blue light hits a surface, you’ll be instantly transported there. Of course, there are some exceptions, as different colored beams of light will get in your way: red cancels your shot, blue will teleport you like any other surface, and green takes you for a ride first. This is where a lot of the puzzles come into play, figuring out how to get from one place to another using your gun. Often, you’ll have to factor in momentum too when landing a teleporting shot. Fairly early on you’ll acquire a more weapony gun, a real pea-shooter, which will help you take out enemies like bats and monster slime thingies; alas, having two different guns confused me at first, and I ended up firing the wrong one at the right time far too many times.

Evidently, I’m a sucker for games where every screen you traverse gets a name. I loved this in VVVVVV and You Have to Win the Game, and I like it here as well, though the screen names, so far, are not highly titillating (for example, Basement). The story is fairly thin, but enough to go on. As you explore, you’ll come across NPCs in the form of alien treefolk; they don’t say much, but there’s an Achievement for speaking to every one of them, and so I’ll do it. However, Out There (Somewhere) is more about the action and nifty mechanics, and the difficulty curve is surprisingly tough–but rewarding.

Part of me is bummed to learn that Out There (Somewhere) was released back in 2012. That means I’ve been missing out on this good, wholesome, teleport-your-body fun for three years. There once was a time when only a handful of games came out, and you could keep track of them all; now, not so much. Well, I’m glad then that this Developer Alliance bundle for the Steam Summer Sale caught my eye, and I’m looking forward to checking out the other titles, but only after I finish Yuri’s mission. For the meantime, I have to get back to work, and by that I mean collecting those vital spaceship parts with style.

Five things I still haven’t done in the Fallout series

five things still to do in fallout series gd

Well, Fallout 4 got officially announced the other day, and I couldn’t be more excited. I’m hoping this is another Skyrim case for Bethesda, where they both reveal and release the game in a short window of time. I mean, we all have to imagine that this is pretty far along in the development pipeline, so here’s hoping for a Holiday 2015 release window. Granted, that means I’m going to have to eventually pony up and purchase a next-gen console, picking either the Xbox One or PlayStation 4, and I’m not yet ready to make that call. Heck, I’m still rocking my PlayStation 2 (and PlayStation 1) games, and there’s only so much room in my entertainment stand. I know, first-world problems.

These open-world games from Bethesda are massive, and I often find it impossible to see and do everything there is to see and do. For example, here’s a post I did on five things yet to experience in Skyrim, and nearly three years later I’ve still not checked most of them off. Yup, zero desire to ride a horse. Anyways, I realized that there are plenty of other objectives for me to complete in the Fallout series, and so here’s another to-do list, hopefully one I can work at while waiting for that sweet Fallout 4 release date to drop. The majority of the list relates to Fallout: New Vegas considering I did 100% Fallout 3 in terms of Achievements, but I tried to think more broadly too.

Let’s get to it, fellow Vault dwellers!

Hardcore chore

I’ve started at least ten new games in Fallout: New Vegas, and each time before I leave Doc Mitchell’s house at the start, I pause and consider the message that asks if I want to play with “Hardcore” difficulty on. This difficulty setting always seems so interesting, but also so annoying. You have to constantly eat and drink, your health is not healed instantly or when you sleep, and bullets now count towards your weight limit. Plus, companions can permanently die, and all I can think of is how many times E-DE would charge into battle and knock itself out in a few hits. Sure, one can construct a character in terms of perks and abilities to get around some of these negatives, but it feels like a hassle. I need to–pun intended–bite the bullet and just give it a shot sometime soon, though I doubt I could ever devote the time and patience to beating the whole game with this mode on.

Break the bank

I’m not much of a true gambler, but my friend has a Blackjack table in his house, and we like to play from time to time with fake money. That said, even in videogame form, I’m not much of a gambler, and so I never really invested any time or effort into the casinos on the New Vegas strip. There’s an Achievement for being so good and winning so much that causes you to be banned by all of them. I assume one needs to have a high luck stat, but also be generally good at Poker, Blackjack, and Roulette. I’ll be happy if I can win enough bottle caps to get kicked out of one casino.

Back to its Roots

I have attempted to play the original Fallout, but only once, and even then, only slightly. It’s definitely a little harder to get into that the more modern versions, but I’d like to try again and see where this all began, seeing as the stories are constantly connected and referenced, and the gameplay, though from a different perspective, is pretty similar. As it happens, I have two copies–one cheaply acquired from a yard sale, and a digital copy given out for free from GOG some years back.

One-two Deathclaw punch

I once tried to sneak attack a Deathclaw from behind with a golf club, and it didn’t go well, so I can only imagine how punching one would turn out. That said, I kind of have this craving to do it, an unnatural desire.

Pacifist Pauly

I’m not sure if you can do it entirely in Fallout 3, but in Fallout: New Vegas you can equip boxing gloves to knock opponents out–versus kill them–as well as up your speech and barter skills to avoid unnecessary brawls. And so you can play as a pacifist, harming nobody while completing the main quest. Much like with the Hardcore difficulty, this is totally possible, but seems like a slow, tricky way to play, and it reminds me not fondly of my time trying to play a pacifist in Deus Ex: Human Revolution where I didn’t harm a single human, but then accidentally rewired a robot to fight for me, killing a few people as well as my chance for that Achievement.

What are some of your favorite things to do in the Wasteland? Or things you want to do, but haven’t yet? I’m open for more ideas, especially since I just set up my Xbox 360 in my new apartment and dug out my copies of Fallout 3 and Fallout: New Vegas. Going back in real soon.

The full Broken Age, now with trickier, disheartening puzzles

broken age gd final thoughts

At Tim Schafer’s urging, I restarted Broken Age entirely once “Act 2” was released last month. I hadn’t touched the game since I burned through “Act 1” in 2014, so it made sense to refresh myself on the minor story beats, seeing as Act 1’s doozy of a cliffhanger closing has stayed bouncing around in my mind all this time. Magically, I remembered the majority of solutions to puzzles and dialogue navigation, so the first chunk of the game didn’t take too long to get through once again. Plus, the full game now comes stocked with Achievements to pop, many of which are rewarded for exploring all options, something I do often in adventure games.

Look, here’s the thing. I’m a backer of Broken Age. I did not contribute much to the Kickstarter–in fact, I got in on the action after Double Fine already met its goal–but I was still one of many that helped bring this adventuring air bubble to the surface. I feel a closeness to it, a connection, certainly reinforced by watching the documentary as each unfiltered episode was released, seeing the problems and answers to game development unfold. It’s a special game, and while I loved the story from beginning to end, especially the vibrant, unique characters, I just found myself depressed over the spike in puzzle difficulty for the second half.

Because I hold the story in such high regards, I will spoil very little of it here. For those that don’t know what the four-one-one is, let me steal some words from Broken Age‘s official website:

Broken Age is a timeless coming-of-age story of barfing trees and talking spoons. Vella Tartine and Shay Volta are two teenagers in strangely similar situations, but radically different worlds. The player can freely switch between the characters and their individual stories, helping them take control of their own lives, and dealing with the unexpected adventures that follow.

Right. Let’s talk about puzzles. In the first half of Broken Age–and yes, it is hard to think of the game as a single entity after it was cut in half to get it out to the public even though now one can play it and never realize that there ever was a cliffhanger to hang on to for months–the majority of the puzzles involved using an item on something. Pretty typical point-and-click adventuring stuff, and occasionally you’d have to navigate through some specific dialogue lines or combine items with one another. The number of screens and people to interact with for both Shay and Vella were severely limited or doled out in small chunks to not overwhelm players.

Once Broken Half‘s second half starts, the puzzles raise the difficulty up to eleven. That’s a Spinal Tap reference, I think. I’m not even kidding when I reveal that I couldn’t get past Vella’s first screen, eventually having to look up an answer. It turns out that this puzzle required you clicking on a specific part of the rope, whereas all previous puzzles never asked for such specificity. I figured just highlighting the rope would’ve been enough, but nope. Later on, there’s another rope puzzle that I’ve seen many on the Interwebz complain about, but I actually got through it just fine, as well as found it amusing. The puzzles I really struggled with involved wiring Hexipals for various purposes, as well as tricking someone into believing Vella was somebody else. Both involved a lot of remembering numerous, highly specific details and backtracking. They are also randomized and tiresome, and it is extremely frustrating when you know what you need to do, but can’t do it because you can’t remember if the boy in that faded family picture is wearing red or green shoes.

That all said, I do think Broken Age is a good game, if not the most fun to play during the later parts. Go to it for the characters and dialogue and the jokes you get to tell a barfing tree. Don’t be afraid to try those chatty utensils are everything and everyone, as some of the best writing is hidden in their responses. I urge you to look up puzzle solutions for the later section of the game, if only to remain in the world and see how everything ends. I do have to wonder if this made any non-fans of point-and-click adventure games into fans or if it was just a one-off for them. Time will tell, and you never know…maybe in twenty years–y’know, after adventure games are claimed dead and done once again–we’ll get another crowd-funded game from Schafer & Company. I’ll play it, but no more wire-based puzzles please.

Cthulhu Saves the World with an old-school parody RPG

Cthulhu saves the world screen gd impressions

A copy of Cthulhu Saves the World and Breath of Death VII: The Beginning have sat untouched, uninstalled in a folder on my laptop’s desktop, for a good long while now. I mean, the former came out in July 2011, and I guess I ended up getting a copy of it through some bundle promotion that I can no longer recall, but all I did was download it, not ever sure when it would be a good time to kickstart an old-school RPG adventure. Turns out, any time is good, and so I’ve been tinkering away at this pixelated 2D journey through labyrinthine dungeons brimming with treasure chests, a limited number of random encounters, and the moodiest soundtrack, with hard swings from cult-like chamber songs to a peppy, relaxing tune when exploring a village.

Now, technically, the game’s name on the title screen is as follows: Cthulhu Saves the World: Super Hyper Enhanced Championship Edition Alpha Diamond DX Plus Alpha FES HD – Premium Enhanced Game of the Year Collector’s Edition (without Avatars!). Oh boy. Quite a mouthful. We’ll just stick with the abbreviated title to save precious space, plus I have no idea how one even goes about abbreviating such a thing.

So, what’s the deal in Cthulhu Saves the World? Why would the lord of insanity want to save the world? Well, truthfully, Cthulhu was all set to plunge the world into madness and destruction, but his powers were suddenly sealed away by a mysterious sorcerer. Alas, the only way for Cthulhu to break the curse is to become…a true hero. Sometimes to save something, you have to destroy it at the same time. Everyone loves a good anti-hero in these days of Breaking Bad‘s Walter White and just about everyone from Game of Thrones.

I’d like to tell you that, as a writer, I’ve long delved into the works and demented mindset of H.P. Lovecraft, but the truth is, I really only became aware of the material due to the Munchkin Cthulhu card game from Steve Jackson Games many years ago. Still, I understand it on a surface level, and the game here seems to only demand you understand that Cthulhu is a monster forced to take on a heroic quest. At least so far. I haven’t really come across other cosmic entities yet.

Cthulhu Saves the World is a throwback to traditional 16-bit RPGs of yesterday, like Phantasy Star and Final Fantasy. You wander around towns full of houses and shops, buy potions, armor, and new weapons, and then traverse across an overworld to your next destination. That said, the battle system is a bit more unique here than your standard turn-based form, and this is what makes both playing the game and grinding for higher levels enjoyable. To start, enemies become 10% stronger for every turn they live through, feeding off of Cthulhu’s madness. This means you want to kill them as quickly as possible, as you’ll also regain more magic points the sooner the battle ends.

Here’s one of my favorite elements of Cthulhu Saves the World: random encounters are limited. When you arrive at a new zone, you can pop over to your status menu and see how many random encounters you will have to endure before they just stop popping up altogether. Praise the Great Old One! This means you can only grind for so long, though you can also start a battle if you want via a menu command. It’s both a nice and strange feeling to wipe an area clear of random fights, which makes going back for missed treasure chests less of a pain. When you level up, you have the option to pick between multiple spells or upgrades, and I’m focusing so far on Cthulhu doing big damage and Umi handling healing and attacking all enemies at once with her Flood spell.

I’m not terribly far into Cthulhu Saves the World, somewhere in Chapter 2, with both characters in my party–Cthulhu and Umi–at level 10. Like I mentioned at the top of this post, it’s a game I’ve been tinkering with over the last few months, playing it in short spouts, but always making progress. Its humor and engaging turn-based battles make it a joy to play, and, as always with old-school RPGs, I’m eager to see the next town and purchase better gear. That’s how you know you are getting somewhere, when a shop has more expensive items.

2015 Game Review Haiku, #32 – Race the Sun

2015 games compled gd race the sun

Push on, be the best
No obstacle is too big
Your sun is setting

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.

Shutting this Nintendo Club down with freebies

club nintendo post gd end of april

A little while back, Nintendo emailed me. Chances are, if you are a member of Club Nintendo, you also got a similar email, though we might differ on one main point–status. Anyways, they wanted to inform me that I had earned a Gold status in their unblinking, Mario-esque eyes, which meant I was entitled to a free game, a digital download at zero cost, and I had a list to pick from for either the Nintendo 3DS or Nintendo Wii U. Those that got Platinum status had a larger pool to pick from, and I made a mental note to come back and get my not-yet-selected freebie. Fast-forward to yesterday, the deadline for this promotion, and I scanned the list and picked…well, Mario & Luigi: Superstar Saga for the Wii U.

Hold your horses, you say. Ah, I say back. You must be one of my highly attentive readers, for you are properly confused as to why I’d buy a digital game only available for the Wii U when I do not have a Wii U. Let me spoil it for you: I have a Wii U, and I’ve had a Wii U for many, many months. Since last fall, actually. I’ve just not found much to say about the system, which, in its own little way, maybe says more than I ever could. I’m not sure how well playing a two-screen game like Mario & Luigi: Superstar Saga on the Wii U works–yes, I am not disregarding the fact that the console also has two screen, but they are somewhat separated–but I’m interested in learning.

Since I was already logged in to Club Nintendo’s site, I did a little more browsing and discovered I had 650 Coins sitting pretty up in the top corner. Suddenly, I remembered–there was something I wanted to use those on! Specifically, the Animal Crossing: New Leaf-themed deck of playing cards. Alas, they were no longer available, which is what I get for not hopping to it. Boo. None of the other physical items called out to me so I spent my well-earned reward coins on two more digital downloads for the Wii U: EarthBound and NES Remix. The former is a classic RPG that I’ve long wanted to play, just not through an illegal emulator, and the latter is a bunch of quick, quirky challenges in NES titles of yesteryear.

I’ve not actually loaded up either EarthBound or Mario & Luigi: Superstar Saga yet, as RPGs like that require a time commitment, which I’m not ready to give, mostly because all my RPGing at the moment is going into Final Fantasy IX. I’ll get to them soon, perhaps over the summer. That said, I did load up NES Remix last night and found myself seriously absorbed, unable to stop until I had completed all of the levels for Excitebike and one-third of the ones for the original Super Mario Bros. It’s a lot of fun, but I’ll save further thoughts for its own dedicated blog post.

All that said, I am left with 100 coins in my Club Nintendo profile, which can be spent on…next to nothing. I can purchase one item for 80 Coins, which is called Grill-Off with Ultra Hand! Hmm. It’s a fast-paced game of skill and timing, where the player must barbecue all kinds of meats on the grill. In one way, it sounds amazing, and in another, it sounds like a gimmick that would quickly get old. Alas, I don’t think you can earn any more coins for your profile, so it is either this or let my coins vanish in the end. I’m not really tormented over this decision. Club Nintendo is shutting down at the end of June, so I have plenty of time to weigh my options.

If you too were brandished with either Gold or Platinum status, what freebie did you pick? Also, if you have those Animal Crossing: New Leaf-themed playing cards, I’ll trade you a free copy of Grill-Off with Ultra Hand! for it. That’s a pretty good deal, and you know it.

Prototype 2’s James Heller is on a quest to destroy the Blacklight virus

prototype2pax6

The last big action-adventure open world videogame starring a brooding soul with super powers I took a deep leap into was inFAMOUS 2, which featured a troubled young man gifted with special powers, a city under attack and turmoil, and plenty of tall structures to climb and jump off of cinematically. Well, I’ve had the itch for more of the same lately, as I’m still working on Final Fantasy IX and am totally not emotionally ready for Metal Gear Solid 4: Guns of the Patriots, and so, after scanning my long list of PlayStation Plus freebies, I discovered Prototype 2. Now, when I said I wanted “more of the same” in relation to inFAMOUS 2, I didn’t mean it literally. It’s fun, but something still seems off.

Let’s get this out of the way. I never played the original Prototype, much how I never played the original inFAMOUS. Thankfully, you don’t really need to have in order to have a good time here. Plus, there’s an option from the main menu for a summary of the previous game’s events. Of which, I’ve forgotten everything. Something something virus something something Mercer something something consume people for power. Yeah, got it.

Anyways, two years after the events of the original game, U.S. Marine Sergeant James Heller is struggling. His wife and daughter are dead, due to the Blacklight virus, which kickstarts him rejoining the military to fight against it. During one mission, he bumps into Alex Mercer and, believing this is the man at fault for his deceased family, chases him down. Unfortunately, Mercer infects Heller with a strain of the virus that gives him superhuman abilities. After dropping some predictable exposition about the nefarious plans of Gentek and Blackwatch, Mercer offers Heller a truce in order to take them down.

If Prototype 2 has anything going for it, it is this: running up the sides of buildings. I could do this for hours and accomplish nothing, but the feeling of bursting to the tippy-top of some tall skyscraper is immensely satisfying, especially since you can then leap off of it and immediately glide towards another erected structure. I actually ended up bouncing back to Assassin’s Creed II after playing this a bit, needing to collect the remainder of Subject 16’s glyphs, and the slowness that is meticulously clamoring up an old-timey building in Rome physically hurt my soul. Oh, and Prototype 2 also has an in-game GPS notifier when near some kind of collectible, which I appreciate. So there, two things I am really digging.

Playing on the “Normal” difficulty, I’m finding Prototype 2 to be shockingly easy. Maybe I should bump it up a bit, but I’m not actually looking for a challenge here, now remembering how frustrating some parts of inFAMOUS 2 got with those enemies that shot up high on pillars of ice. I think I’ve died only once due to some lousy dodging on my part, but otherwise Heller can take down an entire base of enemies without seeing a drop in health. It’s ultra violent, mindless, and laid-back, which is a strange combination, but fitting nonetheless. The stealth mechanics, thanks to being able to transform into people you’ve consumed, are very forgiving, which results in a good amount of experimenting, all of which is nine times out of ten successful. Personally, I love transforming into a scientist, leaping off a building into a military-controlled zone, and then releasing monsters from cages to do my dirty work–all without raising an alert.

Based on the Trophies list, I feel like I’m about two-thirds of the way through Prototype 2, almost done with the second island zone of New York Zero, with plenty still to destroy, collect, and upgrade. I hope to finish this up soon though and get back to some other games that require a bit more focus and effort.

Pokémon Shuffle’s Mega Glalie is bad game design

Pokemon Shuffle Mega Glalie is the worst

A few weeks ago, I mentioned that I was stuck on Pokémon Shuffle‘s level 120 against Mega Glalie, and that everything was fine because, no matter what, my pocket monsters were continuing to gain XP and grow stronger and, without a doubt, I’d eventually have a team powerful enough to conquer the annoying, Generation III ice-type levitating face and move on to level 121. Astoundingly, that hasn’t happened yet, and I’ve been, more or less, using all five of my hearts against the bloody ripper every night before bed. I’m sorry to say, but this is some really bad game design, and I can’t recall the last time I hit such a visible wall in a game.

I’m not the only one struggling. If you type both “Mega Glalie” and Pokémon Shuffle into Google, you’ll quickly get returns for posts about people unable to beat the beast, people beating it using every item and Jewel they had and only then crawling past the finish line, and people puffing their chests out like mighty lions, claiming to have defeated Mega Glalie easily, using no items at all. Uh huh. Here’s a handful of confetti. If you are to use items, which are, let me remind y’all, quite costly, many are suggesting Complexity -1s, Mega Starts, and Disruption Delays.

For me, there’s certainly a stubborn drive behind my desire to beat Mega Glalie without any items, and this is not at all to prove I am a big macho man and super skilled at matching severed Pokémon heads. I conquered all 119 Pokémon levels before Mega Glalie without using any items. Perseverance, patience, and picking the right team was all it took, and so it bugs me deeply that the same strategy simply cannot be employed here. The problem is that, within four or five turns, Mega Glalie begins freezing entire columns, two at a time, often locking you out of sweet–and powerful–combo chains, forcing you to chip away at its health until the board resets or you run out of moves. Even with a team of level 6 Pokémon, the farthest I’ve dropped Mega Glalie’s health is down to about 25%.

This level is designed for you to spend money on (either in-game currency, which takes a good while to stock, or through extra turns via Jewels bought by real-life money), unless you hit the biggest luck streak of the century. Truthfully, I was enjoying Pokémon Shuffle, which just celebrated some 2.5 million+ downloads, when it kept progressing, even if just little by little. Play a few matches every night, unlock more to play the next night. Heck, Nintendo is even adding in more levels to the base set, upping the count to 180. That’s sixty more for me to get through…or potentially never see.

I may have to try an item against Mega Glalie. Call it desperation, call it despair, call it giving in–I don’t care. I have a free copy of Disruption Delay in my inventory, acquired from…uh, doing something cool, so maybe I’ll give that a go tonight. However, if the match goes just as poorly as all previous attempts, I will forever be bitter against using items and will refrain from ever experimenting again, deleting this free-to-play Pokémon game and focusing instead on that other free-to-play Pokémon game. That one, so far, hasn’t raised any walls yet to impede my journey.

If you have any good tips on taking down Mega Glalie, please do share. If you beat this level with your eyes closed and one hand behind your back, kudos for you.

Pokémon Rumble World’s toys are free to play with

pokemon rumble world 3DS2-620x

Another month, another free-to-play Pokémon adventure to experience on the Nintendo 3DS. I mostly wrote that leading sentence as those words don’t come together too often and maybe never will again. Yes, it was only two months ago in February that I was scribbling away about Pokémon Shuffle, Nintendo’s stab at the free-to-play match-three genre. Now we’re here in April, the fourth month of the year in the Gregorian calendar, with a new free-to-play, pocket monster-starring, potential money-maker called Pokémon Rumble World.

Let me do some quick historical research. Evidently, Pokémon Rumble World is the fourth game in the Pokémon Rumble spin-off series, of which I’ve played none of them. In this one, you control your Mii as he or she helps a king with low self-esteem collect various Pokémon to one-up a local magician who has way more colorful critters than him. That’s the general set-up, and its school playground-esque plot is paper-thin, but acceptable. It’s not like the traditional Pokémon games have mind-blowing narratives. The whole point, as always, is to collect a bunch of Pokémon (719 in total) and aim for being a completionist, though you can also earn money to buy new clothes for your Mii. I already got mine a green hoodie, so I might be good for a while.

And here’s how you go about collecting all them toy versions of Pokémon: use a special hot air balloon to travel to themed locations brimming with pocket monsters. New special hot air balloons cost Diamonds, which are this free-to-play’s second currency, but are time-based to use after that initial purchase, meaning you can continue revisiting locations so long as you don’t mind waiting a bit in-between. When you select a specific area, a roulette of several stages spins around, with each stage hosting different–and sometimes rare, indicated by a star–Pokémon. As you collect more, your adventure rank increases and new Pokémon begin to appear in the wild, inspiring revisits.

Once you are in a stage, you take your wind-up toy version of whatever strongest Pokémon in your collection is and destroy everything in your path. You can do two different types of attacks, all of which vary depending on your Pokémon of choice. Personally, I really like using Chespin at the moment. Sometimes the defeated enemies turn into coins, and other times they are knocked down, ready for collecting; to do that, simply run over them. Strangely, simply moving your selected Pokémon warrior near enemies or barrels causes it to auto-attack, which I did not like. If you’ve StreetPassed with anyone, they will appear in the stage, under duress, and if you save them they will reward you with boosts or even a Diamond; in fact, I saved fellow videogaming blogger Matt Mason the other night from a wild gang of Treecko–you’re welcome. After a few levels, you fight a boss Pokémon and then return to town, replenish your wares, and head back out for more. As your rank goes up, the king will have side quests for you too.

By far, my favorite thing about Pokémon Rumble World is that it plays, more or less, with no restrictions. Sure, you have to wait for your hot air balloon to recharge to use again, but I discovered you can just visit a different location via some other hot air balloon while waiting, which leads to never really waiting. In Pokémon Shuffle, once a day, I played my five turns and moved on, but here one can keep playing, exploring, or organizing their growing list of collected toys for as long as their battery life lets them.I do worry, however, that there could be a bit too much menu-ing in this, especially once you have collected a large amount of Pokémon, many of which are seemingly duplicates, but do differ in terms of stats and attacks.

Having passed up on the remakes Pokémon Omega Ruby and Pokémon Alpha Sapphire last year for reasons, Pokémon Rumble World is turning out to be a good replacement for my “catch ’em all” itch, and the free-to-play elements are beyond easy to ignore, which makes this all the more successful. Wind me up, my Mii–I’m ready for more, as well as on the hunt for a Garbodor.

 

If Salvador Dalí ever made a videogame, it’d be Off-Peak

off-peak-screenshot4

There’s nothing to be ashamed about here, but I love the so-called “walking simulators,” a sub-genre dubbed during the Gone Home debates of 2013 over whether such-and-such was worthy of being called a videogame. I get that these more methodical, gun-less experiences are not every gamer’s cup of button-pushing tea. I can understand that, but for me, plopping me down in some new and untouched world and asking me to simply walk around it, slowly, and see how it ticks is one of the greatest joys videogames can give me. Heck, for most of my many early hours in Elder Scrolls III: Morrowind, I just walked from town to town via the king’s road, scouring houses and bookshelves and talking to citizens, avoiding fights at all cost. I didn’t actually want to be a wizard or warrior, simply a man or woman (or cat being) with plenty of curiosity and the means to travel the world.

That said, not all walking simulators are equal, as I found Dear Esther beautiful but boring. Seems like I need either a lot of things to examine in close detail as in Gone Home or something zany to happen every three footsteps like in Jazzpunk to keep me actively engaged. Off-Peak from Archie Pelago cellist Cosmo D is more of the former than the latter of that previous statement, but the stuff you are examining is so bizarre and jarring that you can’t help but walk around in a daze–eyes wide, mouth agape, brain nearly breaking. It instantly reminded me of the first time, as a wee boy, I got my hands on a book of paintings by Salvador Dalí, the Spanish artist and Surrealist movement leader best known for his depictions of melting clocks. I was young, a dedicated reader to all things cute, cuddly, and in the comics section of the Sunday newspaper, and then suddenly I was slept away into a foreign land, where the common quickly became uncommon.

Off-Peak is a short first-person adventure game, centered around a train station. You, whoever you are, must gather up pieces of a torn train ticket and move on with your life; as you search this giant area and its subsequent nooks, crannies, and hidden passageways, you’ll run into a number of colorful characters, as well as witness equally as colorful art, whether in statue, painting, or graffiti form. What’s really nice is that this world is yours to explore at your own speed, in any direction–the ticket pieces can be collected in any order. Quickly, you’ll discover that things in Off-Peak are a bit…off (peak), a world where the fate of musicians and artists is unclear, but their tools are highly praised and desired. Meanwhile, the sprawling train station provides a handful of food and entertainment spots for every kind of commuter to help pass the time between rides. Naturally, someone is reaping the benefits of such a money-making hub, and you’ll end up crossing paths with this element before the end.

I did not understand the story, nor the dressings around it, but it all remained fascinating nonetheless. The board game room, the ramen noodle shop, the Chinese garden filled with strange shapes and statues…I couldn’t help but drink it all in. Even the part where you climb a set of stairs for seemingly forever with nothing much to see, only a smooth electronica jazz soundtrack to pepper your footsteps. Considering the game was made by a musician, music plays a vital part to both the narrative and exploration, and I found nothing to dislike.

Undoubtedly, Off-Peak is not for everyone. It is a collage of sights and sounds, with nothing traditional to it, unless you believe walking around a space to be a standard classic of the industry. Um, which I do. The game’s conclusion didn’t satisfy me from a story perspective, but again, that wasn’t what I was digging for here from step one. However, if any of what I’ve written about has got you all tingly on the inside, then do yourself a favor, grab a copy of the game over at itch.io, and lose yourself in another realm for an hour or so. Wall art will never be the same afterwards.