Category Archives: randomness

Not defending the use of drones in Professor Layton and the Azran Legacy

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I’d worry that throwaway on-rails action sequences at the beginning of the latest mysterious story are becoming a trend in the new Professor Layton games on the 3DS, but it sounds like Professor Layton and the Azran Legacy is to be his final adventure, and so that nips that theory in the butt. I kind of don’t believe this is the end for our top hat-wearing detective, but then again, Nintendo loves to ignore beloved characters from time to time. Regardless, these over-the-top sequences are jarring and contradictory to the series’ quirky charm–i.e., everything else–but shooting drones was at least more enjoyable and involving than guiding a horse down Monte d’Or’s winding streets.

But before I get to talking about shooting down drones in a child-friendly, cute and colorful Professor Layton videogame, let me first give y’all the setup. Professor Layton and the Azran Legacy is the sixth–and possibly last–adventure. The game opens with our constant prequel trilogy cast of Layton, apprentice Luke, and assistant Emmy Altava heading to the exotic locale of Froenburg, summoned there by Professor Sycamore to assist him in reviving a long-dead civilization. At this point, I’ve played an hour or so, and now know exactly what this Sycamore character wants Layton to help him with, but anything further story details are unknown to me. Unfortunately, some nefarious fellow–who I won’t name–and his goons are also hot on Sycamore’s tail, ready to cause trouble and steal things that aren’t rightfully theirs.

Which leads us to the chase sequence. This time, instead of riding a horse and avoiding barrels, you are piloting the airship Bostonius, in quick pursuit of he-who-will-not-be-named. To slow you down, you-know-who throws out drones to attack your ship, and you must shoot them down. Now, because this is a handheld puzzle game, you’re not pulling left trigger then right trigger to take them out. Instead, you have to figure out which correct drone to shoot through a puzzle, and you shoot them by dragging the cursor over the selected one and tapping on the touchscreen. Some sections ask you to select the one unlike the others, and another might have you tapping them in a specific order. I failed a few parts, too, but the action kept going, so this seems like just fodder, something to do during an action scene instead of simply watching a beautifully animated cutscene. In truth, I’d prefer the latter.

But really now, there’s just something so charming and comforting about these games to me that I can deal with a silly throwaway tapping sequence. The music is bouncy and less like Chrono Cross this time around, and I’ve gotten so used to the 3D models now and Layton and Luke blinking that I don’t even remember how it used to be. I also love the menus and everything in Layton’s trunk and each puzzle, which I never rush through, even if I can guess the answer right away. I guess I’m trying to savor each second.

And just like with Professor Layton and the Miracle Mask, along with all the puzzles found in the main game, you can also connect to the Nintendo Network in order to download additional puzzles. For a whole year. These puzzles are made available weekly for a year following release, with seven puzzles made available each week; there’s some new categories to learn, as well as a few repeats from the previous edition. I am not excited to the see “bounce the ghost light off the mirrors” puzzles back for another swing.

So yeah, I’m excited to see more of the story unfold, so long as there are no more pointless action sequences wedged between intelligent sleuthing and being thorough on every scene for hidden hint coins and special items. I suspect I’ll even be sad to see it all end.

See you next year at Festivale, Pavé

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Everyone plays Animal Crossing: New Leaf differently, and that’s a scientific fact, proven by science. Or me just assuming. One of those two. Some people make a bee-line for each and every bell, in hopes of paying off their entire house before focusing on anything else. Others tackle one Public Works project after the other, sprucing up the look and originality of their town, and then there are those that put all their energy into getting every fish, bug, and fossil they come across. I’m all of those people at varying times, but last night I did something I’ve never done before in an Animal Crossing adventure–I grinded.

First, let me talk a bit about snowflakes and Snowmam. During the winter, you can build four different types of snowpeople by rolling specific-sized snowballs into each other. There’s a Snowman, Snowmam, Snowboy, and Snowtyke. Each gives you special pieces of furniture and wallpaper in their own distinct way. I went through the entire winter season never getting anything from a Snowboy or Snowtyke, but the Snowman plays BINGO with you, giving you something once you hit five numbers in a row. As for the Snowmam, she asks you to collect falling snowflakes and in return gives you a piece of Ice furniture. I did this for a while, but only got a few pieces before I lost interest in the tediously simple process and stuck with playing BINGO, which, while annoying at times, at least kept things unexpected.

Well, whatever. Winter is over, but only in Animal Crossing: New Leaf. There’s still plenty of snow and cold temperatures outside in Pennsylvania to argue otherwise. Bring on Festivale, which is a spring event that happens in February or March, depending on the year. It mirrors Mardi Gras and Carnival, a holiday celebrated worldwide. Pavé the peacock hosts the event in front of the Town Tree. As it is an all-day festival of color, costumes, and craziness, there is no snow or rain during the entire day. Confetti constantly falls from the sky, and if you look close enough, you can see colored feathers in the mix. Bring enough of a specific color to Pavé, usually three, and he’ll reward you with an item from the Pavé series of furniture. If you find a rare rainbow-colored feather, all you have to do is bring him one of those to get an item. Also, you can interact with your villagers to trade feathers or win them in mini-games, such as charades and rock, paper, scissors.

Now, I totally missed out on both the Harvest Festival and Toy Day due to the fact that both of those fall on the respective U.S. holidays of Thanksgiving and Christmas, and that time is spent traveling and drinking wine and being full of food. By the time I had turned on my 3DS, the events were all over–which is a shame. And not. But it is heart-twisting to miss out on these special moments and the chance to earn some rare pieces of furniture. And so I decided to make the most out of Festivale as I could, running up and down and all around Arni in search of the specific feathers, trading when I can, and dumping not needed items on the ground to save inventory space. It’s actually harder than it sounds, as the feather drop rate–slowly falling rate?–is low, and you can never predict who has what color of feathers and are willing to trade. Seemed like any time I had three of one color, Pavé wanted three of a completely different shade. I’d say I put a total of three hours of devotion into this grinding task and came away with about half of the Pavé items for it.

Here’s a list of what I ultimately earned:

  • Pavé Bed
  • Pavé Bookshelf
  • Pavé Bureau
  • Pavé Chair
  • Pavé Chest
  • Pavé Closet
  • Pavé End Table
  • Pavé Floor
  • Pavé Lamp
  • Pavé Sofa
  • Pavé Table
  • Pavé Wall
  • Pavé Clock

Grr. Waah. I think I have duplicates of the Pavé chair and table if anyone wants to trade. Otherwise, I gotta wait a whole year now to try again, and that stinks as I also happen to really love the look of this series. It has a sort of retro kitchen cabin-like look to it, with the blue and white. I’d save the multitude of feathers I still have in my pockets, but my storage space is actually quite limited as is, so I think I’ll save a green feather to wear and sell the rest. Oh well. Until next time, you beautiful picture of a peacock!

Removed two more games from my Xbox 360

BGAE HD beat again copy

The title of this post says it all: Beyond Good and Evil HD and Torchlight got removed from my Xbox 360’s hard-drive space to help make room for future games and content I’ve already paid for, such as the remainder of Telltale’s second season of The Walking Dead, if they ever get around to releasing another episode. I think I ended up freeing around 2 GB of space, but I plan to tackle some more arcade titles I have sitting untouched for awhile to see if I can polish them off enough for me to consider to removable. Previously, I polished off Shadow Complex and then immediately uninstalled it. We can all blame this on my neurotic nature to use every oodle of storage space I have to its full potential.

For Torchlight, though I had long beaten the game back in 2011, I was sitting pretty at 11 out of 12 Achievements. The last one to unlock was called “Superstar” and requires you to “achieve maximum fame.” You mostly earn fame by defeating unique enemies in dungeons, and you can always tell these apart from regular grunts because they have names like Moggath the Dragonkicker and Sh’gorl the Darkstink. In short, you probably need to kill around 200+ unique monsters to hit this target, and my saved game showed that I had only killed, at that point, around 125. And so I grinded, which was not the most exciting task, but it was mindless enough, and I had plenty of potions and healing spells to keep me going. Only took a few hours of going at it and ignoring picking up new weapons, enchanting gear, and worrying about what skills to enhance and so on.

This also served to remind me that Torchlight II is much better than Torchlight, especially because I built a range character there with the ability to create random chaos whenever making a critical hit. It was much more taxing to grind as a melee character for the “Superstar” Achievement because it meant getting in close and taking more HP hits. Though I do like the idea of these “clicky” action RPGs on consoles; maybe I should look into Diablo III one of these days.

Next, I moved on to Beyond Good & Evil HD. Now, I played and completed the original Beyond Good & Evil on the PlayStation 2 a long time ago; in fact, it’s one of the first games I wrote about back when I got into writing about entertainment media on the side, over at my stupidly named Blogger site Game Beliefs. In 2011, a Cyber Monday sale for XBLA had the HD version of the game priced at $3.00, and I happily paid for it a second time, fondly remembering how many photos of strange wildlife I snapped during Jade’s journey to stop the DomZ from stealing away the inhabitants of Hillys. I played a little bit of the game then, and then nearly finished the whole thing a second time in June 2012 when I was permanently stuck on the couch for an entire weekend with really bad back pain. I got all the way to the end section and…well, just stopped. Not really sure why, but I guess my back got better and I was so excited to leave the couch that I just dropped everything off my plate and went elsewhere.

Anyways, the last section of Beyond Good & Evil HD basically involves some “reflect this light properly to open the door” puzzles, a spat or two of direct combat, some flying-but-on-rails ship battle, and a surprisingly difficult final boss. I don’t remember the final fight being so difficult last time, but I suspect the fact that I went into the fight with only a small number of health-healing items played a major part in its difficulty. Without spoiling what happens, the controls for Jade during combat get reversed, and you basically have a split second to hit the boss and/or dodge out of the way, and the reversed controls take some time to get used to. Took me several attempts, but I did it; I saved Hillys all over again. I missed unlocking four Achievements, but they didn’t seem like any fun–more grinding, and not in a do-able, mindless way–so I just watched the credits, appreciated the soundtrack once more, and removed the game entirely. Oh well. Bring on Beyond Good & Evil 2; that was a joke, by the way. That game is never becoming a real thing.

So that’s three games now played and polished off enough for me to feel okay with uninstalling and never looking back. I’ve got more to go after, but for now I at least have enough room for the next episode of The Walking Dead, which I think drops sometime in March. Whew.

Five ice stages actually worth playing

most memorable snow levels GD copy

On Monday, February 17, I left the house for the very first time in five days after getting seriously snowed in. I mean, yeah, we live in the middle of the Pennsylvanian woods, so this was bound to happen eventually. And yes, the above picture is the actual abode Tara and I live in, and that’s her Jeep there, stuck in the middle of the driveway. Anyways, she was able to eventually get out, and after some more shoveling, I too got my lackluster and turble-in-da-snow Chevy Cobalt out and was able to reconnect with society for a brief moment before returning home with plenty of yummy groceries. Alas, it was not meant to be because, while I was able to get down the snowy driveway just fine, getting back up it was another mess. Flash-forward two hours, and all is well, but now I’m thinking about ice stages in videogames that I actually enjoy spending time in, unlike real life.

Onwards, with the five chilliest places I don’t mind getting stuck in…

The Ice Caves (Spelunky)

spelunky ice caves polish02

During my early days with Spelunky, getting to the Ice Caves was a big deal. It meant mastering the Mines and Jungle levels well enough to hit a series of levels as unlike the previous ones as possible. In the Ice Caves, you can slip and slide on blocks of ice, and so can gems and items and enemies, making it dangerous and chaotic for all involved. UFOs, yetis, and mammoths guard their territory aggressively. Also, the entire level takes place over a dark, endless abyss, meaning if you fall incorrectly, you might not ever hit ground and get back up. It’s not quite as deadly as the Temple levels, and I actually find the Ice Caves to be much more relaxing than any other section in Spelunky. Much as of that is due to the snappy, jazz-fused soundtrack, but I also think it has something to do with its unconventional openness; if you have the jetpack equipped, you can fly to and fro and see all that it has to offer, with few threats in your way. Perfect for ghost mining, too.

World 4 – Gorilla Glacier (Donkey Kong Country)

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With great snow comes low visibility. Pretty sure that’s a famous quote said to Peter Parker. And that’s what I remember most about the Gorilla Glacier worlds from Donkey Kong Country–a lot of snow, blowing this way and that. Now, the levels don’t start out that way. In fact, you begin in Snow Barrel Blast, which paints a pretty picture of a clear sky and a lot of snow on the ground. As you progress, snow begins to fall and intensify, to the point where it becomes difficult to see. Toss in some hectic, heart-pulsing music, and this is starting to sound like a nightmare–but it’s strangely not. I remember it so fondly as a sign of the power of videogames, the power of the SNES, and when the snow would start to come down heavy many, many years later in games like Skyrim, I always knew where that technique–for me–started.

The Colder Climates (Journey)

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I will keep this as brief as possible, since the snow levels arrive late in Journey‘s journey, right in spoilery territory, but man…they are something special. Especially if you are able to have a nameless co-op friend at your side, like I did my single time floating through the game. You basically have to traverse through the blinding snow, trudging up white hill after white hill, all while avoiding some big baddies soaring overhead. The controls work really well here, as it is actually so much harder to move in the snow than the desert sand, hitting home that you are in one bad place. That said, it’s gorgeous and gorgeously orchestrated. I played with another player, and we took turns checking to see if the coast was clear before chirping that it was time to dart back out into the blizzard.

Winter (Animal Crossing: New Leaf)

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There’s a surprising amount of things to do in the winter in Animal Crossing: New Leaf, and that’s all on top of the general number of things one can do as mayor of a village full of spunky animal residents. Building snowmen and snowwomen opens up chances for new collectibles; the snowwoman will give you special ice furniture for bringing her a certain number of snowflakes, and the snowman plays a game of Bingo with you for as long as he is standing. But walking around is nice and peaceful, the soft crunch of boots on snow peppering the soundtrack. Plus, I’m not as distracted as much as I am in the spring and summer by a dozen different bugs and butterflies to chase after. You still gotta watch out for those dung beetles though.

Canada (Sly 2: Band of Thieves)

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The Sly Cooper franchise has a serious affection for snow levels. No, really. They are the one constant across all four titles. Here, have some proof in the form of a very direct sentence using a number of semicolons. In Sly Cooper and the Thievius Raccoonus, you go to China; in Sly 2: Band of Thieves, the gang ventures to Canada; Sly 3: Honor Among Thieves has them moseying back to China; lastly, in Sly Cooper: Thieves in Time, the trio find themselves lost in time, stuck in the bitterly cold Ice Age.

In Band of Thieves, Canada plays home for two separate, but subsequent episodes and is visually depicted as large expanses of snow, tiny mountains, and ice-covered walls. There’s also moose carrying flashlights, but I think that’s based on actual findings, what do I know. The first Sly game was very linear, but the second outing began to open things up more, offering a hub and a larger area to explore at your leisure. And you could pick between any of the three heroes, and each traversed the snow differently. Aw, this was back before Bentley ended up in a wheelchair, too. My bad.

Well, that’s five really cold, frigid places that I’m okay getting stuck with. Do you have any others to add to this snow pile?

Some JRPGs demand you grind from the get-go

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I finally got around to trying out that free and standalone-like 3DS demo for Bravely Default: Flying Fairy last night, but this post is not going to be explicably about that game. I need more time with it to both figure out my thoughts and overall opinions, as well as to decide on whether or not I’ll pick up the full retail copy, which drops today. I suspect I will, whether I love or loathe the demo to pieces, because these kind of strange JRPGs are far and few between, and my thinking is that by supporting it with a purchase, I’m helping to make strides towards a North American release for Fantasy Life. Wishful thinking, sure…but it’s better than doing nothing.

But Bravely Default got me thinking about the various RPGs and JRPGs that really make you grind for levels and money from the very start, because, at least in the demo, it downright demands you do it. The very first fight outside of town resulted in one character in my party of four dead, two badly hurt and poisoned, and the remaining member okay at half of his HP. I’m on the default–pun intended–level of difficulty, and I’m pretty good at turn-based combat, but I don’t think I have the whole brave and default techniques down just yet. That said…yowzas. The combat is brutally tough, and so for my first hour and change with the demo, I’ve just been going back and forth to the inn to heal up, fight monsters in the desert, and rinse and repeat until my eyelids grow too heavy to keep playing. It’s honestly not terrible, as I’m used to grinding, but I always find it strange when a game makes it impossible to progress without it at the very beginning of the journey. Let me list a few other examples.

One of my fondest gaming memories, just in general, always comes back to Dragon Quest VIII: Journey of the Cursed King. See, when I moved out of my parents’ house and up to northern New Jersey for my newly acquired post-college job, I lived off the grid for several months, relying on previously purchased videogames and DVDs for nightly entertainment while I held off on getting cable and Internet. DQVIII filled that space greatly, but it’s a slow game, and you do have to grind for a little bit in the very beginning at the Waterfall Cave section, otherwise the final boss of that area can wipe your party out quite quickly. If I recall, there’s a small section of healing water you can keep drinking from to restore your team’s health, making this place perfect for grinding, and, at the time, it certainly seemed necessary.

Dragon Fantasy (Book 1) is made up of three different storylines and a strange one-off inspired by all things Minecraft. Ignoring the latter and focusing on the former, of the three separate but connected plots, one storyline, by its very design, requires you to grind a whole bunch before you can even get to the first dungeon and safely explore it at a decent clip. In Ogden’s storyline, he is an old, washed-up man out to make a name for himself again, but that means fighting all the battles by himself, which is slower and more grindy than the other two campaigns. It meant fighting battles until Ogden was nearly out of health, run to the nearest inn, spend some gold to heal, and go back out to do it all over again. Not the most exciting time, but I ended up playing a lot of Dragon Fantasy (Book 1) while watching Netflix or Giant Bomb videos.

The first hour or so of Ni no Kuni: Wrath of the White Witch is both magical and devastating, and not just because something terrible happens to Oliver’s mother. I’m talking about the area just outside the Golden Grove. It still gives me the shivers to this day. The monsters here are so powerful and aggressive that your small team of nobody really doesn’t stand a chance, and so you have two options: run and hope to avoid every fight, or go back into the woods and grind a bit for levels, money, and health-restoring items. Naturally, me being me, I ran for it. Which was not very successful for the first few attempts, though I did eventually get out of the area, only to find myself in an even more dangerous spot, though much more suited for grinding.

Oh boy. Now, truthfully, I only stopped playing Phantasy Star II because the cold weather is here, and the Xbox 360 is in the living room, which gets no heat for the whole horrid season, and so it must wait until the snow melts before I can get back into it. And by it, I naturally mean grinding for levels and much-needed moolah while trying to figure out exactly where to go next. Thankfully, the music is so good that it makes grinding more pleasant than not, but it took me forever just to reach the first Bio-Systems Lab areas.

Hey, remember Eternal Sonata? I sometimes do. Beautiful grass in that game, and it’s not every day you come across an RPG so heavily themed and dedicated to that theme. I mean, really…Polka is a terrible name for a young girl. But whatever. Every now and then, I think about going back and playing it some more. But that would mean starting over because I got to that ghost ship section and found myself severely under-leveled with no hope of gaining enough levels quick enough to defeat…uh, the boss Captain Dolce. From reading up some walkthroughs, it sounds like I messed up and didn’t spend enough time aimlessly grinding when I could. Oh well.

I’m sure if I spent some more time looking through my collection I could come up with another five to ten RPGs that are grind-heavy early on, but I need to end this post somewhere. If you have one I missed talking about, let me know about it in the chat! That is, if you can spare some time away from your efficient, but meticulous level-gaining strategy.

A throng of forgotten and unused blog images

For the longest time, one of Grinding Down‘s things has been that each post contains a picture at the top, and that image is edited to contain some text, generally white-colored and always in the Showcard Gothic font. Maybe it’s a pun or just a string of words that sound nice, but it helps make the blog post stand for something more, and gives readers–well, I hope it does–a good idea of what I’m going to be talking about, whether it is a rant or gushing praise of what-have-you. Don’t worry; that process is not going to change, but sometimes I get ahead of myself and create an image before I even begin writing about a game, only to discover later that, truthfully, I’m just not as interested as I previously thought I was about writing on that topic. And so that image sits, neglected and rejected, an entry to never be. Poor things.

That all said, here some Photoshopped images I found in a miscellaneous folder, and I’ll just put them up here without further comment:

harvest moon grand bazaar first 30

lets golf 3d games

mailbox2

nostalgia early impressions

rayman origins demo 3DS impressions

shank making progress

See the horrors of prison life with 9 Months In

9 months in final thoughts

Premise-wise, 9 Months In was the point-and-click game from the AGS Bake Sale bundle that I was most interested in. See, you play as…dang, I can’t recall her name. Or even find out via the Internet because there’s not a lot of coverage for it. Maybe she never had a name, I don’t know. Let’s call her…Anna, a very much pregnant woman stuck in prison, with only a few days left until her due date. That’s not the date she’ll hit parole, but rather the date her baby will bust free from its own metaphoric jail. At the start of the game, she wakes up in her cell just like she has every other day of her sentence, except her roommate Susie is dead, strangled in her bed sometime overnight. Naturally, everyone blames her, and so she must do what she can to clear her name, and all that before her water breaks.

So yeah, that’s fantastic. No, really. I dig it. A murder mystery in jail starring your less-than-standard main character type. It’s probably something we might even see on the next season of Orange is the New Black, which is a lovely original show on Netflix starring one of the most diverse cast I’ve ever had the pleasure of watching. Here, have some fanart. Also, if what I know about prison life is true in that show, then most of these inmates should be in beige-colored uniforms, not the newbie orange. But yeah, I digress. I’d totally take this kind of plot over another “escape this bedroom” kind of adventure game any day of the week.

Unfortunately, 9 Months In, as a game, is simply mediocre–and just barely. Surprisingly, there’s voice acting, but it’s mockingly bad and stiffer than a piece of wood. Dialogue is read out loud in a stilted, expressionless tone of voice, which leaves much to the imagination, but that might’ve been more successful if there had been no VO to begin with. The puzzles are pretty easy to figure out and see from a distance, like the mop in the closet and putting something in the officer’s cup of coffee. You only pick up a limited number of items, and there’s really only so many rooms you can explore in a locked facility. There’s also a big problem with the speed of Anna’s walking, which is glacier-like, and you can’t double-click to skip to the next room, a feature that newer adventure games are spoiling me with. Moving from the basketball court to the showers feels like a literal journey.

Choices matter, and that’s why pregnant Anna is in jail. And choices continue to matter in 9 Months In, as there are multiple endings to the game based on the decisions you’ve been making along the way. A score counter in the top corner of the UI lets you know how close you are to getting 100 out of 100, which I assume is the good ending. Alas, I completed the game somewhere around 87, which resulted in a conclusion felt rushed in order to finish the game in time for promotion. The story’s resolution, through bad voicework and unclear writing, left me wanting more. A solid explanation. Anything. At least a nice song plays during the credits, but otherwise, this was just okay.

So yeah, a bit of a bummer. 9 Months In sounded really cool, but doesn’t do its subject material justice. Guess I just need to hold out hope for an OITNB adventure game Kickstarter.

Five things make a post, and I quit thee from my thoughts

Knytt-Underground_Mushroom-Town

Well, it’s that time again. No, not filing your taxes, though that is coming up in a few months. Sneaky bastard, always creeping up on people like that. But I digress–it’s another roundup post so I can touch on a couple of things real fast without having to devote an entire post to each topic separately, especially since some are less than interesting to analyze. That might not seem like much to you, but for me, I can only string together words so many times in a week without my creativity and passion melting away, and this is the best solution I have.

All right, here we go. Five things.

No more Knytt

I tried. I really did. I probably put in around four to five hours for Knytt Underground‘s chapter three alone, which is, more or less, the main meat of the game, and I literally got nowhere. The point of the final third act is for Mi Sprocket to ring a number of bells–I think it’s five or six–to stop the apocalpyse from happening, and this time, the map is your ocean. You are no longer limited to where you can go, especially now that you also have the bouncy ball powers of Bob at your side. Except that’s not true at all. I constantly hit wall after wall, sometimes literally and other times in the form of locked doors or NPCs requesting specific items to let me pass. Look, I totally understand the point of a Metroidvania game, but for some reason, this one really irked me. It never felt rewarding, and I was never rewarded for anything I did. Quests fizzle out, and you can do a crazy series of bounces and magic power jumps only to pick up some description-less item for your hard work.

All of that said, dang. Dang, dang, dang. I really loved the look of the game, and getting to a new screen was a pure joy, until it just became one new frustrating roadblock after the other. According to the Trophies list, you can beat the game without ringing a single bell, but I’m sure that’s even more difficult than the mainline goal, and so my saved progress will remain underground for good, never to be seen again.

Gears of Insanity

I uninstalled Gears of War from my Xbox 360 this weekend. Before I did that, however, I completed its first act again on its most difficult of difficulty settings, the properly named Insanity difficulty. Usually, I never try the high-end difficulties, as the challenge always seems too brutal, too unfair, but I was curious what it’d be like and whether or not I could do it; turns out, I could, but at the cost of constantly reloading checkpoints, grumbling about useless AI-controlled comrades, and dying in flashes of uncontrolled chaos. Knowing what the remainder of the campaign looked like, I was not interested in finishing it a second time on a much more savage level. Oh well. At least now I made room for Sleeping Dogs and whatever else Gold members get for free this month.

The Fishiest Grind Yet

Some bugs and fish are simply better than others in the world of Animal Crossing: New Leaf, and a lot of that determination depends on what season we’re in. For summer, you want to catch emperor butterflies and all kinds of palm tree-clinging beetles. For the fall, um…I don’t know. Mushrooms, I guess. And for the winter, you want to keep your eyes glued to large shadows in the river at night, because if you’re lucky you can snag a stringfish, which sells at Re-Tail for a whopping 15,000 Bells. In the mighty words of George Takei, “Oh my.” Or should that be OH MY GOSH?!

So yeah, I wouldn’t say I’ve been actively trying to grind out stringfish, but I do walk the river-line back and forth a few times each night before I let the Sandman take over. Still upgrading my house, planning to upgrade town hall, and Bells come and go, but will always be desired.

The Purpose of Art

This is the year that art and my unprofessional game journalism come together, as y’all can probably already see with the comics I’m doing for all my completed games in 2014. I also plan to re-tinker the look of Grinding Down from top to bottom, so expect some new pieces of art to pop up periodically over the next few weeks, as well as some other elements to disappear. Did anyone notice that I got rid of my large list of Achievements? No, didn’t think so. Anyways, I’m still trying to figure out what I want here art-wise, as well as working on other comic projects, but I eventually want this blog to really stand out as something unique, even more than just silly words on images as post headers.

Broken Age Breaks Out

Here’s something crazy: Double Fine’s Kickstarter-funded Broken Age releases today. Well, Part 1 (of 2), that is. Double well, only for backers, which Tara and I are, meaning we will get to play what I can only describe as a visually astounding old-school point-and-click adventure game. I’m excited to finally see the thing in playable, watchable form, as I’ve been following the documentary videos closely now for two years, seeing its creators struggling to produce something both small and grand, something beautiful and instantly recognizable. Hopefully all my adventure game playing will aid me in solving puzzles high up in the sky, as well as in space. You never know what Tim Schafer will throw at you next.

Music is the name of the game in ~airwave~’s first adventure

airwave i fought the law final thoughts

Look. I really like Ben Chandler’s work, and I’m going to continue trying everything he’s created, worked on, touched, raised an eyebrow at, farted nearby, etc, and hopefully that doesn’t come across as too obsessive. I think his painting skills rock and have greatly improved over the years based on what the recently redone and re-released The Shivah and upcoming Blackwell Epiphany look like, and his own stories and characters are generally light-hearted, but with enough charm and whimsy to not fall directly in the unnecessarily saccharine category. To date, I’ve played the following Chandler joints:

  • ^_^
  • Eternally Us
  • Annie Android: Automated Affection
  • Sepulchre
  • Trance-Pacific (haven’t written about this yet as I was unable to get out of the very first room, unfortunately)
  • Falling Skywards
  • Fragment
  • Ben Chandler: Paranormal Investigator

Search around Grinding Down enough, and you’ll probably find some words–and maybe a comic or two–I’ve written about a number of those listed above.

Which brings us up to speed with ~airwave~ – I Fought the Law, and the Law One, a very strange title, but I liken it to some faded t-shirt-wearing indie band trying to be all zany and out there with their debut album name, to catch people’s attention. The good news, for those that remember, is that I’m a sucker for oddly named entities. I’m also not pulling that music metaphor from the nethervoid, as music is the central theme to ~airwave~ One (my shorthand), both from a plot point to the world-building. See, Elodie Major has been running a small, independent radio station called Airwave Radio with her friend Zak for about five years now, creating a strong following with the people of the appropriately named town Wave. However, mainstream record labels are pressuring Elodie to play more “poppy” tunes, and she can only resist for so long. Down the road, a band scheduled to play is being put out to pasture by some man toting legal papers.

~airwave~ One is not a big game, but it has big ambitions. Namely, the radio. See, even though Elodie is out and about in Wave chatting up locals and solving puzzles, the show must still go on, with her friend Zak taking over. The radio station never stops playing, so your soundtrack for the entire game is covered, though it eventually does loop. I’d estimate that maybe about an hour and change of music and pithy commentary is available to listen to–and it’s all seriously fantastic. Yup, even Zak’s story about going to the market for a cucumber. I later reached out to Chandler on Twitter to get a list of all the bands so I could look up some of their tunes, and he revealed to me that all the music in the game comes from “imaginary bands by two people (and some of their friends in places).” Yowza. Talk about awesome, and talk about immersion. It’s a “live” radio station, too, meaning you can turn it off and on later to have missed stuff; that said, just never turn it off.

Another aspect of ~airwave~ One that I really loved was seeing all the record shop-like dialogue about fake bands. A large part of my daily life is randomly thinking about fun, silly band names when you say or hear a certain phrase or pairing of words, and so backtracking was actually a treat, as I got to read what X band was up to in this fantasy land. Everyone has a story or question to ask Elodie. It’s like my own personal point-and-click High Fidelity, and I’m Barry.

From a gameplay perspective, the puzzles are overall rather weak and straightforward. You pick up only a small number of items, leading to a limited number of combinations. I found myself eventually stuck on one piece of pixel-hunting for a wheel’s cable. There’s also a “pick a drink” puzzle that might seem rather daunting, but is solvable with some decent guesswork and basic trial and error tactics. Otherwise, nothing groundbreaking, but I think the focus of the gameplay should actually be on the atmosphere and the music and the relationships people have with and around it.

If the number in the title didn’t give it away, ~airwave~ One is only the first part in a series, and I hope Chandler gets back to it sooner than later, though I’m sure he’s busy now being all jobby with his newfangled job. Greedily, I just want even more radio to devour. In the meantime, snag a copy of the game for free by clicking these very words, turn up the volume on your speakers, and lose yourself in the music, at least for an hour.

2014 Game Completed Comics, #7 – Bad Dream: Butcher

2014 games completed 07 - bad dream butcher facebook

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