Category Archives: randomness

Hense, the Goddess of Pain and Pleasure, loves this blog post about Bastion’s difficulty

Suddenly, the Kid died three times in a row, unable to stop the swarm of Squirts and Gasfellas from overwhelming him with their lethal attacks. Up until that point, the Kid had never fallen in battle; sure, he’d come close, exiting the battlefield just barely, chugging his last bottle of health potion, wiping the sweat from his brow, quietly ignoring the narrator’s snide commentary. So, what had changed? Did the Bastion developers decide to ramp up the game’s difficulty without rhyme or reason?

Nope. What happened was that I built a shrine at the Bastion and turned on all of the god-like idols, thinking they were there to help and bestow great benefits on the Kid. Actually, they do the opposite of that. They make the game a whole heap-load harder, rewarding the Kid with more XP, but chances are that XP won’t be gained due to the fact that these enemies are now faster, stronger, and more deadly. Some even drop exploding bombs upon death, one last eff you before the darkness takes them. Because Bastion suffers from the tiny text disease, I couldn’t read the flavor text that went with turning on each idol and decided that surely they existed to help us on our journey to rebuild the Bastion. The idols also stack, meaning you could turn on a dozen and really wish your thumbs never existed. I believe I had turned on Acobi, Pyth, and one other idol before heading out to find Shards. Eep.

So, to help me and my bad eyesight out in future adventuring, here’s a table of all the idols you can unlock at the Bastion’s shrine, as well as what they do to ramp up the game’s difficulty:

Idol Description
Hense (Goddess of Pain and Pleasure) Foes are more ferocious
Acobi (Goddess of Oath and Abandon) Foes drop a live grenade when defeated
Lemaign (God of Hope and Despair) Foes’ attacks slow down the player
Pyth (God of Commotion and Order) Foes are quicker, both with movement and attacks
Jevel (God of Health and Atrophy) Foes are more resilient
Yudrig (God of Impulse and Bravery) Foes cause damage on contact
Roathus (God of Thirst and Plenty) Foes never drop Health Tonics or Black Tonics
Micia (Goddess of Loss and Longing) Foes have regenerating health
Olak (God of Chance and Whim) Foes occasionally turn to air, making them invulnerable to attacks for a short period of time
Garmuth (God of Purpose and Folly) Foes are more capable of deflecting attacks

Yeah, imagine all of those idols turned on at the same time. Can’t even stomach it. Thank goodness there’s no Achievement tied to utilizing these idols or anything; they are just there if you, the player, really want a different experience. I think I’m content with the default difficulty for now and will not be going back to the shrine any time soon.

Hard to say how far along in Bastion I am, but I’d wager either halfway done or a little more than halfway done. I’ve been using the machete and the scrap musket religiously, and haven’t really done much with secret skills. I constantly forget that I have a third attack. Oh well. Here’s to remembering things and reading important text then!

I can’t beat the second mission in Grand Theft Auto: San Andreas

I’m pretty sure no one likes admitting they suck, but here I am, all guts and no glory, telling the world (well, really just the select few that read Grinding Down) that I can’t even beat the second mission of Grand Theft Auto: San Andreas. Trust me, I tried. I tried oh so hard. In fact, I attempted to complete “Big Smoke” roughly four or five times, but found that controlling Carl Johnson on a bicycle and avoiding a car filled with gangsters and guns is beyond tricky. From what I understand, that’s the whole mission, too: put CJ on a bicycle and pedal your way to safety.

The first few times I was focusing more on staying up to speed with my gangsta buddies, so as not to get lost in the sprawling cityscape of San Andreas, but that often led to CJ crashing into something, falling behind, and failing the mission. Other attempts ended with CJ pinned against a wall or another car, a hundred and seven bullets flaying his skin, pelting him with ire, turning him into a slice of Swiss cheese. There was no chance at fighting back, only avoiding the car, but here’s a little fact that many people might not know: cars are faster than bicycles. No matter how hard I tapped the X button, I could not pedal ahead of the car, which pulled up right next to me and opened fire.

So after my sixth failed attempt, I muttered a cuss and took to highjacking some random automobile and causing as much chaos as I could. At one point, Tara came home and was talking to me, and we were having a full discussion, face to face, as I held down the gas button; amazingly, without even looking at the screen, my car was still on the move, hitting people and benches alike, as well as avoiding cops with an insane amount of luck. My car refused to get stuck, refused to explode. Maybe that’s the secret to doing well at a Grand Theft Auto game–not looking at the TV screen. Might have to try that trick if I ever attempt “Big Smoke” again. Or maybe not. I’ve no heart left in me, and I’m spoiled from L.A. Noire‘s easier action missions (and the ability to skip ’em entirely if they prove too hard or not fun).

Anyone want to come over to the Leaky Cauldron and finish this mission for me? I’ll pay you in praise and pretzels.

The top five greatest things about L.A. Noire

L.A. Noire is not Grand Theft Auto IV set in the 1940s, and for that I’m eternally happy. That’s not what I wanted. I wanted that open-world feel, but more guidance, more direction, and that seems to be the case here, pun intended. A linear game set in an open Los Angeles that, if you want, you can go explore and get lost in and attempt to run citizens over. But you’re a good-natured detective, and a detective like that moves slowly, meticulously, combing crime scenes for clues and interrogating suspects and musing with partners over possible plans of action. Sometimes action takes precendence, with Cole chasing suspects on foot or car, or trying to survive a shootout, or desperately trying to keep his hat on during a fistfight. But it’s the detective work and questioning of suspects and branching paths that make L.A. Noire its own game, and not just Grand Theft Los Angeles.

Oh, and here are five other great things about L.A. Noire:

5. Make a face, any face

This might surprise some to find my praise of the facial animation not number one of this insignificant list of mine, but that’s how I roll. I like the face work, I do. It’s very impressive, especially considering that both Tara and I immediately recognized Greg Grunberg as Hugo Moller just on his face alone. We were like, “Hey, it’s that guy!” And we were right. It was that guy. And we recognized him before he spoke, whereas it is often the opposite that confirms a suspicion about a voice actor in a videogame. And then Hugo began to talk, and it was like I wasn’t even in a videogame anymore, just a show on TV, where a guy was being questioned, and he was answering accordingly, twitching and looking away and furrowing his brow as we all do, and we had judgment calls to make.

4. All that jazz

In the late 1940s, after the horror of World War II, music reflected American enthusiasm tempered with European disillusionment. Jazz and solo singers breaking free from big band ensembles ate up the limelight, and Rockstar took it a step further for L.A. Noire‘s soundtrack, utilizing the remixing skills of some of today’s best DJs to create new versions of the old. Billie Holiday, Ella Fitzgerald, and Lionel Hampton are re-imagined in spectacular ways. Take a listen, I promise you that the songs are intoxicating and hypnotic. It’s a shame that I don’t drive around more to listen to them, but more on that in a bit.

3. That carrot is not irrelevant

When at a crime scene and searching for clues, Cole can pick up and inspect a number of items, many of which are either red herrings or simply inconsequential to the case. My favorite pick-ups are inside a suspect’s house, where Cole will meander into the kitchen, pick up a carrot, and stare at it for minutes before finally deciding that, yes, it’s most likely not the murder weapon. I’ve also noticed his love for picking up boxes of laundry detergent. Either way, it’s nice that they kept these items in, as it does give the feeling of truly examining a crime scene, no matter how silly they ultimately are. Always examine shoes, too.

2. Baby steps up the stairs

Y’all might think the facial motion capturing work in L.A. Noire is its greatest achievement, but you’d be wrong. Somehow, after seven years of programming and coding and researching, the people at Rockstar and Team Bondi were able to perfectly capture the way people climb stairs. If you don’t hold down the run button, Cole will climb a set of stairs in itty bitty steps, bobbing his head all the way up, like a jogger running in place. It’s hilarious and at the same time instantly recognizable; we’ve all gone up stairs like this at one time or another, placing both feet on each step all the way to the top, and it only helps to nail down immersion and authenticity.

1. You drive, I’m lazy

Most cop-work is done in pairs. Partners are not just a stereotype of the cop genre, but an integral aspect of working the streets and solving crimes. Plus, they can act as a personal chauffeur. At just about any point, you can hold down a button and have your partner drive to the next location. This is wonderful. You still get to listen to the interactive dialogue you’d hear if you yourself drove, but now you can listen without worrying about running into another car or careening off a cliff. If there’s no dialogue to be had, you simply warp to the desired location via a short loading screen. Again, this is wonderful.

One of my biggest gripes with Grand Theft Auto IV is how sadistic the mission structure was, often having you drive across two bridges and many miles to start a mission. Upon death or failure, you’d have to do all that again. It was even hard to stay on track in games like The Saboteur and Red Faction: Guerrilla. Here, in L.A. Noire, arrival at your destination is guaranteed. Occasionally, I do drive, but it’s always messy, and I rear-end a lot of cars, which gets my partner all huffy and puffy. Not needed. Hopefully this is something every open-world game can implement though how is not a quick answer to me. The fact that you are constantly paired up with a second person surely helps.

Don’t think I’m 100% sweet on the game though. There’s plenty I dislike, and if y’all are good and enjoy this post and share it with Reddit and Kotaku and StumpledUpon and the whole Interworld so that I can get rich and famous fast, then I’ll do a post on the five worst things in L.A. Noire.

The problem with every game ever playing in GTA’s sandbox

In 2001, a little game called Grand Theft Auto III by Rockstar ushered in a new form of gameplay, what we now call “sandbox,” wherein you’re free to roam the world and do what you want until you actually want to play the dang videogame. It offered total freedom and had its pros and cons; some gamers couldn’t handle the lack of direction, would drive around for a bit, cause some trouble, and never dig into the story. That’s me. I lose interest fast. Others, I guess, did actually play the game straight through, undeterred, undistracted. Kudos to them.

With greatness comes imitation, and every game developer post-2001 wanted to dish out some of GTA III‘s pie. I know this for a fact because over the past two weeks I’ve played three different PlayStation 2 games that are basically GTA clones in terms of structure and gameplay, mini-map and all. One did not surprise me, but the other two…yeah. If only they hadn’t been so blatant about it. Right, let’s muse about these three cloned sheep.

Mafia. Fine, yes. Understandable. It wanted to be GTA III in a different time period with a focus on the under-workings of the mob. No surprise here, and I do appreciate that the developers placed an importance on obeying the posted speed limits. The HUD is a bit clunky and cluttered, and the city streets are so devoid of life that one must ponder if the developers actually forgot to program in day-to-day citizens.

Wallace & Gromit: The Curse of the Were-Rabbit. This didn’t reveal its GTA III-ness until after the tutorial missions were done. Then we’re dumped into a hub world based around the duo’s terrace house on West Wallaby Street. It’s then split even further into four areas: The Town Centre of Wallersy, Grimsley Harbour, an industrial area, and Tottington Hall. You walk around and pick up missions from select neighbors, which appears as colored dots on your mini-maps. You can’t highjack vehicles in this one; if I could, those deranged rabbits would be roadkill sooner than later.

Ty the Tasmanian Tiger 2: Bush Rescue. And here’s where it gets sad. I had a wonderful time with the original Ty game, which was yet another platformer during that crazy platformer-led era, but it was a solid time, with a strong focus on collecting, as well as exploring the levels high and low. I popped in Ty 2 last night now that I have extra memory card space for it, and I was shocked to discover the franchise’s formula changes, going from a focus on collecting to mechs. I’m fine with the mechs, really. But it’s all set in a giant hub world that you can explore as you please, with vehicles to help get you from one place to another. But man, I played for over an hour last night, and I did like seven side mission thingies, leaving the main storyline to the Australian side, which has me worried that the emphasis is not on taking down Boss Cass again, but doing mindless tasks for mindless friends. Let’s hope not…

Claude Speed may give his approval, but I’m so exhausted over mini-maps at this point. BE YOUR OWN GAME.

Pre-owned PlayStation 2 memory cards tell the best stories

GameStop likes to email me, and I occasionally read said emails, but the majority get glanced at and then deleted. Except for the most recent one, which hit home deeply in that they were advertising pre-owned PlayStation 2 memory cards for only $4.99–down from $9.99. And I’ve been needing more save space desperately because I’ve run out of room on the sole one I’ve had since the very first days of gaining that special console, and there’s only so much data I can delete. Yup, even though I no longer have my copy of Suikoden V, I can’t bring myself to delete my 80+ hour save. That’s like throwing out a kid you birthed or helped birth.

But now I no longer have that problem because, after having corrected the local GameStop employee that they should cost $4.99 and not $9.99, I acquired another full 8 MB of space to use for all those new PlayStation 2 titles I’ve bought recently. But first, I had to delete everything off the pre-owned memory card, and man oh man, Grinding Down readers, did the logged games on this card paint a picture. There were at least three different save sessions for various Need for Speed titles, several sportsy ones like Madden and NHL, lots of Medal of Honor games, and then came the oddballs: LEGO Star Wars II, Spider-man 2, and Karaoke Revolution.

A quick Google search helped me find the memory card’s original owner(s):

Ugggggggh.

But seriously, that’s more or less the picture being painted here from game saves alone. There’s about 80% typical fratboy games (guns, balls, fast cars), and then a few that do not seem to fit, that exist maybe solely to entertain a roofied girlfriend for a bit. They all got deleted. I’m sorry if you’re a fratboy or a drugged girl and I offended you. Really, I am.

And then, unfortunately, there’s a small chunk of save space on the memory card labeled “corrupted data” that cannot be deleted; this worried me at first, and I really did not want to have to return a used PS2 memory card for another one, but this corrupted data actually does not seem to affect anything. I was able to start saving game progress for Tokobot Plus: Mysteries of the Karakuri immediately.

With plenty of save space available, I’m now actually inspired to start playing some of these PlayStation 2 games I’ve got collecting dust around here. I know, it’s 2011, and I’m only just getting to ’em now, but the PlayStation 2 is so not dead; it’s a great system that is only now making its way out the door, but there’s plenty of life left in it, so long as you got enough memory cards.

Steve Jackson Games unsheathes Munchkin Conan the Barbarian

Strangely and surprisingly, over the Memorial Day weekend, Steve Jackson Games announced yet another new Munchkin title, this time going almost back to their fantasy origin roots with Munchkin Conan the Barbarian. This is a 15-card supplement for original Munchkin–y’know, the core set that already has 74 supplements as is–and while I will always be excited for new Munchkin art, cards, and game mechanics, I am growing a little weary of how bulky original Munchkin is getting. I think I only have like three big expansions (Munchkin 4 – The Need for Speed, Munchkin 5 – De-ranged, Munchkin 7 – Cheat With Both Hands) and one little one (Munchkin Waiting for Santa), and it’s already way too many cards to deal with. When my wife and sisters and I play, we have to actually create two Door piles and two Treasure piles because stacking them all at once would suddenly turn a round of Munchkin into a round of Jenga.

But yeah, Conan the Cimmerian…I mean, Barbarian. He’s definitely a great character, surviving in a world with inventive monsters and barrels full of fun–yet deadly–weapons. There’s actually so much to Conan’s rich history to pluck from that I’m sad to see this as just a supplement and not its very own set. Again, give me more big sets before little additions.

Munchkin Conan the Barbarian comes out this fall. Naturally, a better title would’ve been Conan the Muncharian. I’m dying to see what the Barbarian Booties do. No sample cards available yet, but you can check out a few pieces of early art over at the set’s homepage.

Skirting the wild side with Wild Arms 2

Tara‘s been telling me for several months now that I have to play Wild Arms 2 from her side of our games collection, and since there wasn’t much else to deal with today but dog diarrhea and a severe lack of air conditioning in our apartment, I finally said okay and gave the game an hour of my time. Sorry, Greg, but I didn’t take any notes as I played. I did, however, have a serious blast naming the many characters’ names. That’s something I’ve always enjoyed doing in RPGs; for my first and only playthrough of Final Fantasy VII, I gave everybody either a Greek or Roman god’s name.

Here’s what I came up with for our colorful crew of heroes in Wild Arms 2:

Just ignore the stats in the images above. I got nobody past level 3 by quitting time. I also named some boy hostage 12345 and a friendly dog Updog. Yeah, I know. I’m da best at naming dem thingies.

Like all Wild Arms games would go on to do, the adventure begins with picking one of three characters to play as. Don’t worry. You’ll do everyone’s origin story, and then all three timelines will connect with each other. I picked Dimples first, a soldier in Meria Boule’s army, one of the three nations of Filgaia. He walked around some underground place, learned how to hit switches with throwing knives, and then fought a boss monster with creepy hands. Next it was on to Banana’s story, which is a little on the somber side. See, he’s hunted as a criminal, but is actually a “hero.” The use of quotation marks is his doing, not mine. Maybe he doesn’t want people to confuse him with a sandwich. Lastly, there’s Brickface, and boy did I name her correctly. She’s a hapless magician in training, and her introductory story is one giant puzzle of blocks and switches and giant bugs. It’s not fun. In fact, it’s a bit frustrating, and by then I’d had enough, so off went the PlayStation 2’s power button.

Some strange things to note though. Despite being three separate characters who have not yet met each other, they all shared the very same inventory. I had collected 14 Heal Berries with Dimples, and then when it was time to switch over to Banana, he also had access to all those berries. How does something like that work? The battle graphics are atrocious, but otherwise the game is pretty decent looking. Dialogue can be a bit confusing as it’s not always clear who is talking. Evidently, you can also name your own spells; Tara renamed many of hers after ones from Slayers and Magic Knight Rayearth. Go, nerdy wife!

I can’t promise that I’ll go back and play more Wild Arms 2 at this point, but if I do, at least it’ll be worth a few laughs.

Adding to the Backlog – A whole bunch of drastically different videogames

Suddenly, without warning, my backlog grew tremendously over the last couple of weeks. Actually, no, not without warning–I’ve been buying games pretty frequently, mostly because I’m trying to fill out my PlayStation 2 games collection before all copies of anything PS2-related disappear like pay-phones, cassette tapes, and music videos on MTV. Also, Arnold Alois Schwarzenegger’s pride.

Here’s a little summary of my recent additions:

Grand Theft Auto: San Andreas

I actually ended up buying a new copy of this game for around $15.00. This totally confused the GameStop employee as he claimed that he had not sold a new copy of a PlayStation game in many, many months. He had no idea where they kept them. He called three people on the phone. Time passed, and I shuffled back and forth on my feet, waiting, wondering. Anyways, I’ve yet to pop this baby into the disc tray. Soon, I’m sure.

Mafia

This is okay. Not quite a GTA clone, but there’s bits and pieces there, as well as a character named Pauly. However, I’m stuck on the third mission. Like, I’ve tried it six times, and I can’t get past it. You’re supposed to bash a bunch of cars up with a baseball bat and then ignite them in a blaze of glory with a molotov cocktail; the problem is that once you’ve smashed up two and a half cars, a bunch of goons with guns attack you, and within a few shots, the main character is dead. I’ve tried it a bunch of different ways, but can’t seem to avoid their shots and finish up the job at the same time.

Wallace & Gromit: The Curse of the Were Rabbit

Haven’t played it yet, but the store clerk was excited to see me getting this game. Seems to be more of a platformer than an adventure game, but I’ll give it a shot.

Ty the Tasmanian Tiger 2: Bush Rescue

Ratchet and Clank, Jak and Daxter, Sly…those were the staples of PS2 platforming titles. However, another series existed, one about a not-so-crazy Tasmanian tiger that kept a nifty collection of boomerangs. I have and enjoyed beating the first game in the series so I picked this one up for super cheap. Shame it has a laughingly bad name. Can’t wait to rescue some bush.

The Simpsons: Road Rage

Tara saw this and said something to the effect of, “The Grand Theft Auto Simpsons!” And she’s a huge fan of the show, much more than I am, so I grabbed it for her for $4.99. However, it turns out it’s more like Crazy Taxi than GTA, but it’s still pretty fun. Love that it has all the true voice actors in it. I got to be Ottoman and drive around a topless school bus.

Tokobot Plus: Mysteries of the Karakuri

No idea what this is, but the Capcom-esque art style and inclusion of a mini army of robots was enough to sell me. It was like $4.00. Haven’t gotten to try it yet.

Now, if I just complete all six of these games in the next week, that’ll bring me up to 25 total for 2011, and then I can gleefully go out and purchase L.A. Noire for the extended holiday weekend. Ha, not likely. Besides, I’ve got a bunch of artsy projects I really should work on instead of playing with pixels. However, I’ll still be searching for other PS2 titles I want…if you have any, please send them to me as soon as possible, and I’ll repay you with a silly drawing. Seriously, that’s the deal. Unless you have Suikoden III. Then I’ll do you a silly drawing…in my very own blood.

Odd Gamerscores are perfect for palindromic numbers

I had a busy day of pinging Achievements, unlocking several from a number of games: A Kingdom of Keflings, LEGO Pirates of the Caribbean, and Fallout: New Vegas. When all was said and done–and by that, I mean when it was time to stop gaming and make dinner–I noticed that my Gamerscore looked kind of special. It read 23132. Here’s the moment frozen in time too:

Oh boy! Zaaaany. There’s even a name for this crazy happenstance, and it’s called a palindrome. Basically, a sequence of units that can be read the same forwards and backwards. It occurs a lot in life, and I can now check off “palindrome the heck out of my Gamerscore” from my bucket list.

I know, I know. It’s all rather silly, but I found it amusing, and it’s probably never gonna happen again, at least not like this because I’ll be getting the 88G Achievement soon from LEGO Pirates which will turn my ‘score back to a nice, even number. In fact, I’ll probably do some more gaming tonight, messing up my ‘score most certainly by morning’s time, which is why I’m pushing this post out sooner than later.

Another fun example of a palindrome? This phrase: rats live on no evil star.

Got the itch to Quidditch

I’m a huge Harry Potter fan, and everything from the books to the movies to the LEGO-ized videogames to the tiny, but fantastic theme parks are laced with pure joy because once I interact with them, I’m beyond content. Here’s some photographic proof too, of Tara and I enjoying some frozen butterbeer on our honeymoon, even if it’s probably overpriced:

I think the world and lore and workings of the Harry Potter universe are stellar, with J.K. Rowling going the extra seventy-seven miles to make sure that everything clicked and made sense in a magical manner. She even made up her very own sport, which, contrarily to what you may believe, is not a simple task: you need rules, goals, strategy, players, teams, fields, designs, logos, tournaments, history, and so on. Quidditch is no Calvinball.

Quidditch is a mix of soccer, basketball, and football, with the most striking difference being that it’s played by witches and wizards on brooms and not on the ground. There’s a lot happening at once, with multiple balls to pay attention to: the Quaffle is a large red ball used for scoring points by tossing it through an opposing team’s hoops; Bludgers are angry, enchanted balls that Beaters hit away or at other players; and the Golden Snitch is a small, golden ball the size of a walnut that, when caught by a team’s Seeker, rewards that team with 150 points, ultimately ending the match. It’s fast-paced and anyone’s game all the way down to the Snitch.

And so it’s strange that, for all these years of Harry Potter’s growing popularity, there’s only been one videogame take on the magical Quidditch. I mean, what with the big push of online multiplayer and socializing these days, I find it amazing that Quidditch hasn’t been bundled in with the latest Harry Potter game as a multiplayer option. Instead, we just have Harry Potter: Quidditch World Cup for the PlayStation 2, Xbox, GameCube, PC, and Game Boy Advance. Recently, as I searched high and low for PS2 games to add to my collection, I found the Ps2 version of Quidditch World Cup for $2.99 and said, “Bloody brilliant!” Well, no, I didn’t actually say that. But if Ron was with me, surely he would’ve.

The game’s okay. You start out doing some broom challenges, which teach you the basics of passing, shooting, stealing, catching the Snitch, and so on. Then you pick a House team, and it’s off to try to win the Hogwarts cup. I went with Ravenclaw since that’s the House I belong to, and I found beating Hufflepuff, Slytherin, and Gryffindor to be extremely easy. Like, they never scored a point against me. Maybe I was just really awesome at virtual broom-flying? Nah, that’s not it. After the Hogwarts cup, it’s on to the Quidditch World Cup, and I chose Japan, dueling it out with good ol’ USA. The spike in difficulty was sharp, and the game was super close, ultimately coming down to whoever caught the Snitch first. Thankfully, Cho did her thing, and we won, a victory surely earned unlike those back in the Hogwarts days. After that intense match, I took a break and checked out some of the Chocolate Frog cards I unlocked throughout play.

If anything, Harry Potter: Quidditch World Cup showed how much of a Muggle I actually am. The game taught me about the Golden Snidget, a small, golden-yellow bird previous used in Quidditch before it became deemed too cruel and unsafe for the animals. I never knew about this backstory to the wizarding sport, and in all seriousness, I just assumed Electric Arts decided to spell Snitch wrong or in a special British way. Go figure.