Category Archives: videogames

Life in Phantasy Star II is peaceful until Biomonsters show up

phantasy star II early thoughts copy

How I came about playing Phantasy Star II recently probably says too much about my personality, but I’m going to explain my reasoning nonetheless. Because it is not often that I dip back into the Mega Drive/Genesis era of the early 1990s to play a 16-bit Japanese role-playing game that just about tells you nothing as you go from futuristic building to building, fight to fight. See, some time ago, somebody asked Giant Bomb‘s Jeff Gerstmann what his favorite JRPG was, and his response was a flat, non-emphasized Phantasy Star II. I’m forever always interested in people’s answers to this question and–despite that JRPGs are such a niche, often dismissed genre–preferences can surprisingly run the gamut.

First I had to see if I had a copy of Phantasy Star II somewhere in my collection. The name certainly sounded familiar, but maybe only because I’ve been hearing a lot of grumbling online about how Phantasy Star Online II–totally a different game–is probably not ever coming to U.S. shores. Evidently, Jeff’s favorite JRPG is available on a number of platforms, but it turns out it’s included in Sonic’s Ultimate Genesis Collection, a gathering of Genesis titles for the Xbox 360/PS3 that I played through some years back, eventually unlocking all the Achievements, too. At that time, I was embarrassingly more crazy about Achievements than I am now, and I only played the games included in the collection that were tied to a ping-able digital award, and Phantasy Star II was not part of that big bunch. Either way, it was fun to discover that I already had a copy ready to go, ready to be experienced blindly.

I have no idea what happened in the first Phantasy Star and if II is an actual narrative sequel or more like the Final Fantasy franchise where every story is separate and unique. Anyways, it begins with a nightmare. The embodiment of evil called Dark Force has returned to the peaceful Algo Star System. Mother Brain, a computer system built to control and maintain order, has began to malfunction, and the main character, a blue-haired boy named Rolf, has to figure out why.

And that’s all I know so far because I’ve basically spent my first two to three hours in Phantasy Star II grinding for essential experience points and Meseta, walking back and forth between the town of Paseo and the wild grasslands just outside its walls. Rolf’s commander has ordered him to visit the Biosystems Lab where Biomonsters are created and bring back a recorder, and I’ll get there soon enough, but it seems impossible to survive the trip unless Rolf–and his purple-haired, pointy-eared friend Nei–are both around level 5 or 6. Something I wasn’t prepared for when going into this JRPG was just how little it told you: I’ve had to learn the combat, what the items do, how the menus work, who can equip what weapon and armor, and so on all by my lonesome. It’s all about self-discovery, but for those struggling, there’s also this fantastic website: http://www.phantasy-star.net/psii/psii.html. A great example of this is that Nei has a technique called RES, which I stupidly assumed had something to do with raising a character’s resistance, but it actually restores health, a spell I should have been using from the first step into the wild.

I walked away early on in Final Fantasy: The 4 Heroes of Light because I found the hands-free combat frustrating, and I’m unfortunately seeing similar trends in Phantasy Star II‘s battle system. Combat is continuous, meaning you press a button to have your party members begin attacking/defending, and they’ll keep doing that until they defeat the enemies or you step in to change something up. If you want to change any character’s actions for the next round, all you have to do is press a button before the current round ends. Right now, Rolf is my main attacker, and Nei handles healing and being a tank, taking a lot of damage. Thanks to writing this post and doing some light research across the Interwebz, now I know that Nei can attack too if you equip her with Steel Bars. Will do that pronto, for sure.

So far, the music is devilishly catchy, worming its way into my brain and looping for hours. The two tracks I’m loving and hearing the most are, naturally, Paseo’s town theme and the jams for exploring the overworld map. The bass is bouncy warm, and the cheery town tune is so dang cheery that I don’t ever want to go into a shop and have it stop playing. First-world problems, I know. However, I’m not actually sold on the battle music, and considering you are not actively involved for most of the battles and are just sitting there listening, that’s a bummer. And according to Wikipedia, everyone’s favorite website to trust, snare drums are much louder in the Japanese version of the game.

I’m definitely going to keep playing Phantasy Star II because I don’t think I’m still seeing it. Whatever it is. I mean, in truth, I’ve barely started this sci-fi journey to save a realm from monster invasion. I just hope I neither find myself overleveling the characters or stuck grinding to make it safely ten steps across the map. I guess once more people join my party and I can better equip everyone, progress will be much smoother, but until then I have to take things slow because I have no clue what anything is, money is tight, the threats are real, and without coddling learning is a poky process.

2013 Game Review Haiku, #43 – 400 Years

2013 games completed 400 years

A calamity
Is coming, have to stop it
E to plant chestnut

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Might & Magic: Duel of Champions battles for my attention

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Readers of this blog should know that I love just about any and every CCG I can get my hands on, whether or not I actually have someone to play against. Part of it is the collecting aspect, the fantasy that if I get this card or that card or three of that card then I can really build something special and unique to my playing style. It’s all about dreams, and this definitely started with Pokemon, Magic the Gathering, and Lord of the Rings, which I played with a small circle of flesh-and-blood friends. I also have some other card games in stuffed away in a box in my studio space that I’ve never played with anyone, such as The Simpsons TCG, Gloom, and Wyvern; I just have ’em to have ’em.

However, over the years, my gaming circle has diminished, though there are the occasional spouts of Munchkin and Lords of Waterdeep with friends, which are board games with some card-based elements, but not enough to get my palms sweating. Alas, I’m pretty much alone nowadays in my affection for CCGs and TCGs, and since I have no one else to share that love with, I must resist and sit on my hands. Even when it comes to digital card games. Sorry, Cardhunter. Bummer, Hearthstone: Heroes of Warcraft. Too bad, SolForge. My apologies–argggh, fuck it.

I can’t hold out forever.

I guess there was a beta for Might & Magic: Duel of Champions a couple months ago, but I only ever first heard of the game when it released–for free–on Steam recently. You can mostly thank Penny Arcade for tweeting about it, but I decided enough was enough, clicked “play,” and waited for the game to finish up its installation thing, which did not take very long. However, before I could partake in any collectible carding, I first had to create a Uplay account, much to my disliking–a minor annoyance at best. But then it’s right into the action of this fantasy-themed strategic online CCG where you choose a hero, build an army of creatures, cast spells and fortunes, and defeat your opponent as swiftly as possible. Basically, Magic: The Gathering, but a teensy bit different in a few areas, just enough so that Wizards of the Coast does not come armed with lawyers and paperwork and turn one Lightning Bolts.

Duel of Champions opens with a faction selection: Haven (protection and healing), Inferno (attack damage), or Necropolis (infecting and stealing life). Depending which one you align with, you’ll see a different story and deck of cards to muck around with. I went with Haven as it reminded me the most of white weenie MTG decks, where it is all about small creatures and protecting yourself with spells. The campaign starts with a lengthy, but vital tutorial that teaches you all the basics before padding off main story missions. Each encounter has some–well, to me–throwaway dialogue at the beginning that ties into the plot, and you battle with cards to earn XP, gold, and seals. To win, you have to damage your opponent’s hero until he or she has no more health.

In order to play cards, you not only have to use stored resources (like mana, but not), but also a combination of three different tracked elements: Might, Magic, and Destiny. Each turn, the player can increase one of these stats or their hero can use a special ability to do something else. I think the Haven hero lets you draw an extra card? Sorry, I don’t remember. Also, each player has eight event cards on the side, which are shuffled together and brought out in twos. These rotate around with each use and can only be activated once a turn if you can pay for the cost, with effects that generally target all players, negative and positive. They remind me of portals/dungeons from Munchkin and planes in MTG, in that they often are the vital game-changers in any round.

After all that, there are three main types of main cards found in every hero’s deck: creatures, spells, and fortunes. Data printed on creature cards correspond to an attack score, a retaliation score (damage dealt back to an attacking creature), and its overall health points. Health does not regenerate at the end of the turn like in MTG, meaning you have to be always aware of who is hurt the most. Spell, so far, are rather straightforward, such as raising the strength of a creature or healing its wounds. Fortune cards are like mini-event card that seem to only effect you and play around with the rules of the game.

And so it goes: you play cards, perform your actions, attack, and prepare, and then the other player goes. An opponent’s turn can sometimes go by in a blink of an eye, so you have to be paying attention, but truthfully…it’s a bit lifeless against artificial intelligence, but it’s all I have currently. Not terrible, mind you; just void of something. I suspect once I’m further along I can do a little online multiplayer and see what that’s like, but for a free card game riffing on what MTG created, it’s pretty good and has enough tweaks to make it a wee bit more interesting than a blatant clone. I certainly am playing it more than I did that other Might & Magic title. And if you read through all this with wild, excited eyes and totally grokked all that I wrote, please come over and play card games with me on the weekend. I have plenty to try. Any time is fine.

SPLASH DAMAGE: Videogaming in “Undeclared”

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Unlike my videogaming habit, I try to stick to watching a single TV show at a time. This allows me to stay immersed and connected with the characters and storylines and not have to juggle a billion different happenings in my limited headspace; of course, due to the wealth of shows out there and number of places you can watch stuff for free or relatively cheap, I’m juggling three to four shows at the moment, namely Downton Abbey, The Walking Dead, Top of the Lake, and, lastly, Undeclared. Actually, I’m only one episode away from finishing Top of the Lake, which is a hauntingly beautiful and sad show filmed and set in New Zealand, and Tara and I only catch up with The Walking Dead every week and Downton Abbey every few weeks. So really, for me, it’s just been Undeclared over the last few days because I wanted something light and breezy after finishing up Breaking Bad recently–hey, check out my newest comic if you’re a Heisenberg fan–and that third season of Louie did not cut it.

Undeclared comes from cult favorite Judd Apatow and closely follows up on Freaks and Geeks, a show I very much adored. But instead of high school and hour-long episodes, we’re now in college with a potpourri of freshmen and 30-minute long episodes. A lot of the same themes are present here, such as taking responsibility and accepting who you are, but they are buried pretty deep beneath general goofiness, zany character motivations, and bombastic plots. At one point Adam Sandler playing Adam Sandler shows up. It’s not amazing, but it’s okay and bite-size, and I’m enjoying seeing many actors in their prime that I follow now, such as Lizzy Caplan, Seth Rogen, and Amy Poehler. Will Ferrell also appears in episode 7, “Addicts”, and his performance and script and the way he acts when it comes to videogames only confirms for me that Elf was and will always be his best, as well as that most people in TV have no idea how to portray entertainment gaming or those that like it.

In “Addicts”, Ferrell plays a townie called Dave who, for a small fee, will write papers on any subject for struggling–or lazy–college students. This works out well the first time, getting our leading lad a high mark, but the next set of papers turn out simply terrible, and it’s then that we realize that Dave is supremely messed up, on drugs, and unable to distinguish reality from videogames. See, Dave just got a PlayStation 2, and you can clearly see him enjoying Kessen, a real-time tactics simulator set in feudal Japan. As he plays, he is literally mashing on every button and moving the controller in his hands as if it covered in butter and he can barely hold on. When confronted about how bad the papers were, Dave says it’s because he was “this close to getting to level 24.”

As far as I can tell, in Kessen, there are no levels, not at least in the traditional sense. The game is broken up into different events, such as the Skirmish at Kuzegawa or Escape from Minakuchi, each with their own objectives, and I don’t think if you even added up everything in the game you’d come up with 24 somethings to do. Though I could be wrong. Still, it comes across as Dave just shouting gibberish, a phrase better associated with something like Super Mario Bros. or Sonic the Hedgehog–though not perfectly. If Dave was really into the game, as they show he is, he could’ve been more specific, like saying the name of the final war encounter. Later, he also refers to it as “that ninja game” when he is out of his mind on speed and trying combat the trio of college freshmen in his own house. It’s over-the-top and embarrassing, and only reinforces negative stereotypes of what a gamer looks like (well, in 2001)–college dropout, skeezy, on drugs, hyperactive, and unable to keep a grip.

If you’ll remember, I also ran into some problems with how games like Crash Bandicoot were handled in Felicity, and many of the same stereotypical dramatizations happened there as well. I wonder if Judd Apatow and J.J. Abrams shared emails with one another.

Anyways, you can watch clips of Dave being a loosely wired videogame freak from the show here, but the action really starts around the 4:00 mark:

SPLASH DAMAGE is a non-scheduled feature on Grinding Down that examines the way videogames are handled in different types of media, such as comics, movies, and TV shows. Basically, whenever I see them being grossly misrepresented, I’ll write about it. Expect a lot of grumbling over people thrashing around like wild beasts when holding a controller and shouting out strange things that many non-gamers might assume a gamer would say. Also: obvious links to drug addiction tendencies. Seriously, we can do much better than this.

Tower of Heaven is a tough, rule-stacking platformer

tower of heaven final overall imp

Much like with Persist, I am finding myself drawn to platformers that really mix the genre up so that it is no longer simply about jumping left to right, down to up. Those simplistic actions are totally fine, given that that’s where this genre really began with Super Mario Bros. and Alex Kidd in Miracle World, but eventually the premise wears thin, and there needs to be something else tossed into the machine to create a different style of play.

Again, in Persist, you lost abilities, like being unable to swim in water or even jump, which made traditional platforming problematic and demanded you figure out a way around regardless. In Fez, which is probably more puzzler than platformer, you could rotate the level to traverse to new areas, find hidden secrets, and see everything in a new light. Braid had you playing with time. Sonic the Hedgehog, which I’ve never been good at, placed more of an emphasis on speed than straightforward platforming, and 3D titles like Jumping Flash! took advantage of a rather unique and challenging perspective for platforming purposes, with the camera locked in first person mode, which made leaping to extreme heights both exhilarating and disorienting. And awesomely, I could list other examples, but I think that’s decent for now.

Well, in Askiisoft’s Tower of Heaven, our game of the moment, there’s a rule book you acquire early on, and if you don’t follow the rules, you die–plain as paper. Designed to look like a Game Boy romp of old, this challenging platformer looks more innocent than it really is. By the time you pick up the second or third rule, it’s just as difficult as the masochistic platformers of this past generation–I guess I can say that now since we’re moving on to the next one with the PlayStation 4 and Xbox One finally exiting their respective dungeons–namely, Super Meat Boy and I Wanna Be the Guy. It’s difficult and leaves nearly no room for error, especially once you can’t go left, touch the side of blocks, and even touch other living beings. But I guess I’m getting ahead of myself.

The plot. Yup, there’s a plot. You are a lost soul, represented as a dark shadow of a human figure, and you are attempting to climb a…tower. Where does it go? Well, the game’s title should clue you in, but I couldn’t tell if that was meant to be taken literally or figuratively. A mysterious voice from above does not believe you can do it and begins to throw wrenches into your plans when it becomes clear you are unwilling to walk away from your heavenly goal. There’s some religious text at the very end that kind of confused me and felt like it was there to be “deep” and “thoughtful”, but really added little to the story. In each level, your goal is to reach the staircases and continue up. However, as you progress, the voice from above will place specific restrictions on you (such as you can no longer hit the left key or touch the side of walls), and these rules eventually stack on top of each other, meaning you have to constantly be aware of all the things you can’t do, as well as what you can. At one point, you weren’t even allowed to check the rules menu; if you hit the button to bring up the list, you exploded into pixels. It’s a fantastic gameplay idea, though it makes for tough towering.

All that said, here’s about nine minutes of me going through the motions for Tower of Heaven‘s first few levels. Warning: my mic audio is very high and airy, and I’m still tinkering with my settings to learn what works and what doesn’t for recording purposes. Again, if anyone has any tips, I’ll take ’em. Just throw them at my head; I’m using OBS now to record gameplay footage and a LogiTech headset.

I played more after the video ends and was able to beat Tower of Heaven after about twenty or twenty-five minutes on the final few levels. I came very close to giving up entirely though, that’s how challenging it got. When the rule states that you can no longer touch living beings like butterflies and grass, well…you begin to notice that stuff is all over the place. Anyways, the ending was simply okay, if a bit muddled in its own revelations and heavy religious tone, but I dug it nonetheless. Just like in VVVVVV, you get a stats screen at the end, and mine showed that I died a total of 154 times, which I am totally not ashamed of. If you’re into retro games with some challenge, this one is definitely worth checking out.

Learning the nature of Primal’s demon realms all over again

primal-ps2_2_891745-550x309 copy

I made a grave error when beginning Primal, staying headstrong on this lofty goal of mine to beat five specific videogames in 2013. If I can see its credits roll, it’ll be the third title I can check off my digital list, which I’ll consider a fine achievement. However, that’s only if I don’t goof up again, like I did when choosing the lesser of my two PS2 memory cards to save the game’s data on. Could’ve really used some advice from Scree on that one.

If you’ll recall, I was able to snag a used PS2 memory card some years back, but there’s some corrupt data on it that I just can’t delete, no matter how many times I try; however, I’ve been able to save other game info on there just fine, like my vital progress in Harry Potter: Quidditch World Cup and Secret Agent Clank. So it definitely isn’t completely broken. Just randomly, I guess. Alas, after playing for two hours of Primal and getting to just before the game’s first boss battle, my save data became corrupted and wouldn’t load. Eek. My heart turned to stone each and every time the “load error” message came up. So I had to switch over to my mainstay memory card and delete some info, such as Tony Hawk Pro Skater 3 character save BS and whatever little progress I made in Wallace & Gromit: The Curse of the Were Rabbit, and start all over again. At least this time around I knew puzzle solutions and could skip all the cutscenes immediately.

So yeah, I’ve played about four or so hours now of Primal–that’s the first two hours twice, and then a wee bit more once I got my saving stuff in order. It’s good. I mean, it’s always been good, but I think the game still holds up really well in 2013, mostly for its Buffy the Vampire Slayer-esque story, cheeky characters, and larger-than-realm scope. Seriously, the realm of Solum feels absolutely massive even if, technically, it’s not, and I have already found myself getting lost going from the forum to the hunting camp to the colosseum, though you could probably also blame that on the lack of an on-screen mini-map. Granted, I generally associate dark, snowy worlds with time standing still thanks to The Lion, The Witch, and The Wardrobe, and Solum comes across as a bitter, uninhabitable home full of strange people and customs.

Some of Primal‘s gameplay mechanics are not as awesome as I remember them, and now that I actually play it, controller cradled in hands, I’d prefer to have no combat at all, but that’s just a pipe dream. Like in Silent Hill 2, combat is an essential part of the game, even if it is clunky and obtrusive and strangely designed around the left and right triggers. Restoring and harvesting health from fallen foes is tedious, and the climbing, now spoiled by the likes of one-button speedfreak Assassin’s Creed, feels pretty cumbersome. But all of that can be dismissed simply to hear Scree and Jen talk, as their banter feels genuine, and you can really watch Jen grow closer to the little gargoyle in a natural way, which might sound odd, given that she’s technically dying in a hospital and has been taken to a realm between realms to do something heroic and find her stolen band boyfriend.

I’m approaching the part in Primal where I always stop and…walk away, much like I had in the previous two entries checked off my list–Chrono Cross and Silent Hill 2. I just need to power on and not be afraid to use a walkthrough when I get stuck because, surprisingly, this game doesn’t highlight interactive objects in a bright yellow glow or put a giant arrow over them like many gamers are coddled today. You have to be observant and aware and willing to think outside the castle wall box. However, sometimes the answer is not easy to deduce without any clues, and I’d rather have someone else tell me what it is then to give up on Primal yet again. I have to see this spunky goth girl, also a coffee bar waitress, discover her destiny. I have to.

2013 Game Review Haiku, #42 – Tower of Heaven

2013 games completed tower of heaven

Reach the tower’s top
By jumping, but the rules keep
Adding up, amen

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #41 – Grand Theft Auto V

2013 games completed gta 5 franklin bike copy

Three bad men team up
For the biggest score ever
Drive, shoot, open world

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

Waiting for you, Silent Hill 2, to unravel in my mind

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Silent Hill 2 is pretty fascinating from all angles. After nine or ten hours played and one ending unlocked, I can say that confidently. Maybe even intelligently. It is a marvel of the horror gaming genre, as well as what a lot of “scary” games–now and forthcoming–should aim for in terms of story-telling, atmosphere, and sound design. It doesn’t have to be jump scares all the time. However, no one should try to ape its combat system, as that aspect continues to be the worst part of this survival horror franchise and should be stripped out completely in lieu of more puzzles or just quiet exploration. Everything else though? Psychologically unnerving, but in a good way. Probably.

Before we go any further, let it be said: spoilers. I’m going to be talking openly and veraciously about what happens in Silent Hill 2, from beginning to middle to end, taking out my handy magnifying glass and leering at everything not covered by thick fog, unless it’s too disturbing to do so. If you have not fully experienced this game, just stop reading and go play it. It’s not terribly long. In fact, I was checking out the Xbox 360’s Achievements list for the version included in the most recent HD collection, which you probably shouldn’t get, and one of them is for beating the game in under three hours. Oh my. It took me just around ten; however, it’s not a game one should rush through on their first visit, but it also doesn’t overstay its welcome. So go play, let Silent Hill’s disturbing horrors take over your mind, let the unsettling sound design raise the hairs on your arm, let the bosses be bothersome–and then come back here for some discussion.

From what I can tell, no one goes to Silent Hill voluntarily. In Silent Hill 2, James Sunderland finds himself drawn to the eerie town after receiving a mysterious letter from his wife Mary. One minor problem: she’s been dead for several years now. That’s the simple setup and main goal for the whole game: find Mary. But as James progresses and meets both monsters and men hidden in the infamous PlayStation 2 fog tech shrouding the town in secrecy, another story begins to be told, one without many words, but lingering there on the edge of reality nonetheless. This is all about James, not Mary. For James is a Very Bad Man™, an antihero, a sad stick of a human being, and deserves to be punished. Everything stems from his horribleness.

See, Mary was ill and dying. The game never explicitly says–how shocking!–from what, but you get the impression that it’s not the flu. Just some bad business. And then Mary died. Unfortunately, James killed her before the disease could and then blocked out the memory. Mary did not die three years ago; she got sick three years ago, and he killed her very recently. He goes to Silent Hill to face his literal demons; in fact, once you learn this, the original letter from Mary disappears from your inventory, solidifying the reason for being there. It was not a crime of compassion, but rather selfishness and shame, because James no longer wanted to look at his sick wife being sick–the disease was apparently quite disfiguring–and began to find himself attracted to the nurses in the hospital, his love going astray.

Along the way, James comes across other people trapped in Silent Hill. There’s Angela, an evasive young girl who we later learned was abused by her father. Eddie, who is puking his guts out upon first meeting him, seems to have a bit of a mean streak because the world was always ragging on him for his weight. Laura, a young girl, just keeps running away from James at every chance–and rightly so. Lastly, there’s Maria, a woman he finds in the park; strangely, she resembles Mary both physically and in her voice, but she’s also different in minor and major ways. To me, these people are not just here for shits and giggles, but represent a vital portion of James as a whole: Eddie is his uncontrollable hatred of others, suicidal Angela is his hatred of himself, Maria is the love he has for himself, and Laura is everything innocent that remains, for she is able to run around Silent Hill carefree, not seeing a single monster. Or they could be lost souls, struggling with their own problems at the same time James is.

Of course, you can’t talk about Silent Hill 2 without taking a look at everyone’s favorite big baddie to cosplay as–Pyramid Head, the iconic blade-wielding monster. He pops up now and then to torment James some more by killing Maria, a woman that closely resembles his Mary, over and over and over again. You fight Pyramid Head all by your lonesome a few times in the game, but you can never damage him, never stop him. Basically, Pyramid Head represents the fact that James can’t avoid his guilt, that the selfish murder of his dying wife will haunt him always. He’s pretty terrifying, especially his first appearance, which implies that he is sexually assaulting one of the nurse monsters, which adds to James’ reprehensible behavior; you can over-analyze as you see fit.

For the majority of the game–let’s say 75%–you know nothing. You are just a man named James in a strange town looking for your wife. You come across monsters, you find other people trapped, and you work your way from building to building, looking for answers. It’s only when you finally get that big answer that you can begin to question everything revolving around James, including the man himself.

A lot of all the above theories are implied or simply hidden in the fog of one’s mind, and without any kind of examination, Silent Hill 2 comes across as merely a man trapped in Purgatory, fighting off or running from scary monsters. By that alone, it’s still a fantastic journey, but the fact that it is so layered is beyond rewarding. Other games in the franchise are more straightforward, focusing on a cult and the obvious evil powers floating around the fictitious town, though I believe Silent Hill: Downpour dives into some psychological issues. I find Silent Hill 2 fascinating for the questions it doesn’t answer or bring up or even hone in all; everything is there for interpretation, and it’s up for you to figure out how the story goes.

Chances are high I’ll never play Silent Hill 2 again. The “Leave” ending is canonical for me, but I looked up some of the other ways this goes down–even the jokey ones–on YouTube, and have seen everything I wanted to see, including how the puzzles change on different difficulty settings. At some point, I’ll move on to see what Silent Hill 3 is all about, but nothing will ever be as successful at burrowing into my brain like James Sunderland’s visit to a foggy town to heal himself of the horrible choices he made. Nothing.

Land the plane, bury the hatchet in Grand Theft Auto V

gta V bury the hatchet mission rant

Hello again. I’m back to moan and groan about Grand Theft Auto V, but this time it’s not about a glitch, rather an examination of my inept plane-flying skills and strange, faulty mission design stuff on Rockstar’s part. Also, the stupid tug of Trophies, the poor man’s Achievements, both of which I keep telling myself I really don’t care about any more, but find myself still interested in unlocking nonetheless. Le sigh.

I’ve made a big push to see GTA V‘s main storyline come to a close–something I want dead and done before we ring in the new year because I want to move on to at least one of the other two new PS3 games I’ve recently added to my collection, namely Sly Cooper 4–and I think I’m a few missions away from the big finale. That’s good. So long, that is, as I don’t get distracted with side stuff or simply driving around, blasting Eddie Murphy’s “Party All the Time” and zooming through red lights. Anyways, the other night I finished up “Bury the Hatchet,” a story-heavy mission with some graveyard shooting and flying that sees a major revelation brought to light and puts both Michael and Trevor in dangerous, but interesting places. I won’t spoil the exact details of the mission, but the final section has you controlling Trevor as he flies his plane back to Sandy Shores.

Let it be known: I hate flying planes in videogames. I was only ever okay at it in Saints Row: The Third, but mostly because no one designing that game cared a lick about treating vehicles right, putting fun first and realism last. However, that is not the case in GTA V, as one small tilt to the left can bring your plane nose-diving into Los Santos.

That said, I couldn’t finish the mission. I tried four times, but could not land Trevor’s plane. The first two times saw me overshoot the landing strip, crashing into whatever. I landed on the ground with the third attempt, but nowhere near the yellow targeted marker, and I thought I could just have Trevor hop out of the plane and run over to finish the job–nope, nope, nope. The fourth time, well…let me mention that the last checkpoint in “Bury the Hatchet” is pretty far back, and you have to fly straight for a few minutes, listening to mildly different dialogue between Trevor and [redacted] until you get near the airfield again. It’s frustrating and really harkens back to Grand Theft Auto IV‘s poor structure. So, for the fourth attempt, I simply crashed the plane into the ocean and opted to “skip mission,” just like I had a few times in L.A. Noire, an option presented to you after one too many failures. Not ideal, but I wasn’t interested in spending another 15 to 20 minutes attempting this touchdown. The “mission complete” screen came up with the general list of stats, I saved my game, and kept playing.

However, no Trophy unlocked. And I know from perusing some websites, that this is one of the few main storyline missions that rewards you with an Achievement/Trophy at the end, so you know your progress in all the main path stuff. Alas, I got nothing. I did 80% of the mission, failed four times at the end to land a plane, skipped it altogether, and got gipped on a supposedly unmissable digital reward. When selecting to skip, there was no indication that this would happen, no warning; if there had been, surely I’d have kept trying, scared to break the chain.

Evidently you can trigger this mission with either Trevor or Michael, but it really only affects the beginning part of the mission. If I’d gone with Michael, I’d have cut down 50% of the flying stuff, but it wouldn’t have matter because I’m definitely more of a pro at take-offs than landings, which I’d still have to do to properly complete “Bury the Hatchet.” Boo hoo and a bunch of Trevor’s curse words, too.

Unfortunately, I’ll have to “replay” the mission tonight because a part of my brain refuses to finish this game with mission-specific Trophies unlocked for everything but one mission. I guess Rockstar did this so Achievement-whores couldn’t just skip through everything and rack up those sick e-peen scores in their journey to have the largest, most meaningless number ever, but I’m not in it for that. I like seeing proof–however you want to call it–of my spent videogaming time. To this day, I’m still really annoyed with Serious Sam HD: The First Encounter for not giving me the “you beat the game” Achievement after I totally beat the game.

In short–what have I become?