Category Archives: videogames

Grinding Down’s Chrono Cross week – Story

gd chrono cross story post copy

At the start of Chrono Cross, the story is quite thin and easy to follow. One day, Serge–place your vote on how to say his name!–slips into an alternate world where he drowned ten years before. From there, he’s determined to find the truth behind the incident. Along the way, he teams up with a spunky, wise-crackin’ thief called Kid searching for something called “the Frozen Flame.” Their goals will align quickly thereafter as they cross paths with a cat-man called Lynx who is up to no good, as cats are wont to do.

However, once you switch from controlling Serge to controlling Serge-stuck-in-Lynx, the plot becomes nigh incomprehensible. By the end, the whole thing has fallen apart, so evident that the game throws info-dump characters at you left and right in hopes that these will help shine some light on the mystery of your reasoning for saving the world. Unfortunately, they don’t–they only muddy the water more. That’s a big problem with time travel stories; eventually, trying to see everything in a straight line takes some explaining. I guess it all comes back to predestination, but I don’t really know. In truth, I sat here typing for ten to fifteen minutes, trying to summarize all of the plot in Chrono Cross, but ended up deleting everything because I can’t make any sense of it. Chronopolis, FATE, Project Kid–you win. All I know is how to slot Elements, fight bosses, gain upgrade stars, and recruit characters.

Also, still not exactly sure what went down with Harle. I mean, one minute, she’s a main player in my battle party of three, and the next she is some Dark Moon dragon I have to kill and then that’s all there is to her story. Boo on that.

And here I am now, telling y’all that Chrono Cross has quite possibly the worst ending ever. Now, understand that there are over ten endings to see in this game, but the majority of them are only watchable during New Game+. I’m talking about the two endings you can get on your first playthrough, both of which suck time-balls: the “fake” and “real” endings, as the community has come to call them. You can defeat the TimeDevourer in two different ways. The first is to just defeat him, which garners you the “fake” ending of credits and a song; the second involves casting Elements in a specific, color-coded pattern, and then using the Chrono Cross special Element to restore time. I only learned of this trick from the Interwebz, though the game gives you some vague clues about this technique, which is harder than it sounds as the boss, at any time, can cast a colored Element of its choice, disrupting the pattern. Do that right, and you free Schala from Lavos (I think?), and then get to sit back and read a bunch of obtuse, archaic white text on a black screen before reuniting with Leena as she finds Serge passed out on the beach, implying it might all have been a (radical) dream. Back to more throwaway text, a pretty song, and a video clip that maybe shows Kid looking for Serge, even in modern times. It felt pretty unspectacular, but that might also stem from my inability to follow the story coherently. For those curious enough, you can watch the whole thing here.

Main plot aside, there are some small additional stories to learn about. Namely, you can gain some heavy insight into S.S. Invincible‘s captain Fargo’s family, the Arni elder Radius has a secret past, and Marcy, a creepy kid that has somehow risen to the top of the Acacia Dragoons. Granted, these side stories are not actually very in-depth, but they help flesh out the characters slightly more than others. Like Janice, the bunny-based girl that just wants to collect monsters, because she’s in a videogame.

Kind of like with Chrono Trigger, I don’t think the story is the strongest part of Chrono Cross. It is there because something has to be there, and it offers the player the power to move between dimensions and see how people and places change, but the how and why is quite convoluted. If only the game had been as simple as finding some komodo dragon scales for a pretty girl’s necklace, as simple as stopping Lynx, the bad guy, from doing the bad thing, and going home to Arni, a peaceful fishing village, to spend the rest of your days listening to the ocean and baking in the warm sun. Instead, it went deep, too deep to surface, and lost me halfway down.

Welcome to Grinding Down’s Chrono Cross week

chrono cross gd week copy

A few weeks ago, I beat Chrono Cross for the very first time. This was truly a momentous occasion, as I’ve played the first several hours of that game countless times over the last thirteen years since its release, always getting to a specific plot point and then unfortunately losing interest. I would then forget everything plot-wise and gameplay-wise by the time I got back to it and just start over, hopeful that that run would be the one to see me to the end. Alas, it never was, but I made a plea to myself this year that I’d beat five specific videogames, and Chrono Cross was the prime target. Well, mission accomplished.

The truth: I love this game. I know many don’t and consider it a failure of a sequel, and I can agree there that this is no follow-up to Chrono Trigger, but as a separate entity I think it is beyond fantastic, boils and bumps included. Yeah, it has its weird quirks and healthy share of problems, but there’s also a lot of neat stuff happening thanks to being able to travel between parallel dimensions and customizing Element slots for battle and gathering a large cast of characters to fight by your side. Plus, the tunes are so dang good. In fact, I believe there’s enough here to talk about to devote a whole week of Grinding Down blog posts to it. Hope you’re ready. Hope I’m ready, too.

Anyways, here are the Chrono Cross topics I’ll be covering over the next handful of days:

  • Story, or the thing the writers desperately want to believe is a cohesive story
  • Characters, or the craziest accents ever and look who is severely underdeveloped (spoiler: every character)
  • Battle and Elements, or learning how to slot properly
  • Music, or sounds made by lofty angels using heavenly instruments infused with the glory that is good
  • Miscellaneous, or how money doesn’t matter, or forging for that matter, and how I’m terrified of New Game+

Yeah, think that should cover it. If not, I can always add an extra day, because in my world, I make weeks as long–or as short–as I want. So equip your best armor, slot in a bunch of GravityBlows, and bathe in the beauty that is Chrono Cross as we figure out what I love, like, and hate in one of Squaresoft’s defining RPGs from the PlayStation 1 era.

Jinpachi Mishima proves you’re an insignificant worm

tekken 5 jinpachi the worst end boss ever

End bosses in fighting games have always been a hassle, but none have been quite the crotch-kicker and stun-gunner as Jinpachi Mishima from Tekken 5. If his name sounds or looks familiar, it’s because you’ve met and played as his offspring and his offspring’s offspring throughout the Tekken series so far; he is Heihachi’s father, Kazuya’s grandfather, and the great-grandfather to Jin Kazama. Also, please note that he is possessed by an evil force, which explains the teethy mouth in his stomach and purple smoke aura. Or maybe it doesn’t. Really, who bothers with the fiction these days in any Tekken games? It’s all about the throws and air juggling.

Now, I’m not a crazy huge fan of fighting games, mostly because I have no one to play against anymore. Computer-controlled opponents can only do so much, and they generally only become challenging when they start using cheap tactics that always feel unjust. In the past, I’ve really enjoyed the black sheep of the genre, like Bloody Roar and Star Gladiator. Obviously, I played a bit of the two big boys, but Street Fighter always felt too sluggish to me, and Mortal Kombat was the type of game I enjoyed watching in arcades more than playing. But I will always come back to the Tekken franchise as my first true love when it comes to punching, kicking, and side-stepping.

So far, Tekken 5 is pretty cool. Character movement is swift and accurate, and there’s a bunch of new characters–well, for me–to try out. Also, and this part is absolutely insane, you can play the arcade versions of previous Tekken games, making this, perhaps, the greatest collection of Iron First tournament titles this side of silly. My only gripe though, and it’s a big one, is that the final boss is wickedly cheap. Like to the point that it feels completely unfair. Jinpachi is able to launch a number of unblockable moves that take away a large chunk of your health, as well as the ability to stun you no matter what move you are doing. Screw animation priorities. Oh, and one of his moves heals him while damaging you. Fun times, people.

At this point, I’ve beaten Tekken 5‘s story mode five or six times, unlocking the very same amount of hidden characters. However, each fight against Jinpachi has varied considerably, and I know that I just barely got out alive when using Steve Fox and Craig Marduk against him. Things were much easier when using fighters that had range or a lot of powerful kick moves, like Christie. For a lot of the fights, it is a mix of endurance and luck, as well as avoiding that fireball he tosses your way. But some fights, if the wind isn’t blowing your way, can end in a matter of seconds, considering how much damage Jinpachi does. And yes, for the record, I’m playing on the easiest of difficulties, with settings for one round and 30 seconds–that’s how hard he is to battle. Cervantes from Soul Edge, Seth from Super Street Fighter IV, and Galactus from Ultimate Marvel VS. Capcom 3–they seriously have nothing on this demonic fart-knocker.

Annoying boss fight aside, this is still ten times more favorable than Tekken Revolution.

Grand Theft Auto III, my college days landmark in videogames

gta3 for the ps2 one more try

Everyone was going crazy for Grand Theft Auto V yesterday, which I guess makes total sense, considering that’s when it released to the foaming-at-the-mouth world. Personally, I’ve not been interested in GTA games for a long while, and my strongest emotions for the series revolve around Grand Theft Auto III, and that’s because I consider that–without a doubt–my college game. No other game save for Jak and Daxter: The Precursor Legacy, which came out a year later, reminds me so strongly of my dorm days, of long weekends avoiding papers and drinking the night away. Though the latter title also makes me think of shoulder-high snow walls and a desperate grab for mac and cheese, but I’ll save that tale for another time…

In 2001, I was a bright-eyed, bushy-tailed freshman in college, a hopeful art major at that, and my suite-mates got a copy of GTA III for their PS2 the day it dropped. At that time, I was still clinging to my PS1 and treasured copy of Tony Hawk’s Pro Skater 2, but college is all about sharing, and so we’d huddle together in our tiny, cramped dorm rooms and just lose ourselves in Liberty City, each taking turns never really doing any missions. It was all about stealing cars and running from the cops and watching your vehicle fall to pieces as your getaway plan went from grand to gravel as you smashed into everything in your way. That game encouraged emergent gameplay at every turn and rewarded you with a good time laughing like loons with friends.

Last night, I decided to remind myself of those golden days, popping in Grand Theft Auto III into my still-chugging PlayStation 2. Actually, first I checked my memory cards to see if I had any saved data on them, but alas, no. Not for any of my PS2 GTA games, which is a bummer as I distinctly remember getting pretty far into Vice City. Anyways, story-wise, the game begins with the silent criminal Claude being betrayed by his girl Catalina and getting arrested. After being sentenced to 10 years in prison, Claude  is transported across a bridge in a prison truck, which the Colombian Cartels fortuitously ambush. From there, Claude escapes and makes ties with the Leone mafia crime family as he tries to build himself back up in order to find Catalina and learn why she abandoned him.

I kind of forgot how purposely blurry the cutscenes in Grand Theft Auto III are. They actually really hurt my eyes, enough so that I had to look away during the opening moments, and I have to assume that 2001 Paul saw them as amazing and cinematic. After that, I found the game easy to pick up, and just as easy to go off the rails with, which is my favorite thing to do. I did the first few missions, which all act like tutorials. You drive and pick up a hooker, you drive over to some guy and beat the life out of him with a baseball bat, and you steal a car and get it repainted so the cops won’t know any better. After that, I drove around a bit, listened to some radio chatter, and explored the streets, which are pretty barren by today’s standards. Oh, and I noticed that the cars fall apart super fast. Like, two or three hits/collisions and you’re smoking and stalling in the middle of the road. Also, Liberty City is littered with trash. I think this was Rockstar’s way to try and fill in the empty spots, but it is weird to see the same piece of newspaper flittering by Claude every five seconds. We can also blame the limitation of the PS2 though, I guess. Maybe I’ll dip back into Vice City or San Andreas at some point, too.

Anyways, back to current affairs. Grand Theft Auto V looks like fun. Really, it does. I like the idea of three main protagonists that you can bounce around from to progress the plot and take on different mission types. But there’s a rub. I absolutely hated my time with Grand Theft Auto IV–not bothering to link to any specific articles, but if you search around Grinding Down, you can certainly find some less-than-praising remarks from me about Niko and the difficulty that game throws at you unfairly–and calling back to GTA III, a lot of fun is playing the game with others and being goofy or laughing at all the mistakes. That forthcoming online aspect might be ripe for that. Or maybe not. Until then, I’m more likely to pick up Saints Row IV first, which is more my thing these days: a weird, funny game that embraces its weird and funny bits and doesn’t need a room full of onlookers to be immensely enjoyable.

It’s all about déjà vu for Dead Rising 2

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I’ve started Dead Rising 2 over twice now and am currently playing through the opening story bits for a third time, wondering why I’m doing this to myself. Certainly not because I love the sound zombies make when you bop them on the head with a spiked bat. The problem is that I keep running into boss fights that are wiping the floor with me, and I’m unsure if it is due to my lackluster fighting skills or if Chuck Greene is not high enough in levels–which increases health, inventory slots, speed, damage, and so on–to deal with these psychopaths. The latest progression roadblock happens in Case 4 involving two sword-wielding women, if you’re curious.

Clearly, someone at Capcom loves starting over. This seemingly masochistic mechanic is also a key element in the company’s Breath of Fire: Dragon Quarter, an RPG from the PlayStation 2 era that more or less demands you die and begin again to better learn how to survive some fights. I will eventually go back and try to grok Dragon Quarter because, man…I need to know. Maybe that’ll be on my “Games to Beat in 2014” list. Unfortunately, at the rate I’m playing, a few from my 2013 list will most likely be there too. In case it’s not clear, I’m not talking about the main character dying and reviving at some checkpoint–you literally must start Dead Rising 2 over again, from the very beginning, cutscenes and all. The twist is that you retain Chuck’s level, money, upgrades, and a few key items, so you’re only growing stronger with each and every playthrough.

But some games are not fun to play over and over, especially when the playing part is fueled by frustration. A few I find I keep coming back to and enjoying include Borderlands 2, Fallout: New Vegas, and Saints Row: The Third. Those kinds of gaming experience offer you choices and variations on how to play. You can go down an evil path or focuses on heavy weapons or whatever.

I think Dead Rising 2 is a prime example of a game you should only play once, all the way through; just like the zombies you hack and slash out of your way, this game moves at a shambling, almost idiotic pace. You can skip the cutscenes, but still have to endure the loading screens, and the missions do not play out any differently a second and third time through. Sure, you can get through them faster now that you know what they entail and have a better grip on what makes an effective zombie-killing weapon, but it’s more or less mindless grinding for the sake of…what? Some designer’s guilty pleasure? Also, stick suck at saving survivors unless they are standing a few feet away from the safehouse. Every playthrough is an uphill climb, each less than the previous, but still–completely unnecessary.

I think the most fun I’ve had so far with Dead Rising 2 is when I hit a zombie with a painting, stuck a goofy mask on its head, attached an IED to its back, and shot it from a safe distance after it meandered over to some friends, racking up a sickeningly rewarding amount of PP in one heck of a zomplosion. That said, I really hope I don’t have to start the game over for a third time.

GAMES I REGRET PARTING WITH: Brave Fencer Musashi

games I regret brave fencer musashi

In Brave Fencer Musashi, you could purchase action figures from a local store. They came in actual plastic packaging, and you could either leave them in the packaging or take them out and “play” with them, which basically resulted in watching them animate some stilted way. There were special action figures earned for rescuing all 35 palace members, opening every chest, or beating the game at a certain level, but there really wasn’t a point to the action figures. Just things to collect, look at, and store in your collection, boxed or unboxed. Something I clearly should have done with my copy of this game–keep it. Also, if I remember correctly, my copy came with a playable demo of Final Fantasy VII.

The story in Brave Fencer Musashi follows a young, cocky swordsman named Musashi who is summmoned to a parallel world to defend Allucaneet Kingdom from the Thirstquencher Empire and rescue Princess Fillet. His journey is primarily focused on obtaining the Five Scrolls, which enhance the powers hidden within his sword Lumina, as well as interacting with people from Allucanet and a nearby village. It’s a light-hearted coming-of-age tale brimming with puns, most based around food, and so I loved it as a wee one and miss it dearly as an adult regretting all the games he traded in. I mean, really, name me two other videogames rocking this many food-based puns, and I’ll give you the world.

It’s an action RPG, with combat happening in real time. The in-game world also plays about in real time, too, with a day/night cycle in place, which affects the time when stores in the village are open for business. In combat, Musashi has the ability to steal the special attacks from enemies and use them as his own, which is a fun rabbit hole to go down in that I remember going around to every enemy I could find, just to see how he’d use their powers. Naturally, some are better than others. Without those special moves, you are just using simple combos with your sword and the occasional special sword after gaining some of the Five Scrolls. It’s not a terribly difficult game, though I do recall some of the boss fights frustrating to the point of controller-shaking.

For some reason, I remember the village the most. I was so used to stores in my RPGs just always being open, ready to sell me stuff and buy my junk. Not quite so simple in the Allucaneet Kingdom, as the stores are operated by men and women, and they all live lives. They sleep and go for walks and open shop at specific hours, which one will quickly need to learn to stay alive. Such as the Breadshop/Bakery, open from 7 am to 7 pm and closed on Thursday. Or that the Toy Shop is open from 12 pm to 8 pm and closed on Wednesdays. It really felt like, to me, a real, operating village instead of something static and the same every time you visited like in Wild ARMs or Suikoden. As a kid that only barely understood schedules from school, this aspect blew my mind.

Recently, at Tampa Bay Comic Con, a man was selling a bunch of old videogames, and I saw Brave Fencer Musashi on his table for about $40, sitting next to a high-priced copy of Suikoden II. I looked on with a smile, but only that–I couldn’t do the deed. Maybe one day it’ll come to PSN as a digital download, but $40 is probably a bit too steep for me. Until then, I guess. Oh, and don’t bother with Musashi: Samurai Legend; it’s not the follow-up you are looking for.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

Dragon Fantasy (Book 1) grinds just like the old days

Dragon Fantasy Book 1 impressions

The open honest truth is I never really played much of the old Dragon Quest games. Or even the early Final Fantasies, for that matter. Well, not until pretty recently. It does not–and did not–stem from genre disinterest, but rather wrong place and time; as a young gamer-boy living in the historic towne of Smithville, New Jersey, I was not bathing in countless games as I am now as an adult in this seemingly supersaturated industry. Please note that I’m not actually bathing at this very moment–I’m typing a blog post.

Anyways, this meant that when I got my single and sole cartridge for The Legend of Zelda: A Link to the Past, I played it for hours on end, over and over, and I missed out on Final Fantasy VI and Chrono Trigger and so on. There was only so much I could digest, and there are actually days where I yearn for being in that kind of protective, limiting bubble. But that doesn’t mean I’m completely knowledge-less about the JRPGs of yesteryear and can’t appreciate them for what they did then and there. I mean, c’mon. Have some faith. I write on a blog called Grinding Down for goodness sake.

Dragon Fantasy (Book 1) is a new JRPG designed by The Muteki Corporation in the style of those old RPGs for the NES, like Dragon Quest. It has simple graphics, random encounters, turn-based battles, and a straightforward plot involving a Dark Knight, castles, and a general evilness about. It’s split into three chapters and an intermission thingy, but so far, I’m still on chapter one, which focuses on Ogden,  a washed-up former hero getting back into the business of saving the world. Pretty typical stuff, but that’s the point here. Heck, you can even forgo slightly enhanced graphics and music for an 8-bit wash, which I checked out, but I actually prefer the former even if it doesn’t up the scales all that much.

I’m quite enjoying Dragon Fantasy (Book 1) so far, only a couple of hours into the first chapter. It’s got charm out the wazoo and some pretty amusing writing, coupled with a Wedge/Biggs reference from the word go. Heck, even grinding isn’t so bad, and yes, you’ll have to grind to progress, mostly because Ogden is alone for the battles in his chapter, needing to play both roles of fighter and healer. Basically, the pattern so far has been like this: grind a level or two, buy all the available weapons and armor, move on to the next town/cave area, and repeat. I do wish you could see how much XP you needed to earn for the next level increase, but alas, no. You can enhance the game’s movement speed up by like four or six times (I’m no mathematician) by pushing the Select button, which helps with the button-mashing grinding aspect, but is a bit too zippy when in a town or dungeon. However, I urge everyone to slow down when it comes to fighting a new monster type, as the writing for each monster is different and gleefully written, like in Dragon Quest IX and EarthBound. Not many puns so far, but I definitely chuckled at all of Mrs. Rock Monster’s descriptions.

Oh, and looks like Dragon Fantasy (Book 2) comes out…tomorrow! What timing. We’ll see how long it takes me to get through the first game though. These types of JRPG can go on for a bit, and no matter how endearing and fast-paced the battles are, one can only grind for so long before it begins to feel unrewarding, especially if there isn’t anything to spend that gold on after robbing every store clean for its goods.

Simple polygon shapes become more in Thomas Was Alone

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A small spoiler right up front, but Thomas is actually not alone for very long in Thomas Was Alone. Sorry, I know. You probably didn’t see that coming, and now your world is crumbling down. Wait, here’s a few more juicy tidbits:  his full name is Thomas-AT-23-6-12, he is a red rectangle, and he is searching for companionship. Just dropping knowledge bombs over here like boom, boom, boom.

As a puzzle platformer, Thomas Was Alone is pretty standard stuff. Maybe even a bit basic in the early levels. Despite being a simple geometric shape, you can jump to climb up and across platforms, with the end goal always trying to reach a shape-specific door somewhere near the end of the level. As you progress, Thomas meets some other shapely friends, like Chris, an cynical orange square, and John, a tall yellow stick-shape. I’ve met a couple more shapes too, but I won’t spoil them all, especially if there are more to come. Basically, the different shapes can jump at varying levels of height, and you have to use Thomas and his friends cooperatively to get over some platforms and hit those doors up. That seems to be the meat the puzzles, unfortunately, and the early levels are beyond easy, finishable in mere seconds.

What takes Thomas Was Alone above its lackluster gameplay mechanics is Danny Wallace, the game’s narrator. He also helped the game earn a BAFTA Games Award. He tells the story of each shape created by a company called Artificial Life Solutions, which experiments on artificial intelligences, and really gives them life, despite them being, without a doubt, geometric shapes with the ability to jump. It also helps that his British accent is calm and commanding, reminding me of the narrator in The Hitchhiker’s Guide to the Galaxy. It really does help make the somewhat mindless, at times, platforming all the more enjoyable.

All that said, I’ve run into a hardware problem, one that is growing more frustrating every day. I prefer to play platformers with a controller; hush now, it’s how I grew up with them, bouncing Bubsy, Mario, and Sonic to and fro with the push of a button rather than the click of the mouse. I also find using a d-pad or analog stick provides better precision when timing jumps and landings. Your mileage may vary. However, when I plug in my Xbox 360 controller into my laptop to play some Thomas Was Alone, the controller only seems to work 20% of the time. I’ve found restarting the game with the controller still plugged in to work every now and then. But not consistently. And I refuse to play any other way. I do not believe my controller is on the fritz, as it works fine on the Xbox 360, and I was able to load up Super Meat Boy through Steam and start jumping from wall to wall with no problems. Not sure what the deal is, and the game does support controllers, but it’s been touch and go.

I hope I can get this controller stuff figured out, as I’d like to see Thomas Was Alone to the end. Not to see if the puzzles change much, but I want to know what becomes of these shapes. These square and rectangles that have opinions and qualities and desires. That probably sounds crazy, I know, but that’s just how good of a job Wallace does narrating them. Oh, and I do wish the game had Steam trading cards.

“400 Days” bridges the gap and teases you along the way

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Here’s the straight dope: I bought “400 Days,” the latest episode of Telltale Games’ The Walking Dead, the day it dropped on July 5. However, I did not play it immediately, and there are a couple of reasons for this. One, I was reeling–and still am–over the loss of Ryan Davis a few days prior, and two, I knew in my heart of hearts that this was no new full season, brimming with story and content that would linger with me just like Lee and Clem and Kenny have ever since the first season ended. It was created to whet one’s appetite, not sate it.

Two months later, I started up “400 Days” and played through it in a single sitting. Tara watched, too, as well as made a key decision during Vince’s slice. More on that later. Anyways, it’s not very long, but it’s fairly enjoyable, with two of the five character storylines really exciting and engaging. In the end, it does feel like a big tease for what’s yet to come; however, even a carrot on a string from Telltale Games is better than nothing, and certainly more enjoyable than some games I’ve played this year (see Fable III and The Cave).

“400 Days” takes place around Gil’s Pitstop, a truck stop set against a Georgia highway. You play through the point of views of five different survivors, with each story set at a different time since the dead began to walk. Some are right there at the beginning of the outbreak, and others have been at this game of live or don’t live for some time now. There’s Vince, an arrested criminal; Shel, a young woman taking refuge at the truck stop with her younger sister; Bonnie, a coming-clean junkie; Wyatt, along with his druggie friend, are trying to escape a man in a truck; and Russell, a young boy hitchhiking down the road. You can please these stories in any order, but that’s how I did ’em: Vince, Shel, Bonnie, Wyatt, and Russell. After you play all the individual stories, there’s an epilogue to experience, which hints at what will be happening in the next season of The Walking Dead, and who from “400 Days” will be there to live the tale.

I urge anyone that hasn’t played “400 Days” yet to begin with Vince’s story. It packs the most punch and feels the most chaotic, with some hard and harsh decisions to make. I left one of those to Tara, and we both now have to live with that choice, while someone else has to live without a certain appendage. It’s mostly set in a bus on its way to prison. Next, I’d suggest Bonnie, which features some fun conversation bits and a nifty stealth sequence set in a cornfield. The others you can kind of do in any order and are much tamer in terms of action, though all are consistent with the quality writing and gray characterization previously found in characters like Lee and Kenny. I particularly found myself hating Nate in the same way that one hates a villain in Game of Thrones.

You’ll notice that I have not delved too deeply into the details about each of the survivors and their respective stories. It’s not that there isn’t much to share, but rather you should really experience it for yourself, in your own way. Though I wouldn’t blame you if you waited until the night before The Walking Dead‘s season two dropped to do it. Otherwise, you’ll be hungrier than some of the zombies you cross in this short, but sweet tease. And now I wait, stomach all a-grumble.

Stumbling around unhappily in Dead Rising 2

Dead Rising 2 initial impressions

Over the weekend, some friends showed me a thing called Highschool of the Dead, which follows a group of high school students caught in the middle of a zombie apocalypse. The anime, not the manga, mind you. It’s more or less your typical zombie survival story, but set in a Japanese school and frequently punctuated with gratuitous panty shots and boob bouncing, there to mix and mingle with the violent bloodshed and tense drama. I may or may not watch more of it in the future, but regardless, it got me thinking about zombies again, reminding me that I had two zombie-related videogames downloaded on my Xbox 360, just waiting for my warm hands: The Walking Dead’s “400 Days” and Dead Rising 2.

I decided to see what Dead Rising 2 was all about first. Having only played the demo for Dead Rising way back when, all I know about this franchise is that there are a ton of zombies to kill, and they often block your way from point A to point B. You can use a variety of weapons, some effective and others less than so, and you earn PP by creatively killing zombies, which helps you level up, gain more skills, and unlock new combo cards. That sounds okay to me, if a bit mindless (pun intended). Throw in some Capcom goofiness, and we’re good to go.

No, wait. Hold up, corpse-face. I did play Dead Rising 2: Case Zero, a prequel to Dead Rising 2. It was a four- to five-hour experience that…I don’t remember much about. Oops, my bad. In the end, I wrote that it was worth getting over a sandwich, which is like crazy talk. Dead Rising 2 picks up a couple of years after the events in Case Zero, with Chuck Greene and his daughter trying to survive in Fortune City, which is now swarmed by the undead. He’s been framed for a crime he did not commit, and as you go about trying to clear your name you will rescue survivors, build weapons, give Katey some Zombrex every 24 hours, and kill the walking dead (or just run past them).

To be honest, I’m not having as much fun as I did in Case Zero. In fact, I’m finding the main game to be extremely frustrating and a wee bit unfair. Or maybe I don’t know how to go to the bathroom often enough to save my progress, but I’ve already lost an hour or so of gameplay time after getting stuck in a swarm of zombies with no health left. There are no checkpoints or auto-saves happening, so it is all in your hands to keep on top of that. I either need to make better saving decisions or just not play Dead Rising 2.

When you’re not following the main story missions, you are free to explore Fortune City until something becomes available. Generally, you will be killing zombies in your way and helping others in peril. These, from what I’ve seen, are more or less escort missions, and they are absolutely the worst. Most of the survivors are horrible runners, often getting caught in a zombie’s arms, and they lose health fast. Also, if you swing at the zombie biting them and accidentally hit them in the process, they will die. Don’t ask me how I know this.

I’m still in Act 1 for Dead Rising 2, not having fun, but I’ll try playing some more and see if I can get anywhere. I think I just might no longer attempt to save anyone, as it is really more of a hassle than anything else. I know you get some extra PP bonus or whatever, but man. I just don’t know. If there was no time limit, I’d just like to run around the casinos, finding fun and silly ways to annoy zombies before knocking their heads off. If only…