Category Archives: videogames

The Sony PlayStation 4, my hopes and fears

SONY DSC

Well, it’s coming down to the wire, but here it is, a blog post on Grinding Down about the forthcoming Sony PlayStation 4. Later today, Sony is hosting a meeting which many believe exists to announce its newest console, the next in its line of PlayStations. Given that I just bought a PlayStation 3 only a few weeks ago and have barely found time to both play with it and explore its non-gaming functions, like Netflix and PlayStation Home, I’m not at all interested in owning Sony’s newest system any time soon, but I am curious to see what it’s going to be all about. As always, I remain cautious, but let me share with y’all some hopes I have, as well as my biggest fears, many of which can apply with whatever Microsoft’s new console is gonna be, too.

Here we go.

Hopes

New games in established franchises

From the look of things, Naughty Dog is done with the Jak and Daxter franchise, but I think they should open it up for a new trilogy. That kooky platforming series really did wonders for the PS2, and a new Jak game could easily sway me, especially if it is more Jak II than anything else. Let’s also get a new true Ratchet & Clank game, one that focuses solely on platforming and crazy-ass guns. Some steps have already been made, with Sly Cooper 4 coming out and surprising everyone, mostly because it came out with little promotion from Sony, but whatever–it exists. New IPs are exciting for their newness, but offering up a new experience in familiar territory can be quite comforting. Hopefully I’m not alone in that.

Bring back the forgotten

I want a new Jumping Flash! I want the rebirth of Crash Bandicoot. I want whatever might come after Chrono Cross. Remember how awesome, G-Police was? Yeah, me too. Now’s the time, as those franchises are old enough to hit the nostalgia funny bones and unknown enough that the younger generation might just think of them as new IPs, sad as that might be. A return to the glory days, ya know.

Enhancing PlayStation Plus

My only complaint so far about getting a free year of PlayStation Plus is that I don’t have enough time to play all the free games they give out. I’d love to see this service carry over to the new system, as it offers a ton of great content and discounts for a reasonable price. Granted, my first year is free, but I can see myself signing up for it once that runs dry.

Fears

No backwards compatibility

When the PlayStation 2 was revealed, the concept of “backwards compatible” was entirely new. You could buy the new console, but still play all the games from the previous one. Sah-weet. It’s a concept that is fantastic for gamers, but it seems that head honchos don’t love it, eventually snipping it as a feature from later remodels or iterations. I believe the PS4 will allow you to play (or at least download) Ps3 games, but maybe they won’t for a guaranteed amount of time. Which would stink considering how many great games are still coming out for the PS3, like Ni no Kuni and The Last of Us. But the times, they are a-changing.

Always online

Granted, with Wifi, always being online is easier to accomplish, but something about the restriction rubs me wrong. There are certainly situations that might cause for your Internet to be off, but your power still on, and the fact that you then couldn’t play the videogame you paid for on the system you paid for seems really offensive. Yes, I have Steam and use it frequently, but haven’t really run into any problems with always being connected. But Steam is on a computer, and a videogame console should really be treated as a separate entity.

Online no longer free

I’m really close on cancelling my Gold membership for the Xbox 360, since the only time I really use it is to play Borderlands 2 online, which is happening less and less these days. You don’t have to pay to play online with the PS3, something I’d love to see going forward. If that gets put behind a paywall…well, dang. Just yet another thing to pay for that should be part of the whole package. It’s the first step to charging players to save their game progress.

Gimmicky controller

I’m sure you’ve seen that image of a supposed PS4 controller, which has some kind of touchpad on the front of it. Whether this operates as a sort of main menu hub is yet to be determined. I just hope I don’t have to look down while playing to do something else; that only works on the DS/3DS, where the screens are very close together to begin with.

Hopefully we’ll know a lot more by tonight! Are you going to watch Sony’s presentation live or wait for reports to go online? Me, I’ll be watching Giant Bomb watch it live, as I need some kind of humorous filter to get through all the pomp that these events harness.

2013 Game Review Haiku, #6 – Blackwell Deception (with Commentary)

blackwell deception shot6

Stopping street psychic
Again, keen commentary
From dev Dave Gilbert

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.

Another flipping day at the Sugar Cube: Bittersweet Factory

sugar cube indie game impressions

I fell down another bundle hole some days back, buying in to the Evolved Bundle from Indie Royale–which is no longer available, replaced by the current Valentines Bundle, a collection of games that really don’t interest me at all. The Evolved Bundle consisted of six games. Here, let me list them for you:

  • Unmechanical
  • The Path
  • Krater
  • Sugar Cube: Bittersweet Factory
  • OIO
  • St. Chicken

Right. Some puzzle platformers, a puzzle-swimmer-platformer, an RPG, and whatever The Path cares to call itself. An experience? Anyways, I remember watching a Quick Look over at Giant Bomb for Krater and thinking it looked pretty neat (and Swedish), and that was enough to get me in for this bundle, with the other games considered as mere tag-alongs. Though Krater looks like it needs some time to get into and see how its systems work, which is not something I have oodles of these days. Instead, I was just randomly clicking around on Steam over the weekend for something quick to play, and I decided to see what Sugar Cube: Bittersweet Factory was all about besides looking adorable.

Believe it or not, there’s a story. Granted, it can be told in a single sentence, but it’s more than other 2D indie platformers give off sometimes. Yeah, I’m looking at you. In short, a cube of sugar escapes from a bunch of themed factories to avoid the fate of becoming a cookie. You play as that cube. Safe travels, sugary soldier. May you never turn into a cookie and crumble. Okay, I need to move on, because, if you truly know me, I could play with food-based puns all day long. And besides, I can do much batter than that.

Basically, you are trying to get your little sugar cube from point A to the closed door somewhere else on the map, which will take you to the next level. There are five worlds with…um, well, a bunch of levels in there; I didn’t count ’em. But it’s not a simple walk over from the starting point to the portal-like doorway. See, the background tiles of the game have two sides: a front and a back. These tiles can be flipped. Sometimes they turn into ledges and sometimes ledges with spikes or icy floors. It’s up to you, little sugar cube guider, to figure out what tiles to flip and then how to get to the door. You can also hold down a button to prevent tiles from flipping. And thus, you now know everything there is to know about both elements to this puzzle platformer.

So far, I’ve gotten through all of the first factory and about halfway through the second one, which is based around…chocolate. I’ve found that the difficulty in Sugar Cube: Bittersweet Factory varies greatly, with me breezing through two to three levels with ease and then coming to a complete halt with the next level. That’s actually okay as it gives reason to pause and evaluate your skills, as well as the level’s design itself. Still, it does everything an indie puzzle platformer should. And the game keeps hinting that if I pick up all the collectibles, the true ending will be revealed. Ooooh. Will our adorable little sugar cube escape the nefarious factories, but later return with a pitchfork-wielding mob to burn it all down and then erect a recreational park? Maybe. Who knows what sugar cubes think. I don’t, but now I must.

Marriage is a fine institution, but not in Skyrim

skyrim_mara_wedding

Over the weekend, I got married. The day before I got married, I got engaged, and it was a sunny, clear day, with chickens skittering around on the ground and dragons roaring in the baby blue sky above. Couldn’t imagine it any differently. I didn’t really know the woman I just promised to share my life with too well, but she seemed more than eager, and in a realm like Skyrim you only live once. I immediately fast-traveled to the Temple of Mara to speak with the priest and prepare everything. There was little work for me to actually do. He said to get some rest and come back tomorrow. I took a thirteen hour nap in the temple’s basement. Upon coming upstairs, I was surprised to see the guests had all arrived–though none looked like any of my friends. Where was Hadvar? The Greybeards? Before a candlelit altar, the priest said some elegant words, and my bride-to-be and I shared our vows. When the ceremony ended, she turned, started to say something to me about a “happy life,” and exited the temple in mid-sentence. I rushed outside, deeply worried about my new wife and the possibility she might have a concussion, and discovered that she had vanished entirely from Riften. It truly was a Skyrim moment.

So, for those curious, I married Avrusa Sarethi. This piece of Dunmer flesh and mind:

Avrusa

Meooow. At first, I was just turning in a quest. See, she asked me long ago to find like twenty Jazbay Grapes, and after discovering that a merchant in my fully restored Thieves Guild hideout sold them, I just bought one or two each time I visited the place until I had enough to complete the miscellaneous task. Think she needed them for potions or Nirnroot stuff. However, before I gave her the grapes, I noticed a dialogue option that basically went, “Ya want dis?” Nice to know that she was interested in me long before I did the quest for her; otherwise, that’s just guilt driving her forward, which would never last.

Currently, Lohgahn is level 47, married, and totally alone. He adopted a kid some time back out of generosity for an Achievement, and I think that young boy resides in Breezehome–by himself–but it’s hard to remember as I have four houses currently, thanks to the Hearthfire DLC. Here’s hoping that my dear Avrusa disappeared to one of my many abodes, because having a spouse offers some gameplay bonuses, like free food and he or she will shop for you while you’re out slaying dragons and finding Word Walls. Not sure how much of that is useful at this point in the game when I have all the money in the world to buy food and ingredients, but it’s kind of neat if a bit old-fashioned. When I’m up to all the fast-traveling and loading screens, I’ll go around the realm and check all my houses to see where she ended up, if she is even alive. If not…well, that’s another blog post.

Regardless, with the words said and before my new wife could hightail it back to Sarethi Farm, this Achievement popped:

SR-achievement-Married
Married (10G): Get married

And truthfully, that’s what marrying in Skyrim is all about: showing off.

My problem with the instant game collection from PlayStation Plus

DP-PlaystationPlus-01-1

In this post, I’m going to complain about free games. Well, not just free videogames, but also time, specifically the fact that I just don’t have as much of it as I once did during my high school and college days. If you’re not interested in reading about a grown man whining over the fact that he ultimately no longer has the sort of lackadaisical lifestyle that allows for gaming on end from noon to night, you might want to click away. Really, it’s okay.

Right. So, a full free year of PlayStation Plus came with that classic white PS3 bundle I bought a few weeks ago. This is why that bundle is also dubbed “the instant collection,” though instant is relative to how fast you can download giant-sized videogames. With PlayStation Plus, you can immediately log on to the PlayStation Store and begin downloading a swath of videogames for both the PS3 and PS Vita. I’m only going to list the PS3 titles here, but check out everything I’ve now downloaded and installed since becoming a Plus member:

  • Closure
  • inFamous 2
  • Little Big Planet 2
  • Ratchet & Clank: All 4 One
  • Guardians of Middle-earth
  • Darksiders
  • Megaman 9
  • Megaman 10
  • Super Street Fighter IV: Arcade Edition
  • Dungeon Defenders
  • Anomaly: Warzone Earth
  • Quantum Conundrum
  • Payday: The Heist
  • NBA Jam on Fire Edition
  • The King of Fighters XIII
  • Retro City Rampage
  • Foosball 2012

Oh boy. That’s…um…carry the six…yeah, that’s 17 games. With a new addition every week, I guess. And that’s not even including the straight-up free-to-play games, like Jetpack Joyride and DC Universe. In short, there’s a lot to play, so long as you remain a Plus member, which I’m definitely doing for at least a year.

Of the list above, I’ve sampled a few and simply only downloaded and installed the rest. With hopes of playing them soon. Maybe not today or tomorrow or even next week. But some time in the near future. I tried out Mega Man 9 for a few minutes only to remember that I’m horrible at all Mega Man games save for Mega Man Legends. For Darksiders, I played up to nearly the same part that I did on the PC version, which is not very far, shortly before you gain wings. Lastly, I’ve played an hour or two of Ratchet & Clank: All 4 One, which is not very good for a Ratchet & Clank game, especially when you are playing it solo. The humor and colorful characters are still there, but the gameplay is severely linear and not at all welcome to customization. You follow a path, and you shoot enemies along it with a generic gun. Pretty disappointing.

Now, many of these above games are full-fledged titles, like InFamous 2 and Little Big Planet 2, with potentially a ton of content to absorb. Story, collectibles, side quests, level requirements, and so on. Others, like the smaller Closure and Retro City Rampage, seem more quickly accessed, but still present several hours worth of playing. Regardless of size, I am trying to remain focused on only a few games currently. I mean, I’ve still only put like eight hours into Ni no Kuni, and that’s a game I really really want to play more of. Thankfully, they aren’t going anywhere soon, but then again, more is going to get added to my instant collection, multiplying like Gremlins, until there’s too many to keep track of. At least that’s how I see it.

In short: too many games, not enough time. Woe is me.

2013 Game Review Haiku, #5 – Jetpack Joyride

2013 games completed jetpack joyride

Never stop running
For coins, shiny rides, tokens
One more go, one more

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.

Every click burns a little brighter in Torchlight II

torchlight 2 ghostboat011

Though I’ve not really mentioned it much here on Grinding Down, I’ve actually been playing a lot of Torchlight II for the last month and a half. Well, more than I expected. It’s a game that I bought during the most recent Steam Winter sale for a sexcellent deal and boot up for a bit every now and then, like while I’m waiting for my hot cocoa water to boil or if I got a half hour to kill before Tara and I head off somewhere. Bits and pieces, clicks and flicks. So far, I’ve not really thought of anything profound or illuminating enough to create a blog post around, but having just beat Pokemon White 2, I see some similarities between the two, and that’ll do just fine as a place to launch.

Now, to start, I liked Torchlight. Alas, I played it first on the Xbox 360, and so I had to experience tiny text syndrome on my TV, which lead to me missing out on reading all the various loot stats and spells descriptions and just going with what seemed best, defeating the purpose of caring about loot and equipping my character to the nines. It was not the most involved way to play, I’m afraid, and I later purchased the very same Torchlight for just under $4.00 for the PC during last year’s Steam summer sale, which helped rectify that problem. Though I didn’t really play it again for too long as there were a number of other distractions available. And then I picked up its sequel, which quickly eradicated it from my mind as something I needed to play.

In Torchlight II, you do a lot of the same things from the previous game, but it all somehow feels new. Or at least polished to appear new. Switching things up, I am playing as an Embermage, which is a highly trained spell-casting class with elemental attacks. His name is Mosley, and he uses gem-enchanted wands and relies on a lot of electrical-based spells, as well as some random happenings. My favorite being when a giant meteor falls from the sky onto everyone. His pet is a Badger, but sadly, I don’t remember what name I gave it. This class is a great mix of things, and trying to decide on skills is a fun challenge, as the Embermage can totally go in a number of ways. It’s definitely spicier than previous classes like…the Alchemist (basically, a wizard) or the Vanquisher (in short, a ranger).

Allow me to now compare Torchligh II with Pokemon White 2, as well as probably enrage some diehard fans from either boat. In both games, there is always something to do. For the former, it’s clicking on things until they are dead and picking up loot; for the latter, it’s battling Pokemon to gain EXP or capture them for your team. It’s all about collecting, moving forward. That said, there’s a story around both these main game mechanics that exists high above, nothing more than a blur and disembodied voice telling you where you should go to next. You can, if you want, get invested in this, but there is very little point. I don’t remember any specifics from the the original Torchlight‘s story, and I couldn’t tell you what is going on in this one. Same goes for Pokemon White 2. The story is such a non-issue that it is nothing more than perfunctory, which is a disappointment, especially in a fantasy realm as colorful and quirky as Torchlight II.

And with that odd comparison, let me say that I’m really enjoying my time with Torchlight II. Constantly finding new and interesting gear is a joy, as well as customizing it with gems and enchantments to make it even more unique. You are constantly improving with every new piece of armor and skill perk. Everything is streamlined, and playing solo is completely viable, even against some of the huge raid-like bosses. My Mosley is creeping up near LV 20, and I have no idea where we’re going story-wise; I just head to the starred locations, click on things until a new starred location pops up, and then I head there. That probably sounds a little underwhelming, but all along the way I’m clicking and having an excellent time. Looking forward to more with Mosley, though I suspect he’ll be my only character and playthrough for Torchlight II. Eventually, the light will gently fade.

2013 Game Review Haiku, #4 – Pokemon White 2

pokemon white 2 beat

Capture Pokemon
And level them up for keeps
Was there a story?

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.

Elite Four Shauntal and her Chandelure are a phantom pain

elite four shauntal

All right, Trainers everywhere. I’ve made some progress–and changes–since last I updated y’all on where I was with Pokemon White 2. Y’know, that post from three days ago.

Since then, I’ve learned that my Munna won’t evolve on her own by reaching a select level, and so I’ve given her a Moon Stone to hold in hopes that will help speed up the process. She recently gained a level, going from 62 to 63, but nothing happened otherwise. Not sure if it’s just a random happening. I also made some changes to my team overall, especially once I figured out how easy it is to transfer Pokemon over from my previous Pokemon White galavanting. This involved finding my Nintendo DS Lite, which was sadly at the bottom of a box, bereft and cold, an old thing forgotten in the midst of shinier toys. Sorry about that, my dear friend. Anyways, all I then had to do was go to a Poke Center in both games–Pokemon White 2 on my 3DS, and Pokemon White on m y DS–select to enter some weird chat room thing, and then trade with…myself. Yeah, that part was a little odd, having to switch back between menus that both mentioned a Pauly, but I figured it all out in due time. In the end, I gave away three really low level Pokemon that I never used (or planned to), and took back my three original main staples:

  • Trashy, a Garbodor (poison)
  • Snape, a Serperior (grass)
  • Vick, a Victini (um, fire and maybe psychic)

Before attempting to take on the Elite Four for the very first time, I removed my Terrakion and did some light grinding, getting Trashy up to LV 59, Vick around LV 56, and Snape somewhere near 53. To be honest, I was glad to have them back with me after spending so much time with them last year, but I suspected I really wouldn’t need them, with my now LV 72 Genesect able to just destroy everything in its way by simply spamming Bug Buzz and keeping him healthy and healed. And that plan went swimmingly…until I met Shauntal and her army of Ghost-type Pokemon.

So, just using Genesect solely, I was able to defeat three of the four Elite Four members. With ease. Bing, bang, boom. Oh yeah. They were not exciting fights, but I’m okay with that, as I actually prefer exploring and capturing pocket monsters more than struggling through a back-and-forth type of battle and dealing with what one might call “strategy,” and you get to a ton more of that fun stuff once you “beat” the game, opening up the map and letting new types of Pokemon appear in the wild. Mmm yes. More of that please.

However, Shauntal’s Ghost Pokemon are super strong despite being the same levels as other Elite Four’s teams, especially her Chandelure, which is the second Pokemon out of the gate. I can’t get past it. The blasted thing one-shots my LV 72 Genesect, and my other critters barely get a hit in before fainting as well. Seems like I need a Dark or Ghost type Pokemon myself to deal sufficient enough damage back, and well…I don’t really have one of those at a decent level. Got a Jellicent around its early 40s, but it mostly has Water attacks. Please suggest something better, as I really don’t want to grind several more hours just to get one Pokemon up twenty levels to stand a chance. Is there a way I can turn one of my existing Pokemon Dark of Ghost-like?

Until we meet again, Shauntal.

Experiencing the swift smack of death in Ni no Kuni

Ni-no-Kuni_06

I died three times last night in Ni no Kuni, and I’m only four hours into the game. To say the uptick in the combat’s difficulty caught me by surprise would absolutely nail it. I mean, yeah, Drippy warned me to avoid fighting monsters in the new area we just got to and simply make a bee-line for Al Mamoon out in the desert, but I didn’t think he actually meant that. Plus, with a Save Stone sorta nearby, I figured I could do a little bit of grinding and heal up for free before moving on. Um, that’s not how things went.

First, just like in Dragon Quest VIII and IX, death is not final in Ni no Kuni. There is no perma-death for Oliver and his familiars, and the Game Over screen offers you a choice: return to the main menu to load your last hard save, or lose 10% of your money, called Guilders, and pop back into the game wherever it last auto-saved. For me, that place was upon exiting the Golden Grove. And at this point in the game, I did not have much money, and 10% of not much is, shockingly, not that much, and so I chose to pay the pauper and restart each time. I wonder if you’ll be able to visit a bank later on and safekeep your earnings while you go out and live dangerously. It’s either that or spend a lot of it before you fight in dangerous locations since there’s a good chance you’ll lose a slice or two of your earnings.

Let’s talk about the reason behind Oliver and company’s unexpected crumbling: the monsters. Now, sure, I was feeling fairly confident leaving the Golden Grove, as I had just defeated a–well, in my eyes–fairly tough boss called the Gladiataur, which required a lot of switching between familiars and eating of sandwiches for HP regeneration and the heavy use of the Defend button. I can’t say for sure what level the non-boss monsters in the Golden Grove were, but I feel like they were around 8 or 9, which is level with where I had Oliver and two out of three of his familiars. However, once you exit the Golden Grove, you’ll find monsters seemingly around level 12 or 13, and they can completely take out the team in a few hits, especially if symbol alignment is in their favor.

The very first monster we ran into killed us. Maybe two or three hits to my level 10 Mitey. Then, heeding the words of the Lord High Lord of the Faeries, I avoided monsters until I couldn’t, as there is a sort of hound-like beast in the desert that is too fast for Oliver to avoid. It killed us fast. The third time saw me trying to take a new path over to Al Mamoon, only to have that hound-like monster stomp us flat. My fourth attempt at making it to the city proved successful, with no encounters at all, but now I’m seemingly stuck in Al Mamoon, and hopefully there are some ways to level up before I have to head back out into the wild. Otherwise, things don’t look good for the future. Sorry, Oliver’s mom.

I’m not sure if the appearance of these super strong monsters is deliberate from Level-5/Studio Ghibli or my fault. Should I have leveled Oliver up to 12 or 13 before proceeding on with the story, thus making these monsters more balanced? Though that might have then made the ones in the Golden Grove severely underpowered. And there wasn’t too much left to do in terms of side-quests in Ding Dong Dell or near it (from what I explored), so I felt it was time to move on story-wise. It’s hard to say, really. But now I expect Oliver and his battle-loving critters to succumb to Death’s call many more times; I just hope I won’t have to pay too high of a price to try again.