Category Archives: videogames

What I disliked about Chrono Trigger

I know that the previous post to this one was a game review haiku and for Chrono Trigger itself, meaning that that was going to be it in terms of “reviewing,” but I do want to talk about this powerful RPG from the SNES heydays a little more at length. I mean, I finished it up in early January 2012 a few days after GiantBomb completed their Endurance Run and have been rather silent since then, letting my thoughts and feelings about Crono, his friends, time, and Lavos stir and grow inside my mind. And don’t worry. While in this one I will be moaning and groaning about the parts I found disappointing, there will be another post devoted to what Chrono Trigger did right and why it is, many years later, still an amazing game.

Okay, let’s break this down for easy peasy squawking.

The writing (at times)

Chrono Trigger, despite all the destruction and malice that Lavos brings to the table, is actually a lighthearted tale. It opens with a festival, there’s a lot of bouncy music, and characters exaggerate in large and loud ways to get home their personalities. The writing also reflects this with Ayla, Robo, and Frog speaking with heavy dialects, which is not fun to digest. The biggest problem with the writing is that, when it came to quests and where to go next, nothing was clear. There’s no quest log, and so you just have to talk to everyone, and sometimes they will say something important, but it’s hard to decipher what is worth following and what carrot is not. I had to look up the solution to the Rainbow Shell quest because there was no way I’d ever figure it out on my own; I just can’t think that abstractly.

The old man at the End of Time could’ve been a bigger help, too.

Unclear stats

You can obtain a variety of accessories to put on your pals, but I never really changed them out too much as it was never clear what a lot of these things did. A MuscleRing gives its bearer Vigor +6, but in no way is it made known what Vigor means. Is that the same as Power? Stamina? Strike? Tickle? Your guess is as good as mine. I did not do a ton of weapon/armor switching, focusing only on whatever pumped up my people’s Power and Defense the most. Sometimes that meant everyone wearing Nova Armors and being boring clones.

Overpowered

The point after this one might seem contradicting, but about halfway through the  time-traveling adventure, fights became super easy. Like, just mashing the attack command for all three party members and never even glancing at dual techs or higher skills.

The final battle

Boss fight after boss fight after boss fight after boss fight. I had plenty of Elixirs and Full Elixirs and all my dudes leveled up, but man…it was grueling. No breaks or chances between to save and breath meant it was tense, and on my first real attempt to end it all I died midway through due to not paying attention intensely. My fault, but still…

DS bonus stuff

Yes, that’s right. I did not find a creepy pawn shop, sift through countless boxes of moth-ridden clothes and old VHS tapes to find a dusty–yet still workable–copy of Chrono Trigger for the SNES. Instead, I picked up the Nintendo DS version, which contains a translated version of the 1995 gem rainbow shell, as well as some bonus content. Namely, this:

  • Anime cutscenes from the PlayStation 1 port
  • The Lost Sanctum
  • The Dimensional Vortex
  • Arena of the Ages
  • A new ending (bringing the total to…17, ugh)
None of it is stellar. The anime cutscenes are a weird and kinda jarring, especially when you see Crono and his goofy hair in motion. The bonus areas…well, I didn’t even find them. Unless they only pop up in New Game+. So, good job there. I tried Arena of the Ages for a pinch, but it’s basically Pokemon diet, and not even near as gripping. Otherwise, it’s easy to not miss it, but at least I was able to have a copy of the game for portable purposes.

Multiple endings

I only toss this under the bus because I really don’t have time to play this game more than once, and I definitely don’t want to do that final battle again just to see a new ending. Maybe I’ll YouTube some of ’em…

And that’s it. I basically enjoyed everything else about Chrono Trigger, but I’ll call those aspects out in a separate post down the road. If you’re a Chrono Trigger fan, did any of these above points ring true for you as well or is it perfection from beginning to end? Let me know below in the comments. And don’t hate me too hard; I loved Chrono Trigger, but I’m still able to see its faults. That’s just one of the problems stemming from me playing the game as a 28-year-old man versus a young boyconstantly high on Mode 7 and Super Mario World.

2012 Game Review Haiku, #2 – Chrono Trigger

Fine traveling time
With friends, foes, and turn-based fights
Lavos is no more

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Game of Thrones: The Game has got me worried

I am not a trusted scholar and saucebox of all things A Song of Ice and Fire. Sure, I love the books immensely, am a big fan of HBO’s take on blood and dragons and heraldy and fine-ass beards, and am a dude that’s attempting to draw just about every character ever named by George R.R. Martin–but I don’t know everything. However, I do know that there’s no place called Riverspring in Westeros. Except, thanks to the forthcoming Game of Thrones: The Game (ugh, what a name), now there is. Here’s how the developers describe it:

Bordering the Riverlands, the interests of this town and surrounding countryside are held in the name of Sarwyck as bannermen to the Lannisters. From their family keep, they have presided over their people for generations, but now unrest begins to grow in wake of the death of the reigning Lord Raynard Sarwyck.

All right. That’s believable enough, given just how many houses, big and small, there are, and the Lannisters do have a lot of support. And Sarwyck is a fine, Martin-esque name, but I got problems with Riverspring. Here’s why. In Fallout: New Vegas, upon emerging from a premature shallow grave, you discover the town of Goodsprings. In Rage, the first true city you come to call home is Wellspring. EverQuest fans might remember a halfling city called Rivervale. In The Elder Scrolls V: Skyrim, after stepping out of a cave, so long as you follow the path, the first settlement you unearth is called Riverwood. And in…y’know, I’m just going to list all of these forgettable names in bullet format to really drive home the point:

  • Goodsprings
  • Wellspring
  • Rivervale
  • Riverwood
  • Riverspring

The videogames market is currently inundated with spring places, and yes, pun freakin’ intended. Also, don’t forget about Riverrun, the ancestral stronghold of House Tully. The place that actually matters. But yeah, I get that the devs wanted to A) create a new location to do with whatever they wanted and B) keep it in line with Martin’s naming schematics, but seven hells, they picked the most generic thing ever. I think if I ever make a robust RPG set in a typical fantasy land, the first town I name will be called Good Riverwater Springs. You heard it here first, people.

Okay, fine. I have problems with Riverspring and just how little it adds to a world brimming with detail and construction. Moving on, thanks to Greg Noe, a new trailer has hit the Interwebz:

Wow. Look, no one–and I do mean no one–is playing Game of Thrones: The Game for its story. You just can’t outdo or even come close to the story-telling power of GRRM, so don’t bother trying. Instead, give us the goods on the videogaming side. Make it fun to play, fun to swing a sword or dabble in seedy politics or create some kind of unique dialogue tree system, but don’t pretend to be all high and mighty. This trailer tries to sound exciting, but even the narrator sounds bored–and rightly so. I’d rather see how the game will play, whether it will be more like Dragon Age: Origins or Dragon Age II, as that difference is vital. Certainly it won’t be anything original, but if it is closer to DA:O then I’m in. If it’s DAII…well, I’m probably still in as I am a huge fanboy of the source material, but man, it’s just going to be one letdown after the other. Granted, there still seems to be a second storyline to follow based around the Wall and the Night’s Watch. Maybe that tale will be more inspiring.

A release date of May 2012 is being tossed around. I’ll be keeping an eye out for more details before I take the black. Ugh. Between this, that RTS flop from Cyanide Studio, and an upcoming MMORPG, it just doesn’t seem like A Song of Ice and Fire can get the videogame treatment it truly deserves. At this point, I’d be down for something like this.

Playing the Ludum Dare 22 Winners, #3 – Last Breath

Oh man. I gotta hurry up and finish playing the top 10 from Ludum Dare 22 before the next Ludum Dare challenge takes place. Which is around the end of April 2012, and I think I can do it, as I only have three more games to try out: Last Breath, Abandoned, and Frostbite. All of them look simply fantastic in visual terms and are definitely platforms higher than those that came before them, which might just mean a pinch more of reflecting on my part. I can and will do this, and if Ludum Dare 23 goes well, I’d like to do it again as it’s a great push on myself to try out some smaller games I’d otherwise not even notice.

Like in Stray Whisker, Last Breath features an animal as your protagonist. This time it’s a dog, and it’s unclear if it’s a dead dog or a dog in limbo or a dog that was hit by a truck so hard that it flew into a hole in the ground which then opened up into a maze-like cavern–oh, and it also survived the impact. I guess all signs point more towards a limbo-based Canis lupus familiaris given this bit of text from creator deepnight:

The story of a dog trapped between life & death.
I can’t say much more, it would spoil the story 🙂

Anyways, after exploring this cavern a bit, you’ll discover multiple red balls and a shadow version of yourself, with eyes full of hatred. As soon as you begin to collect the balls, your shadow duplicate comes after you, literally shadowing your every move and eviscerating you upon touch. Your goal, from what I can tell as I was unable to even complete this part, is to collect all ten balls without the shadow dog killing you. This involves some planning as you can find yourself at a dead end for some balls, with no way out and the shadow beast closing in. The closest I got was a total of eight balls.

Last Breath, much like that silhouette XBLA darling Limbo, nails a lot of things: atmosphere, suspense, and gameplay. The pixel art and animation work is immediately charming, and I’ve had a deep love for that floating particle effect ever since I first played Fallout 3. The controls are simple, as the dog can move, jump, and cling–in a rather funny way–to ledges, and you’ll quickly go from exploring casually to running and jumping for your very being. The ambient music doesn’t change to reflect this, which is a shame, but it’s tense nonetheless. There’s obviously a best path to walk, but I didn’t figure it out after ten minutes or so.

Do try it, and good luck getting all those balls.

Achievements of the Week – The Who Loves the American Dream Edition

Due to some recent traveling, I was unable to do an Achievements of the Week post two times in a row. Which is fine, actually, as during those car- and con-laden days I was most definitely not gaming on my Xbox 360, but rather standing behind a table and selling copies of my bad comics to curious onlookers. With that said, today’s entry is going to be a little lean on variety as all I’ve really played on the ol’ Xbox 360 over the past twenty-one days is Saints Row: The Third–and in short spurts at that. Usually while waiting for water to boil for tea or Ramen. Sure, I’ve dabbled in a lot of Steam games as of late, but I don’t think I am going to include those ones much in these weekly roundups.

Okay, here we go with the purple pics then.

From Saints Row: The Third…


The American Dream (10G): Pimped out 10 vehicles.


Who Loves Ya Baby (10G): Killed 50 brutes, they just wanted hugs you jerk!


Hanging With Mr. Pierce (25G): Took control of the entire Downtown district for the Saints.

There’s a couple more, but that’s good enough for now. Besides, I kinda already covered them right over here.

This weekend is all about comics and scripting and getting my car registered in Pennsylvania, but I am sure I will sneak away for some gaming time. I mean, I’m about an hour and a half away from the Achievement that you get for playing Saints Row: The Third for at least thirty hours. Oh boy. I can do it.

What are your Achievement goals this week? Trying to finish up Mass Effect 2 in preparation for Mass Effect 3? If so, I’m jealous. I will probably finish my Mass Effect 2 playthrough by early 2056 at this rate. Well, let me know.

2012 Game Review Haiku, #1 – Saints Row: The Third

Insane saint, no rules
Shootin’, drivin’, fallin’ down
Happy as tiger

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Starting Shank’s story of sadistic and senseless slashing

The story of Shank: gang kills former gang member’s wife, said man kills everyone in the gang. At least that’s how I assume this will all go down. I’ve only just begun, but I mean, yeah. It’s all there. I’ve seen Kill Bill plenty of times to know what a tale of vengeance looks like. And I guess that’s fine. Really, this could be the story of a man named Shank that suffers from dementia and whittles pretty birdhouses during his flex time at Brookside Senior Citizens–so long as it looks this pretty.

As an artist, I love a game that revels in its artness. Like Prince of Persia and Bastion and Limbo and Odin Sphere and so on. If it looks hand-drawn, I’m in. If it’s colorful or has hints of cross-hatching or bold, thick outlines, I’m also in. Highly realistic graphics are uninteresting to me, and only help to make me feel more uncomfortable when shooting people that look like real, honest-to-goodness people in games like Call of Duty or Battlefield 3. No thanks. I’d prefer to blast apart something with tentacles.

But man, Shank. It’s a visual treat and like playing an episode of somethingSamurai Jack, perhaps–on Cartoon Network or Adult Swim. You control Shank in 2D, moving from left to right and jumping up and from platforms; the background goes deeper than that, with details like graffiti on buildings and telephone poles and a dreary and muted skyline that look absolutely gorgeous, especially to see it all in motion. Character models pop in that they are much more colorful and animated than everything else, slick with polish and personality. And story beats are covered in dramatic cutscenes and smaller scenes that actually take place directly during gameplay, which is a fun little trick that keeps the game’s pace frantic and fun.

Playing Shank on normal allows for unlimited continues and nicely placed checkpoints, which means I can just try again after Shank gets overwhelmed by too many goons. Which happens a lot. See, I have to learn to not get locked into a crazy-cool 15x combo when baddies are also standing behind me. So it’s a learning process, seeing what weapons work best and when to grab someone and how to toss grenades and so on. There’s a surprising amount of depth here, and I can’t even begin to imagine anyone playing without a gamepad. Like, really. It has to be nigh impossible.

Hmm. Okay, it’s Steam Achievements in your face time!


Just Getting Started: Take out 20 enemies


Making a Name for Yourself: Take out 100 enemies


The Wrong Guy: Defeat El Raton

My hands cramped up during the moving train level due to too many dogs and not enough health drinks, but I’ll be hopping back into it soon. It’s fun and fluid and immensely stylized and even though I kinda know where it’s all going it sure is a blast juggling enemies with knives, guns, and a chainsaw finisher. The only complaint I have with Shank is that the developers gave names to all the dog enemies, and it is ten times more hard to chainsaw a mutt’s face off when you know he’s called Thrasher to someone. Poor, poor, mutilated Thrasher. You probably didn’t mean to be so evil.

Mario, Princess Peach, and Bowser are back at it in Super Mario 3D Land

We’re closing in on the one-year anniversary of the Nintendo 3DS launching in the United States, and I’m now ready to talk about the third retail game I’ve purchased for the handheld. Yes, I said third. One entire year has almost gone by, and I’ve only bought three physical games made specifically for it. If I was an esteemed mathematician with framed diplomas on my walls, I’d venture a guess that that’s not a good ratio.

The first 3DS game I got was Pilotwings Resort, and it was an impulse buy as I wanted something–nay, anything–to have for my new system to show it off to folks. The second 3DS game I bought was Shin Megami Tensei: Devil Summoner Overclocked, and that was another impulse buy as it was right during Hurricane Irene and I wanted something new to keep me entertain while Tara and I went without power for as long as the handheld’s battery life held out.  The third 3DS game I got was Super Mario 3D Land, and I picked this up shortly before leaving for MegaCon as, again, I wanted something new to have with me on the road in case the hotel proved boring or I needed a distraction or whatever.

Hands down, between the three, Super Mario 3D Land outshines them all. It’s colorful and bouncy and filled with great nods to the past and neat uses of the system’s 3D gimmick. It starts out pretty slow and tame, but the difficulty ramps up with chasing ghosts and odd camera angles and my lack of skill with the circle pad for controlling our favorite plumber. I’ve gotten up to World 5 at this point, but need to collect a few more star coins before I can take on the boss level. Which is fine, as I definitely rushed through some earlier levels and can now go back to sniff out those shiny gold carrots on strings.

I’ve only ever played Super Mario 64 via an emulator on my computer and not for very long at that, and–to many disappointed gaming faces, I’m sure–I’ve never played Super Mario Galaxy or Super Mario Galaxy 2. Not a single second, and no, I’m not going to wait for you to pick up your jaw off the floor. I say this to stress the point that I don’t have a ton of experience in controlling Mario in a 3D environment. I am more use to running him from left to right, and it shows. I am constantly trying to run him in a straight line, which leads to problems like missing jumps or hitting enemies. It’s a learning curve for me, really.

And that’s fine. I’m in no rush. As with my 3DS Ambassador copy of Yoshi’s Island: Super Mario Advance 3, I like taking my level-based platformers slow. I do a level or two and call it a night. Supposedly, once you beat all eight worlds in Super Mario 3D Land, another eight appear. Oh man. That’s a lot of flagpoles to jump on. At least this retail game is providing enough meat for a $40.00 price tag, whereas Pilotwings Resort certainly did not and Shin Megami Tensei: Devil Summoner Overclocked probably does, but I’ve yet to get very far into the game due to my negligible SRPG skills. I really am looking forward to playing more.

The story of a robot boy in a cave and an evil doctor killing rabbit-like humanoids

Unfortunately, I did not get to participate in the Indie Impression for Cave Story+ as I was, at that time, an insane man, trying to pack for MegaCon 2012 and make sure I had all things with my minicomics straightened out before leaving for Florida or else I’d be totally boned. Which stinks, as I have played it both on my laptop (with and without a gamepad) and on my Nintendo 3DS and definitely have a few thoughts on the little indie darling that could, but now they go here, instead of over there. Right, well, time to level up and share some words…

Cave Story+ is surprisingly simple, and it’s surprising in how many times it surprises you. As the game’s  title implies, there’s a story here, and it does a great job of presenting emotion via the varied portraits of Mimigas. Seems like a girl named Sue is missing and you, a baseball cap-wearing robot who awakens in a cave, are off to find her. Along the way, you’ll learn of an evil doctor who is terrorizing the local village and killing rabbit people with sickening glee. Stumbling across special moments seems natural, but whenever the game cuts back to the man locked in the room trying to instant message with his computer, it all slows down and feels iffy.

Gameplay is fluid and fast, with your little robotic hero leveling up and leveling down within seconds of one another thanks to the swarms of enemies that want to inflict damage and destruction upon your very body. On occasion, a jump might feel a little floaty, but otherwise, everything is crisp and can make for some crazy tense scenarios where you are just shooting at everything that moves while trying to reach a save room as quick as possible. As you kill enemies, they explode into experience points (or hearts or ammo), which will upgrade your current gun as you collect them, turning a wimpy pea shooter into something more deadly. This is an addicting hook for sure, and leveling down is like the worst thing in life.

Currently, our hero is on a mission to get some jellyfish goo for…somebody. Names are a little hard to remember in this game except for Sue. Don’t know why that is.

And now for some Achievements from Steam, many of which are basically freebies:


Pea Shooter: Obtained the Polar Star!


Don’t Get Lost: Obtained the Map System!


Wanna Fight?: Defeated Balrog!


A Gift from Santa: Obtained the Fireball!

I have to wonder if I’ll beat Cave Story+ first on my laptop or my 3DS, and whether or not I’ll beat it more than once. Seems like there’s multiple endings, and I do like multiple endings. Either way, it’s fun and easy to pick up, especially if you are somewhat familiar with Mega Man and/or Metroidvania romps; you just gotta pay attention as there are one-hit kill creatures and spikes all over the place, making every jump and maneuver essential for surviving.

GAMES I REGRET PARTING WITH: Blood Omen: Legacy of Kain

Kain, the once nobleman from Coorhagen, just beheaded Moebius, and I was on the floor tucked up against my bedside, a PlayStation controller cradled on my lap, a wired phone shoved awkwardly between my head and neck, waiting for my best friend down the road to pick up on his end. When he did, I recounted what happened, going so far as to imitate Kain in his moment of triumph where he proudly–and ironically–stated that he was already dead. There was little time for chit-chat, just straight to the details.

“Oh wow, wish I could’ve seen that!” Willie exclaimed, a hint of disappointment there. The last time he saw Kain in action was earlier on in some dungeon.

“Can you sleep over this weekend?” I asked. “I’ll save my game and wait for you. I don’t know how much further I have to go.”

“Yeah, definitely.”

Together, we saw Blood Omen: Legacy of Kain to its end, lapping up all the over-the-top violence, sinister ways, cruel spells, and amazing voicework. At its conclusion, a choice is presented: have Kain sacrifice himself and end the vampire race to save all of Nosgoth or refuse the sacrifice and rule the empire with total power. For us, the decision was easy, though not something I’d make now, some sixteen years later. We gave in to the power, and allowed Kain to slip into the darkness he constantly seemed teased by, ruling with blood-red eyes and unrelenting disdain. I have to believe that we both didn’t want to see Kain go, especially not after all the time we spent with him, helping him on his path of revenge and righting. He was our friend, no matter how silly that seems, and a friend of my friend is my friend and so on.

This connection to Blood Omen: Legacy of Kain later blossomed into some franchise love, as Willie picked up Legacy of Kain: Soul Reaver three years later, and we’d go through the same routine, just with the roles reversed. Now it was me riding my bike over as fast as I could on Saturdays before the sun set to see what latest puzzle he was stuck at. I never got to play, but I watched enough, even if the game itself was pretty different.

Today, Blood Omen: Legacy of Kain is remembered as a darker The Legend of Zelda clone, one with terrible loading times. And yes, that all rings true. Though the loading times at that point in videogame history did not seem atrocious, just something to deal with. I think Suikoden had pretty long load times, too. But we all moved a little slower back in the day, and Willie and I just learned to fully explore a place before moving to the next screen to prevent needless backtracking. Reflecting now, it actually added to the overall experience.

But I remember this game differently, as an adventure and triumph shared, one with dramatically gory moments to ooh and ahh over while bouncing on a trampoline in the backyard. I miss it, and I miss what opportunities it used to give me.

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.