Category Archives: videogames

GAMES I REGRET PARTING WITH: Wild 9

Wex Major is out for revenge. Makes sense. His team of ragtag teenage freedom-fighters, known as the Wild 9, was attacked by Lord Karn’s Elite Shock-troopers. Some heavy damage was done, and six members of the crew were captured to be experimented on. Now it’s up to Wex (and his cohorts B’Angus and Pilfer) to save them, as well as kill as many of Lord Karn’s goons as cruelly as possible. Thank goodness he has the RIG, a high-tech weapon that shoots out an energy beam, which Wex can use in multiple ways: grabbing enemies and throwing them into deathtraps, picking up objects, using it as a grapple-swing-thing, and so on.

Wild 9 was an impulse buy. That much I remember. I was looking for something to play, and here was something to play. And from the makers of Earthworm Jim, too. Platformers don’t get kookier than that one. I assumed that their latest offering would be much of the same. I don’t recall getting very far in Wild 9 though. I think the torture aspect lost me, much like it put me off in Bulletstorm. When the RIG hits enemies, they moan and scream loudly, clearly in pain. Not my thing. I don’t want “bonus points” for dangling an enemy over spikes before finally dropping him to his death. I want to save Wex’s friends, and that means killing efficiently, progressing left to right, our destination always ahead. I might’ve stopped playing after the first boss chase sequence.

But Wild 9 has personality, and that’s the main reason it has remained lodged in my brain all these years. Loading screens contained some original artwork of the Wild 9 crew in amusing moments, and the art style and animation is clearly taken from the very same pages of Earthworm Jim. That’s not a bad thing, as they nailed something there and knew it. There’s some decent animation work too, in that Wex reacts to what you’re doing. Use the RIG to grab a crate, but accidentally drop it on your foot? Yup, he’ll hop about in pain. Really evokes that sensation of the Sega Genesis and SNES days where game characters were that–characters. However, his walking animation is trollish and clunky, but don’t tell him I said that.

Like Klonoa and Viewtiful Joe, Wild 9 helped usher us into a new form of platforming, that which is known as 2.5D. Yup. 3D graphics (as in polygonal), but still a side-scrolling action title. The camera angles could get a little jarring at times yet it was still a neat effect, especially when some levels have Wex is way up high with a gorgeous backdrop that seems miles away in the distance. Games like Shadow Complex will use this look to great success many years later.

The above text might seem contradictory–I love the style and personality of the game, but actually did not enjoy playing it. So, why would I regret trading in Wild 9? for some measly space credits that I don’t even remember spending? Well, I’d like to try again. As a youth, I did not have the attention span or devotion that I do now, and if a game didn’t interest me, it was off the list and over to the next. I feel like I gave Wild 9 a small amount of time and moved on to something else, eventually forgetting about it until the day came where I needed to trade in some games, and there it went. I’d just like to give it one more shot, to see if it will always be more unique than fun.

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.

Some great Nintendo DS games yet to come

I don’t know about you, but I kind of thought that great Nintendo DS games came to a stop with Monster Tale back in March 2011, and that all further energy and expenses were put towards making the Nintendo 3DS a roaring success. That latter hope has not worked out quite like the big Nintendo head-honchos would’ve liked, and any glimmer of light that gamers would get another title for the bereft DS handheld as high quality as The Legend of Zelda: Spirit Tracks or Professor Layton and the Unwound Future or Dragon Quest IX seemed unlikely.

However, strangely, there seems to be a number of great titles coming out in the next few months, even during the rebirth of the 3DS, and I’m all for this. In fact, these are the sort of games that will get played in my Nintendo DS Lite, as playing them in the 3DS might feel a bit like betrayal. They were created for the DS; that is their home, their haven. It’s only right.

Let’s take a looksie…

Dragon Quest Monsters: Joker 2

Release date: September 19, 2011

From what I understand, the Dragon Quest Monsters: Joker series is basically Pokemon, but in a universe where classic blue slimes and puns reign supreme. I found a copy of the first game the other week at GameStop for less than $10.00; haven’t got to play much of it yet as I plan to cover it for The First Hour. However, if it’s anything like the monster battling mini-element from the end of Dragon Quest VIII, I’ll be pleased. DQM: J2 seems to be more of the same, but with the usual shtick of better graphics, better online connectivity, and huger monsters, the kind that take up both screens.

Kirby: Mass Attack

Release date: September 19, 2011

A new Kirby game is always reason for excitement. The little pink hungry puff‘s latest adventure comes with a new gimmick; he’s been turned from one Kirby into many, and you’ll use this mass of Kirby to solve puzzles, platform through levels, and fight end bosses. The fact that it’s not trying to force 3D at us or use it in some stupid way is welcoming. Seems like a fun time overall.

Solatorobo: Red the Hunter

Release date: September 27, 2011

A follow-up to Tail Concerto, a PlayStation game I actually did get to try out as a youngling. It was just a demo level and entirely in Japanese, but still…the dang thing resonated with me so well that I still flash back to it from time to time. It focused around Waffle Ryebread, a dog police officer out to stop the nefarious workings of a cat named Fool. Silly stuff, but there was such confidence in the world-building that I bought in, and the same effect seems to be happening here with Solatorobo: Red the Hunter. Maybe deep down–really deep down–I’m a furry fan. I dunno. Kind of hope not. I just want to play a videogame about a doggy sky hunter and his sister as they try to steal a special file from an airship called Hindenburg. That’s totally normal.

And that’s three great-looking titles that don’t need 3D witchery to enhance their fun (and price tag). I’m definitely interested in picking up all three whenever they come out. Which is in…uh…all of them in September, two on the same day. Dang it. We’ll see what’s possible. If anything, since I just picked up Dragon Quest Monsters: Joker for cheapy cheap, I might forgo the newest edition until the timing and financial situation is better. But still, two desirable and quality DS games come out next month, and that’s definitely something to pay attention to, gamers and game developers alike.

Achievements of the Week – The Police School of Philosophy Edition

Ahhh…another week of posts at Grinding Down comes to a close, and we have another round-up of earned Achievements. Alas, this was a light week. Extremely light. I mean, I did earnestly try for some Achievements in Fallout: New Vegas over the last couple of nights, but between getting distracted within the game and it freezing on me…it was all for naught. Besides, both Caravan Master and The Legend of the Star are time-heavy deals, frustratingly slow and methodic, and I’m inching closer, I swears, but nothing’s popped yet. Just need a few more Sunset Sarsaparilla Star Caps (41/50) and a few more Caravan wins (24/30).

That said, here’s my only two unlocked Achievements this week:

From L.A. Noire…


The Brass (30G): Achieve maximum rank.


The Long Arm Of The Law (30G): Complete all street crime cases.

I wrote about this one over here.

And that’s it! Boo.

My goals for this upcoming week are to beat Bastion, grind LEGO Pirates of the Caribbean to completion, and maybe give the extremely silly Nier a few more minutes of my time. We’ll see what gets done. I’m kind of teetering on my depression between wanting to do lots of comic work and not, so it all depends on the state of my headspace. If comics take the reins this week, most likely gaming gets pushed to the back-burner. Plus, there’s going to be even more moving and things to do this weekend. Really looking forward to stay-in weekends once Tara and I get into our new place, as the coming and going really does mess up my passion and trivial scheduling. Okay, sorry about that. The mind, it speaks what it wants…

Okay, Grinding Down readers. What’s your favorite Achievement unlocked this week?

30 Days of Gaming, #26 – Best voice acting

Blood Omen: Legacy of Kain is infamous for its truculently long loading times, but I actually really liked the game, especially its voiceover work. If anything, that’s what I remember most, Kain narrating his own journey to the Pillars of Nosgoth. Now, I know the topic train for today’s meme entry calls for the “best voice acting,” but there were really too many choices to pick from these days, as the bar has been raised and re-raised over the last few years thanks to titles like L.A. Noire, Mass Effect, and Bioshock. So, instead, I went with a game that had great voice acting though I’m positive nobody would back me up if I called it the best.

As will soon be revealed, I love The Legend of Zelda: A Link to the Past. It’s a game I’ve played and replayed, discovering new things in it each time and just losing myself in the world and its characters. I can still remember how confused I was when Link switched between the Light World and Dark World, turning into a bunny elf thing, a sad reflection of his inner self. And when he…wait, no. I’m not here to talk about Link’s journey to rescue Zelda from Agahnim, as well as get the Master Sword and three mystical pendants. That’s another blog post, definitely forthcoming.

Transitioning on, when Blood Omen: Legacy of Kain came out in 1996 for the PlayStation, it was like getting an adult version of A Link to the Past. There was blood and violence and cruelty and creepiness, all played in a top-down perspective with a journey across an expansive land where collecting items and power-ups would help the hero explore even further. Plus, you drank blood from unsuspecting humans to regain health. I don’t even remember how I was able to buy it at the sweet age of 13, but I had. Or maybe someone else had for me. Can’t really picture that happening, as the only times I used a neighbor’s help was for getting discounted games from the now extinct Kay Bee Toys, such as Suikoden and Wild Arms. Either way, I had a copy of Blood Omen: Legacy of Kain, and I played it night after night, my best friend over, stretched out on the floor, wide-eyed at the crazy beheadings and bloody swordsmanship. It was crazy times back then.  And while FMVs were a new and cool thing at the time, they were bereft of voice acting. For that glorious work, you had to play the game and discover.

Going back, it’s amazing to hear how similar Kain narrates his journey in an almost Bastion-like way, commenting on items he picks and locales he passes by in real time. It’s hard to say what was more exciting: gaining a new power or hearing Kain’s description of it. Simon Templeman‘s confident, scorned voice does wonders to bringing Kain to life, and that’s saying a lot considering he’s undead. The soundtrack also plays ally, backing Templeman with bells and choir harmonies and ominously held notes. If medieval times had a soundtrack, this is it. Kain is certainly the star of the show in Legacy of Kain: Blood Omen, but there’s some other spectacular performances to call out, such as Paul Lukather as the ancient and reclusive vampire Vorador and Tony Jay as the cunning puppet-master Mortanius.

Some of my favorite quotes from the game follow. Naturally, they do not read as well as they are heard, but whatever. I’m not in the mood to link to a bunch of YouTube videos. Those interested can certainly seek Legacy of Kain: Blood Omen out to see and hear what it’s like. Right:

“In his life, he was unknown…a petty noble. In death, he was unknown. Yet by choosing oblivion, he restored balance to the land. Shades cast no shadows.” – Ariel

“I am the last Pillar. The only survivor of the Circle of Nine. At my whim, the world will be healed or damned. At my whim.” – Kain

“The world had changed to my eyes. I had not expected such cruelty from the light. For in the embrace of the sun, I could find no comfort, only malice. This would change in time for the worse, along with other thing.” – Kain

I never got to play any of the other games in the series, like Legacy of Kain: Soul Reaver, but it seems like some of the same voice actors carried over. Might have to try and find a used copy or two. Y’know, just to hear my friends again.

Changing discs and stopping crimes in L.A. Noire

Last night, as I progressed towards reaching the highest law rank and stopping all street crime cases in L.A. Noire, I found myself constantly changing game discs and wondering if I had somehow slipped through a tear in the universe and traveled back to the days of massively epic RPGs on the original PlayStation. Nope. I checked my computer. It was 2011, it was the age of industry, and I was playing a game on the Xbox 360. I didn’t count, but I’d venture a guess that I got up from my comfy armchair to change game discs at least more than five times–within a ten-minute timeframe. Let me explain the why though.

See, I’ve already beaten L.A. Noire, but wanted to go back and finish up all the street crime cases that I skipped during my intense, focused playthrough. I did a few of these petty crime cases in the beginning, but as the main story cases got more crazy and Cole began to lose himself in his work, so did I, letting many of these appetizers fall to the background. Thankfully, via the main menu screen, you can go back to each desk’s respective section and free roam in that world, gaining the chance to find locations, golden film reels, and stop criminals in quick, bite-sized side missions.

The problem is that since L.A. Noire on the Xbox 360 is so huge, it had to be expanded onto three separate discs, with the different desks divided up like so: Patrol and Traffic on disc one, Homicide on disc two, and Vice and Arson on disc three. My quest forward began with me popping in disc three and doing some street crimes from the Arson desk; once those were done, and the map was seemingly empty of red markers, I went to the Vice desk to do the same thing. A message popped up that said I had finished all the street crimes for this desk. Cool, thanks for that. Off to the second disc then, to play the Homicide desk. Did a few more crime missions, creeping closer to all 40 completed. No more markers on the map, but no message like before had popped up either. Oh well. Off to see what I missed during Cole’s time on the Traffic desk (Patrol has no “free roam” option). Upon starting free roam for Traffic, I got that message indicating all street crimes were complete for this desk. All right. Back to Arson desk then, switching the discs out. Load up free roam and can’t find any red markers on the map that highlight available street crime cases. I drive around for a bit and the police radio chatter cranks up, alerting me to a nearby crime in progress. Off I go…only to discover it’s a street crime case I had already completed. Grrr. Okay, maybe I missed something on the Homicide desk. Same thing happened, with no map markers, but getting called to a mission I had previously done. At this point, I only need to finish up two more street crimes to brush them all under the rug, and this is driving me mad. TO THE INTERNET, ROY EARLE! YOU CAN DRIVE.

Oh. Duhhh. Discovered that some street crime missions are only available at specific times of the day during each desk, meaning some during daylight and some at night. I had no way of knowing that.

Asdfghjkl!

ASDFGHJKL!

ASDFGHJKL!

Basically, for the Homicide and Arson desks, I had to drive around for a good amount of in-game time, waiting for the sun to set/rise, and then–and only then–did the last two street crimes become available. They were easy ones, a car chase and a hand-to-hand brawl. I just wish that there had been a better way of keeping track of completed street crimes in the game. Like, why not have the stats printed next to the “free roam” option in the respective case folders so we wouldn’t have to load and switch out discs so much? Makes sense to me. Unfortunately, this experience does not instill me with a sense of excitement towards chasing down that final newspaper, the remaining 25+ cars, and, uh, 49 golden film reels. Yes, forty-nine. Throughout my entire L.A. Noire experience, I only stumbled across one out of those fifty collectibles.

Anyways, here’s my reward for all the back and forth disc-changing madness:


The Long Arm Of The Law (30G): Complete all street crime cases.

Games Completed in 2011, #27 – Harry Potter and the Deathly Hallows, Part One

Hey, remember when I played a little bit of Harry Potter and the Deathly Hallows, Part One for the Nintendo DS last month? Well, immediately after the alloted 30 minutes of review coverage was up, I actually came down with a severe case of sadisticaurus meh, a horrible fever-inducing infection that makes gamers play horrible videogames simply to add them to a “completed games” list.

Yes, I continued to play Deathly Hallows, Part One, all the way to the end credits, simply because I knew I could polish it off in a few hours, not at all because I was having a good time. If I was having a good time, I’d have played it to the end as well, but I wouldn’t feel so guilty, much like I do right now. Well, the first step in admitting you’re a completionist-whore is…admitting you’re a completionist-whore. Hi, my name is Paul, and I like to complete things.

What else can I say about Deathly Hallows, Part One that wasn’t said so viciously in my half-hour review?

Not much. It sucks. It doesn’t even try to grasp some of that Rowling magic, and it is beyond a waste of material. Throughout the game, there is still a lack of music, a lack of innovation, a lack of fun. I have to wonder if anyone outside the development team gave it a look before it shipped. Probably not. If you’re looking for a fun Harry Potter game on the Nintendo DS, this is not it. Go for the LEGO version instead. I beg you.

And that’s it. I refuse to spend more time and words on this matter.

::Apparates the funk outta here::

Witness that I am intrigued over Jonathan Blow’s The Witness

Great, truly unique puzzles are hard to come by these days. We’ve seemingly done everything across a myriad of videogames spanning the past, present, and future: move blocks, match colored gems, flip switches, use portals to our advantage, bend time,  and so on. I thought the cloning and time-heavy puzzles in The Misadventures of P.B. Winterbottom were fantastic, excruciatingly tricky and humbling. Monkey Island 2: LeChuck’s Revenge had a few brain-twisters, too. But other than that, it’s all been pretty ho-hum, and yes, I’ve not yet played Braid, but do plan to soon.

And so with that said, I’m pretty excited about The Witness, Jonathan Blow’s next game after Braid, and I’ve barely seen much of it in action, just read several lengthy, praising articles over the last couple of days about the stuck-on-an-island puzzler. Which is all about discovery, and listening, and looking–and seeing. Seeing is solving.

The Witness has a Myst feel to it, playing from a first-person perspective and exploring a lush, but isolated and empty island. Why is it people-less? Who are you, anyways? What’s with all the tech? Questions, quizzical uncertainties, a pristine and thriving locale void of human life…only one way to figure it all out, and that’s to go exploring, picking up recordings for deeper insight. There are blue computer screens littered across the island, and they all seem to be connected to a door; to open the door, a player must draw a line from point A to point B, and that sounds simple, but it seems like the kind of thing that can grow dangerously difficult over time. Some of the answers for the line are actually found by looking around at the island; that group of trees, perhaps, with their weird-looking branches; that bird chirping overhead, chirping high then low then high again; these are not just bits of nature, they are answers. Seeing is solving.

It sounds fantastic. However, if I’m truly going to love The Witness, I’m going to have to stop reading about it, as I don’t want to know all the puzzle solutions long and before it even comes out. The lesser known, the better.

And here’s some lo-fi video footage of the game in motion:

Bouncing around the cosmos with Osmos

I think it’s safe to assume that I’m going to be talking about many of the indie games I’ve recently added to my collection over the last week or so. It started with just five darlings from Humble Indie Bundle 3, but that list quickly expanded as bonus games were added to the collection, including everything from a former bundle, one that I missed out on when it released in December 2010. Let’s just make things simple and list ’em all, okay? Okay, good. Glad to hear you’re a fan of lists, too. Ka-ka-kaboom:

  • And Yet It Moves
  • Atom Zombie Smasher
  • Braid
  • Cogs
  • Cortex Command
  • Crayon Physics Deluxe
  • Hammerfight
  • Machinarium
  • Minecraft (free for a limited time)
  • Osmos
  • Revenge of the Titans
  • Steel Storm
  • VVVVVV

Yes, I put them in alphabetical order. You wanna make something of it?

Anyways…thirteen games. Probably half don’t work on my crappy Macbook. I dunno. I haven’t spent too long trying to see. I do know that Atom Zombie Smasher, Cogs, and Crayon Physics Deluxe definitely don’t work. Will have to try others later. I really really really hope Braid plays as it’s something I’ve been interested in for a long while, having heard it’s a great puzzler and a great story.

One game that does work on Mac OS 10.5.8–and plays extremely well–is Osmos. It’s an ambient strategy game set in outer space, giving the player control of a tiny mote which is trying to grow bigger by absorbing larger motes. You do this by bouncing/pushing the mote across the galaxy; however, moving the mote makes it lose some of its shape, getting smaller and smaller, making each click vital to its very survival. You better be hoping you’re moving towards another mote you can absorb, otherwise it’s best to just restart the level. As Isaac Newton would say, “For every action, there is an equal and opposite reaction.” This actually leads to a surprising amount of strategy.

Oftentimes, strategy can equal stress. You plan and plan and plan–and then everything goes wrong, leading to last-minute decisions to save your skin or keep things together. I didn’t really find that to be the case with Osmos though. It’s actually quite hard to plan ahead; the level starts, you see a mote nearby, try to click over to it, and then watch as it is absorbed by an enemy mote, turning it red, turning it deadly. You have two options: try to click away or just charge head-on, meeting death, which is the quickest way to restart the level. Other levels require you to be big enough to absorb a specific mote or chase down this one mote that is constantly avoiding you. Can get quite challenging, but even after failing like seven times in a row, I was having fun, learning, and just enjoying the all-around chill vibe the game’s soundtrack evokes.

I especially like zooming out using the mouse-wheel. Really gives off a great sense of size and wonder, and strengthens the idea that we’re all just tiny motes in a vastness, desperate to get bigger, hungry to get big.

Have only done the first few levels, having gotten to the point where I can decide my mote’s path. Looking forward to more Osmos, especially after chatty titles like Bastion, horrible vehicle sequences in Half-Life 2, or simply pure boredom on my Nintendo 3DS.

Totally died five times while reviewing Minecraft’s first hour of gameplay

At long last, my dear readers…at long last! I’ve mentioned here at Grinding Down and more than occasionally tweeted about the Minecraft review I’ve been working on over the last few days. Well, it is now done and posted and ready for your consumption. Head on over to The First Hour to see how I spent sixty minutes in the blocky world of Minecraft!

That about does it for this post. Short and sweet.

NOTE: The images in the review are from my own gaming experience, and those are my drawings on top. I like how they came out. Hopefully you do too.

Achievements of the Week – The Burning Love Edition

Here we are for the second stab at rounding up all of those juicy Achievements unlocked during the last week. Don’t expect the naming convention of these posts to be conventional; they are born on a whim, on a phrase, on a wild brain-bite, with most often the first Achievement listed acting as the muse. Okay, let’s do this!

From Team Fortress 2…


Flamethrower (5G): Set five enemies on fire in 30 seconds.

I was trying so hard for this Achievement, managing to set three enemies on fire before a turret took me out. Was bummed. But then, after respawning, I quickly shuffled back to the warzone, lit two more dudes on fire, and ping. Glad to see that it didn’t have to be all five on one life. I have to imagine though, that since it took me about 10 seconds to respawn and five or so more to get over to the fighting, that it was down to the wire.


Nemesis (5G): Get five revenge kills.

Revenge is a dish best served BOILING HOT, YA BUNCH OF SNIPING SNOTHEADS. This one also tied in with the above Achievement, in case you couldn’t figure that out on your own.

I actually unlocked several more Achievements for Team Fortress 2, but I did them in a whoring kind of way and am not terribly proud of my actions. We’ll leave them unmentioned this week.

From Half-Life 2…


Hot PotatOwned (10G): Kill a Combine soldier with his own grenade.

Ha, funny.

From L.A. Noire…


Johnny On The Spot (30G): Respond to 20 street crime cases.

Petty crooks and ruffians are no match for the mighty Cole Phelps. I also unlocked the Miles On The Clock Achievement, which gets some coverage here. Closing in on a few more, such as The Long Arm Of The Law and The Brass. Maybe they’ll ping this weekend. Maybe they won’t. I’m no fortune-teller.

And that’s it. Been a slow week for Achievements, mainly because I was focusing more on other projects, like journal comics and Supertown comics. Writing up a crazy review of Minecraft. Watching some old Shark Week stuff on Netflix to make up for the fact that I don’t have the Discovery Channel currently. Oh, and moving. Always with the moving. Wish I could get Achievements for packing boxes and carrying them to my car, over and over and over again. Something like this, perhaps:


Professional Boxer (100G): Packed five consecutive W.B. Mason boxes, carried them down two flights of stairs, loaded them into your car, and broke a sweat.

Hells yeah.