Category Archives: videogames

Hense, the Goddess of Pain and Pleasure, loves this blog post about Bastion’s difficulty

Suddenly, the Kid died three times in a row, unable to stop the swarm of Squirts and Gasfellas from overwhelming him with their lethal attacks. Up until that point, the Kid had never fallen in battle; sure, he’d come close, exiting the battlefield just barely, chugging his last bottle of health potion, wiping the sweat from his brow, quietly ignoring the narrator’s snide commentary. So, what had changed? Did the Bastion developers decide to ramp up the game’s difficulty without rhyme or reason?

Nope. What happened was that I built a shrine at the Bastion and turned on all of the god-like idols, thinking they were there to help and bestow great benefits on the Kid. Actually, they do the opposite of that. They make the game a whole heap-load harder, rewarding the Kid with more XP, but chances are that XP won’t be gained due to the fact that these enemies are now faster, stronger, and more deadly. Some even drop exploding bombs upon death, one last eff you before the darkness takes them. Because Bastion suffers from the tiny text disease, I couldn’t read the flavor text that went with turning on each idol and decided that surely they existed to help us on our journey to rebuild the Bastion. The idols also stack, meaning you could turn on a dozen and really wish your thumbs never existed. I believe I had turned on Acobi, Pyth, and one other idol before heading out to find Shards. Eep.

So, to help me and my bad eyesight out in future adventuring, here’s a table of all the idols you can unlock at the Bastion’s shrine, as well as what they do to ramp up the game’s difficulty:

Idol Description
Hense (Goddess of Pain and Pleasure) Foes are more ferocious
Acobi (Goddess of Oath and Abandon) Foes drop a live grenade when defeated
Lemaign (God of Hope and Despair) Foes’ attacks slow down the player
Pyth (God of Commotion and Order) Foes are quicker, both with movement and attacks
Jevel (God of Health and Atrophy) Foes are more resilient
Yudrig (God of Impulse and Bravery) Foes cause damage on contact
Roathus (God of Thirst and Plenty) Foes never drop Health Tonics or Black Tonics
Micia (Goddess of Loss and Longing) Foes have regenerating health
Olak (God of Chance and Whim) Foes occasionally turn to air, making them invulnerable to attacks for a short period of time
Garmuth (God of Purpose and Folly) Foes are more capable of deflecting attacks

Yeah, imagine all of those idols turned on at the same time. Can’t even stomach it. Thank goodness there’s no Achievement tied to utilizing these idols or anything; they are just there if you, the player, really want a different experience. I think I’m content with the default difficulty for now and will not be going back to the shrine any time soon.

Hard to say how far along in Bastion I am, but I’d wager either halfway done or a little more than halfway done. I’ve been using the machete and the scrap musket religiously, and haven’t really done much with secret skills. I constantly forget that I have a third attack. Oh well. Here’s to remembering things and reading important text then!

I can’t beat the second mission in Grand Theft Auto: San Andreas

I’m pretty sure no one likes admitting they suck, but here I am, all guts and no glory, telling the world (well, really just the select few that read Grinding Down) that I can’t even beat the second mission of Grand Theft Auto: San Andreas. Trust me, I tried. I tried oh so hard. In fact, I attempted to complete “Big Smoke” roughly four or five times, but found that controlling Carl Johnson on a bicycle and avoiding a car filled with gangsters and guns is beyond tricky. From what I understand, that’s the whole mission, too: put CJ on a bicycle and pedal your way to safety.

The first few times I was focusing more on staying up to speed with my gangsta buddies, so as not to get lost in the sprawling cityscape of San Andreas, but that often led to CJ crashing into something, falling behind, and failing the mission. Other attempts ended with CJ pinned against a wall or another car, a hundred and seven bullets flaying his skin, pelting him with ire, turning him into a slice of Swiss cheese. There was no chance at fighting back, only avoiding the car, but here’s a little fact that many people might not know: cars are faster than bicycles. No matter how hard I tapped the X button, I could not pedal ahead of the car, which pulled up right next to me and opened fire.

So after my sixth failed attempt, I muttered a cuss and took to highjacking some random automobile and causing as much chaos as I could. At one point, Tara came home and was talking to me, and we were having a full discussion, face to face, as I held down the gas button; amazingly, without even looking at the screen, my car was still on the move, hitting people and benches alike, as well as avoiding cops with an insane amount of luck. My car refused to get stuck, refused to explode. Maybe that’s the secret to doing well at a Grand Theft Auto game–not looking at the TV screen. Might have to try that trick if I ever attempt “Big Smoke” again. Or maybe not. I’ve no heart left in me, and I’m spoiled from L.A. Noire‘s easier action missions (and the ability to skip ’em entirely if they prove too hard or not fun).

Anyone want to come over to the Leaky Cauldron and finish this mission for me? I’ll pay you in praise and pretzels.

The Paul gives his impressions on the first hour or so of Bastion

Like most gaming entertainment, Bastion begins with some narration. This is to set the scene, tell a little backstory, get the proverbial ball rolling. However, with Supergiant Games’ first release, there’s a hook; the narration never stops. Voiced by Logan Cunningham, the game’s narrator is ever watchful and never a bit shy to comment on the fact that you’re slashing everything in your path apart or that you need to leave that adopted pet in your stronghold alone for now or that you went left instead of right first. It’s interesting and a little creepy, but it certainly gives one a sense of their own experience, something true to only them, and that their version of the Kid is being role-played as they deem.

Bastion is about rebuilding. An event known as the Calamity has split the world into a series of floating islands, and the Kid, our silent protagonist, heads to the Bastion, a safe haven of sorts that his people created to live at protected during these hard times. Unfortunately, upon arrival, it is clear that there is a lot of work yet to be done, and so the Kid sets off across the floating map to find new resources. So far, I’ve been able to upgrade the Bastion with two new buildings: a distillery and a forge. The former is a place of potions and magical unctions, and the latter lets you tweak your current weapons with passive abilities, such as improving the speed of your bow or your chance to land a critical hit with that mighty hammer. Standard RPG flair, but the stat personalizing and slight customization is welcomed.

The game is highly stylized, with gorgeous artwork, vibrant colors, and a playing field that forms all around the Kid as he moves forward. It’s amazing to see the path constructing right before your feet for the first time, and it’s still equally amazing the fortieth time it happens. Kudos to the developers for that neat trick. The monster designs are adorable, like something from a Hayao Miyazaki film. At times, the camera zooms in for a closer look at the action, which I greatly appreciated. Every place is a place of import, nabbing a cool name that any fan of epic fantasy fiction will love. My personal favorites: The Rippling Walls and Breaker Barracks.

If there’s one complaint I could toss onto the field it’s that the dynamic narrator is sometimes talking right as a swarm of Squirts appear out of nowhere and attack the Kid. Unfortunately, at that point I am more concerned with staying alive and swiping my enemies to bits to really listen, meaning I’ve missed out on whatever he said. Granted, it might have been something minor, but it might not have been. A narration log would be nice, or some kind of codex to keep track of everything. Also, at least for me and my television from 2005, Bastion is another example of a tiny text game.

But so it starts:


The Stranger (10G): Complete the Wharf District.

Looking forward to building more of the Bastion tonight after work.

Old World Blues is all talk, no action so far, and that’s fine

I promptly downloaded Old World Blues for Fallout: New Vegas last night when I got home from work. Once MasterChef was finished and poor, lovable Giuseppe was out the door, I loaded up my most recent character Kapture, a dude that loves Energy Weapons and that looks like he’d be right at home watching children playing at a local park from inside his dark, seedy van, and headed to the specific map marker to get things rolling. To start Old World Blues, the Courier must make his way to a drive-in movie theatre, wherein a broken robot satellite will show them a movie. Then it’s lights out, and waking up elsewhere, with strange surgical cuts all over your body.

You’ll make your way inside a large science research building called the Sink (or is it the Think Tank?) at the Big Empty, eventually finding a bunch of whacky robots. The leader, Dr. Klein, will then explain the situation, with colorful commentary from the other local bots peppered throughout. You’re brainless. And have no heart or spine. That’s why you feel so weird, so calm and uncaring. These robots cut those organs out of you, and it’s not entirely clear how you’re, uh, still alive, but whatever, it’s a videogame, and that’s certainly some strong motivation there for completing this newest DLC: recover your brain, heart, and spine. Also, steal some technology from their nemesis Dr. Mobius.

What’s most notable about this DLC is that the first 30 to 45 minutes are spent talking. With crazy robots. Since I don’t ever skip dialogue, a good chunk of my playtime last night was spent with the controller resting gently on my lap, only picking it up occasionally to make a speech selection. Even after the main chunk of talking is dead and done, and the Courier has his main mission, he/she can still explore the Sink and Think Tank to talk further with these deranged robots. I exhausted every dialogue option, gaining three to four more additional sidequests from this. Doctor Dala is extremely creepy, and I was pleasantly surprised–as was Tara–to discover that Doctor O is voiced by a true cartoon doctor…Dr. Venture‘s James Urbaniak!

So far, Old World Blues has some of the strangest and funniest writing to date for the series, with the word penis popping more than you’d ever expect, and drowning in it–the dialogue, not the penises–first and foremost for the DLC is not the worst thing ever. Though I am looking forward to exploring outside the Sink/Think Tank and maybe shooting something. Maybe.

Sadly, Mega Man Legends 3 has been cancelled

As I was inching closer and closer to completing George R.R. Martin’s A Dance With Dragons last night, I took a small break between powerful chapters to see how the Internet was holding up. Maybe I shouldn’t have as I already knew that the night was gonna get sad and frustrating once I closed the latest ASoIaF tome for good, but the Internet exists for checking, and checked it I certainly did. Scrolling through my Google Reader feeds, a headline popped out at me, and I read on, grimacing, trying to fathom the what and why: Capcom had announced that they were canceling Mega Man Legends 3, citing that certain criteria had not been met to push the project forward into full production. See Capcom community liaison Greg Moore’s words right here:

“Part of [the game development] process includes an assessment of whether the title will go into full production, and is based on a number of criteria with input from different sectors of the company. Unfortunately it was not felt that the Mega Man Legends 3 Project met the required criteria.”

Sigh. That hurts.

There’s not much on the horizon that has looked appealing enough to warrant more use of my Nintendo 3DS, but Mega Man Legends 3 (and its Prototype Version demo thingy) were definite contenders for my gaming hands and eyes. I still swear I have a copy of the original PlayStation Mega Man Legends somewhere around my apartment, but have not gone looking for it yet; it’s a game that was different enough to be a Mega Man title and more. I liked it for how hard it tried to not be the same ol’ same ol’, and while I never got to play any more titles in the series after that I knew that I’d pick up MML3 and its demo on day one. A portable MML is enough to get me smiling. I was definitely bummed to learn that the Prototype Version wasn’t going to be available when the eShop opened, and I should’ve seen through that thin veil, that Capcom was out for revenge against Keiji Inafune, that they’d rather push less exciting franchises forward than give a series that, without a doubt, has its fans, has personality, has a thousand and five stories yet to be told.

I have to wonder what criteria wasn’t met. More than likely, we’ll never know. Farewell, Mega Man Legends 3. May your health gauge refill sooner than later.

There’s no “i” in Team Fortress 2, but there is a “me”

Over the weekend, I picked up two games thanks to some coercing coupons from GameStop, but really I picked up six games, as one game is actually five games bundled nicely on a single Xbox 360 disc. It’s called The Orange Box, and it’s one helluva package, especially as a used copy; for just over $20.00, I now have access to Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal, and Team Fortress 2. Man, that’s a lot of 2s in there. I’m sure I’ll be musing about those first four games at some point, but let’s use today to dive into Team Fortress 2, a game I didn’t think I would like, but am having fun with, as well as a game that is sadly not the be-all, end-all version of itself.

Team Fortress 2 is an online, team-based, first-person shooting multiplayer bonanza. You pick a class, a map, and a type of game (capture the flag, capture/defend control points, arena, and so on), and you’re off to shoot non-team members, capture sections of the map, and wait patiently for your character to respawn. On the Xbox 360 version, there’s six maps available, and I’ve gotten to try ’em all once, which should be obvious to all y’all Achievements stalkers:


World Traveler (5G): Play a complete game on every map.

The six maps are all about the same size, a medium build, with a few spots of elevation, but otherwise there’s a lot of staircases and tight corridors to contend with. Each team has a home base where they can restock on health and items. No real direct interaction with anything on the map though, and there’s no destruction a la Red Faction tech. My favorite playground is whatever the snowy one is called. Snowscape? Snow City? Las Frozen Vegas? I can’t remember, and I’m definitely too lazy to look it up.

As y’all know, I’m pretty terrible at competitive shooting games, and that fact has not changed one bit since giving Team Fortress 2 an hour or two of my gaming life. I get sniped from afar, set aflame all the time, and knifed in the back the moment I step into enemy territory. But regardless, I’m having fun. I think it has something to do with the wonderful art style, a loose, cartoony feel that evokes Pixar’s The Incredibles and gives me a sense that everyone else is just here to have fun and not take it so seriously like a lot of Call of Duty fanatics. The controls and simplicity of the gameplay also help; most classes only get two gun-type weapons to use and one melee weapon, and there’s no rain showers of endless grenades. I think I actually did my best with the Medic class, as I kept away from the firefights and healed teammates as they needed.

Do you play Team Fortress 2? What’s your favorite class? And if you’d like to shoot me in the (cartoony) face or help take down others with me, please add me on Xbox Live; my gamertag is PaulyAulyWog.

Half-hour review of the horrible Harry Potter and the Deathly Hallows DS game

Firstly, while on vacation, I played Harry Potter and the Deathly Hallows, Part One for the Nintendo DS for thirty Crucio-worthy minutes, as well as took notes on the rotten thing. You can read them by clicking this very sentence or the image above. You’re choice, and you’re also very welcome. So far, LEGO Harry Potter, Years 1-4 has been the finest and grandest treatment of the source material, and that’s a fact both amazing and sad.

Secondly, I’m sorry for the lack of content here at Grinding Down this past week, and the lack of content is certainly not due to…a lack of content. I have plenty of videogame thingies to talk about, such as the four most recent games I’ve completed (#25 – Yard Sale Hidden Treasures: Sunnyville, #26 – Super Mario Land , #27 – Harry Potter and the Deathly Hallows, Part One, #28 – L.A. Noire), as well as more topics from that 30 Days of Gaming meme. And, uh, Netflix on the 3DS. So what’s the hold-up then?

Me. Crippling depression and bouts of meh. Overall exhaustion. George R.R. Martin’s A Dance with Dragons. Moving from a tiny attic apartment into an awesome house. And the day jobbery. July is without a doubt our busiest month, and I’m up to my neck in work, which gives me little time to ponder about the silly and frustrating aspects of gaming and its industry, much as I want to. As always, the moment Grinding Down begins to feel like work is the moment I abandon it completely; just stay tuned, dear readers, and I promise some more content soonish. Until then, please do head over to The First Hour for great videogame coverage!

30 Days of Gaming, #23 – Game with the best graphics or art style

Gameplay always trumps graphics for me, but there are the occasional videogames where the graphics or art style simply just can’t be ignored. It almost gets in the way of whatever you’re trying to get character X to do, and you have to give in, take a hit, sit back and gaze upon the sweat and tears of artists and designers and visionaries alike.

In this generation of gaming, high-res graphics are pushing the boundaries of real and unreal, bringing in unbelievable lighting, textures, and movement. Those cars in the latest Gran Turismo games might as well be plucked right off some heavily raced and televised track; those plants and jungle bushes in Uncharted are covered in bugs, and you know it; those faces in L.A. Noire are true faces, skinned off their respective actors by sick-minded men like Dr. Hannibal Lector and tossed into the game to give you a realism unlike any you’ve previously seen. There’s a new level of game graphics, as well as a new horde of gamers demanding they get better and better. That’s cool and all, but I’m a firm believer that we’ve reached the peak–or a few feet from it–and that this is as good as it gets, which is fine because realistic graphics are not the be-all, end-all, and you just have to look at the indie gaming scene to see what can be done with less…or more creativity.

Games like Limbo, PixelJunk Shooter, Bit.Trip Void, and The Misadventures of P.B. Winterbottom all stand tall with stellar gameplay and a look to match it. Would Limbo have been as haunting as it was if you could actually read the little boy’s expressions? Most likely no. Would those quirky pie puzzles feel as quirky if it wasn’t for that silent films-esque presentation? But enough about those titles. Let’s get wet.

I think Aquaria has a fantastic look to it, nailing a world we honestly don’t know too much about and only get to glimpse sparingly through documentaries or movies or fascinating photos. Like in Finding Nemo, the scenes set underwater in the wild ocean where life is all colors and bubbles were a sight to behold. It’s so foreign and strange under the water, and yet it can be equally calming and uplifting, just floating in the blue, weightless, full of wonder. There are two men behind Aquaria, Derek Yu and Alec Holowka, and Yu was the lead artist. His work gives Aquaria a hand-drawn, storybook style, complimenting the 2D exploration gameplay. It looks gorgeous in screenshots, and then doubly in action. Loneliness is an important theme and feeling in the game; one certainly feels all by their lonesome when swimming gently through open waters or the kelp forest. Items are more detailed in the foreground, but blurry shadows and outlines of other structures in the background give off a great sense of scale. And brain coral never looked so brainy.

I do vow to return to Aquaria and Naija’s troubles someday, maybe a day when my Mac isn’t on the verge of breaking. At least for one more look at beauty in motion.

Four heroes, one light, a final fantasy, and trying again

Tara got me Final Fantasy: The 4 Heroes of Light this past Christmas, and I played a bit of it, but quickly found myself stuck, my party of four split and unsure of where to go next. It was all so very unclear. And that’s a shame as the game itself is gorgeous to look at on the Nintendo DS, with a storybook feel to the graphics and classic fantasy soundtrack and adorably colorful towns to explore. I also loved the way the job system was implemented, focusing on wearing different crowns and enhancing them with dropped gems from defeated monsters. And just like in Dragon Quest IX, changing gear and hats reflects truly with your characters, meaning that sword of +2 fire looks like it means it. From what I played, it was a good game, but also brutally difficult.

The high difficulty–in my eyes–stems from two parts. The first has to do with the battle system; it’s traditional turn-based fighting with a seemingly minor change, but it’s one that can mean the difference between surviving a commonplace fight or failing and losing a good chunk of your gems. See, you don’t get to select who you are attacking or healing or using an item on. You just select Attack, Heal, or Item and hope that the AI behind all the menus can do the correct and smart thing. Sometimes it does, sometimes it doesn’t, leading to a couple frustrating fights, especially when the bosses come stomping around. The other reason for FF: T4HoL‘s difficulty has to do with its love of gameplay design of yesteryear; there’s no map, no in-game message on what to do next, no quest log, no sense of true accomplishment when it comes to rescuing a prisoner or defeating a legendary monster, no hand-holding whatsoever. You are a hero of light, and you are on your own. The story is simple and without pepper, meaning it can be forgotten easily even as you play the dang game, but thank goodness for online walkthroughs.

That said, I’ve recently gotten back into the game thanks to this wee vacation of mine. I had to grind a bit to get my only two heroes in the party (Aire Samantha and Jusqua Goyle) high enough to beat a specific dungeon, but now I’m making much more progress and much easier at that. Currently, we’re inside a mysterious whirlpool in Liberte, fighting off a lot of water elemental enemies and slimes that like to merge with their brethren. I’m hoping to unlock more crowns sooner than later though as the measly three right now are not enough to call life exciting. Evidently, there are a few crowns you can get from playing wireless multiplayer games with other FF: T4HoL players, but alas, every time I log on, there’s no one to join up with. Guess I should start pretending like these Seamstress and Beastmaster crowns don’t exist anymore. Waaaaaaaaah.

And that’s the update for now on being a hero of light. I’ll be back to let you know if when evil is destroyed for all of time.

Another day, another patch for Fallout: New Vegas

Old World Blues will be released on all platforms on July 19, but before that can happen, a patch must hit to fix some problems with Fallout: New Vegas. And when I say some, I really mean a plenitude of glitches and bugs and outstanding wonkiness. One might have thought a lot of these would’ve gotten taken care of back when an earlier patch was also put together. Oh well. Can’t get 100% in V.A.T.S.-patching all the time. Right, Obsidian?

This newest patch is a big one, so I’ll put all of its updates and corrections below a cut. Clickity click to read on.

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