Category Archives: videogames

Games Completed in 2011, #12 – Pilotwings Resort

So, I recently beat Monkey Island 2: LeChuck’s Revenge, and it’s a game I definitely will have fun reviewing, seeing as it was so much fun to play. However, I did end up finishing Pilotwings Resort long before it–and finishing is a loose term, but we’ll get to that in a moment–meaning I should do these things in order and talk about flying around an island for a bit before we get to sailing from island back to island back to another island.

When I bought my Nintendo 3DS, I felt a great impulse to at least get a game with it. Games and systems, y’know. They kind of go together like…games and systems. Now, fighting games are okay in my book, but I already played a bunch of Street Fighter IV on my Xbox 360, and so the next game that jumped out to me as somewhat decent was Combat of Giant Dinosaur 3D. Nah, just kidding. That title is gonna be extinct faster that those reptilian beasts it represents. My pick was Pilotwings Resort, and I was even alerted by a friendly GameStop employee that I bought the last copy available then for the public lepers. Cool.

I’ve played a small amount of Wii Sports Resorts over the past few years. Or, I’ve at least watched Tara go for a jog around Wuhu Island plenty of times to get a feel for the place. It’s cartoony and safe and colorful and filled with all the staples of a luxury getaway resort, and Nintendo decided to revisit it with the Pilotwings Resort launch title, a game all about flying above, below, and all around. The game is basically a collection of flying challenges, with three standard vehicles to pilot: a biplane, rocket belt, and hang glider. Earning points and doing well in these events will net you stars, and once a certain amount of stars have been reached you can move on to the next group of challenges. These go from bronze difficulty to platinum. The challenges range from flying through hoops and shooting colored balloons to rescuing baby UFOs for the mothership and free-fallin’ in a squirrel suit. They last about a few minutes long each, and you can always replay them to better your score; unfortunately, that only matters for advancing forward as there’s no sort of online scoreboards in place. And don’t bother trying to get better at controlling the rocket belt; it’s brutal and cruel and powered by the blood of some great demon living deep beneath the island’s volcano.

After that, you’ll be able to enjoy some free flying around Wuhu Island. With some limitations, of course. You’re given a strict time limit and a goal of collecting a slew of items: rings, Mii trophies, balloons, so on. It always feels like once you get into the groove of flying around and collecting things, the time limit has just run out. So the time limit is just a way to force replayability into a game already lacking things to do. Plus, different items show up on the island depending on the vehicle you pilot and the time of day. It’s a little ridiculous.

Unfortunately, that’s it for the game in terms of things to do. The graphics are on par with its Wii first cousin, and the 3D works perfectly for me when just up a teeny tiny bit. I tried turning it all the way up, but quickly found myself disoriented, especially since I had to constantly look away from the top screen to the bottom screen for its handy map. The music’s fun and chirpy, especially when you make a great landing, but otherwise doesn’t stand out as anything perfect.

If Pilotwings Resort had been included free with the Nintendo 3DS–like Wii Sports was for the Nintendo Wii–it’d be a much better game. At $40.00, it’s not long enough to be enjoyable, and this plastic flight lands before you know it, right back in its case, right back in your box of games you’ve played and will probably never play again.

Fun and funny times with Guybrush Threepwood

Why did nobody tell me that Monkey Island 2: LeChuck’s Revenge was one of the funniest pieces of videogame medium ever to be crafted? Well? What’s your big excuse?! Don’t tell me it’s because you lost your monocle either.

In truth, I guess I always knew it was a bit funny, seeing as it always came up in gaming forums and such as a good time. Yet I never got to play it, or any other entries in the series, and dang it, I’m now totally kicking myself. The writing is top-notch, with some of the best dialogue choices ever to be selected. Seriously, Tara and I spent minutes trying to decide if we wanted to Guybrush to say “I’ll BE back!” or “I’ll be BACK!” These things matter, people. And while the voice acting is new for the special Xbox Live remake and done with great personality, the writing remains the same text that was typed up way back in, uh, December 1991. It takes coconuts to do some of the things LucasArts did here, but without ’em, Monkey Island 2: LeChuck’s Revenge would be a less special game; the fact that you can basically make Guybrush beg and plead for a shopkeeper’s item despite never getting it is beyond the call of duty, but oh so wonderful.

The game’s funny, but somewhere in the middle of Act II, the one where you have to find four map pieces for Big Whoop, I had to trade in laughing a few times for Googling walkthroughs. Some of these puzzles are just plain obtuse, and I have to imagine it was a real struggle eons ago when your best solution was to just click everything and then click everything on everything. More in-game clues would’ve been appreciated, and I’m not talking about the brand new hint addition, which I’m not using in order to unlock an Achievement come the credits. Speaking of those delicious pingers, here’s a couple Achievements I’ve unlocked too that I find to be pretty great:


Old School (5G): Switched to classic mode at least once


Five Minutes Later… (10G): Allowed Guybrush to die.


Call 9-1-1 (10G): Called the LucasArts helpdesk when walking through the jungle on Dinky Island.

All right, so we’re on the home stretch now actually. The final island, which is a mess of jungle paths. Just finally ended my little talk with Herman. Now I gotta take down LeChuck…again?

30 Days of Gaming, #10 – Best gameplay

I’m used to doing the same things over and over again, in true life and in videogames, and this never-ending cycle is a big part of why Grinding Down is called what it is because grinding is the art of repetition. However, and I doubt I’m alone here, I always prefer variety to the same ol’ in the end. Especially in terms of gameplay. Videogames that are simply fetch quest after fetch quest after fetch quest—like the latest DLC from Borderlands—are beyond boring, and I guess I find many FPS titles to be of the same ilk. You just, uh, shoot things. Pew pew pew. Cue credits.

So, the best gameplay is potpourri gameplay. And the best example of this made-up terminology is Sly 3: Honor Among Thieves.

In his third adventure, Sly Cooper and his brainy pal Bentley are trying to open the Cooper Vault on Kaine Island, which is said to hold the entire wealth of the Cooper family. However, Dr. M built a mean lair around the vault as he has gold coins for eyes. Sly will have to recruit a whole gaggle of people to help out with this end-all, be-all robbery, some who are actually old enemies from the Fiendish Five. Each mystery person recruitment arc serves as a level, with it usually beginning on some light reconnaissance before the team whips up a battle plan and then acts upon it. Set in an open hub world, Sly and his friends will do more than just go from place to place; they’ll have to sneak on rooftops, win skyplane races, row boats through sewers, mess with security systems, lure animals and people around using multiple choice answers, climb windmills, successfully parachute to the ground, drive an RC car, shoot darts at incoming rockets, take pictures, steer a van, fire cannons, discover hidden treasures, recover sea-diving equipment, and more.

::deep exhale::

I wasn’t just saying and more to end the sentence sooner than later. There’s still plenty of stuff I haven’t even talked about yet. Like Gold Coins and Loot to spend over Thief Net or how, after you beat the game, there’s a master thief challenge to tackle. Yeah, there’s a lot of different things to do on top of my favorite for the Sly games: exploration. Sly Cooper is nimble and quick, perfect for running around a cityscape either noticed or unnoticed, and there always seems to be something to climb; he definitely gives the Assassin Creed games a run for their climbin’, and the open hub world is just so dang inviting. My personal favorite is chapter five, Dead Men Tell No Tales, heavy on the pirates and ships and booty. Each mission makes use of every place in the hub world, but it was always fun to go explore everything first, and then when it’s time to go back, I’d know what to expect.

For what could easily be summarily dismissed as just another platformer, Sly 3: Honor Among Thieves is all about a little bit of this, and a little bit of that. It’d be hard to get bored with so many strikingly different things to do, even if some are not as fun as others—the RC car’s controls made for frustrating nights. That said, potpourri really is the best kind of gameplay. Go on, take a whiff.

My failure with the Humble Frozenbyte Bundle

Out of nowhere, a new Humble Indie Bundle was revealed yesterday. This one, the Humble Frozenbyte Bundle, features three full games, the source code to a fallen project, and an early in to an upcoming game, as well as several original soundtracks. The three full games include Trine, Shadowgrounds, and Shadowgrounds: Survivor, and of them, I was most interested in Trine for its gorgeously lush fantasy realm. That should have been my first warning, seeing how beautiful some of these games were.

Anyways, I quickly plopped down some online money and started downloading my files. Then I tried to install them, and continually got this message: XYZ cannot be played on this version of Mac OS X. Oh…oh, okay. I checked my version of my Macbook, which I got back in 2008, and it was something like 10.5.8, which I guess is old. What confused me initially is that I was able to download and play all the games from the very first bundle (Aquaria and Penumbra and so on), leading me to assume these would work as well. Alas, no. They are too pretty for my tech. I even double-checked by hopping onto the website’s chat room, where it was confirmed by someone named Joel that I’d not be able to play on my current version of Mac. Wah. He offered me a refund, but I declined, happy to at least donate a little money to these folk, as well as credit something for the three original soundtracks that came with the games.

It seems that I’m allowed to download these DRM-free games as many times as I want so I might be able to try again in the future if/when I upgrade my shtuff. I’m slightly disappointed because Trine looks like a lot of fun, and it’s not available on Xbox Live, so there’s really no way I can play it. Not that I need more to play right now, that is. Heck, I’m still even working on the titles from the original Humble Indie Bundle.

But yeah, I failed. Welcome to my failblog. However, for those reading, this bundle is still worth pursuing though. Just make sure you’re able to run these games before you buy.

30 Days of Gaming, #9 – Saddest game scene

I’ve been struggling with this topic from the 30 Days of Gaming meme for a bit, and I didn’t want to just cop out and say that, obviously, the saddest moment in gaming for me is when my absolute favorite character unfairly sacrifices himself for the greater good. I already wrote about that. So I had to think, think, think, and all I kept hearing inside my head was a cold, solid thud. Over and over. Thud. It wasn’t inspiration falling down, giving up, calling it quits, ready to rest in eternal darkness; it was Nanami.

Suikoden was all about politics and war. Suikoden II threw a third ingredient into the mix, a healthy dose of friendship. This showed up in the form of the main character and Jowy, as well as the main character and his adopted sister Nanami, a fiesty, good-hearted girl that more than often spoke on his behalf. She’s a worry-wart, caring deeply for everyone she comes in contact with, as well as a highly trained martial artist; later on in the game, when she learns that her brother and Jowy are both commanding opposing armies, she pleads with them not to fight. However, love keeps her around, keeps her by her brother’s side, all the way to the end when, in Rockaxe Castle, she falls trying to protect those she cares about from being ambushed.

Thud.

You can hear the horrible noise at 1:30 of this video:

And the part that makes it so sad is just how sudden it happens. Nanami skillfully deflects every arrow but one, and then she’s down for the count. No stagger, no moment of shock–just a body giving away. There isn’t even time to comprehend what happened because Gorudo and his men shout “BOSS BATTLE!” and away you go, desperate to get back to your big sister, to try and save her. Which doesn’t happen.

It really doesn’t take long in Suikoden II to forgot that the main character and Nanami are not related to each other. Some of her last words touch on this, how she was so happy to have a family. To even be Jowy’s friend.

Just like with Gremio, Nanami can be saved. However, it’s a little more complicated than simply collecting all 108 Stars of Destiny so I’ve never seen it accomplished. And never will. Nanami has always–and will always–end with a spiritless thud.

A weekend full of StreetPass tags

Over the weekend, I attended and exhibited at MoCCA in New York City, a fun comics convention that is brimming with indie art titles and nice people. Also, tons of 3DS owners. How do I know this? Well, for two days, I kept my 3DS on Sleep Mode in my front pocket, ready to tag other traveling systems, and when it was all said and done, after giving in to pure obsession and checking again and again, I went from having one dude in my Mii Plaza to having 51 Mii peeps. Let me embiggen that number for you:

51

That’s a lot of tags. I even got lucky and ended up tagging several Miis multiple times, increasing their level each time. Sometimes, as I was checking who I had tagged, I’d tag two to three more people walking by. It was amazing and overwhelming and a little bit like drug use in that seeing that green light at the top corner of my 3DS sent a rush of tingles through my body each and every time.

With all these tags, I was able to get much farther in Find Mii, the built-in RPG for the 3DS, unlocking several more hats like Link’s Hat, the Kirby Hat, and Dog Ears. Still haven’t rescued my own Mii, but we’re creeping closer; got hung up on a shielded ghost, and nobody I tagged seemed to like the color light blue. There was also some puzzle piece swapping, but that function is ultimately uninteresting. You collect puzzle pieces, and your reward for finding them all is…you get to look at a picture! Oh joy. I completed an image of Link and a bunch of Pikmin if you were curious.

Here’s a tidbit to chew on: roughly 90% of all tags over the weekend were from male 3DS owners, and it seemed like the title of choice was Super Street Fighter IV 3D. I disappointed another exhibitor when I told him I had bought Pilotwings Resort instead.

But now with all this tagging done and an army of Miis at my control, I have to wonder what’s next. I mean, they just kind of stand around. Are they going to be added to any future 3DS games I play that use Miis? I wish there was more to do with them, with tagging, with communicating. Why can’t I simply add some of these people to my friends list since we’ve tagged each other? StreetPass is all about the short-term satisfaction, and it’s great at it, but there’s not much meat to it in the end.

The only bummer to all this crazy excitement is that I sort of burned myself out on the 3DS and have not carried it with me now for the past two days. I’ll get back to it though as I’m looking to increase the amount of walking I do now that the weather is turning, but there’s no longer any real incentive now that I’ve seen what a good amount of tags amount to: some quick entertainment, nothing more.

Better blogging on Grinding Down next week, me promises

I realize that this week’s postings on Grinding Down have been less than stellar. Two 2011 Games Completed posts, and one lonely musings post on my first StreetPass notification. That’s it? Yeah, that was it. I’m sorry for that, but I also have an excellent excuse: I’ve been crazily prepping for MoCCA these last few days. And the con is this weekend, meaning that once it’s all said and done, I’ll be back to my usual standards of randomly pondering about videogames, doing that 30 Days of Gaming meme, and complaining about all the letdowns built into the Nintendo 3DS.

I’ve completed Pilotwings Resort recently–or completed as much as I want to–and am close to finishing Costume Quest, making for another two posts on my 2011 completed games list. Plus, I’ve barely even mentioned all those games I bought last week during Xbox Live’s sale frenzy. Plenty of fodder all around.

So yeah, there should be more content next week. Please stay tuned.

Today’s my first day off from work this calendar year, and the wife and I will be heading to New York City later. Gotta make sure my 3DS is charged and ready to hopefully StreetPass some folk.

Games Completed in 2011, #11 – Monster Tale

Metroidvania is a special genre of gaming. It’s both linear and not, it’s devoted to progression and secrets, and it’s been around since the venerable NES days. I mean, it’s very namesake comes from two of its most obvious influences: Metroid and Castlevania. Over the years, Metroidvania has seen some peaks and valleys and straight-up dry spells, never finding a wide audience, but there’s been a rebirth of sorts on handheld consoles like the Nintendo DS. Mostly more Castlevania titles, but there’s also been the occasional surprise debut, and that’s where we find Monster Tale from DreamRift, the makers of Henry Hatsworth in the Puzzling Adventure.

In Monster Tale, you play as Ellie, a young girl who stumbles upon a magical armband, unhatched egg, and hidden world inhabited by monsters. She quickly discovers that she’s not the only human to venture into this world as it is ruled by snotty, personality-heavy kids, the worst being Priscilla. They have enslaved many of the monsters and turned them into their evil pets. The egg Ellie found earlier hatches, and the monster quickly bonds with our blue-haired protagonist, fighting off enemies, eating snacks, and evolving into more powerful forms. She names it Chomp, and he/she/it will be vital to her survival as she searches for a way back home.

Monster Tale is a mix of platforming, combat, and pet raising. You’ll travel through five themed worlds—a wicked treehouse and demon express train, for example—until you can’t travel forward any more; most likely, Ellie will need to learn a new ability like charge shot or obtain a key to open a locked gate. Unfortunately though, DreamRift is a wee bit masochistic and decided to make back-tracking a high priority here. Very high priority. Now, with Metroidvania games, back-tracking is the point; you get a new ability, and now you can get past X from that earlier level. However, the back-tracking in Monster Tale feels unnecessary, and often the item/power needed is on the far opposite side of the map. There’s no fast-travel system so Ellie and Chomp have to trudge all the way back; I was constantly checking the map so as to not get lost. It feels like something implemented to transform a four-hour game into an eight-hour game.

Good thing the combat is fun, especially thanks to Chomp. He/she/it is an adorable monster that helps attack enemies on both screens of the Nintendo DS. Chomp can’t spend too much time up top as it drains its health, but the bottom screen acts as a sanctuary, healing it and housing many special items for it to interact with. There’s some great animation work when it comes to Chomp chompin’ down on some cold pizza. As Chomp defeats enemies and eats entire bowls of rice, it gains XP and levels up, opening up new forms. I had him evolve into the Juggernaut by the end of the game and kept him there, but there’s plenty of other forms for people to tinker with if they’re curious. I only wish that Chomp was a little more proactive when on the top screen; it seemed like it wouldn’t attack an enemy unless Ellie personally chauffeured it over.

Story-wise, Monster Tale doesn’t ask too much of your attention. There’s small bits of dialogue between Ellie and another kid before a boss fight, but other than that—it’s purely background fluff. I likened it previously to a Saturday morning cartoon plotline, and I’ll still stand by that. I do think that DreamRift missed out on a great opportunity though; all along, Ellie is trying to get Chomp back to its mother, but this plot point fizzles out. It’s safe to assume the two are reunited, but it would’ve been nice to see some monsterly reunion on-screen.

The production values in Monster Tale can’t be ignored. The 2D sprites are colorfully crisp, and the animation work is top-notch. The quality kicks it into even higher gear during the boss fights, my favorite being against the deranged bunny rabbit. Background details such as monsters hiding behind paintings really help with the immersion. To be honest, I did not notice much of the music; I eventually turned all sound off as I got tired of hearing Ellie make a noise every time I hit the jump button. Every. Single. Time. Thank goodness the game’s gorgeous to look at for extended periods of time.

Monster Tale came out shortly before the Nintendo 3DS launched, a period being labeled as “the end of the Nintendo DS era,” but not by me. It might be late to the party, but it’s a pristine example of why gamers should stick around a little longer. Sure, the back-tracking gets tiresome, but the combat and pet raising is irrefutably addicting. It’s definitely one of the more unique Metroidvania titles in some time, and if you’re a fan at all of fun, friendly platformers, this is one helluva tale.

A copy of Monster Tale was provided to me by Majesco Entertainment for review. My completion total was 78.6% after just under eight hours. I’m pretty sure I found every room, but did not spend a ton of time evolving Chomp into different forms. I basically stuck with the Juggernaut form and grinded him to level 30 before the final boss fight. The hardest part of the game involved a moving platform and floor lined with deadly spikes.

My first StreetPass tag notification in all its glory

I got my first StreetPass tag almost a week exactly after I purchased my Nintendo 3DS. Like, I bought my system two Sundays ago around 5:00 P.M., and this last Sunday I passed someone else with their system on around 4:00 P.M.-ish. How freaking weird is that? I had almost given up hope of ever tagging anybody, too.

Anyways, his name is Dominic, and he was definitely at the Rockaway Mall on April 3, 2011, doing some spring shopping. His birthday was pretty recent on March 2, and his dream is “…to master an art!” Sadly, his favorite game title is, um, activity log. I immediately used him to spice up the two minigames within the Mii Plaza: Puzzle Swap and Find Mii. Sadly, he didn’t have a puzzle piece to share, but I did have him take some sword swings at ghosts. He’s now hanging out in my Mii Plaza, looking lonely, looking bored. I guess that’s all these Mii tags are good for–a one-time use.

I’m very curious to see if my system gets any more love while I’m in New York City over the weekend. I’ll be selling Supertown comics at MoCCA 2011, as well as walking around the city a wee bit. If I really come back completely StreetPass-empty, I’m gonna give up on the function entirely. I can earn my 10 Play Coins easily enough by the lunch hour, and after that then there’s no reason to be constantly carrying it with me.

Have you gotten your first StreetPass tag yet?

Games Completed in 2011, #10 – X-MEN Arcade

My mother absolutely loved Walt Disney World, and it seemed like no more than two to three years would pass in my youth before we’d drive down to sunny Florida from buggy New Jersey yet again to spend a week walking the parks, seeing the sights, and eating like royalty. We always stayed inside Walt Disney World, but rarely at the same resort, and for all intents and purposes of today’s post I’m going to be talking about the time we stayed at Disney’s Coronado Springs. I was definitely under ten years old then, but many details remain fuzzy. I do, however, remember there being an arcade at the resort, an arcade with air hockey and Pac-Man and, most importantly, an X-MEN Arcade cabinet. I think the game itself was just called X-MEN, but that can be rather misleading and generalizing so we’re tossing in arcade for good measure. So, this arcade…it used quarters, not tokens or playcards, truly a relic of the past. I never had to beg for change from my parents, and I have this sort of LOST-style flashback of myself running up to my mother on one of the bike paths, watching in boyish anticipation as she fished around in her vacation belly-bag, and pulled out a handful of quarters—all mine.

As a kid, I thought the X-Men were just the coolest. Nothing cooler than a team of crazy-looking superheroes fighting even crazier-looking supervillains, in fact. I had the comics, the collectible cards, the TV series recorded every Saturday morning. And if I had my way, I would totally have been born a Mutant. My power? A cross between Kitty Pryde and Colossus, which is funny if you know anything about their history together. I’d basically like to either phase through walls or simply bust through ’em. But yeah…videogames. The X-MEN Arcade cabinet always had a crowd thanks to its ability for six people to play at once. It was definitely the most popular cabinet at the resort’s arcade—at least in my eyes it was—but it was worth the wait.

X-MEN Arcade is the continuation of the plot from 1989’s Pryde of the X-Men, an animated film I watched so many times that the VHS tape eventually disintegrated, wherein the X-Men go after Magneto for kidnapping Professor Xavier and Shadowcat. Six characters are available to play as—Wolverine, Cyclops, Dazzler, Storm, Nightcrawler, and Colossus—and each plays pretty much the same save for their special moves. I usually selected Nightcrawler because his superpower could easily clear the screen of enemies. However, I never completed the game in the arcade—didn’t have enough quarters, didn’t have enough other players to help out, didn’t have the skills to beat the Blob without using up all my lives. Many, many reasons. And I never did find another X-MEN cabinet back home in New Jersey, and so that was that. Other X-Men games came out, but none quite like the arcade version.

Jump ahead in time like Bishop to 2011, and I’m playing X-Men Arcade again. This time, it’s very different. It’s silly, it’s easy even on the highest difficulty setting, and it’s unbelievably short. I beat it twice so far. When I played the game in the arcade, I never got farther than beating Wendigo, and I was surprised to see there was only a couple more levels to go. You have unlimited continues, which seems weird, and each level is more or less the same: walk left to right, beat up every enemy, continue on until you hit the level’s boss. It’s a perfunctory brawler and bland, but because it’s the X-Men, I’m okay with that.

Last October, my wife and I went on our honeymoon to Walt Disney World. Amazingly, we stayed at Coronado Springs, too. Here’s us waiting for the bus:

The arcade is no longer located in the resort’s main building. Instead, it’s been moved over to one of the pool areas, and we did see signs for the arcade, but we just never got over to see it. The hot tub was too soothing, too comforting. I’d like to imagine that the X-MEN Arcade cabinet is still there, still eating quarters.

The XBLA version is both a port and completely different take on the game. Go in for nostalgia’s sake, and you’ll have a good time. Otherwise, it’s nothing amazing these days. However, the experience of playing it again some twenty years later means a lot to me. I just wish I could tell my mom how much.