Category Archives: videogames

A tale of my most hated tailing missions in videogames

gd post worst tailing missions in videogames

Gather round, dear Grinding Down readers, and I’ll tell you a mighty fine tale…all about tailing. Whatever you do, don’t look up the urban dictionary definition for it.

For those that are lucky and have never played a game involving a tailing mission, you are basically tasked with following a non-player character to a designated area. This is either done on foot or in a vehicle. However, more often than not, your target cannot be alerted to your presence; if they are, that means your mission to be like a ninja failed, and you’ll have to start it all over. Like many, I do not enjoy these missions, despite being full of patience, and some are more loathsome than others, especially when silly things like artificial intelligence, geometry glitches, and randomness are actively working against each other. They are lengthy, generally due to the fact that you are often following someone moving at a leisurely pace, and checkpoints are usually non-existent.

Many bad tailing missions stick out in my mind after all these years of gaming, and below are a few that I’d like to highlight as particularly bad. In fact, I might even say I hated them.

“The Siege of Charles-Towne” from Assassin’s Creed IV: Black Flag

This is the one that got this nugget of an idea about a list of tailing missions started, way back when I was actively playing it. Sorry, I’m sometimes slow with these posts or lose interest only to come back to them much later with renewed vigor. I generally enjoyed my time with Assassin’s Creed IV: Black Flag or, as my girlfriend calls it, “the turtle game.” See, one time she saw me playing it, and I was running around a beach area looking at the turtles scooting their way to the ocean, and thus the game will forever now be known as such. That’s fine, because this series is now 10+ games deep, and we need a better way to recognize them than just their generic subtitles. Honestly, I’m surprised it took us so long to use the word origins.

I know these games are pretty hit and miss with consumers, with ones like Assassin’s Creed III and Assassin’s Creed: Unity definitely in the miss column, but I liked a lot of what Kenway could do and even patiently dealt with the handful of tailing missions thrown at the man throughout the game. Still, they all got rated one or two stars when completed, but they weren’t too bad, all in all. Not when you compare them with Sequence 6’s “The Siege of Charles-Towne”, which literally has you in a boat…stealthily following another boat. Ugh. I don’t really even know how that is possible, but I guess if you sail smoothly enough and don’t startle any dolphins, anything can happen.

To start, you are steering a large boat around a small swampy location, at night, with lots of things to smash into. It’s like threading the needle with the lights out. Also, not sure if any of you have every tried to quickly course correct and shift directions in a boat, but it’s not a fast affair. Throw in the fact that you must be cognizant of both red and yellow circles on the mini-map while trying to steer, and you’ve got the recipe for one bad tailing mission. On a related note, I’m currently playing Assassin’s Creed: Revelations, at about 25% synchronization for those curious, and have not found too many troubling tailing missions…yet. I’m sure one will rear its ugly head soon enough.

“The Set Up” from L.A. Noire

la-noire-the-set-up

Ah, L.A. Noire, you big, gorgeous, empty-as-heck modern adventure game. About midway through “The Set Up” mission, Cole must remain incognito while tailing a woman named Candy Edwards. See, she might have information about why the professional boxer Albert Hammond won a fight that he was supposed to throw, which angered a lot of bookies and people betting on the event. For those that don’t know, incognito means things like, sitting on a park bench and pretending to read the newspaper, as well as avoiding getting spotted when she turns around to examine her surroundings.

As Phelps is tailing Candy on foot, he has to keep his distance and maintain good cover. If he gets too close, she’ll stop and turn around. Phelps will also comment if he is about to lose Candy’s. It’s pretty straightforward, but it’s a whole bag of boredom and constantly worrying about being too far or too near the target. There are invisible meters and vision cones at work here, and I still don’t know if seeing them would be better or not. There’s also an Achievement for tailing Candy without using any incognito or cover…which I’ve not popped.

In the end, it’s a tailing mission, where your movement is dictated by the target’s movement, and I’d rather spend my time closely examining matchbooks or pieces of fruit or interrogating suspects. Or even searching for those well-hidden golden film reel collectibles.

“Act 3” from Metal Gear Solid 4: Guns of the Patriots

This one is still pretty fresh, seeing as I only just played Metal Gear Solid 4: Guns of the Patriots for the first time back in autumnal 2015. Earlier in the game, you had to track someone by their footprints out in the wild, and that was honestly fine. However, the streets of Eastern Europe are a whole different bag of messy worms, and Old Snake must tail a member of the resistance in hopes of him leading you to the hidden resistance HQ.

Now, if you follow him without being detected, he’ll lead you directly to the resistance HQ, which is where you can hopefully meet Big Momma. However, you need to keep a good distance away from him in order to avoid being detected, which means letting him get a decent head start and running into trouble. So, you not only have to follow this whistling fool without being spotted, but you also have to protect him from enemy soldiers piqued by all that whistling and various roadblocks. Frustratingly, he can’t witness you helping him either, otherwise he’ll get scared and run away.

I did not do well with this mission, and I felt like I stumbled the entire way through it, just barely surviving encounters and keeping the resistance man on track. It’s a major reason holding me back from ever revisiting the game.

“The Lost Pilgrimage” Korok trial from The Legend of Zelda: Breath of the Wild

Once you make your way through the Lost Woods and get to Hyrule Forest proper in The Legend of Zelda: Breath of the Wild, you can attempt to complete four Korok trials. One is given to you by a Korok named Tasho, who tells you about friend Oaki, who set off to find a shrine alone. Oaki really wants to make it all the way to the shrine by himself, but Tasho is worried and wants Link to follow along after him to ensure he makes it there safely. Alas, this is an instant-fail stealth tailing mission, which means the moment you are spotted it is over and you have to restart from the beginning. It’s a severely outdated design and a fun-sucking vacuum cleaner if I ever saw one.

Okay, so, some issues. One, Oaki is dressed mostly in bland, gray clothing, which makes him hard to see in the foggy Lost Woods. You have to rely on sound more than anything due to all the gear he is carrying. Two, this is still the Lost Woods, and so if you veer off the main path too far, the fog sucks you up. A kind soul might imagine this simply plopping you back on the beaten path to continue forward, but no, it just fails the mission outright. Gee, thanks. Okay, so these issues took a couple attempts to figure out and get used to, but then I lost all hope when, without warning, Oaki turns around and runs straight at Link, spotting him instantly.

Ugh. I attempted this mission three or four times, wasting a bunch of my stealth potions too, before giving up on it entirely to focus instead on rebuilding Tarrey Town. Y’know, an easier, less punishing task.

Well, those are the tailing missions that stand out in my mind as bee aye dee. That’s bad, if you couldn’t figure it out. What ones have you not enjoyed over the years? Or, if you are in the mood to play the devil’s advocate, tell us all about how much you love closely and quietly following someone around a limited environment without ever getting spotted.

You gotta swim to survive in Subnautica

I was lucky enough to get a copy of Subnautica from the Humble Freedom Bundle back in February of last year before they ran out of keys for it. However, I didn’t even install it until two weekends ago, kind of waiting for it to finish up treading water in Early Access and release as a full-as-full-gets-these-days game to play. This way I don’t know what has improved or changed or stayed the same, and all I see is a crashed spaceship and an endless amount of ocean to explore, same as you or your brother or your brother’s mother, most likely your mother too. Right…I’m ready to dive in, even if my lungs are not.

Subnautica begins with a bang. Well, more accurately–a crash. You have smash-landed on alien ocean world, and the only place to explore is down beneath the waves. In the distance is your spaceship, on fire and full of radiation, and though the game never explicitly says you should go back there, one feels the need to get inside it and see if there is anything salvageable, figure out where things went wrong. But first, you’ll need stuff, like food and water and gear, if you are to survive Subnautica‘s shallow coral reefs, treacherous deep-sea trenches, lava fields, and bio-luminescent underwater rivers. You’ll also need to manage your oxygen supply as you explore kelp forests, plateaus, reefs, and winding cave systems, and the water is teeming with life, both helpful and harmful. No one ever said swimming was easy.

So far, I’ve put about two hours and change into Subnautica and don’t have a whole lot to show for it. That’s okay. I’m in no rush, so long as I can continue to catch plenty of bladderfish and peeper to sustain myself and various meters. Actually, I have made some better oxygen tanks, fins to swim faster, a repair tool, and a radiation suit, but there’s plenty more to craft via the fabrication panel inside your still-floating escape pod and I haven’t really left the safety of the initial area.

Here’s the problem I am dealing with: I’m not certain exactly what I should be going after and why. I mean, like Minecraft, which is perhaps the only other “survive” style game I have an association with, the goals are sometimes up to you. Clearly, you want to survive as a general rule of thumb and keep your health, food, and thirst meters healthy and high, but after that…you decide. Maybe you also want to construct a better submersible craft to explore the ocean depths or are interested in cataloguing the various fish and underwater life you come across using your scanner to learn more. Ultimately, I do wish the breadcrumb trail was clearer as even a quest log of sorts would help; right now I feel like I’m stumbling my way to progress, and even that is coming about through mere happenstance and not any specific action I took. For instance, I knew that creating a repair tool was important because there were two things inside my escape pod that couldn’t be fixed without it, but then I struggled to find cave sulfur and had to look up a guide outside the game for it, which was frustrating.

Visually, Subnautica is delightful and terrifying. Granted, again, I’m still only in the starting area and suspect there is much more to come, but the variety of underwater alien life balances itself well between recognizable sea creatures and straight-up weirdness. Every new fish or piece of coral is a fun surprise, and you can generally tell whether something will bite you in the face or not. Exploring at night is extremely unnerving because, not surprisingly, it gets dark, and you only have a flashlight and flares early on. The game runs well enough on my laptop, with just a little pop-in here and there, and I’m thankful that you can play it with a controller too.

I recently tried to get ABZÛ running too on this new laptop of mine, but it seems like that one is real heavy on resources, even on the lowest settings I could find, and so I’ll just have to wait until I magically get a copy on Xbox One or something. Surprisingly, when you search the keyword “underwater” on Steam, you only get a handful of games covering this topic, and most of them are horror titles or VR experiences, which, look, I get. I’ve seen enough of Sir David Attenborough’s The Blue Planet to kind of know what lurks in the dark depths of our planet’s oceans. Still, I like exploring underwater areas in a more leisurely fashion, like with Treasures of the Deep, or the time my sister Bitsy brought home a copy of Endless Ocean: Blue World and played for a bit, and it was so relaxing–not boring–that I dozed off.

So I’m going to stick with Subnautica a bit more because it is definitely my speed, but also in hopes that it really opens itself up more and dangles some carrots before my face to keep me pushing forward for reasons. Besides, I’d really like to see one of those time capsules for myself that are all the topics of discussion these days.

2018 Game Review Haiku, #11 – Banyu Lintar Angin – Little Storm

Follow three siblings
Through rural Indonesia
Splendid, swell soundtrack

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #10 – Back to the Future: The Game

Doc’s life needs saving
Back to prior Hill Valley
Fun story, a cinch

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #9 – Sprout

Life as a small seed
Sprout into various plants
Become mighty oak

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

A new time-altering adventure for Marty McFly and Doc Brown

Funny enough, the day after I finished the last episode of Telltale’s Back to the Future: The GameBack to the Future Part III was on TV. I haven’t seen it or the other parts in several years now, probably not since reading Justin Peterson’s Very Near Mint and realizing there’s a bunch of Easter eggs in there related to Marty McFly’s journey through time. And if I’m cutting to the heart of the matter, the third film in the trilogy is the one that I like the least, with Part I and Part II being my favorites, in that order, because that’s generally how I like my trilogies, including Star Wars and The Lord of the Rings. I figured I’d get that out there in the open at the start of this post because…

Back to the Future: The Game is better than Back to the Future Part III. Don’t immediately call me a butthead. It’s also a thousand times better than Jurassic Park: The Game could ever imagine, but that’s not the hardest goalpost to hit in comparison to that pile of dino droppings. Right. Moving on.

Allow me to set up the plot, as best as I can: it’s been about six months since Marty McFly last saw Emmett “Doc” Brown, and the bank has decided to foreclose on Doc’s home. While helping sort through Doc’s possessions, Marty is surprised when the iconic time-traveling DeLorean appears outside of the house. Inside the ride is Einstein, Doc’s dog, as well as a tape recorder with a message from Doc explaining how the time machine would return to this present should Doc ever run into problems. Mm-hhm. Anyways, Einstein helps track down Edna Strickland, the elderly sister of Marty’s school principal and a former reporter for Hill Valley’s paper. At her home, Marty reads through her newspaper collection to discover that Doc had been jailed in 1931 and killed by Irving “Kid” Tannen, Biff Tannen’s father. With that knowledge firmly in hand, Marty and Einstein zip back to 1931 to prevent Doc’s death.

This new time-altering adventure spans five episodes–namely “It’s About Time”, “Get Tannen!”, “Citizen Brown”, “Double Visions”, and “Outatime”–multiple decades, and even copies of characters. Good guys become bad guys, bad guys become good guys, and even Marty ends up a little square (well, in Jennifer’s eyes). Bob Gale, who worked on the films, assisted Telltale Games by writing the game’s story, and it shows, feeling like a natural fit in terms of plot, pacing, humor, direction, and so on. Michael J. Fox and Christopher Lloyd also lend their likenesses, which helps greatly with immersion and feeling like you are really them wandering around Hill Valley, and Lloyd voices Doc. Alas, Fox was unable to voice Marty, but A.J. Locascio does a phenomenal job imitating him and his sarcastic quirks.

Gameplay is pretty straightforward and same-y across all the episodes. You play as Marty and explore a limited number of screens, examining objects, talking to people, and solving somewhat easy, mostly logic-based puzzles to progress the plot forward. Occasionally, there are some things you’ll need to do, such as choose a specific line of dialogue or visit an area first, in order to trigger an event that’s required to complete the puzzle, but it’s not always clear what that action is, which resulted in me brute-forcing my way through sections of the game, trying out everything. There’s an in-game hint system, and the more complex a puzzle, the more hints you can view, but I only used it once or twice by the end, and I never felt like I used my inventory as often as one generally does in an adventure game, with a lot of things just being carried around with no purpose, like that photo of Arther McFly. The whole affair is relatively simple, focusing more on nostalgia than challenge, and for some, that will be a deterrent.

In a critique certainly only related to my experience, I found going back to get some missed Achievements in Back to the Future: The Game extremely frustrating. You often had to replay the bulk of an entire episode for some of them, and you could only skip specific bits of dialogue, but not all, definitely no cutscenes. It also crashed a few times on me for seemingly no reason, and I spotted a few glitches here and there, which is fairly common with these adventure games, where animations are wonky and jittery.

In the end, I enjoyed Back to the Future: The Game, so long as I didn’t think too hard about all its time-twisting, paradox-defying derring-do. The puzzles never got too complex and there was sometimes too much reliance on lengthy cutscenes or conversations, as well as revisiting the same locations with minor changes, but the magic we all felt watching those original films pops up now and then, and that’s more than enough for me to push past some mediocre gameplay and eat up a story full of twists, turns, and treachery. If you are at all a fan of Marty McFly’s time travels, you’ll probably have a good time here, but point-and-click adventure gamers might not find enough challenge to keep their brain occupied. Still, if my calculations are correct, when this baby hits 88 miles per hour… you’re gonna see some serious shit.

2018 Game Review Haiku, #8 – Echoed World

Renew life, beauty
Just not through jumping, which stinks
Maybe promising

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #7 – Hitchhiker: First Ride

Riding with stranger
Results in questions, raisins
Where are you going?

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Conceivably rising to Risen’s challenge of becoming the ultimate legend

I’ve always been intrigued by the Risen games, knowing they were probably something I’d never touch, mostly because big, open-world RPGs on the PC were just always that–on the PC. I mean, I’ve had a personal computer of some sort since my college days, then playing things like Elder Scrolls III: Morrowind, The Sims, and Age of Empires, but mostly sticking to consoles for my gaming time and leaving the computer for activities like reading, writing, blogging, adulting, and using Photoshop Elements 3.0 to make killer journal comics. I think the closest I got to playing something Risen-like was trying out the demo for Divinity II: The Dragon Knight Saga way back when.

Anyways, at some point, from one of those numerous too-good-to-ignore bundles, because I know I did not purposefully seek out these two titles on my own, I got Risen and Risen 2: Dark Waters. It might have been a Deep Silver-themed bundle a couple years ago. Regardless, I have them, and I see them all the time in my Steam library as I scroll past them to play literally anything else, and I finally felt bad enough to give one of ’em a try, specifically the first entry in the series, which now has a total of three games not counting the potential tie-in ELEX. Unfortunately, first impressions are key, and the original game in the series about rising up as a nobody does not make a strong one…even if I do feel compelled to keep playing a bit more, to see where it ultimately goes. Or could go.

Risen‘s plot starts out somewhat generic. See, the gods have forsaken humanity, and from that titans have begun wrecking the world with all their might and rage; unfortunately, the ship you are currently sailing on is destroyed while at sea, sunk, torn to bits. Miraculously, you do not drown during this crazy storm, waking up on the island of Faranga. Alas, you are now stranded, penniless, and unarmed. Strangely, you are not alone, as Sara is another survivor looking to journey beside you. Her attire consists of a handkerchief around her neck, a bra, and a skirt; she’s all midriff in your face, like something out of the early 2000s. Anyways, you quickly begin to explore the area, meet locals, and fight off fantasy-esque monsters like giant vultures with…a stick.

After helping Sara find a safe and temporary house, the player moves deeper into the island and meets a resident named Jan who talks about the ruins and temples that have recently risen from the underground, bringing along strange monsters and animals. Still, these temples are also rumored to house mystical treasures. Because of this, humans from other lands have come in and started an inquisition, as well as instituting martial law, forbidding Faranga locals from moving out of the main town. Anybody caught outside is turned over to the monastery and recruited to the order. Alas, I wasn’t paying attention closely to this cutscene–had Netflix up on the television, duh–and so after it was over I walked a foot or two in the wrong direction, resulting in my character being taken. Either way, my character is now inside this monastery, doing miscellaneous tasks like sweeping up dirt and solving a murder mystery. Also, I can’t seem to leave.

At some point, I’ll need to decide if I’m with the bandits or inquisitors, though that is probably dependent on getting out of the monastery, and I suspect to do that means I’m becoming BFFs with the robe-wearing, -wielding inquisitors. Well, prior to getting kidnapped, I did get to experience some combat which…is underwhelming. Battles are not complicated, and enemies will move around and try to flank you, which makes groups especially dangerous, but I generally only fought one ugly-as-heck vulture at a time. I’m playing on a laptop with no mouse, and the mouse wheel is evidently what brings out your weapon, so to get that to happen I need press both buttons beneath the trackpad together, right in the middle…let’s just say that I hope there’s never a moment when I need to do this action super fast because oh boy. I also expect magic spells to show up eventually, but for now, all I’ve done is hit big birds and bugs with sticks and it is not all that thrilling.

Risen is almost ten years old, releasing back at the end of 2009. By today’s standards, it’s not the prettiest thing to crawl out of the swamp, but I’m not one to get hung up on graphics so long as there’s something to be enjoyed here. Remember, I’m the guy that recently played some Sonic Blast. Alas, I don’t know if there is anything fun here, but again, something about these games has me curious to see more. I need to at least get out of the monastery and give the game’s combat another look before deciding whether to see more of Faranga island or begin the long swim away towards Risen 2: Dark Waters.

Hitchhiker a roadtrip into the strange and aberrant

I never have and probably never will hitchhike. It seems like the scariest thing ever, and if ten seasons so far of Criminal Minds has taught me anything, it is not to get into a car with an unknown person, man or woman or child, no matter what time of day or state/county. Still, there is something fascinating about the concept, of having two people unfamiliar with each other putting all their trust out there, for a little help getting from point A to point B. I’m sure there are some kind souls out there that are genuine good Samaritans, and I’m sure there are plenty that are not. That’s kind of what Hitchhiker: First Ride is about, but there’s also some other weird things happening that I couldn’t grok. Plus, raisin jokes.

Hitchhiker: First Ride, a Humble Original from Mad About Pandas and current freebie over in the Humble Monthly Trove, begins innocently enough. You’re a hitchhiker, taking a ride somewhere else. Unfortunately, you are unable to remember who you are or where you’re headed, as if something in your recent past has stolen your memory. The car’s interior and highway offer some clues, like a hidden matchbook, a photo of a young couple in the glovebox, reality-breaking billboards, and chatty crows. The man driving the car is a mustache-sprouting farmer, specifically a raisin grower, and he seems bent on helping you discover your memories while also revealing more about his life. Naturally, not everything is as it seems.

In terms of gameplay, there’s a lot of sitting around and listening to your driving companion chat away the minutes and miles. You can also interact with different elements of the car, and sometimes these interactions lead to discoveries and sometimes they don’t, such as flicking the bobble-head on the dashboard. There are also dialogue choices to make at various times, like whether you will taste one of this farmer’s home-grown raisins or not. I know, that’s a big one. Harder than deciding Duck’s fate in season one of Telltale’s The Walking Dead. For a good while, honestly, I looked out the window and watched the landscape zip by, curious to know what was over that hill or if anyone lived in that house or if that billboard really said what I thought it said (it did).

At one point, Hitchhiker: First Ride takes a turn. Reality breaks, and I had a hard time following where everything was going. I might need to play it again. The driver knows things about you that neither you, the in-game character, or you the person playing the game know, and it’s a bizarre feeling, being left out of your own story. You begin to feel trapped, longing for air, a sinister aura surrounding you, judging every future choice you make. This is, by all accounts, a well-done metaphysical mystery, but I’m not going to stand here and tell you I completely got down with it on every level, especially the cartoon play-like storytelling near the end. Also, grapes are totally better than raisins, which, when you think about it, are dead grapes.

I think I liked 2000:1: A Space Felony a wee bit more, as I felt more in control of the unfolding story, but this was still super neat and different, and I’m excited to see Hitchhiker: First Ride develop into something more.