Category Archives: videogames

The Top 10 Videogames I Didn’t Get to Play in 2017

Happy holidays, dear readers! Gather round, gather round, for I have a tall tale to tell…

As always, I’m back to wax and wane about the games I did not get to play this year because I’m only one person with two hands and so much time on them to play these wonderfully entertaining things. My bad, but also–whatever. There’s always next year, and the year after that. To refresh everyone’s memories, because I’ve been doing this Grinding Down feature for a few years now, here’s a bulleted list of previous entries, and I do suggest y’all dig in to play detective and figure out whether or not I’ve played any of these games since these age-old posts:

I’ll spoil an entry from that bottom 2010 list that I’ve still not touched, some nearly eight years later: Red Dead Redemption. Oh well.

Naturally, there are more than 10 games that I didn’t play this year, but not all of them are things I was interested in from the get-go. Such as Mass Effect: Andromeda, NieR Automata, Horizon: Zero Dawn, Wolfenstein II: The New Colossus, and Yakuza 0. I’m sure they are all worth trying out eventually. But enough about those. Let’s get into the ones that I probably would have played if…I could have played them. Er, don’t think too hard about that sentence.

10. Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy

Did you know a new Professor Layton game came out this year for the Nintendo 3DS? Yeah, me neither. Huh. I had a pretty busy year on my 3DS, with Ever Oasis and Miitopia taking over much of my handheld gaming time. Evidently, this stars a new protagonist for LEVEL-5’s classic point-and-puzzle adventure series–Katrielle Layton, who becomes embroiled in a casual, quizzical quest in search for her missing father. Y’know, the Professor Hershel Layton. I felt a little burned out after Professor Layton and the Azran Legacy, but I think I could dip back into this series next year. Also, screenshots show that you get to redecorate the Layton Detective Agency and dress Katrielle up in different outfits, so I’m more than intrigued, plot aside.

9. Cuphead

I have never been interested in difficult platformers, doing only the bare minimum in Super Meat Boy to get to the end credits and staying away from many of these. Though I did recently beat this weirdo. It sounds like the run-and-gun Cuphead is also just as tough. But I wouldn’t be playing it for the challenge, rather to see every inch of art and animation. See, the game was heavily inspired by the rubber hose style of animation used in cartoons of the 1930s, like the stuff coming out of studios like Fleischer and Walt Disney Animation. It seeks to emulate the most subversive and surrealist qualities, and if you don’t know what that means, look at the screenshot above. Maybe we’ll get lucky in 2018 and get this as a Games with Gold freebie.

8. Thimbleweed Park

I didn’t play Thimbleweed Park, a brand new point-and-click adventure game developed by Ron Gilbert and Gary Winnick for PC and modern consoles in 2017, for the obvious reasons. It’s a spiritual successor to Gilbert and Winnick’s previous games Maniac Mansion and The Secret of Monkey Island, both of which I’ve still not played. Ugh. Send me directly to jail, do not pass go, do not collect $200. At least I do have access to both of them, so here’s hoping 2018 is the year I finally tackle those genre classics, and then maybe I’ll see what is going on with that creepy clown.

7. What Remains of Edith Finch

What Remains of Edith Finch doesn’t sound like a happy time. This follows the titular character, a young woman revisiting her old family home as she recalls and discovers the stories of deceased family members. So, it’s probably a somber affair, though I do know that at some point you turn into a shark and roll down a hill. Shrugs. It comes from Giant Sparrow, the developer that brought us The Unfinished Swan, which I enjoyed a good amount, and I imagine this is a wild ride, the best experienced in one big gulp.

6. Rime

Rime, one of two new games from Tequila Works this year alongside The Sexy Brutale, which made the side-scrolling cinematic platforming survival horror Deadlight back in 2012, sounds like Legend of Zelda: Breath of the Wild minus all the combat. Which, honestly, is perfectly okay with me, considering I often tried my best not to get into fights in that game because I’d just end up losing health, weapons, and arrows without getting much to replace them. It’s about a young boy that has washed ashore on an abandoned island, with the main focus being on solving environmental puzzles. It looks both gorgeous and relaxing.

5. Yonder: The Cloud Catcher Chronicles

Speaking of relaxing, that’s the vibe I get from Yonder: The Cloud Catcher Chronicles. It’s an adventure game set in an open world environment, which doesn’t sound like anything unique, but the tone seems to be real low-key. Hey, welcome–stay a while. The game’s primary goal is collecting magical creatures, known as sprites, to banish an ominous shroud known as the Murk. Along the way, you can take part in non-violent activities like farming, fishing, and crafting while exploring the island, and that’s the part I’m most interested in. Last year, I was all about that sweet pixely Stardew Valley, and this seems to share some of the same traits.

4. Divinity: Original Sin 2

Divinity: Original Sin 2 sounds like the end-all, be-all überlegen CRPG, with content bursting at the seams and a story that reacts to nearly every single one of your choices, no matter how major or minor. That’s cool. Maybe I’ll try it some day. Though there’s that terrible part of my brain that says I shouldn’t until I’ve at least played Divine Divinity, Beyond Divinity, Divinity II, Divinity: Dragon Commander, and Divinity: Original Sin. You can’t tell because this is just written text, but I’m laughing hysterically over here.

3. Pyre

Supergiant Games is a rad developer with some highly imaginative titles. I loved Bastion, and I was a little mixed on Transistor. Pyre looks gorgeous, but I don’t know if I’ll get into the fantasy sports element since I don’t even like normal non-fantasy sports, but I have to imagine that the plot will draw me into this strange, amazing-looking world. Here’s a quick plot summary, which sounds fascinating: you controls a character who has been exiled from society and quickly meets three other exiles. The three exiles then discover that the player-character is literate and invites them to join their party, nicknaming them the Reader. The Reader aids the exiles and other exiles met during the course of the game in their travels through the land of purgatory as they look to cleanse their souls via defeating other exiles. Yowza.

2. Tacoma

I played a bunch of Gone Home in 2017. It’s still a masterpiece. Fullbright’s follow-up Tacoma is another exploration game, this time set aboard a seemingly-empty space station in 2088. You play as Amy, who has an augmented reality device that allows her to review the actions and conversations of non-player characters that were part of crew that had been aboard the station. These recordings can be manipulated, fast-forwarding or rewinding as necessary in order to see what happened and move the plot forward. It’s another rummaging simulator, but this time aboard an abandoned spaceship, like Prey but without the constant fear of a coffee mug trying to kill you. I also think the polygonal character models look super neat.

1. Super Mario Odyssey

I don’t have a Nintendo Switch, and I probably won’t for a long time. That’s just how these things go, too many consoles, not enough money, space, and time. Thankfully, I was able to play Legend of Zelda: Breath of the Wild this year via the Wii U version, which is fine. Then again, when I think about it, I haven’t played many of the big Mario marquee titles over the years, like Super Mario 64, Super Mario Sunshine, both Super Mario Galaxy titles, and so on. So this isn’t anything new or shocking, but the twist is that Super Mario Odyssey is the first one in a while that I’m actively interested in playing. The hook of using your hat to take over enemies and use their abilities to better yourself seems fun and instantly reminds me of Brave Fencer Musashi. I also really like how organized the game is when it comes to tracking how many moons you’ve collected, and that the collectibles are your ship’s currency to get you to new places.

And there we have it, the top 10 games I didn’t get to play in 2017. I hope I can play one or two of these some time in 2018, but there’s never a guarantee on that (see the previously mentioned Red Dead Redemption at the top of this post).

But that was me, and now I want to know more about you. What big or small games did you not get to touch this year? Tell me all about them in the comments section below.

Sate your alien hunger in Tales from Space: Mutant Blobs Attack

I’ve never understood anyone more than when they say that they don’t like to eat. I mean, c’mon now. Eating is universal, providing heterotrophic organisms with energy, which allows for growth. Or maybe this is me being hypersensitive to food and nom nom nom-ing delicious things after spending more than a year working hard to lose weight and keep my calorie intake in check. For those curious, I’ve dropped almost fifty pounds by managing everything that goes into my mouth and doing my best to avoid downfalls like devouring an entire box of Cheez-Its in one sitting or having a bowl of pasta for every meal. Either way, I’m all for that eating, which is probably why I relate intimately with the green alien blob in Tales from Space: Mutant Blobs Attack.

See, the little green alien blob thing you control in Tales from Space: Mutant Blobs Attack, which is a cataclysmic science-fiction puzzle-platformer if you ever needed a crazy mouthful of varying genre labels, has an insatiable appetite. Also, mutant powers, like the ability to cling to metal walls or squeeze through tiny gaps or grow in size after consuming enough food slash junk slash people. There are also mini-games to contend with that reminded me a bit of Marble Madness, with an overhead perspective and the goal being to get the green gluttonous ball to the level’s exit without falling into any holes; they are super short, but a lot of fun. Otherwise, your mission is to reach the end of the level, bypassing puzzles or platforming sections, eating up whatever gets in your way along the way.

I’m about halfway through Tales from Space: Mutant Blobs Attack and enjoying it quite a bit. The game is broken up into a bunch of worlds, each with their own specific count of levels. Personally, I prefer the more traditional platforming sections, where the goal is to get enough substance inside your gelatinous body to move forward. There are parts where you gain the ability to rocket around in zero gravity, and I found the controls less precise–most likely on purpose–and harder to handle there. I’m currently in the fourth world, the Badlands, and I have to wonder if I’ve seen all of this game’s tricks; if so, that’s perfectly fine, as the levels are relatively short to get through and too many gimmicks would complicate things. Also, I will not be going back to rescue the missing friend collectibles, no matter how cute or sad they look. Sorry, little blobs.

It’s got a cool retro style mimicking the look and sound of the 1940s and 1950s, which, while I never personally got to experience in the flesh, is an aesthetic I find interesting nonetheless. Some other noted examples: Fallout 3, L.A. Noire, and Who Framed Roger Rabbit. Well, Tales from Space: Mutant Blobs Attack comes from Drinkbox Studios, which is a name I now associate with going all in on style, having later put out the tough yet rewarding platformer Guacamelee!, which, let the record show, I did beat. Oh, and did you know they are making a Guacamelee! 2? Anyways, like that first game, this has some nods to other indie titles, such as with the Phil’s Fish restaurant or  billboard advertisement for Awesomenuts, and these are cute to find as you push your blob hero forward towards greater consumption.

Will completing Tales from Space: Mutant Blobs Attack be the straw that breaks the camel’s back and finally gets me to try out my copy of Katamari Damacy that I’ve had for years? Will I ever stop hungering for things like Cheez-Its and bowls of noodles? Will 2018 be our true downfall wherein we are consumed wholly by large, green alien blobs bent on the destruction of mankind? Stay tuned for answers, maybe.

Finally seeing Suikoden III from some different perspectives

Ugh, I’m not doing too well on those gaming resolutions for 2017 that I listed out at the beginning of the new year. Well, hold up, I did manage to cross the 80,000 Gamerscore mark, but other than that, my Steam backlog is either the same size as before or larger than ever, Earthbound is still untouched on my Wii U, and I don’t know what I was thinking when it came to musing about “creating something.” I mean, I’m already doing that with my art over at Death, Divorce, and Disney, slow as it may take, though perhaps one day I’ll do something with game design. I sure do have a bunch of ideas, but not the knowledge to put them into motion, and knowledge doesn’t come quick or easy.

Anyways, here is me equipping a mighty ice-pick of endurance+3 and chipping away at the legendary glacier boss that is Suikoden III. I played it for a couple of hours several years ago, eventually running into an issue with the game soft-locking on a loading screen due to scratches on my PlayStation 2 disc. That sucks, but I quickly moved past it and found a bazillion other games to occupy my time, including the original two games in the series. I then acquired a digital version for the PlayStation 3 about two years ago, easing my heart and mind somewhat with the knowledge that I could return to Konami’s third entry in the RPG series via a scratch-free experience. Still, it remained neglected once more…until now-ish. Dun dun dunnn.

This time around, I’ve decided to start Suikoden III from a new perspective, selecting someone different from my first go at the game. See, Suikoden III uses something called the Trinity Site System to tell its tale through three different POVs–namely, Hugo, the son of the Karaya Clan Chief Lucia, Chris Lightfellow, a Zexen Knight, and Geddoe, a mercenary from the Holy Kingdom of Harmonia. Phew, that was a mouthful. Last time, I went with Hugo, and this time I started the adventure off with Chris Lightfellow, who, by name alone, you might mistake as a man, but she’s actually the acting captain of the Zexen Knights, as well as the Tenbi Star, just like Kirkis was in the original game. Cool, cool. Basically, you get to play snippets from each of these characters’ storylines, with some overlapping others, and I suspect they will eventually meet up and form a single through-line to follow to the end. We’ll see.

It’s still a little early for me to say this, but I’m not a fan of the changes Konami made to combat in Suikoden III. Don’t worry, don’t worry, everything is still turn-based, but characters are now paired up during fights. This means you give a command to each pair rather than to them as individuals, which often makes the combat feel clunky and not highly strategic. For example, one person gets a specific action, such as casting a spell or using an item, while the other is forced into attacking by default. It’s not Miitopia random, but you are definitely not 100% in control of what everyone gets to do, and that’s a bummer. Also, I’ve put in about six to seven hours so far, seeing chapters from all three characters–Chris, Geddoe, and Hugo–and I’ve seen only one or two unite attack options during battle, which this JRPG series is famous for. Also, because we’re jumping around a lot, I’ve been reluctant to drop a lot of money on new armor and weapons or training because I don’t yet know who is going to be around for the bulk of Suikoden III, which is mildly frustrating.

So, clearly, it’s been slow going, but it has been refreshing to see some new characters and areas this second time starting Suikoden III. Also, evidently during my first time with Hugo I had missed an entire side quest involving bandits and Melville’s father, so that was great to see, content-wise, even if it did little to change what happened in his first chapter. I’m now playing as Geddoe and his Twelfth Unit from Harmonia as they embark from Vinay del Zexay…to do something. Not quite sure what their goal is yet. I’m eager to see a few more towns as Vinay del Zexay is not fun to explore and somewhat confusing and does not hold a candle to Gregminster, Greenhill City, or even Gordius. Then again, these games are all about building up a base. Speaking of that…

From the brief bit of research I’ve done, it sounds like once all three starting characters hit chapter three, I’ll have to make a major decision, one that will definitely affect how the story moves forward. It also sounds like, after Suikoden V, Suikoden III takes the longest for everyone to get inside a castle and start building up your army, which is one of the best parts of this series, and that’s a bummer because I want to go to there right now. Ugh. Here’s hoping I hit that milestone somewhere in 2018, the earlier the better. Because then I eventually need to try out Suikoden IV. And Suikoden Tactics. Oh, and I should probably re-play Suikoden V at some point because that is mostly a blur to me now.

Gobbling up that PlayerUnknown’s Battlegrounds

Fourth game of PlayerUnknown’s Battlegrounds played, first with a squad of two friends and a random. Mark this day (last night, technically) down in my gaming history.

Paul’s Preeminent PlayStation Plus Purge – Hoard

The first time I became aware of the concept that a dragon even liked gold was as a young lad reading J.R.R. Tolkien’s The Hobbit. The powerful, fearsome dragon Smaug, who invaded the Dwarf kingdom of Erebor 150 years prior to the events in the book, is now happy to spend the rest of his days sleeping among his loot, a vast hoard of shiny treasure. Eventually, he must defend it from a group of 13 Dwarves mounting a quest to take the kingdom back, who are helped along the way by the wizard Gandalf and the Hobbit Bilbo Baggins. Look, if you haven’t read The Hobbit, please do so as soon as possible; if you hate reading and prefer watching motion pictures, you can skip the Peter Jackson films and eat up the 1977 animated take from Rankin/Bass and Topcraft instead.

Anyways, enough about The Hobbit. I’m here today for another exciting edition of Paul’s Preeminent PlayStation Plus Purge to tell you a bit about Hoard, which I think I got as a freebie way back in September 2014, though the game came out a couple years before that. Honestly, it’s a good amount of fun, but not a keeper. Your true goal in this action strategy game is to be the greediest dragon of them all and amass as much gold as you can before time runs out. You do this by spewing flames and burning towns, castles, and crops to a crisp, revealing piles of gold that can be carried back to your nest. Naturally, not everyone is down to party, and you’ll have to fight off archers protecting towns, knights out to rescue stolen princesses, and other dragons (which can be controlled by other players) that have their own hoards to build.

Every piece of gold you bring back to your lair in Hoard will give you experience points, which, after getting enough, can be spent to level up your dragon. Your options include making it fly faster, have stronger armor, and a more powerful fire breath. There are a handful of stats you can choose to boost, and you don’t need to stress too hard over this as your dragon is reset to nothing at the start of every game. I focused early on speed and fire-breathing and later would up my dragon’s toughness as more difficult enemies reared their difficult heads.

There’s no campaign to follow here, which is okay, I guess. Hoard‘s core mode is called Treasure Collect, which not surprisingly tasks you with collecting as much gold as possible over a 10-minute period. There’s also Princess Rush, Survival, and Co-oP, though I only tried the former and not the latter two of those types. I do like that no game is longer than 10 minutes, which means every action counts, and you can’t dilly-dally about. Your dragon’s skill will grow tremendously over that short span, but I did often feel like I was just getting into my groove as time was running out. Which only made me want to jump right back into another match.

Hoard is definitely one of those quick fixes type of games, like Spelunky or The Binding of Isaac. Where you can dip into it quickly and have a good time and bounce out before the sun sets. There’s an in-game achievements system, but I don’t have it in me to play hundreds of matches to see these things pop. I enjoyed the few that I did play, and that’s that. Enjoy your pile of gold for eternity, dragon, because I won’t bother you anymore. Or, much like with Super Motherload, if I do feel the urge to poke the slumbering beast, I’ll grab you from Steam instead.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2017 Game Review Haiku, #128 – Grim Legends: The Forsaken Bride

Your sister’s wedding
Stopped by bear, abstruse secrets
Find objects, use cat

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Paul’s Preeminent PlayStation Plus Purge – Rag Doll Kung Fu™: Fists of Plastic

First things first–um, what?! Secondly, no, really, what even is this? Lastly, I don’t understand. A part of me really wishes to leave those few lines to describe my short time with Rag Doll Kung Fu™: Fists of Plastic, but the writer in me knows that just won’t happen. Plus, it’s always more fun to write about poor games than great games, strange as that may seem.

Developed by Tarsier Studios, Rag Doll Kung Fu™: Fists of Plastic is an exclusive party-fighting game for the PlayStation 3, focusing more on exaggerated physics than anything else. Certainly, this game has an imaginative look and feel, with the characters acting like puppets minus the strings. There’s a strong attention to detail for the fighting arenas, which are intricate miniature playsets. The characters themselves also look sharp, with plenty of light bloom to go around, and their limp rag doll movement is fun to watch…for a bit. Playing the game is not as enjoyable.

Your battling success depends on mastering basic kung fu moves while using acrobatic skills to swing off platforms and somersault through the air. There’s an unfortunate heavy reliance on motion controls. Still, face buttons are used to punch, kick, jump, and block, and basic combos can be performed by stringing these together. You can use the analog sticks both to move your character around and rotate their arms when grabbing items or swinging weapons around. It’s not as easy as it sounds. Furthermore, if you want to do a quick jolt to slam the ground or convert your chi power into a lightning ball, you’ll need to thrust the controller up or down in a specific way to get the job done. This is not always guaranteed, and I personally hate using the PlayStation 3 controller in this way.

There’s no story in Rag Doll Kung Fu™: Fists of Plastic. It’s a brawler, where the goal is to do more damage to your opponent(s) and remain on the healthy side of things. From the main menu, you can select the following: Multiplayer, Challenges, Tutorial, Character Editor, and Options. I basically only touched the Challenges and Tutorial and experienced enough to know that this isn’t for me. I’ve never been interested in these sorts of games to begin with–sorry, Super Smash Bros., fans–but the action is a little too chaotic and hard to follow. Throw in the wonky physics and reliance on motion controls to do anything cool and…I’m out.

Because I noticed the trademark symbol in Rag Doll Kung Fu™: Fists of Plastic‘s name, I had to know if this was based on some sort of TV series or movie. Nope. This is a fighting video game, created predominantly by artist Mark Healey, while working for Lionhead Studios, along with other Lionhead employees, such as David Smith and Alex Evans. You might remember this studies, defunct since April 2016, as the people behind Fable. Alas, unlike Invizimals: The Lost Kingdom, there’s no connection that I can find to any other media, which then strikes me odd on the insistence to include a trademark symbol. There’s a tiny link between this and the original Rag Doll Kung Fu, which came out on PC in 2005 and had an unusual mouse-only control scheme, but that’s about it.

Here’s the one positive comment I’ll make about Rag Doll Kung Fu™: Fists of Plasticit’s got a pretty strange yet catchy theme song.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2017 Game Review Haiku, #127 – Potatoman Seeks the Troof

Pink Potatoman
Seeks knowledge–jump, run, don’t jump
Semi-enlightened

I can’t believe I’m still doing this. I can’t believe I’ll ever stop. These game summaries in chunks of five, seven, and five syllable lines paint pictures in the mind better than any half a dozen descriptive paragraphs I could ever write. Trust me, I’ve tried. Brevity is the place to be. At this point, I’ve done over 200 of these things and have no plans of slowing down. So get ready for another year of haikus. Doumo arigatou gozaimasu.

Let loose in Prey’s luxuriously haunting sci-fi playground

It truly is surprising to me that I didn’t fall for Fallout 4 as much as I initially imagined I would, considering the hours and thoughts I put into Fallout 3 and Fallout: New Vegas. The game didn’t strike me the same way, and I’ve tried going back to it several times, only to get as far as rescuing Preston and his people and bringing them back to Sanctuary, before losing interest. Still, I love all things Fallout-related, like Fallout Shelter and cute little collectibles, and am super curious to see how the Fallout board game works, especially since it can be played solo, something I actively look for now in my tabletop games. However, this post isn’t actually about Fallout 4, it’s about Prey, the new hot thang from Arkane Studios and published by Bethesda in 2017, which is turning out to be the Fallout 4 game I wanted all along.

In Prey, the player controls Morgan Yu, either as a man or woman, exploring the space station Talos I, in orbit around Earth–Moon L2, where research into a hostile alien collective called the Typhon is underway. Unfortunately, because you know nothing can ever go right with doing science stuff in outer space, the Typhon escape confinement, and Morgan must use a variety of weapons and abilities derived from these nightmarish alien monsters to avoid getting killed while searching for a way to escape the station. It’s a haunting tale of loss and domination, told through environmental storytelling and revealing audio logs that bring to life many, many characters that are very much dead and destroyed. Or sometimes turned against you. Either way, the narrative is strong, believable.

Prey is a systems-driven adventure, playable in a number of ways. An immersive sim, if you will, in the same vein of BioShock and Dishonored, letting you make your way through levels and complete missions, but not enforcing the means by which you must get the job done. Which makes sense considering this is French developer Arkane’s bread and butter for the last eight-ish years. Still, the amount of freedom you have is almost unheard of, both in terms of playing style and exploration, especially once you get to the Talos I Lobby and have access to the no gravity area just outside its walls, which lets you travel just about anywhere you want on Talos I, so long as you’ve unlocked the right doors and can survive the trip. Early on, I suffered from choice anxiety and stuck to the main path, but I do plan to return and roam more freely next time.

Lucky for Yu–cue cymbal crash sound effect–the space station you are on was designed to also research and produce Neuromods, which go right into your eyeball to help make humans faster, stronger, and smarter. These are where you get your skill points from, to upgrade powers and unlock abilities, and you can find several around the environment, but what I found refreshing is, if you want and have the crafting resources to do so, you can make as many as you want through the Recylcer and Fabricator. It almost felt like cheating when I 3D-printed three of them in a single sitting (light spoiler detail: there will be a moment in the story where you can’t do this anymore for reasons, so strike while the iron is hot). My playstyle so far has been mostly human powers, like hacking and gaining more health from kits and food, with a light touch of aliens powers, specifically Mimic and Kinetic Blast. I like being able to repair broken turrets though they now see me as an alien threat since I’ve unlocked too many non-human perks. That was a neat surprise.

Life in Prey is harsh, tough. The might sound obvious when discussing a space station amuck with telekinetic and transforming monsters that want to eat your flesh and soul, but I thought I’d say it anyway, to justify to myself very soon that it is fine to dial down the difficulty setting. I’m currently playing on whatever the default it is, and I’m trying to play it like I would Fallout 4–stealthily, sneakily, avoiding as many fights as possible. Unfortunately, you will have to get your hands dirty eventually, and this is where I struggled with the combat. The guns don’t feel great, even after updating my silenced pistol a bunch, and they clearly want you to use the GLOO cannon to slow everything down and whack it with a wrench, but that’s easier said than done when the enemies move far more swiftly than you. Health and suit armor drops quickly, and resources, so far, are extremely limited. Occasionally, I’ve had to sneak by enemies through creative means, like throwing items for distraction or turning into a banana. Yup, you read that last part right.

I’m near the end of Morgan’s quest. Still, whenever I am done with Prey, whatever that means since I may be curious in a second playthrough on the easiest of difficulty settings to see what life is like with, say, only alien powers or doing my best to read every single e-mail I can find, I think I might need to revisit System Shock and give it a fairer shake than trying to play it when extremely sleepy during an Extra Life stream. Or System Shock 2. Or Dishonored. Or Deus Ex: Mankind Divided. Look, I have a lot of immersive sims on plate, so I better start feasting.

Paul’s Preeminent PlayStation Plus Purge – Super Motherload

It’s been a couple of years since I played SteamWorld Dig, but, especially given that SteamWorld Dig 2 released this year to good praise, I think about that game often. Not because its story resolved in a way that left me lost and wondering, nor because steam-powered robot Rusty’s journey to rebuild Tumbleton was so distressing that it has forever left me scarred, but rather because that game was both a lot of fun and super, duper relaxing. Like, mega chill. I now have a greater understanding of why dogs like to dig, and the answer is simple–it is because digging is fun. Allow me to further back this claim up by talking about Super Motherload.

Let’s momentarily leave this trash-dump of a planet of ours and head for redder terrain. Set on Mars in an alternate Cold-War era, Super Motherload is a 1- to 4-player couch co-op digging adventure. Yup, a digging adventure. The game’s storyline was written by Image Comics’ Kurtis Wiebe and features a fully voiced cast of Soviet and American characters, with some aliens to boot. Also, it’s procedurally generated, which means no playthrough is ever the same in terms of how and where you dig down. The goals remains to go deeper, and you do that by purchasing powerful upgrades and supplies for your mining pod. These range from faster drilling speed to a large inventory space to taking less damage when you inevitably bounce it against a wall going too fast.

I put more time into Super Motherload than I initially expected to, something like eight to ten hours. Especially when this feature is meant to get in, grab a bite, and get out. So that certainly says something about the game. I really enjoyed digging deeper underground, gathering items and mix-and-matching them with the smelter in specific orders to create better elements, for more moolah. Finding the next base was also extremely rewarding, and I loved the freedom offered here, in that, if you wanted to and had enough fuel, you could just descend, descend, descend. Still, the game wants you to load up on stuff, return to base, upgrade what you can, and do it all over again, inching further forward each time. Actually, that’s not what the game wants, but what it rather is–a relaxing push deeper. Well, until the final boss.

Alas, I was unable to beat Super Motherload. I got all the way to the end boss fight after many hours of upgrading, exploring, and so on, but there’s seemingly no way for me to beat it. See, the fight is two phases repeated multiple times. The first phase is you zipping after this large machine as it shoots up towards the closest base, and you need to quickly follow it as lava is rising beneath you. Once you are at the base, the next phase begins, where you need to dodge it and drop bombs to deal damage. Rinse and repeat for each of the bases going back to Mars’ surface. The problem is I quickly ran out of bombs and money on the first base, and with no money or bombs or other way to get more resources due to the aforementioned lava, I could do very little save for hide in a corner until boredom set in. The switch from a super relaxing time to extreme action and emphasis on early preparation and inventory management–in terms of bombs–was one of the most off-putting experiences I’ve ever dealt with in videogames.

The good news is that, if I do get the itch to play more of this type of game (minus its final 15 minutes) and returning to SteamWorld Dig isn’t cutting the cheese just right, I can grab Super Motherload on Steam. Though me-thinks I’ll either go back to SteamWorld Dig or try out its sequel before I do that. Either way, that’s another PlayStation Plus title tried and uninstalled.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.