Category Archives: videogames

Decided not to endorse LEGO Jurassic World on the Nintendo 3DS

Nintendo 3DS LEGO Jurassic World impressions

In July, I went on vacation to Walt Disney World and knew that I was going to hate the plane ride to Florida–mind you, only a two-hour plane ride at most, but two hours of hate hate hate–and thought that perhaps playing a new videogame set in a beloved franchise about terrible lizards while miles high in the air would help distract me from the fact that I was miles high in the air. Unfortunately, I wasn’t able to focus too much on LEGO Jurassic World on my Nintendo 3DS due to nerves and that infrequent turbulence. Since then, I’ve dabbled at it and have, after some consideration, decided not to endorse any further LEGO videogame iterations on handheld consoles. Yup, all that build-up…for a stupid quote tie-in.

Before I truly get into it, I have tried out a few other LEGO games on my Nintendo 3DS in the past, which is a fantastic system, but one not built for the scope of these stud-collecting, brick-building adventures. LEGO Lord of the Rings for the handheld seemed fine, much better than LEGO Batman 2: DC Superheroes. Regardless, I was hoping by now that the different iterations on consoles and handhelds would be much more similar; alas, that is not the case, as LEGO Jurassic World feels like ten percent of what one could experience–and enjoy–on a home console, which is where I do like playing these games.

Everything is smaller, more streamlined. One might say that’s a good thing, considering that, for many, the point of the Nintendo 3DS and its ilk is for bite-size action, enough to kill a bus or train ride to work by keeping your head down and not having to speak to another human soul. However, several of the levels in LEGO Jurassic World are auto-scrollers, with someone either running or driving towards the screen, and they are finishable in under a minute or so if you don’t stumble over too many obstacles. That just doesn’t seem right, like the moment when you learn that InGen’s scientists are playing god and denying dinosaurs hormones that determine their gender. The remainder of the traditional levels are extremely linear, with little-to-no chance for exploration and discovery; also, so long as you punch and break every LEGO object along the way, you are nearly guaranteed to earn the “True Survivor” challenge, which asks you to collect a specific number of studs.

On more than one occasion, a puzzle in a LEGO videogame would bring everything to a halt. Either I wouldn’t be able to figure out what person or special ability to use to advance or missed a teeny tiny detail earlier in the level. Here, on the portable LEGO Jurassic World, there’s never been a glimpse of such roadblocks. You go into a level with only so many characters, and if you try to use something that is not for your specific ability, the game tells you who is needed right away. There’s been a few boss fights against velociraptors and the T-Rex, which boil down to quick time events.

There’s also terribly long load times in LEGO Jurassic World. I feel like it’s been ages since a load time–on a modern device–has been tedious enough to warrant complaining. I mean, this is a much smaller game, with shorter levels and less to do in each one. Why does it take over a minute to move from the visitor’s center to the outside? Or even back to the main menu? Believe it or not, but this waiting is extremely off-putting, especially when all you really want to do is get into the thick of things, collect some studs, and see some dinosaurs. Here’s how bad it is; once I finish going through all the levels for all four major film titles, I will consider the game done and take it out of my Nintendo 3DS. Yes, in a rare twist, I will not be replaying any of this game to get all the collectibles or red bricks or what-have-yous–it’s just not worth it, especially when I know that I’ll eventually get to play all of this again, but on a grander scale, with Achievements to boot.

Even though this iteration is kind of a tiny pile of dino droppings, I still plan to get LEGO Jurassic World for the Xbox 360, but only after I finish it off here, in its stunted form, as well as after I get 100.0% completion rate in LEGO Marvel, which is not being played on a handheld console. Progress on that one is slow and sporadic, but we’ll get there in the end. There’s also this forthcoming LEGO Dimensions to think about too. Gah, too many LEGO games, not enough LEGO time to get it all LEGO done. Er, wait. I think I need to rest now.

Flipping the bird hard in The Night That Speaks

0MihL5

The Night That Speaks is not your typical game jam entry, especially when we’re talking about the GameBoy Jam. Quick–think of every single horror adventure you ever played on Nintendo’s GameBoy as a wee lad or lass. Not coming up with many names? Yeah, that system wasn’t really known for the jump-scares and spooky hallways, championing more colorful, safe outings like The Legend of Zelda: Link’s Awakening and Super Mario Land. Stuff one can eat up on a cross-country drive in the family’s station wagon that wouldn’t give a kid nightmares later at the hotel, unless you just couldn’t get over that Kumo enemy design.

Anyways, The Night That Speaks is a small, creepy walking simulator which has you, a nameless teenage soul witnessed only by your extended milky white hand, exploring catacombs beneath a graveyard. Why? That’s a good question, with no clear answer. Something to do with a dead girl perhaps. Also, there’s a freaky ghost-skeleton-monster chasing after you as you gather clues via collectible notes, with your only defense being crude hand gestures. It’s scary and goofy and a little hard to deduce, but from the visual and audio departments, this is one fine piece of work. Certainly, I’ve never seen anything like it before, not in this perspective.

I’ve not played, nor will I probably ever, things like Slender: The Eight Pages or Outlast, but I’ve watched others tackle them. Y’know, that way I can close my Internet browser if events become too traumatic to bear. I’m not good at scary games, and I guess I need to pony up soon as I did make a promise at the start of this year that I’d get through Silent Hill 3 this October. Sigh. Either way, those games follow a similar trajectory, with the player wandering around a bit, collecting notes or scraps of paper, and with each piece discovered, there’s a greater chance of the monster showing up. I’m not into this, as the idea of being hunted by a hunter you can’t see is beyond paralyzing. Basically, this means that the moment I get the feeling that something is following me or right around the corner, all I want to do is shut my eyes and quit to desktop.

That said, Adam Ryu‘s The Night That Speaks is worth checking out, just to watch how the lighting and shadows work as you move forward through the graveyard and deeper into the labyrinth of catacombs. It’s amazingly detailed and immersive for such a retro style. I’m no tech guy, so I don’t actually know if this sort of game could’ve existed on the original GameBoy hardware, but if it could–man, what a different world that would’ve been. Pressing the “Z” key in allows you to “exert your will,” which is a nice way of saying giving someone the middle finger. If you time this right, you can keep the scary ghost-skeleton-monster at bay for a bit, but I mostly flipped the bird at lanterns or tables or anything that got in my way. I played for about twenty minutes, dying a handful of times–so I don’t know if there’s a conclusion or way to win.

Let’s end with some non-solicited advice from a genuine scaredy-cat: don’t wander into ominous catacombs in the dead of night, armed with only a gesture  manner meant to degrade, intimidate, and threaten. At least bring a flashlight. Maybe the really heavy kind that doubles as a blunt object. Or, I don’t know, stay home and watch old episodes of Frasier when the darkness becomes too much. You’re welcome, and stay safe.

2015 Game Review Haiku, #47 – Metal Gear Solid 4: Guns of the Patriots

2015 gd games completed mgs 4 guns patriots

Old Snake is dying
Liquid has plans, control guns
Watch cutscenes, hit X

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

What in the world is broken with What in the World?

what in the world gd musings windows phone

Look, finding decent screenshots of mobile games from my Windows 8 phone is nearly impossible, so I’m just going to grab random screencaps from HBO’s Game of Thrones episodes and roll with it from there. I’m sure you are all bummed to come here and see a smiling Carice van Houten as the ever-untrustworthy Melisandre rather than a static shot of What in the World?, a relatively plain-looking trivia game. But that’s just logistics, here at Grinding Down.

Originally, I wasn’t going to write about What in the World?, which I completed back in June 2015. When I say “completed,” I mean I finished all the available puzzles and popped every Achievement, including the one where developer Game Troopers asks you to log into Facebook so you can then share your score and other bullcrap. I didn’t consider the game a big enough experience to give it its very own haiku. Well, I just completed it again, seeing as it got a free update recently with more puzzles to solve, as well as Achievements to pop. Unfortunately, the game seems more broken than before, or perhaps it is time I heed all those pestering text messages from Verizon and upgrade to a new cellular phone. Nahhh.

First off, I had to replay What in the World? from the very beginning because, upon completing it a few months ago, I naturally uninstalled it from my phone, believing that this word-guessing puzzle slog forward was finished. My bad, but whatever. Seeing as the levels in this game are not random, I planned to just use a guide to get through all the odd celebrity names and foreign countries foreign to my knowledge, blitzing my way through once more so that I could play the new level 6 puzzles. This took several days, which is fine, as there’s an Achievement for playing for five consecutive days, but I probably could’ve gotten through everything in a night if the application didn’t break my phone within three or four minutes of each session.

Every few puzzles, a message pops up, either asking you to write a review of the game or rate it or follow the developer on Twitter. Annoying, but it’s a free game and does have the option to pay and remove ads, though I don’t know if these messages count as advertisements. I clicked “no” each and every time, but each and every time I did, the game slowed down, which, when you are dealing with a static image, is not extremely noticeable, but it dragged its feet when moving from right answer to a new puzzle. After a few of these, the game simply chugged at an unacceptable rate, nearly freezing my phone and killing its battery. Also, once you complete a full level, instead of returning you to the level select menu, What in the World? closes down and returns you to your home screen, which is not helpful.

Either way, I won’t be uninstalling What in the World? for a second time, as it looks like there’s more updates to come. I’m sure you are wondering why I’d put up with more glitchy sluggishness, and the answer is twofold: relatively easy Achievements and I guess I’m pretty into pop culture trivia. There were only a few puzzles that I really didn’t have a clue on, and again, most of these relate to countries or cities. Also, maybe before the next update, the developers will patch the game to have it work better on older cell phone models. Unlikely, but a boy can hope. Don’t worry…I’ll complain here if they don’t.

2015 Game Review Haiku, #46 – What in the World?

2015 gd games completed what-in-the-world

Study the picture
Guess what it is, or just look
Up answers online

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Sound Shapes begs you to relax against it

gd impressions sound shapes blasteriods level

Over the last several weeks, I’ve been chiseling away at Sound Shapes. Its campaign is not extremely long, consisting of 20 levels spread across a handful of themed worlds, dubbed “albums” here, that can be completed rather quickly if one just kept at it. That said, I was in no rush, and I didn’t actually want the levels to end, as I found myself shuffling over to the game in times of stress and panic, when I need a moment to calm my nerves or just forget about the drama of the world. Not every level helps in this fashion, but the majority of this rhythm-driven platformer forces the player to relax, to lose themselves in drum-beats and cartoonish side-scrolling goodness.

For those that know, I did the albums in order, level by level, every few days or so, finishing up with the one featuring music from Beck. Yup, that loser, baby. His first track level is amazing, and I found myself knocked back by how good it was, fusing platforming with both music and vocals, creating yet a still dangerous environment to roll and jump around in. The same can be said of the previous albums too, though they all feel different, and not just because of the visual style or drum beats, but some levels are more about timing-specific jumping while others have you avoiding rockets or enemies. A handful of earlier levels are happy to let you stroll through with no obstacles, and they are just as enjoyable. Before I discovered Beck’s album levels, I was madly in love with the album designed by Capybara Games, featuring music from Jim Guthrie. Y’know, the folks behind the fantastically moody and unnerving Superbrothers: Sword & Sworcery EP.

Sound Shapes, from what I can tell, is twofold: basically, the straightforward campaign, and a level creator. Once you complete the game’s campaign, two other modes unlock, which play heavily into unlocking the majority of Trophies. That said, the “death mode” levels are extremely challenging, like late-game Super Meat Boy-esque, seeing as it took me upwards of thirty tries to beat the first take on this theme. I don’t know how many others I’ll go after, but I will try out “beat school” at some point, though I kind of feel like I got my fill of Sound Shapes. It sated, if you will.

Sound Shapes‘ gameplay is fairly straightforward. After all, this is a side-scrolling platformer, a genre that will never not be strong, where you can move your little eyeball critter and stick it to surfaces to climb or descend through the level. Each stage is packed with collectible circles that add musical components to the background soundtrack, such as an additional guitar lick or hi-hat tap. As you collect more, the level’s soundtrack evolves. Your goal is to get to the end and jump through the magical boombox. It’s pretty linear, but that doesn’t mean it is less magical as you watch a level’s geography twist and turn with the tunes, funneling you one way through its audio-video journey.

Unlike Super Mario Maker, which I have and have been tooling around with over the last week and will eventually do a post on, I have no interest in making levels for Sound Shapes. Zip, nada, none. Or playing others’ levels, if that is something you can do. I’m not sure, as I didn’t even dip into the level creator menu to find out. I’m not really sure why, but some games simply don’t entice me in the same way that Super Mario Maker has, or, if they do, they are a bit too complicated to figure out, like LittleBigPlanet 2 or any of the LEGO games. I’m sure there’s a ton of cool stuff being made–or was made–for Sound Shapes, as one can already tell from its mishmash of a campaign in terms of style and substance, but those twenty-some levels were all I needed. Truly, if I want more, I’ll just replay them.

Look, if you like music and games, you should play Sound Shapes. If you love music and games, boy oh boy, you should play Sound Shapes. If you’re a big fan of simplistic, forgiving platformer, at least until you clear the campaign, you should play Sound Shapes. That’s as best as I can sell it. I’m off now to listen to those three Beck tracks on loop, just because.

2015 Game Review Haiku, #45 – Sound Shapes

2015 gd games completed sound shapes original

Musical platforms
Create, absorb every beat
Move a little, ahhhh

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #44 – The Stanley Parable

2015 gd games completed stanley parable

You play as Stanley
So alone at work, in life
Find all his endings

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

CounterSpy-ing has always gone on since ancient times

gd impressions counterspy screenshot1

Well, I could only resist for so long. CounterSpy, thanks to its stylish look and sneaky-sneaky gameplay, has been calling out to me every time I scroll by it on my list of PlayStation 3 games, having downloaded it as a PlayStation Plus freebie back in March 2015. It’s just one of many stealth games in my collection I’m thirsty to drink, and while it wasn’t a very tall glass in the end, I still found the act of undermining both sides of an alternate Cold War era to be refreshing. Plus, I’ll never tire of tranquilizing dudes, watching a fellow soldier come over to investigate their sleeping buddy, and then tranquilizing them. I still think fondly back to that time I stuffed about eight or nine sleeping soldiers in a vent in Deus Ex: Human Revolution.

CounterSpy ends up combining spy mythology with the colorful, striking aesthetics of the 1950s and 1960s, a time period for art that I will never not find fascinating. As previously mentioned, it’s set during the Cold War, though not exactly the one we experienced on this planet. You control an agent of C.O.U.N.T.E.R., a rogue agency that keeps–or at least attempts to–the world’s superpowers in peace. As each side of the ongoing conflict inches its way closer to seeing who can blow up the moon first, which seems like a terrible idea regardless of who does it, C.O.U.N.T.E.R. gets to work sabotaging their plans and maintaining peace.

You do this by sneaking around a left-to-right scrolling level, either for the Socialists or the Imperialists, depending on who is the current greater risk, and stealing launch plans, gathering intel, taking out soldiers, and so on. The levels themselves are randomly generated, though by the end of the game you begin, much like in Spelunky, to learn how several chunks fit together with one another. I always knew where the developers were trying to hide an accessible vent behind foreground elements. As you gather enough plans, you’ll learn about rocket launch codes and flight plans, knowing enough to intervene and stop those death-carrying rockets from lifting off–but the last level plays out in the same fashion as the previous levels, with only more soldiers to deal with; it was the most challenging part of my playthrough, but it only took another try to set the world’s superpowers straight.

As you play CounterSpy and do your counterspying thing, you’ll gather blueprints for both weapons and formulas, which act like purchasable perks before each mission. During my first playthrough, I only unlocked two formula, one which lessened the amount of damage to my agent and another that instantly lowered the threat level by a single amount, and I used these two each and every time, no matter how poor I was. For guns, I always carried a lethal rifle for when things went topsy-turvy, but mostly stuck with the silenced pistol and sleep tranquilizer gun, always trying for the quietest of approaches. That said, when things go bad–and they can go bad fast–I wasn’t afraid to unleash real bullets. It’s here often that you’ll wish the agent moved with more fluidity, that he could actually jump or that aiming on a 2.5D background was easier. There’s a lot of talk right now about how escaping heated moments of discovery in Metal Gear Solid V: The Phantom Pain is more fun than anything else, and that’s not the same case with CounterSpy.

Visually, CounterSpy is a delight, and it shows that indie studio Dynamighty is founded by LucasArts and Pixar veterans. I see a lot of The Incredibles‘ influence here with the bold colors and larger-than-life propaganda, but I wish the writing between missions was either super serious or entirely goofy; as it stands, it’s both, which can be confusing when you are talking about blowing up Earth’s moon. Plus, and this is a terribly small issue to bring up, but there’s an inconsistent use of a period at the end of C.O.U.N.T.E.R., which drives me batty. Regardless, it’s not really the story that shines here, but seeing how far you can get through a highly patrolled base before getting spotted.

One could probably get through CounterSpy in a single sitting, but I liked to space it out over a few nights. Undermine the Imperialists, then take a break and see what the Socialists are up to. Get some new weapons and read a few dossiers while enjoying a cup of java. Either way, I’ve started a new campaign on the next higher difficulty and am not finding it as fun to slog through once more. I might continue on to get a few more Trophies before diffusing this operation entirely from my list of need-to-play-soon games.

Hitting reset repeatedly in Skipping Stones to Lonely Homes

stones

Once, when I was younger and spending the early hours of the morning crabbing off a pier overlooking the Atlantic Ocean with my father, I took a walk while the traps soaked, found a small, isolated cut of shore, and started skipping stones. At first, I was rubbish, getting only two skips or ker-plunking the rock on the first toss, but after enough practice and searching for the smoothest, most flat rocks this side of New Jersey, I was hitting bounce streaks of five or more. Which, if you didn’t know, is extremely satisfying. There’s something magical about seeing such a heavy thing dance across the water like it’s flying with the wind before it loses steam and descends into the watery unknown.

Skipping Stones to Lonely Homes is not actually a stone-skipping simulator, though somebody out there should totally make that game. Actually, I think there was one mini-game in Wii Sports Resort that had you side-slicing rocks (or discs?) across a lake or through rings for points, but even with the updated Wii MotionPlus controller it was still tricky, and I had to constantly remind myself to not let go of the controller when performing the throwing motion. Instead, Alan Hazelden‘s on-the-surface simple puzzle game is about a sailor who has washed ashore and needs materials to fix his ship. In order to find these essentials, you’ll need to skip stones (or push rocks as I saw it) across the water to manipulate lily pads and reach other chunks of land. Sounds easy, but let me assure you it is not; I got no further than the fourth screen before my brain hurt.

Skipping Stones to Lonely Homes did not magically appear out of thin air. Hazelden appears to be a rather prolific independent developer, and an earlier game of his called Mirror Isles looks nearly identical to his latest creation. Except there’s a hypnotic looping soundtrack and has you swapping places with a second character via teleporting mirrors to maneuver around the various islands. It seems just as deceptively difficult. The minimalist graphics vibe is fine, as it is really the puzzles that stand out as the things to pay attention to. You can hit “Z” to undo your last step or “R” to reset to the last checkpoint, and I hit these keys a great number of times.

Give it a go. Maybe you’ll get farther then the fourth screen. Perhaps the fifth screen is the last and where all the ship materials are, or maybe it just gets more punishing from there. At the very least, open Skipping Stones to Lonely Homes in your browser and tab away to do whatever it is you actually do during your time in front of the computer, that way you can work, but listen to the soothing, calming tones of ocean waves lapping at sandy shores. I’ve had it going the entire time I wrote this blog post.