Category Archives: videogames

2015 Game Review Haiku, #25 – Off-Peak

2015 gd games completed off-peak

Search for ripped ticket
In the strangest transit hub
This side of oddness

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.

Naut wants to know if there is life on Mars

overall naut impressions gd

Let’s see. I’ve experienced Scribblenauts from its earnest beginnings to its later, mega-popular forms, thought not all of ’em. I’ve also played Outernauts though Insomiac decided to take it all down off of Facebook some time back. A part of me would eventually like to try out Treasurenauts. Until then, at least I can say I played Naut, which, if keeping with the theme, should have been more amusingly titled as Nautnauts. I don’t know. I think every game title should end with the nauts suffix; yes, even you, Chrono Cross.

Anyways, the stylistic and explorative Naut is from Lucie Viatgé, Tom Victor, and Titouan Millet, members of the Klondike collective. According to their website, they come from the north of France and are not (er, naut) in fact a delicious ice cream treat that comes in over two dozen flavors and includes choco tacos, ice cream sandwiches, and stickless bars. I’m not familiar with too much of their other game work, but if it is anything like Naut, count me in. Or, at the very least, count me in to begin sifting through their, surprisingly, large backlog.

What is Naut all about? That’s not really something easily answered. You might as well be asking about the meaning of life. Let me steer you in a direction though using the developers’ own words: wander around, drive through the desert, hear what the cosmos has to tell you. While some elements might remain the same, everyone’s experience with Naut will be slightly different. For me, I immediately took our leading astronaut and goofily ran him/her over to the car, and then proceeded to drive around Mars and see its sights. Which consisted of strange plants, additional houses with odd inhabitants, and large rock formations, as well as a lightning storms. I watched the day turn into night and then back into day. Lastly, before deciding I had seen my fill of the Red Planet, I honked my car’s horn enough times to lift both it and its drive high into the air, far enough to no longer be able to see the alien ground below; naturally, I had the astronaut exit the vehicle and fall to his/her…feet. Yup, no fall damage, no fall physics–but that’s okay. It was still a beautiful descent.

Visually, I think Naut is out of this world, pun fully and gleefully intended. It’s a whole lot of pink and pastels for this Martian frontier, but it works, presenting this unknown planet as friendly and inviting, something you shouldn’t be scared to explored. You should be excited, like a kid getting a birthday gift early. The piano-lead soundtrack is melancholic, but adaptive, changing depending on whether you are driving at high speeds or galloping on the ground. Either way, it is at once calming and unnerving, reminding you that you are alone out here, but that that’s a-okay. Mars is both empty and massive, yours for the viewing. Interestingly, you can play Naut with a second player, navigating your collective way from one home to another, which sounds like fun, though I will probably never get to experience it.

Curious to see Mars for yourself? Good at clicking on links? Then grab a free copy of Naut over this way (or drop the developers a few bucks) and enjoy those outer space lightning storms as much as I did.

Kram Keep is a tiny yet towering take on Metroidvania

kram keep overall impressions gd

In a different life, one where maybe I didn’t try to have a career or binge-watch TV shows via Netflix or sleep or, heavens no, make a name for myself through art and writing, I’d be covering every Ludum Dare that happened, deeply examining all the themed creations, whether they got voted highly or not. Alas, that is not me. Instead, I kind of stumble across a Ludum Dare jam game months or even years after it was born. Well, with the topic du jour, I’m not terribly late, seeing that Ludum Dare 31 went down back in early December 2014, its jam theme being “Entire Game on One Screen.”

Kram Keep certainly meets that requirement. It’s the age-old classic tale of a blue-haired vampire hunter, a massively large castle full of traps and projectile-shooting enemies, and an evil master at its top, awaiting your blood. It’s a Metroidvania-style game, stuck on a single screen, meaning you can press the Shift key at any time to zoom out the map all the way and see everywhere you’ll eventually be going; I liked this, as it proved useful in guiding me to the next area, as well as keeping me informed about what was to come and the locations of vital power-ups. If anything, this seems sides more with the vania part than Metroid, but it is hard to say. As you go, you can collect hearts to increase your life bar, but you really want those special abilities–wall jump, double jump, and spread projectiles–if you are going to make any significant progress. Little crosses act as both checkpoints and health refills.

There were perhaps two or three tricky spots in Kram Keep that involved precise wall jump timing, and using the letter X and the arrow directions on the keyboard complicated things. As always, I prefer my platformers with a controller in hand, but sometimes you aren’t allotted such a benefit. In truth, where I needed a controller the most, was against the final boss. He has a pattern, so it eventually comes down to memorization and quick reflexes, but I still managed to put him six feet under with only a sliver of health left. Once you kill him, spoilers, much like with the end of Super Metroid, you have a limited amount of time to escape the castle, which means reversing the way you came in, though some routes are now closed off; I failed it the first time, but by hitting continue on the main menu, you can give it another go, and from what I can tell, it only changes a small part of the credits. Overall, the experience is tough, but fun, something I’d definitely recommend platforming fans to check out.

Since I love statistics and games that spit them out at the end of your run, here are my final, less-than-impressive tallies for Kram Keep:

  • Time played: 0:42:51
  • Deaths: 52
  • Enemies killed: 160
  • Crystal Hearts: 5/8
  • Difficulty: Normal

Ludum Dare 32 is coming up in the middle of April, though there’s no listed theme just yet. Until then, I think I’ll snoop around a bit more in Ludum Dare 31‘s entries, as I’m almost positive there are a bunch more innovative takes on the “single screen only” theme. Hopefully I can find a few other titles to highlight like Kram Keep, that do a lot with very little.

2015 Game Review Haiku, #24 – Kram Keep

2015 gd games completed kram keep

Bloodsucking menace
Waits at the top of this keep
Collect powers, kill

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.

Big Boss will carry on the fight after Metal Gear Solid 3: Snake Eater

final thoughts for mgs 3 snake eater gd

I’m not sure why I was so worried that Drew and Dan over at Giant Bomb would get ahead of me in this sneakathon to experience all the Metal Gear games, to fully absorb their cool and zany and ridiculousness, one after the other. Well, I’m aiming to play ’em all, but I believe they’ll be skipping Peace Walker, and already bypassed the original MSX2 titles and, thankfully, the lackluster VR Missions.

Metal Gear Solid 3: Snake Eater goes the distance in terms of providing a realistic setting where sneaking, where hiding in grass and tiptoeing around booby traps, makes much more sense than an isolated oil rig or even an Alaskan nuclear weapons disposal facility. The trick to super-sleuthing through a Cold War jungle is to no longer rely on your old tricks, such as a radar and pressing against a wall before peaking out from behind it to pop a guard in the noggin with a tranquilizer dart. I spent the majority of my time as Naked Snake laying flat on his stomach, crawling through tall grass and closely monitoring my camouflage meter. My trek from screen to screen wasn’t a perfect, spotless run, as my stats at the bottom of this post will reveal, but when I got through a scenario relatively unnoticed, with only snoring bodies left behind, it sure felt awesome and super spy cool.

I’ve already talked a bit about some of the game mechanics, as well as my love for healing radio frequencies. For this post, I’d like to quickly examine that classic Metal Gear Solid juxtaposition of realistic and bonkers, of military-driven jargon and a man that shoots bullet bees from his mouth. You could compare it to a James Bond film–for me, I’m thinking of Roger Moore’s Moonraker–where the action is certainly outrageous, but believable in some slant of light. Perhaps if you squint. The weapons are traditional and accurate for the time period, but a number of items, such as porn, toss-able venomous snakes, and the crocodile cap, can lead to rather amusing moments. The game even goes so far as to comment on its James Bond-like elements, with Naked Snake refusing to be put next to such a goofy master spy.

Also, more so than the previous games, one of which had you staring closely at Meryl’s butt, there’s a high amount of sexuality here, starting naturally with EVA and her zipped down bikini outfit, kiss of death lipstick, and press LB to stare at her chest sequences. Later on, there’s breast and crouch grabbing, as well as nods to Yevgeny Borisovitch Volgin’s bisexuality. Some of it is handled better than others, and yes, scene where EVA removes the tracker from Naked Snake’s nether region, I’m looking directly at you.

Lastly, other than the lengthy cat-and-mouse chase with The End and emotional, time-restricted last go against The Boss, the rest of the boss fights are a major disappointment. Yup, I’m even including the Shagohod. Gone are the gray characters you are battling with, replaced with cartoonish, black-and-white named goons that mostly only say their codename and then explode when you defeat them. I don’t think I could tell you much about The Pain, The Fear, or The Fury, as the game barely reveals anything about them. Remember how you got to know Metal Gear Solid‘s Psycho Mantis and Sniper Wolf intimately after defeating them? That kind of stuff doesn’t happen here. These COBRA unit members are merely roadblocks, and they don’t take too much work to bypass; once you do, you’ll never think of them again.

As per tradition, I took a snapshot of my end game stats screen:

mgs 3 final stats

I think that 22 hours and 45 minutes logged play time is a bit bloated; a few times, I left the game on the “pause” menu or sitting at the end of a codec call if I needed to do something else or got a phone call. I killed 142 people, but I swear the majority of those were after the fight with The Sorrow. Leading up to that legendary encounter, I was pretty conservative with lethal rounds. Other than that, I’m not sure what to make of the crocodile title rating…is that good? So-so? For beating the game on Normal difficulty, I got a bunch of special items, like a tuxedo and The Boss’ Patriot gun, but I’m not going back into the jungle just yet. Though I did miss the Trophies to poison a guard and blow up an ammunition shed. Hmm.

For some reason, I always thought that Peace Walker came out next in the series. Nope. Metal Gear Solid 4: Guns of the Patriots is up next, and I know very little about it, save for something about a funny install process and that Snake–as in Solid Snake–is old and coughing up blood. I’ll get to it soon. That is so long as another sneaking mission doesn’t occupy my attention first.

All cities are mad, and that includes Bernband’s The Pff

gd bernband thoughts

There are a few cities I’d really love to visit in the near future, with no set goals. No scheduled events, no locked-in attractions to see, no deadlines. I just want to be there and observe, to walk around like I’m stuck in ankle-deep quicksand. I’ll limit the following list to inside the United States, but let’s go with Boston, Providence, Charleston, Seattle, and Austin. Perhaps in that order. Actually, it doesn’t matter; I’m not picky. Now, I’m not exactly sure where Bernband‘s main city is located, but I can cross it off my imaginary list, as it has been both enjoyed and explored.

Bernband is, to mock the Gone Home haters, a “walking simulator” set in the strange city called The Pff, which has me scratching my head, but I guess that’s the point. Thankfully, I don’t have to say it out loud, only write it. Immediately, I feel like a foreigner, stepping foot into another world. An artificially pixelated one at that, which is a bit nauseating at first, but the sensation fades. Same goes for the hypersensitive mouse speed, which is akin to a first-person shooter, something I didn’t expect here.

The goal of the game–if you want to label this a goal–is to simply explore and take in the culture, and it’s fairly linear and uneventful at first, but you’ll eventually begin to see some interesting sights, as well as have options of where to go next. You move with the WASD keys, can jump, and pressing “escape” instantly closes the program–that’s all there is here, with no HUD or even a pause menu. I played for about twenty minutes and stopped after a hole in the floor returned me to the starting area, though I’m sure I didn’t see all the sights.

Despite being set in an alien city, there’s a lot of familiarity to gawk at, such as a hopping bar scene, a classroom, a car park, and so on. Plus, elevators and doors, though the elevators are more like transporters. Instead of being peppered with a range of human bodies, rooms and hallways are stuffed with alien lifeforms of all shapes, colors, and quirks. Actually, for a quick moment after I launched the game, I thought I was back in Calm Time, which had me panicking as I didn’t want to have to murder everyone in The Pff while chasing down a ghost. Thankfully, this is not a spooky game, though there is strangely a sense of coldness and dread, especially once you move away from the livelier sections of town and end up in, more or less, empty hallways. Music and sound effects are sparse, but used effectively, like that alien tinkling away in the urinal or the one tooting its horn.

In one way, it’d be nice to see Bernband expanded into something more traditional, with a full-blown story and characters and some kind of goal to complete, whether it was reaching a destination or collecting a set number of items along the way. In another, that might ruin what was captured here, that feeling of being a stranger in a strange land, where all you can do is look upon your surroundings and learn.

The untouched stealth games in my collection

GD more stealth games in the pipeline

I’m either just about done with Metal Gear Solid 3: Snake Eater or totally done with it, now ready to bounce back to focusing on putting Queen Brahne and her big queeny bum in their respective places in Final Fantasy IX. That said, my recent time of crawling lovingly slow through tall grass or donning a gator mask and gently wading through a marsh past enemies has reaffirmed that I love stealth games. Sure, I don’t love them as much as I enjoy roleplaying games, especially the Japanese ilk, but I’d put them right under there in the number two spot, rubbing shoulders with point-and-click adventures.

Glancing over both my tangible collection of games and ever-growing digital stash, I realized I have a ton of stealth games still to play, still to compare to Snake’s skills and style from the Metal Gear series. Oh, and for those following along, the next three to conquer–Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker, and Metal Gear Solid V: Ground Zeroes–will be all new to me; I hope I can get through them in time for the recently announced release of Metal Gear Solid V: The Phantom Pain this upcoming September 1.

Let me talk briefly about a few other stealth titles that I’m champing at the bit to try, but am resisting in order to not take on too many games at once. Hopefully I can experience all of these sooner than later.

Counterspy

A recent PlayStation Plus freebie for March 2015. CounterSpy is a 2.5D side-scrolling stealth game from Dynamighty, with a stunning, stylistic look. It comes across like you’re playing a Cold War propaganda poster. It’s not a traditional stealth game, but I’m looking forward to sneaking through enemy bases and stopping nuke launches without anyone being the wiser. It sounds like some of the camera angles can be problematic.

Thief

Another freebie for PlayStation Plus users, though I don’t remember if I downloaded it this year or late last year. Oh well. I have it on my PlayStation 3, and though many reviews were critical of Thief and disappointed in how it turned out, I still want to give it a try. The idea of shooting out torches with “water” arrows is amusing.

Dishonored

Let me come clean: I have not given Dishonored a fair shake. I have the game in two forms actually: the “Game of the Year” edition for PlayStation 3 and a free digital copy on the Xbox 360. Yup, I bought the game and then a few weeks later got a free copy. Whatever. I only really played it once and found the first true mission–where you have to eliminate High Overseer Campbell–a real disappointment. The stealthing is so clunky and finicky, and I totally flubbed my way through it, murdering more people than I preferred for a silent assassin. Maybe I’m terrible at Dishonored, or maybe I need more practice.

Tom Clancy’s Splinter Cell

I’ve never read any of Tom Clancy’s Sam Fisher-driven books, but they seem like solid action-lead espionage adventures. Interestingly, the primary focus and hallmark of Tom Clancy’s Splinter Cell , especially the gameplay for the first game in the series, is a heavy emphasis on light and darkness. Players are expected to use shadows to their advantage. This sounds like a fun mechanic, similar to Snake’s reliance on camouflage in the jungle. Plus, I’ll take any chance I can to don thermal goggles and spot hot bodies from afar.

XCOM: Enemy Unknown

Look, I know that XCOM: Enemy Unknown is more of a military turn-based tactical alien invasion/planetary defense strategy game than anything strictly stealth-oriented, but there does appear to be some elements of stealth in the gameplay to appreciate. I’ve never been a huge fan of the RTS genre, but there’s something intriguing about this one, something that I did enjoy in Fire Emblem: Awakening–permadeath. That risk/reward of popping out from behind a rock and not instantly evaporating an alien, which results in your named soldier buying the farm.

Stealth Inc: A Clone in the Dark

Originally called Stealth Bastard Deluxe: Tactical Espionage Arsehole, the renamed Stealth Inc is yet another PlayStation Plus freebie that I downloaded and then never played. Its gameplay has been likened to both Metal Gear Solid and…Super Meat Boy. Not sure how the latter of that comparison works, but I’ll give it a whirl nonetheless. It seems to come packaged with a serious case of attitude, too.

Hitman games

Though I had a horrible time with Hitman: Blood Money, I still have a few more to try, such as Hitman 2: Silent Assassin and Hitman: Contracts. I’ve also only played the first level of Hitman: Absolution, so, much like how I treated Dishonored, I need to dig into this one a little more. I am a big fan of taking Agent 47 and dressing him up in a range of colorful costumes to get him through a scenario, but some of the mechanics from those earlier titles are a bit too wonky to grok. Like tossing coins and strangling dudes with wires, both of which I imagine are extremely important to master in order to remain undetected.

Lastly, there are some intriguing stealth games coming out later this year, such as Volume from Thomas Was Alone‘s Mike Bithell, Invisible, Inc. from those fine folks at Klei Entertainment that previously amazed me with Mark of the Ninja, and probably some others I either don’t remember or know they exist yet.

As you can see, there’s plenty of material for me to crouch-walk my way through, even if it takes me an eternity. If you can think of any other great stealth games I should try out, let me know, and I’ll add them to my mental list.

An endless supply of handsome princes to Little Briar Rose’s rescue

little briar rose gd overall impressions

The original version of Sleeping Beauty by the Brothers Grimm, meaning the non-Disney take or even the more recent stab via Angelina Jolie’s Maleficent, tackles such hot topics like adultery, bigamy, murder, rape, suicide, and even cannibalism. Yes, this is how fairy tales went back then. Thankfully, Little Briar Rose from Elf Games is not quite as dark as its source material, both in look and narrative, though we never do see what happens once the prince makes it to the castle, leaving that ending to either your Disney-slanted imagination or something more horrifying, the kind of twist that George R.R. Martin would appreciate.

But what is Little Briar Rose, other than a different name for a complicated tale of a comatose princess? It’s a point-and-click adventure game using a stunningly gorgeous stained glass art style, revolving around this plot: a princess has fallen under a curse that puts both her and her whole kingdom to sleep, with thick briar bushes blocking the way inside her kingdom, and the only way to break the curse is for a prince to awaken her with a true love’s kiss on the lips. However, in order to clear away much of the thick briar bushes and open up a path forward, the prince must first help the magical denizens of the forest. There are wishes to be granted still. Some are basic fetch quests, some involve a wee bit of puzzle solving, some are multiple choice-driven, and they all require a lot of backtracking.

Overall, Little Briar Rose isn’t a very long adventure. I think there are a total of five or six screens to explore, with plenty of revisiting between them all to solve every last puzzle and clear away those thorny vines. One puzzle asks you to construct a house based on a crude drawing, another requires you to gather specific information and relay it correctly, and the remainder involves finding items and giving them to the right non-playable character. Here’s the main deal: you’ll need to talk to everyone you’ve met, multiple times depending on the situation, to be set on the right track. If you feel stuck or unsure how to push the puzzle forward, go and talk to every merman, fairy, and gnome you see. Even that crow atop those mushrooms. Talk, talk, talk. Some of the dialogue is a little tedious to sift through, but it is well-paced and amusing for the most part. Obviously, the game’s art style is a delight to behold–and I wanted more screens to gawk at more colorful images–though the limited soundtrack grows tiresome quickly.

Interestingly, you can fail at several of the puzzle scenarios in Little Briar Rose, resulting in the death of your prince. No worries though as a new one quickly shows up to carry on the previous one’s torch and try again. This prince will have a new name and differently-colored hair and clothes, but otherwise, it’s just another empty husk to move around the game’s world and do your bidding. Adventure games like Gemini Rue and Beneath a Steel Sky have implemented death before, but they actually abide by the laws of death; here, it doesn’t make sense or even feel necessary. All it does is kill a few more minutes, making you backtrack to whatever puzzle you were at, as well as redo the steps you previously took to begin solving it if you forgot to save beforehand. I’d rather have seen some kind of “lolz you so wrong, prince, try again!” message rather than this, and trust me, I saw enough new princes spawn to earn an Achievement notification. Seeing as that was the only Achievement to pop up during my time in Princess Aurora’s land and that there’s no way to even view them, it came across as a waste.

I don’t want to come across too negative, as it was an enjoyable and certainly unique adventure gaming experience. At least there was no cannibalism. You can grab a copy for zero dollars for either Windows or Mac OS X at Elf Games’ website. I also scrolled through the developers’ blog, and it seems like Little Briar Rose is going through some revamping, with new art to come. I might give it another go down the line, curious to see what else changes.

2015 Game Review Haiku, #23 – Metal Gear Solid 3: Snake Eater

2015 games completed mgs3

Destroy Shagohod
By sneaking, CQC-ing
Through awkward cutscenes

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.

Healing radio frequencies are Naked Snake’s escape

metal gear solid 3 cure radio thoughts

I’m actively not looking up every secret or Easter egg for Metal Gear Solid 3: Snake Eater, but a scan through its Trophy list revealed something I never even knew existed back when I played the game in 2004 slash 2005, on the good ol’ PlayStation 2 in my bedroom at my parents’ house while home from college. I’m specifically talking about healing radio frequencies, seeing as I already knew how to make Snake throw up after spinning him in circles via the surgery screen.

In short, there are special frequencies you can tap into to hear a song play and get your health healed at the same time. Music really is magical. There are eight in total, and once you dial in to them, they stay in your menu of codec options for future use, such as when you run out of life medicine, so long as you don’t mind kicking back and digesting a tune or two. Trust me–I don’t mind, not when the songs are this good.

For those that wanna try ’em out yourselves, drop to one knee and switch to any of these following frequencies, though they might be different for other difficulty settings than Normal:

  • 141.85 – “Don’t Be Afraid” by Rika Muranaka
  • 142.09 – “Sea Breeze” by Sergei Mantis
  • 143.32 – “Sailor” by Starry K.
  • 144.86 – “Jumpin’ Johnny” by Chunk Raspberry
  • 145.83 – “Salty Catfish” by 66 Boys
  • 146.65 – “Rock Me Baby” by 66 Boys
  • 148.39 – “Surfing Guitar” by 66 Boys
  • 148.96 – “Pillow Talk” by Starry K.

Before I go and confirm anything, I have to wonder if any of these groups are real. I’m no Matt Pinfield from 120 Minutes, but I’m pretty up and up on music, especially fascinating with stuff from the 1940s through the 1960s. Clearly, Chunk Raspberry is a punny play on Chuck Berry, but that still could be someone imitating the legendary pioneer of rock and roll music.  Is the name Sergei Mantis a nod at Psycho Mantis from Metal Gear Solid? Was he originally a lead guitar player in a sultry jazz band before becoming the kind of man that reads your memory card data and tells everyone how much you love the Suikoden series? Not that I mind that, of course.

Okay, I did a little digging. As it turns out, all of the healing radio tracks were actually written by Norihiko Hibino, who selected song titles and artist names as a parody of music in the 1960s. I’m not sure if Hibino played all the instruments as well, but regardless of that…yowza. Pretty cool. I’m a big fan of Starry K already and would totally buy a t-shirt after one of their fictitious concerts. Since discovering these frequencies, I listened to all eight of them in a row to get a Trophy, but have popped one or two, not while injured, but when just chilling in some heavy brush or atop a cliff, enjoying the view. No one tells Big Boss how to his music; I know the years don’t match up, but it would’ve been great to have a Bruce Springsteen track in there as well.

I’m not 100% thorough when it comes to calling everyone on the codec, in every new situation or desperate moment, but I can’t recall these radio frequencies ever being brought up. By Major Zero, by Para-Medic, by Sigint, by EVA. I imagine people just stumbled on to them by accident at first. Either way, I think they are one of my favorite Easter eggs ever; it would’ve been one thing to just include a Chuck Berry song in there, but to go to the effort to write a song to mimick Chuck Berry and the times…that’s some Hideo Kojima-esque level of dedication.

Also: one of the healing radio frequencies should’ve played Snake Eater‘s main theme, which fully recovered Naked Snake’s health and stamina, as well as made him invincible for a short period of time. You know it’s a good idea.