Category Archives: videogames

2015 Game Review Haiku, #19 – The Old Tree

2015 games completed gd the old tree

Newborn alien
Help it travel, up and out
Mind the bellhop, cat

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.

Gotta match ’em all in Nintendo’s free-to-play Pokémon Shuffle

pokemon shuffle 287723-FFA1

Like sand dunes eroding over time, Nintendo is slowing dipping its toes into the free-to-play market in an attempt to see what all the hubbub is about, as well as milk fans for money. Now, I never did download Rusty’s Real Deal Baseball, which had a unique take on bartering for cheaper mini-games, but it sounded like, at the very least, a fresh take on giving players something free to play while enticing them to drop some dollar bills for a bit more to experience. I’ve also not given Steeldiver: Sub Wars a look, so I can’t speak for how that submarine-steered competitive multiplayer thing faired. Naturally, the first free-to-play plunge from Nintendo I’m interested in trying out is Pokémon-related.

Pokémon Shuffle is another take on the “match three” puzzle formula, but instead of lining up similar looking gems or flowers or pieces of underwear, you’ll be matching cutesy disembodied heads of all your favorite–and probably some of your non-favorite–pocket monsters. You use the stylus and touchscreen to make this happen, and the game, thanks to its vibrant, colorful look and simplistic presentation, moves at a rapid clip. Basically, you’re matching three or more heads to deal damage to whatever Pokémon you are fighting, and different types of Pokémon to do more damage by way of a weakness system. Once you beat the Pokémon, you get a chance to capture it, and the capture percentage is upped a bit by how many moves you have left by the end of the battle; of course, you could always pay to up that guarantee of a capture. Strangely, some common Pokémon have really low capture rates, which doesn’t exactly line up with the, um, fiction of games like Pokémon Y and Pokémon White 2.

The free-to-play gating begins immediately once you get past the tutorial bits. See, there are three types of currency to pay attention to: Hearts, Jewels, and Coins. The core currency is Jewels, which you can buy for $0.99 each, with a small discount for if you buy in bulk. You can then exchange Jewels for Hearts. Hearts let you play one level one time (win or lose), and you can have a maximum of five total, with one reappearing every 30 minutes. Coins are a sub-currency used to purchase one-use power-ups before a battle begins, and from what I can tell, the majority of the power-ups are way too expensive for what little effects they cause.

I think Pokémon Shuffle‘s biggest misstep is in its Hearts. Also known as the Energy system when it comes to these things. Levels generally take one to two minutes to complete, possibly a bit longer if you are really studying the board for key combos or up against a really tough encounter, like Mew, which is the random event Nintendo’s running for the next three weeks since launch. That means, especially early on, you can use up your five Hearts in five minutes and then end up having to wait two and a half hours to play five more times in a row. Hexic for Windows 8 phones, which I found pretty addicting, was similar to this, but you only lost a chance to play again if you lost a battle/level; if you won, you kept going, riding it like a pro. I once downloaded Candy Crush Saga, but only played it once or twice before deleting, meaning I can’t tell you how it compared to this–but all in all, Pokémon Shuffle seems a little too eager to immediately put the player in a standstill and ask for an investment.

I will never drop any real money into Pokémon Shuffle, but as something I’ll pick up and play once or twice a day for maybe ten minutes at most, it doesn’t offend me. Too much. I can happily ignore all its free-to-play tactics and begs, though I do wish Nintendo took a chance to thank its long-time fans and incorporate some kind of connection with the various other Pokémon games for the Nintendo 3DS. I mean, my copy of Pokémon Dream Radar is collecting digital dust, so it would’ve been nice to keep that train a-chugging. Or, heck, use those Play Coins to help purchase extra hearts or Great Balls.

Again, Pokémon Shuffle doesn’t really bother me too much because I’m not investing anything into it other than a small chunk of my day, but if I really want my match three fantastical animal heads fix, I should probably wait for Pokémon Battle Trozei, releasing next month on the eShop for $7.99. Think about how many Hearts that could buy you in Pokémon Shuffle. Here, I did the math for you–$7.99, due to the odd way they are priced, could get you 6 Jewels, which could then be turned into 30 Hearts. So, the choice is yours–$7.99 to play thirty times or play as much as you want. I know, this is a tougher choice than trying to name an Audino for the umpteenth time.

Just can’t seem to quit Rogue Legacy’s random castles

gd more rogue legacy 256914-RR

It was actually quite easy to walk away from Rogue Legacy on Steam, addictive as it was. I only got far enough to beat the first boss Khidr, but I refused to play the game with mouse and keyboard; it’s very much a controller-driven action platformer, and it seems I run into more and more problems every time I plug in my Xbox 360 controller to my laptop. Sometimes it works, sometimes it doesn’t, and sometimes it only works if you plug it in after a game boots or before a game boots. I don’t know. All in all, it’s never reliable, and so I haven’t really played Rogue Legacy since my passionate burst back in October 2014 during my Extra Life stream–and a little distance afterwards.

True story time: I started writing this blog post a few weeks ago just as I got back into Rogue Legacy thanks to its PlayStation Plus status as a February freebie, but I’m only returning to writing this mess of words and paragraphs after beating the game a few days ago. Such is the way I work.

Okay, back on track now. This game is still and will always be freakin’ addicting. No, really–other people think so too. This person says it is Zelda 2 on mushrooms,” which is a fun description. Carolyn Petit examines the balance of internal growth and external rewards when it comes to scouring these randomly generated castles. Some good reading there. Return here when you’re done.

For those that don’t remember, the main goal of Rogue Legacy is to enter a castle and gather as much treasure as possible by killing every monster in sight, including mini-bosses and progress-blocking bosses. Here’s the rub–every time you enter the castle, the layout, which includes the traps, treasure chests, monsters, secret rooms, etc, is randomized. After your character dies, and you can guarantee he or she will perish at some point, you select an offspring of theirs from a list of three, all of whom are also randomly determined. Basically, it’s replayability to the max, with each next run a new chance.

Without the randomizing aspect, Rogue Legacy‘s difficulty would be without value. You could memorize the entire layout, know where every enemy is and know exactly how to play your leading hero. Each and every time. In fact, you could probably run it blind, and this astounding, addictive experience would get lost among a zillion other similar–if still pretty good–side-scrolling action platformers. That’s not to say that randomizing is everything; skills are needed, especially when it comes to fighting the bosses or learning how to survive on a slither of health until you find something to eat. Even after twenty-plus hours, I’m still no master of the down-strike attack you can do while jumping, often timing it too early and missing the mark, whether it is an enemy’s noggin or a needed platform over a floor of spikes.

Beating Rogue Legacy doesn’t mean the adventure is over. Naturally, there’s a new game plus mode, which you get dropped right into upon the credits finishing, and this saves all your progress, but ups the ante when it comes to room layouts and the strength of the base enemies. You can also go after the four door-blocking bosses again in hopes of seeing what that final fight is like, but on a whole new level. I’m doing this, but not with the same fervor as my first run complete run through the bosses happened, and that’s okay. Still, the addiction is there, and, like a bag of potato chips, I can’t just eat one; each time I sit down with Rogue Legacy, I lose an hour or so, making small increases to my character’s health and mana stats, and possibly finding a new blueprint. Right now, I need to be focusing on some art projects, so I expect to keep my distance from the game for a bit, but sooner or later it’ll suck me back in; one can only not scratch an itch for so long.

Hoping back into Rogue Legacy these last few weeks also rekindled my disgust for mimic treasure chests. I also had trouble dealing with the eyeballs that shoot red tears through walls, especially when they are out in numbers. Truth be told, just about every enemy in this game can kill you if you’re not careful or know how to take care of them, no matter what traits you are rocking. Generally, I tried to always go with the characters with the least vision-affecting traits as possible, which meant no colorblindness, no nostalgia, no upside-down POV, and such. I could handle the no 3D vision one, but everything else just distracted me and lead to a quick grave. The Lich King class is extremely powerful, with his or her HP growing higher with every kill.

If you’re ever looking for a game that is both punishing and immensely difficult to put down, search no further. Rogue Legacy will strip you to your core, but reward you for all your hard work, when you make the effort, that is. It’s a game I expect to continue nibbling at for the rest of 2015.

2015 Game Review Haiku, #18 – A Landlord’s Dream

2015 games completed a landlord's dream gd

Implants can change you
Make you something big, better
Until they don’t work

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.

Ten mimic treasure chests I passionately hate

gd mimic treasure chests post

Treasure chests are difficult to resist. They come in all shapes and sizes, more times than not offering the potential for greatness–gold, armor, weapons, whatever. Most people don’t leave behind rotten vegetables in their fancy treasure boxes, and so you are more or less guaranteed to walk away a richer player. Unless that treasure chest is actually a mimic in disguise, and then you’re thrown for a loop, battling with what once held your dreams of a new item or chunk of change to make a down payment on that fancy, street-side abode back in the hub city.

I passionately hate mimics.

Real quick, some history. Mimics took shape back in the good ol’ days of pen and paper roleplaying, which I enjoy from time to time, but I’m more visual despite having a decent enough imagination, preferring Talisman or Descent. Mimics are a type of fictional monster, initially birthed in Dungeons & Dragons. They are portrayed as being able to change their shape to disguise themselves as an inanimate objects, most commonly as treasure chests. Mimics also have a powerful adhesive that holds fast to whatever touches them, allowing the mimic to beat the creature with its powerful pseudopods. That latter characteristic did not seem to follow over with mimics as they transitioned into videogame enemy fodder.

Over my years of gaming, I’ve crossed paths with a number of mimics, all of which I passionately hate. This is a list of some. Forward, with the disgust!

Mimic-ffix

Here is a mimic treasure chest from Final Fantasy IX that I passionately hate.

319928-dq8_cannibox

Here is a mimic treasure chest from Dragon Quest VIII: Journey of the Cursed King, called a cannibox and originally introduced in Dragon Quest III, that I passionately hate.

rogue galaxy mimic chest capture

Here is a mimic treasure chest from Rogue Galaxy that I passionately hate. Look at that nasty blue tongue.

rogue legacy intro-4

Here are mimic treasure chests from Rogue Legacy that I passionately hate.

cc 140px-Big_boxer

Here is a mimic treasure chest from Chrono Cross that wants to punch me. I passionately hate it.

wild arms 3 mimic 69-34

Here is a mimic treasure chest from Wild Arms 3 that I passionately hate.

dark cloud king mimic

Here is a mimic treasure chest from Dark Cloud that I passionately hate.

mimic legend of grimrock 2

Here is a mimic treasure chest with a lot of teeth from Legend of Grimrock 2 that I passionately hate.

Mimic Borderlands 2

Here is a level 60 killer mimic treasure chest from Borderlands 2 that I passionately hate. Shoot it in the glowing green part.

suikoden 1 mimic chest slot man

Lastly, here is a mimic treasure chest from the original Suikoden, affectionately called a slot man, that I passionately hate.

Have I missed any key mimics from some of your favorite roleplaying games? If so, let me know in the comments below. During my search, I came across a few screenshots of mimics in the Dark Souls series, which I’ve not yet played and am now feeling less inclined to deal with, but maybe they aren’t too tough to battle. Ha, that’s a joke. From what I understand, they are brutal.

2015 Game Review Haiku, #17 – DuckTales: Remastered

2015 games completed gd ducktales remastered ps3

Scrooge loves his money
Magica De Spell wants dime
Pogo jumping, meh

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.

Home is people, not a place in A House in California

gd a house in california thoughts

I’m working my way through Cardboard Computer’s backlog, building towards the day where I bite the bullet and begin playing Kentucky Route Zero despite not all its episodes being available…yet. I recently traipsed through their conversation-heavy Balloon Diaspora, and now I’m here to talk about the quiet, unassuming charm of A House in California, which is a text-based adventure game with minimal graphics, but a lot of oomph.

In short, A House in California is the surreal journey of four characters working together to bring a house to life. I did a little research and learned that it was inspired aesthetically by the 1980’s Mystery House from Roberta and Ken Williams, which focuses more on greed and murder than remembering family and the pieces that were always there, what they stand for.

Similar to traditional point-and-click adventure games, you interact with the world and items in it via a tray of different actions at the bottom of the screen, such as “look,” “listen,” “repair,” and so on. It’s a little more abstract than your standard “look at” and “pick up” mechanics like in Monkey Island 2: LeChuck’s Revenge, and it takes a bit to comprehend that to transition from screen to screen requires using the right word on the specific thing, such as “remembering” the stars to transport your protagonist to the moon, and not simply clicking on the edge of your field of vision. My favorite action was “learn,” which, like a Snapple bottle cap, tells you an interesting fact about whatever you’ve selected.

The challenge in A House in California is figuring out what action to use to progress or trigger the next sequence. The actions change with each of the four characters–Lois, Beulah, Connie, and Ann–so you have to be willing to explore and experiment. Thankfully, you can eventually exhaust your options, so you’ll figure it out in due time, though it took me a few tries to get the little boy to appear in the computer screen. There’s no inventory to manage or dialogue to select, and that’s fine–this is a story driven adventure, and the story does not need to change in big, sweeping manners, though I won’t say I understood how all four of the characters were related or affected each other.

A House in California‘s dreamlike environments are fascinating to explore, like swimming in slow motion through a Salvador Dali painting. Granted, visually, it is lacking in detail, but imagination can carry each scene to a new level, especially the ones with the singing birds and loose butterflies. The sense of discovery is strong in every location, and the game’s soundtrack backs the soft, soulful narrative, creating a safe, soothing sense of the olden days. Of wandering around outside a house and examining the flowers, the fountain, the jar of fireflies. I personally don’t recall doing it as a young boy, but A House in California makes me believe I did, which is comforting.

2015 Game Review Haiku, #16 – Rogue Legacy

2015 games completed gd rogue legacy

O’ random castles
Filled with gold, chests, runes, bosses
One more run, one more

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.

Where do you go in Go North, but forward

gd go north impressions overall

I’ve never been good at or immensely interested in text-based games. I mean, I didn’t even find the text-based computer game Reign of Grelok in Fallout 3, which paid homage to 1980s classics of the same style, like Zork and Planetfall–and I scoured nearly every inch of that game’s post-apocalyptic world for far too many hours. I also gave up on Frog Fractions once it stopped being about diving deeper into the ocean on that numbers-munching dragon and more about navigating yourself out of some small, cramped hatch.

And so, with that history behind me, I went into Go North not really expecting much, hoping to just stay interested and get through it. Well, I certainly got through it, but I’m not sure what the point was. In fact, I came away from this stroll forward from…um, I guess Jim Spanos and friends, feeling like it was mocking either itself or the genre greatly. It ends with a seemingly inside-joke, which might be hilarious to the creators, but fell flat with me, the player.

But what is this game, you ask as we get to the third paragraph? Here’s some descriptive text I myself didn’t write, but rather found on Go North‘s GameJolt page. See if you can grok it:

You know, sometimes, hope is needed in humanity to brace the terrible and the enchanted. To engulf our hearts with embers of the night, as we flow like lava under the moonlit skydome. Are we not men? In our minds, we are. Are we not soldiers? In our minds we are. And bewildered you stand if only to enjoy each other’s mindsets. But without further ado, the perception of the single, greatest, mind-changing game is here.

Poetic, frivolous, forever fallen into the hands of few

Yeah, I don’t know. It’s a text-driven game where you type “go north” to advance to the next screen. I tried typing “go east” and “go west” every few screens to no avail. You do this until the last screen, where the twist/inside-joke plays out. All the narration is overdramatically voiced over by someone either trying too hard or not trying hard enough–regardless, it’s a struggle to listen to.

Let’s chalk Go North up to both not my thing and not made for me to appreciate. Perhaps one day I’ll find a text-based adventure game worth my while, but for now, I’m off in another direction-most likely south–to play something else.

2015 Game Review Haiku, #15 – A House in California

2015 games completed gd a house in california

Learn your family
Listen to these memories
Bring a house to life

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.