Category Archives: videogames

Abobo’s Big Adventure is a risible romp through the NES era

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I’m now at the point that I no longer remember where I download these strange little games. Could be a random website, some sort of bundle, or even just a blog post pointing me to something interesting. I just stumble across them in my “videogames” folder on my desktop days, weeks, and months later, with new names popping up left and right, often giving me pause. Maybe I accidentally fed one after midnight, and now they are spreading like wildfire, threatening to take over my time with so-called bigger games, despite many of these wee indie oddballs working a thousand times better than anything produced by an actual studio these days. Mm-hmm. Still annoyed about that.

Thankfully, Abobo’s Big Adventure helped put a smile on my face and keep me distracted while Dragon Age: Inquisition continued to fold in upon itself. And that’s surprising, because, while I appreciate the NES for what it was and still is today, I have little nostalgia for it. I never had one as a wee boy, though some neighbors did; videogaming didn’t truly happen for me until that Christmas morning when I unwrapped a Super Nintendo, which came pre-packed with a copy of Super Mario World. That said, Abobo’s Big Adventure is a loving tribute to the NES era, and I get a lot of the references and sprites and winking nods, but there’s also some more obscure elements zipping right on by. It’s an odd mix of old and new, but is thankfully a ton of fun to play, even rekindling my desire to trek through the original Legend of Zelda.

For those that don’t know–and I didn’t know upon starting up this free Flash game–Abobo comes from Double Dragon, appearing multiple times, often as a boss character. I played some Double Dragon in my early days, but this character never stood out to me; I guess the developers behind Abobo’s Big Adventure felt otherwise, thrusting him upon a quest to rescue his son, the hilariously named Aboboy. To do this, Abobo must travel through eight different levels, all themed to a classic NES title. I got as far as the one based around Mega Man, but more on that soon.

The controls are very simple, though they obviously change a bit from level to level. Basically, you move with the arrow keys and execute techniques with “A” and “S,” giving you the sensation of using an NES controller in terms of complexity. You can fill up a meter and tap both A and S together for a special move of sorts. Abobo’s actions change with each level, going from fighting goons in scummy alleyways to exploring a top-down dungeon to floating right to left thanks to some helium-pumped balloons. Abobo’s Big Adventure does a good job of mimicking how these old games looked and played, while also infusing them with modern mechanics and less-than-inspired teenage-level humor. Yup, looking at you, penis-shaped Zelda dungeon map. It’s probably silly to call this out in 2014, but the built-in Achievements system is quite flashy and reminded me of the days when Achievements were designed to be fun, rewarding, and experimental. After reading some descriptions, I went back and got a few out-of-the-way ones.

Much like their original counterparts, some parts of Abobo’s Big Adventure are tough, real challenges of skill. This mostly relates to the boss battles, such as the Old Man in the Zelda-themed one, but I found the entire Balloon Fight flight to be a tough grind, as well as the underwater level. The difficulty became too much once I hit the Mega Man level, which features everyone’s favorite off-screen laser beams to narrowly avoid. If you’ll recall, I’ve never been even mediocre at Mega Man games, and so, after multiple attempts of trying to take down the second form of the boss here, I’ve walked away. The keyboard’s not cutting it. And that’s okay. I got through most of Abobo’s Big Adventure, had a pretty good time, and saw plenty; I can’t imagine what comes later is too surprising, though I might find a Let’s Play to see what the last few levels act like.

While games like Shovel Knight and Axiom Verge are obviously deeply inspired by the classics from gaming’s so-called Golden Age, Abobo’s Big Adventure is them. Just slightly warped and more accessible. If you’re itching for something kind of like an NES game, but also not, I say give this a go. Watch out for that damaging TMNT seaweed in the underwater level though.

A Date in the Park is no walk in the park

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A Date in the Park is out to surprise you, whether it is through its digitalized 1990s visuals and animated sprites, the brazen stride forward it takes to leave you in the dark when it comes to translating Portuguese, or its twisted, tragic tale of love at first sight. I finished it the other night feeling…perturbed. Shaken. And a little more cautious of empty parks in the middle of the afternoon.

You play as Lou, who looks like he should be either the lead singer of an early 2000s emo punk rock band or a recently homeless man living under a beach boardwalk given his adoration for flip-flops. Lou recently moved to Lisbon, in Portugal, to take up a new job and start life anew, though A Date in the Park never really goes into specifics there; it doesn’t matter. Lou is a catalyst, a way forward, a love-sick boy with fantasies of picnics and skinny-dipping in his head. The night prior, Lou meets Catarina, an enchanting woman to say the least, at a bar, and the two of them hit it off great in the way that many first encounters do, where you eager say “me too” when something you enjoy as well is brought up and the hours simply drift by in a fascinating lull. She told him to meet her the next day at Tapada das Necessidades, her favorite park.

I’ve never been to a foreign country by myself. In high school, I had the chance to go to France with my French class, but I chickened out for reasons I won’t go into here. I have to imagine that it can be scary, to know no one, to be up against a language barrier when trying to meet someone. And so, when you do make a connection, like Lou with Catarina, you have to pursue it, wholeheartedly. This means that despite Catarina not appearing at the park when they agreed upon, Lou will do whatever he can to see her again, even if it involves chasing after floating balloons and solving mechanical puzzles.

A Date in the Park, in terms of a point-and-click adventure game, is fairly straightforward. You have an inventory accessible via the top of the screen, you can click to walk around, you can click to either interact with an item or look at it for a description, and you can right click on the corners of the screen to instantly exit to the next screen. Alas, there’s not very many people in the park to interact with, meaning no dialogue trees or experimentation with items on people. The  person you do interact with early on, a gardener, speaks no English, leaving everything one-sided. The puzzles are limited and fairly easy to deduce, save for the one where you need to get the water pump working for the statue pools; I got through it guessing, and I also have to imagine some players might have trouble not realizing that many screens scroll, meaning there might be an exit to a new screen off to the right or left, but it’s only visible if you move over enough. Some of the back-tracking proves annoying, but not too much.

This is a surreal piece of horror, no doubt about it, and things quickly escalate once Lou discovers the wounded duckling. I have some big problems with the plot in terms of believability, but then again, it’s just a game, and I can look past a lot of things, but given how real of a setting it takes place in, as well as realistic sprites playing the roles…I wanted something real. Part of me would have been totally okay with a straightforward date in the park, with hand holding and skipping and looking at the historical sights. The tension builds to a horrific horror–think Se7en–and it drives last few minutes of the game with a palpable panic. I was certainly caught off guard, maybe even more than Lou; like him, I was here for a stroll in the park. We got that and then some.

All in all, A Date in the Park took me about an hour to get through, but again, I got stuck for a bit on that water pump puzzle. Others might move through it faster. You can grab the game for free right over here, but only after you finish feeding the squirrels and sitting quietly on a bench to take in nature’s beauty for at least five minutes. Oh, and after you get through A Date in the Park with your heart intact, check out Mudlarks, another free adventure title from the same developer Cloak and Dagger Games. I plan to soon enough.

Dragon Age: Inquisition’s war table is frozen with fear

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My favorite quest so far in Dragon Age: Inquisition is the one where you move the cursor across the war table map only to have the game freeze and hard-lock your PlayStation 3, forcing you to manually power it down, turn it back on, report an error to Sony–which I assume goes right into some digital trash bin–and then wait five to ten minutes while the console does a repair fix to ensure nothing got broken. I love this mission so much that I’ve replayed it at least four times now. Sometimes I like to do this mission after playing for a good amount and forgetting to save recently, forcing me to replay parts I already did because I can’t seem to remember just how borked this AAA title from BioWare actually is.

No wonder people are playing Dragon Age: Inquisition for such a high amount of hours. Seems like whatever latest patch that went on did nothing to fix stability, certainly nothing to enlarge the tiny text. Grr. To the Void with that!

Bouncing from era to era for key items in TimeSplitters

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Get ready, but I’ve never played Perfect Dark, and the only time I’ve spent with GoldenEye 007 was something like ten years after its release, being all illegal…with an emulator. Don’t think I even got past the first level, that oh-so-iconic dam. Shh, don’t tell anyone. Good thing I’m only posting this on my secret, private NotePad blog on my computer’s desktop and not a powerful, crippling entity like the Internet. The fact is I never had a Nintendo 64–I went the PlayStation 1 route, see–and so I missed out on just about every single big release from that system; my childhood BF-not-F had one, but we mostly ate up  wrestling games, as well as the multiplayer mode in Turok 2: Seeds of Evil.

And so when I read or hear the comparisons of TimeSplitters for the PlayStation 2 to those two previously mentioned name-heavy franchises, I kind of just shrug my shoulders. Because I don’t know left from right. That said, TimeSplitters is a bunch of goofy fun, even if it is a first-person shooter boiled down to a mostly multiplayer focus. Speaking of that, here’s the modes you can expect to hit X on at least once: Story, Arcade, and Challenge. I didn’t include the map editor there because map editing on the PlayStation 2 is a little scary, so I’ll just advise y’all to keep your distance and fire with precision.

Story mode in TimeSplitters is a big lie, even more so than in The Tiny Bang Story. The levels work more in a “time attack” manner than following a narrative and exploring at your own pace. Basically, you pick your level and difficulty (easy, medium, hard), and either a male or female character to play as. These levels are themed across nine fictional locations spanning the years between 1935 and 2035. The goal of each level is to grab an item–let’s just go ahead and call it a MacGuffin–and then make your way to the exit, which is generally not where you started. The split second you pick up the item, deadlier monsters begin warping into the level, making the return trip that much more hazardous. On easy, you can complete each level in a matter of minutes, and the main point of this mode is to unlock Arcade mode elements, like multiplayer bots, additional multiplayer modes, and so on.

Arcade is the multiplayer hub, and you can play against bots, but it’s still pretty soulless. Yes, that’s a remark coming from someone who ate up bot multiplayer sessions in Red Faction II and Killzone. The bot AI can be tweaked to five different levels of smarty-pants, but it still just feels like mindless chaos, like there’s no strategy at work. I imagine four-player multiplayer sessions are more lively. The standard modes are there in various forms, like capture the flag (well, capture the bag here) and deathmatch.

The Challenge mode can only be unlocked by beating all the Story missions on at least the easiest of difficulties, which is, obviously, pretty easy to do. It’s the best thing in TimeSplitters. Right now, I have three challenges in total unlocked: one involving killing zombies in specific ways with a time limit, another is murdering a bunch of duck-men before time runs out, and the other tasks you with holding onto a bag for a total of a minute in a three-minute arena filled with opponents. These are neat and fun; however, the difficulty in these challenges is beyond believable. So far, I have only beaten the zombie one, and it literally came down to beheading the last zombie a second before time ran out. For the bag one, I don’t think I’ve held onto it for longer than a total of twenty seconds so far. Bah humbug.

If there’s one thing that still stands out with TimeSplitters some fourteen years later, it’s that the game moves fast. Like cheetah speeds. The action moves at at extremely spiffy frame-rate and high resolution, still looking good for its day. In fact, it moves faster than more recent first-person shooters–sorry, BioShock Infinite, but you dropped your walking cane–and almost feels like your character is skating on ice, blasting away enemies and monsters with polish.

Something to not praise though are the outrageous character designs, which often have the men looking macho and powerful, while the women are given Twizzler-sized waists, large breasts, and sexual poses. Even the robotic forms. Still, there are some funny names to smile at, like Hick Hyde and Ravelle Velvet, but none of the characters, as far as I can tell, play differently from each other. The choice is welcome, but the gender portrayals are too stereotypical.

At this point, I’ve unlocked a good amount of TimeSplitters‘ content, but other than giving a few more Challenge missions another go I think I might call it quits. Again, the multiplayer isn’t filling me with joy or excitement, and I have no interest in replaying the Story levels on tougher difficulties because it just feels unbalanced and punishing. It sounds like later games in the TimeSplitters series, of which I have none, treat the story more traditionally and weave it better into the action.

There is no story in The Tiny Bang Story

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I think I ended up getting The Tiny Bang Story in one of the first Steam sales I ever participated in, grabbing it because it was über inexpensive and had a fantastic, whimsical art style, similar to Machinarium. I then allowed the casual point-and-clicker to sit quietly and ignored in my Steam library for a good while, eventually giving it an unsuccessful go during my Extra Life stream this past October. Yeah, turns out, playing slow-moving, atmospheric puzzlers does not make for thrilling entertainment, nor does getting stuck in the opening chapter because I couldn’t locate X, Y, and Z. Still, something was there, and so I returned to Colibri Games’ indie mosquito-catching simulator recently to solve every puzzle it contained.

But first, here’s the most disappointing thing about The Tiny Bang Story–there is no story. At least not a solid narrative throughout. Sure, there’s some light setup, but it is just window dressing for…item gathering and random puzzles. See, life on Tiny Planet was pretty relaxing until a great disaster struck–a meteor, that is! Now everything is a mess, and it’s up to, the player, the one with the power to click a mouse button, to restore Tiny Planet back to its peacefulness. You do this by fixing a variety of machines and mechanisms, as well as collecting hidden jigsaw puzzle pieces. That’s the story, and that’s all you get. The rest is left up to your imagination because you’ll get absolutely zero clues no matter how many times you click on those characters.

The gist of the gameplay involves clicking. Click on stuff until a sidebar pops up to tell you what to collect and how many in order for the selected item to work. In reality, The Tiny Bang Story is a very pretty “find the hidden items” game, the kind my mother and I used to play together on the Nintendo DS. There’s no time limit to any of the puzzles, and the game autosaves at nearly every turn, so if you are tired of straining your eyes in search of that one, teeny, tiny light-bulb you can always come back to it later. Which I did. Many puzzles are logic-based while others just ask to you click around enough times; I found a few to be initially difficult because, since there is no story or even text in this game, I did not know what was desired. I struggled the most with the puzzles based around sliding or rearranging tiles because I’ve never been any good at those.

Okay, besides the lack of story, I do have another peeve to pick: the hint system is tedious. In games like Professor Layton, you can collect hidden coins in the screen to spend on clues to help you solve puzzles. That idea is here, too. Sort of. On every screen you visit, there are blue mosquitoes that softly buzz around; if you click on them, you’ll collect them in a bubble at the top right corner, and once you have enough, you can summon a single mosquito to circle around a specific area if you missed something or don’t know where to click next. Fine, fine. Except clicking on the tiny bugs is harder than you first imagine, and then you quickly realize you’re going to need to click on far too many of them just to get a single hint. Like, I think maybe at 14 or 15. No thank you, I’ll just look up an online walkthrough.

Now, while many of the puzzles were hit or miss, the enchanting soundtrack was always spot on. After you complete a chapter, you get to play with the jigsaw puzzle pieces you collected along the way, filling in the picture of Tiny Planet itself. These moments are so soothing that I found myself moving each piece into its slot slower and slower, not wanting it to end. Some might see this as a rather boring task in a game, but the soundtrack and visuals work in unison here to really create something atmospherically pleasing. Plus, the picture in the puzzle moves–kind of like photos in the Harry Potter universe–which helps keep you immersed in completing it.

I thought The Tiny Bang Story was going to be something else, a more narrative-driven adventure game. What it ultimately is isn’t bad; in fact, I had a pretty good time in its kooky and unexplainable world, especially playing around with those jigsaw puzzle pieces at the close of every chapter, but I think this means I need to whet my point-and-click adventuring appetite and finally get around to Beneath a Steel Sky or To the Moon. Or just be content that I recently played Botanicula and it was everything I wanted it to be.

Jowy and Hodor were both aiming for the same thing in Suikoden II

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Here’s something rather amusing: I was playing Suikoden II as it was announced over the weekend at Sony’s PlayStation Experience event that it was finally, at long last, coming to North America via the PlayStation Network. Take that, outrageously high eBay prices. Instead of dropping over $100, you can now download the epic JRPG for a sliver of that. I’ve read two different reported prices so far: $10.00 and $6.99. Either is a fantastic price for Konami’s sparkly, well-kept gem, one that many might not have gotten to play due to its rareness, as well as it being out-shadowed during its release by Final Fantasy VIII. Yeah, the one with the floating garden school and Junction/Draw system.

That said, after a logged forty-nine hours and change and with my main party of characters all just under level 60, I can safely say that I have played Suikoden II. Again. The last time was definitely back in the 1990s. Hot off the heels of replaying Suikoden, I found my revisit to Suikoden II even more enjoyable, as well as at least seventy-five percent less goofy. This is a game about darkness and dark things, like betrayal, wavering confidence, murder, sacrifice, and rape. Sure, there’s still a good amount of silliness to balance out the grim, but all in all, this is a serious adventure in the same vein as current mega-RPGs like Dragon Age: Inquisition and Diablo III, with conflicting opinions and difficult choices all around.

Here, let me sum up the plot once more. Suikoden II‘s protagonist, who I named Hodor, goes from being a member of a youth brigade in the Highland Kingdom to being the leader of its opposition. Hodor and his best friend Jowy Atreides each end up acquiring one half of the Rune of the Beginning, both destined to become leaders. Luca Blight is heir to the throne of Highland, as well as a bloodthirsty madman who developed a strong hatred for Jowston early on after witnessing his mother’s rape by thugs hired by City-State capital Muse. Hodor will eventually find himself fighting against Luca and his best friend, for safety, for civility.

The six-party, turn-based combat from the first game returns, with visual upgrades for rune spells, but not many mechanical changes. Yup, there are more Unite attacks to use, as well as the ability to switch between rows during a fight, but I found using “auto” attack to work out well enough in most situations save for boss fights. Since the point is to recruit a bunch of different people for the war, the Suikoden series is one of the few–Chrono Cross is another–that really does encourage you to mix things up and try out new team members. You can’t go wrong with who you select so long as you have a good S/M/L range mix, keep them armored, sharpen their weapons, and give them strong runes. My mainstays throughout the campaign were Flik, Viktor, Nanami, Millie, Futch, Georg Prime, and Valeria, with Hodor acting more as a healer than anything else since his speed allowed him to act first in most fights.

Massive battles and duels are thankfully kept to a minimum, which is fine considering they still require a lot of guesswork or well-hardened knowledge of how rock, paper, scissors works. The massive battles are a little different in that you have to move units around for better positioning like in a strategy RPG, but it’s still a matter of attacking horses with bow and arrows and knowing when to charge with soldiers. If you want, Apple can take over your actions on autopilot. For every duel, I ended up using a wiki guide because, more often than not, these pixelated duels take place after a big boss fight, and I didn’t want to lose any progress. It’s just a matter of selecting the correct choice of defend, attack, or wild attack based on what your enemy says.

By Suikoden II‘s close, I did end up recruiting all 108 Stars of Destiny, but not in time to get the “good” ending, though I still like the ending I saw. Many refer to it as the “tragic” ending, but seeing as I myself recently went through a tragic ending this year, it is rather apropos. Plus, it does that thing from A Link to the Past, where you check in with everyone after the war’s over to see what they are up to. Well, not everyone. Sorry, [redacted] and [redacted]. I missed/skipped out on a few other elements, like Clive’s timed side quest, recruiting the additional squirrel warriors, doing every Richmond investigation, unlocking the hidden bath scenes, and so on. There’s so much small, side stuff in Suikoden II that it can feel very overwhelming; most of it has no effect on the plot, but provides cool little moments or bits of backstory to a game already oozing story from every orifice. Still, after nearly fifty hours, I saw plenty.

If you thought the castle headquarters in Suikoden was neat and fulfilling to explore, just wait until you begin seeing it grow in Suikoden II. I mean, you could spend a good hour just running around the place, examining things, talking to people, seeing where they go when the place upgrades. There’s also mini-games to tackle, like fishing, cooking, and even whacking moles, but I might touch upon those more in a separate post. My regiment was that, every time I popped back to HQ, I’d check the suggestion box for new notes, start/complete an investigation with Richmond, make a pitstop at the warehouse, and then run over to the cafe to do the latest cook-off challenge before using Viki to teleport wherever I needed to go to next. There is legitimate excitement in my heart after recruiting a new member for the group and then scouring the castle for where they reside.

Right. Fun times. I’m going to take a wee breather before moving on to (and starting over) Suikoden III, but I think closing out a less-than-stellar year with one of my absolute favorite gaming experiences next to A Link to the Past is a good thing. Very good. Now, in the wise words of Viktor: “Oi!!!!! Let’s end this damn thing!!!”

Jazzpunk reminds you to never overclock your underwear

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Over the weekend, after discovering I don’t have any tape in the house and thus can’t begin wrapping Christmas gifts, I played through Jazzpunk by Necrophone Games and published by Adult Swim Games. It only took about two hours, but it was two hours that flew by way too fast, that had me smiling and chuckling to myself every few steps. It’s been on my list to play this year for some time now and I snagged a copy from Humble Indie Bundle 13, but with “game of the year” discussions popping up soon everywhere I wanted to experience it for myself unspoiled. Really glad I did.

Jazzpunk is a comedic adventure videogame that really makes me want to rewatch Airplane! or Naked Gun 33⅓: The Final Insult. The plot is centered around a top-secret espionage agency, which, for some reason, is operating out of an abandoned, Japanese subway station in the late 1950s. You control Polyblank, a spy-for-hire, as well as a silent protagonist. The game is made up of several missions given to Polyblank by the head of the organization, and you start each initially straightforward quest by ingesting a dose of prescription medicine; interpret that as you want. Anyways, while the mission might read “infiltrate a Soviet consulate,” things quickly become bizarre and nonsensical, and that’s where Jazzpunk shines, both at its strangeness and the speed it dishes out jokes.

The main focus is on exploration and comedy over solving puzzles or combat. While each mission has a single central objective, Polyblank is free to explore the zone’s world at his own pace, and I did this for each level, saving the main path for last. As you explore, you’ll come across a number of interactive NPCs, some lined with a single gag or even a separate side quest, like degaussing three pigeons for a pie, just like how meemaw used to do it. I won’t spoil every minigame you can find, but let’s just say that the Frogger clone is the most tame of the bunch. That said, if you see a wedding cake at the Kai Tak Resort, I urge you to examine it.

Control-wise, Jazzpunk is pretty simplistic. I plugged in an Xbox 360 controller to play, and you can walk around with the analog stick, jump, and examine highlighted objects/people. Your inventory never gets too big–I think it had three or four items in it at most–and you can cycle through each item as you stroll. The game is equally as simplistic in its visuals, but I really dug the cartoony, thick outlines. There are moments where real meets digital, and those are fun, but a platforming section towards the end was a strain on the eyes due to an overload of white, white, white. Many have compared the graphic style to Thirty Flights of Loving, but I’ve not played that one yet. Oh, and though I’d never drop my Showcard Gothic font here at Grinding Down, the font used in the game is fantastic, whatever it is.

I don’t know what the name Jazzpunk means, but I do know it’s a ton of fun to play and experience firsthand. Guess it gives off the vibe of 1980s cyberpunk or bombastic spying in the vein of Roger Moore. I’m so glad I got around to it this year, as it is definitely making my top five games list, and I have a few more Achievements to pop so I’ll drop back into it sooner than later, to do things like jump into a pool incorrectly and help someone with a saliva problem. Yup. That’s what I need to do.

Dragon Age: Inquisition is concerned with the fate of the world, not text size

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Like many, the millisecond I saw that one of Amazon’s major Cyber Monday bargains was for $15.00 off the very still new Dragon Age: Inquisition, I dropped whatever I was holding/doing and purchased a copy…for the PlayStation 3. It arrived a few days later and sat on my kitchen table, waiting patiently for me to finish up some artwork projects, as well as Suikoden II. Here’s a quick life lesson for y’all that I’ve learned over my thirty-one years of doing this grind called living: don’t start one massive RPG before completing another.

Anyways, over the weekend, I put about an hour and a half into Dragon Age: Inquisition, and all I got to show for it is this t-shirt that says “Leave the Hinterlands” in big, bold, bloody lettering. Nah, that’s not true. What I actually got is a female dwarven warrior named Girgna, who likes to charge right into the thick of things and even taunt enemies as she swings a sword into their necks. This style of fighting is very much the opposite of my usual path, but my friend Tom is also playing the game, walking the good, wholesome path of a nice wizard lady named Dandelion, and I wanted us to have different experiences to talk about.

Dragon Age: Inquisition evidently picks up immediately the events of Dragon Age II, where mages and Templars are finally at ends with each other. However, there are talks of a peace treaty in the works, but those deals and promises are interrupted by a magical explosion, leaving a single survivor. Yup, that’s you, the one with the green-colored hand. Some believe you caused this explosion, while others think you’re a blessing from the prophet Andraste. Either way, demons are now emerging from the rift in the sky, and you are the only one who can do anything about it. Get ready to age a dragon or something.

So far, I’m finding my return to Ferelden…a bit underwhelming. Granted, I’ve not touched the series seriously since Dragon Age: Origins, deciding after trying the demo and listening to the Internet that Dragon Age II was not for me. Now, I really really liked Dragon Age: Origins; it had characters and scope and deeply integrated lore and tough, but rewarding combat. It also had some problems, such as tiny text, glitched Achievements because I know I killed at least 500 darkspawn (though not 1,000), clunky inventory menus, and that whole side quest surrounding the Fade. Still, the good outweighed the bad, and that banter while wandering around towns or the forest really gave me the warmest of warm feelings.

However, in just an hour and a half with Dragon Age: Inquisition, I’m experiencing a ton of issues. The graphics on the PlayStation 3 version are sub-par; I mean, it looks like the first game, which came out four years ago, and I know we can have nicer visuals at this point thanks to Grand Theft Auto V and even Destiny. Many textures are garbled and flat or late to load in when a cutscene starts. Again, graphics are certainly not everything to me, but working graphics is a whole different issue. Audio sync is also off, and there was one moment where characters left the scene, but the camera remained fixed on the forest for a few extra seconds, while nothing happened. And this all brings me to the thorniest of roadblocks: the tiny text. I cannot sit on the couch and read most of the text, which is, y’know, frustrating for a roleplaying game where you make important decisions. I cannot read weapon descriptions or newly added lore blurbs. I cannot see the numbers for my character’s experience bar. Sounds like it doesn’t matter if you have an SD or HD television either, and I’m not the only one upset about this.

I’ll hold out hope (but not much) for a future patch to increase the font size. Until then, I’m relying on other elements to tell me what’s going on. When you examine an item, you’ll see some bars below your character go up in green or down in red, thus telling you if it is helpful or not. That said, I don’t know exactly what each bar is measuring. Some dialogue choices are accompanied by a small graphic, indicating what kind of response you are about to give, even if you can’t read it. Girgna has now finished the prologue section and been told about the Hinterlands, but I’m still hanging around the opening area, trying to find some crafting items to make weapons and armor before I move ahead to the zone everyone says to not linger in. Plus, there’s plenty of hairless nugs running around, begging to be target practice.

Not the best start for Dragon Age: Inquisition. Call me crazy, but I like reading the text in my videogames, even if it is badly translated.

Suikoden II is an act of faith, not a trick of grammar

Suikoden is a great JRPG with lousy translation work; that said, Suikoden II is an even greater JRPG with lousier translation work. The proof is in the published work. This is the PlayStation 1 era, meaning there’s no way to patch the game and cover up caught mistakes. I did this for Suikoden after I beat it and figured I might as well snap some slanted cell phone shots of poor grammar or translating problems as I went through Suikoden II all over again. I did not expect to take so many photos. Truth be told, I grew lenient as I played, and so the following is not every bit of wonky wordsmithing I saw.

All right, let’s do this my fellow grammar geeks.

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The joke here is that the true Hodor would never say such a thing. Simply “Hodor.”

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Since, y’know, YOU ARE PRISONER.

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I immediately found it strange that, for every shop in Suikoden II, the words “buy” and “sell” are lowercased while everything else is not.

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Maybe Nanami meant an Estate spy?

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You really don’t see many people using the form Its’ these days…

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Um…what?

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At this point, not even the makers of Suikoden II can remember how to spell their main villain’s name.

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Maybe you’re too quick at writing these pre-cook off blurbs.

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Wrong. I know not that name. There is only McDohl. There can be only one.

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“This is home I make my living” sounds like something you’d want to shout angrily. THIS IS HOME, I MAKE MY LIVING!!!1!1!!!

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Remember when they got Luca Blight’s and McDohl’s names wrong? Well, let’s add Jowy to the list.

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YOU ARE EYES.

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Some time after defeating Neclord, things got weird. Any time I ran away from a fight, the game replaced Hodor’s name with one of the enemy’s names. Thus…ZombieSlug.

I’ll probably restart Suikoden III early next year. Here’s hoping the translation work got better once the series hit a new console platform. Here’s hoping.

Meowgical Tower covers some fur-miliar adventuring ground

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I have to imagine that, for anyone new to reading Grinding Down, this blog is a bit all over the map. In the past few posts alone, I’ve talked about an old PlayStation 1 car combat-limned racer, a game all things DLC, my latest progress on replaying Suikoden II, finally getting around to Botanicula, with a few additional posts about tiny, indie, very far off the radar titles that are more about exploration than gameplay mechanics. In many ways, I’m kind of a cat; I move about the gaming industry at my own pace and course, taking great interest in various things along the way while ignoring others. Sometimes it’s a stuffed mouse to chase, and other times it’s a piece of food I carried over by the couch and forgot to previously eat. This analogy got weird.

Which brings us to Meowgical Tower, created by Neon Deity Games for GameBoy Jam 3, a happening that happened back in August 2014. The rules for the jam were simple though I couldn’t even make a sandwich out of these guidelines, but then again I’m no coder:

  1. The aim of GBJam is to create a GameBoy themed game
  2. All assets must be created during the duration of the Jam
  3. Keep in the original GameBoy screen resolution of 160px x 144px
  4. Use only 4 colors in your game

I think Meowgical Tower covers all those requirements. It stars Catte, an intrepid, inquisitive cat. While out adventuring one evening, Catte must take shelter inside a rather ominous tower to avoid getting wet from a sudden rainstorm. Unfortunately, this tower holds secrets, as well as danger, behind every door.

You use the arrow keys to move in four directions, the X key to inspect or advance text, Z to attack or meow if you are weaponless, and Space to paws…er, pause the game. Pretty simple stuff, and you’ll explore rooms that feel ripped right from a Legend of Zelda dungeon of old. What I found neat is that the key or levers you pick up act like weapons, but only until you use them; then it’s back to being a meowy, defenseless kitty cat.

All this exploration eventually leads to a single, three-step final boss fight. With who, you ask? The Labradoom Deceiver, naturally, which is accompanied by an amusing Borderlands style title card. There’s a pattern to learn with this boss, and it took me a few tries before I realized I had to be patient with my attacks, because trying to rush him for damage after gaining a key/lever meant instant death for the bold, brave Catte. After you take down the Labradoom Deceiver, you get a short cutscene that seems to say this was all done for…well, I’ll let you decide on that.

My two biggest gripes for Meowgical Tower are that you can’t attack diagonally, but your enemies can, which means you have to position yourself just right to make contact. Also, to enter a door, you really have to go at it square-on, otherwise you’ll hit its doorframe and get locked in the “push” animation, often taking damage from an enemy following up behind Catte. Knowing those two critiques is important when viewing my final statistics:

Deaths: 9
Game Time: 21:48

Right. This is just one of many, many entries for GameBoy Jam 3. You can play it online so long as you have Unity installed, for zero dollars. I’d like to check out some other creations from the jam, but with around 240 in total out there, it just might not ever happen. After all, I am a cat, and cats do what cats wanna do; you can’t change their minds.