Category Archives: videogames

Ys I and its beautifully bodacious bump combat

ys 1 maxresdefault

Let’s all laugh at the great irony that I can’t actually confidently pronounce my favorite JRPG franchise out loud. I mean, is it SOO-ECK-AH-DIN? SOO-EEK-ADIN? SUE-EE-KO-DEN? I dunno. Luckily enough, I’ve not had to talk about Suikoden too many times in public, and when I do, it’s usually with people who have no idea how it is supposed to be said and probably assume I know what I’m doing since, y’know, I’ve been playing games for all my life. Spoiler: I don’t. And now we can add the Ys franchise to my collection of games I will never be sure of, but I’m going to pronounce it like EASE and move on.

I’ve always been curious about the Ys games, but never enough to take the plunge. Heck, I even have a copy of Ys: The Ark of Napishtim in my collection, which I guess I forgot about immediately after purchasing. Anyways, there was a good deal on Ys I & II on Steam over the holidays, and so I entered my credit card info, clicked purchase, and actually installed and played a game I bought instead of just collecting stuff forever. I know, crazy talk. A little researching shows that Ys I & II are pretty old JRPGs, first releasing back in 1989 and eventually coming to all the following platforms in some form or another: PC, PlayStation 2, Virtual Console, Nintendo DS, and PSP. Ys I & II are actually enhanced remakes of the respective Ys I: Ancient Ys Vanished and Ys II: Ancient Ys Vanished – The Final Chapter, meant to be played one after the other. So far, I’ve completed Ys I and started the second half only a wee bit.

In both games, you play as a red-haired swordsman named Adol Christin, who, from what I can tell, is the main protagonist for every Ys game. That dude either really gets around or something else is afoot. For the first adventure, he has to collect the six Books of Ys, which contain the history of the ancient, vanished land of Ys and will give Adol the vital knowledge he needs to defeat the caped evilness sweeping the land of Esteria. This means you go from town to town and dungeon to dungeon, talking with villagers and fighting enemies, respectively, gaining clues as to where to find the next book. The last chunk of the game takes place in the astronomically tall and somewhat tedious Darm Tower, which has you ascending floor after floor of bad guys and mazes to eventually fight…um, I think people in Minea called him Dark Cape and complete the first fifty percent of Ys I & II.

If that sounds like your typical JRPG adventure, you’re right. The story and its characters are nothing to write home about, and that’s because the real charm of the Ys franchise is in its combat system. It’s called bumping, and basically, when out in the field, Adol can run into enemies to deal damage directly to them. There’s no attack button. You bump, they take damage, they explode, you gain XP. Rinse, lather, repeat until you hit the level cap and have enough gold to buy all the best armor/weapons. And yet, there’s still strategy to this, as you don’t ever want to attack anything head-on, so you must come at enemies at an angle or from behind, making you feel very ninja-like. It was definitely one of the more unique combat systems I’ve come across lately, and it, along with regenerating health, made for speedy grinding, something I always appreciate.

Despite the gloriously joyful and smile-creating combat, I still ran into some problems. Like, there’s a specific boss that transforms into a swarm of bats and then back to human form for a split second, and you have even less time than that to hit him, which made for a very frustrating boss battle. Later on, there’s a room in Darm Tower filled with poison-like music that drains Adol’s health fast, and the only way to clear out the room is by exiting, finding a specific pillar outside, and hitting it with a hammer you found a few levels down; the game does not really make this clear, and I had to look up the solution online. And speaking of not making a lot clear, I wasn’t sure what a lot of the items in my inventory did, so I mostly refrained from ever equipping any of them.

Glancing at the Steam Achievements for Ys II, I get the impression that the second part of this series is…a little weirder. Also, looks like there’s magic spells to be cast. I’m down with that, as well as some more bumping. Maybe I should change my blog’s name is Bumping Down? Maybe.

2014 Game Completed Comics, #5 – ~airwave~ I Fought the Law, and the Law One

2014 games completed 05 - airwave one facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Telltale’s season 2 of The Walking Dead bites off a new adventure

TWDs2top

Despite there only being a couple days gap, it feels a little weird writing about a 2013 game in 2014, especially now that I’m doing comics for each one that I complete. Sorry, episode 1 of Telltale’s The Walking Dead; all you got was a stinky ol’ haiku. But I’m sure you’ll get at least four comics out of me this year, since I bought the season pass and am already hungry for more since the beginning of the second season, much like the appetizer that 400 Days turned out to be, doesn’t really satisfy one’s hunger, only starts to fill you up with characters and places and problems to be. Y’know, for down the line.

Some quick catch-up, and I’ll do my best to be as unspoilery as possible for those that have not yet experienced the first season of Telltale’s The Walking Dead. But really now, shame on you. Just do it. I think the first episode is constantly being thrown out there for no cost, so snatch it up, love it, and burn through the remainder eps one after the other like I did, without having to wait months between story breaks. Anyways, by the very end of the Savannah storyline, Clementine is all by herself in the zombie-infested wild, eventually taking notice of two people in the distance. Flash-forward several months, and Clem is now travelling with Omid and a visibly pregnant Christa in search of…well, somewhere safe. We pick up as the three reach a gas station to scavenge for supplies and rest before getting back on the road.

Naturally, as things tend to do in zombie anything–films, books, TV shows, games–things quickly take a turn for the worse, but thanks to everything that Lee taught Clementine in the previous season–well, my Lee taught her, but your mileage may vary–she can mostly handle herself just fine. Alas, there’s a tragic encounter with a stray dog that really puts Clem in a dangerous spot, and a big portion of episode 1’s latter half is righting this error. Medically speaking, that is. She eventually becomes part of a new group, though they don’t trust her, and the best sequence has Clem sneaking into their safehouse to steal enough vital supplies to heal her own wounds, since the others are waiting for her to turn into a walking dead girl. This shows off just how brave and independent she’s become over the past several months, now a young woman of action and not hesitation. So far, there’s no real clear objective like season one’s “find a boat,” but I guess staying alive–and keeping those we like alive, too–is game enough for some, though I’d like to see Clem eventually have some kind of concrete plan.

Not much has changed in terms of how The Walking Dead plays from the previous episodes, and that’s fine. Always a mix of adventuring and stay alive moments, with enough of both to keep me satisfied. You still look around for items, talk to people and make choices, and explore confined locations for clues or bits that flesh out the story. I did notice that Clem now has an inventory sub-menu, where she can grab items to use on other items, making this a bit more like a point-and-click adventure game than it probably wanted to be at the beginning of its creation. Action scenes are still, more or less, dominated by quick time button prompts, but now with the added innovation of swiping left or right, using the analog stick on the controller, which leads me to think that some of these scenarios were designed with tablet and iPhone users in mind.

For “All That Remains,” there’s a couple of somewhat minor decisions to make along the way, as well as a number of unavoidable deaths. That’s right. Try as you all might, you can’t save that certain four-legged critter from its depressingly authentic conclusion. I only know this because Tara checked online. She had to. Come the very end of the episode, like it’s last two minutes, you do get to save someone’s life over another’s, and that decision will most certainly play a part in the events to come, but again, this is only the beginning, a nibble, and I’m hoping we get the second episode sometime early in February. Still also waiting for a connection, big or small, to 400 Days; that better not had been all for naught.

2014 Game Completed Comics, #4 – Ys I

2014 games completed 04 - ys I facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

The deep, beautiful dark of Knytt Underground

knytt underground early thoughts chpt 3

I couldn’t tell you when Knytt Underground got added to my long list of untouched PlayStation 3 games, but it did at some point. Thanks to PlayStation Plus, of course, a service that lets me download a high number of titles to collect digital dust until I randomly decide to play them or am inspired by an outside source to see what the deal is. This time around, I was inspired, greatly so, and we can look to Matt Mason’s posts over at Obtain Potion for the push, specifically Living Under a Rock and Let’s Find Another Deux Machina, as I really had no idea what Kyntt Underground was for the longest time. I figured it was some indie puzzle game, and it definitely is that–but so much more.

At its most basic form, Knytt Underground is about subterranean exploration. You play as a young woman called Mi Sprocket who is mysteriously mute, as well as, eventually, Bob, a magical bouncing ball. Naturally, the two characters play very differently from each other; you use Mi to climb up/down walls, and Bob can bounce around the room and reach previously unattainable areas, as well as tether himself to certain robots. For Bob, it’s all about physics, and sometimes that can be a bit tricky to master, especially when a single bounce can send you zooming across the screen, possibly to a new area, before you even have a moment to react. The game is split into three chapters and an interlude, with chapter one focusing on getting Mi to the fairy village and chapter two focusing on becoming Bob and learning what he can do. Chapter three seems to be the real meat of the game and is both awesome and intimidating.

See, it’s easy to get lost in Knytt Underground, both metaphorically and literally. There are a lot of rooms to explore, with a number of exits, and while some of them are simply dark, narrow corridors to run through, others are expansive openings, with high ceilings that any spelunker would love and, more times than not, something absolutely stunning to look at in the background. Take the purple forest, for instance. The first time I arrived there, I couldn’t believe my eyes. I was underground, and yet here is this string of large trees, swaying in a reddish-purple haze, dancing with the cavern wind. It got a little Inception-like there, this other world in this other world, and I just stood there, unmoving, absorbing it all. Other backgrounds are just as gorgeous, with plant life literally glowing in the darkness, lava that looks devilishly hot, and mushrooms that look too beautiful to eat.

However, something about Knytt Underground has me greatly conflicted. Really, I’m just not sure how I feel about it. It’s a stunningly gorgeous game, rife with bright and vibrant flora, the kind of nature you’d expect to see examined in close detail on the newest BBC documentary about the planet Earth, all backed by a soft, ambient soundtrack of rushing waterfalls, dripping ceilings, and gentle breezes. Yet..it’s goofy. The characters are silly and look like someone’s first attempt at webcomic art in the early 2000s, and the things they say are inane, such as obscure discussions about the Internet. I’m namely talking about the two fairies that accompany Mi after you reach the village and speak for her during her muteness. Visually, it’s extremely jarring. Tonally, too, though I suspect something is trying to be said here. Also, most of the quests you take on are pointless, with Mi going to great lengths to find certain people or keys for locked doors only for it all not to matter; the person you were looking for already returned home, and the door magically opened by itself.

At this point, I’ve dabbled in chapter three for only a bit, but eventually felt overwhelmed, especially considering the size of the map is roughly ten times that of the previous chapters. I mean, I can see areas highlighted in red on the map as places of interest to go–most likely these are the bells that Mi needs to ring to stop the apocalypse–but getting there isn’t a simple hike. You have to now use both Mi and Bob the ball in combination to reach new pathways, and sometimes doing that can be a lot of trial and error. I’m sure I’ll pop back into this visually stunning underground realm soon enough, but I need a little breather in the meantime.

Disposabot teaches you that death is the answer

GD disposabot final thoughts

I learned of Unept’s Disposabot from perusing the ever enlightening Jay Is Games, and I’m glad I gave it a shot, as this turned out to be a bit more than just a cute-looking puzzle platformer. In fact, it’s a cute-looking puzzle platformer that makes you think, though some levels can be beaten simply by throwing everything against the wall and seeing what sticks, but for the most part, you gotta use your noggin. It’s definitely one of the better Portal wannabes. Wait, let me explain.

Dr. Nemesis, the snarky founder and CEO of the Tyrant corporation, has decided to kidnap you, an ordinary citizen robot, and really put you through the ringer. By that I mean…a number of anti-hero weapons testing rooms, which are filled with numerous and dastardly ways to lower an android’s power level from 100 to zero in a flash. Your job, naturally, is to get through each room safely and in one piece in pursuit of finding a way to stop the often heard, but rarely seen villain, that way you can get back to normal, daily automaton life. Whatever that is. In each of these rooms is a replicator that allows you to respawn in a new, mechanical body after dying, and this is the main mechanic that will get you from one side of the level to the other. Yup, dying is the answer.

When your little robot dude/dudette dies, your body remains in the level. The Last Geek from Ludum Dare 22 did this, but it was only for cosmetic purposes. Some enemies will leave an empty, light-as-a-feather husk of a corpse that you can push around and use as a stepladder, and others will completely freeze your wireframe in place, even in mid-air. The trick is figuring out how and when to use each of these special corpse types to your advantage, to reach the end-of-level pipe entrance, and the first few levels are beyond basic and obvious, there to teach you these skills, but the majority of the levels are quite puzzling, especially the later ones where you need to get keys before exiting or do certain actions in a specific order without fault.

Disposabot is controlled entirely with just the arrow keys. You move left and right with the respective keys, and press up to jump. If you find yourself stuck and want to start over, simply hit the [R] key to clear away all your mistakes. Surprisingly, that’s all the control you need to get the job done, though I always prefer to play platformers with a d-pad or analog stick for better precision and ending up missing a few vital jumps. Each level gives out medals at the end based on how many times you died, the less earning the better prize, which helps add some replayability for those trying to make it through as perfect as possible. I got mostly golds and silvers, though a few of the final levels saw me dying over and over again out of frustration and unplanned attempts to just push my way to the end, winning only bronzes.

However, unlike Portal, the story never reaches that same wondrous high, but you do eventually put Dr. Nemesis in his place, and the last third of the total 21 levels are very rewarding from a gameplay perspective. Again, it’s a cute-looking puzzle platformer that makes you think. Plus, all the clouds are Tetris shapes. Really, you can’t not smile at that.

2014 Game Completed Comics, #3 – Temple Run 2

2014 games completed 03 - temple run 2 facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Gone Home to mysteries, answers, and everything 1990s

gone home overall thoughts

Breaking news: I’ve decided to do away with my gaming haikus, at least for 2014. Chin up, Mr. Sadface. It’s going to be okay. Really. I had a lot of fun writing them, but after two consecutive years of dipping my toes in Japanese poetry–well, if you can call 104 haikus a dip–I’m ready to try something else. Gotta keep things fresh. If you’ve been keeping up with Grinding Down over the weekend, then you’ll know what the long and short of it all is: comics. Yes, yes. Actual comics about the games I’ve played, and I really don’t know why it took me so long to combine these two passions of mine together.

Anyways, Gone Home gets the special honor of being my first completed game for 2014. Compare that with Yoshi’s Island from last year. That’s right. Go on. I dare you to compare the two. One looks like a drawing, and the other has you occasionally looking at drawings. Hmm. If you’ll recall, Gone Home was also my number one pick for the top 10 videogames I missed out on in 2013, but thanks to a recently good deal via the Humble Bundle store I was able to pick up The Fullbright Company’s debut for a sweet price, one that wouldn’t make me terribly irate if I discovered that the game didn’t work on my ASUS laptop. The good news is that, obviously, it ran just fine, even though it defaulted to the lowest of settings to do so and some of the textures looked a wee flat. Small quibbles aside, I absolutely loved it.

Gone Home‘s plot itself is pretty straightforward: it is June 1995, and Kaitlin Greenbriar is returning home to her parents’ new house in the Pacific Northwest after traveling abroad. She gets in very late on a rainy, thunder-laden night only to discover the house is completely empty, with a strange note on the front door from her sister, urging Kaitlin to not go digging around for clues as to what happened. Naturally, though, that’s exactly what you do, and the whole game is built around exploration and piecing together where Sam and Kaitlin’s parents went to. If I’m being honest and a little spoilery, that’s not at all what the plot is really about; in truth, this is actually Sam’s story, not Kaitlin’s, and there’s stuff about her parents to unravel, as well as what went wrong with the previous owners of the house to have it now deemed the Psycho House by other students at Sam’s school. Kaitlin is just a means to see all this unfold, and she is mostly non-reactive, save for a few text-only comments when finding items related to her parents’ sex life.

The game itself takes around two to three hours to complete, depending how thorough you search each and every room in the larger-than-life mansion-like new Greenbriar home. That said, Gone Home never wastes a single second though or pads out rooms with nothing that isn’t vital or important to the story-telling, and so you are constantly advancing, learning more and more. I found all this beyond exhilarating and couldn’t wait to see what was behind that closed door over there or what hid in the third drawer from the top, but only after I clicked open the first two drawers. You move with WASD, and zoom in for a closer look and pick up items using the mouse. Oh, and you can also fully twirl items around in your hand, to check out all sides, and you’d think there would have been more puzzles built around this mechanic, but Gone Home is actually not about puzzles–save for the few combination locks–and this mechanic exists more so to keep you in the world, prove that these rolls of tissue paper and printed books are real, that everything has a front and back and can be examined properly.

Anyone that actually grew up in the 1990s is clearly going to sink into Gone Home a bit deeper than those that didn’t. The game oozes with the era, from magazines wreathed in pop culture icons to board games and mounds of VHS tapes of your favorite Saturday afternoon couch-flicks, like Blade Runner and just about every episode of The X-Files. In fact, Super Nintendo plays a wee part in the events that transpire in Sam’s young, blossoming life, and you can find various fictional cartridges around the house, some goofier than others. Regardless, the attention to detail is astounding and appreciated, especially for a game that’s all about looking and listening. I couldn’t listen to too many of Lonnie’s musical recordings though, sorry.

Many have complained about the bait-and-switch trick in Gone Home. It’s initially set up to seem like your typical ghost story: girl comes home on a rainy night to find her house completely empty of life. For most of the early rooms, you expect something spooky to happen. The TV to randomly flip on? A door to slowly creak open itself? The sound of footsteps overhead? But no, nothing like that happens ever, save for a single moment of pure genius that is logically explained so long as you found the correct paperwork earlier in the house. This is not a ghost story. This is a human story, and it is remarkable in its dedication to remain rooted in reality, one I think many can relate to on some level, whether it is with teenage romance, a failed marriage, not being good enough for your father, and so on.

I think Gone Home is both a great game and a very important one. If you haven’t played it yet, I highly recommend you do so as soon as possible. Videogame story-telling has a new measuring stick.

2014 Game Completed Comics, #2 – Disposabot

2014 games completed 02 - disposabot facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

2014 Game Completed Comics, #1 – Gone Home

2014 games completed 01 - gone home facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even attempt to be thoughtful. Comics are a versatile form, so expect the unexpected.