Category Archives: weather

Dealing with a mutated strain of the Cordyceps fungus

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Let me just say this: I am terrified of the Cordyceps fungus. This is a fungus that infects insects and arthropods. It attacks its host, replacing tissue and sprouting ominous stems that grow outside of its body. Eventually, these stems release spores into the air, infecting other hosts, and the cycle repeats ad nauseam. It’s rather special, like the work of a mad scientist whose only goal is to eradicate everything. So far, the fungus has no negative effect on humans and is even used in some medicine and recipes, though I have no desire to nom nom on creepy shrooms.

The Last of Us imagines a world where this is not the case. Where one unlucky dude got infected–and then millions did. I ended up dog-sitting for some friends during that recent, so-called storm of the century, and I took The Last of Us, Destiny, and Red Dead Redemption off my friend’s PS3 gaming shelf, intending to give all a whirl in between petting dogs and letting dogs go outside to do their canine business. Alas, I only ended up playing the first of the three, and it really took me by surprise. Yeah, I know, I’m pretty late to this train, but, based off all the talk in 2013 during “game of the year” time, I’m well aware that many are thrilled with how The Last of Us turned out. That it is a good, possibly great game. That’s not what surprised me. Let me explain.

I thought The Last of Us was going to be scarier than it is. I mean, its ideas and the inevitable actions of man in a post-apocalyptic world are horrifying, but that actual sneaking around enemies, both human and mutated, is more mechanical–and often frustrating–than anything frightening. Sure, I’m still not a fan of the sound Clickers make, but I can get past it. Literally. It just takes patience and willpower. For the longest time, I stayed away from The Last of Us, liking it to things like Dead Space and Amnesia: The Dark Descent, horror adventures built mostly around jump scares, tension, and a sense of hopeless dread. The Last of Us does feature the latter two elements heavily, but there are no cheap scares here. At least as far as I’ve gotten, which is up to when Joel and Ellie arrive at Eastern Colorado University.

I’m playing The Last of Us on its normal difficulty, but have found several sections extremely frustrating. Namely, navigating a room full of shiv-only Clickers, running from a noise-making generator, and that suburban sniper sequence. I may or may not bump it down to easy, which is not the worst thing in the world, seeing as I’m really just going through the combat scenarios to see the next cutscene or interaction between characters. This could’ve totally been a highly polished point-and-click adventure game sans guns and action-driven conflict, and I’d be enjoying my time all the same. Or maybe not. Maybe these combat sections are imperative to the plot, to see how violent Joel gets, how violent he has to be to stay alive. All I know is that playing The Last of Us is not what I look forward to most.

That said, possibly one of my favorite trends in videogames over the last decade is being able to see enemies–and track them–through walls. This was one of the early upgrades I got in Deus Ex: Human Revolution. I know tagging enemies in Far Cry 3 and 4 is important to keeping tabs on everyone, and that very same tagging system helped keep me alive in Far Cry 3: Blood Dragon. Here, in The Last of Us, Joel can enter “listening” mode any time he wants; this puts him in a crouch, turns the world black and white, and pops up visible silhouettes of enemies in the area. I find myself walking around in this mode so often that I forget how colorful Naughty Dog’s world is, how lush with greenery and rust and blood it actually is. I hide by listening.

I suspect I’ll be back for some post-The Last of Us writing, given how powerful the narrative is turning out and unfolding. Plus, I think, unlike with Tomb Raider and Dragon Age: Inquisition, I will give the online multiplayer a shot. A sneaky, stealthy bow shot, that is. Er, hopefully.

The Half-hour Hitbox: March 2014

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Officially, March is the month that sees an end to winter…so why am I still so cold? Fact: I’m literally typing this intro text in front of a tiny space heater. Well, let’s not start deep-diving into things like polar vortexes and the death of the planet, but I’m really looking forward to spring becoming spring. For one, it means I’ll be able to play more console videogames since I won’t immediately crawl under the heated blanket every night after work just to stay warm. Two, well…um, I don’t know. I guess it just ultimately means I’ll have more time to play all them vidyagamez I have in my backlog.

Actually, there’s not too many games for this edition of Half-hour Hitbox. I’ve mostly written about the big games occupying my time this month–like Tomb Raider, Professor Layton and the Azran Legacy, and Wallace & Gromit’s Grand Adventures–and I’ve only dipped my toes into a few other games over the last thirty-one days. This is me attempting to remain focused and dedicated to the task at hand, of beating more games than starting new ones.

Enough babbling, on with the list…

Hitman: Absolution

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Remember all the trouble I had with Hitman: Blood Money? Of course you do. Well, thankfully, Hitman: Absolution plays much more smoothly than its older brother, but I’ve only gotten through the tutorial level so far. Again, there’s a lot of systems to play with here: you can be sneaky, you can be aggressive, you can be both, and you can be creative in all your approaches. I like that; I’ve always liked that. So long as thinking of an idea and implementing it via action buttons is, more of less, easy to do. That’s the ticket. The next stage up is the Chinatown one from all them demo trailers, and I’m eager to see what trouble I can get Agent 47 into next.

Dungeon Defenders

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Well, it finally happened. I played Dungeon Defenders. See, I’ve had a copy on both Steam and PlayStation 3 for a long, long time now. Just sitting there, waiting. Making puppy eyes now and then as I’d skip past it to play something else. And then, this month on the Xbox 360, Gold users get a free copy of the game, meaning I now have three versions of it across all my current platforms. Alas, the game never looked too appealing to me, both visually and from a gameplay perspective, so I never made it a priority, but I figured enough was enough. I needed to know for sure.

Unfortunately, my gut instincts were right–this isn’t a game for me. It’s boring solo, consisting of just you setting up turrets and defenses, clicking start, and running around like a madman to keep on top of every situation. You do this for several waves until you win, and then you move on to a new area that, from what I can tell, while aesthetically different, plays just like everything else. Maybe I’ll try to see if I can join someone’s online game, but if not, I’ll probably end up deleting Dungeon Defenders. FROM ALL MY GAMING DEVICES.

Celestial Mechanica

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In this collaboration from Roger Hicks and Paul Veer (animator of Super Crate Box), Earth was saved by celestial beings known as mechanians from complete destruction. However, since then, these beings haven’t been seen in like a hundred years. Naturally, in Celestial Mechanica, you play as one of these beings, exiled and now booted all the way down to Earth. Your mission is to get back…as well as try to sell some indie game soundtracks.

Basically, we have a Metroidvania action-platformer here, that starts pretty slow. I mean, you can’t even jump at the very beginning. Gameplay involves exploring and solving large environmental puzzles, with checkpoints for deaths almost non-existent, making for frustrating rooms when spikes and lasers are the main adversary. I played for a little bit and got a few powers, but eventually closed the window to do something else. Perhaps I’ll return to this Earth some other time in the future…

Polar Escape

A very short “escape the room” adventure game, wherein you’re stuck somewhere cold–maybe Alaska given I saw a poster for The Thing above the bed–trapped inside a four-walled room. The puzzles are all extremely logical, like using a hose on a tank of gasoline to extract the gas to power the generator, and the only hiccup I ran into was figuring out the secret code that unlocked one of the lockers. Once I got through that, the rest of the items get used one after the other in the most obvious of ways. Wasn’t really expecting much here, but Polar Escape didn’t impress me at all in the end. Also: could use some editing.

2048

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Over the last few days, I’ve read a decent amount about the popular puzzle game Threes. As well as 2048, a clone that is also experiencing popularity. Alas, given my Windows 8 phone, I can’t play Threes, but I was able to download 2048 and see what all the fuss is about. You basically slide tiles around to combine numbers in hopes of reaching a big score and creating a tile with the number 2,048 in it. I’ve not done it yet, but it’s surprisingly addictive and easy to get into. I can only image what Threes is like then, being the original idea. We’ll just call this another good killer of five to ten minutes, something to play while waiting for the teapot water to boil.

Hexic

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When I first got my Xbox 360, I only had two retail games for the longest while–Fable II and The Elder Scrolls IV: Oblivion. I’d come home for lunch a lot and want to play, but didn’t have the allotted time for either of those two titles. Then I discovered that the Xbox 360 came with some arcade games pre-installed on it, with one of them being Hexic HD, a title-turning puzzle game that, despite its appearance, was deceptively difficult to master. And now you can play Hexic on your Windows 8 phone…for free. Uh oh. These last few months have shown us the truly nasty side of free-to-play games.

That said, I’m not even through the tutorial yet, so I have no idea if this game gets free-to-pay gross. It might, it might not at all. At this point, it’s just teaching me the basics that I already know while introducing special power-ups and moves to help clear the board faster. This reminds me greatly of what Tetris Blitz did, wherein you have Tetris, but also a handful of probably unnecessary and overpowering special items that, naturally, can be purchased with real money. I do like that there’s a tile with a single eye talking to you, calling you “a human”, and the presentation is quite nice, though some text can be a little small at times.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

Not eliminating the memories of loss in Eternally Us

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Grief is natural; we’ve all experienced the emotional suffering one feels when something or someone truly cherished is taken away, and if for some reason you haven’t, bless your lucky, cold-as-steel soul. No, really. I hope you never have to feel the lingering twist of a broken heart, but I kind of doubt you’ll avoid it in one form or another. It’s dark subject matter, sure, but worth exploring just as much as any other adventure game plot based around escapism, making a name for yourself, and standing up against persecution.

Eternally Us is about grieving. I didn’t know this immediately going into it, but by the end, all is made explicitly clear. It’s self-described as a tale of love, life, and friendship. Created for the April 2010 MAGS competition by Infinite Grace Games, this somber story from Steven Poulton (writer, programmer, scorer) and Ben Chandler (designer, artist) starts innocently enough, with two young girls sitting on a park bench. Amber and Fio, short for Fionna, are feeding the pigeons, enjoying the nice weather as friends are wont to do. Alas, just as Fio is about to hit her childhood best friend with some very bad news, a magical door appears and opens, revealing some monstrous zombie-like being. And then, just like that…Fio is gone.

Amber now has to travel across five strikingly different locations in search of her stolen friend, solving puzzles and speaking her mind to any that will listen. The scenes are diverse, with one set in a dark, marshy swamp and another in the quiet snow and the final one in the middle of some tranquil, autumnal woods. Chandler’s colorful art makes each place highly expressive and detailed, with the supernatural mixing with the natural in a fairy tale way that had me immediately thinking of The Neverending Story. It’s amazing what adding glowing eyes can do to personalizing bark and branches, but it’s extremely effective here. There’s also a weather effect on top of the painted backgrounds in every scene, with my favorites being the rain and falling leaves. Small details, but they matter. They help you–and maybe even Amber too–forget that this place is not real, that you are traveling through portals and doorways, trapped in the otherworld, looking for someone you actually lost long ago.

Sound-wise, there’s falling rain and peaceful bird-chirping, as well as some surprisingly strong voice acting. Naturally, Amber is the one voice we hear the most, and her voice actress Miranda Gauvin does a fine job of playing someone that is unable to cope, that is begging for answers, but would also rather not hear them. The more inhuman characters dance the line between creepy and ridiculous, but again, I like them talkative trees. A soft, unobtrusive melody plays on a few of the scenes, too.

It’s a point-and-click game, and fairly limited in what you can actually do. The left mouse button lets Amber use items, and the right button examines things, which is the standard we’ve all come to know these days. Yeah, I’m looking at you, Two of a Kind. Found items immediately go to her inventory, which can be accessed by moving the mouse cursor to the top of the screen. Any items you find relate to that scene only and vanish when you move on to the next area, so if you get stuck, just keep trying every possible combination/tactic. I only ran into problems with the squirrel at the end, and that was more of technical issues than not understanding what I was supposed to do. I did not see a strong connection in some of the puzzles to what was happening in Amber’s mind, but maybe others will.

Eternally Us is ultimately a downer, but a fantastic way to fall. The puzzles are not terribly difficult and contained to a single scene to make things easier, but it’s the dialogue that you want to hear and the way Amber grows over the course of the short game. There’s also some cleverness afoot, such as how Amber “sinks” through the swamp to the depression area. Basically, you should play this short adventure game to put her and her friend at peace–and maybe find some solace yourself. It’s free and can be downloaded here.

Without power, I guess I’ll play more of these DS videogames

Still no power at the Pennsylvania house, putting us last on the list, just like during Hurricane Irene. Could be a few more days; it’s really hard to guess when anything will happen up in the mountains. That means still squatting at the in-laws, which means no drawing stuff, no heated blanket, no Internet, no small comforts, and, sadly, no Xbox 360. My only source of gaming these last few days has been my 3DS, which is always at my side, but the device never gets this kind of attention normally.

I think I got Tara hooked on puzzles as she’s currently playing my copy of Professor Layton and the Last Specter and loving it. She’s even progressed further than me at this point. We’ve discovered that she’s the type of gamer that has to complete every puzzle she comes across, no matter how hard or reliant on math skills it is. Me, I’m more than content to pass the tricky ones by; it’s all about the story, cutscenes, and mini-games. Though so far, the train and fish mini-games are just as difficult, and I haven’t tried the puppet show one yet. I’d like one of them to be a bit more easy.

Anyways, here’s some short blips about what I’ve been playing as we all wait for the power to be restored…

Templars love chess

Just crossed the 80% completion mark last night in Broken Sword: The Shadow of the Templars, but I’m currently stuck on my next goal. George Stobbart needs to head back to Spain to tell some old lady what he’s learned about one of her ancient templar relatives, but each time I head to the world map screen, Spain is untappable. Seems like there is still something to do in Paris, but I’m without a clue. Maybe I’ll look up a walkthrough today before heading back to an Internet-less abode; eh, maybe I won’t. Part of the fun in point and click games is discovery; of course, a lot of the roadblocks are merely missing a pixel or bit of dialogue. Will try again as I’d love to wrap this adventure up with minimal cheating.

There was a pretty fun chess puzzle though, where some pieces were placed on the board, and then you had to place three opposing pieces in the correct spots to achieve checkmate. Maybe for some this was a challenge, but as a hardcore chess nerd, I saw the answer rather quickly. Good to know that all those late afternoons spent during high school in chess club (and being teased for it) have paid off.

Mixing monsters magically

I haven’t really done much with Dragon Quest Monsters: Joker since I gave it a review of its first thirty minutes and watched in horror as my favorite–and only–blue slime was taken to the Great Beyond. After resurrecting Blues and grinding for a bit, I eventually made my way to the top of Infant Isle to take the Scout Pledge. This helped advance the story a bit, and Hodor met some new characters, as well as was given permission to explore two other islands for new monsters and darkonium, star-shaped metal that we need for, um, something.

Something interesting I discovered is that you can synthesize monsters once they’ve reached LV 10. This is kind of like breeding, where you take two monsters (both LV 10 or higher), and fuse them together, creating something new that can inherit specific abilities and skills from the former two monsters. I did this with Blues and somebody else, creating a weird faun-like beast. Unfortunately, the new monster pops out as a LV 1 so it’s back to grinding before I try to track down more darkonium…

Retro levels for the win

I completed the main levels in The Legend of Zelda: Four Swords Adventure the other day, including the final boss, which I consider beating the game. I did it alone, and it was okay, but the game’s appeal is definitely in gaming with others and trying to acquiring more rupees than everybody else. By yourself, well…you always win that race. The thing is that after you kick Vaati to the curb, you get access to the Realm of Memories, where retro-themed levels are playable. I’ve only done the first one, which is based on the first castle from The Legend of Zelda: A Link to the Past, and traversing through it was like a trip back in time. Looking forward to seeing how the other retro levels are treated, even if they aren’t anything difficult.

I seriously hope we’re back in the house by the time Skyrim comes out or else…well, y’all don’t even wanna know. I mean, I can only play my DS for so long. All DS and no power make Pauly go something, something.

For a nameless story, Anonymous Notes Chapter 1 – From the Abyss is quite a mouthful

I think I’m losing my mind. Also, not sure if the above screenshot is correct for the game I’m going to be talking about, but whatever–mind lost, deal with it. The house Tara and I just moved into over the weekend is still without power, with a guesstimate of maybe coming back on some time over the next five days; the basement is no longer flooded and it seems like those deadly branches have stopped falling from the sky, but we’ve yet to get back there and truly start living. I’m without all my comforts, my staples, my coffee pot–my console gaming systems. Yeah, no Deus Ex: Human Revolution yet. And trust me, I’m grateful for having a place to stay at Tara’s parents’ house, but time is moving forward, and all I want to do is get back to the house. Snargle-dargle-blargle.

Last night, while waiting to go out for Tara’s birthday dinner, I hopped online to the 3DS eShop to see if there was any new info about the forthcoming Ambassador NES games. There wasn’t. However, I did notice an irksome $3.67 in my account, which is not enough to get a big name game, but definitely enough for an indie thing or a calculator or one of those grouped under the $1.99 category. Remember, these downloads still get taxed after you select to purchase ’em. And something about Anonymous Notes Chapter 1 – From the Abyss caught my eyes, most certainly not its title. I’m guessing its look, which evokes that charming, 16-bit era of dungeon crawlers of yesteryear like Children of Mana and The Legend of Zelda: A Link to the Past. You kill monsters, get better equipment, and protect your hometown–that kind of experience.

So far, I’ve hacked and slashed some a whole lot of monsters, gathered some items into my inventory, got killed, and lost all of my items. Wee! It’s hard to tell if this is its own game, or just like a snippet plucked from the full DS retail release, just called From the Abyss. Disappointingly, I haven’t found a single anonymous note. The plot involves a guy conveniently named Raid meeting up with a girl named…Helen and then fighting down screen after screen of monsters and trying to destroy the monster boss to keep the lands safe and sound. Rinse and repeat. You can absorb abilities from monsters too, maybe just like in the wonderful Brave Fencer Musashi, but I haven’t really gotten the hang of it yet. As this is merely a single chapter in a longer story, I’m not expecting much, but then again, the game cost just about as much as my morning cup of hazelnut coffee (cream and sugar), and satisfied me for long enough. We’ll see if I keep grinding. Probably not considering tomorrow I’m getting 10 free NES games for my Nintendo 3DS. That’s all well and good, but I really just want to go home.

Hurricane Irene, the weekend, and gaming

Well, we all knew she was coming ahead of time, and thankfully many of us paid heed to the warnings, but things were still pretty rough this weekend. In terms of things hitting close to home, the house we literally just moved into on Friday…well, it’s currently without power and hot water and the basement had about two to three inches of water in it. Plus, branches of deadly size were breaking off and dropping on the back deck:

Ugh. Yeah…don’t even know what’s going on in our other place–the Leaky Cauldron–but most likely not much, just power loss. Or extensive leakage. Trying not to think that way. Won’t be able to check on that for a little bit though. Pray that the remainder of our stuff remains dry and safe and…dry. Dry is the important factor here.

Tara and I spent the entire weekend at her parents’ place in Sparta, NJ, which still got hit with a lot of rain, heavy winds, and power loss. Honestly, prior, I thought that there was too much media hype about Hurricane Irene–my mother would’ve called me days ago and told me to pay attention and be prepared and that there was no hype, that this was a major storm rolling up the East Coast–and I probably would’ve just carried on as business as usual. Thankfully, everyone else freaking out began freaking me out and we smarted up, moved as much as we could into the new home, and then hunkered down elsewhere.

Before the storm rolled in, I made a quick swing by GameStop, interested in picking up a “get me through the hurricane” game, as well as rewarding myself for all that heavy lifting and stress that comes with physically moving from one place to another. I figured that if the power went out, I’d at least have my fully charged 3DS for a few hours of distraction/entertainment. I had a slight interest in Shin Megami Tensei: Devil Survivor Overclocked, the first true Japanese RPG for the Nintendo 3DS since its launch, and that’s interesting, considering the DS was always playing host to this JRPG and that JRPG. So I grabbed it, looking forlornly at the numerous copies of Deus Ex: Human Revolution on the shelves behind the counter. My friend Greg had ordered me a copy, and I was hoping to get it in time for some weekend gaming, but Amazon was late shipping it, and then factor in the slim chance of being at the house to actually play it…wah.

But then DE:HR arrived on Saturday! I have read the game’s manual twice. That’s kind of like playing it, right?

Other than that, I played some Braid, VVVVVV, and more The Sims Social to help pass time as we *ahem* weathered the storm. Will probably have some posts up this week about these games, as well as some other goodies. Stay tuned. And please, please…stay away from falling branches.