Category Archives: xbox 360

My demon hunter Whisper in Diablo III is one to fear

Diablo3_demonHunter1

Here’s the thing: I’m a sucker for “complete package” versions of videogames, especially in this era of post-game DLC and pre-order bonus bull-doody items and unlocks. This gels well with my high patience stat, meaning I can wait the many months–and sometimes even up to a year or so later–for the games’ developers to realize they need another quick burst of cash-money, thus releasing some kind of Game of the Year edition which packs all the extra bits and bobs in with the main game for one, more often than not, easy-to-swallow price. That said, I’ve still not picked up the latest GOTY versions for Borderlands 2 and Elder Scrolls V: Skyrim, but my heart rests easy knowing they are out there; truthfully, it’s all about preservation because, one day, you might not be able to purchase that slice of DLC separately off Xbox Live or PSN if–and I dearly hope not–they no longer exist.

All of those words were written so that I could totally tell you that I picked up Diablo III: Ultimate Evil Edition over the fine Labor Day weekend, and it was priced nicely at just under $40. Mmm mm good. This package includes the original Diablo III campaign, its expansion Reaper of Souls, and some other new goodies, all of which I’ve never touched up to this point. The PC mouse-driven action RPG has been updated for consoles and console controls, just like how Torchlight was, and I have to say, besides a bit of clumsiness when sifting through inventory menus, it all feels really good and intuitive. Especially the combat, where it matters most. But more on all that in a hot cooldown.

Before you can even begin killing and looting legendary gear in Diablo III, you have to pick from one of six available character classes: the witch doctor, the barbarian, the wizard, the monk, the demon hunter, and the crusader. What is appreciated is that you can play all of these classes as either a man or a woman. I went with a female demon hunter as I’m big on crossbows and rolling away from enemies in these kind of games, and the random name generator eventually came up with Whisper, which I think is the most badass name a demon hunter can claim. In truth, all the other classes seem like a lot of fun (the monk was a close second), but like with Borderlands 2 and Dead Island, I need to just pick one and focus on it all the way to the end.

Well, let’s quickly cover the weakest and easiest to ignore aspect of Diablo III: its story. The game takes place in Sanctuary about twenty years after the events of Diablo II, a game I played a bunch of, but never really got far in, though organizing your inventory was a masochistic joy. Deckard Cain and his niece Leah are in Tristram’s cathedral, investigating a bunch of loose pages from ancient texts regarding yet another ominous prophecy. Then, without warning, a mysterious star falls from the sky and crashes through the Cathedral, creating a deep crater and sucking Deckard Cain down. Evil monsters quickly reveal themselves, and your character is on his or her way to Tristram to see how you can help. It’s good versus evil and pretty generic at best, but at least the voice acting is enjoyable; I’m proud that I rightly recognized Jennifer Hale’s voice for Leah after a minute or two.

But one doesn’t play Diablo III for its novel stab at videogame literature, right? You play to click on things, lot of things. Well, in my case, hit the A button on things, lots of things. And the right trigger a lot, too. The left analog stick moves your character, and the right analog stick is a dodge move for whatever direction you push it in. The face buttons all relate to a skill move, and right now Whisper can drop a handful of caltrops to slow enemies, as well as get herself out of a mob of enemies with some swift gymnastic flips. Right trigger is for my favorite active skill so far–Rapid Fire. This uses up Hatred–regenerating mana for demon hunters, basically–but is able to take out a ton of enemies in one gulp, often revealing a yellow orb for killing at least ten of them and doubling Whisper’s damage for a short window of time. Even though she is using a bow for it, the attack sounds like she’s wielding a machine gun.

I’m still fairly early in Act I, and all I want to do is go home right now and play some more. Yeah, it’s that kind of game, where you’re always close to leveling up or you just found a new weapon or piece of gear and want to see it in action, and before you know what is what, you’re five levels deep in some dank crypt, killing zombies and ghosts and having a blast. Given that this is both Diablo III and its expansion, which offers up Adventure Mode and more, I’ve got plenty of road still to travel with Whisper. Also, I’m using followers, and unlike in Skyrim, I am not 100% hating them, though I still think they could be a bit more proactive in battle and a whole lot less whiny.

Stay tuned for further updates about Whisper and the many denizens of Hell that she’ll be slaughtering…

It is only through Motocross Madness that the soul is revealed

motocross madness early impressions

Trials Evolution is a game I both love and hate, one with extremely hard swings, where one minute I’m leaping off a ramp high in the sky across a gorgeous vista and doing sick backflips and the next grumbling curse word after curse word as I try to get up an extremely steep hill and hit the next checkpoint. It’s really been my only toe-dip into the videogaming world of dirt bike racing–I guess since Excitebike–and its focus on hyper sensitive controls really means that only the driven and dedicated will continue on. Alas, I have not; think the last time I touched it was last fall, and even then it was only for goofing around in the user-created levels, which are, nine times out of nine, absolutely bonkers.

Well, I got the itch to gas a bike up a steep ramp and do silly tricks, and so I turned to Motocross Madness. No, no, not that Motocross Madness, the one from 1998. This is Microsoft’s Avatar-spearheaded take on arcade style and open sandbox motorbiking, and it was given out for free this month to Gold accounts, along with Dishonored, which I continue to be terrible at. More on that somewhere down the line…

To be honest, I’m enjoying Motocross Madness. A lot. While there may not be a ton of variety in the courses, there’s certainly variety to the things you can do in them. First, you can partake in a standard race via Career mode, aiming for that first place gold medal each time. Rivals mode has you competing against developer avatar ghosts. There’s a Trick mode that tests your aerial button-pressing skills and rewards you with new trick combos. Lastly, and probably my favorite part of Motocross Madness, is Exploration mode, which lets you hop off the track’s main path and explore every corner of the environment for gold coins and collectibles, all at your own leisurely pace. The courses are spread across three differently themed worlds, though I’ve only gotten to bike around Egypt and Australia for now; Iceland is still to come.

Unlike Trials Evolution, the racing here is much looser and more forgiving, meaning you can spill a few times and still stay in the lead or, with enough time, catch back up with everybody. I appreciate this greatly. If that’s not the case, then you probably need to lightly grind for some more coins and upgrade your bike a bit, which is easily done via Exploration mode or playing an older race again. The physics are not entirely arcade-ish, as landing after a jump or trick does require you to maintain some balance or skid out, and you eventually are able to ride behind another biker and coast within their wake, which is silly fun.

Much like with Doritos Crash Course 2 and, maybe, World Series of Poker: Full House Pro, seeing your Avatar in action is a blast. It’s a shame that the game encourages you to cover up my silly, bearded face with riding helmets, but sometimes you need to do that to look super stylish. While the outfits are cosmetics, you can make stat changes to your bike, purchasing new engine parts, tires, and brakes, and you will occasionally need to up a bike to perform better in a higher-tiered race. The cartoony graphics all around work well, though there’s some strange pop-in after each race is finished, when your Avatar hops of his or her bike and greets the crowd of cheering fans.

For another monthly freebie, Motocross Madness is a great addition to anyone’s digital collection on the Xbox 360. Perhaps a bit small in scope, but still brimming with things to do. You can also race competitively online though, if y’all know me like I hope y’all would know me by now, I’ve made no attempts to try this as of yet. Personally, I end up spending most of my time in Exploration mode, staring at coins and skulls in the sky and trying to figure how best to get ’em. It’s certainly more enjoyable than hitting restart every few seconds on a tough-as-nails track in Trials Evolution.

Hatty Hattington is working for the cats in BattleBlock Theater

BattleBlock-Theater-1 early impressions

The title of this blog post might not make any sense to those unfamiliar with BattleBlock Theater‘s plot. That said, it might not make sense regardless. Either way, it sounded catchy in my mind, and so I wrote it, because “working for the cats” is the sort of life no one should live. As a daily scooper of cat poop, trust me–I know. Rarely do I struggle with finding an image and silly phrase to write on top of it in my now classic Showcard Gothic font, but blog post titles are tricky things; you want something that will, at the same time, grab a reader’s attention and inform them about what they will be reading about. Some of my post titles are more successful than others. Just a little insider baseball here at Grinding Down, Inc.

Right. On with the show, pun completely intended. BattleBlock Theater was one of July’s free Games with Gold thingies, and, just as with Charlie Murder, I ended up downloading right at the end of the month, almost missing it entirely. I have to not slack on these because free is free, and we’re getting Motocross Madness (nay!) and Dishonored (yay!) for August 2014. I just might have to remove both Halo 3 and Crackdown from my hard-drive to make space, but that’s okay–I don’t think I’m going back to either ever again, despite there still being some 100+ Agility Orbs left to collect; I’ll live, and so will you.

I knew next to nothing about BattleBlock Theater or its developer before diving right into it. I guess they previously made Castle Crashers, which seems like a fantastic group game if you have people to play with, which I unfortunately do not. Cue sad violin music. A quick glance makes it seem like a cartoony, side-scrolling action platformer, and I think I was pretty close with my first assumption. I wasn’t expecting it to be so quirky, but quirky is fine in my books, and so listening to the narrator–voiced by Will Stamper–dramatically tell the doomed voyage of the S.S. Friendship and how all of its people, even the great Hatty Hattington, got captured by an island of cats and forced to entertainment everyone via deadly obstacle courses…well, it delightfully took me by surprise. Seriously, his voice is a rollercoaster, and it takes you places, most often from one level to another, but in a way that’s more fun than a silent loading screen or text pop-up.

For the story mode, you play through a bunch of short, platform- and puzzle-themed levels, trying to complete them as fast as possible while collecting gems and balls of yarns, both of which are used to unlock new avatars and powers, respectively. At the end, you get a letter grade, with the best being A++ and giving you two extra green gems. To get that, you need to move fast and collect everything in one go. Your little dude–which is always green for me and generally rocking a funny face–can jump, double jump, punch, and use a special attack like throwing fireballs or tossing boomerangs to knock away persistent enemies standing in your way of progress. Other parts of the level require timing, hitting switches, finding secret teleporting portals, clinging to walls/ceilings, and so on.

Naturally, getting the gems and balls of yarn is fairly easy in the early levels, but I’m now up to world five and struggling to even finish the levels with a letter grade above a B. That’s not to say that the levels are punishingly hard, just more devious about the puzzles and ways to reach everything, and since time is of the essence, you have to pick: pound your head against the wall in hopes of figuring it out or move on and finish the level faster. That said, every part of the level has a purpose, so there’s never any frustration felt over getting stuck in this corner or that; each piece in a level has a purpose, but you have to figure that out yourself. BattleBlock Theater is the type of game that gets under your skin, driving you forward to see what the next world’s levels look like and what new twists they throw at you. It also helps that, in reality, each level can be completed in under a few minutes, so the dopamine pace is rapid-fire.

As I already mentioned, the narration throughout is fantastic. In fact, audio is possibly BattleBlock Theater‘s lead actor in the limelight, deservedly so. The song that plays during the main menu begins with just some electronic noises before kicking it to the next level with a catchy-as-all-gets drum beat and horn combo. The majority of the soundtrack is upbeat, bouncy, which works great for leaping from platform to platform and punching enemy cats in the face. Oh, and the sound effects are snappy, but addictive, like the notes that play when you snag enough gems to open the exit to the level. I’m excited to hear more of it.

There’s some online play and co-op stuff in BattleBlock Theater, which I’ve not tried yet and most likely won’t ever get to. I mean, I could take a deep breath and randomly join another online player’s game, but I won’t. For starters, I’m not sure what the benefit of playing these levels with a second player is, though I guess we could potentially grab all the gems faster. Eh, I’d rather just go at it by myself, that way when I repeatedly fall into spikes or water seven times in a row I don’t have to explain it to anyone. If co-op adventure story levels aren’t your thing, then arena challenges exist, which are basically twists on classic multiplayer games like King of the Hill. Lastly, there’s a level editor, which I’ve also not explored…yet.

As a freebie for Gold members, BattleBlock Theater is a hit. It is colorful, accessible yet still challenging, brimming with content to eat up, and flavorful in the same vein that Thomas Was Alone is. Those that consider graphics everything are not going to be blown away, but this experience is more about learning a level and running through it as perfectly as possible, and it really helps that the game plays well, save for the unsatisfying melee combat. I’m glad I’m playing it now and am looking forward to finishing up the Story mode; I think there’s six worlds in total to go through. Again, I most likely won’t try to play any co-op Story levels, but maybe I’ll jump into an Arena match or two and see what that’s all about. Until then, my feline overlords.

Charlie Murder is pure punk rock punching and kicking

Charlie_Murder_screenshot_8

Charlie Murder is one of the two free games given out last month on the Xbox 360 for Gold members, and I nearly forgot all about it, ending up downloading it on its last available day, a few hours shy of midnight. Whew. Thankfully, it’s a small game, somewhere under 400 MB, and so it didn’t take very long to go from Microsoft’s server to my hard-drive. Skip ahead a few more days, and I actually got to play a wee bit of it, enough to put some thoughts in my head, which I’m now sharing with y’all.

Let’s see. Charlie Murder from Ska Studios is…well, I don’t really know what’s happening story-wise at the moment. The game begins with our titular character in Hell, but only briefly; see, a paramedic is actually resuscitating Charlie, though I’m not sure that’s a good idea. Seems like the streets are now overrun with denizens of Hell because the end times are upon us. Three cheers for that. Now back on his feet, Charlie and his friends (if you have friends to play with, that is) must fight off this stirred evil. There’s also some story stuff about Charlie’s band, which I’m only just beginning to glimpse, though I imagine it is either going to be of the “rise to fame” or “fall from grace” ilk. We’ll have to wait and see on that for now, and I’m definitely more interested in that than anything else.

Charlie Murder‘s a brawler, a 2D side-scrolling beat-em-up, which, to be honest, is not a genre that really excites. Sure, over the years I’ve had some decent fun with Scott Pilgrim vs. The World: The Game, Streets of Rage, Shank, X-MEN Arcade, and so on. Heck, I’ll even openly admit right here, right now, that I put many hours into the demo of Fighting Force because, in 1997, I just couldn’t stop hitting men with broken bottles. But for the most part, walking left to right and beating up generic goon after goon with fists or a range of weapon types until you can move on wears out its welcome real fast with me. Especially the part where you repeatedly mash the X button. Alas, that gameplay style seems to still exist here in Charlie Murder, but at least the game has personality, as well as some RPG elements to freshen tactics up.

There’s just one problem–I can’t read any of the text in this game save for the colored button prompts for quick time events. It’s tiny and scribbly, and yes, I’m wearing glasses and even sitting pretty close to my television. See, a big part of the game is using your smartphone, checking in on a Twitter-like app to see who is messaging you and how many followers you’ve gained, as well as reviewing your inventory, buying skills, and selecting which special powers to assign to what buttons. Y’know, key elements to make Charlie stronger and more unique, and I’ve ended up going on guesswork alone, hoping that this shirt is better than the other one based on some iffy color cues. Like, I know this is a bad image to begin with, but this is more or less what is like to be me and see the game and its text as I’m playing. Insert a grumpy face emote here.

So, that’s a bummer. Thankfully, the game has style out the wazoo, and you wouldn’t be wrong for immediately thinking of Jhonen Vasquez’s Johnny the Homicidal Maniac comics and Invader Zim series. Muted colors save for greens and purples and dark, quirky humor work pretty well here, especially that one part where Charlie had to rough up a man in a hamburger costume at a fast-food joint. You can change how your character looks with clothing and tattoos, which is always a plus in my book, seeing your actual equipped attire reflected on the person, and it seems like there’s plenty to spend on, though money does not come fast or free, which might mean grinding, and now all I’m doing is frowning.

But yeah, this indie brawler is nice to look at and listen to, I just worry that playing by myself, especially unable to read most of the stats on weapons and gear, is not going to be a lot of fun. You can join up with other people online, which I tried once and got immediately booted, so there’s that option, but I don’t suspect I’ll be back to stop this punk-rock apocalypse from happening any time soon unless I magically receive two more Xbox 360 controllers and three new ready-to-go friends. It’s competent, but conventional, and I’m sorry if that hurts to hear, Mr. Murder and friends.

Shooting the Covenant and the Flood for some reason in Halo 3

Halo-3-Covenant-Files-7-05-FLOOD-TANK

You might say I play the Halo games wrong or, at the very least, in the wrong order. Other than dabbling around with the first level in the original Halo a few times on the PC many moons ago, here’s how my Halo history has gone down so far: I played Halo 3: ODST, which I found a bit lackluster, and now three years later I just beat Halo 3. Y’know, the game that came before the previously mentioned one. Truthfully, I don’t think it matters because these games seem to have generic, paper-thin plots that are there to set up firefights or crowded hallways of enemies, as well as a vehicle-driven sequence or two, which all boils down to shooting aliens. I suspect I said the same thing minus the alien bit about Battlefield 3, but I’m really picky about my first-person shooters, usually going for ones that focus on non-shooting mechanics and stealth.

Anyways, recently, I jokingly tried to sum up the plot of Halo 3 on Twitter, which went something like this: You are Giant Soldier, out to shoot bad aliens. Then foreign plant aliens show up, and you shoot them too. At one point, these plant aliens are your allies, and they help you shoot the bad aliens. Then they get mad at you, so you are back to shooting all of them. Lastly, a planet blows up. The end. Sure, that might sound a bit dismissive, but really, that’s kind of it, unless you want to also discuss the post-credits scene, which is there to remind the Bungie loyalists that, don’t worry, you’ll get to do all of this again in the next forthcoming title. It probably also didn’t help that I played the first two missions back in October 2013 and didn’t get the urge to play again until after finishing Crackdown and wanting to keep the 2007 hype train a-rolling.

If there’s one thing I really didn’t like about Halo 3, it’s that Master Chief can’t run. Or, if he can, I have no idea what button sets those bulky feet into motion. The game, in general, moves extremely slow, but when you are trying to rush over to a Wraith to pop a sticky grenade in its engine and crawling babies are passing you–something is terribly wrong. Yeah, Master Chief can jump really high and regain his health/shield, but I’d trade all that and a limited edition Needler that shoots green spikes to be able to run up a hill. I guess speed is not a concern for Halo fans, but games like Borderlands 2 have spoiled me too much.

Also, let’s talk a bit about friendly AI and the wonky, unpredictable physics of flipping vehicles. Master Chief, on occasion, is accompanied to firefights with a handful of soldiers, and most of them will die before the end, either by the enemy’s hands or your own. In my case, I ended up running over a lot of them with a Warthog. They are terrible at flanking the enemy, and sometimes end up in weird, buggy states, like standing still or running up against a wall. I found myself on at least three different levels sitting idle in a Warthog while an AI-controlled soldier got in the driver seat, sat staring ahead, and mumbled, “Need a ride, sir?” until I got out, removed him from the driver’s seat, and drove away on my own. Enemy AI is pretty decent, as the goons and grunts will take cover and try to surprise you now and then. For true hilarity, when your vehicle tops over, you can press a button to flip it upright, and sometimes that works, and sometimes the entire thing does an Olympic gymnastic routine that would surely garner high scores.

After finishing the game and immediately deciding not to replay it all once more on Heroic or Legendary difficulty, I went hunting for skulls. These are tiny collectibles you can find in the levels that, once grabbed and turned on, make the game harder, but also give greater rewards. Sort of like the god shrines in Bastion. Alas, these skulls are teeny tiny and aptly hidden, making hunting hard. In other words, I looked up a guide and followed along, grabbing all of them within an hour, with only two proving quite tricky (Fog Skull and Famine Skull). First-person platforming is no easy thing.

I also tried a match or two of online multiplayer–yes, people are still playing Halo 3 competitively–and that’s fine fun, but again, it all moves so slow. You die, you respawn on the opposite end of the map, and by the time you get over to where everyone is shooting at each other, they’re all already dead.

Which is your favorite Halo game? Should I try any others or just call the series average at best and move on with my time? I could live life just fine if I never had to shoot another stream of Flood monsters ever again…

Crackdown was goofy fun, but instilled fear to protect the populace

crackdown_review

Crackdown has an uninspired story, dated graphics, wonky controls, and yet remains a decent blast to play some seven years thanks to its open-endedness and the freedom it gives the player to do whatever they want, in whatever order is desired. It’s been a great game for picking up and playing a little bit, and then putting down for a few months while other more narrative-driven videogames demand my time. Recently, I put my nose to the grindstone and took out gang leader after gang leader, eventually wiping Pacific City clean of baddies. No, really–the entire post-game map seems to be void of anyone to punch, shoot, or blow up, which kind of throws a wrench into my progress for a few desirable Achievements.

Again, there’s very little story here, except to say that you’re a supercop working for the Agency who can grow in strength over time by punching, shooting, exploding, and driving just right. Meaning, no going all Grand Theft Auto III and killing an entire street’s worth of civilians, as that’ll actually take away from your level up progression. You are tasked with taking out racist-themed gang leaders and their subsequent goons, and that’s all the story you get for 95% of the game–until right after you finish the final fight. Sorry, but I’m going to have to spoil the twist here to prove a point: your commander, y’know, that directions-giving voice in your head, reveals that he was the one to give so much power to these gangs, to make the populace fear them and be grateful for when the Agency came sweeping through to save the day. It’s not far off from Syndrome’s plan in The Incredibles, and the twist comes out of nowhere and immediately fails because there’s no substantial story actually backing it up. You spend the whole game killing gang leaders, and the ending still would have fallen flat if your commander simply congratulated you and shot fireworks into the night sky.

Crackdown is basically a mix of shooting and platforming, and neither of the two felt stupendous throughout my entire playthrough. Certainly, the jumping is more fun and tighter than the shooting, which gave me a lot of trouble, especially when I was trying to target a different armed enemy, but it kept locking on the one closest to me. That said, jumping from building roof to building roof, even with upgrades to increase the height and length of a leap, still proved a gamble, and I found myself falling to the boring streets below quite often. When you can nail a string of rooftop jumps, it does feel pretty awesome and superhero-like. Overall, the shooting never felt effective, as if you were blasting walking bags of sand until, eventually, they fell down.

There are a few side activities to occupy your time while you move between gang leaders, and they are as so: Agility Orbs, Hidden Orbs, Street Races, Rooftop Races, and Stunt Jumps. Let’s get this out of the way first; I did maybe one or two Street Races/Stunt Jumps and immediately decided to never do them again. Since the driving in the game is so arcade-y and unpredictable, these two activities proved more trouble than fun. As for Rooftop Races, they can be a good time so long as you are upgraded enough to leap here and there. I ended up doing one that brought the Agent all the way back to HQ, but couldn’t finish the race because it was asking me to climb to the tippy-top. Boo and grrr.

Now, for a lot of players, Crackdown is Agility Orbs. These are green glowing balls of light, often on roofs, which you can collect. There are…500 in total. When you get a certain amount, your jumping skills increase, so they are a collectible worth going after, but be prepared, as there are 500 in total, and they do not appear on your map. You gotta keep your eyes and ears open for ’em. By the end of the game, I had found 400+. Oh, and there are something like 300 Hidden Orbs–blue balls of light that provide a boost of experience to all of the Agent’s abilities–and I had only grabbed around 75 or so by Crackdown‘s conclusion. I don’t think I’ll be going back to track down anymore despite the collector in me screaming otherwise.

Alas, I can only imagine how much more fun and amazing this was in 2007, but Microsoft gave out a free copy of Crackdown for Gold users only recently, and so I’m playing it in a completely different industry era. Times have changed, controls have changed, and standards are a bit higher. It’s fine, truly, but games like inFamous 2 improved on the formula greatly. Well, I’m glad I got to at least experience it, knowing that a new one is forthcoming. Speaking of that…

Recently, thanks to the E3 news that a new Crackdown is on its way, Jeremy Parish from USGamer put together a retrospective on the original game that is very much worth your time.

Finished up everything in Saints Row: The Third

Saints Row the Third final blog post

Back in May 2012, y’know, two years ago, I polished off the last of the assassination targets in Saints Row: The Third as I pursued completing that game fully to 100%. And by fully, I mean doing everything there is to do in the main vanilla game–I never ended up buying any of the DLC due to less-than-stellar reviews–and that includes a bunch of small things that, more or less, equate to grinding. Thankfully, fun grinding. Here, let me list what I still had on my saintly to-do list:

  • Complete all 30 vehicle theft targets
  • Complete all 41 challenges
  • Start the game over and complete Act 1 in a different way

Well, I’m happy to report that I finally, y’know, two years later, finished off all of these goals. Now, truthfully, it did not take me two straight years to do this, as I ended up playing Saints Row: The Third again sporadically, but when I did get back into it, it was for a good while.

I first focused on the vehicle theft targets, squeezing one or two in during my lunch hour whenever I did get around to turning on the ol’ Xbox 360. These missions were made much easier thanks to being able to use your avatar’s cell phone to wipe either the cop alertness or the gang alertness after you steal the car. This makes driving it back to the chop shop a breeze as nobody is now chasing you and you can cruise to the location in style, blasting anything but talk radio. But it takes some decent amount of in-game time to respawn the two wipes, so I’d usually just goof around for a bit or go after another goal while waiting. Stealing the army vehicles was probably the toughest, as the helicopters would get shot down before I could make the call, thus me wasting the opportunity.

The 41 challenges…by the time Saints Row: The Third was over, I’d say I had almost half of them completed. Many, like grenade kills, cars destroyed, and hoods found get unlocked easily by just playing the game. Other challenges, like streaking and robbing stores, I didn’t even know you could do, but were easy enough to polish off once I got the hang of it. And then there were the ones that just required grinding, doing them over and over and over: hostages taken, gang members taunted, vehicle surfing time, EMUs destroyed, and survival missions. Thankfully, the game is just fun from top to bottom and, due to all upgrades purchased, it is nearly impossible for the main character to die, so you can just go ape-shit with grenades and rocket launchers. The only damper was having to wait five minutes for your cell phone to ring to start a new survival mission, especially knowing you had like fifteen more to do after it; I guess I shouldn’t have ignored it so much during the main campaign, but, like real life me, I’m hesitant to pick up a phone when I don’t recognize the caller.

Starting the game over and burning through the first main missions of Act 1 again takes around an hour or so, and it’s still a blast. I forgot how many big and goofy moments are there early on, like parachuting into the penthouse. I decided to play as a woman this time around, and I noticed a few lines of dialogue had changed to specifically reference this. Anyways, at the end of Act 1, you get a choice to blow up a tower or save it by driving the bomb away. In my original playthrough, I protected the tower, but this time I let it crumble to dust and ruin, and listen to the sweet sound of the last Achievement popping. Well, the last one I can get without dipping into the unnecessary DLC. If I still had that list in the right sidebar, you’d totally see a green star next to its name.

So, Saints Row: The Third is a very good grieving game. It is a game you can lose yourself in without dedicating too much time or emotion, and it makes for a great slice of distraction. Want to just cause chaos with the cops for minutes on end? Go for it. Want to see how many people you can knee in the nuts in a row? Go for it. Ever try taking out a tank with a chainsaw? I have. Last year, after Ryan Davis passed away, I remember Jeff Gerstmann talking on one of the Bombcasts a little bit about replaying Saints Row: The Third with cheats turned on, just goofing around and not having a care about the consequences. It’s such an easy game to get into and play, and I’m thankful to have it in my collection.

Well, I’ve squeezed every last purple-colored drop out of Saints Row: The Third, deleted my save data, and put the game back on the shelf where it will sit untouched for, likely, the rest of my existence. Honestly, it’s more like a pile near my game shelf. But either way, it’s done, and I’m done with it. Had a fantastic time with it over the last few years, but I’m not moving on to Saints Row IV any time soon as I have plenty of other different games asking for my attention. Not sure what will hit that sweet spot next…

2014 Game Completed Comics, #29 – A World of Keflings

2014 games completed 29 a world of keflings resized

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 Walking Dead is a lot less game, but still fun

TWD Carver season 2 overall imps

I’m not really here to talk about the unfolding events of Telltale Games’ season two for The Walking Dead and what latest hole Clementine and company have dug for themselves this time. In short and without spoiling things, people get hurt, both by zombies and their fellow humans, and there’s traveling and dashed dreams and madman-inspired plans and–everyone’s favorite–many soul-crushing decisions, which you have to often make in a split second. Y’know, basically everything that was great from The Walking Dead‘s first season is back once more. Well…maybe not everything.

In this episodic adventure series’ first season, back when you controlled smart, encouraging Lee Everett, it was very much a traditional point-and-click experience, but on a console and with a focus for storytelling and action-heavy sequences. You still explored scenes, talked to people, collected clues and items for your inventory, and solved puzzles using those items on other things. However, over the first three episodes of season two, namely “All That Remains,” “A House Divided,” and “In Harm’s Way,” I’ve noticed the game losing most of those elements, turning into more of a linear product of pure interactive fiction than anything else. I still love it and have a blast deciding who is going to remember what, but it does kind of bum me out that there’s less to do creatively–and, for lack of a better word, videogamey–between big scenes. I mean, remember when you got to play detective with Duck and actually solve a mystery; those days are long gone, I’m afraid.

Maybe it has to do with the fact that The Walking Dead has now infected–yes, pun intended–every piece of technology capable of playing a videogame. Yup, talking about mobile devices like iPhones and iPads. You can clearly see the developers thinking about this subset of gamers, given how many more action scenes rely on “swiping” as a means of a quick time event instead of just button prompts. It’s a little weird using a controller to press down via the analog stick to have Clementine hide from an incoming zombie, but maybe it feels more effective on a touch-based device. That said, it’s now a game series of dialogue choices (good!) and QTEs (bad!) and backseat steering (very bad!), which probably works better on mobile devices than the places The Walking Dead was initially born.

Let me slightly spoil a section from the latest episode–“In Harm’s Way”–to get my point across about how stripped and, dare I say, dumbed down The Walking Dead is at this point. Gameplay-wise, people. Gameplay-wise. So, Clementine is sneaking into an office to turn on a PA system for…well, reasons. You get into the office via a cutscene, walk over to a desk and inspect the PA system with the press of a button. Upon a closer look, you can then press a switch to flip on the external speakers. You do that; there is no other way to try things, you only have one choice to move forward with the “puzzle.” Then you are told to turn on the mic, so you try, and it’s not working. A quick cutscene has Clem then following the power cords from the PA system over to the CD player, which you try to turn on, only to find out there is no CD in its tray. The camera then does this back and forth motion, as if searching, and you instantly see a CD right next to the CD player. Sigh. You click on the CD, and the puzzle, if you want to call it such a thing, is does. Your hand was held the entire time, and there weren’t even any options to try things differently or mess up. Like, all you had to do, Telltale Games, was hide the CD in the room, anywhere, and have Clem actually search for it.

Trust me when I say that I’m, without a doubt, finishing this second season of Telltale Games’ The Walking Dead. I’m too invested in the story at this point, but knowing how much has changed with the gameplay bums me out enough to wonder that, if I have a mobile device capable of playing the probable, but not yet announced third season when it does drop in late 2015 or early 2016, I might just experience it there. True, I’ll be losing all of my choices I’ve made up to that mark, but what do choices matter in a world where you are no longer in control? Yes, Paul will remember that.

Also, I’m deeply worried about what Telltale Games is going to do with Game of Thrones. We all remember how Jurassic Park: The Game turned out, right?

Dust: An Elysian Tail is colorful, cutesy, and full of genocide

dust-5 early imps

From what I’ve read on the always trustworthy Interwebz, Dust: An Elysian Tail is a polarizing game. Meaning, there’s the people that love it, and the people that hate it. And from what I’ve played, which is maybe an hour and change, enough to have at least opened up the map and availability of a number of side quests, I think it all comes down to whether you are a big enough person on the inside to unabashedly accept a game with cutesy, colorful–and I mean that in two ways–characters that harken back to that era of safe, but satisfying Saturday morning cartoons. Because everything else seems solid, if perhaps a little perfunctory and possibly unnecessary in some areas. We’ll get there, kids.

Welcome to the world of Falana, which is inhabited by any great number of anthropomorphic animals. You get to see the world and its people–if you can say such a thing–through the titular main character Dust as he tries to remember his past. Yup, it’s another main character suffering from short-term memory loss; at least he’s not mute. Anyways, right at the start, Dust finds a sentient sword called the Blade of Ahrah, which will be his main fighting weapon. Ahrah’s original guardian, Fidget, a flying squirrel-fox-thing, also joins the group and is able to toss magical orbs at enemies from afar. I don’t know much more about the story, except there’s monsters and a village and I think the monsters want to kill all the talking furry folks. There’s that and trying to reconnect Dust with his surroundings.

So that’s the story…kind of. Gameplay-wise, Dust: An Elysian Tail is basically a 2D side-scrolling beat-em-up of yore. Think Odin Sphere and Shadow Complex rolled into one. Or if you want something more artsy, maybe Aquaria. Basically, you move left or right across a grid-based map, fighting monsters, building high combo counts, and earning experience points for it all. Oh, and you can also acquire loot in the form of ingredients and materials. Occasionally, at least early on, Dust acquires power-ups that permanently alter how he fights and moves, such as double jumping or being able to combine Fidget’s magic with one of his attacks for more damage. The RPG elements allow Dust to level up and put points into certain stats (health, damage, defense, magic), as well as wear different types of gear and craft new equipment. And that’s more or less everything I’ve seen so far.

Honestly, I don’t have any problem with furries, though I’m finding the story a little slow and predictable at the moment…at least until the other shoe drops in relation to Dust’s past and how he factors into all this genocide. Thankfully, the fighting is a ton of fun, even if it can quickly go wrong or become chaotic and confusing. If you know what you’re doing before you start tapping buttons, you can have total control over an entire group of enemies, much like you can in Guacamelee!, which I do need to get back to soonish. I enjoy knocking enemies up into the air, juggling them for a bit, and then pile-driving them into the earth below, sometimes hitting some other enemies along the way. It’s fun if occasionally mindless.

One aspect to RPGs of all kinds that I’m finding less and less appealing as time goes on is that moment when you arrive in a town, generally your first safe spot, and everyone under the sun has a side quest to give you. For Dust: An Elysian Tail, this happens in Aurora Village, and you can’t help but collect quest after quest as you walk left to right towards the mayor’s house. I think you end up picking up around five or six additional quests before you can move on, and sure, most of them aren’t thinkers, just asking you to collect this or that while out battling monsters, but it felt a little exhausting. I remember feeling the same when arriving at Borderlands 2‘s hub of Sanctuary, as well as stepping foot in every single Skyrim town. Quantity does not always equal quality.

This always gets talked about when I come across something Dust-related to read, so I might as well join in and mention that the game was developed by independent designer Dean Dodrill…and mostly only himself. Sure, there’s voice actors and a bunch of other stuff you might not think about, but Dodrill drew, animated, programmed, test, rebuilt, and so on. I believe it took him around four years to put a cap on his furry game’s head, and that’s one amazing accomplishment, whether the game resonates with you or not. There’s a fantastic piece over at Polygon on his plight, which I suggest y’all check out.

I’m going to keep playing for sure, as the difficulty hasn’t reared its ugly head, and it feels like the kind of game I can just chink away at over the next few weeks. Here’s to finding out what dirty deeds Dust did in his past life.