I now have two versions of the same named game

Last night, after some extensive Googling and checking of system specs, I purchased The Elder Scrolls V: Skyrim…for the second time. See, I already own a copy for the Xbox 360–even waited in line at my local GameStop for its midnight release back on that magical 11/11/11–but the Internet was all abuzz about the Creation Kit, which is the PC version’s modding toolset, and Steam was even going so far to knock the price down for the full game version from $60 to $40. Well, it seemed like my ASUS laptop could handle the beast, maybe not at its greatest settings, and so I plunked down my e-cash and drew some comics while I waited for the epic file to download.

And it works. And it works with an Xbox 360 controller plugged into the USB slot. And I can read ALL of the text. I’ve been playing Skyrim for so long as an illiterate Dovahkiin, and now I can actually enjoy those numerous books and bits of flavor text via quest progression. Let them shout it from the mountain. Plus, with the Creation Kit being tied to Steam, it seems like installing mods will be easy peasy. I haven’t tried anything just yet, but I will. There’s an arrowsmithing one that looks kinda neat; one could always use more glass arrows.

Let me just state that this is far from my usual routine. Generally, I have only one version of a videogame. Thinking on this, I can’t come up with many doubles in my collection. Between Tara and I, we have some Mario SNES carts and then them doubled on the Wii red box collection thingy. Two copies of Chrono Cross. From buying a few indie game bundles, I have duplicates ready for downloading. Other than that, um…nope. Just Skyrim. Go big or go home. But the promise of mods and the fulfillment of being able to read text has made getting a second copy of Skyrim worth it. Looking forward to diving back in…on medium or low settings. I have to wonder if there’s a way to bring my saves/character from the Xbox 360 over to Steam?

Playing the Ludum Dare 22 Winners, #4 – Final Trip Soccer

Like many, I was forced into competitive sports during my younger years, and I was never very good at any of them. I knew that then, and I know that now. In baseball, I mostly daydreamed in the outfield or sat on the bench, teaching myself how to juggle while other kids around me got mad and raged over things like striking out or missing an easy catch. For basketball, I did my best to stay out of everyone’s way and always passed the ball away a fraction of a second after it got deposited into my pale, weak hands. For soccer…actually, I had some good moments in soccer. Generally, I played defense, either as a sweeper or a dude that hung out near the goalie, kicking the ball away with a mighty foot; I do remember, however, taking an offensive role in one game, going so far as to even score once. Or maybe I just dreamed all that. Surely I was never any good at any kind of athletic activity…

That said, soccer in Final Trip Soccer, the number four spot from Ludum Dare 22‘s top 50 star-grabbers, is no stroll down a playing field. It’s actually your only weapon, your very chance for survival; better make sure your cleats are on nice and tight. Okay, let’s start at the start. A big soccer match gets interrupted when a UFO comes swooping in, eradicating everyone but you. Think your name is Nathan. It’s just you, a soccer ball, and an empty stadium. Here, you learn how to kick the soccer ball, which goes like so:

  • Move around: Use left, right, up, and down
  • Focus your kick power: Hold the Space bar down
  • Shoot the soccer ball: Release the Space bar
  • Control the soccer ball: Tap the Space bar when near the soccer ball

Those controls sound kind of simple, but they can be extremely frustrating. Controlling the soccer ball, which again I will mention is vital to Nathan’s survival, is a clumsy affair. If you get too close to the ball, you end up kicking it away, and generally, you are just trying to get close enough to charge up your focus power. Why? Oh, did I not mention that you have to kick the soccer ball at attacking alien blobs? Yup. Only a charged kick is strong enough to kill ’em. And with each successful screen, the number of enemies increases.

The premise and look of Final Trip Soccer are fantastic. It’s got this retro style, and the sound of charging you up your kick power will remind you fondly of Super Metroid and Mega Man X. Well, it did for me. Gameplay is a little slow, often requiring Nathan to constantly circle enemies or walk to the other end of the screen after a missed kick. I made it to the third screen, but a green-colored alien blob was too quick for me, and I was never able to get a focused kick against it. When you die, you just respawn on your current screen. I gave up after a few tries.

Final Trip Soccer is available to play via the Internet; give it a kick. And don’t let that jarring music on the start screen scare you away. And if you get farther than I did, please, tell me what happened.

Super Meat Boy is the beefiest platformer out there

Quick, look over there! It’s another Indie Impression, and this one’s based on Super Meat Boy.

As you’ll soon read, I was able to beat all the levels in the first world save for the final boss. I gave up after too many fruitless attempts to slide down a vanishing wall into a hole before a sawblade turned Meat Boy into bits for a shish kebob party. But it was still a good time, and I can see why many love the beefy platformer, but I just can’t see myself going on, especially if I was getting stuck so early on. But yeah, great controls, great style, great boy made of meat. Eat it up, you masochistic fanatics.

Resident Evil: Revelations is portable horror and so not for me

I’m attracted to horror games from a distance. Truly, I am. I just don’t enjoy playing them, and this is pretty evident with the fact that Silent Hill 2 still remains unfinished despite Tara keeping me company through all the fog and static-laden radio noises and creepy monsters that want to spray me with their evil juices. I love the atmosphere and story and crazy enemy designs in horror games, but I just can’t handle the packed-in stress, the long stretches that build between scare A and scare B, the way tiny sounds like turning a doorknob are deafening and that general feeling of utter helplessness.

Also, a quick gander at my backlog confirms a solid lack of horror videogames. Yes, there’s BioShock, which I played and completed, but struggled with for awhile, often just standing still for long periods of time thanks to a “turn invisible when not moving” Plasmid and listening to my surroundings. I’ve dipped my toes into the terrifying pools called Penumbra: Overture and Amnesia: The Dark Descent, but have no desire to go swimming. And in my younger years, yes, I played a few Resident Evil games, but those were social affairs, adventures that my best friend and I would go on together, with chips and drinks and puppy dogs at our sides to make the real world as safe as possible in lieu of the dangerous digital version; the vivid memory of a licker bursting threw a one-sided mirror still makes me tense up.

That said, after a busy day of drawing journal comics every hour on the hour, I downloaded the demo for Resident Evil: Revelations on my 3DS–yes, the system now supports demos; praise be to the Maker, it must be the year 2012–and give it a whirl. To clarify, the last Resident Evil game I played with passion and purpose was probably Resident Evil 2 though I did try a demo for Resident Evil 5, which was lame.

Firstly, this is a gorgeous-looking game. The graphics definitely show off what the 3DS can handle, and the 3D slider flicked slightly up creates a fantastic look, really drawing me in, as if I’m walking right behind Jill as she badly shoots zombies on a haunted cruiser ship. Well, no. Not zombies. Scary, mutated monsters. Secondly, without that crazy Circle Pro Pad attachment, this game controls horribly, especially during the moments when quick, precise turning is needed. You know, like when a monster is trying to eat your face off. See, without a second circle analog pad, you both move Jill and move the camera at the same time with the one circle pad you got. It’s horrible; I’d switch over to first-person shooting mode to pop a monster in the middle of its temple only to have my aim swirling around out of control. Thirdly–and lastly–this game can manage scares just fine. You’d think, being on a brightly teal-colored handheld device, which has a number of lights on at any given time, it wouldn’t be able to create such an atmosphere, but it does. One monster jumped down from the ceiling, and I emitted a sound. I will not describe it.

And then I ran out of ammo. And then I died in a foggy room filled with scary things. I exited out of the demo and saw that I now have 29 more chances to get scared. No thanks. But I can see why many would like Resident Evil: Revelations: high production values, quality scares, beautiful graphics, and an actual story to follow. Alas, this type of game is still not for me even when playing safely under the blankets with warmth, cats, and a wife to keep me safe. Oh well. Good thing for demos.

Achievements of the Week – The Krogan Takes Up Arms and Says Tank You Very Much Edition

How is it Friday already again? Wasn’t it just Friday this last Friday? Y’know, one Friday ago? Ugh. These weeks are blurring by, and it’s probably because I have so much to do. And I’m not referencing videogames here. I have real life stuff, car stuff, and preparations for MegaCon piling up. So I’m keeping this update here real short.

Let’s begin.

From Saints Row: The Third…


Tank You Very Much (20G): Completed all instances of Tank Mayhem.

Just completed another activity in Saints Row: The Third, which involved spamming the “shoot missiles” button and driving forward, and you can see which ones were my favorite right over here.

From The Elder Scrolls V: Skyrim…


Take Up Arms (10G): Join the Companions

Got bored doing the ol’ back and forth stuff for the Thieves Guild so I decided it was high time I joined a new guild and became the best of the best there. Getting into the Companions is relatively tame; you speak to their leader, who has you duel with a subordinate–the fight was over with one swipe of my Nightingale Blade–and then that guy gives you a sword to take to a smith at the Skyforge. Return back and poof, you’re in. Now what?

From Mass Effect 2…


Technician (15G): Obtain 10 technology upgrades


The Krogan (10G): Successfully recruit the krogan

I popped Mass Effect 2 back in last night and couldn’t remember what exactly I was suppose to do. I was inside the Citadel, but that was it. I walked around for a bit, chatting with locals, doing an endorsement for a weapons shop, eventually making my way to a meeting with the Council. After that, I skipped around the galaxy map, landing on the first planet I came across that had the “land” option. Turns out, this place was where I’d be able to recruit a new member for my team. Sah-weet. Good times, even if my Shephard did a not-so-nice thing to a krogan back in Mass Effect.

Okay, that’s it. My goal this weekend is to do a ton of comics work and not watch the Super Bowl as I just don’t care, so there might not be much gaming. Eh, I always say that, and there’s always some gaming. Especially now that I want to go on my next recruiting mission in Mass Effect 2 even though I have no idea who to go after next. Must ponder some more.

How have y’all been doing Achievements-wise? Speak up in the comments below. Go ahead. It doesn’t cost a dime.

 

Daggerdale, quest progression, and respawning barrels

I couldn’t really think of a zippy title for today’s post so instead I just listed what I was specifically going to talk about in relation to Dungeons & Dragons: Daggerdale: quest progression and respawning barrels. One’s more of a problem than the other, but both stick out enough that they get me all grumbly inside, and thus, I’m writing these words in the early hours of the morning.

To start, I’m still on the first main chapter of Daggerdale, where the quest “Rift in the Ruins” asks that my hero, the ever stoic halfling wizard Wiltirn Soldshort (see the 7:45 PM comic for a real zinger from Tara), goes out deeper into the cavern-like dungeon and destroy eight goblin mine shafts. Not a terribly challenging task, but the snag I kept running into was that I would play Daggerdale on my lunch-break, get two or three mine shafts destroyed, and have to stop due to being needed back at work. Naturally, I saved my progress and shut the game off. Upon reloading my save slot later, I had to start the entire quest over from the very beginning. Grrr. Yet, seemingly, everything else saved, such as my character’s level experience, new equipment, gold, skill upgrades, and so on. Just not whatever you’ve done in the current quest. This has happened twice now. So yesterday I made sure to schedule enough time to complete the quest fully so I wouldn’t have to mindlessly murder oodles of goblins yet again.

Moving on…barrels. Daggerdale has them in droves, and they are just asking for you to smash them into bits. Sometimes they contain a healing potion, and sometimes they contain nothing at all. Most of the time they drop a pinch of gold. That’s all well and good until you discover that those numerous barrels you destroyed in the entirety of the underground dwarven city-state of Mumblehall all respawn whenever there’s a cutscene or loading screen or any kind of smallish transition. And, having videogame OCD, I then have to go back around, slashing and stabbing, until all barrels everywhere have spilled their literal guts. It’s sickening and funny and I guess a means to filling up my pouch with gold, but it really doesn’t make that much sense.

It’s an okay hack-and-slash dungeon crawler. The loot is good, but not as interesting as it was in Torchlight, and the action is less chaotic. Maybe that’s a good thing. Going solo as a halfling wizard was probably not the best idea, as my dude gets pounded on constantly when he can’t keep swarms at bay, but whatever. I am a stubborn hobbit in real life, and so it is. I’ll keep going at it for a little longer, especially now that I know a quest needs to be fully completed before I save and shut down for the night. That part was a total mindmess as I kept second-guessing myself, believing that I wasn’t using the save button properly. Nope. That was just Daggerdale, missing its saving throw.

::cymbal hit::

Thank you, thank you!

Dungeons of Dredmor hides its death behind doors

A new type of article is slowly going to be popping up over at The First Hour, and it’s called Indie Impression. I’m sleepy and still need way more coffee in me, so instead of describing it in my own words, I’ll just use Greg Noe’s:

Welcome to Indie Impression, a brand new type of article for 2012. As the name implies, these articles will be impressions on some of the numerous indie games that have been rapidly appearing recently. We here have built ourselves very large collections through cheap package deals via Steam, Humble Bundle, Indie Royale, and more. Some have amazing production values, some don’t. Some are incredibly fun, some aren’t. But without question, these indie games generally offer creativity vastly beyond anything you’ll find in mainstream gaming and will likely be the main driver behind industry innovation for a long time.

And as our indie backlogs have grown exponentially, we’ve decided to start sorting through our games and trying them out to get a good impression of each. To add credibility to our impressions, we will try to have at least two people play each game until they feel they have a solid, concrete opinion for writing. Impressions may be from ten minutes of gaming to ten hours, but in this case, we feel like it’s important enough to have multiple strong opinions on each game. With that out of the way, let’s continue to our very first candidate, Dungeons of Dredmor.

Basically, all those countless indie games we’ve been acquiring over the years are going to get some coverage, but not simply first hour reviews. Quicker coverage. A lump sum of impressions and thoughts. Fine by me, as I’ve struggled lately to sit down and take notes for an hour as I play new games. This was more off-the-cuff writing, which is to my liking.

However, I was saddened to discover that, upon the purchase of the indie bundle that contained Dungeons of Dredmor, I was unable to play it on my flailing Macbook. I recently blew my Christmas bonus (keep it clean, kids) on a new Windows-based laptop, and can now run a ton of games I once could not. It’s exhilarating and also kind of funny to watch me get excited over the fact that I now have a computer that can run Diablo II at a decent clip. Yeah. Which is good, because if I’m going to play a dungeon-crawler, I’m probably gonna play one that doesn’t kill me immediately after I go through a door.

Just read my impressions on Dungeons of Dredmor.

It’s been suggested that I give the tutorial a spin, which I might…but not in the near future. I can see why many like this type of masochistic RPGing, but it’s not clicking with me.

Games Completed in 2011, #38 – Half-Life 2: Episode One

Much to my disliking, I was unable to finish Half-Life 2 due to an annoying switch glitch, and had to move on to the next adventure in the series in a non-traditional manner, with large gaps jumped and story bits left behind. Upon starting Half-Life 2: Episode One, I was pretty confused plot-wise and spent the first hour or so trying to piece everything back together, much like Gordon and Alyx were doing in-game.

However, I think that was my favorite aspect of this bite-sized experience. Not that it was straighter, stronger, and had less driving sequences, but that it paired Gordon and Alyx together for nearly the whole time, and she’s one of the better AI companions I’ve had the pleasure of working with. Her dialogue is believable and delivered emotionally, and it made going forward a less lonesome affair. Plus, y’know…appropriately punny jokes. A digital woman after my own heart. Gameplay still involves shooting enemies until they fall down and solving some light puzzles, mostly involving the Gravity Gun. It’s all very polished, much like in the former Half-Life 2, but just condensed into a nicer-sized package, perfect for running through in a single afternoon.

I think it took me about four hours to complete Half-Life 2: Episode One, and those four hours were amazingly strong, save for a tiring elevator sequence that saw me trying and trying and trying over again to not let falling debris crush Alyx and Gordon to death. Eventually I solved it, but man–it took a handful of attempts. Otherwise, it’s generally clear where to go and what to do next, something I’ve struggled with in Valve’s games up to this point.

At some point, I’ll give Half-Life 2: Episode Two a spin. And maybe even see if I can get past that broken switch in the larger, original game. Maybe. I dunno. I really don’t want to play the majority of that game again, naming the driving sequences and shooting down those attack choppers. Seeing as the Internet is constantly salivating over any and every slip about Half-Life 2: Episode Three/Half-Life 3, of which are constantly turning out to be red herrings, I’m in no rush.

Also, this is the final videogame I completed in 2011, bringing the total number to thirty-eight. Not too shabby, I guess.

Activities from Saints Row: The Third in order of fun

Last night, as I continued to chip away at slowly conquering all of Steelport in Saints Row: The Third, as well as earn that Achievement for playing for at least thirty hours, I finished off another activity fully, earning this little prize with a funny name:


Porkchop Sandwiches (20G): Completed all instances of Trail Blazing.

At around 83% completion and a logged 23 hours, I’ve now done all instances of three activities: Guardian Angel, Professor Genki’s Super Ethical Reality Climax, and Trail Blazing. The first one is completed by just playing the story as there is only two instances of it, and the other two had six instances each, but were ones that I actually enjoyed playing, meaning I sought them out. The other seven activities are…eh, not terribly entertaining. And some are just downright difficult, and it’s always frustrating to get to the very end of an activity and fail by some small mistake.

And so, because I’m in the mood for a list, here’s what I think are the best activities in Saints Row: The Third, from most fun to least fun:

  • Professor Genki’s Super Ethical Reality Climax – It’s a gameshow, wherein you run around, shot mascots, and dodge fire/shock traps. When you’ve earned enough points, the exit opens up. It’s quick, tense, and padded with colorful commentary.
  • Trail Blazing – Riding around on a deadly quad, hitting checkpoints, as well as innocent civilians and vehicles for bonus time. When stuff starts exploding, it’s just pure chaos.
  • Mayhem – You get a time limit and a bunch of deadly toys to hit a threshold of damage points. I’ve tried this one instance of it over and over, but I keep dying at the very end. Me thinks I need to wait until I have unlocked the “take no damage” perks.
  • Tank Mayhem – Like Mayhem, but you’re in a tank. One might think this would be more fun than generic mayhem, but it’s just way too easy to rack up points in a tank. You don’t even have to look at the screen to win.
  • Guardian Angel – Watching over a friend with either a sniper rifle or rocket launcher. I’m not the best sniper that ever sniped so this wasn’t a stellar session.
  • Escort – This comes in two forms: tiger and non-tiger. You basically have to drive someone or some animal around, keeping them calm while every car tries to sideswipe you.
  • Snatch – Rescuing hookers. I couldn’t figure out how to get them to get into my car. They just stood there.
  • Trafficking – You ride around as the passenger as your ally drives to and fro to take care of some business. Just protect them for as long as you can. Need “unlimited ammo” and “instant reload” perks to make this much easier.
  • Heli Assault – Helicopter controls are the worst. It’s like controlling a balloon of swooshing water. I hate it, and end up hitting my homie’s car more often than not with tossed rockets.
  • Insurance Fraud – Throw yourself into traffic and earn points by bouncing off cars. It’d be nice if there was actually traffic to throw yourself into, but every time I get to a “hot spot” it is devoid of automotive life. Meh.

I think  my next sit-down with Saints Row: The Third will be spent on getting the remainder of the collectibles–there’s like 10 left–and wiping out some more gangs. Eventually, I’ll get back to these activities. Yes, even the non-fun ones. It’s the completionist in me. At least this is all helping me get closer to the 30 hours Achievement. See, the silver lining. Sigh.

Playing the Ludum Dare 22 Winners, #5 – Stray Whisker

I don’t think Stray Whisker would’ve been as effective if it wasn’t for the fact that, just three weeks ago, Tara and I got two cats. Their names are Timmy and Pixie, and they are having a good time exploring and owning all the space within Grimmauld Place. I love them except when they vomit, poop, or put their smelly butt in my face when I’m trying to sleep. Conversely, I think they now love us, and I can say with confidence that one cat in particular–Ser Timmy of the Toylands–would go on a journey to find us if we ever abandoned him alone in the urban wilderness.

It’s a quiet game about just that though. A woman in pink leaves her kitty cat in a nondescript section of outside and just walks away. Maybe she can’t afford the cat anymore or doesn’t have room in the house with a new baby on the way or the cat threw up on her favorite pair of heels. We don’t know. We just know that, as the cat, we must get back to her. We must nuzzle her leg and be the greatest purr machine that ever purred. We must.

Gameplay is simple as it’s all controlled by the arrow keys. Left and right make the cat go left and right, respectively, and up gets it to jump. You can jump on to ledges and knock down pots in typical cat-like ways You are always moving right, and eventually you meet other cats and a not-so-friendly dog, but eventually you’ll find your master’s home, with your master at home upstairs. I got stuck here initially as I thought I was supposed to lead all the other strays back to the house with me, but that wasn’t it. Just had to climb into the house through the top window. Love achieved!

One moment in particular reminded me of Limbo, where you reach a new screen, get the quickest glimpse of your sister/owner at the edge of the opposite side, and do everything you can to reach her. It’s small, but effective, and made the reunion of cat and owner all the more precious. Also, kudos to Andrew Sum for the solid animation work. That cat’s tail is pretty authentic.

Total play time is under five minutes, unless that red ball really becomes a distraction. Get to it, cat fans.