30 Days of Gaming, #27 – Most epic scene ever

Hey, remember this meme? Me too. Actually, I did forget about it for a bit, seeing as the last update to it was way back in early August 2011. My bad. I can’t wait to count up how long it’s taken me to blog about 30 days’ worth of topics. Probably in the triple digits by now. Grinding Down has truly earned its namesake. To be honest, these last few topics are a bit of a struggle, all of them seemingly heavy-hitters in terms of constant forum topics and debates. Hopefully I can do them justice, but truthfully–I’m a little worried about my choices.

This is Super Metroid‘s second time appearing in the 30 Days of Gaming meme. The first was for the topic of “a game I’ve played more than five times,” which you can read about by clicking this clickity part.

To start, the last Metroid is in captivity, the galaxy is at peace. Until it’s not. Super Metroid begins by tilting this utopian idea on its side, with the Metroid larvae Samus brought to the Ceres Space Colony for researching being stolen by her nemesis Ridley. As she hurries back, she finds all the scientists dead. And she’ll be soon too if she doesn’t escape before the planet explodes. Narrowly missing the chance to become space particles, Samus then tracks Ridley to the planet Zebes. Ridley is the second-to-last boss, and despite his involvement in this whole mess, he’s not the show-stealer. No, not by a mile. Leave that honor to Mother Brain.

Good job, bounty hunter. You’ve made it to Tourian. This is Mother Brain’s base of operations, and it’s been relocated and rebuilt. Tread carefully. As you make your way closer to the end, you’ll pass former victims of the life-sucking Metroids; they crumble and turn to dust as Samus hurries past, a haunting image. But that’s only the beginning. You find Mother Brain, all encased and hooked up to too many tubes, just like in Metroid, and you blow her to bits, watching with glee as the machinery around her explodes and drops her to the floor, defeated, nothing more than a brain without a body. And then she gets up.

Clearly, it makes no sense how a pinkish lump of brainstuffs is able to grow out an entire dinosaur-like body like that, but it took me by surprise the first time nonetheless. I remember my own brain squirming in my skull, trying to find its own “grow a T-Rex body” switch and make sure it was set to OFF. Frightened, you launch every single rocket and super missile you have in your arsenal, relentless in your attack. And Samus is putting up quite a fight, dodging mouth-fire and bombs–but then Mother Brain hits her with an eye beam of stunning. Down she goes, forced to endure Mother Brain’s attacks as her health depletes block by block. It’s frustrating and heartbreaking to witness. Just before the end, when all seems hopeless and the final attack is being charged up, a Metroid swoops in to save Samus, sucking the life from Mother Brain. The Metroid then transfers her energy and powers to Samus, sacrificing herself in the cause. The remainder of the battle is a snap thanks to a kickass supercharged beam shot, and Mother Brain’s brain is disintegrating before you know it. No time to celebrate though; you have three minutes exactly to escape the planet before all is blown to bits.

What I love about this scene is how unexpected–and unpredicted–the Metroid’s saving swoop-in is. There’s no pausing, no jarring cutscene, no weird sounds like you’d get on a PlayStation when a FMV was readying to load; it’s all one fluid moment, filled with fluid movement, and the scene is nearly impossible to not watch. I remember thinking my controller was broken when I couldn’t get Samus to move after Mother Brain’s stun beam, and that sadness quickly turned to elation when I saw who had Samus’ back. One can only assume that this was the Metroid she had originally brought to the Ceres Space Colony.

This scene still resonates with me today, some fifteen-plus years later. That’s epic enough for me.

Two couriers to finally meet in Lonesome Road DLC

Are those…reskinned Trogs decorated with Christmas lights? Well, we’ll find out soon enough, as Lonesome Road, the final story-related DLC for Fallout: New Vegas, releases simultaneously on all platforms on September 20, 2011. This one has been building for quite some time now, with references to the original Courier that opted out of the Platinum Chip job appearing in the main game and then getting some more hints in Dead Money. The previous DLC, Old World Blues, also revealed more about Ulysses and was the best package yet, with amazing characters, hilarious dialogue, and a lot of neat weapons…hopefully this last hurrah can be even better.

Some leaked Achievements for Lonesome Road hint at the possibility of letting players–for the first time–bring companions with them, namely ED-E. If so, f*ck yes! If not, f*ck off. Curious to see how that works.

That said, check out the new trailer:

No sneaking past those boss fights in Deus Ex: Human Revolution

From the very beginning of Deus Ex: Human Revolution, I neglected all lethal weapons. Sneered at them, in fact, as I crept on by. A tranquilizer rifle and close-quarters takedowns were my tools of destruction. And, if need be, a flash grenade to confuse and create chaos. Surely those guards that I knocked unconscious were a bit confused to find their shotguns and deadly assault rifles still by their sides when they came to, but that’s just how my Jensen rolls: secretively, silently, stealthy.

Unfortunately, you can’t sneak past everyone. Specifically, the game’s bosses, and the first one, Lawrence Barrett, that meathead with a machine gun for a hand, has proved extremely troublesome so far. Upon entering the door that starts the fight, I realized that my wholehearted dismissal of all lethal weapons was going to hurt me here. Hurt me hard. I tried hitting Barrett with a few tranq darts as he blew my cover to shreds. Nothing happened, and by that I mean he came up, grabbed Jensen, and punched half his health away. A few more shots later, and I was reloading my latest save. Which, sadly, is right before I go through the door that starts the boss fight. Sigh…

If I run over to the left, in a small side room is a pistol and some bullets. However, before I can pick it up, I need to rearrange my inventory to make room for such a murderous entity. And then comes the arduous task of trying to shoot somebody, with a gun made for shooting on repeat; see, with the tranq rifle, it was pop out, fire, pop back into hiding spot, wait for body to drop. That strategy doesn’t work here. Barrett has to reload his machine gun-hand thing, giving you precious seconds to either fire or move to safer cover. Staying in that room for too long isn’t wise as he eventually begins tossing grenades your way.

I’ve tried beating him now three times with no luck. Contemplating backtracking far enough to maybe pick up a better weapon. Or maybe giving up my dream of being a sneaky Jensen, restarting the game, and putting all my Praxis points into combat skills instead of hacking skills. That would be lame, but if I can’t get past Barrett soon, it’s my only option.

If the developers wanted this to be the next Metal Gear Solid 3: Snake Eater, maybe they should have played that game and saw how awesome boss battles should be crafted. Specifically, The End. One day I’ll talk about how I tackled that fight. One day.

Remember, Deus Ex: Human Revolution is a game that lets you play any way you like, except when it’s time to take down some cheesy super soldiers.

Mafia II is all about the money

I understand the concept of money as a motivator. It’s what fuels a majority of life, from food to gas to bills to pleasure. You can buy everything but love with it, if songs are to be trusted. But for me, within the context of videogames, it’s not enough to warrant doing horrible, atrocious acts of violence. I mean, it’s not like real money is being printed out of the Xbox 360’s disc tray; this is digital money to purchase digital things, and while I don’t mind doing miscellaneous tasks like writing fake blog posts or trimming Tara‘s bush in The Sims Social for some Simoleons, stealing cars and murdering those in wrong place at the wrong time for, um, $300 is not what I’d call justifiable. Unfortunately, all Mafia II has as a motivator is money.

Vito Scalleta is a war hero–that’s according to his childhood friend Joe, a crook and crooked man that eventually gets our young leading lad mixed up with the mafia. It starts out innocently enough, with Vito returning from World War II to snow and Christmas songs and the bad news that his sister and mother are still trying to pay off his father’s debt. Vito immediately wants to help, which shows off his good quality, but he’s willing to simply murder men trying to stop him from carjacking their ride, which shows off his videogamey quality.

I’ve only completed chapters one, two, and three so far, having started chapter four at this point. Vito is now tasked with sneaking into an office building and stealing gas stamps, and he’ll be rewarded better if he goes undetected. My kind of mission actually despite all my latest stealth failings with Deus Ex: Human Revolution. However, those first two chapters did not leave me excited about how Vito will grow as a character; basically, at this point, I’m writing him off as yet another Niko; oh hey, look at that, their names are similar too.

In chapter three, after meeting with the man that Vito’s father owes a ton of money, Vito was given the job to move some crates on to the back of a truck. For $10, which, I dunno, in the late 1940s, could probably get you a lot of thingies. Bread, milk, a porno mag. You go up to the crates, press X to pick one up, walk it over to the truck, press X to put it down, and repeat the process all over again. Mundane, but that’s how a lot of grunt work is, and while there were probably something like 4o to 50 crates, I was willing to carry them all back and forth because a job is a job, and I’ve always done whatever job I’ve been given. Vito, however, was not having it, complaining with each crate until he simply refused to carry any more; I was given the false decision to leave when he’d had enough, and with nothing else to do, I had to play into the role of Vito, who was not interested in doing what he dubbed “slave labor” for a measly $10. For shame, man. However, beating the crap out of warehouse employees not willing to chip in for a mandatory haircut collection is more wholesome work, mostly because it pays better. Sigh…

Fantastic tunes on the radio though. More games need this much Dean Martin love. And there’s a great attention to detail here, with the city looking very much alive, just like L.A. Noire. But at least that game had a likable main character, one with a soul, as flawed as it became. Here, with have Vito, who will do anything it takes to make money. Again, these sorts of people do exist, but they aren’t fun to roleplay as there is only one path to follow. Heed the words of Benjamin Franklin: “Money has never made man happy, nor will it, there is nothing in its nature to produce happiness. The more of it one has the more one wants.”

FIRST HOUR REVIEW – Deus Ex: Human Revolution

A little later on this than I hoped to be, but my coverage of Deus Ex: Human Revolution‘s first hour is now yours for the reading over at The First Hour. Either click the previous sentence or the image above to get there. Go ahead. I’d rather you read my article than the toss-able two paragraphs below.

I struggled–and am still struggling–with the game’s difficulty, even on that middle difficulty choice, which I guess some folks would call “normal.” A lot has to do with the in-game radar and how troublesome it is to walk creep the stealthy route. I have to imagine that going into a room and popping everyone in the head with a pistol shot before an alarm can be sounded would make things a lot easier…but that’s not how I like to play. Hopefully I get better as the game goes on and Jensen gets crazily customized, but I’m not holding my breath. Currently stuck on the very first boss battle, which I’ll save all ranting about for another post.

But yeah, Deus Ex: Human Revolution‘s opening sixty minutes. I died five times. Top that!

A young boy, a forest, and a hero’s adventure

Adventures are the foundation of RPGs, the stuff to build upon and keep everything standing mighty and tall, especially those romps from fonder times when graphics alone could not carry a game. Think about titles like Chrono Trigger, Grandia, Mother, Secret of Evermore, and Breath of Fire II. Any similarities? All open up with a young boy off on an adventure, his parents strangely indifferent to such careless actions, wishing him all the best, but to be careful. Same thing goes with Hero’s Adventure.

Created by Terry Cavanagh of VVVVVV fame, Hero’s Adventure is actually not an adventure at all, especially one starring a hero of some sort. Instead, it’s about a boy who goes off into the shadowy forest, returning home after a hard day’s work. What happens in those woods, stays in those woods…but you can find out by playing the game itself. It’s about a minute long, cynical, and disturbing, with evocative music and really fast battles that, upon popping up, initially scared the crud out of me.

This is the second indie game I’ve played as of late that is short and sweet, but manages to leave a strong impact regardless. The other game was BATHOS, a neat little thing created in a single weekend. I highly recommend y’all checking both out; I know you have the minutes to spare.

Link’s first outing in The Legend of Zelda is full of hard times

My first experience with The Legend of Zelda series was on the SNES in 1993 with The Legend of Zelda: A Link to the Past. In that one, Link, a young boy, awakes from sleep, contacted telepathically by a kidnapped princess named Zelda. He then to journeys through a rainstorm and into secret pits next to the castle’s walls to rescue her, eventually trying to track down the Master Sword. It’s a fantastic journey, full of surprises and a killer soundtrack. I’m fine with this being my first taste, genuinely pleased to have such a perfect game start it all. It’s like if the first piece of bacon you ever had was wrapped around succulent lobster and personally served to you by Gordon Ramsay while high as a kite. No bacon could ever beat that bacon.

And so, with the 3DS Ambassador program that gave us early adopters 10 free NES games, I was looking forward to experiencing where it all truly began, back with The Legend of Zelda, no freaking subtitle needed. Little did I expect it to be so…difficult. It’s a challenging game. It’s hard because you only have three hearts to start out with, and each screen you encounter is filled with enemies, the worst being those sandbugs that burrow beneath Link’s feet, surfacing the moment he walks over them. It’s hard because it is unclear where Link should go first, often wasting time exploring the overworld and losing precious hearts. It’s hard because you only have a sword starting out, and to kill enemies you have to get right next to them (unless at full health when you can fire a projectile from the sword), a risk in that if you miss and they move a fraction closer, Link loses some health. And then there’s the dungeons. Fear Wizzrobes (blue and red) and Wall Masters.

Heck, even series producer Eiji Aonuma has never completed it. Yeah, that’s kind of crazy.

At least dying doesn’t truly restart you from square one. Instead, you revive back at that initial overworld screen, that one we’ve all seen time after time after time, with all of your items still in your inventory. Well, I think you lose your dungeon keys though. Can’t confirm that. And so back into the wild Link and I go, nervous yet aware, trying to find some kind of clue as to what’s really going on, and hoping we can at least make it into a dungeon with full health and a couple of bombs…

Hi, my name is Paul, and I’m a spoiled sneaker

I’ve been spoiled when it comes to sneaking. My latest sleuthing through future Detroit in Deus Ex: Human Revolution has definitely proved this. Mostly because I keep getting spotted by enemy units.

In Metal Gear Solid, Solid Snake had his Soliton radar at his disposal, right from the word hide. This showed enemy positions and vision cones, as well as outlines of boxes or trucks or barriers; it only became unusable during alert, evasion, and jamming phases, but otherwise, it was a great way to know who was where and how to get around them, either by crawling on the floor or making one’s way under a table.

In Assassin’s Creed: Brotherhood, we have a similar radar, now circular and in the lower right-hand corner of the screen, but serving the same purpose. Sometimes it can get cluttered with a hundred and five icon markers, but otherwise, it has enemies in red and shows them clearly coming after/looking for you. Oh look, a hiding spot there, there, and there. Sneaking made simple. Thanks, handy radar!

In Grinding Down fav The Saboteur, we have another circular radar, now in the lower left-hand corner, with red dots for Nazi soldiers. You couldn’t really assess their walking patterns, but you could see just how many threats were in a size-able area stretching several buildings and streets, and that was pretty vital when trying to breach an occupied location.

In Fallout 3 and Fallout: New Vegas, if you kept crouched and remained in the shadows, you could totally skirt detection. There were also some handy items like Stealth Boys and armor like the Chinese stealth armor, also known as the Hēi Guǐ, which basically guaranteed safety through patrolled sections. Increasing your Perception skill and having ED-E by your side would help detect enemies at greater distances, making it all the more easy to avoid ’em to begin with, especially Deathclaws and Cazadors.

However, in Deus Ex: Human Revolution, if Adam Jensen really wants to know where his enemies are and how far they can see and where they are looking and what their walking patterns are…well, we have too purchase it through an augmentation upgrade, and even then, it takes a few Praxis points to get things back to what I’ve come to know and expect in a radar. See, totally spoiled. Right now, I just unlocked the “cones of vision” augmentation, which helps a wee bit, but not enough to make me a true futuristic ninja. I am constantly getting spotted. All I have is a radar of dots, a handful of specks that do not make sense to me. To better hide, I need to fully upgrade three augmentations:

  • Radar System: Track enemy and friendly troops, turrets, cameras, and robots.
  • Infolink: Communicate discretely on the battlefield.
  • Stealth Enhancer: Provides stealth-related information and allows Jensen to mark and track enemies.

Yeah, too bad I didn’t understand this from the get-go, and I spent some points elsewhere, slowing true ninja progression to a crawl. Naturally, I’m trying to go through all of Deus Ex: Human Revolution in a kind and caring way, not killing a single soul (though from what I’ve read, boss battles have to end in death, mine or theirs), and so sneaking through enemy-infested buildings is my main path, but it’s hard when one has run out of tranq darts and keeps getting spotted by a guy halfway across the room, a dot that did not even pop up yet on Jensen’s radar. Hopefully things get easier with upgrades, but who knows if the game’s even sneakable for much longer.

If only I hadn’t been so coddled over the years…

World will end in seven days so let’s listen to Atsurou and Yuzu talk about it

So far, after two hours and some change, I’ve listened way more than I’ve played in Shin Megami Tensei: Devil Summoner Overclocked. Normally, that wouldn’t be a problem, as I enjoy talky games and there’s some good writing here and occasionally good voicework, but the first real battle you get to openly involve yourself in is so hideously unbalanced that it nearly ruins everything building up to it. First, some backstory.

Without warning, demons start showing up in and around modern day Tokyo. The three main teenage characters, Atsurou Kihara, Yuzu Tanikawa, and our nameless hero who I dubbed P-San, all come to obtain mysterious Communication Player devices, called COMPs, which also look strikingly similar to Nintendo DS Lites. These little portable bits of wonder allow them to interact with the demons–fighting, contracting, or buying them from an auction–as well as visually see how long people have left to live. This is represented as a number over there heads, indicating their days remaining. Creepy. And a bit like the severely under-appreciated Jackson flick The Frighteners.

Right. So, this trio learns about an incoming demon invasion and the fact that they have zeroes above their heads–which, if you’ve been paying attention, means they are gonna bite it real soon–and…well, they talk a lot. Mull things over. It is a JRPG after all; am I right? The original DS version did not have full voice-acting, but here on the 3DS, it does, and it is used fully. Granted, it does help with immersion, as well as remind me why I can’t stand a lot of anime these days (whiny voices). Peppered around these lengthy cutscenes are a couple of tutorial battles; here, we learn how to move around the grid, battle, earn Mecca (?), and strengthen our teams. All well and good. Easy to understand. Strong pacing.

And then we get to a part where we can “free battle” until our hearts content or continue the story, which results in a main story battle unlike any of the tutorials prior. Here, a solid six or seven monsters swarm our reluctant trio, ganging up on a single character until they are merely folded bits of flesh and fluid on the sidewalk. The minute one character and his or her team falls, the others go quickly after. I’ve popped the FATAL KERNEL ERROR screen twice now. Looks like the free battle option is there for players to grind on until we can at least put up a decent fight.

I guess I’m just confused as to why. Why such a tough battle after so few chances to fight other monsters and enhance our teams? Why so many demons at once? Why the gang up mentality too?

I dunno. Maybe I’m just atrocious at strategy-based RPGs. I never did get to grind my skills early on with revered titles like Final Fantasy Tactics or Tactics Ogre. Maybe that’s it. Or maybe Shin Megami Tensei: Devil Summoner Overclocked is broken, unbalanced, and I’ll never get to know what happens to the world when time runs out.

Achievements of the Week – The Zippily Squat Edition

As predicted during last week’s Achievements of the Week, I did not get to play any Xbox 360 this week. Strangely, it was not just due to not getting Internet set up in our new home, but more of the blame goes to Hurricane Irene, who flooded our basement and restricted us from having power restored. Meaning we couldn’t live in our new home unless we liked staring at the walls and sitting in the dark and drinking lukewarm water. Even today, nearly a week later, power has yet to come back to Grimmauld Place, and that makes me sad, frustrated, and a host of other adjectives that I will refrain from spewing on Grinding Down. Especially considering that there’s an untouched copy of Deus Ex: Human Revolution in my messenger’s bag just begging to get some attention. Soon, my dearie. Soon…

I guess I did unknowingly unlock this little zinger:


Hurricane’s a Big Ol’ Pain (0G): Survived Hurricane Irene in 2011, but had to live without your Xbox 360 for like a week straight.

It’s something. Next week’s edition should hopefully feature a ton of cyberpunk-themed Achievements. If not, I’m blowing up the universe. If I can’t have power, none of y’all can.

What have you guys and girls unlocked during these past seven days? Speak up in the comments section below!