2018 Game Review Haiku, #24 – The Flood

Find serenity
Amidst destruction, simply
Enjoy the journey

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Dice manipulation is the key to One Deck Dungeon’s door

After a handful of attempts, I’ve still not beaten any final boss in One Deck Dungeon, though I got somewhat close against the dragon, better than my time with the yeti, and I’m perfectly okay with that. Each run is completely different and randomized, and luck definitely plays a major factor into how things go, especially when you consider this is a game of mostly dice rolls, and I’m sure I’ll see a flawless run eventually. Until then, I’ll keep kicking open doors, dodging traps and slaying monsters with as much skill as my character sheet allows, trying hard to save all my health potion cubes for the final encounter.

As you’ll recall from my last board game-related post on Friday, I’m getting into solo tabletop gaming. Eventually, I’ll have a post about Fallout: The Board Game, but this is not that post. This one is about One Deck Dungeon, an aptly named roguelike card game, wherein you dive deep into a dungeon for treasures and special skills and build your character up along the way. It’s at times similar to Dungeon Roll and far from it, offering a lot more adventure-affecting decisions each turn. The deck consists of your standard D&D-esque enemies to fight, such as a glooping ooze and a skeleton knight, as well as perils like a spiked pit and boulders, and the character classes don’t stray too far from the traditional, featuring warriors, clerics, and rogues.

Each door card, when flipped over, represents an obstacle to overcome, as well as the potential rewards for doing so. Each turn, after burning a few cards from the dungeon deck to the discard pile, which represents “time” spent, you can reveal what’s behind a locked door and take it on if your heart desires. If you defeat the card, meaning you are still alive and in one piece after all the effects are suffered, you can claim it as one of several things: experience points, an item, a skill, or a new potion type. Each of these affects your character in a specific way, and your current level card determines how many of each you can use at once. For instance, when playing solo and at level 1, you can have one item and two skills. You then tuck the card under the appropriate side of your character card to show off its benefits, such as an extra die to roll or new skill to use in battle. Identifying a new potion not only nets you more options, but also a free potion cube to boot.

Things I’m really liking a whole bunch about One Deck Dungeon are as follows. For one, all the character portraits are women and not sexualized, which is really nice to see in this field where bikini chainmail and mega-muscular dudes run rampant. Layering cards beneath the character sheet and watching the stats and abilities list grow is surprisingly effective and pleasing, reminding me a bit of how Gloom cards went on top of each other, as well as Munchkin weapons and armor sets. Lastly, the manipulation of dice–while at times it can feel somewhat like cheating–is where the most fun shows up, especially as you get more options for re-rolling numbers or exchanging them for other colored dice. Starting off an encounter with a terrible roll and a bunch of ones and walking away from it untouched after covering up every square is an extremely good feeling.

Sometimes there can be a lot of elements to be aware of, and the fights can become overwhelming. For instance, you have to remember that spots on encounter cards with a green shield must be covered first before any others, and the dungeon card has its own spots and effects to be aware of, like discarding all ones rolled each fight or spending extra time to use skills. You must also keep track of the enemy or encounter’s special text, as well as your own skills, and I started using extra white potion cubes as markers for when I used a skill so I wouldn’t accidentally use it twice and therefore cheat my way to victory. Occasionally, I’d goof hard and really want to walk back my actions, but it was almost impossible to remember what dice got traded in and what was originally rolled. Also, as mentioned at the top, the boss fights are pretty tough, and I don’t yet know if I’m the problem–remember, I still haven’t gotten past the pirates in Friday–or if they have been designed to be ultra punishing.

There’s a standalone expansion to One Deck Dungeon out already called Forest of Shadows that adds poison and dice exiling, but I think I’m good with my handful of scenarios and classes for a bit, unless I suddenly become a dice-rolling god, smiting foes and perils with little effort. I’ve also downloaded some extra content from the developer’s website, printing out the Phoenix’s Den and Caliana class cards myself. Evidently, there’s also a Steam version in the works, if that’s your thing; my experience with board games turned into videogames is somewhat limited, having played only a few matches of things like Smash Up, Catan, and Monopoly Plus, though one day I’d really like to check out the digital entertainment version of Lords of Waterdeep. We’ll see. For now, I’ll keep trying to roll six after six after six.

Even more games to acquire in the year 2018

Earlier this year, I put together a post about several games coming out in 2018 that I’m super-duper interested in playing. As if I don’t already have a backlog of un-played games that could fill up the Grand Canyon twice, but whatever. New stuff is always more exciting. Well, of them all, a few have come out, and I’ve gotten to see one through to credits, namely Legendary Gary. I’m still going to be picking up State of Decay 2 for co-op reasons, and I’ll be curious to see how Red Dead Redemption 2 is received despite never playing the first one or really falling hard for the Grand Theft Auto games. I’m also curious to know how The Swords of Ditto runs on PC, since I do not have a PlayStation 4.

Still, it seems like the last couple of weeks have brought about even more announced games for 2018, many of which I want to get my grubby, button-pushing hands on. Because I am never not sated. Right, well, take a look at the following titles below, and let me know if you are also interested in any of these or if you are too busy still playing Home Improvement: Power Tool Pursuit! to care.

No Man’s Sky

A lot of people were upset when No Man’s Sky came out and…maybe they had reasons to be. It over-promised, lacked communication, and potentially felt like a magician’s trick, if you went solely on its marketing. For me, this always sounded like a game I’d really enjoy, a laid-back take on exploring infinite universes, even before the numerous updates that went into it to flesh it out, content- and story-wise. The notion of exploring planets and casually documenting all life on them, both flora and fauna, sounds truly relaxing, real nice. So I’m super stoked this is coming to Xbox One, and this version will contain all the previous updates to the game, as well as the upcoming update dubbed “Next” at the time of the release.

Release date: summer 2018

Dragon Quest XI: Echoes of an Elusive AgE

This is both amazing and sad news to share with y’all, but Dragon Quest XI: Echoes of an Elusive Age is making its way to western shores after a long time of waiting and wondering. Yahoo and boo. Alas, not for the Nintendo 3DS, where I was hoping to play it and check out its two visual filters, one for retro pixel graphics and one for more modern 3D graphics. Oh well. At least it’ll hit the PC–a first for the franchise!–and I can see what the hubbub is all about, so long as my laptop can run it. Until then, I still have plenty of photos to take in Dragon Quest VIII.

Release date: September 4, 2018

LEGO The Incredibles

Mel and I are currently trying to wrap up LEGO Jurassic World, and it’s definitely one I’m not having a grand ol’ time playing. I mean, I didn’t like the 3DS version, but had hopes that the console versions would be fun. Alas, nope. I have some major issues with the map and fast traveling options, but that’s for another post. Coming out alongside the new movie, LEGO The Incredibles will cover both the first film and its sequel, and I think the superhero powers, as shown in LEGO Marvel Super Heroes, make for a good, zany time. That said, Mr. Incredible looks a little jarring in LEGO form, but I’m sure I’ll get used to it, so long as he can bust up stuff effectively for studs.

Release date: June 15, 2018

Lamplight City

I’ve only played one title from Grundislav Games, namely A Golden Wake, but really dug its look, sound, and general vibe. Plus, it was a modern yet old-school point-and-click adventure game, which I truly cannot get enough of these days. The forthcoming Lamplight City from the same developer appears to be checking off all these characteristics as well. It’s a detective adventure set in an alternate steampunk-ish “Victorian” past. Inspired by the works of Edgar Allan Poe and Charles Dickens, you’ll never find yourself stuck in a dead-end situation because if the case becomes unsolvable, you can simply move on to the next one, and the story will adapt based on your choices. Neat-o.

Wait a minute. Upon further research, I also played Ben Chandler: Paranormal Investigator – In Search of the Sweets Tin. Shame on me for forgetting that gem. At some point, I really should check out all them Ben Jordan romps.

Release date: sometime 2018

Red Faction: Guerrilla Re-Mars-tered

What a beautifully dumb pun. I smile every time I read it.

Red Faction: Guerrilla is a game I think about going back to often, but the truth is that my Xbox 360 now is kind of unplayable. I mean, no, it still works, but I have to switch a bunch of cords in and out and it’s a small hassle, big enough to keep me at bay. Thankfully, a lot of stuff is backwards compatible on the Xbox One, and, if not, there’s usually a good chance it has or is getting a remake/remaster. Which brings us to Red Faction: Guerilla Re-Mars-Tered. It’s the same-old third-person shooter about revolution on a Martian mining colony from 2009 you remember, but with cleaner textures, 4K support, and all that. I’m excited to go back and be the ultimate nuisance, driving through buildings, blowing up bridges, demolishing houses, and starting trouble at every turn. I never did get all of its collectibles.

Release date: end of June 2018

Palm Island

I’d love to have a solo card/board game to travel with, especially this summer as my family heads to Walt Disney World, and Palm Island seems like it could be perfect for a little gaming on the go or, more specifically, while stuck in an airplane and internally freaking about being so high up in the sky in a massive heap of metal and mouthbreathers. Using a deck-transforming mechanic, players must use just 17 cards over 8 rounds to shape their island and overcome its unique challenges. You do this by storing up resources to pay for upgrades and upgrade buildings to access new abilities, with each decision changing your village from round to round. At the end of 8 rounds, you calculate your victory points to see if you came out a winner. The Kickstarter for Palm Island was successful, which I did not back, and so now we wait.

Release date: estimated delivery in June 2018

2018 Game Review Haiku, #23 – SUPERHOT

SUPER HOT, SUPER
HOT, SUPER HOT, SUPER HOT
SUPER HOT, SUPER

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #22 – Dord

Ghost dreams of knighthood
A casual adventure
Of strange combat moves

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

GAMES I REGRET PARTING WITH: Midnight Club: Street Racing

This might be hard to believe, considering my long and well-documented love for all things racing games, but I willingly bought a copy of Midnight Club: Street Racing for the PlayStation 2 some time back in that wacky, inexplicable decade known as the aughts. I suspect I got it for cheap at the Blockbuster near my college’s campus when they started selling used games–or rather “previously rented”–but that’s just a suspicion, based mostly on the fact that that is where I got a small chunk of my early PS2 collection during my poorer days eating ramen noodles and working a few hours during the week in an art gallery. For the record, and yes, I just looked, here are all the games still in my collection rocking a “Previously Rented Game – Quality Guaranteed” label from the now defunct Blockbuster business:

Yup. Quite a super-squad there. With that said, let’s get on to the star of today’s show. Everybody, start your engines. Vroom vroom vroooooom…

Surprisingly, for a game centered around driving speedy cars quickly and aggressively, Midnight Club: Street Racing kind of had a story behind all its engine-driven action. Granted, around that timeframe, my experience was fairly limited to car-related adventures through things like Vigilante 8, Super Mario Kart, and Crash Team Racing, where vehicular combat was the central element, and it didn’t matter who was behind the wheel so long as they could toss projectiles out like everyone else. So, taking place in both New York City and London, you’re a bored-as-bored-gets cabbie looking for some street-style racing action…for reasons. Magically, you stumble across your first challenger named Emilio and are then invited to join the titular Midnight Club to continue proving your worth and burning gang leaders in races. There’s no real introduction, and the dialogue sections are flat images with character portraits speaking while two cars sit idly next to each other. Look, it’s not Great Expectations, or even Fast Five, but it’s something.

Not shockingly, when you see that Rockstar had a hand in this, but Midnight Club: Street Racing is a bit open-worldish. Y’know, a genre just starting to hit its stride then. You’re able to cruise around the respective cities, looking for trouble in the form of hookmen, which are visible on your mini-map, which, when you glance at the screenshot above, defies the definition of the word mini greatly. I mean, that was the UI for the era–big, bright, and loud. Anyways, once you get behind them, you’ll have to keep up with their ride until they feel that you’re worthy of a race, which is you against that driver’s entire posse. Also, you can call up these hookmen on your cell phone–a novel concept back then–for a more fair one-on-one race. If you win the race, you get to add your opponent’s car to your garage, which I guess is akin to carving up a dead animal and wearing its skin as a prize. I don’t know a lot about cars.

I remember being initially impressed by the scale of Midnight Club: Street Racing offered, but do remember the cities feeling lifeless and empty. Now, I’ve only ever been to New York City, and I remember a lot of cars and honking while there, as well as swarms of people; here, it is just mostly empty streets, with little traffic to deal with, and that just wouldn’t cut it today. Still, one must consider that this game came out before things like Grand Theft Auto III and Need for Speed: Hot Pursuit 2. It was also frustrating that, to even start a race with another member of the Midnight Club, you needed to follow them to the starting line first, weaving through traffic and praying they didn’t get too far ahead of your slow whip, which was often more challenging than the race itself.

Most races are checkpoint races, which means you can veer off the beaten path so long as you hit all the checkpoints and cross the finish line before anyone else. That might sound like there’s a ton of freedom at hand, but this is a condensed city-scape and not miles of Smuggler’s Run‘s open terrain, and there were generally only one or two ways to get the job done efficiently. If rubbing and racing isn’t your thing, well…there’s an arcade mode, which lets you set up head-to-head, checkpoint, and two-player races. Also, some sort of capture the flag mode where you need to bump into the car carrying the flag to steal it and then deliver to some hotspot on the map. I don’t believe I ever took down the gang champion of New York City, thus never even seeing the second half of the game set in London.

I have no idea if Midnight Club: Street Racing hold up in 2018, and I’m not interested in finding out. Still, if I had my copy around, I might pop it in randomly one night for a zip down memory lane, but oh well. Much like Blockbuster, this franchise stalled years ago, and newer, more efficient racers have taken the lead, like Burnout Paradise.

GAMES I REGRET PARTING WITH is a regular feature here at Grinding Down where I reminisce about videogames I either sold or traded in when I was young and dumb. To read up on other games I parted with, follow the tag.

I hilariously keep forgetting Team Kirby Clash Deluxe’s name

At first, I thought it was called Kirby Battle Royale–y’know, the game where 100 Kirbys jump out of a plane, land on an island, and must fight each other to death. Then I thought it was Kirby Star Allies, which is some new thing full of big reveals coming out real soon for the Nintendo Switch. Lastly, I thought it was Kirby’s Blowout Blast…but nope, none of those are right. I mean, yes, they exist and are all technically games starring the titular pink vacuum-beast, but the game I am playing and constantly forgetting the name of is Team Kirby Clash Deluxe. Oy vey. Look, there have been a lot of similar-sounding and looking Kirby-based games coming out of Nintendo these last few years, and it is difficult to keep them all separate.

Evidently, to make things even more complicated and layered, Team Kirby Clash Deluxe is a spin-off of a mini-game from 2016’s Kirby: Planet Robobot, available as a free-to-start digital down on the Nintendo 3DS eShop. It’s a game entirely made up of boss fights from previous Kirby-starring games, with all your favorite cute-as-heck baddies showing up, like Waddle Dee, Meta Knight, and King Dedede. RPG elements like leveling up, class types, and unlocking new weapons and armor sets are the key to making your Kirby super strong. You can take on the fights somewhat alone, with three computer-controlled Kirbys–should it be Kirbies?–or you can team up online with other real-life players; I’ve not tried the latter, and I’m doing just fine without human help, though I guess then I’m missing the whole point of this experience. For what it’s worth, I’ve never done much online multiplaying on my Nintendo 3DS, save for Animal Crossing: New Leaf and a few matches of ScareScraper slash Thrill Tower from Luigi’s Mansion: Dark Moon. I like flying solo.

Now, the fighting in Team Kirby Clash Deluxe is not the most technical or satisfying combat system this side of the moon. It’s mashy and chaotic and that’s never really been the focus of Kirby games, of which my favorites are Kirby’s Dream Land 3 and Kirby’s Epic Yarn. Speaking of the latter, I seemingly still have my case and instruction manual for it, but no longer the disc. Boo to that. Also, not-favorites in the franchise include Kirby and the Amazing Mirror. Anyways, you can freely switch your Kirby between four different classes, which are as follows:

  • Sword Hero
  • Beam Mage
  • Dr. Healmore
  • Hammer Lord

These classes are basically locked-in versions of when Kirby would copy an enemy’s ability for his own nefarious purposes in a traditional game. Y’know, but sucking them into his mouth and swallowing them whole. Class-wise, they are easy to figure out, with Sword Hero being a general warrior type, Beam Mage being a ranged wizard, Dr. Healmore is your cleric, and Hammer Lord is most definitely a tank. I’m putting all my chips, and therefore Gem Apples and currency fragments, into Beam Mage, buying weapon and armor sets as they unlock because trying to spread out my spending on multiple classes, without using real money–more on that in a bit–is a fool’s errand. I really like the Beam Mage’s Time Stop ability and the fact that I can keep my distance from bosses and let my AI-driven team get in close for me. As fights progress, the boss will drop stone tablets, and if you collect all four of them you can perform a supermove that deals massive damage; other than that, the strategies are mash attacks and heal and dodge when necessary and obvious.

Let’s now talk about the free-to-play stuff. Team Kirby Clash Deluxe‘s freemium currency is Gem Apples, and there’s a tree in your main hub area that will give you five Gem Apples every 12 hours. Naturally, you can also buy Gem Apples for real cash money through the nearby shop or upgrade the tree itself for better harvests, and I wish I could tell you what the best deal is, but I honestly haven’t even looked at the prices. Each boss fight requires a certain amount of Vigor to take on, which recharges over time–it’s basically your standard energy system to restrict you from playing too much at once. You can instantly refill the meter by eating a Gem Apple or leveling up. Gem Apples are also used to unlock new boss fights and, along with additional currency requirements, acquire new weapons and armor. At first, everything only takes a few Gem Apples to do, but as you progress the amounts required will increase, insisting you pay real money for more; thankfully, I’m as patient as an anaconda hunting its prey and don’t mind checking in every 12 hours or so for my free Gem Apples, stockpiling them until I can unlock the next whatever.

So, similar to my approach with Pokémon Shuffle, Disney Magic Kingdoms, and other free-to-play games, I’m okay taking it slow in Team Kirby Clash Deluxe, so long as I get to see a majority of its stuff. Some of these armor sets look adorable on the ol’ pink sphere. I doubt I’ll get my Kirby up to level 50–he’s currently sitting rotund at level 12–but I’ll keep checking in on this until the Gem Apple requirements truly become too steep to climb.

2018 Game Review Haiku, #21 – Brave

This princess thirsts for
Generic monster fodder
Her bow screams–Mor’du!

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

2018 Game Review Haiku, #20 – Packing Up the Rest of Your Stuff on the Last Day at Your Old Apartment

Hot day for packing
Fans on, boxes to fill up
Better start moving

For 2018, I’m mixing things up by fusing my marvelous artwork and even more amazing skills at writing videogame-themed haikus to give you…a piece of artwork followed by a haiku. I know, it’s crazy. Here’s hoping you like at least one aspect or even both, and I’m curious to see if my drawing style changes at all over three hundred and sixty-five days (no leap year until 2020, kids). Okay, another year of 5–7–5 syllable counts is officially a go.

Brave’s videogame transformation is not surprisingly rote

I’m sure I wasn’t alone in being slightly baffled as to why Brave, that character action romp from 2012 developed by Behaviour Interactive and published by Disney Interactive Studios, not to be mixed up with another similar-sounding series, was being offered as a Games for Gold freebie this month for those on Xbox One and Xbox 360, but then I realized it is probably the closest thing Microsoft has that’s Irish-like in honor of St. Patrick’s Day. I mean, let’s look at the facts–Scotland is totally near Ireland, and Kelly Macdonald’s deeply relaxing and soothing accent might as well be coming out of a banshee’s mouth. I guess those are all the facts.

Actually, no, another fact–I love Brave. I’m specifically talking about the animated movie here, the one where Princess Mérida, determined to make her own path in life, defies a custom that brings chaos to her kingdom. Granted one wish, she must rely on her bravery and ultra-good archery skills to undo a beastly curse and bring about peace to both her kingdom and family. That said, I do not love the videogame version of Brave, though I have just about squeezed every bit of entertainment from it by the time this post goes public. By that, I mean I popped all but one Achievement, the one for beating the game on its hardest difficulty setting.

This tie-in take on Brave doesn’t follow the film’s events scene by scene. Instead, it’s kind of a side happening, with Mérida chasing after her mother, now in bear form (uh, spoilers?), and discovering that a magical blight has befallen the land. To stop it, she’ll need to defeat Mor’du, along with a number of generically traditional evil creatures. There’s under ten levels to get through, and you’ll do them linearly, and they are all linear themselves, following almost the same exact progression, but more on that in a bit. The story never really becomes its own thing and never rises above an excuse to have a bunch of monsters to destroy; at least the hand-drawn cutscenes are more interesting to watch than the ones using in-game graphics, which, and this is not uncommon for this generation, are extremely ugly and lacking life, character. I mean, the inside of any castle section might as well be from the chopping floor for Demon Souls or Oblivion.

Brave‘s gameplay is far from courageous or anything unique. There’s running around, jumping on platforms, loosing arrows, and hitting plants and enemies with your sword. Oh, and I can’t forget the section where you play as her bear-mother Elinor, or the parts where you control her bear-brothers to solve beyond straightforward puzzles involving levers and switches. Honestly, I was surprised to discover that this kind of played like a twin-stick shooter. Using the right stick, you can loose an arrow in mostly any direction and change the element it is based on–earth, fire, wind, or ice–which is necessary for affecting the environment, as well as dealing more damage based on an enemy’s weakness. Fire boars hate ice, for instance. That said, the arrows sometimes don’t go where you want them to, and it reminded me a lot of trying to hit enemies in the background in Shadow Complex.

Look, this is obviously a family-friendly title, and thus, the action is okay, never trying too hard to be more than a standard affair. On the default difficulty, it never, ever even came close to challenging. My go-to plan for dealing with enemies was to fire at them from a distance and then, if they got close, double-jump and stab downward into the ground with Mérida’s sword for a damaging slam move. The only time it ever got tricky was when there were multiple enemies on screen with different weaknesses, requiring you to either switch your element out on the fly or take on a single set of enemies out first. The final boss fight–or rather final boss fights–have a bunch of these, but by that point in the game, Mérida is full of upgrades and more than capable of taking a few hits.

Speaking of that, the upgrades are what one expects in these types of games–more health, deal more damage, element effects last longer, potions restore more life, etc. They each require a specific amount of gold, which you earn from defeating monsters and cutting up flora. One playthrough alone of the game will probably only net you enough gold coins to buy maybe one-third of all the upgrades. So choose wisely or, if you are like me and want every Achievement, be prepared to grind out some money, and this includes purchasing the co-op specific upgrades. The ones you definitely want early on are increasing your power move meter more quickly, either from dealing damage or receiving it, the range at which you suck up gold coins, and the minion-summoning power for the earth element.

I’ve not played many of these tie-in games to Pixar/Disney properties I love because, well, they are often not what I want. Here’s a link to my thoughts on that The Incredibles game, which still hurts to think about today. I can’t say I was surprised by how Brave turned out, and I’m only holding out hope now on the rumor of a LEGO-based game for the upcoming The Incredibles II. That said, I’m sure if I ever get a copy of the videogame takes on WALL-E, Up, or Toy Story 3, I’ll foolishly give them a honest chance, forgetting all the missteps I’ve seen along the way up to this point.

Well, as they famously say in Scotland, lang may yer lum reek, Brave. I never want to play you again.