It’s completely true that A Good Snowman is Hard to Build

I don’t think I’ve ever actually constructed a full snowman. I’ve made mini versions that were no bigger than a few inches tall on several front stoops, but the real deal just seems like a lot of work, especially once you realize you have to lift those snowballs on top of each other. Our next door neighbors built one last winter in the backward, and we got to watch it slowly melt away, which is always a little depressing. Anyways, snowmen…they are cool, especially if you take the angle that Calvin of Calvin and Hobbes fame does; however, you won’t find any sickly monstrosities in A Good Snowman is Hard to Build, but every snowman you construct is simply adorable, and there’s even one named Paul.

Right, let’s get to it. For spring is coming. A Good Snowman is Hard to Build is a puzzle videogame created by Alan Hazelden and Benjamin Davis. After searching around on my very own blog here, I see that I’ve played some work by Hazelden in the past, namely a thing called Skipping Stones to Lonely Homes. That’s nice of me. And, in my Twitch Prime list, I have another of his to install and play down the road–Cosmic Express. Anyways, A Good Snowman is Hard to Build was released in 2015 for personal computers and mobile devices, but I only noticed it the other day, again, in my Twitch Prime list, waiting to be installed on my computer. Ultimately, I’m glad I did.

A Good Snowman is Hard to Build is, more or less, a bunch of puzzle rooms with the connected theme of building either one, two, or three snowpeople. You do this by rolling a snowball into a large ball, then rolling another into a medium ball and putting it on top of it, and lastly adhering a small snowball as the being’s head; if you do this correctly, you will construct the named snowman and open up paths to more puzzle areas. Graphics are by Benjamin Davis, and they are adorable, even the little monster you control. The game’s original soundtrack is by Priscilla Snow, and it’s calming and quiet, perfect for the background as you rack your brain for a solution.

Now, I won’t sit here and lie to you and say I solved every possible puzzle on my own, as I did have to look up a few solutions online later on, namely for: Willow; Rob, James, and Matthew; and Zoe and Richard. However, I did do the bulk of them unassisted, and it feels great to see your finished snowman. The trick is figuring out how to roll each ball to the appropriate size, and your limits are often dealing with a small amount of space to do this, as well as only so much snow to get the job done. I eventually learned that you can leave the puzzle are and return to it from a different direction, which helped a lot, as did rolling balls in top of each other and then off each other. There’s quite a bit going on in this rather adorable-looking puzzle game.

It’s pretty short; I finished A Good Snowman is Hard to Build in a few hours, in two different sittings. Evidently, after finishing all the main puzzles, you get access to some sort of alternative universe, which I walked around in for a bit, but couldn’t seem to figure out what to do next. Maybe there are even more puzzles to complete. Oh well, spring is coming, and the snowmen will eventually melt away, leaving no trace behind but a small puddle. Maybe next winter.

2019 Game Review Haiku, #16 – Colorful

A blank and white town
Needs its bright colors restored
Just click everywhere

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

2019 Game Review Haiku, #15 – A Good Snowman is Hard to Build

Roll up a snowman
Some are quite tricky, but cool
Cute puzzles and theme

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Assassin’s Creed Syndicate, a big ol’ boring collectathon

I started playing Assassin’s Creed Syndicate when I came home from the hospital last August; I’m still playing it. It’s a long one, bloated with things to collect and many uninspired missions that I no longer even care about completing the way the developers clearly want me to, but I like finishing things that I start, and so I’ve stuck with it still despite it being really boring. Those are both my words and Melanie’s word; the poor thing has had to endure watching me run around like a maniac in search of every single collectible. I’m currently in sequence 8, with one more sequence to go, along with a few Achievements to unlock because, at this point, I’ve put in a good chunk of work to unlock them already…might as well see them pop.

Assassin’s Creed Syndicate is set in a fictional history of real-world events and follows the centuries-old struggle between the Assassins, who fight for peace with liberty, and the Templars, who desire peace through order. The story is set in Victorian-era London and follows twin assassins Jacob and Evie Frye as they navigate the corridors of organized crime and take back the city from Templar control. Naturally, this being an Assassin’s Creed game, you’ll run into many a notable figures as you stab and loot your way to victory, such as novelist Charles Dickens, biologist Charles Darwin, inventor Alexander Graham Bell, political theorist Karl Marx, nurse Florence Nightingale, Duleep Singh (the last maharajah of the Sikh Empire), Sergeant Frederick Abberline of the Metropolitan Police Service (known for his investigation of Jack the Ripper), and Queen Victoria. Phew.

It’s an Assassin’s Creed game, which means it does all the same things previous ones have done, but on a grander scale, this being on the Xbox One and not the Xbox 360. It’s got main missions, side missions, a thousand collectibles, gear to upgrade, income to earn, gangs to upgrade, skills and perks to unlock, and so on, just like Assassin’s Creed: Black Flag–maybe the last one I’ve truly enjoyed–Assassin’s Creed II, and Assassin’s Creed: Brotherhood. I wasn’t thrilled with Assassin’s Creed: Revelations, and all I remember from it is that is focused heavily on bombs. Anyways, taking place in a bustling place like London, the buildings are bigger and more closely connected to each other; to help get around somewhat faster, both Jacob and Evie have access to a grappling hook device that shoots a zipline from one place to another. This still doesn’t make all the running around fun or that much quicker, as climbing can still be iffy, with the occasional leaping off of rooftops to your swift death below.

Here’s something funny I’ve been doing while running around from one place to another simply to collect a pressed flower, a poster, a beer bottle, or a chest full of crafting/upgrade ingredients. I’ve been telling Alexa–that robot lady everyone seemingly now has in their house–to play a playlist of polka music. Honestly, it makes all the to-ing and fro-ing much more enjoyable, because it’s not like any interesting dialogue is happening at this time, and getting from A to B can often take a couple of minutes, depending on where you are and whether or not there’s a fast travel viewpoint nearby. At some point, I have to give up the notion that I’m going to open every single chest in this game because…there are just too many.

Combat in Assassin’s Creed Syndicate is still a button-mashy mess. You can string together a couple of combos, as well as counter an incoming attack from a different enemy, but only if you time it just right. Then, some enemies, require you to break their stance by stunning them before you can begin a new combo. This sounds par for the course, and it is, but things go sour real fast the minute you have four or more enemies attacking you at once, as well as snipers on rooftops that you have to dodge. I eventually began using hallucinogenic darts from a distance to get enemies to fight each other, with me sneaking in at the end to finish off the remaining survivors. It’s not the coolest way to go about it, but it works. Also, while the skill trees make it seem like Evie is the sneaky one and Jacob is the more aggressive combatant, both play exactly the same way and can unlock the same abilities for fighting…so there’s really no point in having two playable characters other than for story-related reasons.

Looking at my games to install list on the ol’ Xbox One, I still have Assassin’s Creed III to play. Also, this month, we’re getting a free copy of Assassin’s Creed: Rogue from Games With Gold. Ugh. I’ll never be done with this series. Plus, there’s the newest ones, Origins and Odyssey, which, according to podcasts I’ve listened, sound like they are too big for their britches. Can’t wait. Part of me enjoys the idea of a collectathon, but maybe only one that is both not this big or a bit more fun to play. Heck, I enjoyed collecting 10 eggs recently in Dear Cousin more than anything I’ve accomplished in Assassin’s Creed Syndicate. Please pray that I’m finished with this beast sooner than later.

Paul’s Preeminent PlayStation Plus Purge – King Oddball

They truly named King Oddball appropriately. This comes from 10tons, which you might remember from a previous Paul’s Preeminent PlayStation Plus Purge, one on Sparkle 2. Seems they enjoy making their strange puzzle games, though this one is focused more on physics and destruction than matching colored orbs and finding keys in a fantasy realm. Still, it’s goofy, and I personally love that; give me all the weird gaming experiences out there.

King Oddball tasks you with ending the world with boulders and…well, your tongue. Which is probably as long or longer than a giraffe’s. The titular King swings a boulder back and forth with his tongue, but it’s up to you to decide when to release it and at what angle. If you time the release accurately, you can crush as many targets as possible with each boulder toss. The concept is simple, but it quickly grows more complicated because you only have so many boulders, plus the inclusion of other obstacles can impede your tosses. You’ll need to master King Oddball by anticipating how boulders roll, bounce, and launch from exploding crates. Physics–it’s a good time. Also, make sure you take advantage of collapsing structures.

The overworld map is broken into a three by three grid, so, y’know…nine squares. Each square is its own set of contained levels, often with a theme, such as grenades or dealing with helicopters, and there’s about 15 or 16 levels to conquer before you can move on to the next square. I completed all of the far left three squares and a little bit of the top middle before deciding that I’d seen enough of King Oddball. I was able to jump on the tile that contained my progress statistics, which, if you really wanna know, look like this:

  • Time played: 00:28:17
  • Total throws: 300
  • Levels lost: 55
  • Levels won: 47
  • Foes destroyed: 311

With the main quest progress sitting pretty at 36%, I think I’m okay moving off of King Oddball. It’s quite fun, really, and more than just an Angry Birds clone, which is what I was initially worried about. I probably could plow through the remainder of the game in a few hours, but I’ve got other things to take care of than throwing boulders at tanks, even if it is quite enjoyable, especially when a boulder bounces back high enough to hit the King and you get a free boulder from it.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

Murder once more and slide in style with Apex Legends

I’ll just start this post off with a humble brag: my squad won on my fourth go at Apex Legends, a new free-to-play battle royale game where legendary competitors battle for glory, fame, and fortune on the fringes of the Frontier. It comes to us from Respawn Entertainment, as well as EA, which previously made things like Titanfall, Titanfall 2, and Call of Duty, all of which I’ve never played. Well, there was that one time I tried a demo for some Call of Duty entry on the Xbox 360, but it didn’t go well; heck, it went so poorly that I never even bothered to document it on Grinding Down. Wah.

Anyways, the battle royale genre is looking like it is here to stay, at least for the near future, and I’m okay with that. I don’t really play a lot of PlayerUnknown’s Battlegrounds these days, though I did hop into it recently to check out the snowy map, but I am still dipping into Fortnite Battle Royale mode to eat up all the various in-game challenges and level up my Battle Pass. This one, this Apex Legends, does a lot of neat things for the blossoming genre, many of which I fully expect to see show up in other games as soon as they can implement them, and I’m having a pretty good time overall despite not being the greatest guns-blazing attacker. Thankfully, there are support classes to rock and other ways to help out your teammates.

The setup is, more or less, as expected. There’s an island full of buildings, weapons, and differently named locations, and you’ll land on it with the goal of being the last team standing. Ah, see, this is a three-squad game, and there’s no solo mode. I really like that there’s a jumpmaster–basically, one person on your squad is randomly assigned this role, and they get to decide where to land–and everyone on your squad jumps together, locked in, though you can veer off if you want to, but Apex Legends stresses staying together, even offering numerous ways to, ahem, respawn downed teammates. A ring slowly closes over time, forcing squads to face off in smaller areas, and there’s a bunch of high-tech weapons to pick up, along with ammo, attachments, and health boosts.

Apex Legends stands out by offering a playable roster that’s more like what you’d find in a hero shooter like Overwatch, which, again, I’ve still not played, despite there always being a free weekend event for it like every month. Characters called Legends include a robot scout named Pathfinder, a hulking heavy known as Gibraltar, a skirmisher named Wraith who is surrounded by inter-dimensional sparks, as well as several others. They all play different roles, like stealth, healer, or scout, but no one character is faster or stronger than anybody else from the get-go. In addition to a special passive ability, Legends have a tactical move and an ultimate power, both of which are on cooldowns.

So far, for me, the neatest thing that Apex Legends is doing differently is based around reviving your squad members. When you die, your squad has a certain amount of time to get to you and revive you as you are bleeding out. If they don’t make it in time, they can still collect your “banner,” a customizable image that represents your character. At any point during the match, they can then run to a respawn beacon and insert your banner, which will respawn you in a dropship up in the sky. Naturally, there’s a risk to this—using the beacon takes time and leaves you exposed—but it’s a welcomed chance to get back into the game. Usually, in Fortnite or PUBG, after dying, I’d just drop back to the lobby, not caring what happened to my remaining teammates, but now there is more reason to stick around and see if you can rejoin the battle.

I’m real curious to see where Apex Legends goes. Maybe more maps and new characters to play as down the road? I wonder if it’ll make dramatic sweeping changes every season like Fortnite or stay more familiar like with Call of Duty: Blackout or PUBG. Time will tell, but it’s certainly off to a strong start. Also, if you must know, I’m most inclined to pick Pathfinder if given the chance; what, I like cheeky robots, and yes, that includes Claptrap.

I’m in it to win it with Minit

Minit was one of my top 10 games that I didn’t get to play in 2018. I have actually had a copy of the game installed in my Steam library since getting it via the Humble Day of the Devs 2018 Bundle, and yet, the irony here is that, for a game where each session of actually playing the game only lasts for sixty seconds, I never found the time to play it. Sure, I’m to blame there, but it’s not like I have anything super serious going on in my life currently. Well, the good news is that, according to this very post on Grinding Down, I have now finally played a bit of Minit. Not enough yet to win it, but I’m in it…still.

For those unaware, Minit is an action, puzzle-driven adventure thing developed by Jan Willem Nijman, co-founder and one-half of Vlambeer, Kitty Calis, who contributed to Horizon Zero Dawn, Jukio Kallio, a freelance composer, and Dominik Johann, the art director of Crows Crows Crows. It is based around time. Basically, the premise is that each of the player’s lives only lasts for one minute, resulting in tiny sessions of exploring the world over sixty seconds at a time. With each interval, the player will learn more about the environment and gain new items to help progress further and further. Inching forward slowly but surely is the name of the game.

It’s a pretty novel idea, executed extremely well. Other games that have done something similar to this, such as Half-Minute Hero, surely exist, but I haven’t played them. So, for me, Minit has been a truly exciting game to play. One, it’s a ton of fun to play, and the time limit never feels restrictive; in fact, as my little hero’s time winds down, I find myself getting excited to try exploring a different path on the next go. It is quite freeing. Two, I absolutely love Minit‘s look, which is clean and unobtrusive and does not end up distracting you too much when searching for something to do to make progress. Third, the usage of various home bases makes exploring new areas pain-free and getting around much easier.

Minit has you playing as a small bird-like pixel character–he kind of reminds me of a duck, but, y’know, a pixel duck with nothing more than a bill to go off of–who lives in a black and white world and is cursed with only ever living for a single minute. Despite all that, it’s an action adventure game just like The Legend of Zelda, with puzzles to solve too. The good news is that various actions do have permanence in the world, so dying doesn’t mean it was all for naught. For instance, finding key items to open up more progress stay in your inventory when you are reborn, and if you previously helped someone with a task, they remain helped. Thank goodness. This would be a much more cruel and nearly impossible game to play if you were forced to accomplish all this over again in your short-as-heck life.

According to How Long to Beat, Minit is a short game, roughly three or four hours long. I’ve already put about an hour and a half into it, so I guess I am halfway there. Although it has now been a week or so since I played it, and I fear I might have forgotten where I’m supposed to go next. I’m at the inn, looking to fill it up with patrons. Hmm. Wish me luck, and then, after about sixty seconds, wish me luck once more.

Returning to The Legend of Legacy for map fulfillment

the legend of legacy tips and tricks gd

I procured a copy of The Legend of Legacy, which is not the most memorable of names when it comes to RPGs and part of me wants to keep writing it as Legend of Legaia, some time back in late 2015. I played for a few hours, but magically lost interest fast, which is a shame because, after returning to it recently for reasons that will be explained later, it’s a pretty good, if ultimately quirky, role-playing adventure with lots to do. Plus, it just oozes style, and I love things that are both stylish and oozy, such as EarthBound, the Suikoden series, and Dragon Quest Heroes: Rocket Slime.

Okay, here are some quick facts. The Legend of Legacy is a Japanese RPG for the Nintendo 3DS, developed by Cattle Call with assistance from Grezzo and FuRyu. The game was published in Japan by FuRyu in 2015 and later localized and published in North America by Atlus USA in 2015. The story takes place on the island of Avalon, where a bunch of adventurers meet up to explore the island’s mysteries. Gameplay focuses on exploring Avalon, fighting enemies via turn-based battles, increasing their abilities based on usage, and filling out maps. From a glance, the game seems inspired by things like SaGa Frontier and Final Fantasy IV. For some reason, I figured I never got around to writing about The Legend of Legacy, but evidently I already did so.

Story-wise, I’m not going to get into it. I didn’t really understand what was happening several years ago, and I know even less now. Sure, I could look up a detailed summary online, but that doesn’t interest me. This is a game of many pronouns, such as Elementals and Singing Shards, and magical gizmos to go after, and that’s all I really need to know. I’m more interested in seeing my team grow in strength, HP, and powers. The Legend of Legacy, in grand SaGa fashion, gives you a brief overview of what to expect and then tosses you to the wolves to figure the rest out yourself, and I mostly care about filling in maps and selling them for a high price. It’s quite satisfying.

There are seven lead protagonists to select from in The Legend of Legacy. There’s Meurs who can speak with Elementals, Bianca who has amnesia, the treasure hunter Liber, Garnet who firmly believes in her religion, the mercenary Owen, Eloise who is an alchemist in search of eternal youth, and Filmia, a frog prince that is in no way related to Chrono Trigger‘s frog Glenn. Ultimately, you can recruit the other six to you party along the way, but the story will focus on whoever you  ultimately chose. For what it is worth, I went with Meurs, who comes across as the classic sort of JRPG hero, and have been using Bianca and Garnet at his sides. They all use a bunch of swords and knives as their main weapons, but I am trying to branch out into other styles, in hopes of unlocking many more abilities and powers. When it comes to turn-based battling, the more options you have, the better.

So, why am I returning to The Legend of Legacy some three-ish years later? It’s because I recently got a copy of The Alliance Alive, which evidently is sort of a sequel to this game. Or, at the very least, carries over many of the core concepts. Also, the scenario was written by Yoshitaka Murayama, noted for his work on the Suikoden series–be still my heart. Yet, before I take on another large-as-heck RPG, despite juggling a bunch already at the moment, I thought I should at least go back to The Legend of Legacy and see if it could hook me for a bit more. It very well might, we’ll see.

2019 Game Review Haiku, #14 – Assassin’s Creed Syndicate

Ungodly boring
Hate tail missions, save the Queen
At least there was cake

And we’re back with these little haikus of mine. Go on, gobble ’em up. However, if you want to read more of my in-depth thoughts about these games that I’m beating, just search for them by name on Grinding Down. As always, enjoy my videogamey take on Japanese poetry, even if they aren’t instant classics, such as the works of Matsuo Basho, Yosa Buson, or Kobayashi Issa. Hey, not everyone gets to be that great.

Paul’s Preeminent PlayStation Plus Purge – Mad Riders

I’m tired of talking about racing games. I already did this recently for BlazeRush, for Monster Jam: Battlegrounds, and for Midnight Club: Street Racing, and…I’m just exhausted when it comes to words describing a game where you race around a course a few times and aim for first place. There is nothing exciting to it; instead, give me a Super Mario Kart or Crash Team Racing, where, sure, you want first place, but there are more creative ways to get there, such as launching torpedoes at enemies or dropping banana peels behind your vehicle to cause some accidents. I understand the purpose of going from point A to point B, over and over again–it’s the shortest route–but it ain’t interesting.

Well, Mad Riders is about off-road racing. Players control an all terrain vehicle, or an ATV if you are down with the lingo, and race against other ATVs around a series of tracks. You can collect coins placed along the way to activate a short boost in speed, and blue tokens allow players to temporarily access shortcuts, though I never found any of these myself. When in the air, players can perform tricks, which also provide a bit of boost so long as you land them safely. Naturally, there are obstacles both on the ground and in the air to avoid. Other than that, it’s lap after lap, all while trying to maintain the leading spot. Cue the uproarious applause from the audience.

Mad Riders features 45 tracks that can be played over five different race modes, including a time trial mode and another where players try to score as many points as possible by performing stunts. Races can be done either individually or as part of longer tournaments, so you have options how you want to spend your time. Naturally, everything, even racing games, incorporate RPG-like elements, so you gain experience points for both completing races and performing stunts, and this glorious trick of XP is used to unlock new vehicles and color schemes. Ya-hoo. The game also has a multiplayer option with races containing up to twelve players, but I didn’t bother trying this, seeing as I’ve had bad luck finding anyone else to play online on many of these older PlayStation 3 titles.

That’s it. I have nothing else to give Mad Riders except a hand-wave and pushing the uninstall button. A-buh-bye.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.