Ascend the tower of guns with the power of guns

tower of guns early impressions

I do not believe I’m passionate enough about Tower of Guns just yet to confirm whether or not I already have a copy on Steam thanks to some bundle or giveaway, but it matters not for PlayStation Plus subscribers get it for free this month. On both PS3 and PS4, I believe. Incidentally, I keep mistyping it as Tower of Funs more times than I’d like to admit. In between prepping for East Coast Comic Con this weekend, I’ve run the tower a handful of times, improving with each go.

What is Tower of Guns, you ask? And you don’t mean metaphorically? Well, it is a single-player first-person shooter with rogue-like elements developed by Terrible Posture Games. Yeah, that’s a mouthful. Let me see if I can come up with something better. It’s a bit like Borderlands meets The Binding of Isaac, with each enemy-filled room randomly generated and a par time set for the entire level. You can perform specific tasks while you play to unlock new perks or guns, as well as collect experience point orbs to level up your currently equipped weapon. Oh, and it’s also quite a lot of fun, more than I expected when dipping my hairy toe in.

Strangely, there’s a story, but one could completely ignore it or even turn it off in the options, which I’ve not actually done yet. It’s pretty easy to not pay attention to. It’s also immensely difficult to pay attention to at other times. Basically, as you move from room to room, some dialogue boxes will appear on the screen, but nothing anyone says seems to be important, and some of it comes across as randomized. The fourth wall will break, with you occasionally addressed as gamer, which I was not a fan of, as that word continues to sour in my mind thanks to the atrocities of GamerGate supporters. Your goal is to get as far as you can, ideally to the end, the tippy top, in a single run. You will first have to survive a number of standard enemy-filled rooms and then battle a boss before moving on to the next tier of the tower.

Tower of Guns is both a fast and short game, with the strategy for just about every enemy you encounter being shooting while strafing. A few bosses will require some extra planning, especially the finaler boss, who I could not take down on my first try. The difficulty, which can be raised or lowered via pick-ups and perks, really stems more from the level design. Some rooms are shockingly dull–imagine just four walls, maybe a staircase, and little to no decorations–while other rooms have teleporting pads and high platforms to maneuver around, plus a bunch of flying tanks and turrets shooting at you non-stop. You never know what you’re going to get once you shoot a door to open it Metroid-style.

Now, I’ve run into two walls so far. Not literally, though there are plenty of walls in this game. First, the game froze on a loading screen, though I think it might’ve been more my cat Timmy’s fault, since he knocked the controller out of my hand as Tower of Guns was loading the next area, forcing it to lock up. This was extremely unfortunate as I was on my ninth run and doing really well in terms of health and progress and taking down bosses–and all that was nonexistent when I loaded the game back up. Secondly, for a bullet hell-themed game, some of the rooms where the bullets are plentiful and hellish cause the frame rate to drop immensely, stuttering away at an unplayable clip. You’d think with the less-than-taxing art style and new hardware that this sort of issue wouldn’t ever pop up, but it does.

I’m definitely going to keep at Tower of Guns until I unlock the majority of the guns and perks, but unlike other rogue-likes, such as Spelunky and The Binding of Isaac, this one doesn’t feel like it’s going to last forever. Eventually the repetition will outweigh the randomness, and the tower will crumble, but not before I’ve wrung every bit of fun from it. Until then, may you always start each run with the ability to triple jump.

Help Jason defeat the corruption in IAMJASON

iamjason gd final impressions

It’s not hard to see that I appreciate just about any game with a low res retro style to it. It makes my imagination work ten times as hard. Some recent notable examples include A Place in Space, Bernband, and A House in California, but we can dig deeper and see that I’ve been into this style since the heydays of the text-based murder mystery Sleuth on the family computer. To be fair, that game’s retro look was due to it actually being a retro game and using ASCII characters as graphics, released in 1983 by Eric N. Miller of Norland Software. Anyways, IAMJASON is another great runner to carry the “less is more” torch for indie games, delivering a somber, unsettling story through traditional mechanics and a visual style that has you determining for yourself what you are seeing.

IAMJASON is a point-and-click adventure game set in a dystopian other-realm where the colors pink, purple, and orange reign. The long and short of the game’s plot is that you must help Jason defeat the corruption, and to say anything else would ruin a lot of the discovery. The game was developed by Calico Reverie for the Monthly Adventure Game Studio (MAGS) competition in February 2015, which is a 30-day game dev challenge. I believe the theme for that month’s challenge was “losing something,” and IAMJASON is successfully all about that, whether it is in the form of family or memory or even meaning.

Mechanics are what you expect for the genre. You have an inventory to collect items into, as well as four commands–go, use, take, and look. Interestingly, the text you get from looking at items or trying to combine this with that is presented largely at the top of the screen in single word blips, as if the protagonist is really thinking about every word. You could almost imagine a “DOES. NOT. COMPUTE.” joke to pop up during some puzzle error, but the game never breaks from its seriousness. This goes the same for IAMJASON‘s soundtrack, which is low, peppered with muted bleeps and bloops, as well as the occasional burst of static acting as a drum beat. It works magically to create an atmosphere of dismay and disinterest, of broken beings continuing to just go through the motions. Many of the puzzles are logical even if you are dealing with fairly illogical concepts and items, such as daemon robots, passcode mechanisms, and power cores.

Unfortunately, I ran into a nasty, game-stopping bug in IAMJASON. Basically, I solved a part of a puzzle’s process earlier than expected, immobilizing a daemon robot to allow me to get a key item, but in doing so this locked the door to the room said robot is now trapped in. To complete the game, I needed to extract something from the wonky robot, but the door refused to open for me. I had to watch the remaining five or so minutes of gameplay on YouTube, which, while not the worst outcome, was still a little disappointing.

Other than that, I heartily recommend you give IAMJASON a go. It’s about thirty minutes of gameplay in total–so long as you act accordingly–and hopefully that previously mentioned bug is fixed or will soon be. Regardless, this is a strange and fascinating world worth ridding of corruption, even if it means losing everything.

The rest is up to me, Assassin’s Creed II

gd assassins creed 2 final thoughts

It’s a little weird to be completing Assassin’s Creed II in 2015 when there are now a bajillion more entries in the series, some of which are universally praised and others, such as Assassin’s Creed III, are pretty much loathed. My storied history for this series created by a multicultural team of various religious faiths and beliefs has been playing Assassin’s Creed, then skipping right to Assassin’s Creed: Brotherhood, and now finally go back to see Assassin’s Creed II‘s lengthy credits roll. I’ve been dabbling at the game piecemeal over the last few months, but was driven to see it off my “still playing” list since getting wind of Assassin’s Creed IV: Black Flag being a freebie for Xbox 360 users at the end of this month. Frustratingly, that means I’ll be skipping two more games in the “as released by Ubisoft” timeline, but neither of them sound highly recommended.

Anyways, Assassin’s Creed II–it’s pretty good. It’s definitely better than the original Assassin’s Creed game, though I fuzzily remember very little from that original outing save for frustrating climbing, annoying collectibles, and repetitive missions. Hey, wait. Some of that junk is still here in this one. Hmm, I guess it is the other elements that make the game stand a few rooftops higher, such as more nuanced and engaging combat, better climbing mechanics, and building up your home base with shops, paintings, and loot to earn some sweet coin. Plus, the locations you visit are more interesting to explore, and stabbing dudes from on a horse is never boring though I still prefer smoke bombing and making a hasty exit.

I won’t really go into too much story stuff, as the story in the Assassin’s Creed series–both in and outside the Animus–has never really interested me. I’m more into the exploring and climbing of buildings and running from rooftop to rooftop, with the occasional cool-looking assassination. Naturally, I did all the tombs as fast as I could, as the platforming puzzles, while frustrating and unclear in spots, are really the most enjoyable aspect to me. I will always hate tailing missions and chase missions, which thankfully only made up a small portion of the game. I prefer going from point A to point B and stabbing a dude in the neck, and I’m sorry if that concerns you. At least now I understand why it felt like Assassin’s Creed: Brotherhood picked up immediately after the conclusion of the previous game–that’s because it did.

Alas, come the end, I only found…42 of 100 feathers. I will not be going back to find the remainder of the flags. Assassin’s Creed: Brotherhood spoiled me with its ability to purchase maps of flag locations–though I still never went out and grabbed them all–but here you have only your ears and eyes to guide you on your collecting path. They tinkle and sparkle, but that’s not enough. No thanks. That means I will also miss out on the Auditore cape, which is unlocked for finding all the feathers. One last task for me to handle before deleting the game from my Xbox 360’s hard-drive is finding the remainder of the hidden symbols on select buildings, and I suspect I might grab a feather or two along the way, but not enough to finish the side quest.

Lastly, I do enjoy end credits sequences where you, the player, are still involved in some way. One standout favorite is shooting asteroids with developers’ faces and names on them in Vanquish to add to your final score tally. While not as cool as that, the end credits sequence in Assassin’s Creed II has you running around as Desmond outside the Animus as he and others try to escape the modern-day Templars. It’s more of the same from the main gameplay, but it is fun to see the names of the game’s creators scroll by as you punch, counter, and run from danger.

Well, I’ll be back to my assassinating ways very soon once Assassin’s Creed IV: Black Flag becomes free for Gold users at the end of April. Until then, the rest is up to me.

2015 Game Review Haiku, #28 – IAMJASON

2015 games completed iamjason

Defeat corruption
In this dystopian realm
But lose everything

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

Jolly Rover’s got a sea’s worth of canine scallywags and spiritual magic

jolly rover gd final impressions

Through the power of Gmail and its determination to never truly delete anything from your inbox, I have discovered exactly when I got hold of my copy of Brawsome’s Jolly Rover, a comedic pirate-themed point-and-click adventuring starring literal dogs of the sea. It became my treasured booty back in March 2012 when it ran as part of “The St. Patrick’s Day Bundle,” which was the ninth bundle from Indie Royale. That bundle also provided me with copies of Hard Reset, Vertex Dispenser, DLC Quest, and Lair of the Evildoer, of which I’ve dabbled in a few of them over the years.

The plot in Jolly Rover is both engaging and easy to grok, a stab at the swashbuckling classics with a side of silliness à la Nelly Cootalot: Spoonbeaks Ahoy! or Monkey Island 2: LeChuck’s Revenge. Gaius James Rover is a nicer-than-nice dachshund who, after escaping from indentured servitude on an enemy pirate ship, finds himself caught up in a number of quests involving lost treasure, family secrets, cannibals, cannonballs, and coconut-dropping magic–among other things. In order to reclaim his stolen cargo, save the girl dog, and fulfill his lifelong dream of juggling balls in his very own circus show, Rover must travel around a series of islands, speak to the inhabitants, click on items, and solve puzzles, either logically or via the magical ways of pirate voodoo, which runs the gamut from scaring away beasts to heating up anything made of iron. Pretty standard stuff.

The most interesting aspect of Rover’s abilities involves using a book of magical spells, as well as a voodoo “cheat sheet” that basically lets you do any spell you’ve already successfully performed without going through every step again. A few spells required me to take a picture of my laptop’s screen with my cell phone as I just couldn’t remember the specific steps clearly, though the similar gesture-based pictures are designed that way to confuse you. Ultimately, it’s fairly clear where and when you need to use a voodoo spell, but I do wish the game allowed for more creative uses or rewarded the player for experimenting now and then. For example, I thought melting the iron bars off a jail window to free some prisoners would’ve done the trick just fine–nope, didn’t work.

There’s really not too much else that stands out here from other traditional 2D point-and-click adventure games other than the previously discussed voodoo, but I do want to draw attention to both the rank and quest labeling system. These sit at the top of the screen and update constantly as you gain score–upped from doing stuff, whether it is examining items or advancing the story–and hit big events. The ranks are quite amusing, with Rover starting out as a “Blistering Barnacle” and working his way up past nicknames like “Nefarious Trickster” and “Dog-o-war.” For the quests, the objective is always amusingly changing, even during dialogue, so suddenly instead of “find X, Y, and Z” you’ll now have “think fast” when being questioned hard by the governor. It’s a really small detail that adds a lot of color and humor to Rover and his interactions with all the other dogs.

Alas, by the end of Jolly Rover, I did not find all the collectibles, which include pieces of eight, crackers, and scraps of flags. Phooey on that, as I won’t be replaying the game, even though I did unlock developer commentary for completing it once. Hitting set tiers for each of the listed collectibles unlocked music tracks and concept art. Not the biggest loss, but I do aim to be a completionist as I play, and so some treasure will just have to stay buried if you get my pirate talk.

I mostly came to Jolly Rover for its dog and pirate puns, and I wasn’t disappointed in the least. That said, I also found the game to be charming, cute, colorful, and crafty. The voice acting is also quite good, which always help in drawing me into a point-and-click adventure game; I don’t mind reading all this text, but it helps paint a stronger picture of each character to hear how they describe an oily rag or coldly served salamagundi. I will admit that I had to look up the puzzle involving a wheel and birthday dates, but otherwise it’s a simple, easy, and enjoyable few hours. As they say, a dog pirate’s life for me.

2015 Game Review Haiku, #27 – Jolly Rover

2015 gd games completed jolly rover

James Rover, pirate
DeSilver robs his clown dreams
Voodoo your way home

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

2015 Game Review Haiku, #26 – Assassin’s Creed II

2015 gd games completed assassins creed 2

Desmond, Ezio
Caught in political plot
Stab stab climb jump stab

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

If Salvador Dalí ever made a videogame, it’d be Off-Peak

off-peak-screenshot4

There’s nothing to be ashamed about here, but I love the so-called “walking simulators,” a sub-genre dubbed during the Gone Home debates of 2013 over whether such-and-such was worthy of being called a videogame. I get that these more methodical, gun-less experiences are not every gamer’s cup of button-pushing tea. I can understand that, but for me, plopping me down in some new and untouched world and asking me to simply walk around it, slowly, and see how it ticks is one of the greatest joys videogames can give me. Heck, for most of my many early hours in Elder Scrolls III: Morrowind, I just walked from town to town via the king’s road, scouring houses and bookshelves and talking to citizens, avoiding fights at all cost. I didn’t actually want to be a wizard or warrior, simply a man or woman (or cat being) with plenty of curiosity and the means to travel the world.

That said, not all walking simulators are equal, as I found Dear Esther beautiful but boring. Seems like I need either a lot of things to examine in close detail as in Gone Home or something zany to happen every three footsteps like in Jazzpunk to keep me actively engaged. Off-Peak from Archie Pelago cellist Cosmo D is more of the former than the latter of that previous statement, but the stuff you are examining is so bizarre and jarring that you can’t help but walk around in a daze–eyes wide, mouth agape, brain nearly breaking. It instantly reminded me of the first time, as a wee boy, I got my hands on a book of paintings by Salvador Dalí, the Spanish artist and Surrealist movement leader best known for his depictions of melting clocks. I was young, a dedicated reader to all things cute, cuddly, and in the comics section of the Sunday newspaper, and then suddenly I was slept away into a foreign land, where the common quickly became uncommon.

Off-Peak is a short first-person adventure game, centered around a train station. You, whoever you are, must gather up pieces of a torn train ticket and move on with your life; as you search this giant area and its subsequent nooks, crannies, and hidden passageways, you’ll run into a number of colorful characters, as well as witness equally as colorful art, whether in statue, painting, or graffiti form. What’s really nice is that this world is yours to explore at your own speed, in any direction–the ticket pieces can be collected in any order. Quickly, you’ll discover that things in Off-Peak are a bit…off (peak), a world where the fate of musicians and artists is unclear, but their tools are highly praised and desired. Meanwhile, the sprawling train station provides a handful of food and entertainment spots for every kind of commuter to help pass the time between rides. Naturally, someone is reaping the benefits of such a money-making hub, and you’ll end up crossing paths with this element before the end.

I did not understand the story, nor the dressings around it, but it all remained fascinating nonetheless. The board game room, the ramen noodle shop, the Chinese garden filled with strange shapes and statues…I couldn’t help but drink it all in. Even the part where you climb a set of stairs for seemingly forever with nothing much to see, only a smooth electronica jazz soundtrack to pepper your footsteps. Considering the game was made by a musician, music plays a vital part to both the narrative and exploration, and I found nothing to dislike.

Undoubtedly, Off-Peak is not for everyone. It is a collage of sights and sounds, with nothing traditional to it, unless you believe walking around a space to be a standard classic of the industry. Um, which I do. The game’s conclusion didn’t satisfy me from a story perspective, but again, that wasn’t what I was digging for here from step one. However, if any of what I’ve written about has got you all tingly on the inside, then do yourself a favor, grab a copy of the game over at itch.io, and lose yourself in another realm for an hour or so. Wall art will never be the same afterwards.

Case #31 will have you going in circles

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There’s something undeniably amazing about Case #31, but it’s actually unfortunately a sub-par gaming experience, severely hampered by things like pace and grammar and competent controls. However, the hint of goodness–possibly even greatness–is there, but you have to travel around in a circle for a good while to even begin to see it. There’s a fluidity to this wee game that is striking, like a mix of Bastion‘s levels zooming up from nowhere and Puppeteer‘s puppet show aesthetic, with background and foreground elements plopping down and getting pulled away as if all on strings. It certainly plays within the jam’s theme of “a game on a single screen,” wherein the screen is, more or less, stationary, but the dressings change to alter its look.

First, the nitty gritty. Case #31 was developed for Ludum Dare 31 in 46 hours using Unity3D through a team of six people. It revolves around–see what I did there?–a murder mystery in a dark, seedy town, though it ultimately feels like an unexplained excuse to shoot some cops. Basically, you, as a detective, end up upon a dead body and ultimately become a leading suspect, resulting in no other choice but to shoot down cops and make a break for freedom. Possibly answers, too, but I never saw Case #31 to completion despite several restarts. I’m writing most of this post a few days after actually playing Case #31 so it doesn’t bode well for the narrative when I can’t really remember any vital details.

The controls are fairly limited. You can move left and right with the arrow keys, sliding along the screen as if being carried by a merry-go-round. You can also jump with up or duck with down, as well as shoot your shooty thing. That’s kind of it. Your goal is to push forward to the right without taking too many hits. Unfortunately, there are no checkpoints. Or perhaps they are spaced far, far apart and I never hit one. Either way, once you die, you start over from the very beginning, which means button-mashing your way past the grammatically poor dialogue to test your skills again at shooting men of the law while not taking any hits yourself. It’s disappointing and off-putting, which is why I closed my browser after buying the farm three or four times.

In the end, there isn’t much here in Case #31, but a single strong concept. That said, it came in fifth place for the overall jam. With better controls, varied gameplay, enhanced AI, and copy-edited text with a more engaging story, this could be something really cool. I’d love to see a game with this style on the Nintendo 3DS, as the moving, cardboard cutout background elements would look stellar with the 3D slider turned up a bit. Until then, I’ll just go round and round and round, and you can do so yourself by giving it a go.

Five things make a post, so please stop uppercutting me to death

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Things have been a little quiet over here at Grinding Down, and there’s a good reason for it, though I can’t reveal much at this time. Basically, I’m neck-deep in comic work and have been severely limiting my ferocious playing of videogames. Crazy, I know, especially since I’m right in the middle of my 2015 goal of seeing Final Fantasy IX‘s end credits–hey, remember when I wrote about how something always comes by and pushes me away during the second or third disc? Yeah, that’s what’s going on at the moment, but I have the fullest of intentions to get back to solving what’s really going on in that Black Mage Village.

That said, there has still been a few glimmers of activity, which brings us to this style of post.

FINISH HIM/HER, I CAN’T

I picked up the Mortal Kombat Arcade Kollection the other week during that crazy good PSN flash sale and have been inching away at it slowly. There’s not much to actually inch away at, seeing as these are literally just a column of enemies to three-round fight until you get to the end. Naturally, I remember everything a little different, back when I used to play these on my neighbor’s Genesis, and I don’t recall the computer AI being so difficult. I’ve even dropped the difficulty settings down to “very easy,” seeing little change. I won’t feel satisfied until they are all best, but for now I’ve only beaten the original Mortal Kombat (using Raiden, of course), though Goro still took a number of tries in the double digits.

Free-to-Pokemon nightly

I continue to use up my allotted five hearts in Pokemon Shuffle once a day, at night actually, just before Mr. Sandman comes calling. Strangely, since changing the system clock on my 3DS due to Daylight’s Saving Time, the game thinks I’m trying to pull one out from under it and has restricted my access to the “Special” levels. Unless I want to do blah blah blah–whatever, game. It’s not my fault you and the system don’t grok how the practice of advancing clocks during summer months by one hour works. Currently, I’m stuck on level 120, unable to take down a Mega Glalie, which is forcing me to go backwards, grind my hearts away while occasionally capturing a new Pokemon. It’s fine, really. So long as my captured pocket monsters are slowly gaining XP every night, I’ll eventually be strong enough to hit level 121. You gotta believe!

Greetings to Gracie

This should be no surprise to anyone, but I’m still playing Animal Crossing: New Leaf religiously and continuing to unlock slash see new elements of the game some years after its release. Such as finishing up Gracie’s Fashion Check quest four times, which results in the fashionista giraffe opening up a store of her own and upgrading your department store to fit all her swanky merchandise. Still need to pay off my house in full, fill the museum with more bugs, fish, and pieces of art, and get Katrina to open up a stationary fortune-telling shop in the town square. There’s always something to do, and even when there isn’t, just chatting up neighbors and pulling weeds is enough to satisfy me for fifteen minutes.

Not epic text, but bigger

Several weeks back, I saw word of another Dragon Age: Inquisition patch incoming, and usually these patches are just a long list of very specific catches/fixes that I might not ever notice or come across, but one item in this update stood out to me: Added an option to control the font size of subtitles. I’ve run into a lot of problems with the latest entry in the Dragon Age series–see here, as well as see here–but nothing got me to quit that game hard after only a few hours than its teeny tiny–nearly unreadable–text size. I’ve since loaded up the game again to discover that, yes, the text is much bigger and easier to read. Perhaps I’ll continue on with Girgna’s journey and actually leave the Hinterlands after Final Fantasy IX.

Unsuccessful hunter of monsters

Three times I’ve entered a physical store and tried to buy a copy of Monster Hunter 4 Ultimate only to be told to scram. Well, no, not that. But mainly that such-and-such didn’t have a retail copy for sale. Now, I know I totally could go and order one from Amazon or download it via the eShop (actually, I can’t, as I doubt I have enough free blocks space for it), but that’s not my main operative. I want to go into a store and buy a thing and then have that thing in my hand, ready to be consumed. Me being me, I’m going to take this as a sign that I probably shouldn’t buy MH4U even though it seems like an interesting action game brimming with cats and cat-fed puns. This also happened when I tried to get Super Smash Bros. for Nintendo 3DS and Fire Emblem: Awakening, though I did procure a copy of the latter eventually. Meh, time will tell.

And there you go. Five random thoughts for a Friday.