Brothers, a tale of two analog control sticks

brothers tale of two sons completed

Many might think it is strange that I immediately went from Far Cry 3: Blood Dragon to Brothers: A Tale of Two Sons, but that’s just how I roll sometimes. Kind of needed a bit of a palette cleanser, if you will, from the outlandish exploits of Rex Powercolt. And boy did I get it, both from a story and tone perspective, but also from a control scheme. See, I constantly kept messing up which was the grenade button in Blood Dragon, as it always seems to switch between the shooters I play and have played, like Borderlands 2, Gears of War, and Grand Theft Auto V. There is still plenty of confusion to experience in Brothers, but it never has to do with tossing grenades; I’ll explain in a bit.

Brothers is a game that, not surprisingly, revolves around two brothers. One older, the other younger. They live in a nameless fairytale-like world, which more than likely means death and a lesson is right around the corner. Alas, their father is very sick and dying, and the two boys decide to venture off into the wild in search of a very unique and rare medicine, one that can hopefully save the man that raised them. That really is the meat of the story–two siblings battling the elements to save their father’s life–and while it is pretty simple from a plot perspective, it is delicately handled, with love and care and admiration. You could even almost name Starbreeze Studios as the third brother, looking for the other two.

What makes Brothers stand out, for me, is its control scheme and dedication to not speaking a comprehensible word while still being able to tell a coherent story. We’ll start on the former of those two. Each of the two brothers is controlled by one dual stick; that means there is no switching between them, you are controlling both at all times. If I recall correctly, the older brother is the left stick and left trigger, and the other brother commands the right stick and right trigger. The nameless brothers can each perform unique interactions in the environment, such as swimming or climbing up a ladder, and the game’s puzzles revolve mostly around traversal and using these mechanics in tandem.

A couple months before I played Brothers, I also tried out a little ibb and obb. That’s an indie puzzle platformer on PSN with a very similar control scheme, though it does allow for a second player to control one of the two colored blobs, but I went at it solo and nearly broke my brain. Trying to use both sticks at the same time was quite difficult when precise timing and jumping was at hand. Thankfully, since Brothers is slower paced and much more lax, I was able to control both bodies just fine, except for one area where they are tied together with string, and you have to use them in a steady, physics-based rhythm. Also, there’s a hang-gliding sequence that proved problematic until I figured out how to properly tilt left and right just enough to turn without tumbling down to the ground.

Like many, I played through the entire game in one sitting…and didn’t earn a single stupid, trivial Trophy. I love that. Good on the developers. Evidently, the unlockable Trophies are hidden off the main path and demand that you truly explore the world as you come across it. I thought there might have been on for sitting at every bench, but nothing came of that, and when I find some free time down the line, I think I’ll return to Brothers and take it even slower, scouring the levels for these extra slices of interactivity and the vacuous ping of an unlocked digital picture. This also means I get to spend more time listening to the literally soaring soundtrack again, and that’s fine by me.

Brothers is not a very long or happy journey, about three to four hours, but it is a memorable one. It’s driven by love and compassion, and contains some strikingly gloomy and beautiful visuals that will give you pause, that foreshadow events to come and flesh out the world. There’s a moment near the conclusion of the journey that hits you like a rolling boulder, but I wish it lasted longer, as the impact of all that is quickly swept away by the final cutscene of the game and everything ending. Regardless, this one comes highly recommended.

Far Cry 3: Blood Dragon stole my neon-glowing cyber-heart

far cry 3 dragon iconic thoughts copy

Well, this was unexpected. Over the course of just a few days, I burned through nearly everything Far Cry 3: Blood Dragon had to offer, and I loved every minute of it. Well, just about. Trying to kill a cyber-shark with a grenade was tedious and based around luck, and some of the “save the scientist” side missions required too much perfect planning to pull off effectively, but otherwise–this was a whole lot of fun. And yes, I find that very strange, considering I’ve never wanted anything to do with the mainstay Far Cry franchise, even the newest one that Blood Dragon takes its engine and mechanics from.

The crazy, totally 1980s-influenced story goes a little like this: Rex Powercolt, a Mark IV Cyber Commando, is on a mission to save the world from the corrupt and evildoings of Colonel Ike Sloan and his Omega Squad. This all takes place in a post-Vietnam War II world, brimming with neon and enhanced super soldiers, as well as a dragon or two. To stop Sloan, Powercolt must go on an epic quest of killing, sneaking, commandeering, and straight-up loving, becoming the badass super soldier he was constructed to be. It’s a bombastic story, but one backed by history, and if you have an appreciation for the genre and era, as I do, having been a boy that watched every single American Ninja film that came out, it’s wonderfully delightful without being stupidly cheesy.

I downloaded Blood Dragon because it was not Far Cry 3, and by that I mean, sure, it looked visually different from the green-and-blue tropical jungle setting where tigers roam and waterfalls fall, but it also wasn’t focused on shooting real people/animals with real guns in a realistic manner, something I have an aversion to. I’d rather shoot super soldiers with a laser beam powered by the amount of health bars I have. It’s not an expansion or piece of DLC; it’s an appetizing, alternate take on sound mechanics, for those that grew up in an era when action heroes spoke gruffly and took on the seemingly impossible. Oh, and all that is backed by a throbbing, synth-heavy soundtrack, that spasms and perfectly sets the mood and kicks into action whenever Powercolt himself, well, kicks into action.

Like a delicious mix of Fallout 3 and Deus Ex: Human Revolution, Blood Dragon lets you both run into scenarios guns blazing or be a sneaky, stealthy ninja, taking down enemy soldier quietly from the shadows. Naturally, I prefer the latter until shit hits the fan, and then it’s easy enough to mow enemies down and still be standing at the end of it thanks to an overwhelmingly generous healing system. Easy, but not as much fun. Stealth options include silent kills from behind, attacks from above, bow and arrows, and so on, and you can even chain a stealth kill to another using a throwing star. Tricky to pull off, but when it does, you really feel like a commando that knows the game. When you tag an enemy, you can track their movements, even through walls, which I loved and gave me a bizarre sense of comfort and security, just at least knowing where everyone was in the building.

Truthfully, I was surprised how short and to the point the main story missions in Blood Dragon were. I think there was six or seven of them total, and they aren’t anything more than go here, shoot stuff, protect this guy, shoot stuff, shoot stuff, ride this thing, and shoot more stuff. The real fun, at least for me, is in exploring the island and the side stuff, collecting VHS tapes and TV sets, all of which do factor into unlocking new gear and upgrades. You can buy maps that tell you where each collectible is, and you just have to work out how to get there. Commandeering the garrisons is the real meat of the side activity work, and I would often spend upwards of half an hour trying to take one as quietly as possible; the key is to first destroy the alarm system, so no reinforcements can be called in. They also work as quick travel spots when they become yours, which makes moving around the map much swifter.

Hmm. Let’s see. There are still a couple of Trophies left to unlock, but I think I could really only get two more of them. Can’t remember which enemies I have “headshotted” and which I haven’t, so I will just stick to killing a few more dragons, earning some coin, and buying the rest of the weapon upgrades before finally putting Blood Dragon to bed for good. I may not be looking forward to the next installment in the Far Cry franchise, but I am looking forward to whatever weird, offbeat spin-off comes from it.

Winnose, a surreal puzzle game starring half of a moai statue

winnose final thoughts copy

All right. Deep breath. I’m going to do my best to explain Adult Swim’s Winnose without sounding like a complete crazy goof loose on buckets of acid, but it’s going to be a tough crawl. See, the great Winnowing has devastatingly split the world in two, including you, a moai statue, causing your flower to lose some precious petals. Hopefully you can find your missing pieces and get the world back to a more relaxed, unified kind of life, though that might require a little time-traveling. Spoiler: that’s not going to be a problem.

Created by Todd Luke and Calum Bowen, Winnose is undoubtedly a surreal experience. A fever dream come to life, one you just can’t stop bobbing your head to. It’s half a puzzle game and half a chance to show off its fantastic, flighty soundtrack, ranging from a soft, acoustic lick sung to you by a chicken to an eclectic mix of percussion and culminating with a bouncy, hyperactive J-pop track set out in space. Not lying about any of those things, I swear. This game goes places, carrying you on clouds of strange and unique sounds, certainly ones I don’t get to hear too often.

Playing Winnose is actually quite simple in that your control scheme is limited. You can move around in four directions only via the arrow keys…and that’s it. There’s no jump, no attack, no hold X to charge up your sword for a killer swipe, etc. The main gameplay goal is to reach the screen’s exit; enemies move according to specific patterns or special rules, and the moai head just needs to get by them without making contact. It’s pretty easy in the beginning, but the rules eventually stack, and there’s a lot more to consider later on as you enter and exit different portals. Regardless, I never got stuck for too long, and trial and error works well enough for figuring out the exact path you need to take to move on.

There’s a strange theme in Winnose, and I’m not even talking about its psychedelic, shroom-munching lining. No. There are constant references to, obviously, noses. First and foremost, the name of the game. You hear someone sneeze in one of the early songs, two tracks are called “Snot My Problem” and “Calm Before the Sneeze”, and the final boss battle has you…well, it’s again, without spoiling that truly special moment, related to sneezing. I don’t know if I missed something earlier, but I guess I can only take away from all this that the Winnowing was caused by some giant sneeze. Or maybe it all means something more.

But yeah, if you’re looking for a one-of-a-kind experience and have an hour or two to kill, I urge you all to play Winnose. It’s free and can be sampled in your browser over at Adult Swim’s game page. I evidently missed out a chance to do a super secret speed run after beating it, so I’ll probably be going back real soon; really, I’ll take any excuse I can get to lose myself in this colorfully bizarre state of an underworld, where the beats never stop, not even after you pull yourself together.

Some JRPGs demand you grind from the get-go

grinding early in RPGs GD

I finally got around to trying out that free and standalone-like 3DS demo for Bravely Default: Flying Fairy last night, but this post is not going to be explicably about that game. I need more time with it to both figure out my thoughts and overall opinions, as well as to decide on whether or not I’ll pick up the full retail copy, which drops today. I suspect I will, whether I love or loathe the demo to pieces, because these kind of strange JRPGs are far and few between, and my thinking is that by supporting it with a purchase, I’m helping to make strides towards a North American release for Fantasy Life. Wishful thinking, sure…but it’s better than doing nothing.

But Bravely Default got me thinking about the various RPGs and JRPGs that really make you grind for levels and money from the very start, because, at least in the demo, it downright demands you do it. The very first fight outside of town resulted in one character in my party of four dead, two badly hurt and poisoned, and the remaining member okay at half of his HP. I’m on the default–pun intended–level of difficulty, and I’m pretty good at turn-based combat, but I don’t think I have the whole brave and default techniques down just yet. That said…yowzas. The combat is brutally tough, and so for my first hour and change with the demo, I’ve just been going back and forth to the inn to heal up, fight monsters in the desert, and rinse and repeat until my eyelids grow too heavy to keep playing. It’s honestly not terrible, as I’m used to grinding, but I always find it strange when a game makes it impossible to progress without it at the very beginning of the journey. Let me list a few other examples.

One of my fondest gaming memories, just in general, always comes back to Dragon Quest VIII: Journey of the Cursed King. See, when I moved out of my parents’ house and up to northern New Jersey for my newly acquired post-college job, I lived off the grid for several months, relying on previously purchased videogames and DVDs for nightly entertainment while I held off on getting cable and Internet. DQVIII filled that space greatly, but it’s a slow game, and you do have to grind for a little bit in the very beginning at the Waterfall Cave section, otherwise the final boss of that area can wipe your party out quite quickly. If I recall, there’s a small section of healing water you can keep drinking from to restore your team’s health, making this place perfect for grinding, and, at the time, it certainly seemed necessary.

Dragon Fantasy (Book 1) is made up of three different storylines and a strange one-off inspired by all things Minecraft. Ignoring the latter and focusing on the former, of the three separate but connected plots, one storyline, by its very design, requires you to grind a whole bunch before you can even get to the first dungeon and safely explore it at a decent clip. In Ogden’s storyline, he is an old, washed-up man out to make a name for himself again, but that means fighting all the battles by himself, which is slower and more grindy than the other two campaigns. It meant fighting battles until Ogden was nearly out of health, run to the nearest inn, spend some gold to heal, and go back out to do it all over again. Not the most exciting time, but I ended up playing a lot of Dragon Fantasy (Book 1) while watching Netflix or Giant Bomb videos.

The first hour or so of Ni no Kuni: Wrath of the White Witch is both magical and devastating, and not just because something terrible happens to Oliver’s mother. I’m talking about the area just outside the Golden Grove. It still gives me the shivers to this day. The monsters here are so powerful and aggressive that your small team of nobody really doesn’t stand a chance, and so you have two options: run and hope to avoid every fight, or go back into the woods and grind a bit for levels, money, and health-restoring items. Naturally, me being me, I ran for it. Which was not very successful for the first few attempts, though I did eventually get out of the area, only to find myself in an even more dangerous spot, though much more suited for grinding.

Oh boy. Now, truthfully, I only stopped playing Phantasy Star II because the cold weather is here, and the Xbox 360 is in the living room, which gets no heat for the whole horrid season, and so it must wait until the snow melts before I can get back into it. And by it, I naturally mean grinding for levels and much-needed moolah while trying to figure out exactly where to go next. Thankfully, the music is so good that it makes grinding more pleasant than not, but it took me forever just to reach the first Bio-Systems Lab areas.

Hey, remember Eternal Sonata? I sometimes do. Beautiful grass in that game, and it’s not every day you come across an RPG so heavily themed and dedicated to that theme. I mean, really…Polka is a terrible name for a young girl. But whatever. Every now and then, I think about going back and playing it some more. But that would mean starting over because I got to that ghost ship section and found myself severely under-leveled with no hope of gaining enough levels quick enough to defeat…uh, the boss Captain Dolce. From reading up some walkthroughs, it sounds like I messed up and didn’t spend enough time aimlessly grinding when I could. Oh well.

I’m sure if I spent some more time looking through my collection I could come up with another five to ten RPGs that are grind-heavy early on, but I need to end this post somewhere. If you have one I missed talking about, let me know about it in the chat! That is, if you can spare some time away from your efficient, but meticulous level-gaining strategy.

2014 Game Completed Comics, #15 – Winnose

2014 games completed 15 - winnose facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

Broken Age’s first act clicks it big, but cliffhangs

Broken-Age-Act-I-SS-Girl-Dialog-Tree copy

Many moons ago, I got in on the hot Kickstarter action that Double Fine snowballed with their plans to make an old-school point-and-click adventure game. Well, a modern one of those, I mean. And since then, I’ve been following along dutifully with the game’s progression–codenamed Reds, truly named Broken Age–via the roughly monthly 2 Player Productions documentary videos, which do a fantastic job of showing how all the pieces ultimately come together to be a final product. Some of it is more interesting than other aspects, but regardless, it’s a rare glimpse into a process generally kept to the shadows. Kudos to Double Fine for being so open, as honest as allowed.

Let’s see, let’s see. Broken Age is, more or less, about death. Some people want it, some won’t ever get it, and some are brought up believing it is their destiny to die. To be more specific, it is about two young teenagers “seeking to break the tradition with their lives.” Vella Tartine is one of the lucky girls to be chosen as a human sacrifice for Mog Chothra, a monstrous, tentacle-tossing beast that eats up people at celebrated events called Maiden’s Feasts. Smartly, she has decided this is not how her life should go. On the flip side, or more like the space side, we have Shay Volta, a young boy living a very cushioned and solitude existence on a spaceship. That is until he meets Marek the wolf, who is probably just a man in wolf’s clothing. With Marek’s prodding, Shay begins to shake things up on the spaceship, which leads to a number of problems. The connection between Vella and Shay, other than thematic, is still not known, though Act 2 will most likely delve into this area of interest.

And so Double Fine set out to create a modern point-and-click adventure game harkening back to the kind Tim Schafer worked on many years ago. Alas, I’ve never played any of those: Day of the Tentacle, Full Throttle, Maniac Mansion, Grim Fandango, and so on. I know, I know. They are all on my germinating to-do list. However, ever since I chipped in on the Kickstarter, I’ve begun playing a lot more adventure games, each of varying degrees of difficulty, and so I kind of know what they aiming for. That said, Broken Age is pretty easy. The puzzles are never overwhelming and obtuse–absolutely zero pixel hunting–and you only end up with a few items in your inventory and so many screens to explore at a single time. When you run out of ideas, just try every item on everything, and you’ll move forward. Also, ladders are vital. I got through Act 1 just fine, and that’s honestly okay, but I’d love to see more of a challenge in Act 2.

Obviously, Broken Age looks nothing like the games that came out twenty years ago. Though there is a way to unlock retro mode for the fuzzy-loving purists. It’s gorgeous, an absolute treat for the eyes, paintings come to life. The cute, colorful art style comes mainly from Nathan “Bagel” Stapley, and it really enforces the carrot-on-a-string trick of adventure games, where you often just want to see what the next area will look like. I enjoyed Vella’s locations more than Shay’s, but there’s a fantastic amount of detail here, and everything really does look like they exist in a singular world; the documentary vids reveal that, while Stapley did a majority of the art assets, others did work on repainting parts of some scenes, as well as probably other things. Don’t worry about any of that though, just lose yourself in the fluffy, floaty clouds.

Initially, I was put off with the announcement that Broken Age was being split into two separate acts, for financial and deadline-related reasons, all explained in the documentary vids. I mean, I think we can all agree that The Hobbit has suffered greatly from being sliced and diced, though it does work for episodic games like The Walking Dead, but only when it is clearly designed to be episodic. This was not the case, and for now, it’s a bit of a bummer that Broken Age‘s first act ends just as the plot comes together and really gets interesting. I’m sure once act two comes out and you can skip from one to the other in a single breath, it’ll be a much more solid experience. Until then, we’re left alone on a beach, jaws in the sand, waiting and wondering.

Alundra dreams about one obtuse puzzle at a time

alundra early thoughts PS1

According to an online walkthrough, I’m just about halfway through Alundra. And yes, I’m playing with a guide at my side; if I didn’t, I would have given up on the action-adventure Legend of Zelda wannabe sometime back during the saint puzzles in Lars’ Crypt. Or maybe even in the Coal Mine. No doubt about it. But like a bad dream, I’m jumping around and getting ahead of myself. Let’s take it back to the start, just after the awesomely anime cutscene that reinforces the fact that this was most definitely made in the 1990s by Matrix Software, a Japanese video game development company from Tokyo.

The story, while cliché in places, like collecting a bunch of crystals via one dungeon at a time to stop a big baddie, is actually kind of interesting: Alundra, the silent protagonist you control and name of the game, is an elf from the Elna clan of Dreamwalkers. He comes to Inoa after getting shipwrecked, but also because of a recurring dream where a mysterious figure calls him “Releaser” and says he must save the villagers from the evil wizard Melzas. After a while, the people of Inoa begin blaming Alundra for all of the terrible happenings despite his earnest attempts to save them. It’s a pretty straightforward and rather serious story, with some goofy moments and characters now and then, such as Bonaire, the surfer dude and his dream of winning over Sara, a bodacious babe.

I can’t recall if Alundra was ever called “the Zelda killer” though I do know that phrase was used around Dark Cloud, which was not at all a Zelda killer, but did eventually lead to a fantastic sequel that I still need to beat one day, but only after I restart and get all the vital photos along the way. Sorry, got distracted. To get to the point: Alundra is no Zelda killer. Far from it. If anything, it’s a Landstalker/Zelda clone, but much harsher, with subpar controls, and doesn’t give a lick if you can’t figure out its puzzles. Sure, you are traveling across an open world, slashing grass, tossing bombs and pots, charging your sword up for a more powerful attack, and gaining new powers after specific dungeons that can help you advance in the next one, but that doesn’t mean you can toss away your yellowing copy of The Legend of Zelda: A Link to the Past now that Alundra is in your life. We all know that Charles Caleb Colton said, “Imitation is the sincerest form of flattery,” and I’ll leave it at that.

Just kidding. Alundra is not terrible, but it’s probably one of the more frustrating games I’ve played in a long time, and I really don’t know how people played this back in 1997 without a helpful walkthrough at their side. I’ve had to look up just about every puzzle past the first few dreams Alundra jumps into, and it’s not because I’m a mindless idiot; in fact, I’d like to think I’m fairly smart, intelligent enough to figure out many point-and-click game puzzles. For many of Alundra‘s puzzles, it’s not all about figuring out the solution, but also executing the moves to get the job done. There’s a lot of platforming- and timing-based moves you have to do to open the door to the next room, and unfortunately, Alundra does not move very well. You can only walk in four directions, and the jumping never feels good. Run is assigned to the triangle button, but it is useless because you can’t run and jump–only run. Plus, there’s a lot of depth perception going on in hopping from one column to another, and oftentimes, if you miss a landing, it means starting the jumping all over again, usually from much earlier in the process. That’s my biggest hurdle here: identifying what jumps can and cannot be made.

A couple of negative nitpicks include that while you pick up new armor, like boots and chestplates, these are not visible on Alundra. Fine, I can let that slide. Not every game is about that, but unlike The Legend of Zelda, you can’t even see what gear you have collected in your inventory menu. You just have to remember. It is automatically found and applied, which is disappointing, especially since you get a decent jingle when opening treasure chests and defeating dungeon bosses. I like seeing everything I’ve found along the journey, whether it is useable or not. Fighting enemies is tedious due to Alundra’s inadequate ability to move fast, as well as move and attack at the same time, leading me to avoid combat in most cases.

But despite all that, I’m still really curious. About everything. Just to see what happens next, what special tool Alundra will earn, and so on. It’s probably because I’ve been dreaming myself of playing this game for so long, ever since I read about it in some nascent issue of PSM, but by the time I got around to being able to buy videogames at my leisure, stores no longer carried PS1 games. Flash-forward many, many years, and you can now find Alundra on the PSN for a couple of bucks, and dang it, I really need to know if it was worth all the waiting, all the hoping. Given how much frustration I’ve already encountered eight or nine hours in, I’m thinking no, but one never knows, and I’d rather see it to the end and know for sure then spend some more years living in uncertainty.

2014 Game Completed Comics, #14 – Broken Age (Act 1)

2014 games completed 14 - broken age act 1 facebook

Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

You fear to go into those Spelunky mines

beat olmec in spelunky GD

Let’s get real: I’ve only been playing Spelunky for about two weeks and some change now, nearly daily, attempting at least one or two runs. Originally, I had no interest in the game, as it came across as maybe too punishing to be considered fun, and so I always kept my attention elsewhere. But then Patrick at Giant Bomb began playing, streaming his daily attempts to escape the mines, dive deeper down, and get better at the numerous mechanics and tricks, and it was actually quite interesting to watch. Kind of like a horror film, where it’s fine and dandy to watch someone else put themselves into a tough and trying situation, only because it is not you, and you can just kick back and absorb.

What is Spelunky, you ask, not knowing? Well, it’s an indie action-adventure game created by Derek Yu that has you running through caves, collecting treasure, and saving damsels for a high score and an attempt at beating the boss Olmec. It originally started as freeware in 2009, getting remade for consoles and the PC years later. The trick here is that the dungeon levels are randomly generated each and every time, and you only get one shot at it, though there are ways to increase your health and gain a second life. Traps are deadly, enemies are tough and quite unpredictable, and don’t even try stealing the idol in the jungle levels unless you have enough bombs to reach safety.

Some runs in Spelunky last around twenty minutes, and some are over in mere seconds. Like an endless runner á la Temple Run 2 and Jetpack Joyride, the “one more go” mentality is strong here. Very strong. Every death is your fault, and there’s always something to be learned for your next spelunking sojourn. Next time you’ll know that you can’t fall from that specific height, that you can’t jump on the walking Venus fly trap enemies, that bees should just be avoided at all costs, and so on. Visually, the game comes across as quite simple, and that’s even more noticeable when you compare the freeware version with the updated console versions, as not many details change, but things obviously get prettier. That said, this is one of the most complex and strategy-heavy games I’ve played in a long, long time.

I’ve beaten Olmec once. And it happened quite fortuitously. See, there’s this fellow called Tunnel Man who you meet when traveling from one themed group of levels to another. Such as exiting the mines and reaching the jungle. And he can open up shortcuts to these worlds if you give him specific items, like two bombs or a shotgun. However, to open the final shortcut to the temple, you have to bring the gold key you find in the mines all the way with you through the mines, jungle, and ice caves, and it’s no easy thing. Or at least I thought it was going to be grueling. Er, I did it on my first attempt. Even crazier is that after I gave the Tunnel Man his shortcut-opening item I finished the temple levels and got to the final boss, all wide-eyed in wonder and disbelief.

Let’s see. What else can I say about Spelunky? Dat music. Now, you can never really hang around too long in each singular level, as a ghost shows up that can one-hit kill you, so you are trying to move through the world at a speedy–but safe–clip, and that means you’re unfortunately missing out on some fantastic tunes. Everyone will be most familiar with the songs for the mines, and they are moody and down-tempo, with elements taken from jazz and all things 1990s. That jingle that plays when you anger a shopkeeper is both awesome and terrifying. The game’s soundtrack, which you can listen to here, is written and produced by Eirik Suhrke, with some additional friends helping out here and there.

Despite beating Olmec, I’m nowhere near done with Spelunky. Not one lick. First of all, there’s a second secret boss called Yama, and to get to Yama requires a lot of specific steps, and you can’t mess up one of them. It seems tough, but practice makes perfect, and I’m going to at least try. First I have to reach the City of Gold and then Hell. Hmm. But I’m also playing the game on the PlayStation 3, which has Daily Challenges, singular runs where the goal is to get the highest amount of treasure, and leaderboards nicely show how all your friends stack up against you. I’ve recently added a ton of Giant Bomb users to my friends list, which makes this feature much more enticing than when it was just me by my lonesome. And who knows–maybe one day I’ll tackle a solo eggplant run?

A throng of forgotten and unused blog images

For the longest time, one of Grinding Down‘s things has been that each post contains a picture at the top, and that image is edited to contain some text, generally white-colored and always in the Showcard Gothic font. Maybe it’s a pun or just a string of words that sound nice, but it helps make the blog post stand for something more, and gives readers–well, I hope it does–a good idea of what I’m going to be talking about, whether it is a rant or gushing praise of what-have-you. Don’t worry; that process is not going to change, but sometimes I get ahead of myself and create an image before I even begin writing about a game, only to discover later that, truthfully, I’m just not as interested as I previously thought I was about writing on that topic. And so that image sits, neglected and rejected, an entry to never be. Poor things.

That all said, here some Photoshopped images I found in a miscellaneous folder, and I’ll just put them up here without further comment:

harvest moon grand bazaar first 30

lets golf 3d games

mailbox2

nostalgia early impressions

rayman origins demo 3DS impressions

shank making progress