Disposabot teaches you that death is the answer

GD disposabot final thoughts

I learned of Unept’s Disposabot from perusing the ever enlightening Jay Is Games, and I’m glad I gave it a shot, as this turned out to be a bit more than just a cute-looking puzzle platformer. In fact, it’s a cute-looking puzzle platformer that makes you think, though some levels can be beaten simply by throwing everything against the wall and seeing what sticks, but for the most part, you gotta use your noggin. It’s definitely one of the better Portal wannabes. Wait, let me explain.

Dr. Nemesis, the snarky founder and CEO of the Tyrant corporation, has decided to kidnap you, an ordinary citizen robot, and really put you through the ringer. By that I mean…a number of anti-hero weapons testing rooms, which are filled with numerous and dastardly ways to lower an android’s power level from 100 to zero in a flash. Your job, naturally, is to get through each room safely and in one piece in pursuit of finding a way to stop the often heard, but rarely seen villain, that way you can get back to normal, daily automaton life. Whatever that is. In each of these rooms is a replicator that allows you to respawn in a new, mechanical body after dying, and this is the main mechanic that will get you from one side of the level to the other. Yup, dying is the answer.

When your little robot dude/dudette dies, your body remains in the level. The Last Geek from Ludum Dare 22 did this, but it was only for cosmetic purposes. Some enemies will leave an empty, light-as-a-feather husk of a corpse that you can push around and use as a stepladder, and others will completely freeze your wireframe in place, even in mid-air. The trick is figuring out how and when to use each of these special corpse types to your advantage, to reach the end-of-level pipe entrance, and the first few levels are beyond basic and obvious, there to teach you these skills, but the majority of the levels are quite puzzling, especially the later ones where you need to get keys before exiting or do certain actions in a specific order without fault.

Disposabot is controlled entirely with just the arrow keys. You move left and right with the respective keys, and press up to jump. If you find yourself stuck and want to start over, simply hit the [R] key to clear away all your mistakes. Surprisingly, that’s all the control you need to get the job done, though I always prefer to play platformers with a d-pad or analog stick for better precision and ending up missing a few vital jumps. Each level gives out medals at the end based on how many times you died, the less earning the better prize, which helps add some replayability for those trying to make it through as perfect as possible. I got mostly golds and silvers, though a few of the final levels saw me dying over and over again out of frustration and unplanned attempts to just push my way to the end, winning only bronzes.

However, unlike Portal, the story never reaches that same wondrous high, but you do eventually put Dr. Nemesis in his place, and the last third of the total 21 levels are very rewarding from a gameplay perspective. Again, it’s a cute-looking puzzle platformer that makes you think. Plus, all the clouds are Tetris shapes. Really, you can’t not smile at that.

2014 Game Completed Comics, #3 – Temple Run 2

2014 games completed 03 - temple run 2 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.

Gone Home to mysteries, answers, and everything 1990s

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Breaking news: I’ve decided to do away with my gaming haikus, at least for 2014. Chin up, Mr. Sadface. It’s going to be okay. Really. I had a lot of fun writing them, but after two consecutive years of dipping my toes in Japanese poetry–well, if you can call 104 haikus a dip–I’m ready to try something else. Gotta keep things fresh. If you’ve been keeping up with Grinding Down over the weekend, then you’ll know what the long and short of it all is: comics. Yes, yes. Actual comics about the games I’ve played, and I really don’t know why it took me so long to combine these two passions of mine together.

Anyways, Gone Home gets the special honor of being my first completed game for 2014. Compare that with Yoshi’s Island from last year. That’s right. Go on. I dare you to compare the two. One looks like a drawing, and the other has you occasionally looking at drawings. Hmm. If you’ll recall, Gone Home was also my number one pick for the top 10 videogames I missed out on in 2013, but thanks to a recently good deal via the Humble Bundle store I was able to pick up The Fullbright Company’s debut for a sweet price, one that wouldn’t make me terribly irate if I discovered that the game didn’t work on my ASUS laptop. The good news is that, obviously, it ran just fine, even though it defaulted to the lowest of settings to do so and some of the textures looked a wee flat. Small quibbles aside, I absolutely loved it.

Gone Home‘s plot itself is pretty straightforward: it is June 1995, and Kaitlin Greenbriar is returning home to her parents’ new house in the Pacific Northwest after traveling abroad. She gets in very late on a rainy, thunder-laden night only to discover the house is completely empty, with a strange note on the front door from her sister, urging Kaitlin to not go digging around for clues as to what happened. Naturally, though, that’s exactly what you do, and the whole game is built around exploration and piecing together where Sam and Kaitlin’s parents went to. If I’m being honest and a little spoilery, that’s not at all what the plot is really about; in truth, this is actually Sam’s story, not Kaitlin’s, and there’s stuff about her parents to unravel, as well as what went wrong with the previous owners of the house to have it now deemed the Psycho House by other students at Sam’s school. Kaitlin is just a means to see all this unfold, and she is mostly non-reactive, save for a few text-only comments when finding items related to her parents’ sex life.

The game itself takes around two to three hours to complete, depending how thorough you search each and every room in the larger-than-life mansion-like new Greenbriar home. That said, Gone Home never wastes a single second though or pads out rooms with nothing that isn’t vital or important to the story-telling, and so you are constantly advancing, learning more and more. I found all this beyond exhilarating and couldn’t wait to see what was behind that closed door over there or what hid in the third drawer from the top, but only after I clicked open the first two drawers. You move with WASD, and zoom in for a closer look and pick up items using the mouse. Oh, and you can also fully twirl items around in your hand, to check out all sides, and you’d think there would have been more puzzles built around this mechanic, but Gone Home is actually not about puzzles–save for the few combination locks–and this mechanic exists more so to keep you in the world, prove that these rolls of tissue paper and printed books are real, that everything has a front and back and can be examined properly.

Anyone that actually grew up in the 1990s is clearly going to sink into Gone Home a bit deeper than those that didn’t. The game oozes with the era, from magazines wreathed in pop culture icons to board games and mounds of VHS tapes of your favorite Saturday afternoon couch-flicks, like Blade Runner and just about every episode of The X-Files. In fact, Super Nintendo plays a wee part in the events that transpire in Sam’s young, blossoming life, and you can find various fictional cartridges around the house, some goofier than others. Regardless, the attention to detail is astounding and appreciated, especially for a game that’s all about looking and listening. I couldn’t listen to too many of Lonnie’s musical recordings though, sorry.

Many have complained about the bait-and-switch trick in Gone Home. It’s initially set up to seem like your typical ghost story: girl comes home on a rainy night to find her house completely empty of life. For most of the early rooms, you expect something spooky to happen. The TV to randomly flip on? A door to slowly creak open itself? The sound of footsteps overhead? But no, nothing like that happens ever, save for a single moment of pure genius that is logically explained so long as you found the correct paperwork earlier in the house. This is not a ghost story. This is a human story, and it is remarkable in its dedication to remain rooted in reality, one I think many can relate to on some level, whether it is with teenage romance, a failed marriage, not being good enough for your father, and so on.

I think Gone Home is both a great game and a very important one. If you haven’t played it yet, I highly recommend you do so as soon as possible. Videogame story-telling has a new measuring stick.

2014 Game Completed Comics, #2 – Disposabot

2014 games completed 02 - disposabot 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.

2014 Game Completed Comics, #1 – Gone Home

2014 games completed 01 - gone home 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 attempt to be thoughtful. Comics are a versatile form, so expect the unexpected.

GAMES I REGRET PARTING WITH: Treasures of the Deep

games I regret parting with treasures of the deep 01

My childhood best friend loved animals, especially reptiles and all kinds of fish. I don’t know if he still does, as our relationship fell apart during the college years, and one day he just vanished from my life. I’d like to imagine he works at a zoo or is a veterinarian, but thanks to the magic of Facebook stalking…I know that’s not true. For most of his birthdays, I’d get him a couple packs of whatever new set of Magic: The Gathering was out (the Invasion block era if you want to pinpoint it), but one year I got him a videogame, one that I thought played directly to his interests–Treasures of the Deep.

I don’t think he liked it or played it very much, as eventually I ended up borrowing it from him–y’know, like people do all the time with the gifts they give loved ones–and then later traded it in with a bunch of my other PlayStation 1 games when it was clear the birthday gift was not missed, not a winner. Hence, it being a game I regret parting with.

In Treasures of the Deep, which kind of sounds like an Indiana Jones subtitle that I’m sure Shia LaBeouf would love to steal without crediting, you play the part of Jack Runyan, an ex-Navy Seal who has become, naturally, a freelance underwater treasure hunter.  Your main objective is to complete 14 varied missions ranging from disasters, such as things going awry on oil rigs or a plane crash, to simple exploration type missions, like scouring the wreckage of a sunken ship for goodies. Along the way, you can pick up as much treasure as you can find; once a mission is complete, Runyan can use this golden booty to buy more weapons, equipment, and upgrades for SDVs (swimmer delivery vehicles) or submarines. By capturing rare sea creatures in nets, you can also earn extra money.

Similar to Colony Wars, another game I regret parting with (post still forthcoming), the game had a real sense of place. You’re underwater, and you felt that constantly. Plus, you’re not just in some ocean; there’s real-life locations to see, like the Bermuda Triangle, the Puerto Rico coast, and the Marina Trench. Dolphins sing, your radar beeps, bubbles escape, and the water swooshes to create a laid-back atmosphere, backed by a moody soundtrack-stirring ambience. I have both a fear and fascination with large bodies of water, able to find it extremely relaxing and also terrifying and full of unseen monsters. I don’t want to dive too deep, though I do want to know what’s down there. That probably explains why I can only remember the very early levels in Treasures of the Deep, as I played it extremely safe, keeping close to the surface. My recent time with Hero in the Ocean reminded me warmly of those early missions.

Unfortunately, the sad truth hidden in this post is that it’s currently a lot easier to get a copy of Treasures of the Deep back in my life, but it’s really the childhood best friend I want. Unfortunately, that priceless treasure sunk to the dark bottom of the ocean years ago, that fateful Thanksgiving break, and is now buried and irrevocable, with no radar map to help.

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.

2013 Game Review Haiku, #64 – Hero in the Ocean

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Deep and untroubled
The ocean holds all–men, stars
Be submersible

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

2013 Game Review Haiku, #63 – The Walking Dead, Season 2, Episode 1 – “All That Remains”

2013 games completed twd S2 all that remains

Clem finds herself out
In the wild, a new group
Awaits, curse that dog

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.

The Half-hour Hitbox: December 2013

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Some inside baseball: I put this post together piecemeal across the whole month. That means that when I play a game and find myself not interested in writing a large post about it–or suspect that I won’t down the line–I add it here, find a picture, and write a quick sentence or two about it. Alas, sometimes I don’t do that last part though, as I’m just not in the mood at that exact moment, and so I’ll have to come back to it, which can be hard, especially for smaller experiences, such as Isaac’s Odyssey, a game I am finding it hard to remember what happened, save for the atrocious grammar I had to read.

Truthfully, I’d rather put this all together in one go, to keep the writing thematic and consistent, but that seems like an impossible task. I get exhausted just searching for Google for decent screenshots. And then there’s too much to juggle in terms of what each game is and does, and I’d be super worried I’d forget something. I want to be able to give everything its due, y’know.

Maybe I will rethink how The Half-hour Hitbox looks for 2014, but for now, let’s end the last month of the year as we have with all the months that came before it since this feature began. To the games!

Oíche Mhaith

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What a horrifying experience. I’m not even sure how it qualifies as a game because all you basically do, as a young girl, is walk around your house, get berated by everyone, watch your father go on a murdering spree, and then play with some strange device that allows you to swap personalities between your father, mother, and dog in hopes of making everything right. We’ve already seen the darker side of Terry Cavanagh’s mind in Hero’s Adventure, but this goes nineteen levels deeper, and I’m very put off. You might get more out of this than I did, but if you do, well…I’m now concerned for your state of being.

Annie Android: Automated Affection

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Evidently, one of the first little games Ben Chandler ever made, and it certainly is little. I mean, like a resolution size of 320X200. I had to tinker with my computer to make it larger so I could actually read the text and find items, but it still looked good to me. It’s about an android called Annie and the love she wants, which is a fella called Mailbot. Unfortunately, RoboHQ has assigned her someone else as a partner, and off she goes, to control her destiny. It’s pretty fun with some silly characters, like the robot pretending to walk the dog in the park, and the puzzles aren’t too tough, though one required precise timing, and sometimes my clicks missed the mark. An 80s-esque soundtrack full of bumps and thumps plays in the background, and there’s even vocals for the title screen song. You can download the game right now.

Gears of War

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Well, I played the first Gears of War game, and I hunkered down and ran through it on the easiest of difficulty settings. Whatever, don’t judge me. Or you totally can. I don’t care, because I don’t really care about Gears of Wars. It’s macho shoot alien monsters in the face tough guy stuff, and all the dialogue is trite and predictable, and every male character is this unshapely mass of muscle and armor. Same goes for the Locust. In fact, on a few occasions, I mixed up one of my allies with an enemy because they look almost identical, and it’s hard to keep track of everyone when they are so drab looking and moving around an even drabber scene of ruined rubble. I was able to play a single online match–surprisingly, not many people are still playing this game despite it being a freebie for December for Gold members–and that was simply okay. Just like with Battlefield 3 over the summer, I can now confidently say that this is not my thing.

Samsara Room

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A strange, otherworldly point-and-click game that sees you traveling from one dimension to another all while still being stuck in the same room. The puzzles are intuitive enough to keep you at it, and I enjoyed how the perspective changed each time. Samsara Room‘s ending is abrupt and completely unsatisfying, but getting there is intriguing enough for me to make up my own conclusion. Plus, music by Kevin MacLeod, who is quickly becoming one of my favorite indie game composers. It’s just so relaxing.

Isaac’s Odyssey

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You are a guy trying to escape your dorm room to go to a late-night Comic-Con party. Maybe there’s some Game of Thrones actors boozing it up there or something. Isaac’s Odyssey consists of only two screens and a lot of tiny objects to find and use. It’s not bad in the gameplay department–if a bit old-school–but the writing is simply unbearable. Every sentence either contains a spelling error or strange turn of phrase, and eventually all this overtook my like for clicking on items and using them to solve puzzles. I did eventually escape the dorm room, but that’s the end of the game. Yup, you don’t even get to go to the fancy party. What a dud.

Calm Time

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Chances are, if I had known what Calm Time was ultimately going to be about before I clicked “play,” I probably would’ve skipped it. Instead, I watched in horror as a party went to shambles, and I was the driving force behind the chaos. There’s some direct storytelling here, as well as a basement full of indirect–and all of it is creepy. There’s minimal music throughout save for a creepy piano tingle and some jarring TV-like static, but less is more here, and I can honestly say that the whole experience gave me the shivers. The uncomfortable, I’m-a-monster shivers. Whether that makes Calm Time a good game or a bad game, I really don’t know.

Shoot Many Robots

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I think the name Shoot Many Robots is awesome and does a fun job of explaining exactly what you do in this wee downloadable freebie for the Xbox 360. Some levels have you going left to right, and other levels are a single room where you have to survive wave after wave of attacking robots. In short, you shoot robots. Sometimes you punch bullets, too. There’s two main weapons and different kind of backpacks to equip for your dude, which grant various bonuses, and it’s all well and good, but there isn’t much else to do otherwise. I do however enjoy the cartoony graphics and honky-tonk slash metal soundtrack.

Hero in the Ocean

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A really cute puzzler set underwater. You control a tiny, yellow submarine in search of stars–three per level–and a helpless sea-diver. Each level adds a new puzzle element, such as lasers and unlockable doors, but it’s never overwhelming. By the end, you’ll be a pro at each thing, able to swim swiftly past all the dangers and pick up those shiny trinkets. I found all 45 stars and saved everybody, so go me. Alas, there’s some clunky writing like “you found secret area,” but that can be overlooked for a solid little game that never becomes too much to handle. Plus, the single music track that keeps looping is awesome, starting off slow and somber and building into something bigger than that. In fact, I’ve been listening to it on repeat as I put this paragraph together. I also hope this isn’t taken as an insult to those that made it, but Hero in the Ocean would make a perfect mobile game, too.

Temple Run 2

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Speaking of mobile games…this kind of came out of nowhere. The day before Christmas–or was it actually on Christmas day?–Temple Run 2 was released for free on the Windows 8 phone. Mmm. I love free games, especially ones with relatively easy Achievements. And that’s what Temple Run 2 is–a fun, easy-to-pick-up endless runner with a handful of poppable Achievements and enough challenge to keep you going and try for one more run. I played this a lot during my Christmas vacation, mostly because my sister was squeezing the most out of her time with my Nintendo 3DS. It’s pretty good, though I probably couldn’t tell you the differences between this one and the original. I’ll probably end up removing both from my phone soon enough, once I’ve had my fill of running, jumping, sliding, and tilting.

The Walking Dead, Episode 1 – “All That Remains” (season 2)

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I just finished this up on Sunday and haven’t even gotten around to writing a haiku for it, but I will soon and will probably write a bigger post about the newest season and how brutal it has already started, but for recording’s sake, it’s here. I also bought the The Walking Dead‘s season 2 pass and am excited for more, if that gives you an early indication of my impressions.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

Most of us have Gears of War we never use

gears of war Xbox 360 final thoughts

Let me be blunt and say this: I can’t believe that Gears of War became a series, and a popular one at that. Well, according to Wikipedia, which probably needs some updating, the game has since sold over 5 million copies as of September 2008–meaning it’s probably much higher–and currently stands as the fifth best-selling Xbox 360 game. Yowza. Really? Really? Y’all on crazy pills.

Gears of War takes place on the planet Sera, but it might as well be Earth. The Coalition of Ordered Governments (COG) is a minor political party there, and its soldiers are called gears, despite the obvious coggers sounds a whole lot cooler. The Locust, an alien race, suddenly attacks humanity, a day infamously known as E-Day, and the COG gears do what they can to ensure the survival of human civilization. Flash-forward fourteen years, and the COG is the only human government left on the planet. Former COG soldier Marcus Fenix is reinstated into the military after spending some years in prison for abandoning his military post for…personal reasons. His friend Dominic “Dom” Santiago successfully extracts Fenix from prison, reuniting him with the rest of the Delta Squad in hopes of finding a special device that will help eradicate the Locust’s underground caverns.

So…more or less, the film version of Starship Troopers. Which should not be a problem for me, as I actively enjoy both the film and Robert A. Heinlein’s futuristic military YA romp where soldiers with guns shoot opposing alien bugs. Yes, even the chapters devoted to simply describing powered armor. Alas, Gears of War, despite that grandiose plot summary, is devoid of life, character, characters, and details to make everything greatly interesting.

Right. Let’s do this. I played through Gears of War over the course of several sittings and on the lowest difficulty setting of Casual. It’s highly linear despite the occasional choice of going left or going right, and you, as Fenix, move forward, hide behind shattered walls and car husks, and peek out to shoot at alien monsters also doing the same thing. Once all the shooting is done, you’ll get some story beats, with either a cutscene or Fenix listening to someone tell him what to do via an earpiece. Basically, it’s all about moving forward, finding other members of the Delta Squad–who are constantly getting split up so that it can be just you and one other dude for co-op reasons–eventually leading to Fenix returning to his father’s house to find something a potent anti-Locust weapon. Somewhere in the middle of all that there’s a single vehicle mission, which has you driving and shooting light via a turret at Kryll, highly aggressive flying carnivores that thrive in the darkness. Throw in a couple of boss fights, a few of which don’t actually have you fighting something directly, and that’s the game in a nutshell, replete with a tease for more to come.

Ugh, I don’t know. I just found the entire campaign to be a hollow experience. Fenix and his fellow men are simply big shoulders and massive arm muscles that occasionally grunt and ask a question or make an action movie-like one-liner, but never strive to be real. Fenix, especially. I couldn’t care one bit about him because he just comes across as a brooding mass that refuses to say anything. This was especially apparent when we get to the part where he returns to his family’s home, which is being destroyed by the Locust, and there isn’t a single comment from him. Like, come on. Emote. Be a human being. But no, this is machoism all over again and shares the same problems I saw in Vanquish.

Here, have some positive talk. My favorite thing about Gears of War is the active reload. When you reload your weapon, you have a split-hair second chance to hit the button again and have your gun immediately back in action with a full clip. If you fail this, your gun jams and it takes longer to fix. Each weapon has a different active reload bar, and it made the firefights much more exciting than they actually were, even if it was just a little mini-game between Fenix and his weaponry. I found the sniper rifle to be the trickiest to reload speedily, and that was my key to victory at the end of Act 5.

Strangely, I’m curious about Gears of War‘s higher difficulty settings–Hardcore and Insanity–though I have to imagine it results in just Fenix taking more damage faster and enemies being bigger bullet sponges. I might at least try to play Act 1 again on a higher challenge, to see what that’s all about, as Casual was very much that–an easy walk with the occasional death, mostly because I lingered too long in the open or didn’t run through the Kryll-infested darkness fast enough. I don’t expect to do very well though, but I at least want to try because immediately after that I will be uninstalling the game from my Xbox 360’s hard-drive and moving on to greener pastures. Yes, there’s the multiplayer element to consider, but I was only able to get into one match after many, many attempts, and that’s because I don’t have certain DLC that others do and man, that’s stupid. Borderlands 2 really spoiled me with those compatibility patches.