Tag Archives: Attack of the Friday Monsters

My five favorite games in 2013

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Well, it’s here. The end of the year. That special time when one sits and thinks about all the months that came before, and the interactive media that helped pass the hours, enjoyably or not. This post is about the stars, the winners, the smile-makers–not the clunkers, many of which I managed to avoid thanks to keen eyes and a tightened wallet.

As Grinding Down readers are most likely to know already, I’m not always able to play a lot of the big AAA titles that come out in over the swoosh of the past three hundred and sixty-five days, though I try now and then to at least sample a few of them. Click this very sentence for the full list of games I went through in 2013. For instance, this year, I did experience both BioShock Infinite and Grand Theft Auto V, but the truth of the matter is that those two titles are, unfortunately, pretty mediocre–to me. Remember, this is my list, my favorite games that I have greatly enjoyed playing and am still playing, and I’d completely understand if you’d want to fight me tooth and nail in defense of why the combat in Infinite is more than just a means to pad out the story or why Los Santos is the most sandboxy sandbox that ever sandboxed, but your cries fall upon deaf ears. I like what I like, and there’s nothing you can do to make me swing the other way.

Fine. Let’s not dress this up any more than necessary. Without further wandering, these are my five favorite games from 2013.

Doritos Crash Course 2

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I bet you’re scratching your collective heads over this one. Number five on my list is a sponsored free-to-play sequel with microtransactions to a sponsored free-to-play side-scrolling platformer that was solid fun, but limited in variety, and you probably think that sounds absolutely terrible. Maybe in writing it does, but I can’t get over how fun running, jumping, sliding, and climbing to the end of every obstacle course is in Doritos Crash Course 2. I continue to play it and earn stars, always striving for a better time on some levels or that occasionally elusive gold medal. The game is also constantly comparing your score with those on your friends list, giving you extra incentive to do better.

Thankfully, the microtransactions are completely ignorable, though earning more stars to unlock new levels or alternate paths might feel like a grind to some, but I enjoy both racing through a course to be first and going back a second time to slowly find all the collectibles. The level designs are pretty imaginative–there’s a tropical jungle and ancient Egypt and so on–and the music that plays when you cross the finish line is catchy and forever burned in my brain. If you have an Xbox 360, this is the free game to download and devote yourself to, not Happy Wars or Ascend: Hand of Kul.

Fire Emblem: Awakening

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So far, I’ve only played Fire Emblem: Awakening once, and I suspect I will never go back to it, since I played the game with permadeath on and those that fell in battle truly fell in battle for me. That’s how my story went. Just like how I play Telltale’s The Walking Dead. In fact, I documented every death that happened–21 in total, I believe was the final count–and you can read about each sad story by sifting through this tag. I can understand why many chose not to play with permadeath on or would constantly reload a previous save if things went awry, because I ended up missing out on a lot of content by losing a good number of men and women. Mostly marriage and future kid stuff, but that element of the game is fascinating and fun, thanks to really quirky, fantastic writing. I’d have loved to see more pairings.

Strategy RPGs are very hit or miss with me, but something about the rock, paper, scissors nature of the battle system was easy to grasp, even if it could lethally bite you in the ass if you moved a flier too close to an archer. Leveling up and selecting new roles added just the perfect amount of customization that I’m always looking for, and Fire Emblem: Awakening‘s presentation, cutscenes, sound, and voice acting was beyond amazing. Really superb stuff. Just ignore the fact that nobody has feet.

Attack of the Friday Monsters! A Tokyo Tale

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Like playing a Hayao Miyazaki film. Attack of the Friday Monsters! A Tokyo Tale is a small, quiet game, which ironically tells the story of giant monsters that eventually fight each other just above a rather quaint village. It’s a love letter to a childhood I imagine I had, even if I didn’t because I grew up in South Jersey, not rural Japan. There’s not a lot of game here save for collecting sparkly glims and battling friends in a card-based minigame, but, as Sohta, you’ll come to know the town and its streets rather intimately, as well as the relaxing drone of cicadas. Exploration, learning, and being a kid are the key themes here, and even when things get weird, they remain charming as heck. Absolutely the standout when it comes to Level-5’s Guild series, even if the digital dice-rolling in Crimson Shroud is freakishly satisfying. It’s not a long gaming experience, but rather a lasting one.

Sly Cooper: Thieves in Time

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I just finished this up over the weekend, and I’m not even mad that it ends with a clunky, finger-tiring QTE. I’m not even mad, bro. Thieves in Time will stand the test of time as another great entry in the Sly Cooper series, and that’s saying a lot since it was not developed by the original creators at Sucker Punch Productions.

Sanzaru Games clearly saw what were the best elements from the original trilogy–open world, a variety of missions, fun-to-get collectibles–and added their own fancy ingredients, like ancestors with unique powers, to make a solid, time-hopping adventure. The cutesy, goofy characters and Saturday morning cartoon vibe is retained, as are Sly’s ability to climb up nearly everything and make a swift trip from rooftop to rooftop. Love it so very much. I have to still go back for some hidden treasures, but I’m kind of waiting for Giant Bomb‘s 2013 GOTY podcasts to go up, as I can do that while I listen to them argue with each other. This came out early in 2013 at a budget price, with cross-buy too for the PS Vita. However, it was unfortunately easy to miss. Glad I got to it this year.

Animal Crossing: New Leaf

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Hmm. Where do I begin? I guess at the beginning. I’ve been playing Animal Crossing: New Leaf every day–or just about every day–since it came out. Sometimes it is only for ten minutes, which is just enough time to find fossils, hit the money rock, say hi to my favorite resident Sylvia, and visit the shop, and other times it can be around 45 minutes to an hour, where I’ll spend more time fishing or maybe visiting the summer island or just goofing off with Tara. There’s both always things to do and emergent gameplay to be found. My house is barely paid off, as I have enjoyed expanding Arni more with public projects, like building the police station, the cafe, and, most recently, the Dream Suite.

The improvements over Wild World are both extremely noticeable and great. You can now stack fruit in your inventory, select multiple fossils for Blathers to assess in one gulp, switch between tools with the d-pad, and so on. Plus, you can take screenshots and share them online on all the usual social media hotspots, which I love doing, even if they probably drive my 3DS-less sister mad with jealousy. There’s just something so amazing about a game that is more interested in constantly rewarding you for your hard work than berating you to constantly do better. With holiday events, visiting guests, and fishing/bug collecting tournaments, you’re never without something to look forward to. In fact, every Saturday night, I turn on Animal Crossing: New Leaf and go watch K.K. Slider perform to earn a new song for my astro CD player to blast out. This game is very much part of my life again, and I couldn’t be happier about that.

And there’s my list. I’m pretty pleased with it, though I do wish I had gotten to a couple other big name games–or big name indie games, if that’s a thing–in 2013. Stay tuned for that list maybe later this week. Anyways, that’s my five. What were some of your favorite games this year?

Survive three different planes of platforming in Mutant Mudds

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Don’t let Mutant Mudds‘ colorful sprites, cute critters, and bouncy tunes fool you; this is one tough cookie. Well, technically it’s a platformer. And a serious test of one’s patience and ability to soldier on. Also, don’t be surprised to know there’s a story behind all that jumping, hovering, and shooting: Max, the blonde-haired, glasses-wearing main protagonist, is sitting in his living room playing videogames when a large meteor suddenly hits the planet. A TV news station then reports that there’s been a “Muddy” invasion. Equipped with only his water gun and jetpack, Max takes it upon himself to stop these Mutant Mudds…by collecting, um…y’know, end-of-level Water Sprites and gold diamonds. The stuff mutant piles of mud(d) hate the most.

Originally, I played a bit of Mutant Mudds on my laptop, using an Xbox 360 controller, as I find platformers extremely difficult with mouse and keyboard. I did not get very far though, maybe only earning 10 to 15 Water Sprites. But then, thanks to a swell promotion from Nintendo for purchasing both Fire Emblem: Awakening and Shin Megami Tensei IV with a set time period, I came into $30 worth of eShop money, just begging to be spent. I purchased Attack of the Friday Monsters! and Super Mario Bros. 2 some time back, but stopped there, unsure of what else to get. Then, without warning, I realized I needed two very difficult puzzle platformers for on-the-go gaming, and so I bought Mutant Mudds and VVVVVV; I’ll write about the latter later.

Anyways, I’ve actually done much better playing on the handheld than the PC, completing all the main levels in Mutant Mudds and collecting 20 Water Sprites and all the gold diamonds. The game actually uses 3D smartly, and I turned it on in several spots to help differentiate between the three planes of platforming. After completing the main-ish levels, I opened up four more levels dubbed “In Space No One Can Hear You Screaming In Frustration After Getting Hit By That Mud Monster That Spits.” At least that’s what I’ve been calling them. I’ve actually completed the first of the four new levels, but after many, many attempts, I just don’t see myself beating the rest. Timing is so essential, both in landing your jumps and moving fast to beat the ticking clock, and Max can only take three hits before its lights out; I thought level 4-4 was masochistically tough, but these space levels are that and then some.

While I avoid dying in space–and no, I’m not talking about Alfonso Cuaron’s Gravity–there are a couple other ways to distract myself in Mutant Mudds. Within each level, there are two alternative exits. One takes you to a mini-level stylized after the Virtual Boy and another goes to a place paying love and homage to the Game Boy. There are no gold diamonds in these, but if you complete them you can still acquire a Water Sprite at the end. These are nifty, and I’ve done a few, but finding the alt exits in the main level seems to require a specific power-up equipped, and I refuse to use anything other than the extended hover item. That’s right. I refuse.

I might try the lingering, menacingly taunting three space levels a few more times here and there, but don’t expect a “just beat” haiku any time soon. Which stinks, as I’m pretty close to the end.

Lastly: vanishing platforms can burn in Hell.

Level-5’s short story about an attack of tokusatsu shows

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Attack of the Friday Monsters! A Tokyo Tale is not really a game. It has a couple game-like elements to it, such as collecting glims to craft monster trading cards and battling with friends to gain power and superiority over them, but it’s more or less a short story about being a kid in a Tokyo suburb in the 1970s when tokusatsu shows were wildly popular. These are the type of television programming where giant monsters battle against larger-than-life heroes against a bustling city skyline. Think Kamen Rider and Power Rangers mixed with kaiju monster flicks like Gamera. I’m aware of them, but they’re not my kind of go-to entertainment choice…unless they are being poked and prodded by Joel and Crow via Mystery Science Theater 3000.

Anyways, after a total of three hours, I’m happy to have played Attack of the Friday Monsters!, but I wish it had been more. You control a young boy named Sohta living in a small town in the Tokyo suburbs. Your parents send you out on a simple delivery errand, with your Mom reminding you as you go that today is Friday, which means the monsters come out. She says it quite casually, and everyone in town is fine with the fact that this happens. As you explore the town, you meet some other kids and become friends with them. They teach Sohta how to play Monster Cards, which is based around Rock, Paper, Scissors, with some additional elements to it to determine ties. When you beat someone at Monster Cards, you become their master, now able to cast a silly spell on them to cause them to fall down dramatically. It’s pretty whimsical and innocent, reminding me a bit of my one time playing…you know, I no longer remember the name of the card game. Had something to do with spells and potions.

I played through Attack of the Friday Monsters! over two nights, but one could bang it out in a single setting. However, there is no reason to rush. Take your time and bask in the sereneness of the town, listen to the cicadas, watch the train chug on by. Setting is the star here. I found the story to be pretty light-hearted and teetering on nonsensical, but never offensive. There’s a couple of real cute moments, and keeping the Japanese voiceover work is always good. Also, that opening theme song is stellar. Quests overlap in the same style that mysteries opened and resolved in the Professor Layton series, and your reward for finishing up a task is always more glims. The monster cards are pretty cool looking in terms of art design, and you can combine multiple copies to increase the strength of one card, but other than that…the minigame is probably about 60% luck and 40% skill and never stressful or demanding that you grind for stronger cards. Just give it a go, and good luck.

The game’s titular attack was also a bit of a letdown, in how it ultimately played out. Visually, it’s a lot of fun. But honestly, I was expecting more giant monster stuff throughout, and there’s really only one instance of it, and you are basically a tiny part of the play. After the credits roll, you are placed back in town, free to run around and collect more glims, as well as battle your friends with Monster Cards. I did a quick tour of every place open once more to get what I could, but did not pick up any new quests to do, and so it seems like the only way now to get more glims is to win the card minigame over and over, which, if it was more like Tetra Master, I’d be into. Oh snap. But alas, it’s nothing to write home about.

So yeah, Attack of the Friday Monsters!, a really charming and peaceful tale about being a kid and creating your own world of fun–but just that. A tale.

2013 Game Review Haiku, #23 – Attack of the Friday Monsters! A Tokyo Tale

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Monsters, aliens
And kids with card games, a lost
Charming childhood

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.