Tag Archives: Cordyceps

Some collectibles are better than others, but these stink

worst collectibles to collect rain gd post

There’s no shame in saying it, but I like collecting things. Both in real life and via my digital, interactive entertainment. That’s not to say I’m a hoarder, but if you give me a list of items existing somewhere out there, I’m most certainly going to try my darnedest to find them all and happily cross each one off. This most likely stems back to my younger days, on family vacations in Avalon, NJ. Besides playing a lot of Yahtzee by the swimming pool, I signed up for every scavenger hunt offered by our hotel that I could, and these often involved finding innocuous items like a specific type of seashell, a pair of sunglasses, and so on. I have fond if fuzzy memories of running around the hotel grounds like a maniac, looking for things and screaming with joy when they were found.

That said, as a player of videogames, sometimes finding items is not fun. Yeah, I know. What a hot take. Personally, I don’t need to be told specifically where each collectible is on the map, like in later Assassin’s Creed titles where you can just purchase these waypoint symbols from a shop. I prefer discovering them myself, but I also like knowing, generally, how many are in an area or which ones I’ve already found. Some record-keeping is vital, that way I don’t need to take mental notes as I pick up each shimmery doodad. The fear of leaving an area for good and suspecting I missed something is enough to lock my feet in the dirt.

Also, while not required, I greatly enjoy when the collectibles contain something else to them other than being a thing you gnab, such as some bit of additional in-game lore. Like in Tomb Raider and Middle-earth: Shadow of Mordor, you find a thing, say a rusty knife, and that’s a collectible for sure, but you also have to interact with it and discover a hidden symbol to bring out story details. The collectible becomes more than just an object to pocket. Heck, at least collecting all those miscellaneous gizmos in Tom Clancy’s The Division got me some sweet, colorful outfits.

Because of recent actions, I’ve decided to put my brain to the task of coming up with a bunch of collectibles that absolutely stink. These are either not fun to find, do nothing for the player in the end, or maybe cover both of these issues. Regardless, boo to them, and boo to me for attempting to collect (some of) ’em. It’s a skill in others that I greatly admire, the ability to walk by these shiny sprites and polygons and not even care. Teach me how.

Gears of War – COG tags

COG tags are a mainstay of the Gears of War series, but they only become easier to track and find starting in Gears of War 2, which introduced the war journal, a sort of in-game notebook for keeping tabs on a number of things. However, for the first Gears of War, all you get is an X out of Y line when you pause the game. That’s it. I beat the game back at the end of 2013, with something like one-third of the COG tags found.

Recently, I glanced at the Achievements list to see if there was anything I could potentially pop before deleting the game from my Xbox One for forever and saw that two were related to finding the rest of the hidden thingamajigs. Alas, I basically had to follow a video guide to find each one, level by level, because I had no memory of the ones I had already picked up. Also, barely nothing happens when you bend down to grab these COG tags save for a less-than-impression sound cue. Obviously, this was early on in both the franchise and console generation, and figuring out how to implement collectibles was still in a nascent stage.

L.A. Noire – golden film reels

I’d have to go back and confirm this, but for some reason I feel really strongly that I only ever came across one of these 50 gold film canisters scattered about L.A. Noire‘s sprawling Los Angeles. They all contain names of films from the 1940s and 1950s. That’s cool. However, the problem is that they are extremely well-hidden. Maybe too well. In my search for hopping into the driver’s seat of every car in the game, 95 in total, another stinker of a collectible of sorts, I thought I explored a good chunk of the map. I guess not. I have no idea if finding all 50 golden film reels does anything for Cole Phelps and his ultimate destiny. It’d be cool if you could take these reels back to the police station and watch a few scenes during your coffee breaks, but I’m sure the licensing around something like that would be nightmarish.

Rain – lost memories

This blog post’s origins began with Rain, a game I completed on the first day of 2016. The collectibles in Rain are in the form of lost memories that the player can find to learn more about the young boy’s past. That’s fine and dandy, and there are 24 in total to collect, but here’s the sick kicker–these only are available to find after beating the game. Also, these only appear once you are in the exact location, which means you can’t spy them off from a distance; you have to know exactly where they are to start.

I’m not ashamed to admit that I burned my lunch hour to collect them all of them in a single go, following an online guide and abusing the checkpoint system so that I did not, in fact, have to play through the entire game again. Sorry, Rain–you have some great things going for you, but you are not that amazing or varied of an experience to go through again simply to now be able to collect floating orbs that give you the slimmest of slim story details to a story fairly slim on details to begin with. Ugh.

LEGO Star Wars: The Complete Saga – Blue Minikits

Speaking of ugh, LEGO Star Wars: The Complete Saga. Here’s the thing. I’m totally and 100% completely used to collecting a number of things in all the LEGO videogames, from red bricks to gold bricks to characters to studs and so on. That’s just part of the flow, of going through levels and seeing what you can’t grab just yet, returning with the right characters/powers to pave the way. It’s been like this since day one. However, recently, Melanie and I worked our way through LEGO Star Wars: The Complete Saga, and it truly was like going back in time.

As part of our climb to hit 100% completion, we had to find 10 blue minikits in every single level. Sounds tedious, but not tough. Except it is because there is a time limit, and sometimes missing one blue minikit means replaying the whole thing over. You are also not able to use any cheats, which means having to deal with enemies while frantically scouring the scene for blue minikits. Most are hidden somewhat in the open, and others are dastardly wedged behind objects in the environment. The hardest level, without a doubt, was “Speeder Showdown,” where you kind of need luck on your side to progress swiftly and the extra five minutes was not enough. Took us multiple attempts, but the job is done, and, as far as I know, this type of gameplay hasn’t shown up in other LEGO titles.

The Last of Us – All of Them

Amazingly, there are four types of collectibles to hoard in The Last of Us. Specifically, 30 Firefly pendants, 14 comic books, 85 artifacts, and 12 training manuals that improve your crafting skills and such. I’m pretty sure only the last set has any impact on gameplay, and the remainder are just things for Joel to bend down, pick up, and pocket away for no other reason than to give you something to do in-between moving from a safe space to an area full of Cordyceps-inspired monsters. A few help flavor the world, for sure.

Okay, I just loaded up the game–evidently, I found 95 of 141 as of when I last played, which is way more than I initially assumed. Not sure why it felt so low in my mind, but maybe I was thinking of Trophies, which the game is stingy with. Oh well. Either way, these are pretty obscurely hidden throughout the game, and the artist in me really wanted to be able to open the comic books and read a few pages instead of just staring at the covers.

I know for a fact there are many more that I’m not touching on, like the flags from the original Assassin’s Creed, score pieces from Eternal Sonata, and kissing 50 women from The Saboteur.

That said, I’d like to know what collectibles gave you the most grief. Join the conversation below in the comments.

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2015 Game Review Haiku, #14 – The Last of Us

2015 games completed gd the last of us

Searching for hope, cure
To survive, they turn savage
Plants can be deadly

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.

Dealing with a mutated strain of the Cordyceps fungus

ps3 gd the last of us impressions

Let me just say this: I am terrified of the Cordyceps fungus. This is a fungus that infects insects and arthropods. It attacks its host, replacing tissue and sprouting ominous stems that grow outside of its body. Eventually, these stems release spores into the air, infecting other hosts, and the cycle repeats ad nauseam. It’s rather special, like the work of a mad scientist whose only goal is to eradicate everything. So far, the fungus has no negative effect on humans and is even used in some medicine and recipes, though I have no desire to nom nom on creepy shrooms.

The Last of Us imagines a world where this is not the case. Where one unlucky dude got infected–and then millions did. I ended up dog-sitting for some friends during that recent, so-called storm of the century, and I took The Last of Us, Destiny, and Red Dead Redemption off my friend’s PS3 gaming shelf, intending to give all a whirl in between petting dogs and letting dogs go outside to do their canine business. Alas, I only ended up playing the first of the three, and it really took me by surprise. Yeah, I know, I’m pretty late to this train, but, based off all the talk in 2013 during “game of the year” time, I’m well aware that many are thrilled with how The Last of Us turned out. That it is a good, possibly great game. That’s not what surprised me. Let me explain.

I thought The Last of Us was going to be scarier than it is. I mean, its ideas and the inevitable actions of man in a post-apocalyptic world are horrifying, but that actual sneaking around enemies, both human and mutated, is more mechanical–and often frustrating–than anything frightening. Sure, I’m still not a fan of the sound Clickers make, but I can get past it. Literally. It just takes patience and willpower. For the longest time, I stayed away from The Last of Us, liking it to things like Dead Space and Amnesia: The Dark Descent, horror adventures built mostly around jump scares, tension, and a sense of hopeless dread. The Last of Us does feature the latter two elements heavily, but there are no cheap scares here. At least as far as I’ve gotten, which is up to when Joel and Ellie arrive at Eastern Colorado University.

I’m playing The Last of Us on its normal difficulty, but have found several sections extremely frustrating. Namely, navigating a room full of shiv-only Clickers, running from a noise-making generator, and that suburban sniper sequence. I may or may not bump it down to easy, which is not the worst thing in the world, seeing as I’m really just going through the combat scenarios to see the next cutscene or interaction between characters. This could’ve totally been a highly polished point-and-click adventure game sans guns and action-driven conflict, and I’d be enjoying my time all the same. Or maybe not. Maybe these combat sections are imperative to the plot, to see how violent Joel gets, how violent he has to be to stay alive. All I know is that playing The Last of Us is not what I look forward to most.

That said, possibly one of my favorite trends in videogames over the last decade is being able to see enemies–and track them–through walls. This was one of the early upgrades I got in Deus Ex: Human Revolution. I know tagging enemies in Far Cry 3 and 4 is important to keeping tabs on everyone, and that very same tagging system helped keep me alive in Far Cry 3: Blood Dragon. Here, in The Last of Us, Joel can enter “listening” mode any time he wants; this puts him in a crouch, turns the world black and white, and pops up visible silhouettes of enemies in the area. I find myself walking around in this mode so often that I forget how colorful Naughty Dog’s world is, how lush with greenery and rust and blood it actually is. I hide by listening.

I suspect I’ll be back for some post-The Last of Us writing, given how powerful the narrative is turning out and unfolding. Plus, I think, unlike with Tomb Raider and Dragon Age: Inquisition, I will give the online multiplayer a shot. A sneaky, stealthy bow shot, that is. Er, hopefully.