Tag Archives: cubes

Paul’s Preeminent PlayStation Plus Purge – Q*Bert Rebooted

This will be a mighty big shock to some of you, but I have never played the original Q*Bert. Well, now I have, but you know what I mean. When I’d go to arcades at my local shopping mall, which is now mostly barren of any signs of life, I’d focus more on things like The Simpsons, X-MEN, and Mortal Kombat II, and even then, games like Pac-Man and Centipede seemed too retro for my blossoming tastes. Shame on me. I mean, Q*Bert isn’t some holy grail, but it does feel like a solid piece of gaming history, one that everyone should at least experience once.

Q*Bert Rebooted is a package of two games. It contains a port of the classic arcade game alongside a new playing mode that uses hexagonal shapes, increasing the number of possible movement directions to six. Woah, boy. Additionally, the rebooted mode features new enemy types, including a boxing glove that punches Q*Bert off the levels and a treasure chest that tries to avoid him as if he hasn’t showered for days. The game has five different stage designs spread across 40 levels, which contain three rounds and a bonus round for collecting gems; you have five lives to complete all four parts. Those gems can be spent to unlock different skins for the Q*Bert character, and completing levels multiple times while reaching specific time and score goals awards you with stars that enable access to more levels.

As with all early arcade games, the core concept is fairly simple. Q*Bert begins each level atop a pyramid of cube platforms from an isometric perspective. By hopping up and down and across, he changes the color of every square he touches. Your main goal is to color in all the squares; once you do, you’re off to the next stage. However, getting in the way of this goal is a variety of enemies, such as red balls that drop from the top of screen, along with a pink snake who chases after our leading orange blob. There are also non-lethal enemies that will go over squares Q*Bert has already touched, returning them to their former color. Also, you can fall off the side, losing a life, which leads me to…

I hated the controls in Q*Bert Rebooted. I would start with using the analog stick on my PlayStation 3 controller, but then occasionally switch to the directional pad. Both often resulted in me jumping off the side of a hexagon, which was never my intention. Sometimes I wanted to go left, but it would make me go left-up. I never felt super confident moving around the board. Also, the sound Q*Bert makes when plummeting to his death is beyond upsetting. Try7ing to jump on the floating discs to the side, which bring you back to the very top of the level, became a giant risk every single time.

Still, I am glad I finally got to play both the original version of Q*Bert and the rebooted one. The music is super catchy, and unlocking skins is always fun, especially when you can play with fun versions like Q*Zard and Q*1000. That said, with many arcade games, it’s not gonna stick around with me for too long. See ya down the hexagonal road, Q*Bert.

Oh look, another reoccurring feature for Grinding Down. At least this one has both a purpose and an end goal–to rid myself of my digital collection of PlayStation Plus “freebies” as I look to discontinue the service soon. I got my PlayStation 3 back in January 2013 and have since been downloading just about every game offered up to me monthly thanks to the service’s subscription, but let’s be honest. Many of these games aren’t great, and the PlayStation 3 is long past its time in the limelight for stronger choices. So I’m gonna play ’em, uninstall ’em. Join me on this grand endeavor.

2012 Game Review Haiku, #14 – Fez

As the Fez world turns
So do symbols, clues, cubes, keys
Too dumb to grok it

For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.

Find your way in Fez, go right here and do this in Metroid Fusion

Currently, I’m playing two videogames that are the polar opposites of one another: Fez and Metroid Fusion. Well, there are some ways they are similar. Both are platformers, asking the player to navigate rooms and levels, either by traversing left or right or up and down or via secret paths. Both feature relatively retro graphic styles that are pleasing to the eyes. Both have lackluster jumping, with Gomez feeling very floaty and Samus being too finicky. But that’s kind of it.

Otherwise, one game demands you put in the time and cranial crunching to figure out where to go next and what to do, and the other…well, there’s a computer program that marks your next destination and objective extremely clearly on your mini-map. One requires you to take notes, the other does it for you. One has electrified water, one has water levels you can raise and lower with a turn-switch. If you didn’t know which one is which, Fez is the open field of daisies and Metroid Fusion is the gust of wind pushing you down the path to the market.

I find both styles of gameplay pleasing and frustrating. Various reasons exist, of course. For Metroid Fusion, which I’ve been playing in small bits in bed before the Sandman takes me away, it’s been real nice to have a clear goal, a place to go to, a boss to kill, and a save room right after it. That’s not to say that, across the grand scheme of the Metroid franchise, it’s not disappointing to see such heavy hand-holding, especially when Super Metroid kept its distance from beginning to end, allowing the player to live and learn via trial and error. In Fusion, specially named Navigation Rooms fill out your entire map, whereas you once had to do that on your own. But it’s fine for now. The A.I. commander nicknamed “Adam”  tells me what my next objective is, and if I somehow forget, I just click the objective button on the map and get refreshed. It’s linear and predictable, but the game was originally made for the GBA, which means it was designed to be played portably, and in that it is extremely successful.

In Fez, I wander. I wander, and I wonder. I spend a lot of time looking at walls, spinning rooms, jumping and spinning rooms to little effect. There is little instruction doled out, and even your floaty companion is little help, as it is just as cryptic as the alien-esque hieroglyphics. You see things that may or may not be important, and you move on, promising to return when you have further knowledge. At one point, I came to the conclusion that I needed to take notes, and these scribbles did little to explain the way of Fez‘s world, but it felt important, felt necessary. At certain places, such as the bell or the clock, my note-taking just felt stupid and pointless and that I would never understand what was probably right in front of my face.

I started writing this blog post on Wednesday and then managed to “beat” Fez last night. I found the “kill screen” by using 25 cubes and 7 anti-cubes (as well as a handful of treasure maps, one unused key, and one single artifact). I have some thoughts on all that, but I think I’ll save it for a separate post. Guess that’s another difference between it and Metroid Fusion; the latter isn’t special enough to warrant further thinking.

Fez, a shift in perspective

Back in January 2012, I put to e-paper the videogames I was most looking forward to in the year of our collective unmaking.

It’s an interesting list to reflect on a few months later, and here’s why. Two games have not come out yet, and I’m still super excited for them: Animal Crossing 3DS and Borderlands 2. One game has–Kingdoms of Amalur: Reckoningbut after playing the demo and discovering I couldn’t read any of the text, I’ve decided to pass on the title for the time being. Um, Suikoden: The Woven Web of a Century…yeah, still unlikely I’ll ever buy a PSP, but maybe someone will do a Let’s Play of it and I can experience it second-hand. And y’all are probably aware of my worry and disappointment about Game of Thrones: The Game.

Lastly, I named Fez. Here’s what I said about it:

A puzzle platformer with a unique style and perspective-shifting mechanic to it. The protagonist, a creature named Gomez, rocks a fez of its own and is obsessed with collecting hats, which sounds about right to me. Fez will be out on XBLA in early 2012, so maybe this month, maybe next month, or maybe the one after that. I’ll keep my eyes peeled for it nonetheless.

Okay. Not sure where I got the “obsessed with collecting hats” bit from as, far as I can tell, he’s more interested in finding cubes and cube bits to open up more doorways. But otherwise, yeah. Fez came out last Friday–April 13, 2012 to be exact–and I downloaded it as soon as I could, slipping in a cool, screen-rotating forty-five minutes during my lunchbreak. Proof is in the Achievements I unlocked. In all honesty, I could’ve played for hours on end, as it is one charming, inviting, and novel experience, cushioned nicely by a retro style, simple control scheme, and surprisingly calming soundtrack.

You are Gomez, and you earn the power to rotate your universe by acquiring a magical fez. With your new power comes great responsibility; you must find a number of cubes, which will unlock sealed doors and stop the world from being torn apart. Many of these cubes (or cube bits) are openly hidden in the levels themselves and can only be discovered by rotating the screen a certain way. This rotating can also be used to create shortcuts from one place to another, and along the way you’ll pick up keys, treasure maps, and ancient artifacts. I know how the first of those three collection items work, but not the other two…yet.

However, not all is perfect in Fez. The map function might as well be non-existent, as it’s convoluted and barely navigable. Things can sometimes get tricky spinning the screen you are playing on; one shouldn’t then also have to rotate the map this way and that. I’ve looked at it a few times, trying to find my way “back” to the hub level with the multiple locked doors, but couldn’t figure out exactly what was where and then how to get there. Navigating the world can also get a smidge confusing when you are traveling deeper into levels within levels within secret doors within other levels. There’s also some stuttering and long loads, which I can’t determine if it is part of the game’s design or just how it actually is. Either way, it hampers more than it enhances.

Ultimately, Fez is a real treat, and I’m gonna keep playing. My goal is to play as long as I can without looking anything up online. No puzzle hints, no telling me what the deal is with those owl statues, no quick deciphering of all those strange symbols that are popping up more commonly, no nudges in the right direction. Discovery is part of the gameplay; now watch me turn.