Tag Archives: endless runner

Runaway llamas don’t stand a chance in Alto’s Adventure

gd impressions alto's adventure

I think I can confidently say that, of all the winter sports out there, I’d be most inclined to try my hand–or rather feet–at snowboarding. Something about skis and the way your legs move and cross between one another scares the life out of me. Sure, sure…the reality of being locked then to a single board might not be a safer bet, but somewhere in my mind I’ve come to terms with this as the better, easier to grasp option. Granted, I wouldn’t be doing the same death-defying actions as seen in Alto’s Adventure, keeping myself constrained to the bunny slopes and nothing crazier than that.

Here’s a truth-pill to swallow: I downloaded Alto’s Adventure from the Windows 10 store not because it was free, but rather because its logo was stylish as heck and contained a llama inside the letter a. Guess that’s all it takes to hook me deep since I knew next to nothing else about the game at that point. Turns out, it’s an endless runner. Er, endless snowboarder. Endless llama collector? It’s one of those things, and here’s how the developer Snowman pitches it from their website: “Alto’s Adventure is an endless snowboarding odyssey, set against a beautiful and ever changing alpine landscape. The game features fluid physics-based movement, procedurally generated terrain and stunning dynamic lighting and weather effects. The core mechanic centers around an easy to learn, yet difficult to master one button trick system that allows you to chain together increasingly more elaborate trick combos to maximize the players speed and compete for high scores and distances.”

Basically, this is how your time on the mountain goes in Alto’s Adventure. You click start, and your protagonist begins to snowboard towards the right side of the screen. As you zip forward, you want to collect runaway llamas, coins, and power-ups, as well as hit ramps to do tricks and chain together many into a single combo for a hefty amount of points. The mechanic is simple, but tough to learn; press the jump button to land on roofs and ropes to automatically grind, and if you press and hold the jump button, you’ll begin to do a backflip. Knowing when and for how long to hold that jump button is key. When you land a successful trick, you are granted a temporary speed boost and blip of invincibility. There are also obstacles to avoid, such as chasms, rocks, and angry elders that will chase after you for disrupting their…I dunno, elderly sleep.

Visually, Alto’s Adventure is a beast. No, not the domesticated South American camelid kind that you are constantly trying to nab, but rather a discernible powerhouse. The graphics are minimalist, but highly evocative. I won’t say they outshine Journey, but they are hanging out in the same boat, for sure. There’s a full day/night cycle as you do each run, with fully dynamic lighting and weather effects, including thunderstorms, blizzards, fog, rainbows, shooting stars, and more. There is something hauntingly beautiful about racing through the snow as a storm cracks and flashes off in the background and surviving it all to watch the sun rise and cast its warm, orange-yellow rays on every edge of the landscape. Despite the levels being randomly generated from a bunch of similar parts, each run still feels highly unique.

My next favorite aspect besides the visuals is the goals system. It’s pretty much the same idea from Jetpack Joyride, wherein you are tasked with completing three goals while trying to handle your main goal of just getting as far as possible. Sometimes these goals are simple and naturally occurring, such as collecting a number of coins or hitting a specific tier of points, and others are more challenging. The one I’m currently stuck on is asking me to do two triple backflips in one session. Eek. There are evidently 180 goals in total to nail, and doing these level you up, which is how unlocking new characters to play as is gated. Each character controls a little differently too.

I don’t mean this as a slight, but I’ve been enjoying Alto’s Adventure in the same manner that I do my clickers, like Time Clickers and AdVenture Capitalist. It’s something that I play in short bursts, clicking every now and then, and just sort of zoning out and relaxing as things happen around ,e. The early parts of a snowboarding run are especially calming, and I love zipping through a stretch of no obstacles and only sick jumps. There are absolutely moments where you are highly involved in timing your jumps and ensuring you don’t crash, but a lot of Alto’s Adventure‘s fun comes from taking in the sights and seeing how the world changes from one moment to the next, even when that next moment is you zooming headfirst into a pile of rocks hidden at the bottom of a steep slope.

2016 Game Review Haiku, #39 – Ridiculous Marathon

2016 gd games completed Ridiculous Marathon

Running, being chased
Avoid those trucks, the spike traps
One day, nothing left

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

RIDICULOUS MARATHON HAS CANDY, TOFFEE, SWEETS, AND CONFETTI

ridiculous marathon gd early impressions

If you have an eye for detail or are anal about words being in all capital letters when perhaps they have no reason to be, you might be wondering why this blog post about Ridiculous Marathon has such style elements enforced in its title. I assure you this is not a clickbait attempt or new thing for Grinding Down in 2016. I assure you. This stems from looking up further details about the game on Microsoft’s website and discovering that the only text provided before the “read more” link is as follows:

GET READY TO RUN A CRAZY MARATHON FILLED WITH CANDY, TOFFEE, SWEETS AND CONFETTI

Er, yeah. Settle down, copy writer. Also, even after playing Ridiculous Marathon for a bit, I can’t agree that the game is filled with these items. You’ll see a piece of candy every few feet, but only until you complete the Daily Challenge, and then you’ll never see another sliver of candy again until the next day. As for the toffee and sweets–no idea where they are. Confetti appears from time to time as you morph into a powered-up piñata, but this isn’t a game about hitting the crap out of a stuffed container often made of papier-mâché. It’s an endless runner, through and through.

I’ll say with certainty that Ridiculous Marathon is an easier and more forgiving endless runner than Temple Run 2 and Lara Croft: Relic Run–put together. There are fewer turns and obstacles to avoid, with a larger focus on jumping over construction signs and avoiding trucks carrying long wooden logs. Your move set includes jumping, moving left to right, and sliding–that’s kind of it. There’s no turning corners or running along walls to not fall in pits, but you can double tap the screen to turn into an invincible piñata that will, I believe, save you from one crash. I’ve gotten pretty far without much outside help, hitting around 150,000 points in score. With the help of some revive diamonds, I expect to hit 500,000 points rather easily.

Naturally, with this being a free-to-play endless runner, there’s microtransactions available that could help each of your runs be more successful, but only if you plop down some cash. So far, I’ve ignored all of those options and am doing just fine. You can buy single use power-ups with the gold you collect as you move through the Amazon rainforest, as well as upgrade power-ups or purchase costumes for your characters, though those are simply cosmetic in nature. There are ads, but they are easy to dismiss, though I don’t understand why I have to sign in with my Microsoft account every single time I load it up to play; other mobile games don’t ask me to do this.

There are two systems at work to keep one coming back to Ridiculous Marathon, and they are the Daily and Weekly Challenges. The Daily Challenge tasks you with collecting a number of candy as you run, which is easy enough because, just like with all the game’s power-ups, you can spot them from a distance as a beam of light shoots up and out of them. Do this for five days in a row, and you’ll unlock a mystery box, which gave me some free piñata power-ups. The Weekly Challenge wants you to collect golden palm trees, and the one I’m on is for finding 21, of which I’ve gotten nine. They show up a whole lot less, so we’ll see if I get any reward by the end of the countdown, which stands at 34 hours left. Hmm.

In the end, Ridiculous Marathon is fine. It’s not as ridiculous as one might think, nor as tiring as running an actual marathon. Well, I actually can’t speak officially on that last part. Perhaps this is a runner better suited for younger gamers or those just getting into the genre. Anyways, I expect to play it for another week or two until I’ve wrung every ounce of fun from it, and by fun I naturally mean Achievements.

One can’t stop moving in Lara Croft: Relic Run

1440953266_lara-croft-relic-run_5

First, once more, it’s hard to find good screenshots for Lara Croft: Relic Run that adhere to my blog’s specifics, which is why the above image looks all stretched and odd. It’s better than no image, I guess. I already used my one allotted Angelina Jolie shot for the game completed haiku. Or maybe I should’ve just used the game’s title image screen, which is easily found as a desktop wallpaper in all types of dimensions, but I’d rather you at least see what this adventure into the dinosaur- and lizard monster-laden jungle looks like. It looks like the above, just not all stretched and odd. In fact, the visuals in this mobile game are top-notch, though it moves a little too fast to really notice.

It can be hard to determine when one is done with an endless runner, as the genre name itself implies a certain indefiniteness. That said, I think I’m done with Lara Croft: Relic Run, having played for many hours and gotten most of the Achievements and seen nearly everything I want to see as Lara herself zips forward, slides to not lose her head on a low ceiling or fallen branch, shoots a red barrel to explode and kill two monsters, and tumble to her grisly death as she misses a jump, but snags a shiny map icon along the way down. Whew. Long sentence.

Hey, remember Temple Run 2? Yeah, me too. Well, Lara Croft: Relic Run is mostly Temple Run 2, but with its own branding and a few slight differences, though I guess all endless runners are simply about moving forward, collecting stuff, and not running into walls. In this one, you control Lara herself, except no scary monster beast is chasing behind you; instead, you are running forward, in search of relics, which will hopefully provide clues to a missing friend. Or unlock the mystery behind a shadowy conspiracy. Honestly, the smidgen of story text you get from each collected clue barely gives you any idea of what is going on, but that’s okay–story takes a backseat in this, especially when you start hopping off a T-Rex’s back through fallen rubble like some kind of cool action hero.

You jog forward into the jungle, swiping left and right to change lanes, up to jump, down to slide. As you hustle, Lara will collect coins, occasionally shoot things, like lizard-monsters tossing spears at her face, fight a T-Rex in various ways, gather glowing clues to unlock relics, and rinse and repeat until she stumbles and tumbles to her death. Which definitely will happen eventually as the obstacles ramp up the farther in you get. Then, before your next run, you can use those gold coins (or harder-to-get diamonds) to purchase power-ups or upgrade your outfit/weaponry, as well as buy curses to send to other players on your friends list, which affect how the game looks and plays for a limited period of time.

One element I’m really not fond of in Lara Croft: Relic Run, which I also wasn’t fond of in that Tomb Raider reboot, is that when Lara Croft dies, she dies in the most outrageous manner possible. Her bones seemingly separate beneath her skin, and arms and legs flip and flop like fish out of water. The camera occasionally lingers on a shot of her crumpled form for a few seconds too long. It’s a little too much for a cartoony game about running and jumping.

I’m walking away from Lara Croft: Relic Run with three Achievements still locked. One requires Lara to run a certain distance without every sliding, which I swear I’ve done before, but it might be glitched. The other asks you to send six curses to friends, but only provides five to purchase; good job, Square Enix. The last one requires Lara to collect a total of 1,000,000 coins; seeing as I’ve only garnered 79,461 after all my play-time, this is too much of a grind for even l’il ol’ grindy me. Yup, the dude that got co-op Achievements by himself in Lara Croft: Guardian of Light doesn’t want to make the effort here, which probably says enough.

I wonder what the next free-to-play endless runner I’ll try will be. A sick part of my brain worries that it’ll be Despicable Me: Minion Rush.

2015 Game Review Haiku, #32 – Race the Sun

2015 games compled gd race the sun

Push on, be the best
No obstacle is too big
Your sun is setting

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.

Time is of the essence when you have to Race the Sun

gd impressions race the sun

I first glimpsed the scorching hot light that is Flippfly’s Race the Sun last year at the tail-end of my Extra Life stream when, one might say, I myself was racing the sun to stay awake for the final few hours of charity-driven gaming. I was playing my Steam copy using an Xbox 360 controller to do the needful, and I found it to be a stylish, engaging experience of piloting an airship to the end of a bunch of regions before the sun sets. That last tidbit is very important considering that the airship is solar-powered, so if the sun sets or if you spend too long in shadows you’ll lose energy and come crashing to a dead halt.

Strangely, if you look over some of my gaming history, it’s evident that I’m a fan of endless runners. Jetpack Joyride and Temple Run 2 are good examples of that genre done well, done with enough addictive hooks to keep me going. Substance over style is the key element here, as an endless runner doesn’t need to have super realistic graphics for it to be enjoyable, but the activities you can do as the main character pushes forward without warning are where the game becomes fun or a chore. I don’t mind picking up gems, so long as picking them up feeds into a side quest or becomes currency for upgrades. It can’t literally just be endless running.

Again, the core gameplay of Race the Sun is pretty straightforward: race the sun until it sets. You control a solar glider that relies on sunlight to keep it powered; in order to survive, you also have to avoid a number of obstacles, such as sentient square blocks, tall pyramids, spinning windmills, and falling towers. Due to the game’s minimalistic art style, it can be hard to tell what some of these shapes are; perhaps they are just shapes in the end, lost in a forest or crumbling cityscape. As your ship rushes forward, you can pick up different booster types (jump, shield) as well as hit warp portals, which zip you right to the end of a region, no questions asked.

For many, endless runners are all about the high score. Strangely, I don’t really care about a number attached to my name listed on a board with similar results in Race the Sun. I prefer going for the side challenges, such as collect three boosters in mid-air in a single run or use the warp portal five times, which help you level up and unlock new abilities and decals for your airship. If you are interested in a high score, you’ll want to collect as many Tris, which are blue-colored pickups, to up your multiplier while also trying to survive running into things. Though some side challenges ask you to do that, which is fine by me.

To back all your quick reflexes, barrel rolls, and boosting ahead is an electronica, drum beat-infused soundtrack that is beyond catchy. You can buy it separately over here. It also builds with your progress, which really hammers home the sense of almost there during the end of the later regions.

I’m not certain about this, but it seems like Race the Sun‘s world is reconstructed after a set period of time (maybe every few days or a week?) so while I have become familiar with the layout of the gray-colored world in these last few sessions, that will all change shortly. Unlike with Tower of Guns, this is a rogue-light that I can really just pick up and play for a bit, though I’m stuck at level 17 currently, with two of the three side challenges available being of the “only turn left for two regions” or “only turn right” ilk, which are difficult to master. Either way, that sun is always setting, and my job is to not see that happen. Happy racing, all.

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.