Tag Archives: fantasy

Paul’s Preeminent PlayStation Plus Purge – Aaru’s Awakening

Aaru’s Awakening is a looker, but not a hooker. Now, by hooker, I don’t mean one that is in the business or practice of engaging in sexual activity in exchange for payment. I mean the game itself did not hook me from the start, nor even after a couple of hours of bashing my head against it. It’s a beauty to behold, but a beast to play, and I’m glad I played it and relatively quickly saw that it was definitely not for me in the long run despite the gorgeous vistas and animations. In that respect, it reminds me of The Last Unicorn, a whimsical, romantic fairy tale full of gorgeous animation and fantastic vocal talents, but a story and pacing that I found quite dull and uninteresting.

Lumenox Games’ Aaru’s Awakening is a hand-drawn 2D action platformer set in the fantastical and deadly world of Lumenox brimming with spiked walls, falling platforms, toxic pits, enemy monsters, and various other pitfalls. This fast-paced game puts you in control of Aaru, a yellowy-orange mythical creature with two unique abilities–teleportation and charging. With these abilities at hand, he will travel through Lumenox’s four realms to defeat an evil entity…because that’s just what you do if your world is under attack.

Anyways, these two abilities are essential to Aaru’s Awakening and help it stand out as something more than a typical action platformer. The game’s levels require you to make split-second decisions while also completing ultra-hyper fast puzzles. Imagine while doing your taxes on a 30-second time limit and then you also had to decide between saving your wife from a bear or your child from a shark. Know the answer? Go. Aaru can perform a charge, which is basically a flying headbutt that can bash through stone walls, as well as extend your jump a few feet. Aaru can also teleport by firing an orb and appearing at any point in the orb’s trajectory. If that sounds tricky, it is…sometimes you need to bank the orb off walls or floors or through narrow vents in the rocks to bypass hazards. It’s also Aaru’s only offensive weapon–you can fire an orb at an enemy and, as it passes through him, teleport yourself to it, killing the monster in the process.

I found Aaru’s Awakening to be one big lump of trial and error, with fewer successes than failures. Because of the twitch-based gameplay, you can’t recover from your mistakes. If you miss a jump, well…too bad. Everything falls, and everything is designed to kill you, forcing you to remain on your toes and react instantly to every change. Look, I don’t play a lot of these so-dubbed splatformers by one Vinny Caravella, but I did okay in Super Meat Boy and VVVVVV, and the difference between those and this is I found them challenging, but not overly punishing. Every mistake felt like my own, and here it often felt like I just didn’t know what was coming up and stumbled with my actions. Also, and I know this is a silly thing to bring up, but I didn’t even pop a single Trophy after playing the game for a few hours.

Here’s the final rub…if I had shelled out full price for Aaru’s Awakening, I’d probably be really disappointed in my purchase. As it stands, this was a freebie for PlayStation Plus subscribers some time back, and so, to me, I came into it with no financial attachments. The game requires split-second timing and a lot of memorization, a staple in many platformers for sure, but to a degree that is simply not enjoyable. I’ll let others take a whack at this brutal beast, teleporting myself elsewhere, most likely back in time to play Donkey Kong Country or Kirby Super Star on the SNES, games I know aren’t the toughest, but still have a bit of challenge behind them that make getting to the end feel rewarding.

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.

Korgan’s an uninspired dungeon-crawler, but easy 1,000 Gamerscore

There are a lot of free games floating around like tiny desperate dust motes up in the digital entertainment industry’s night sky these days. Many more than a couple years ago. Some are good, some are great, and many are bad, hastily put together and thrown into the wild in hopes of earning money or a fanbase or anything at all. I’ve been able to get a lot of mileage out of many of these freebies; for instance, according to my Xbox app, I put about 58 hours total into Fallout Shelter. Other free adventures that I continue to poke and prod at include Gems of War, Fortnite, and Friday the 13th: Killer Puzzle. Alas, Korgan is not one of the good ones, sitting nearly at the bottom of the barrel, with its only saving grace being that it has a relatively easy number of Achievements to pop, if that is something you care about.

Korgan is an episodic dungeon-crawler from Codestalkers, and you can play the prologue chapter for free, which takes maybe two to three hours to get through, depending on how thorough you want to be. I recall zero details about the plot of this stock fantasy-driven adventure, but I’m sure it involves some sort of ancient evil or shadow group trying to spread chaos and monsters across the world, leaving it up to a trio of do-gooders to set things right. You can freely switch between these three heroes to face enemies or obstacles; the titular Korgan is an up-close dwarven warrior that uses axes and mallets for damage. As for Sedine and Meldie, well…I’m too annoyed at the game to look up much more, so one of them is a floating mage-lady, and the other is a hat-wearing hunter that uses a bow and arrow. I’ll let you decide who gets what name, even though it doesn’t matter one lick.

Naturally, each character has their own abilities, strengths, and weaknesses, and you could combine attacks together for more damage, such as freezing as enemy with the mage and switching to the axe-wielding hero for extra damage…except I never felt the need to do this. You can skate by on using one character until his or her health is almost gone, and then switch to the next one. If one character loses all of his or health, it’s not the worst thing in the world–you are zipped back to the start of the level, but most of your progress has been saved, meaning death has no real consequence besides it now taking you longer to uninstall Korgan after getting through the prologue.

The game and gameplay is barbarously boring, almost to the point that I have nothing to say of it. It’s generic hack-and-loot, with paint-by-the-number quests that culminate in droll boss fights that, for some reason, were set to auto-record on the Xbox One. The subpar elements of Korgan that truly stand out to me are around its design and UI decisions. For instance, the developers thought that clicking in the right stick and holding it for upwards of 15 seconds would be perfect for actions like reading text on monuments, searching areas for clues, and destroying traps. It’s slow and not fun on one’s hand, and I eventually avoided doing it if I could. Hitting the Y button switches between your three characters, but it’s also the button to hit for looting all items as opposed to selecting them one by one, and since I never got the impression there was an inventory limit I looted each and every piece of gear I could fine…but sometimes, instead of looting, I’d accidentally switch to someone else.

Here’s something else I didn’t grok, but maybe I was half-asleep. Each of the three characters share a single XP bar that fills up as you complete side quests, break down traps, and kill enemies. However, as far as I can tell, only the character you are actively controlling at the time when the XP bar hits the max amount levels up and gets a skill point to spend. Because of this, though I did use all three characters, I ended up putting the most points into the mage’s spells and found her to thus be the most effective when it came to dealing damage. Except some enemies were immune to her attacks, and that sucked because Korgan and the other one were not as leveled as the mage. It also didn’t help that the UI for inventory and equipping potions, armor, and weapons was clunky and confusing. That said, the skill tree upgrades are as bland as unbuttered bread, and you never truly feel like the character is growing in strength or power.

Look, you might like Korgan. It might very well be your first taste of a dungeon crawler with gear to pick up. And if you do, that’s great, because the first nibble is free, and there’s more content coming. I believe you can jump right into chapter one if you are champing at the bit. However, I found the slow combat, poor controls, and uninteresting progression and loot to be too underwhelming, and I just don’t care about anything now. In fact, I’m going to continue living life believing that all three heroes fell down a dark crevasse and got swallowed up by the earth, never to be seen or heard from again. Oh well.

Je ne comprends pas The City of Lost Children, d’accord

There were two big events in my childhood/teenhood that caused me to stay home from school for several days and recover in bed or on the living room couch with lots of tea, buttered white toast, and TV sitcom marathons. Also videogames on the television, all on my SNES or PlayStation 1 with the kewl PSM lid cover, but I did eat up nearly an entire run of Gilligan’s Island at some point too though perhaps that was just a highly visual fever dream. My favorite character is Mary Ann, by the way, and the episode most firmly cemented in my brain revolved around a method actor visiting the island and pretending to be a Tarzan-like jungle lord. Shrugs.

Right, back to the stay-at-home events. One had to do with me getting my wisdom teeth removed, and the other was related to an injury to my left knee that required surgery, pain killers crushed up in applesauce, and physical therapy. Both were not fun and had me in various states of wooziness, and I don’t remember exactly which event it was, but for one of them, my mother let me rent a bunch of games for the PlayStation to keep me entertained. Me thinks it was for the wisdom teeth removal, since I knew when that was happening and wanted some guaranteed pleasures during the downtime.

Well, I selected three PlayStation 1 games from our local store that rented games (not a Blockbuster, sorry), all on their box art alone–Destruction Derby, The City of Lost Children, and Broken Sword II: The Smoking Mirror. I mean, look at how cool these covers are:

Er, maybe not. Well, I thought they were killer then.

Of these, I remember enjoying Destruction Derby a lot, not understanding how a point-and-click adventure game worked in Broken Sword II: The Smoking Mirror, especially using a controller, and being completed dumbfounded by The City of Lost Children, which, if you didn’t already know, is an adaptation of the 1995 movie of the same name by French director Jean-Pierre Jeunet. Also, if you’re not familiar with the film, you have no chance of understanding what’s going on in this game–trust me on this. The introductory cutscene doesn’t really explain anything, not even introducing you to the character you will be playing as for the entire game. Thankfully, the manual offers a brief summary of the plot, but even that is not much to work from.

I’ll do my best here. The City of Lost Children takes place in a nameless, steampunk-inspired city by the seaside. A less-than-good scientist, most likely evil, has his henchmen kidnap children in order to steal their dreams to prevent the process of his premature aging. Y’know, normal kidnapping reasons. Anyways, the opening cutscene shows one of these children getting kidnapped, and that’s really all the information the game gives you before giving you control over 12-year-old Miette, which means “crumb” in French. You start inside a classroom, with a pair of Siamese sisters at the front telling you to go steal money from some hut because they said so.

Little to my teenage knowledge, this was an adventure game. Not exactly a point and click one, but still one where you walked around, gathered items, and made progress by using those items on people or other items to make things happen. Like a Metroidvania, but with less action involved. Considering it would still be many, many years before I would fall in love with the genre, I probably went into The City of Lost Children thinking it was in the same vein as things like Resident Evil or Blood Omen: Legacy of Kain. Boy was I not at all right. Not one teeny tiny bit. I’d later come to have fun with Blazing Dragons and Discworld II: Mortality Bytes!, so this being an adventure game alone had nothing to do with my terrible time with it. That is a result of it being exceedingly obtuse and poorly designed.

A strong memory that stands out: Miette, saying “I can’t do anything” or “I can’t manage it,” every time you interact on something she can’t do anything with. Which was on a lot of items in that early portion of the game I banged my head against. Compound this with the sluggish, tank-like controls and sometimes odd camera angles that made it hard to see where something lead to another screen, and my rented time with the game was spent wandering around the first few areas aimlessly until I decided enough was enough and at least knew what to do with my vehicle in Destruction Derby–crash it. Which is a shame, because I thought The City of Lost Children looked stunning at the time, and, while the polygons are not as sharp as today’s standards, there’s still a strong, off-kilter aesthetic here from Psygnosis, the British developer that gave us gems like Colony Wars, G-Police, and, uh, Hexx: Heresy of the Wizard, that makes this one of the more unique-looking games from the generation.

Anyways, I’m sure someone has paid it forward and done a recorded playthrough of The City of Lost Children and put it up for free on the Internet for everyone to watch. Maybe one day I’ll even search it out. Until then, I hope you enjoyed this random trip down my memory lane.

Back to Middle-earth: Shadow of Mordor, where the shadows are

I acquired a digital version of the Game of the Year edition of Middle-earth: Shadow of Mordor at the same time I got Dragon Age: Inquisition, which was last Black Friday. Not a full year ago, but somewhat close. Still, knowing that both were big, meaty adventures with intricate systems, I decided to start one over the other and promised not to diverge from that plan until credits rolled. I went with Dragon Age: Inquisition and greatly regret that decision. I had played inferior versions of both games, click here for whinging about glitches in Ferelden and click here for whinging about insufferably long load times in Middle-earth, but I was more interested, at that time, in a traditional roleplaying adventure that was all about managing stats and less about quickly climbing up rocks and sticking daggers in necks. If only I knew then what I know now.

Moving along, I’m now working my way through Middle-earth: Shadow of Mordor at the same time as I tackle the open wilderness in Legend of Zelda: Breath of the Wild, at more or less the same pace as I did with the Xbox 360 version, even tackling the side missions and collectibles similarly. What can I say, I’m a creature of habit. The only difference really is that this GOTY edition provided me with some extra special weapon runes from the start, one of which lights my sword on fire after a long combo streak. I’m usually not a fan of pre-order bonuses that dramatically make things easier for the player, but this time I’m not complaining. Also, it looks cool as heck, the kind of effect that Beric Dondarrion would quietly appreciate.

The ho-hum plot takes place between the events of The Hobbit and The Lord of the Rings. You control a ranger called Talion, who was killed by the Black Hand of Sauron alongside his wife and son. The wraith of the Elf Lord Celebrimbor bonds with Talion’s body, and together they set out to avenge the deaths of their loved ones by taking down every goblin, orc, and troll in their way. Also, there’s Gollum, because of course there is, and his missions often have him leading you somewhere and then following hidden tracks to trigger an event. I’m a little further story-wise than I was during my first go at Talion’s take on revenge, and I’m not finding it all that thrilling, and this is from a guy that has played a lot of Lord of the Rings games, including sub-par ones like The Lord of the Rings: The Fellowship of the Ring and Aragorn’s Quest, both from the PlayStation 2 era.

Gameplay in Middle-earth: Shadow of Mordor, which one could easily call a third-person open world action-adventure thing, is basically the Assassin’s Creed series with big improvements to mobility and combat. You run around, you climb, you attack swarms of enemies, you collect collectibles, and you level up your weapons and abilities by gaining XP. You can be a stealthy ranger or an action-first ranger or, most likely, a mixture of both. The combat is rhythmic in the vein of Batman: Arkham Asylum, and it feels good to be in complete control of a mob of Orcs, keeping the combo chain high and mighty. There’s no surprises here so far, but a lot has been streamlined to feel better or make things easier, such as not taking fall down from high heights or being able to get a burst of speed after mantling an object. My favorite is a new ability I just got that lets Talion immediately warp to a selected enemy’s location; Tolkien sure did love his teleporting rangers.

Obviously, the biggest hook in Middle-earth: Shadow of Mordor‘s arsenal is the Nemesis System, which tracks any non-generic Uruk that the player comes into contact with, either through story beats or simply by killing Talion or surviving a fight with the ranger. These Uruk will be promoted into captains, and defeating these leaders helps weaken Sauron’s army. On the flip side, being killed by a named Uruk will cause the current mission to be cancelled, and the victorious Uruk will gain additional power, making him more difficult to defeat in the next encounter. This system was not fully implemented on the previous generation version, and I definitely missed out on a lot of personality, character, of really feeling like these Uruks were living, breathing, vengeful monstrosities traipsing around Middle-earth according to their own schedules. See, each of these named Uruks have a range of strengths and weaknesses that Talion can exploit in combat to quickly take them out, such as a fear of explosions or invulnerability to ranged attacks, and you can gain this type of knowledge by draining and interrogating marked enemies, systemically removing the leader’s bodyguards and barriers.

I’m mildly enjoying Middle-earth: Shadow of Mordor, but in bite-sized chunks. Hop into the game, find a collectible or two, take on a story mission, and close out, as the combat can become quite button mashy and my thumb often needs a break by the time Talion is done beheading his fiftieth orc. The stealth, when successful, is great and makes you feel pretty powerful, but I’m not invested in the story bits…one bit. As this is the GOTY edition, there’s plenty to see and do, with DLC included, and I’ll probably keep plugging away at this while everyone enjoys Middle-earth: Shadow of War next month. Thankfully, I’m in no rush to see Sauron’s army fall, especially knowing that it will just rise up again, bigger and stronger, in the forthcoming sequel.

The triumpant return of Dragon Age: Inquisition

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I gave up on Dragon Age: Inquisition and Girgna the dwarven warrior pretty quickly after hitting that bug with meeting Blackwall, deciding that this PlayStation 3 version was not the right version for me. It constantly froze at the war room table and other places, and the tiny text made every quest description a guess to my eyes. Basically, every time I turned it on, I knew I was taking a chance, that all my progress could very well be for nothing. That the tears in the sky weren’t the only forces working against my gaming desires to collect herbs and turn in missions. This was back in January 2015.

Let’s zip forward to around now, to the Black Friday hubbub and shower of sales, both at retail and online, and Dragon Age: Inquisition is deeply discounted for $16.00. Keep in mind that this is the Game of the Year edition, which means it is brimming with DLC and pre-order bonuses, but also for the Xbox One, a system that seemed to run the game just fine if reviews and forums were to be trusted. Plus, this is much less than I paid for my original, broken and abandoned-by-Bioware PS3 copy around the time it was originally released. I couldn’t resist, and thus I am back in this bloody, high fantasy world, collecting Elfroot with every step.

Strangely enough, I am now playing as an elven rogue named Felena, but other than the pointy ears and white-ish forehead tattoos, she looks identical to Girgna. I guess I always subconsciously default to a certain style when playing as a female avatar. Oh well. I’m digging using a bow and arrows way more than charging headfirst into the action only to get my health meter depleted in a few swipes. I’ve also made it further than I did on my first go and have pleasantly discovered that there’s a wee bit of Suikoden in Dragon Age: Inquisition. Don’t get too excited–it is, after all, just a wee bit, but I’ll take it over nothing.

Many will urge new players to Dragon Age: Inquisition to not dawdle and waste away in the Hinterlands. Sure, there’s a ton of things to do in that section of the map, but you only need to do so much to move the story forward plot-wise, and I suggest this too. Granted, I still put at least eight hours into the Hinterlands before even visiting the Storm Coast for the first time, but I am stubborn and wanted to recreate my original adventure as much as possible. Anyways, plow forward, and you’ll eventually leave Haven behind for a full-fledged castle called Skyhold, and it is here that you can wander from room to room, seeing where each of your recruited companions are calling home. Sure, you don’t have 108 of them to find, but I still found it more exciting and rewarding to explore than the ship in Mass Effect 2. Plus, you can play decorator, changing the windows, curtains, beds, thrones, and so on to your creative heart’s desire.

I’m going to gently dip into spoiler territory for a moment, meaning this is your chance to run for the hills. Staying? Okay, cool. The quest before you get to Skyhold is about losing Haven, which has been acting as a subpar headquarters for the Inquisition as they figure out where they are going. At one point, you can actually save certain villagers and people in Haven, but must also fight off the waves of demons heading your way simultaneously. Unfortunately, I couldn’t save everyone. Those I did are now in Skyhold, momentarily safe, and those that perished…well, they are no more. This bums me out majorly, as I didn’t realize any of this was possible and naturally didn’t rely on saving and re-loading to keep every sentenced soul alive and well. Every Suikoden playthrough is a single-minded mission to bring all aboard and keep them breathing, especially during the war battle sequences. I want to apply the same mentality here.

All that said, I’m ecstatic to be back in Dragon Age: Inquisition, and that the game is running smoothly on the Xbox One, with the only oddness being a glitch or two where a character will suddenly float up in the air and then land elsewhere. I saw a dragon to this to a giant, too. To me, that’s just magic. I really enjoyed the scope and some of the stories from Dragon Age: Origins and wisely skipped out on the second entry, but this one seems pretty solid, with plenty to do, even if I am growing tired of picking up Elfroot. Just kidding, Elfroot is life. No, literally…I use it to replenish healing potions. I’ll let everyone know if I’m able to revive Gremio right before the final fight.

2016 Game Review Haiku, #56 – Umbri

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King of illusions
Cleanse the infected tiles
Must move fast, flip skills

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.

Help Craig escape his house and get back to making potions

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First, let me clear something up: Craig is a black and white game/demo for a future game that takes place on two screens. I already used the first screen for my completed haiku review, which left me with the second screen for this final impressions post; alas, the second screen is more white than black, which throws a wrench into my Grinding Down style of using big, blocky white letters atop it. That’s why the above image is green, but please understand that’s not how Craig looks after escaping his house. I’m not here to misrepresent.

In Craig, you are Craig, a long-nosed local potion maker who wants nothing more than to get to his potion shop and start his day. Unfortunately, to his horror, some hooligan has barricaded him inside his own house overnight. Thankfully, Craig is a resourceful soul and can use the materials and items inside his house to escape, though it’ll take a bit of examining and trail and error to do so. I’ll spoil this much and say you do get outside, though the next roadblock involves getting inside your locked-up shop.

It’s a point-and-click adventure game, which means you’ll be clicking…a lot. Once you click on something, a list of options appears. You can “look,” “greet,” “pull,” “use,” and do other context-specific actions, and each action results in a humorous slice of writing. Make sure you greet every single object, no matter how silly that might seem. Seriously, the writing is what makes Craig worth exploring for twenty or thirty minutes. The gameplay is fine, but you’ve done this all before, and the puzzles are fairly logical to deduce, once you figure out that you’re supposed to read the ripped up recipe in the items menu and not actually try to put it back together with some kind of adhesive. Also, if you notice a “?” attached to some item, that means you don’t have enough information yet to perform the extra command; come back later.

Craig was made in about a week by someone under the username of Pai, and though it encompasses only two screens and is more of a tech demo than anything else, the writing and characters are there. I’d love to see Craig become a full-fledged release, with a focus on creating different potions from a variety of items, as well as a personal quest to build up his manly physique. If such a thing pushes forward, I’ll be right there behind it, ready to click, more than ready to greet.