Tag Archives: PlayStation Plus

The untouched stealth games in my collection

GD more stealth games in the pipeline

I’m either just about done with Metal Gear Solid 3: Snake Eater or totally done with it, now ready to bounce back to focusing on putting Queen Brahne and her big queeny bum in their respective places in Final Fantasy IX. That said, my recent time of crawling lovingly slow through tall grass or donning a gator mask and gently wading through a marsh past enemies has reaffirmed that I love stealth games. Sure, I don’t love them as much as I enjoy roleplaying games, especially the Japanese ilk, but I’d put them right under there in the number two spot, rubbing shoulders with point-and-click adventures.

Glancing over both my tangible collection of games and ever-growing digital stash, I realized I have a ton of stealth games still to play, still to compare to Snake’s skills and style from the Metal Gear series. Oh, and for those following along, the next three to conquer–Metal Gear Solid 4: Guns of the Patriots, Metal Gear Solid: Peace Walker, and Metal Gear Solid V: Ground Zeroes–will be all new to me; I hope I can get through them in time for the recently announced release of Metal Gear Solid V: The Phantom Pain this upcoming September 1.

Let me talk briefly about a few other stealth titles that I’m champing at the bit to try, but am resisting in order to not take on too many games at once. Hopefully I can experience all of these sooner than later.

Counterspy

A recent PlayStation Plus freebie for March 2015. CounterSpy is a 2.5D side-scrolling stealth game from Dynamighty, with a stunning, stylistic look. It comes across like you’re playing a Cold War propaganda poster. It’s not a traditional stealth game, but I’m looking forward to sneaking through enemy bases and stopping nuke launches without anyone being the wiser. It sounds like some of the camera angles can be problematic.

Thief

Another freebie for PlayStation Plus users, though I don’t remember if I downloaded it this year or late last year. Oh well. I have it on my PlayStation 3, and though many reviews were critical of Thief and disappointed in how it turned out, I still want to give it a try. The idea of shooting out torches with “water” arrows is amusing.

Dishonored

Let me come clean: I have not given Dishonored a fair shake. I have the game in two forms actually: the “Game of the Year” edition for PlayStation 3 and a free digital copy on the Xbox 360. Yup, I bought the game and then a few weeks later got a free copy. Whatever. I only really played it once and found the first true mission–where you have to eliminate High Overseer Campbell–a real disappointment. The stealthing is so clunky and finicky, and I totally flubbed my way through it, murdering more people than I preferred for a silent assassin. Maybe I’m terrible at Dishonored, or maybe I need more practice.

Tom Clancy’s Splinter Cell

I’ve never read any of Tom Clancy’s Sam Fisher-driven books, but they seem like solid action-lead espionage adventures. Interestingly, the primary focus and hallmark of Tom Clancy’s Splinter Cell , especially the gameplay for the first game in the series, is a heavy emphasis on light and darkness. Players are expected to use shadows to their advantage. This sounds like a fun mechanic, similar to Snake’s reliance on camouflage in the jungle. Plus, I’ll take any chance I can to don thermal goggles and spot hot bodies from afar.

XCOM: Enemy Unknown

Look, I know that XCOM: Enemy Unknown is more of a military turn-based tactical alien invasion/planetary defense strategy game than anything strictly stealth-oriented, but there does appear to be some elements of stealth in the gameplay to appreciate. I’ve never been a huge fan of the RTS genre, but there’s something intriguing about this one, something that I did enjoy in Fire Emblem: Awakening–permadeath. That risk/reward of popping out from behind a rock and not instantly evaporating an alien, which results in your named soldier buying the farm.

Stealth Inc: A Clone in the Dark

Originally called Stealth Bastard Deluxe: Tactical Espionage Arsehole, the renamed Stealth Inc is yet another PlayStation Plus freebie that I downloaded and then never played. Its gameplay has been likened to both Metal Gear Solid and…Super Meat Boy. Not sure how the latter of that comparison works, but I’ll give it a whirl nonetheless. It seems to come packaged with a serious case of attitude, too.

Hitman games

Though I had a horrible time with Hitman: Blood Money, I still have a few more to try, such as Hitman 2: Silent Assassin and Hitman: Contracts. I’ve also only played the first level of Hitman: Absolution, so, much like how I treated Dishonored, I need to dig into this one a little more. I am a big fan of taking Agent 47 and dressing him up in a range of colorful costumes to get him through a scenario, but some of the mechanics from those earlier titles are a bit too wonky to grok. Like tossing coins and strangling dudes with wires, both of which I imagine are extremely important to master in order to remain undetected.

Lastly, there are some intriguing stealth games coming out later this year, such as Volume from Thomas Was Alone‘s Mike Bithell, Invisible, Inc. from those fine folks at Klei Entertainment that previously amazed me with Mark of the Ninja, and probably some others I either don’t remember or know they exist yet.

As you can see, there’s plenty of material for me to crouch-walk my way through, even if it takes me an eternity. If you can think of any other great stealth games I should try out, let me know, and I’ll add them to my mental list.

Just can’t seem to quit Rogue Legacy’s random castles

gd more rogue legacy 256914-RR

It was actually quite easy to walk away from Rogue Legacy on Steam, addictive as it was. I only got far enough to beat the first boss Khidr, but I refused to play the game with mouse and keyboard; it’s very much a controller-driven action platformer, and it seems I run into more and more problems every time I plug in my Xbox 360 controller to my laptop. Sometimes it works, sometimes it doesn’t, and sometimes it only works if you plug it in after a game boots or before a game boots. I don’t know. All in all, it’s never reliable, and so I haven’t really played Rogue Legacy since my passionate burst back in October 2014 during my Extra Life stream–and a little distance afterwards.

True story time: I started writing this blog post a few weeks ago just as I got back into Rogue Legacy thanks to its PlayStation Plus status as a February freebie, but I’m only returning to writing this mess of words and paragraphs after beating the game a few days ago. Such is the way I work.

Okay, back on track now. This game is still and will always be freakin’ addicting. No, really–other people think so too. This person says it is Zelda 2 on mushrooms,” which is a fun description. Carolyn Petit examines the balance of internal growth and external rewards when it comes to scouring these randomly generated castles. Some good reading there. Return here when you’re done.

For those that don’t remember, the main goal of Rogue Legacy is to enter a castle and gather as much treasure as possible by killing every monster in sight, including mini-bosses and progress-blocking bosses. Here’s the rub–every time you enter the castle, the layout, which includes the traps, treasure chests, monsters, secret rooms, etc, is randomized. After your character dies, and you can guarantee he or she will perish at some point, you select an offspring of theirs from a list of three, all of whom are also randomly determined. Basically, it’s replayability to the max, with each next run a new chance.

Without the randomizing aspect, Rogue Legacy‘s difficulty would be without value. You could memorize the entire layout, know where every enemy is and know exactly how to play your leading hero. Each and every time. In fact, you could probably run it blind, and this astounding, addictive experience would get lost among a zillion other similar–if still pretty good–side-scrolling action platformers. That’s not to say that randomizing is everything; skills are needed, especially when it comes to fighting the bosses or learning how to survive on a slither of health until you find something to eat. Even after twenty-plus hours, I’m still no master of the down-strike attack you can do while jumping, often timing it too early and missing the mark, whether it is an enemy’s noggin or a needed platform over a floor of spikes.

Beating Rogue Legacy doesn’t mean the adventure is over. Naturally, there’s a new game plus mode, which you get dropped right into upon the credits finishing, and this saves all your progress, but ups the ante when it comes to room layouts and the strength of the base enemies. You can also go after the four door-blocking bosses again in hopes of seeing what that final fight is like, but on a whole new level. I’m doing this, but not with the same fervor as my first run complete run through the bosses happened, and that’s okay. Still, the addiction is there, and, like a bag of potato chips, I can’t just eat one; each time I sit down with Rogue Legacy, I lose an hour or so, making small increases to my character’s health and mana stats, and possibly finding a new blueprint. Right now, I need to be focusing on some art projects, so I expect to keep my distance from the game for a bit, but sooner or later it’ll suck me back in; one can only not scratch an itch for so long.

Hoping back into Rogue Legacy these last few weeks also rekindled my disgust for mimic treasure chests. I also had trouble dealing with the eyeballs that shoot red tears through walls, especially when they are out in numbers. Truth be told, just about every enemy in this game can kill you if you’re not careful or know how to take care of them, no matter what traits you are rocking. Generally, I tried to always go with the characters with the least vision-affecting traits as possible, which meant no colorblindness, no nostalgia, no upside-down POV, and such. I could handle the no 3D vision one, but everything else just distracted me and lead to a quick grave. The Lich King class is extremely powerful, with his or her HP growing higher with every kill.

If you’re ever looking for a game that is both punishing and immensely difficult to put down, search no further. Rogue Legacy will strip you to your core, but reward you for all your hard work, when you make the effort, that is. It’s a game I expect to continue nibbling at for the rest of 2015.

2015 Game Review Haiku, #17 – DuckTales: Remastered

2015 games completed gd ducktales remastered ps3

Scrooge loves his money
Magica De Spell wants dime
Pogo jumping, meh

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.

2015 Game Review Haiku, #16 – Rogue Legacy

2015 games completed gd rogue legacy

O’ random castles
Filled with gold, chests, runes, bosses
One more run, one more

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.

I cannae pogo jump consistently in DuckTales Remastered

ducktales remastered ps3 thoughts

I have no nostalgia for DuckTales on the NES. I can’t; I’ve never played it. Like many other classic NES titles, such as Blaster Master, Kid Icarus, and Bionic Commando, since I never had a Nintendo Entertainment System as a kid and had limited access to cool kid neighbors with the console, I missed out on a lot. Thankfully, due to the industry’s love for remaking and re-releasing oldies and better access to ports these days, I’m catching up. Slowly. For example, I beat both Metal Gear and Metal Gear 2: Solid Snake last year, tough as they got. I’m also progressing at a snail’s pace in The Legend of Zelda, but more on that in another post.

Alas, I don’t actually know and have to assume that gameplay in DuckTales Remastered is relatively the same as the NES original. Scrooge only has a few abilities at hand, such as jumping, pogo jumping, and whacking objects with his cane. All of these mechanics are relatively simple to use, though I am far from a pro at continuously pogo jumping from one side of the screen to the other; Scrooge often lands on the edge of a platform, causing him to, well, land, and put his cane away. Anyways, through these limited abilities, you’ll hop around a series of level, bouncing on the heads of enemies, unearthing treasure, and collecting whatever maguffin is needed to open up the level’s final boss.

From what I’ve read, it seems like all the original 8-bit levels from the NES days are here–Amazon, Transylvania, The Moon, etc. Except now they are remastered, which means they are colorful and cartoony and a little jarring at times. I found the juxtaposition of sprites and polygonal items (like that treasure chest in the image above) to be constantly at odds with one another. I mean, sure, it looks prettier than what came out in 1989, but I actually think screenshots for that dinosaur still hold up really well. If anything, I’d say more attention was paid in the remastered version on backgrounds, which really help sell the levels more. The Amazon looks and feels like a jungle opposed to some blades of grass and a bland blue sky. That said, while the levels look different, purists can probably breathe a sigh of relief as the map layouts are the same.

However, WayForward Technologies has added an actual story to what was, I’m assuming, a pretty lifeless story. Or totes nonexistent. Basically, Scrooge McDuck has to find five priceless artifacts. Why? Well, um, he’s a greedy ol’ man-duck. A map left behind after a failed Beagle Boy raid of his bank reveals five locations to scour. Despite a still paper-thin plot, there’s a surprisingly amount of cutscenes to get through, a few of which do feel unnecessary and invasive. Same goes for some of the cameos, though I could never say anything negative about Fenton Crackshell, also known as Gizmoduck. I understand the original voice actors returned to reprise many of the roles, and while that’s awesome, it didn’t result in great performances; Scrooge himself sounds tired, uninterested, and going through the motions.

At this point, I’ve only completed two of the five levels, specifically the Amazon and the Himalayas. I’ll get to the others soon, but I kind of have been just nibbling at DuckTales Remastered in-between using shivs on Clickers in The Last of Us and getting heavily back into Rogue Legacy thanks to it being one of this month’s free PlayStation Plus downloads. Money you earn in every level can be spent to buy concept art and soundtrack songs, as well as fill up Scrooge’s money bin to the brim; I’ve not felt inspired to purchase many pieces of concept art. I won’t get too far into here, but I’m generally of the mindshare that concept art is not a reward, not something characters should be unlocking or purchasing. It should be there, probably before the credits option. That’s it.

Maybe I’d be more gushing if I had played DuckTales as a wee lad and spent hours unearthing every single hidden gem, that this reheat of a much-loved classic was everything and then some, but no. I wasn’t very impressed with another remake as of late either–Castle of Illusion Starring Mickey Mouse. Perhaps developers need to reconsider the reasons behind taking older games and putting them in new clothes and ponder if it is worth all the dressing up or not. For DuckTales Remastered, so far, I’m thinking no.

2015 Game Review Haiku, #8 – Duke Nukem 3D: Megaton Edition

2015 games completed duke nukem 3D

Pig cop invasion
Death, destruction, attitude
Duke Nukem hates poems

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.

It’s time to kick ass and chew bubble gum, Duke Nukem 3D

duke nukem 3d ps3 early impressions gd

If you’re wondering how I can go from playing something like The Incredibles to Duke Nukem 3D: Megaton Edition in one fell swoop, keep on wondering. Call it a palette cleanser, call it a leap of faith, or call it fortuitous timing–whatever helps you sleep at night. See, while I’ve had a copy of 3D Realms’ risqué tour de force from 1996 on the PC, it has sat untouched, uninteresting, especially since I struggled with its keyboard controls upon initially trying it some months back. However, this month, for PlayStation Plus, the first-person shooter with enough catchphrases to appease any 90s macho man action movie fan is a free download, and so I bit. Cue some tastelessly sexual one-liner from the man of the hour.

Real quick–and this will truly be real quick–here’s my history with the Duke Nukem franchise: I played one, and only a little bit of it at that. Yup, of the 15 or so iterations in the series, the only one I can remember experiencing, and through a demo at that, is Duke Nukem: Time to Kill for the original PlayStation. The clearest memories I have of it are time-traveling pig cops and strippers, so there you go. It was not a first-person shooter either, following more in the footsteps of Lara Croft.

Duke Nukem 3D‘s “plot” is nestled not so elegantly between a loud fart and the menu options: As Duke heads for Los Angeles in hopes of taking a vacation, his spaceship is shot down by unknown hostiles. Quickly, Duke realizes that aliens are attacking LA and have mutated the LAPD into horrible monsters. With his vacation plans now ruined, Duke vows to do whatever it takes to stop this alien invasion, including spouting a bunch of corny one-liners if necessary. That’s it. You’ll go from level to level, shooting aliens, with the next goal after that of shooting more aliens. I’m guessing the final action Duke takes in this game is shooting an alien.

This is no graphical masterpiece, nor will I sit here and believe you when you say it was at the time of its release. Everything is pixelated, and not in a good way. The enemies are flat, and I don’t mean that in terms of their personalities; they vanish if you strafe around them too fast. When you use the kick button, Duke tries to stomp whatever is in front of him, and depending on what you position him against, his foot either looks like a kid’s foot or a giant’s foot. That said, still ridiculous. I’m also not a big fan of how Duke appears when presented with a mirror, seemingly ice skating on solid ground. The shooting, y’know, the thing you are doing for the majority of the game, is okay, but often feels empty, like putting a number of bullets into an enemy pillow; I can’t even tell if these shotgun blasts are connecting, but I guess they are since I’m not walking in a bloody pile of skin and bones.

Here’s the best thing about Duke Nukem 3D: secrets! This game is loaded with them, and I’m a big fan of clicking against a wall and having it suddenly swing open to reveal extra health or a new weapon. Ideally, the library in my future dream house with have many hidden cubbies, accessible only if you touch the specific copy of The Hobbit or A Separate Peace. There’s a Trophy for finding at least seventy of them, but there are well over three hundred based off the stats screen. I’m not trying to look up every single one for every single level, but when I do get curious or lost and unsure of what to do next, I’m finding this site to be very helpful.

Progress-wise, I’m just starting the Lunar Reactor, which is level 8 from episode 2, conveniently called Lunar Apocalypse. I really burned through the entirety of episode 1: L.A. Meltdown the first night I started playing, but it seems like the levels have steadily gotten both longer and more challenging. I am also finding myself saving and re-loading more often in fear of losing problems due to some problems I’ll mention in the next paragraph. After this episode, there are two more episodes to go, plus three expansions. Whew, that’s a lot of listening to Duke say “Damn… I’m looking good!” I hope to get through it all, but it might be just the four main episodes, we’ll see.

All is certainly not well in Megaton Edition. For starters, I’ve had the game hard-lock twice (though not at Duke’s war table), stutter and even skip ahead, and lose rewind progress to corruption. It’s a buggy port of an old game, no doubt about it. And then there’s the multiplayer aspect. Oh boy. Granted, I really shouldn’t have expected anything, but I wanted to give it a try. There are two modes after you select a ranked or non-ranked session: one on one or a free-for-all with up to eight players. Unfortunately, horrendous lag makes it nearly unplayable, and any actual interaction, meaning your Duke shooting another Duke, is purely comical. I’ve managed a few kills, but it all came down to auto-aim luck or a decently tossed pipe bomb. It’s just a sad mess.

Here’s to many more dead aliens and outdated pop culture references as I continue forward to be the brainless action hero Duke is destined to be, but only that.

Another tour of BioShock Infinite’s American exceptionalism

bioshock infinite DONTDISAPPOINT_ONLINE_wideuse

In this post over yonder, I said I had beaten 73 games in total for all of 2014. I wrote that because it was true and, at that time, I hadn’t expected to complete anything else during the madness of Christmas and traveling and New Year’s Eve hijinks. Surprisingly, I was able to sneak in one more game before that big disco ball dropped in Times Square and Terry Crews took his shirt off to flex his chest muscles, clearly making Carson Daly uncomfortable; I really should’ve been watching The Twilight Zone‘s “Midnight Sun” at that exact moment, but it wasn’t my place, my television set.

Here’s the truth. Ever since I rushed through and beat BioShock Infinite in early 2013, I’ve wanted to replay it. Not on a higher difficulty or with a plan to use the Huntsman Carbine more over the Paddywhacker Hand Cannon or even to nab some missed Achievements, but just to experience it again. At a slower pace. A gentler walk through this strange yet familiar land–when obviously not in a skirmish or zipping along the skyhook tracks–to absorb every last sign, poster, painting, smeared blood writing, and hung piece of Columbia propaganda. There was a lot of talk happening and surrounding Ken Levine’s darling during its initial release, and I was shockingly interested (pun intended) in being invested in these dialogues, which meant hurrying through the game to get to its muddled ending. That way I too could have trouble comprehending it for a few days, along with seemingly everybody else. The word zeitgeist would probably work here.

Even at around 12 hours on the Normal difficulty, I’d say that BioShock Infinite is still too short of an experience and needs more time to open up for exploration and reflection, not more unsatisfying and rarely rewarding skirmishes. The shooting/Vigors-lead action is merely filler, a buffer between Booker looking at something interesting and finding something even more interesting to gawk at. Namely, a story beat. If there are any parts that I continued to rush through, it was blasting people in their faces with crows and then taking them out with a shotgun, though tossing people off the world later near the end of all things with the water stream spell was, admittedly, pretty enjoyable, but maybe that’s because it is a quicker and quieter kill than loading them up with bullets. The combat and violence constantly feels shoehorned; please explain to me again why equipping this hat helps me do better melee damage with the skyhook.

Anyways…it’s 1912, and Booker is trapped in a flying, floating city built on racism, heavy religious undertones, and American exceptionalism. Think about that for a bit. Try to name another game that uses those pillars as foundation for its game’s world; I’m struggling to think of many. Because of this, everything you see and hear is slimy, tinted with a second coating of meaning. That poster might seem positive, cheering on so-and-so, but it’s actually deeply dark, labeling people of color and the Irish as barely human. This is a place bursting with warm sunlight, children playing in the streets, and astonishing views that also harbors a disgusting, contagious sickness, the kind that poisons a community and changes it for the worst.

You’ll get a decent amount of this if you follow the main path, but searching out every nook is where the world truly comes to life, like examining the difference between upper-class and lower-class bathrooms, spaces you are never forced to visit for plot purposes. Hold on. Let me tell you about a really small, special moment I discovered, something I missed during that first sprint through in 2013. In fact, it’s easily missed if you begin shooting too soon in this specific area, as doing so scares away all the NPCs. Right, well…while exploring around Soldier’s Field, near a carousel, I discovered a young black man smoking a cigarette just behind a building, clearly in hiding. The man asks Booker to not tell on him, and Booker is friendly, promising his secret is safe.

In a game fueled by racism and racists, many of whom want to physically harm the player, it is a little strange to not hear Booker be more vocal about his opinions. I mean, he comments on mostly everything else around him. Like giant, mechanical bird-guardians. One gets the feeling he’s not 100% on board with how Columbia operates, but he also doesn’t openly condone it. Early on, during the lottery sequence, you do a QTE that boils down to a choice: throw the baseball at an interracial couple or throw the baseball at the announcer. Either pick results in the same story moving forward, but if you spared the couple some pain, you’ll run into them later and collect a piece of unique equipment. Booker doesn’t decide this; you decide for him, but it’s a rare moment of choice. Later, when Elizabeth’s sheltered innocence asks why one bathroom is for colors and the other for whites, Booker replies “It just is,” and keeps on moving. You don’t get to decide that he goes on a tirade, forcing everyone to swap thrones and be nice to each other for the good of all humankind.

Once again, I tried to find all the Voxophone audio logs and telescopes/Kinetoscopes without a guide, but missed a few by the end. A shame as some of the better and more interesting story bits are hidden away in these, like how Fink Manufacturing operates or what’s the deal with the Lutece twins. Pretty sure I hit the same numbers as my first go, which is funny, but I guess I walk the path I walk and look where I look. I suspect that you can get to a few hidden areas via the skyhook rails. I ended up using the same weapons/Vigor combos as before, relying way too much on the bronco one to lift enemies in the air and then a pistol to take ’em down. It was always a straight line to end combat as fast as possible, which meant always opening a tear to a gun turret over a Mosquito or mechanized robot-warrior.

Alas, after two full playthroughs, I still can’t tell if BioShock Infinite is the bird or the cage, but it remains an undeniably interesting audio/visual treat set in a genuinely unique world, a gorgeous walking simulator constantly sidetracked by racist goons and crank gun-wielding George Washingtons trying to blast holes in your chest. I’ll probably play it for a third time later this year, and I don’t know why. It just is.

Castle of Illusion starring the semblance of magical platforming

castle of illusion screenshots_launch_01

A couple weeks back, I had a serious hankering for some Trophy poppin’, and so I scanned my list of already played games to see if any looked easy enough–note that I didn’t say fun enough–to unlock still. My scroll came to a stop on Castle of Illusion Starring Mickey Mouse, which I beat some time over the summer and then never really said a word about, save for a mention in the April 2014 edition of the Half-hour Hitbox. Truthfully, there’s not a terrible amount to say about this remake, but I’ll find some words nonetheless.

First, do you know what this game was originally called in Japan? I Love Mickey Mouse: Great Mysterious Castle Adventure. That makes me smile. Second, this was a freebie for PlayStation Plus subscribers back in April, and you also got a digital copy of the original Genesis version to boot, though I’ve only gone through the remake so far. If the remake is any indication of the challenge level for the original, I’ll pass on a second romp through Mickey Mouse’s magical castle.

Let me break down what we’re doing here. Castle of Illusion is a side-scrolling platformer, with Mickey Mouse on the hunt for an evil witch called Mizrabel, who has kidnapped Minnie Mouse in an attempt to steal her youth. Um, I guess she doesn’t realize that Minnie first appeared in 1928’s “Steamboat Willie” short, making her somewhere around 86 years old. Regardless of that hard fact, to stop Mizrabel, Mickey needs to collect seven rainbow gems to build a bridge to the castle tower where Minnie is being held.

So, the platforming is pretty basic, which is understandable when you remember this was all born in a 1990 Sega Genesis cartridge. You move left, you move right, you jump up to platforms, and, from them, to others spaced apart. Mickey’s main attack for dealing with enemies is bouncing on them, but he can also collect projectiles, such as apples and marbles, to throw. You can collect items to restore Mickey’s health or grant him an extra life–much like with recent Mario titles, extra lives are pointless–and then there’s a handful of collectibles in each world, such as diamonds and chili peppers for Donald Duck. No, I don’t understand it either. Every third level in a themed world ends in a boss battle against one of Mizrabel’s henchmen, and only the final spout against Mizrabel herself proved challenging, though maybe frustrating is the better descriptor.

For Trophies, I still needed to do a few things, but figured since the platforming was so simple and the levels were extremely short, it wouldn’t be a big hassle. Turns out, it wasn’t a big hassle. I used a spoiler-free guide to point me in the right direction for getting all the magic playing cards, chili peppers, and castle statue pieces. I even managed to jump on seven enemies in a row without hitting the ground, though it took a few attempts. By the end, I got all the Trophies save for one, which asks you to collect all 800 diamonds. I stopped at, ironically, though not to you, 713 of them and don’t have the energy left to find the remainder, which are now scattered across multiple levels. For instance, one early level has only three left to find, but I’ve gone through it multiple times now to no avail. There are better things to collect in other games, like feathers in Assassin’s Creed II or exotic foods in Tomodachi Life.

If you’re a Disney fan and are looking for a light, breezy platformer, by all means, play Castle of Illusion Starring Mickey Mouse. Certainly play it ten times before ever even thinking of touching Epic Mickey: Power of Illusion. But I wanted more, especially in a remake. More challenge, more variety to the given variety. I know there might not have been much to work with from the original title, but remakes have wiggle room. There’s an illusion here, for sure, but it’s only that you’re actually playing the same game from 1990, now with Trophies tied to tasks.

Mining my experiences as a cowboy steambot in SteamWorld Dig

SteamWorldDig1_hd

I’ve never gone very far underground in my thirty-one insipid years on this planet we share, and that’s fine. A few family vacation one-offs where we’d explore a cave with a tour group or something like that, but never any personal expeditions. Much like the ocean, the underground is terrifyingly expansive and filled with too much unknown. Also–very dark. There’s a 2006 horror movie called The Descent that seems like the most scariest thing possible, as it follows a group of British spelunkers down into the deep dank depths of some labyrinthine caves in North Carolina; on top of that alone, they get pursued by flesh-eating monsters. No thanks.

If I was to go underground, I’d hope it would look more like SteamWorld Dig, all colorful and bouncy and peppered with kooky characters like Lola, who runs the bar in Tumbleton and acts as a respawn point, and Hank “Cranky” McCrank, a repairbot who helps you upgrade your digging tools. I mean, just look at the game’s hero Rusty; with his cowboy hat and big, green metal hands, he appears more than confident to handle whatever is lurking deep beneath the town, and so I’d go with him, though still not too far down.

The story here is slight, but solid enough to give Rusty a reason to dig deeper into the mineral-infested ground. Rusty the steambot wannabe-cowboy has inherited his uncle Joe’s mine after Joe apparently lost his life plunging into its depths for secrets. Naturally, curiosity screams, and Rusty takes up the call (and pickaxe) to continue his uncle’s journey. That’s it for now, and the characters aboveground in Tumbleton are essentially menu options and quest-givers at this point, but that could all potentially change down the line.

There’s a cycle to Rusty’s cavernous adventuring, and it is thus: dig down into the mine, gather as many minerals as you can hold, return to town, sell your stash, purchase upgrades to help you dig deeper, gather more resources, and survive longer. Much like Rogue Legacy and Spelunky, it has that “one more run” vibe to it, because even if you don’t get far or gather too much, every piece of trashium or copper sold is all feeding back into making Rusty better, stronger, more awesome, which promotes sojourning a wee further. You can really only go so far as your tools allow, and eventually you’ll run out of lantern light or hit dirt you can’t dig through yet. Or maybe even some tough critter-crawly enemies. Either way, you have to hightail back to sunlight, and you can either climb back up the hole you dug or find a fast travel point along the way.

On your way down below, you’ll also come across special cavern entrances that basically lead to a platforming section or ability-testing area. You can find some good valuables in these spots, as well as new abilities, like special drill arms, wall-jumping, or boosting upwards from a stationary position, which uses steam, a finite resource to also keep an eye on. These aren’t very tricky so far, and often give you a reason to travel up, left, or right rather than simply down all the time.

Right. I’m one of those crackpots that thinks Super Mario Bros 2 is a more enjoyable time than Super Mario Bros 3, and a favorite section of mine is when you have to travel downwards through layers and layers of sand. You do this by digging, by hitting the “pick up object” button, and the Princess–who else would you even bother playing as, honestly–will lift the sand beneath her feet away, causing her to fall into the next line. Keep doing this, and eventually you’ll get through it. You make your own path, and the enemies will even follow along it just like you. That same idea applies to SteamWorld Dig; how you dig down to the caves or map indicator is customizable, but you also have to be thinking about reverse directions too, about what would make it easier for Rusty with no light to find his way to Tumbleton. Unfortunately, returning to the surface, especially once you really get deep down, is where things become less fun and more of a slog. I thought I read that the underground is randomly generated, so if that’s true, the replayability is at least very strong with this one.

For those with a PlayStation 4 and subscription to PlayStation Plus, SteamWorld Dig is a freebie for the month of November. Even if it wasn’t free, I’d heartily suggest checking it out. So long as you don’t mind a whole lot of digging.