Tag Archives: PlayStation Plus

A broad array of PlayStation characters are ready to fight

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This past Sunday turned out to be “download all those new PlayStation Plus freebies for the month” day, which saw me adding Hoard, Sportsfriends, and PlayStation All-Stars Battle Royale in one big gulp to my ever-growing list of untouched games. I glanced at the first two after installing them and decided that, before I get back into some lengthy Metal Gear Solid 2: Sons of Liberty sessions, I should try out PS All-Stars and see what all the hubbub was about.

First, my history with these kind of all-out rumble in the jungle multiplayer mayhem games: I’ve never, ever ever played Super Smash Brothers. In any form. And I don’t see that changing any time soon, even with the newest ones looking stock full of franchises I adore, like Animal Crossing: New Leaf and Fire Emblem: Awakening. Oh well. I’ve also never touched Power Stone or Ehrgeiz: God Bless the Ring. They’ve just never really appealed to me, and I can’t exactly pinpoint why because I do enjoy Nintendo and its characters, but I guess I felt like the fighting overall appeared rather superfluous and it was simply a bunch of fan service. Plus, considering how bad my eyes are, I’m not a big supporter of when games pull the camera back really far, making it hard to see your character and the supposedly cool fighting moves they are done, something that PS All-Stars definitely does frequently. Especially when there’s four mascots fighting at once.

So far, I’ve run through PS All-Stars‘ story mode once and immediately picked Sly Cooper as my man raccoon of action. His story mode has you playing through several fights as you try to figure out who stole some pages from the ancient family heirloom Thievius Raccoonus. Some fights were one on one, asking you to get the most kills over a three-minute time period, and others task you with being the first player to reach three kills first. Eventually, you get to the story reveal, which is that Nathan Drake stole those pages. Sure, you might see the connection that both Sly and Nathan are thieves, but it’s even more ironic when you realize that Nolan North voiced Le Paradox and El Jefe in Sly Cooper: Thieves in Time. Anyways, you battle him, and then you battle Polygon Man, the original PlayStation mascot. I did not find any of this challenging at all, but it is fun pulling out multi-kill specials, especially the level 3 one; for Sly, Bentley hooks you up with some kind of missile launcher, which you target opponents with via a first-person mode.

As you play–and win–battles, the chosen character levels up, unlocking various things, such as new backgrounds, icons, titles, belts, minions, and costumes. I can now happily dress Sly Cooper in his Arabian outfit. By the end of the Story mode, Sly was something like level 11 or 12, and it seems like there’s plenty more to unlock and see for him alone. I guess I can either replay the Story mode (most unlikely) or take the character online. We’ll see. There’s really only a few other PlayStation characters I’m interested in playing as, and they are as follows: Jak and Daxter, Parappa, Raiden, Ratchet and Clank, and Sir Daniel Fortesque. Sorry spiky-haired dude from Ape Escape, but I never got to play you way back when. Also, sorry everyone else, but you’re either too new or too dark and brooding to care about in this goofy, carefree brawler.

I suspect I’ll play this a few more to see what some of those other characters can do and some more of the zany, always-changing and interactive backgrounds. The fighting doesn’t feel 100% great, but maybe that had more to do with Sly, who can’t even block (he turns invisible for a bit instead). I can appreciate the idea behind this game, but I think Sony missed some chances to really include a few larger known entities than Fat Princess (pun intended), such as Crash Bandicoot, the robot bunny from Jumping Flash!, old-school and super pointy Lara Croft, and maybe even that dude from Wild 9. I don’t know; the inclusion of two versions of Cole from inFAMOUS  2 seems a bit uninspired.

At least I got another good–if extremely minor–dose of Sly Cooper, Murray, and Bentley. Really, you can’t go wrong with that trio. Sly’s level 2 special tosses Murray out at enemies in this sliding body slam, and it’s a great way to clear the path before you with the click of a button. I ended up using it more than his level 3 special in the end.

Who’s your favorite character in All-Stars? Again, it’s free right now for PlayStation Plus subscribers, so grab it, and maybe we’ll play together some day down the online road. Hint: I’ll be the raccoon hitting you on the head with a cane.

Remember Me teaches us to never forget the painful memories

remember me game final thoughts

If I had actually played Remember Me in 2013 and not dragged my feet to getting around to it, this heartbreaking tale of mind and memory most likely would’ve made my list of my five favorite games for the year, knocking out Doritos Crash Course 2. Yes, in spite of its shortcomings, of which there are several, it’s still that good, and I urge anyone reading this that has even the slightest interest in checking out Dontnod Entertainment’s debut to bite the bullet and do it. There most likely won’t be a sequel, and there might come a time when you won’t, ironically, even remember this came out.

I covered a lot of Remember Me in my last post, which saw me just entering the game’s fourth chapter. Also known as the halfway point for this roughly seven-hour journey. The second half of the game is still formulaic, more of the same platforming, punching, and pondering, but with tougher group and boss fights, as well as hard-cutting plot twists, one of which actually honestly caught me by surprise. No, really. I leaned forward and muttered, “No way.” You got me, game. Some later beats I saw coming, but not in execution, so that continued to keep me on my toes, because in a world where anything and everything is malleable, even hopes and dreams and memories, nothing can be expected.

Remember Me‘s premise is so dang good, and I’m not just saying that because I love movies like Inception and Eternal Sunshine of the Spotless Mind, short fiction by Philip K. Dick, and, of course, George Orwell’s 1984, where playing with one’s mind is the key to making things work. At least for a time. It’s perhaps not as byzantine as those previous mentions, but it still packs a punch, holds power, and proves poignant, especially when talking about how personal pain can result in far-reaching consequences for the ones we love, even entire cultures. It’s certainly a cinematic adventure, but it’s handled quite seriously and personally, unfolding at a great clip with enough interaction peppered throughout to not slip into Metal Gear Solid 2 territory, where you only watch things happen as a passive player.

Something I neglected to comment on in my previous Remember Me post is that it features a fantastically strange soundtrack by Oliver Deriviere. Every time I’d scroll past Remember Me on my list of PlayStation Plus games, I’d get a one-second tease at the futuristic tunes that back up all those glowing signs, futuristic buildings, drones, and chaotic fights. It’s an orchestral and electronica mix, spiced with a number of glitches and synthesizer bleeps, which creates rather appropriate cyberpunk music. You might not ever notice when a song starts, but once it begins to amp up, it’s all you’ll hear, and it is used to great effect, especially during boss fights and the last chunk of the game.

Sadly, I will say that I felt no desire to search for the collectibles in Remember Me, unlike the feelings I got for Agility Orbs in Crackdown and shards in inFAMOUS 2. I finished the game with over half of the Scaramechs found, which are the parasites feeding on ambient memories in each level, generally located by the static-like sounds they emit; when you shoot them down, you get a slight PMP bonus. The most straightforward collectibles are the Mnesis memories, which are found in the environment. SAT and Focus pick-ups expand your health and energy after you collect enough of them. I don’t remember how much health Nilin had by the end, but she definitely only had two pips of Focus, so I missed a bunch, but again didn’t really feel driven to snuff every single one out. Plus, with the health-restoring combo attacks, you can get by on very little.

Again, Remember Me is a game you should play. It’s a smart, confident sci-fi adventure that’ll most likely take you ten to eleven hours on the middle difficulty level, with enough combat customization to keep things interesting and challenging, though there really isn’t any point to replaying it a second time, unless you missed some Trophies and collectibles. All the events will play out the same regardless, but man, what a series of events, lead by Nilin, a strong female protagonist capable of doing her own dirty work, and only sexualized in a few shots where the camera angle lingers a bit too long on her lower backside. She stands tall next to heroines like Jade from Beyond Good & Evil and Konoko from Oni. She, and her tragic tale of learning who she is and how she ultimately became Nilin, the Memory Hunter, is unarguably worth remembering.

Remember Me, this futuristic Neo-Paris, and building your own combos

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First and foremost, this is Remember Me, the 2013 debut from Dontnod Entertainment, not the 2010 American romantic coming of age drama film starring Robert Pattinson and a forced, offensive 9/11 plot twist. Which I’ve not actually seen, but sometimes you really can’t avoid spoilers for anything in this day and age. Anyways, the game is its own thing, been sitting on my PlayStation 3 for many months now, and so far pretty fun, though I’m only up to Chapter Four at this point.

In Remember Me, you play as Nilin, an Errorist imprisoned in the Bastille Fortress and on the path to having her memory completely wiped by Memorize, a corporation that invented a new brain implant called the Sensation Engine (Sensen), which enables roughly 99% of the population to share their memories on the net, as well as remove unhappy ones. A mysterious man called Edge helps her escape the prison and reach the slums of Neo-Paris, where Nilin meets up with fellow Errorist Tommy. Between them and the turned bounty hunter Olga Sedova, Nilin has plenty of friends to help fill in her memory gaps and get her back on the path to revealing Memorize for all its evil and taking them down.

Gameplay is a combination of handholdy new Tomb Raider, that fluid, bouncy combat from Batman: Arkham Asylum, and…well, there’s no third thing to really compare its futuristic, atmospheric setting and tone. Not like Blade Runner, not like Deus Ex: Human Revolution. Remember Me does that really well on its own, offering hints of triumph and despair at the same time without forcing either down your throat. Either way, those first two attributes are far from perfect, but work okay enough to keep me going from one locale to another and see what bonkers big baddie Nilin runs into next or what trick of technology is on offer in this alley or that marketplace.

First, there’s exploration. Though saying that is not very accurate. Remember Me is extremely linear, with a main path to follow, but there are, on occasion, a side path to venture down, often to find collectibles or power-ups. Some areas come coupled with a digital screenshot of that area from a different perspective, highlighting where a hidden stash is, and it’s up to you to figure out where it is and how to get it–I don’t think I’ve missed any of these yet, they are effortless at best. When it comes time to climbing up stacks of crates and leaping from pipe to pipe just like Lara Croft…well, every single action is forecast for you with an orange arrow showing where to go next. You literally cannot get lost in these parts, and instead of using the environment to indicate these things or letting the player experiment, the game simply shows you where to shimmy, where to jump, when to climb. It’s mindless and disappointing, especially when you consider some of the neat-looking, neon-tinted locales ripe for exploring.

And then there’s combat, the solution to enemies. Players can create and customize Nilin’s combos in the Combo Lab, which uses four families of fighting moves called Pressens that can be reorganized by creating chains, earned through gaining PMP (Procedural Mastering Power). The four Pressen families are as so: “Regen” (healing), “Power” (damage), “Chain” (duplication and doubling of previous moves), and “Cooldown” (regeneration of S-Pressen energy). Evidently, Transistor took a note from Remember Me as there are 50,000 possible Pressen combinations. Anyways, this probably sounds a lot more complicated than it actually is, because, unfortunately, Nilin is rarely fighting one on one, and these combos require specific timing to nail, which is always ruined when two to three other enemy goons are trying to kick her from behind. You spend more time Batman-flipping and flopping from one guy to another than punching. So boo to that. I mostly get by with this astoundingly deep combo attack: Square, Square, and then Square again. You also get some special attacks like being able to repeatedly attack or perform a stunning shockwave, as well as able to shoot projectiles via the Spammer and Junk Bolt add-ons. I love the idea of building your own combos, but so far, the majority of the fighting scenarios aren’t set up for them.

Oh, and there’s memory remixing, though I’ve only gotten to do this once so far. Basically, you enter the memory of someone and start tweaking minor things to change it for the bigger picture. It’s a puzzle, and you can rewind and fast-forward to see how things unfold. A bit like Inception, which is just fine by me; hopefully I’ll get to do it a few more times before the credits roll.

So yeah, I’m not thrilled with the exploring or combat, and yet I’m going to keep playing. There’s just something about Remember Me, some remarkably neat ideas buried under blander by-the-book concepts to keep the game accessible to a wider audience. Plus, you get to play as a strong, non-sexualized female lead, very much capable of taking matters into her own hand, and that’s not something you come across too often in videogames. It should be appreciated, experienced. I’ll be back with more once I’m done with the game; based on the Trophies list, I think I’m about halfway through it. Get ready, Neo-Paris. I’m returning for more.

Doki-Doki Universe may be irreverent, but at least it’s imaginative

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There exist many great RPGs, like Suikoden II and Chrono Cross, and in these also exist little slivers of additional content lovingly called side quests. They get this name mostly because they are smaller tasks on the side put upon the hero, heroine, or group while they also handle much larger tasks like killing that evil dragon and saving the world. More often than not, a great side quest can outshine the main path; for instance, take a look at the “The Power of the Atom” quest from Fallout 3, which stands out to me more some six years later than all that water-purifying monkey business with your runaway father. Of late, I really loved London Life, a kinda large mini-game bundled with Professor Layton and the Last Specter that is all about fetch side quests and ate up many hours of my life.

Well, good news–Doki-Doki Universe is a game made up almost entirely of side quests. It’s basically them, plus a handful of personality quizzes which are not as mundane as they sound and can be quite enjoyable so long as one spaces them out between helping random planet inhabitants and riding coffee mugs with wings up into space. Y’know, be sensible about your tasks like that. It’s a lot of to- and fro-ing, but I always seem to need these rather straightforward tasks in times of brokenness, so I’m really having my fill. The game is a freebie this month for PlayStation Plus users, and I initially thought it was only for the Vita, but evidently it is a cross-play title. That’s awesome, and something we need to see more with other consoles.

There’s a story here and, just like Le Petit Prince, it is both sweet and sad. Maybe not as crude as that French children’s story though. You’re robot Model QT377665, but let’s go with QT3 for short. Turns out, your human family sucks and abandoned you and your balloon buddy on an asteroid. Flashforward 11,432 days, and Alien Jeff shows up to give you some bad news. Evidently, your model is getting recalled and scrapped because the company that made you apparently doesn’t believe it has enough “humanity.” Alien Jeff is assigned the task of discovering just how much humanity QT3 is capable of before reporting back to head-honchos.

And so off you go to different, humorously named planets to solve the myriad of problems people have–and animals and talking vegetables and sentient snowmen–to learn more about humanity and gain some perspective. Space is an open map of planets, and you can visit them in any order; in fact, you’ll often need to visit other planets for additional presents to help people with some of the trickier requests early on. Most often, QT3 just needs to summon a specific summonable to finish the quest; for example, someone on Yuckers desires a smelly item, and so QT3 just needs to make a pile of poo magically appear next to them. Quest complete. Others have you either performing a greeting with the right analog stick (waving, bowing, blowing a kiss) or throwing someone like a slingshot to a specific part of the endlessly scrolling level, which is actually a bit tricky.

Besides handling simple side quest after side quest, which despite how it sounds really does scratch a specific itch, there’s personality quizzes to take and email to read. Mmm I do love a game with email, and I’ve been tinkering away slowly at a Grinding Down post about why this is so; maybe it’ll make an appearance down the road. Anyways, the personality quizzes are cute multiple choice questions, with a quick summary of you as a person at the end. They don’t always nail my personality, but are surprisingly accurate the majority of the time. These quizzes are perfect to do before you land on a new planet, too. As you grow as a robot, Alien Jeff and friends you’ve made along the way will send you adorable little emails that are animated and colorful and keep those stories going a bit longer after they technically ended.

Not all is green and dandy in Doki-Doki Universe, as I have stumbled across some very annoying hard crashes and lock-ups. These always happened when QT3 would begin to pull up the multitude of bubbles that makes up his inventory. There’s also no great way to sort through all your consumables, a problem the closer you get to collecting 300, as you can really only view a handful at a time on screen, and so if you’re trying to hunt down one specific item, best keep hitting randomize or trying your luck with the similar button. The game will occasionally log me out of PSN, too, though I know not why and how. I might have also run into a glitch where you are supposed to return to the Home planet and speak with the red balloon; alas, for some reason, the balloon is high in the sky, and QT3 can’t reach it to begin a dialogue. Hmm.

Based on how many consumables I have and how many decorations I’ve acquired for QT3’s Home planet, I must be pretty close to the end, to seeing if this little robot that likes dressing like a lumberjack has enough humanity instead to save his steely skin from being turned into scrap. It’s not a long game, but long enough for me, and I’m looking forward to finishing it up and adding it to my never-ending list of games completed in 2014. At least this one should be relatively easy to draw a comic about, since the art is more or less on my level.

The hostile inhabitants of Yamatai have nothing on this Tomb Raider

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As you all know, I have a sickness, and that somewhat imaginary disease is downloading videogames–both free and paid for–and then not doing anything with them for a very long time. Actually, this also applies occasionally to retail products, seeing as I got both Metal Gear Solid: The Legacy Collection and Mario & Luigi: Bowser’s Inside Story back in October 2013 and have yet to even crack their cases. Sure, I’ll install a game on Steam and check to make sure it runs, but that’s as deep as I go sometimes. I mean, really…there are moments where I feel catastrophically overwhelmed with content to consume, considering I get a free game a week on PlayStation 3 thanks to PlayStation Plus, two games a month for being an Xbox 360 Gold member, and countless titles on the PC from bundles or cases of freeware.

Well, I’m happy to announce that I fought back this week and immediately began playing Tomb Raider after it finished downloading–and installing further after that–and boy howdy, I’m pleased with the results. It’s one of March’s free games, along with Thomas Was Alone and Lone Survivor: Director’s Cut, and it’s actually only the second “traditional” tomb raiding game starring Lara Croft that I’ve played. Yup, I’ve played the original 1996 release–and beat it multiple times–as well dabbled with the co-op-focused Lara Croft and the Guardian of Light, and now this 2013 reboot of the series. That’s it. A couple of the games in-between 1996 and 2013 did pique my interest, but many also seemed too unnecessary and too far from form, like when Lara was running around the Natural History Museum in London.

Strangely, while this new Tomb Raider is most definitely a reboot, it’s both close to form and far from it, as the focus is much more on QTE-lead action sequences and firefights than exploration, though some of that stuff is in there via optional tombs. The fact that the best aspect of an Indiana Jones-like videogame series is now partioned off to something secondary and missable is extremely depressing. But otherwise, I’m really enjoying it. My save slot says that I’m a wee bit past the halfway mark, and I’m focusing mostly on just moving from story beat to story beat, saving many of the collectibles for later after I’ve earned all the vital Metroidvania-inspired weapons which will give me access to hidden areas and such.

Well, here’s how a reworked Tomb Raider story takes shape in the current day and age: Lara Croft, an ambitious archaeology graduate with theories on where the location of the lost kingdom of Yamatai is, has convinced the Nishimura family—descendants from the Yamatai—to fund an expedition in search of the kingdom. The expedition eventually ventures into the Dragon’s Triangle, east of Japan, but the ship is suddenly struck by a violent storm and shipwrecked, leaving the survivors stranded all across an isolated island. Well, maybe not as isolated as initially expected, as Lara begins searching for her friends and stumbles across other inhabitants and a trend for nasty shipwrecks and plane crashes. No longer is Lara simply a rich archaeologist out for personal gain; she is young, naive, fragile, acting out of instinct rather than planned aggression, and it works…for the most part. That is, until it becomes a videogame again.

While billed as open-world gameplay, Tomb Raider is surprisingly linear, with sections of the map broken up by hidden loading sequences of Lara crawling under something or through a stretch of cave. Once in a section, there is some room to explore and find XP-giving collectibles, salvage, and crates of ammo, but the story path is always straightforward, from one place to another, and there’s usually no chance to tackle a scenario in a different manner. Much like in Mass Effect, you’ll arrive in areas where you’ll instantly know a shootout is about to go down, given the number of cover pieces and layout. Despite being all sad about killing a deer and reluctant to fire a weapon anymore, Lara Croft is a killing machine. An absolute sociopath when it comes to QTE kills and arrows to the head. Sadly, a lot of the gunfire moments force you to constantly keep Lara behind some kind of cover, so a lot of the melee moves and shotgun blasts are not utilized. But the bow is pretty awesome, especially once you can start lighting your arrows aflame.

I do have more to say about the distinct disconnect between Tomb Raider‘s story and its gameplay, but might save that for another post. I mean, you can’t watch Lara grimace at gutting a deer for food when she goes on in the next scene to choking a man out with her bow string, especially when you later realize that “food” is not a game concept and literally do not have to kill any other non-aggressive animals for the entire game. Ugh. Like I said, I got thoughts.

Oh, and there’s online multiplayer. Which I’ve not touched, and most likely won’t touch once I’m done with the story and finding the remainder of the trinkets, journal entries, and weapon-upgrading items left on the map. Looks uninteresting. No biggie, kids. That’s not what Tomb Raider is about, unless there’s a mode where you are each trying to grab a single item first before others get to it. No, no, not Capture the Flag. More like…Capture the Priceless Ancient Totem and Deliver it to the Museum for Zero Dollars but Some Career-pushing Recognition. Yeah, I’ll play that.

The deep, beautiful dark of Knytt Underground

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I couldn’t tell you when Knytt Underground got added to my long list of untouched PlayStation 3 games, but it did at some point. Thanks to PlayStation Plus, of course, a service that lets me download a high number of titles to collect digital dust until I randomly decide to play them or am inspired by an outside source to see what the deal is. This time around, I was inspired, greatly so, and we can look to Matt Mason’s posts over at Obtain Potion for the push, specifically Living Under a Rock and Let’s Find Another Deux Machina, as I really had no idea what Kyntt Underground was for the longest time. I figured it was some indie puzzle game, and it definitely is that–but so much more.

At its most basic form, Knytt Underground is about subterranean exploration. You play as a young woman called Mi Sprocket who is mysteriously mute, as well as, eventually, Bob, a magical bouncing ball. Naturally, the two characters play very differently from each other; you use Mi to climb up/down walls, and Bob can bounce around the room and reach previously unattainable areas, as well as tether himself to certain robots. For Bob, it’s all about physics, and sometimes that can be a bit tricky to master, especially when a single bounce can send you zooming across the screen, possibly to a new area, before you even have a moment to react. The game is split into three chapters and an interlude, with chapter one focusing on getting Mi to the fairy village and chapter two focusing on becoming Bob and learning what he can do. Chapter three seems to be the real meat of the game and is both awesome and intimidating.

See, it’s easy to get lost in Knytt Underground, both metaphorically and literally. There are a lot of rooms to explore, with a number of exits, and while some of them are simply dark, narrow corridors to run through, others are expansive openings, with high ceilings that any spelunker would love and, more times than not, something absolutely stunning to look at in the background. Take the purple forest, for instance. The first time I arrived there, I couldn’t believe my eyes. I was underground, and yet here is this string of large trees, swaying in a reddish-purple haze, dancing with the cavern wind. It got a little Inception-like there, this other world in this other world, and I just stood there, unmoving, absorbing it all. Other backgrounds are just as gorgeous, with plant life literally glowing in the darkness, lava that looks devilishly hot, and mushrooms that look too beautiful to eat.

However, something about Knytt Underground has me greatly conflicted. Really, I’m just not sure how I feel about it. It’s a stunningly gorgeous game, rife with bright and vibrant flora, the kind of nature you’d expect to see examined in close detail on the newest BBC documentary about the planet Earth, all backed by a soft, ambient soundtrack of rushing waterfalls, dripping ceilings, and gentle breezes. Yet..it’s goofy. The characters are silly and look like someone’s first attempt at webcomic art in the early 2000s, and the things they say are inane, such as obscure discussions about the Internet. I’m namely talking about the two fairies that accompany Mi after you reach the village and speak for her during her muteness. Visually, it’s extremely jarring. Tonally, too, though I suspect something is trying to be said here. Also, most of the quests you take on are pointless, with Mi going to great lengths to find certain people or keys for locked doors only for it all not to matter; the person you were looking for already returned home, and the door magically opened by itself.

At this point, I’ve dabbled in chapter three for only a bit, but eventually felt overwhelmed, especially considering the size of the map is roughly ten times that of the previous chapters. I mean, I can see areas highlighted in red on the map as places of interest to go–most likely these are the bells that Mi needs to ring to stop the apocalypse–but getting there isn’t a simple hike. You have to now use both Mi and Bob the ball in combination to reach new pathways, and sometimes doing that can be a lot of trial and error. I’m sure I’ll pop back into this visually stunning underground realm soon enough, but I need a little breather in the meantime.

The Half-hour Hitbox: October 2013

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I can’t believe we’re already on the third iteration of this passably new Grinding Down feature, which, in retrospect, I should have put together years ago. The months surely do seem to be flying away, but even that won’t stop me from writing a wee bit about the handful of games I got to play a wee bit of in the last thirty or so days. Again, this is probably not everything, just the ones that stick out like bright red sticks in the mud, and I solemnly swear to return to several of these at some point. Heck, I might even still be playing a few of them right now. Besides, I always seem to get a lot of gaming done during the Thanksgiving break, as I rarely go out shopping, preferring to spend those chilly days warm inside, hands on a controller, eyes somewhere far away. Which is all just to say that appearing on the Hitbox does not mean you’re a one-hit wonder, destined for forgetting.

Okay. Here’s October, in a nutshell.

Kingdoms of Amalur: Reckoning

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Many moons ago, on the Xbox 360, I downloaded and played the huge demo for Kingdoms of Amalur: Reckoning. I swear it was around 2 GBs or something near that. Anyways, I found it an okay experience, with the bright, fantasy-ready colors being my favorite part of the standard action RPG fare. However, it suffered from tiny text syndrome, which made the lackluster dialogue and subsequent dialogue trees even harder to endure. A shame, as I am always mildly interested in big, epic RPGs, the kind that hold more than enough to keep one busy for a few months. Thankfully, this month, the game was given out for free to PlayStation Plus subscribers, and so I got to try again, and the tiny text is no longer a problem. However, I have only played a sliver further than I did in the demo, and I just can’t commit to it right now.

Might & Magic: Clash of Heroes

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A puzzle game with a surprising amount of attention spent on story and characters. The actual puzzle part revolves around grid-based battles, wherein you have to move units around to create super units to deal damage and protect yourself. It’s easier seen than described, and I thought I was doing well with it, but the difficulty ramps up dramatically fast after the first chapter, leaving little room for error. Might & Magic certainly has a lot of style, but its hooks aren’t very deep in me; I also tried battling online and got my tush handed to me by, what definitely sounded like, two little boys.

Tetris Blitz

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Another free game on my Windows 8 phone. It’s Tetris on speed. Speedy Tetris. Speed the Movie: Tetrisication. Whatever you want to call it. Basically, you have two minutes to clear out as many rows as possible and score big. This is helped immensely with power-ups. Of course, since it is a free-to-play title, there’s microtransactions and ads for them everywhere, and it seems sort of hard to get a really high score without paying a little money for those killer power-ups, which are quite expensive if you are attempting to pay for them with the in-game currency. Meh, that’s not me. But it’s a decent two minute killer, and who knows, maybe I’ll get lucky and score over 200,000 points all by my lonesome one day. Stay tuned for that…

Halo 3

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Another month, another Halo game tried. This time, it’s Halo 3, given to us petty Gold members for free from the Microsoft overlords, and I played the first two levels on whatever the default difficulty is–and it went all right. Not really following the story much, since I never played anything in the series before it, but Master Chief is found on some planet, told to go forward and shoot aliens, and, well…there you go. Died a bunch of times, actually, as I don’t yet have a grip on the combat. And at some point, Tara came over and said, “You’re playing this again?” She thought it was Borderlands 2. Not sure what to make of that.

Poker Night 2

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Already wrote a bit about how bad technically Poker Night 2 is, and I’ve not really gone back into it since then. Sorry, Brock and Claptrap–not your collective fault. Though now I am tempted to at least check out some of those Sam & Max games I have on Steam…

Dead Island

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There’s a good amount to like about Dead Island, but I just can’t get over its breakable weapons. Now, for starters, I’m actually okay with weapons having durability and such; in fact, some of my favorite games, like Fallout: New Vegas and Dark Cloud 2, have you constantly repairing your gear to ensure you are in tip-top shape. However, on this island of living dead things, your weapons break fast, and you can only carry so many with you, which left me a number of times empty-handed and surrounded by enemies. Not an enjoyable system, especially when you can still lose a weapon you spent a lot of money on improving and upgrading. I get that it’s more realistic, but that doesn’t mean I have to like it.

Otherwise, it’s good, with plenty of side quests to keep you busy. Love the kick button and looting every suitcase I come across. Some of the voice acting and character models are sub-par, but the zombies are effective and varied. Also, I’m going to admit that it took me several tries to get a vehicle moving, as for the longest time I didn’t realize the steering wheel was on the other side. Oops!

Batman: Arkham Asylum

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Despite my lackluster love for Batman as a superhero character, I’m quite enjoying my time exploring the inner (and outer) workings of Arkham Asylum in…um, Batman: Arkham Asylum. It’s a mix of Super Metroid, Deus Ex: Human Revolution, and the combat from the more recent Assassin’s Creed games, and it’s totally a blast. The attention to detail is perfect, and everything really gels with one another, from the Riddler stuff to the exploration and even the boss fights. Alas, of the bunch, this one seems like the best, so I’m trying to take my time with it.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.

Not bluffing over Poker Night 2’s poor performance

poker night inventory 2 first imp

Last month, I dipped my big toe into the videogaming poker pool with World Series of Poker: Full House Pro, which is basically a poker game captained by Avatars with some cosmetic-only items to earn to pretty up your table while you wait for other players to make their moves. It’s all right, though the camera is wonky and I found it quite easy to lose all my money in a single gulp, but maybe that latter part is my fault and not directly the game’s. I haven’t gone back since I first touched it because, well…poker. But also because it just wasn’t very exciting and actually a bit of a technical mess, freezing up on me a handful of times, enough to birth an audible groan.

Anyways, for October, PlayStation Plus was offering Poker Night 2 for free for subscribers, and I will literally snatch up anything on the DownloadStation 3 so long as the price on the store is crossed off and replaced by the word free and isn’t 145 GB big (sorry, Uncharted 3, not gonna happen–ever). I never touched the original Poker Night at the Inventory and–wait a second. Hold up, everybody. I just noticed something. Is the second game called Poker Night 2 or Poker Night at the Inventory 2? I am finding it written both ways rather consistently across the board on this strange, uncontrollable mass of data we call the Internet. Whatever, I’ll stick with the shorter title for posting purposes. Sometimes it really sucks being a copyeditor because you can’t unsee some things.

Poker Night 2 is both your standard poker game and not. Yes, you play a tournament of Texas Hold ‘Em (or Omaha) until you eliminate the other players or see yourself turning out empty pockets, and the rules remain the same. There are small blinds and betting and checking and folding and all that jazz. It’s who you play with that is strange and beautiful; these are not randomly created Avatars or even real players via online multiplayer. No, you are going head to head with Sam from the Sam & Max franchise, Brock Samson from The Venture Bros., Ash Williams from The Evil Dead franchise, and Claptrap from the Borderlands series. Oh, and Portal‘s GLaDOS takes a supporting role as the dealer and player insulter. It’s a bizarre group of guys (well, not counting Mad Moxxi as the bartender and GLaDOS), but that’s where the game gets interesting, watching them interact with each other. That feeling of just hanging out, shooting the shit, and playing some poker is nailed expertly here, and any time I got eliminated from a tournament, I selected to watch the rest play out instead of skipping to the next round, as I cannot get enough of Brock’s dry humor and Claptrap’s overzealous attitude.

But here’s a question: why is every product Telltale Games puts out glitchy as frak? Jurassic Park: The Game and The Walking Dead suffer from constant hitching and weird transitions from gameplay to loading screens. It doesn’t make sense to me, and you’d think a company like them, at this point down the line, would’ve figured it out. I mean, I’m no programmer, but from the outside looking in, Poker Night 2‘s engine does not look very taxing, and yet the game would constantly freeze for ten to fifteen seconds before a new conversation would start, which is long enough for me to consider powering down the PlayStation 3. This became a regular aspect of playing Telltale’s poker and now I’ve learned to live with it, but what a shame.

As you play and win, you can earn tokens, which can be spent on cosmetic items, like themed decks and table felts. I’ve unlocked all the Borderlands items so far, which not only change how things look, but also prompt some new dialogue from our gaggle of goofy guests. You can also buy drinks for everyone, which will loosen them up and help reveal their tells; I tried this, but I’m no better at telling when digital characters are lying–thanks, L.A. Noire–than I am at with real-life people. It’s definitely skill, one I will always lack.

But otherwise, Poker Night 2 is at least a more original poker game, standing heads above its competition, and I give Telltale credit for selecting zany as its main attribute and turning it up to 11. I’d certainly rather listen to these characters chit and chat than simply hear nothing at all or, perhaps worst, some generic, uninteresting music looping. I’ll probably play a few more rounds in hopes of unlocking some other themed items, but after that, there’s not much else to do here. I’ll walk away poorer than ever before, but rich with great stories.

Friendly fire is not be tolerated in Battlefield 3, so they say

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When it comes to war-based videogames, I’ve always kept my distance. This is a twofer: a severe disinterest in using a digital gun modeled after a real-life version and shooting a digital person modeled after a real-life counterpart, and stories that all seem to blend together, usually constructed around the ideas of straight-up terrorism and accented patriotism. It’s not that I don’t love the country I live in, it’s just that I don’t love it enough to want to blast open someone’s face with an M16A4 and then high-five my buddy and toss back a beer.

In all honesty, I can count the number of interactions I’ve had with war-based videogames on a single hand. First, I once dabbled in Battlefield 1942 back in my summers off during the college days, as a friend then constantly had it running at his house, and all you ever had to do was sit down in front of the computer and start playing. I was never any good, but we always had a laugh when trying to fly a plane only to end up crashing three seconds after takeoff. Think I also watched some friends play SOCOM. Then there was that time I tried out the demo for…um, it was a Call of Duty game on the Xbox 360, but I really don’t remember which one. There was snow and falling in snow and maybe infiltrating an airbase of some kind. Maybe Modern Warfare 2? And my third dip into the political warfare pool has been with Battlefield 3, given out for free the other month to PlayStation Plus members.

I found it to be a mindless, but educational experience. As well as reconfirming. Battlefield 3‘s single-player campaign is both traditional and not; the story it tells is generic “save the world from the bad guys” stuff, with you know who playing their respective roles, but its narrative structure will toss your mind overboard. You begin at the end, playing as Staff Sergeant Henry Blackburn in hot pursuit of a man behind some terrorist attacks. However, you then hop back to eight months before all this goes down, investigating a possible improvised explosive device in Sulaymaniyah, Iraqi Kurdistan. Things happen from there, and eventually you end up playing as a couple other characters, some shadier than others: Sgt. Jonathan “Jono” Miller, a M1 Abrams tank operator deployed in Tehran; Lt. Jennifer “Wedge” Colby Hawkins, an F/A-18F Super Hornet Weapon Systems Officer; and Dimitri “Dima” Mayakovsky, a Russian GRU operative. These side stories all eventually form a bigger picture. Levels are varied in location and objective, but more or less, other than driving a tank or flying a Super Hornet, you are running down a corridor, shooting enemies until they fall down.

So, the biggest thing I learned from my short time with Battlefield 3, and probably all other realistic-looking first-person shooters, is that I would make a terrible soldier. Now, it is common knowledge that my eyesight is worsening every day, but I got new glasses last year, upping my ability to see things father away much clearer. However, in a game with super realistic graphics and lighting and a lot of shadows, I had a hard time deciphering friend from enemy, often shooting a team member thinking they were evil. When you shoot a friendly person, a message pops up: FRIENDLY FIRE WILL NOT BE TOLERATED! This would alert me to my mistake, and I’d target somebody else. Further down in the mission, I’d get the message again. Rinse, shampoo, lather, whatever…and so on. Evidently, if you cause too much friendly fire damage, you’ll fail the mission, but I was never that consistent. To me, it felt like a warning that was never acted upon. That said, I’m glad I was allowed to get by with so many blind bullet mistakes because otherwise I might never have made it out of those darker levels.

Oh, and I’m not afraid to admit it: I played the game on Easy difficulty. That’s what it defaulted to, and so I kept it. Considering how fast you lose health and can frak a mission, I doubt I’d have gotten very far on a higher difficulty. I’ve not yet–and probably never will–touched the multiplayer aspect of Battlefield 3. Some wars just can’t be won.

2013 Game Review Haiku, #18 – inFAMOUS 2

2013 games completed infamous 2

Cole: ice or fire
Stop the Beast, cure the sick, save
New Marais, shocking

These little haikus proved to be quite popular in 2012, so I’m gonna keep them going for another year. Or until I get bored with them. Whatever comes first. If you want to read more words about these games that I’m beating, just search around on Grinding Down. I’m sure I’ve talked about them here or there at some point. Anyways, enjoy my videogamey take on Japanese poetry.