Tag Archives: PSP

Sate your alien hunger in Tales from Space: Mutant Blobs Attack

I’ve never understood anyone more than when they say that they don’t like to eat. I mean, c’mon now. Eating is universal, providing heterotrophic organisms with energy, which allows for growth. Or maybe this is me being hypersensitive to food and nom nom nom-ing delicious things after spending more than a year working hard to lose weight and keep my calorie intake in check. For those curious, I’ve dropped almost fifty pounds by managing everything that goes into my mouth and doing my best to avoid downfalls like devouring an entire box of Cheez-Its in one sitting or having a bowl of pasta for every meal. Either way, I’m all for that eating, which is probably why I relate intimately with the green alien blob in Tales from Space: Mutant Blobs Attack.

See, the little green alien blob thing you control in Tales from Space: Mutant Blobs Attack, which is a cataclysmic science-fiction puzzle-platformer if you ever needed a crazy mouthful of varying genre labels, has an insatiable appetite. Also, mutant powers, like the ability to cling to metal walls or squeeze through tiny gaps or grow in size after consuming enough food slash junk slash people. There are also mini-games to contend with that reminded me a bit of Marble Madness, with an overhead perspective and the goal being to get the green gluttonous ball to the level’s exit without falling into any holes; they are super short, but a lot of fun. Otherwise, your mission is to reach the end of the level, bypassing puzzles or platforming sections, eating up whatever gets in your way along the way.

I’m about halfway through Tales from Space: Mutant Blobs Attack and enjoying it quite a bit. The game is broken up into a bunch of worlds, each with their own specific count of levels. Personally, I prefer the more traditional platforming sections, where the goal is to get enough substance inside your gelatinous body to move forward. There are parts where you gain the ability to rocket around in zero gravity, and I found the controls less precise–most likely on purpose–and harder to handle there. I’m currently in the fourth world, the Badlands, and I have to wonder if I’ve seen all of this game’s tricks; if so, that’s perfectly fine, as the levels are relatively short to get through and too many gimmicks would complicate things. Also, I will not be going back to rescue the missing friend collectibles, no matter how cute or sad they look. Sorry, little blobs.

It’s got a cool retro style mimicking the look and sound of the 1940s and 1950s, which, while I never personally got to experience in the flesh, is an aesthetic I find interesting nonetheless. Some other noted examples: Fallout 3, L.A. Noire, and Who Framed Roger Rabbit. Well, Tales from Space: Mutant Blobs Attack comes from Drinkbox Studios, which is a name I now associate with going all in on style, having later put out the tough yet rewarding platformer Guacamelee!, which, let the record show, I did beat. Oh, and did you know they are making a Guacamelee! 2? Anyways, like that first game, this has some nods to other indie titles, such as with the Phil’s Fish restaurant or  billboard advertisement for Awesomenuts, and these are cute to find as you push your blob hero forward towards greater consumption.

Will completing Tales from Space: Mutant Blobs Attack be the straw that breaks the camel’s back and finally gets me to try out my copy of Katamari Damacy that I’ve had for years? Will I ever stop hungering for things like Cheez-Its and bowls of noodles? Will 2018 be our true downfall wherein we are consumed wholly by large, green alien blobs bent on the destruction of mankind? Stay tuned for answers, maybe.

Running the mercenary unit Militaires Sans Frontières like a Big Boss

peace walker gd early impressions

I’m not sure where I first heard this–or if it is even true–but Metal Gear Solid: Peace Walker was originally supposed to be the real Metal Gear Solid V. And Hideo Kojima’s last game. I’m glad neither of those came to be, and while I don’t know too much about The Phantom Pain–I’ve avoided listening to countless podcasts over the last month or so, as well as skipped any and all coverage at Giant Bomb to remain as spoiler-free as possible–I do know that the newest game involves taking on individual missions to recruit members to your main base and grow its power and potential. Well, Peace Walker does that too, but on a much smaller scale.

Set in 1974 in Costa Rica, Peace Walker follows the exploits of returning protagonist Big Boss–you might remember him as Naked Snake from Metal Gear Solid 3: Snake Eater–as he runs the mercenary unit Militaires Sans Frontières (Soldiers Without Borders). A mysterious group called the Peace Sentinels have been deployed in-country. Unfortunately, the Costa Rica government cannot do anything about them because the country’s constitution does not allow the creation of armed forces. The presence of the Peace Sentinels threatens to endanger the balance of power between the East and West, forcing Snake to intervene. Plus, he wants to build up his Mother Base.

Peace Walker is broken up into two primary modes: “Mission” and “Mother Base.” Missions are the traditional action/sneaking scenarios of the previous games, with Snake creeping through a jungle or occupied building to either kill a certain someone, rescue somebody or somebodies, or gather some intel. It’s the expected mix of sneaking, fighting, and watching. Mother Base is a crew managing simulation where you assign people to different work areas to strengthen your soldiers, upgrade your items and weapons, or keep everybody healthy, happy, and fed.

For missions, you can play either as Snake or a male or female MSF soldier, though some missions will only be available for one or the other. Your score is penalized with a lower rank and reduced heroism for the excessive murdering of soldiers or frequently being discovered, which works fine for me as I’m all about stealth pistols, stun grenades, and using the Fulton surface-to-air recovery system to send knocked-out enemies to Mother Base to switch sides. Also, using items and weapons results in leveling them up at the end of a successful mission, which means Snake is only going to get better and better at making grown men fall asleep where they stand. Peace Walker is designed for co-op play, but I’ve been doing fine so far going at it solo.

In terms of story, so far, Peace Walker is fairly traditional. Shocking, right? I mean, I’m fighting straight up tanks for boss battles at the moment, not psychics that can read my memory card save data. That said, I expect this to go from sane to insane in a short span of time, and I’m really digging the comic book style to the cutscenes, drawn by Ashley Wood, especially when they are interactive. Peace Walker was originally a PSP game, and it shows, but boy is its style on fleek. On the fleck? I don’t know how the kids talk these days.

Not all is amazing though. Camouflage, while still being there and a collectible factor in terms of different outfits for Naked Snake, seems to be completely inessential. You also cannot crawl, and I will never remember this as it is my go to when almost being spotted–to drop to the ground as swiftly as possible and lay prone. I’m not sure going forward what the bosses are like, but I’ve only taken on a tank currently and am looking to more supernatural elements to intervene. Lastly, the whole Mother Base simulation side can be extremely daunting at first, to the point that I simply relied on auto-assignment to place captured soldiers; thankfully, Mother Base opens slowly, which means it is not overwhelming immediately.

It certainly seems like there’s a lot of missions–both main story-wise and side objectives–to go for Peace Walker, so I’ve got some time still before I can load up Metal Gear Solid: Ground Zeroes and see how the newest franchise plays. Surely Naked Snake will be able to crawl on his stomach. Surely.

A shortened, but solid adventure in Ratchet & Clank: Size Matters

A quick flash of memory: I’m 24 years old, in Target, aimlessly wandering the aisles by the home entertainment section, just killing time. I am alone, as I’m wont to be. I walk by the videogames section and hear that distinct sound of bolts being absorbed by Ratchet as he moves about. Sticking out from an endcap was a demo PSP, with Ratchet & Clank: Size Matters there for anyone to experience. Now, at this point in my life, I had already devoured the original Ratchet & Clank trilogy with extreme pleasure during my formative years, though reflecting back on it I’m not sure which of the three I never beat, but there is one that I didn’t see to the end, and it had to do with a boss battle and grinding rails and losing a lot of health from one hit. Hmm. Anyways, back to Target; I’m standing there, holding a PSP attached to a wall, staring down at a game that looks just like its home console counterparts, a bit of drool beginning to form and escape over my lower lip. Alas, it was not meant to be, as I had already decided on my portable system then and there, a Nintendo DS.

But man, I continued to want to play that Ratchet & Clank game, as well as all the others that came out afterwards for the PlayStation 3, but the systems were not mine or ever going to be mine, and so it was not meant to be. Boo, wah, a thousand tears. That is until I found a PS2 port of Size Matters at my local GameStop last year for a fair price, probably during their buy-2-get-1-free promotions. Generally, console games get ported to handheld devices with devastating results due to size restrictions, but it all switching around the other way seems to be more frequent these days.

It starts off with a vacation. Heck, Ratchet and Clank have surely earned it. Heroic work is quite tiring–at least that’s what I’m told. A young, red-headed girl named Luna–voiced by that woman from MadTV and the one who walks Carrie’s father on Queen of Kings–stumbles upon them and asks for their help with her school report on heroes. Unfortunately, some robots show up and kidnap her, and then Clank finds an ancient artifact from the race of intelligent beings called the Technomites. Captain Qwark shows up too, bummed about never knowing his parents. The plot thickens quickly after that, but saying any more would ruin some surprises.

Gameplay remains, as always, a mix of platforming and shooting. Guns level up with use, and for me, it seemed like they leveled up a whole lot faster than ever before. By final boss time, all of my favorite weapons were at their max level, and I never used the Scorcher or Suck Cannon once, despite enjoying them in previous games. I’ll pour one out for them later on. Ratchet’s health increases too as he defeats enemies, eventually capping at 50 for the first playthrough. There’s a handful of planet to explore, but, as the title indicates, they are not as open and vast as previous games in the franchise. I mean, that makes sense for a portable game, as the planets are almost cut into distinct sections, rather than flowing from one to another naturally.

The concept of armor for Ratchet–which I love–came into play with Going Commando, strengthening itself in Up Your Arsenal, becoming pivotal in Deadlocked, and turning into a toybox in Size Matters. As you travel from planet to planet, you’ll collect pieces of full armor sets, like the Crystallix boots or the Wildfire helmet, naturally aiming for a full set. In the meantime, you can wear any combination of armor pieces to make your own type of suit, which varies on damage reduction and appearance. I played around with this a lot, finding new types of suits simply by mixing and matching. Seems like there are more armor sets in New Game+, too. In the end, I used the full Mega-Bomb Armor set the most.

Seeing as this version is a port from the PSP, visually and technically…it fails. On a larger screen, the environments appear much more bland and empty, and the game itself locked up on me twice for no reason. Cutscenes appear very compressed and lower quality than expected, but other than that, it plays fine. Not the greatest in the franchise, and not the better of the two, but it’s still another Ratchet & Clank game to devour.

Okay, now for something else: Size Matters is a funny title. One, it continues the trend of Insomniac’s games being heavy on the innuendoes despite their Pixar-like look, feel, and overly friendly vibe. Seriously, here’s a couple of ’em, and just try to keep a clean mind as you read: Going Commando, Up Your Arsenal, Quest for Booty, Full Frontal Assault. Right. Two, this title also has to do with the fact that you’re playing a PS2-size game on a tiny portable system. And three, for plot’s sake, you are battling against the Technomites, which are teeny yet highly intelligent beings, and so, on occasion, Ratchet will shrink in size and/or Clank will grow to massive heights.

As with all the Ratchet & Clank games I’ve played so far, you can start over with a New Game+, keeping your weapons, skill points, armor, and bolts, but upping the difficulty, especially for the bosses, and dropping in new versions of leveled guns, as well as special armor sets. Mmm mmm. Usually, I skip New Game+ options, like I did in Deadlocked–yeah, I really need to write a blog post on why some day soon–but I immediately started over, excited to keep going. So far, it seems like you can now add a multiplier to your bolts collecting by defeating enemies in succession without taking a hit, which will definitely help in procuring those finer, mightier weapon editions. Plus, figuring out skill points and finding those large silver bolts to unlock Big Head mode is a totally legit excuse to keep playing.

Zero money budgeted to Secret Agent Clank’s loading screens

For a good while last night, I believed my PlayStation 2 was dead. I was trying to get some play time in before our usual run of Thursday night TV hit–Community, The Office, Parks and Recreation–but the blasted thing just wouldn’t turn on. I checked multiple times that everything was plugged in, and to my horrible eyes, it seemed so. Grumbling, I gave up, watched some TV, and figured I’d try again; the reason I didn’t want to keep plugging and unplugging wires the whole night was that it might throw off our cable or Internet; we have a lot of wires behind our entertainment stand, too many to remember which one goes with what technology.

In the end, I did actually miss plugging in a single plug, and once I did, my PlayStation 2, which “I’ve had since I bought it,” powered on. Whew. I take really good care of my videogame systems, and to see one almost kick the bucket was a little unnerving. Heck, even my original SNES, all yellowed and dusty, still plays catridges. But that’s besides the point. I got my PlayStation 2 working, and it was now time to play some of my newest purchases.

First up was Secret Agent Clank, but before I could truly play I had to free up space on my sole PS2 memory card. Kind of a tough quest actually. I mean, I don’t even have my copy of Suikoden V anymore, but my save data shows some 65+ hours put into it, and I’d hate to delete it simply because I never beat the final boss, and there’s hope that maybe, possibly, hopefully, one day I might get the chance to try again. So I deleted save data for XIII, Killzone, and Odin Sphere. That seemed to do the ticket, as now I have enough available for Clank’s top-secret adventure.

After selecting NEW GAME, Secret Agent Clank opens up…with a loading screen. It’s of a spaceship flying across the screen through space. There’s no music, just a soft whooshing sound as it passes by. This happens about nine more times, with the only change being new angles. Each pass takes about three to four seconds, so we’re looking at almost 30 seconds of just sitting and staring and, unfortunately, zoning out. Those whooshes need to be bottled and sold as nonprescription sleeping pills. From what I can tell, there’s zero to little loading time on the original PSP version, meaning this port is all for the worse. Now, in previous Ratchet and Clank titles for the PlayStation 2, there were similar loading screens when traveling from planet to planet, but I swear it was never more than three instances of a spaceship flying past. Not nine or ten. Ugh.

Once we’re past the happy, happy, joy, joy loading fun-times, we see Clank trying to infiltrate the Boltaire Museum Mission Impossible style, tethered to a wire and dropping down through cut glass. He looks pretty freakin’ adorable in his tuxedo. However, he witnesses his ol’ buddy Ratchet stealing from the museum. PLOT TWIST! I played through the game’s first level, which introduces some of Clank’s abilities and skills and kind of ends on some weird Guitar Hero-esque QTEs, and then, after another stretch of loading screens and getting stuck at the part where I have to control three mini-Clankbots, called it quits. Not because I hated what was happening, but I was tired and wanted to watch some more Party Down.

I dunno. As always, the gameplay is fun and varied, but these loading screens might just cause me to go insane. Stay tuned for drooling and inconhesive rambling.