Tag Archives: puzzles

The newest Professor Layton game is undeniably Laytonesque

It’s been a long time since I’ve played a Professor Layton game, and that’s probably because I’ve only ever played one before, way back in like early 2008. Professor Layton and the Curious Village was a surprise hit in my eyes, a weird mix of puzzles and top-notch animation and genuine mystery and intrigue. Heck, I even used it as evidence to get a girl I was seeing then to buy a Nintendo DS Lite. I played it more for the story than anything else, but the puzzles were varied and kept me thinking, even if the math-heavy ones were too tough for my artistic brain. If anything, this series oozes charm, which always keeps me interested, and so I eagerly sought the latest iteration, Professor Layton and the Last Specter, the fourth title overall and yet a prequel to that first adventure over uncovering the golden apple.

Plus, the newest game comes with a bonus RPG/Animal Crossing sim-like thing called Professor Layton’s London Life, which is extremely adorable and charming and shockingly deep. More on that in a bit.

Dropping back into the world of Professor Layton was a warm, welcoming experience. The music, the look of buildings and cars, the animated character designs, his trunk-space–nothing had changed, and that’s a good thing. It felt like only days had then passed between this new adventure and our last outing. Even the sounds puzzles and hint coins make when found are constant.

The story so far: Professor Layton receives a letter from an old friend; in it, Clark, the mayor of Misthallery, codes a secret message, a desperate plea for help against a giant ravaging the town and townspeople to tears. Off goes the professor, picking up an assistant, too. Her name is Emmy, and she seems to know more about the professor than is necessary. Once in Misthallery, it becomes clear that more craziness is at work, with locals whispering about an oracle and specter. Puzzle-wise, I’ve tackled seven or eight now, and the hardest one was math-based and about mops. I hate mops. Other than that, one of the three minigames in Layton’s trunk unlocked, and I’ve learned just how Layton and Luke meet for the first time. Neat-o!

In Professor Layton’s London Life, you don’t actually play as Hersel Layton. Instead, you are you…or whoever you want to be. You can design your avatar to your liking, as well as picking a defining trait too–I went with shy and, well, something I can’t remember. Good cook? Sexy swagger? Moves like Jagger? Whatever, no biggie. In fact, nothing is big in this realm, as developer Brownie Brown nails the look of an old-school RPG with tiny sprites that are still instantly recognizable as characters from other Layton games. You pick up miscellaneous tasks and focus more on clothing, items for your room, and getting a job; in this way, it’s more Animal Crossing than an RPG, but there’s stats to clothing and some other grindy elements. Right now, Little London Pauly is wearing a red beret, a blue scarf, and some kickin’ pants. He’s also a janitor.

Both games are currently trying to out-charm one another, and I’m struggling with which to play more of first. It’s actually not a problem at all.

Games Completed in 2011, #30 – Portal

Always late to the party, I finally emerged from my rocky home this summer and played Portal–this time, all the way to completion. I guess I can now join society and nod appreciatively at jokes about cake and cubes. See, I did give Portal a try back in May 2010, as it was released free for those on Macs via Steam. Unfortunately, my relic of a machine was unable to run the game well, even after tinkering with a lot of settings, so I never went back. However, over the summer, needing a little something-something to play, I picked up The Orange Box, a collection of Valve games, namely: Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Team Fortress 2, and Portal.

And this time, it was playable. I did not spend 45 minutes trying to get Aperture Science Enrichment Center test subject Chell out of that tiny room with the toilet. That alone was impressive. And a controller in hand felt better than clicking a mouse, but that’s just me.

Portal is a story of isolation and determination. Puzzles, too. Chell awakes in the Aperture Science Enrichment Center with no idea how she got there and/or why. Actually, she might know–but she’s a silent protagonist, so mum’s the word. GLaDOS (Genetic Lifeform and Disk Operating System) informs Chell that she is to take part in a series of tests, and off we go to create portals and travel across large, open spaces and free-fall for minutes on end while potty breaks happen. There are 19 puzzle chambers and a much different final level, which I’ll get to in a bit. Funny and sometimes untrustworthy commentary from GLaDOS at the beginning and end of each chamber help expand Aperture Science’s lore and background without stopping gameplay.

Using the Aperture Science Handheld Portal Device–Portal Gun, really–and Companion Cube, players will have to navigate through chambers and reach the exit. Earlier chambers are very straightforward and tutorial-like, but as they progress, fresh tactics and tricks must be put to use, such as using momentum to reach new heights and manipulating energy balls to go where one wants. The puzzles really do test the player’s skill and patience, as rushing ahead is generally never the way to go. I have no room to brag, but I did pretty well, completing chambers 1 through, oh, 15 without having to use any kind of online guide or walkthrough. After that…phhhbbbt. Math has never been my strong point, and while you might think a game like Portal requires no math…well, it does. There’s timing to consider and mapping grid points and figuring out how to get from A to B in the quickest way possible, like reducing fractions.

I grew frustrated with the last four test chambers, but all grumbling and hate subsided the moment the final level began. As the tests progressed, GLaDOS’ commentary became harsher and colder, her motives beginning to shine through. Also, Chell discovered some previous test subjects–awkward would sum that up. And suddenly, live fire turrets are all around, brimming with glee to murder yet again. By the time GLaDOS began funneling us directly down into a furnace, Chell (and I) had had enough. Time to escape, but escape is no easy thing, even with portal tech. Everything we had learned from the beginning of the game is needed to make it out alive as there are no clear exits and entrances, just a lot of trial and error. Eventually, Chell finds GLaDOS, and we have a boss fight that is made all the more tense by the addition of a countdown clock. Hate those things. With victory, we get sunshine and song. Ahhh…

I wish all of Portal was like the final level. It required thinking, just like all the test chambers, but this was free thinking, with no hints or pictures to help Chell along. All the more rewarding. Making one’s way up through vents and across piping truly felt like escaping, and finding creative ways to knock out dangerous turrets is a joy, even if they sound so sad.

And yeah, the end credits song is pretty great. I’ve replayed it countless times since first hearing it around two in the morning, mostly in a daze. I am glad I got to first experience in a traditional sense, but my lack of sleep, sweaty fingers, and exhilaration at completing the game overwhelmed everything at that point, including robotic tunes. That said, I liked Portal for it compact size, its clear push forward, its just enoughness–I don’t think I would enjoy Portal 2 as much, and definitely have nobody to play co-op with, so I’ll just leave Aperture Science behind, free to continue on being cool and crazy. They’ll be fine; they have plenty of cake to go around.

Witness that I am intrigued over Jonathan Blow’s The Witness

Great, truly unique puzzles are hard to come by these days. We’ve seemingly done everything across a myriad of videogames spanning the past, present, and future: move blocks, match colored gems, flip switches, use portals to our advantage, bend time,  and so on. I thought the cloning and time-heavy puzzles in The Misadventures of P.B. Winterbottom were fantastic, excruciatingly tricky and humbling. Monkey Island 2: LeChuck’s Revenge had a few brain-twisters, too. But other than that, it’s all been pretty ho-hum, and yes, I’ve not yet played Braid, but do plan to soon.

And so with that said, I’m pretty excited about The Witness, Jonathan Blow’s next game after Braid, and I’ve barely seen much of it in action, just read several lengthy, praising articles over the last couple of days about the stuck-on-an-island puzzler. Which is all about discovery, and listening, and looking–and seeing. Seeing is solving.

The Witness has a Myst feel to it, playing from a first-person perspective and exploring a lush, but isolated and empty island. Why is it people-less? Who are you, anyways? What’s with all the tech? Questions, quizzical uncertainties, a pristine and thriving locale void of human life…only one way to figure it all out, and that’s to go exploring, picking up recordings for deeper insight. There are blue computer screens littered across the island, and they all seem to be connected to a door; to open the door, a player must draw a line from point A to point B, and that sounds simple, but it seems like the kind of thing that can grow dangerously difficult over time. Some of the answers for the line are actually found by looking around at the island; that group of trees, perhaps, with their weird-looking branches; that bird chirping overhead, chirping high then low then high again; these are not just bits of nature, they are answers. Seeing is solving.

It sounds fantastic. However, if I’m truly going to love The Witness, I’m going to have to stop reading about it, as I don’t want to know all the puzzle solutions long and before it even comes out. The lesser known, the better.

And here’s some lo-fi video footage of the game in motion:

Games Completed in 2011, #15 – Picross 3D

Puzzles–this game’s got ’em. Certainly over 350, which is the total number I’ve completed at this point, which includes all the main in-game puzzles, as well as a chunk of downloaded puzzle packs. Either way, at this point, I’m calling Picross 3D completed, especially because my sister Bitsy wants to play it when she’s home visiting family over the summer. I let her take it for a test drive over the Christmas holidays, and she took down around 75 puzzles so far, but has plenty more to chip away at.

I’ve talked about Picross 3D in the recent past here at Grinding Down. It’s a really fun game that, despite being very mathy, is amazingly addicting. Each puzzle takes anywhere from five to twenty minutes to complete, and it was easy to just say, “Oh, well…one more puzzle.” Hours would slip by, and my Nintendo DS would suddenly need charging. You get into a sort of groove with this title, a title that was released at $20.00. I’m now seeing it on sale for $9.99. If you see this for either of those prices or lower, just pick it up. You won’t regret the decision, I assure you. There’s a lot of content here in an easy, friendly package, with bouncy music and simple controls.

The last few puzzles from the final section of Hard mode were a bit maddening, requiring me to use Quick Saves to not constantly lose 15 minutes of progress. I did not unlock every silver and gold puzzle from each section, and that’s okay. Sure, that means one less shape to guess over, but the desire to unlock everything here is not as strong as in other titles. It’s rewarding enough to complete a 10-minute puzzle all on your own, using your brainpower and math skills and twirling the hunk of blocks around with speed and control, with ferocity. And now to just sit back and wait for the horribly named Picross 3D 3DS. You know it’ll happen.

Vitally important question time: do you pronounce it PEE-CROSS 3D or PICK-CROSS 3D or PIE-CROSS 3D?

The Nintendo 3DS battery life is seeing red

I played a lot of Picross 3D yesterday on my Nintendo 3DS, closing the lid when I needed a break, opening it up when I wanted to break something into a blocky but adorable household item. This meant never powering down or placing the system in its charge cradle–I packed it away for the previous Easter weekend trip down to see my father and sister and didn’t feel like setting it up again just yet. So it was little bits of gaming here and there. Also, please consider that the majority of the puzzles I’m currently doing in Picross 3D average about 10 to 15 minutes each, sometimes more if I have to redo them because I suck at math and deduction.

In short, I went from having a fully charged battery to near power loss in only a couple hours. Around three if I was to guesstimate. But here’s where it got interesting. When my DS Lite would start to lose its charge, a red light would appear on the top right of the handheld, indicating that, if possible, charging would be greatly appreciated. The truth is that one could keep playing their red-limned DS Lite for at least another twenty to thirty minutes so it was not super vital to rush over and plug that baby in.

When my Nintendo 3DS flicked on the red light, I assumed the same. And you know what they say about assuming, right? I couldn’t have glanced away for more than a minute before that red light changed chaotically–it began blinking, and not a slow, steady blink, but one that signaled something terrible, like a countdown or a malfunction or something on the fritz. I was amazed to see how quickly this system was signaling that it needed a charge; I used a Quick Save for my current Picross 3D puzzle and hurried over to set up the 3DS charge cradle. The thing was still blinking like a madman when I returned it to its home so I don’t know exactly how long that blinking goes on for, but my guess is certainly not twenty to thirty minutes.

We’ve all known the battery life sucks for the Nintendo 3DS. I mean, I wasn’t even using the 3D slider or any crazy apps, just playing an ol’ regular DS game, and it still sucked away more quickly than normal. I really just need to not rely on the 3DS as my main traveling system, and only keep it around to show folks some of its neater aspects, like 3D pictures, Face Raiders, and my collection of Lord of the Rings Miis.

P.S. Isn’t it simply hilarious that I’m playing a game called Picross 3D on my Nintendo 3DS…and it’s not in 3D? Send in the ROFLcopters to take me away.

30 Days of Gaming, #12 – A game everyone should play

Yup, a game about a voiceless, little boy trapped between the world of the living and the world of the dead, which is filled with deadly traps, one friggin’ scary spider, and evil children ready to eviscerate him…yeah, that’s the game everyone should play. Limbo–fun for the whole family!

I won a free download of Limbo last summer and thoroughly enjoyed my time lingering in the space between. Because of its simple controls and lack of overbearing narrative and on-screen tutorials, it’s a game one has to experience, learn as they go, become one with, and for that I have a story, a story I meant to tell long ago, but never got to it.

After beating Limbo, I had my wife Tara play it. I told her very little about the game prior; I sat her down in front of the TV, turned the Xbox 360 on, handed her a controller, and took my spot on the floor next to her to watch. Just watch. I did not say a word. I did not answer any of her questions or react to anything she said. The game had started some minutes ago, but she wasn’t aware yet as she hadn’t touched a button. Once she did, the little boy’s eyes opened, and she started moving through the forest. She ran right into the first bear trap, destryong the little boy, yelping–just like I had my first time. Then she tried to jump over it, dying again. I remember her getting frustrated, because there was no way to jump over the bear trap given where it was placed and the angle of the landscape. Then she discovered that the little boy could push and pull items. Again, I’ve still not said a word at this point; it was thrilling to watch her learn how this world worked, how to manipulate the environment. And she was doing so well…

…until the spider showed up.

Once the spider was crawling after her, she began to panick. The littly boy rushed forward without care, stumbling over ledges, falling down into pits, all in the hope to avoid the spider. Now there was an urgency to everything. And it took her some time learn how to have the spider hurt itself via one of those beartraps, with a teeny bit of nudging from me. Again, there’s only so much you can do in-game thanks to its sparse controls, but thinking outside of the limbo-box is definitely required. When the spider grabbed the little boy and covered him in webbing, she believed she had died again, slowly putting the controller down; however, that was not the case. There was much giggling as the boy, bound and gagged even more than Frodo by Shelob in The Two Towers (the book, natch), hopped as fast as possible to anywhere but there.

Unfortunately for Limbo, once the spider and early forest scenarios are done, the game stops being something to experience and more like something to solve. Like, it becomes very obvious that you’re really playing a puzzle game by the time the boy leaves the forest instead of an adventure title. I showed Tara some of the later scenes via YouTube, and that had been enough. She had experienced Limbo, also known as Run From That Spider. There was no need to ruin that with frustrating puzzles that the majority of the gaming community had to look up online for solutions. Still, it’s a game everyone should play, especially just the first hour or so. With little music and cutscenes to distract, you’re quickly brought into the unsafe world and tasked with exploring, something everyone can connect with, something I know I loved doing as a young boy. Sure, it’s a depressing time, an untold story of siblings separated, but its uniqueness is more than worth the sorrow.

So…have you played Limbo yet?

All Achievements Achieved – The Misadventures of P.B. Winterbottom

Mmm…pie.

And that random observation transitions nicely into the deliciously cool fact that I finally unlocked all the Achievements in The Misadventures of P.B. Winterbottom over the weekend. I had, for some time, had most of them unlocked, but one was constantly keeping its distance, constantly pesky. Really, really pesky. Like, gee, solve every single challenge ever made if you love pie so much. See here:


Greedy Bottom (40G): Completed all recording and time challenges in the bonus shorts.

Greedy bottom indeed. The bonus levels in The Misadventures of P.B. Winterbottom require you to solve the puzzle using a set number of clones and within a given time limit. Most often, you have to play the levels twice to get these, but I did grab both of them at once every now and then. The world 5 bonus levels were definitely the trickiest, as they often required six clones to get six pies, meaning if you messed up just once, you lost your shot and had to restart. This, inevitably, got very frustrating, and I had to use an online guide for several of them, which hurt more than you know.

Truthfully, I’m kind of glad to be all said and done with this puzzler. The music can become extremely grating, especially after you’ve failed to steal that last pie for the nineteenth time.

Have a , Mr. Winterbottom. Just don’t eat it.

So many slimes to save, so little time

Actually, out of the 100 slimes to save in Dragon Quest Heroes: Rocket Slime, I need to only rescue 25 more at this point. Which is awesome because that means I’m this much closer to clearing up a spot in my travel case for Radiant Historia. And that gives me hope that, yes, I can do this…I can actually finish some of the videogames I buy before moving on to (possibly not) finish new games I buy. It’s a vicious cycle, I know.

Right. Anyways…Boingburg. It’s definitely looking a lot prettier now that it is a bustling city-state again, full of friends and enemies-turned-friends. Only 25 captured slimes left to rescue. Easy peasy, especially now that Rocket Slime can charge through crystal walls. Do your worst, Flucifer’s Necropolis. The only part I’m a little worried about is the inevitable upcoming big boss tank battles; I did two minor tank battles in a row the other night, and my left hand felt crippled and sore, tired of constantly moving Rocket Slime from room to room to gather ammo. I swear, my thumb NEVER left the d-pad once for both battles, and each one was probably over five minutes long. Wah. Someone get me a Batman bandaid. I do wish the developers had realized how useful the stylus and touchscreen can be, but this game was released way-back-when in late 2006, and that was actually before many people knew how to utilize the system’s software.

Naturally, I’ll be talking more about the game when I’ve completed it. And there’s a lot to discuss actually, from puns to the constant staples from every Dragon Quest game ever, to the humor of it all, as well as the crazy tanks. Dragon Quest Heroes: Rocket Slime is definitely one of those cases where I bought the game cheap and was rewarded greatly for doing so.

All right, slimes! Let’s goo! I mean…go.

All Achievements Achieved – Sonic’s Ultimate Genesis Collection

This game was a weird mix of Achievements. Some were blatant freebies, and others were so frustrating that I had to constantly take breathing breaks and power down the Xbox 360 for extended periods of time. The hardest and most excruciating had to be this doozy from Dr. Robotnik’s Mean Bean Machine:


Yatta! (50G): Dr. Robotnik’s M.B.M.: Complete the game

If I ever meet anyone else in person that has this Achievement unlocked, I will shake their hand, pamper their feet, and maybe then feed them some grapes directly from Tuscany. Because my respect, they will have truly earned.

First of all, before Sonic’s Ultimate Genesis Collection came along, I had no idea this game even existed. Loading it up, I expected it to be a traditional Sonic the Hedgehog game; you know, taking the Blue Wonder and having him run around, collect rings, and possibly, at the end, destroy some mean machine built by the nefarious Dr. Robotnik. I was surprised to find that it was…a puzzle game. Like an odd blend of Tetris, Dr. Mario, and sadomasochism. Eep. It’s not an easy puzzle game, and one can really screw themselves over quickly if they aren’t paying attention. Basically, you want to match four color blobs together, and if you match several in a row, you’ll create a cascading effect that will send blocking boulders onto your opponent’s side. Keep it up, and they’ll run out of space to place blobs, giving you one mean victory. 

That’s the gameplay, and it is simple at first, but with each consequent level, the blobs fall faster and your opponents get tougher. Or cheaper. Magically amazing at placing blobs and cascading your side to be more specific. Thankfully, there’s a password system available, and if you enter Yellow, Has Bean (that’s the one in the Achievement’s picture), Blue, Blue you’ll advance to the last level. All you have to do then is defeat Dr. Robotnik to complete the game. However, it’s virtually impossible, and you’ll be banking on luck and reloading saves more than skill or intellect.

Took me about thirty minutes or so of trying, dying, and trying again. I came close a few times only to have myself cascaded on, never to recover. Eventually, Dr. Robotnik’s AI screwed himself, and before long I heard that familiar Achievement ping! Wow. Did I really just beat him? Even double-checking didn’t help solidify that, yes, I unlocked Yatta! Sure, I used a cheat. Sure, I beat him unknowingly. Sure, I wish I could take more credit on earning this skillfully.

But yeah. That’s Sonic’s Ultimate Genesis Collection, said and done. I was going to talk about some of its other Achievements, but Yatta! has, once again, stolen all my energy.

REVIEW: Samorost 2

Developer/Publisher: Amanita Design
Platform: Mac OS X [reviewed], Windows, Linux
Genre(s): Point-and-click puzzler
Mode(s): Single player
Rating: ESRB: No idea, but it was fairly harmless and I’d guess something like E for Everyone
Time clocked: Around one hour

Sadly, I had to pack up the Xbox 360 and TV yesterday as my father came up to help me move from one apartment to the next. He was, however, running late, and I had about two hours to kill in a room full of boxes and nothing fun to play with (please keep your dirty thoughts to yourself). Sure, sure, I had my Nintendo DS, but that was kind of tucked away in my travel bag, and I just didn’t feel like getting off my Mac at that point. Then, ashamed, I remembered that I got five six games for my laptop back when I purchased the Humble Indie Bundle. Five main ones, and the sixth one, Samorost 2, was a bonus for those that helped contribue to the cause.

And so I scanned the list, trying to decide what to play for a bit. I dismissed World of Goo because I’m stuck on one level and can’t do anything else, as well as Aquaria, which is a game I like, but I really need to be in a mood to play. Finally, I picked Samorost 2, knowing nothing about it, only finding the name intriguing.

Samorost 2 is, obviously, a sequel, a follow-up to a game I’ve never played, but from what I can gather–that’s okay. You can go into Samorost 2 knowing nothing about it and still have a great time. The game opens up with a couple of aliens landing on a small planet, eating some fruit, and then stealing a strange little man’s dog because it was barking a little too much. The little man, referenced on another website as a space gnome, doesn’t change out of his PJs and follows their spaceship in pursuit of his best friend. And that’s the plot: rescue the dog and return home. It’s simple, but it works, and the world and creatures and mechanisms that revolve around the plot help buffer it along.

And man, what a beautiful world it is. The quality of the visuals is striking; the space gnome, his dog, and alien lifeforms are presented in a cartoonish form, but animated very well, giving off a Monty Python’s Flying Circus feel to it. The backgrounds (and foregrounds) on each level are extremely detailed and colorful, with a variety of alien flora and fauna (pun-intended) to enjoy, all done in a collage kind of way.

Gameplay is point-and-click, and the cursor turns into a hand when hovering over an item or part of the level that can be interacted with. Breaking tradition, there’s no inventory system, meaning if the space gnome picks up an item, it can–and must–be used there and then to solve the puzzle and move forward. This is a good thing in my opinion; I’ve been currently carrying around a lot of the same items in Broken Sword: The Shadows of the Templars, and each time I try to use them I fall flat on my face. Stupid elephant carving. Anyways, yeah. You point, you click, something happens. Sometimes you have to point, click, and click again while something is happening, but it’s pretty easy to figure out if you pay attention to the level and what does what. There were only two times where I got stuck. The first was because I just couldn’t find the exact pixel to click on, which was frustrating, and the second time came at Samorost 2‘s end when you have to do a bunch of things in a very specific order or start all over again. I did those final puzzles three times before I got it right.

Samorost 2 features a very odd, atmospheric soundtrack. Some levels have just tiny bits of music to it, some have none at all. It works well, but ultimately it’s forgettable. Also absent…dialogue. Progression and plot is told visually, and again, it boils down to “rescue dog and return home.” Some alien gruntage and a few doggy barks pepper the landscape, but it really doesn’t need a narrator or the space gnome’s opinionated musings. Though I still don’t understand why the alien monster is watching soccer on his TV.

Alas, Samorost 2‘s biggest fault is that it is a very short game. Even shorter than Limbodun dun dunnn. Consisting of seven levels, all of which are re-accessable via an age-old password system, the game’s running time is estimated between one and two hours, depending how stuck you get or how slow you pace yourself. I gobbled the game up very fast though. It’s extremely charming, stylish, and deceptively tricky. There’s an invisible rope attached to your heart, tugging you forward, and when you reach the next room, you just can’t help but click around, and before you know it, you’re in the next room. And so on, and so on. If you got some time to kill, I definitely recommend it. You can play a good portion of the game for free over at its website. Hop to it, young space gnome wannabes!