Tag Archives: Temple Run 2

One can’t stop moving in Lara Croft: Relic Run

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First, once more, it’s hard to find good screenshots for Lara Croft: Relic Run that adhere to my blog’s specifics, which is why the above image looks all stretched and odd. It’s better than no image, I guess. I already used my one allotted Angelina Jolie shot for the game completed haiku. Or maybe I should’ve just used the game’s title image screen, which is easily found as a desktop wallpaper in all types of dimensions, but I’d rather you at least see what this adventure into the dinosaur- and lizard monster-laden jungle looks like. It looks like the above, just not all stretched and odd. In fact, the visuals in this mobile game are top-notch, though it moves a little too fast to really notice.

It can be hard to determine when one is done with an endless runner, as the genre name itself implies a certain indefiniteness. That said, I think I’m done with Lara Croft: Relic Run, having played for many hours and gotten most of the Achievements and seen nearly everything I want to see as Lara herself zips forward, slides to not lose her head on a low ceiling or fallen branch, shoots a red barrel to explode and kill two monsters, and tumble to her grisly death as she misses a jump, but snags a shiny map icon along the way down. Whew. Long sentence.

Hey, remember Temple Run 2? Yeah, me too. Well, Lara Croft: Relic Run is mostly Temple Run 2, but with its own branding and a few slight differences, though I guess all endless runners are simply about moving forward, collecting stuff, and not running into walls. In this one, you control Lara herself, except no scary monster beast is chasing behind you; instead, you are running forward, in search of relics, which will hopefully provide clues to a missing friend. Or unlock the mystery behind a shadowy conspiracy. Honestly, the smidgen of story text you get from each collected clue barely gives you any idea of what is going on, but that’s okay–story takes a backseat in this, especially when you start hopping off a T-Rex’s back through fallen rubble like some kind of cool action hero.

You jog forward into the jungle, swiping left and right to change lanes, up to jump, down to slide. As you hustle, Lara will collect coins, occasionally shoot things, like lizard-monsters tossing spears at her face, fight a T-Rex in various ways, gather glowing clues to unlock relics, and rinse and repeat until she stumbles and tumbles to her death. Which definitely will happen eventually as the obstacles ramp up the farther in you get. Then, before your next run, you can use those gold coins (or harder-to-get diamonds) to purchase power-ups or upgrade your outfit/weaponry, as well as buy curses to send to other players on your friends list, which affect how the game looks and plays for a limited period of time.

One element I’m really not fond of in Lara Croft: Relic Run, which I also wasn’t fond of in that Tomb Raider reboot, is that when Lara Croft dies, she dies in the most outrageous manner possible. Her bones seemingly separate beneath her skin, and arms and legs flip and flop like fish out of water. The camera occasionally lingers on a shot of her crumpled form for a few seconds too long. It’s a little too much for a cartoony game about running and jumping.

I’m walking away from Lara Croft: Relic Run with three Achievements still locked. One requires Lara to run a certain distance without every sliding, which I swear I’ve done before, but it might be glitched. The other asks you to send six curses to friends, but only provides five to purchase; good job, Square Enix. The last one requires Lara to collect a total of 1,000,000 coins; seeing as I’ve only garnered 79,461 after all my play-time, this is too much of a grind for even l’il ol’ grindy me. Yup, the dude that got co-op Achievements by himself in Lara Croft: Guardian of Light doesn’t want to make the effort here, which probably says enough.

I wonder what the next free-to-play endless runner I’ll try will be. A sick part of my brain worries that it’ll be Despicable Me: Minion Rush.

Throne Together, a block-based puzzle game about building castles

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Recently, I got my fill of Angry Birds Rio, so much that I even unlocked all twenty Achievements in it, and so I happily removed it from my Windows 8 phone feeling pretty satisfied with the experience. Which is not at all how I felt about Temple Run 2, since it glitched out and wouldn’t let me unlock the last Achievement despite meeting its requirement on many runs, as well as Microsoft Mahjong, also glitched to the point where I’ll no longer be able to earn 20 medals despite totally being able to. It seems like many games for Microsoft’s Windows 8 phones are less than stellar in the quality assurance section, but since the majority of them are all free, it is hard to grumble too loudly. Anyways, I downloaded two more recently, Throne Together and Hungry Shark Evolution, and I’m here to talk about the former first. Sorry, shark fans.

Well, once again, I couldn’t come up with a clever blog title for Throne Together, and so I went the straightforward route of simply describing exactly what it is: a block-based puzzle game about building castles. So far, after doing five to six puzzles, that premise has remained true and untouched, and so the diversity revolves around what kind of castles you need to build, the pieces you use to build them, how fast you move, and other level-specific challenges. Seems like there is a “lives” system similar to Hexic, wherein you get five chances to not fail and can keep playing until you run out of lives, with them regenerating over real-life time. Oh boy. Definitely not my favorite aspect of free-to-play medium, as I just want to play when I want and for how long I want, but I wonder then if people would just burn through everything super fast and move on to the next shiny item before even contemplating the thought of spending real money to buy a boost or extra slew of blocks. Me, no, I’ll never do that.

I’m no professional castle builder–though I always did make LEGO houses full of booby traps as a kid–but neither is Microsoft. Here’s how it works. Basically, you are shown a crown floating in the air (or sometimes multiple crowns), and you have to construct a castle that will touch these, all either under a time limit or specific number of block pieces used. You also have to factor in that the castle has to be stable, that constructing a long, narrow structure might sway and fall or too much heavy weight on top could crack the foundation and bring everything tumbling down. You can counter this by place additional pieces next to the parts cracking, but only for so long. So far, it’s all been fairly easy to figure out, but I can see future levels as getting very tricky, especially depending on where the crowns are positioned. Additional challenges, like building over a river, are also tossed at you.

I’ve only quickly touch upon the Achievements for Throne Together, which certainly look grinding and some require you to pester your friends, which I won’t do, but what really gets me down is that all the icons are the same: a red throne on a blue background. C’mon, we’re no longer living in the medieval times of Achievements (2007-2008). We can get more creative than this.

Right. I’ve run into a problem that I’m surprised has not popped up on other Windows 8 phone games yet. When moving pieces around with my pointer finger, it is difficult to see the screen and pinpoint where exactly to place them. Maybe I have fat fingers or maybe I don’t. I’ve had to rely on the Tetris way, lining up where I want the piece to fall and then watching it trickle down slowly on its own. During untimed missions, this is fine, but when I need to complete a castle in under X number of seconds, this will not work. The problem is that the castle block pieces are smaller than the end of my fingertip to begin with, so when I touch the screen, I can’t even see what I’m manipulating. You’ll probably hear me complain about this again later in Hungry Shark Evolution.

Anyways, not sure how many levels in total there are here, but I stopped at 16, which is one or two after you learn about blueprints and how building them while trying to build a castle can add extra bonus points to your ultimate score and help you on your path to a three stars rating. There’s no story to follow here, just instructions from a nameless castle inspector, and that’s fine because, while it worked in a cutesy way for Hexic, I just can’t see it adding anything here. The meat of the game are the levels themselves and figuring out the best way to build a castle. I’ll keep at it for a bit, but if the later levels prove too challenging I don’t think I’ll feel too bad abandoning this one. It definitely doesn’t have its hooks in me despite my love for castle structures. While this is absolutely a game of thrones, it is also no Game of Thrones.

You fear to go into those Spelunky mines

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Let’s get real: I’ve only been playing Spelunky for about two weeks and some change now, nearly daily, attempting at least one or two runs. Originally, I had no interest in the game, as it came across as maybe too punishing to be considered fun, and so I always kept my attention elsewhere. But then Patrick at Giant Bomb began playing, streaming his daily attempts to escape the mines, dive deeper down, and get better at the numerous mechanics and tricks, and it was actually quite interesting to watch. Kind of like a horror film, where it’s fine and dandy to watch someone else put themselves into a tough and trying situation, only because it is not you, and you can just kick back and absorb.

What is Spelunky, you ask, not knowing? Well, it’s an indie action-adventure game created by Derek Yu that has you running through caves, collecting treasure, and saving damsels for a high score and an attempt at beating the boss Olmec. It originally started as freeware in 2009, getting remade for consoles and the PC years later. The trick here is that the dungeon levels are randomly generated each and every time, and you only get one shot at it, though there are ways to increase your health and gain a second life. Traps are deadly, enemies are tough and quite unpredictable, and don’t even try stealing the idol in the jungle levels unless you have enough bombs to reach safety.

Some runs in Spelunky last around twenty minutes, and some are over in mere seconds. Like an endless runner á la Temple Run 2 and Jetpack Joyride, the “one more go” mentality is strong here. Very strong. Every death is your fault, and there’s always something to be learned for your next spelunking sojourn. Next time you’ll know that you can’t fall from that specific height, that you can’t jump on the walking Venus fly trap enemies, that bees should just be avoided at all costs, and so on. Visually, the game comes across as quite simple, and that’s even more noticeable when you compare the freeware version with the updated console versions, as not many details change, but things obviously get prettier. That said, this is one of the most complex and strategy-heavy games I’ve played in a long, long time.

I’ve beaten Olmec once. And it happened quite fortuitously. See, there’s this fellow called Tunnel Man who you meet when traveling from one themed group of levels to another. Such as exiting the mines and reaching the jungle. And he can open up shortcuts to these worlds if you give him specific items, like two bombs or a shotgun. However, to open the final shortcut to the temple, you have to bring the gold key you find in the mines all the way with you through the mines, jungle, and ice caves, and it’s no easy thing. Or at least I thought it was going to be grueling. Er, I did it on my first attempt. Even crazier is that after I gave the Tunnel Man his shortcut-opening item I finished the temple levels and got to the final boss, all wide-eyed in wonder and disbelief.

Let’s see. What else can I say about Spelunky? Dat music. Now, you can never really hang around too long in each singular level, as a ghost shows up that can one-hit kill you, so you are trying to move through the world at a speedy–but safe–clip, and that means you’re unfortunately missing out on some fantastic tunes. Everyone will be most familiar with the songs for the mines, and they are moody and down-tempo, with elements taken from jazz and all things 1990s. That jingle that plays when you anger a shopkeeper is both awesome and terrifying. The game’s soundtrack, which you can listen to here, is written and produced by Eirik Suhrke, with some additional friends helping out here and there.

Despite beating Olmec, I’m nowhere near done with Spelunky. Not one lick. First of all, there’s a second secret boss called Yama, and to get to Yama requires a lot of specific steps, and you can’t mess up one of them. It seems tough, but practice makes perfect, and I’m going to at least try. First I have to reach the City of Gold and then Hell. Hmm. But I’m also playing the game on the PlayStation 3, which has Daily Challenges, singular runs where the goal is to get the highest amount of treasure, and leaderboards nicely show how all your friends stack up against you. I’ve recently added a ton of Giant Bomb users to my friends list, which makes this feature much more enticing than when it was just me by my lonesome. And who knows–maybe one day I’ll tackle a solo eggplant run?

2014 Game Completed Comics, #3 – Temple Run 2

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Every videogame that I complete in 2014 will now get its very own wee comic here on Grinding Down. It’s about time I fused my art with my unprofessional games journalism. I can’t guarantee that these comics will be funny or even attempt to be funny. Or look the same from one to another. Some might even aim for thoughtfulness. Comics are a versatile form, so expect the unexpected.

The Half-hour Hitbox: December 2013

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Some inside baseball: I put this post together piecemeal across the whole month. That means that when I play a game and find myself not interested in writing a large post about it–or suspect that I won’t down the line–I add it here, find a picture, and write a quick sentence or two about it. Alas, sometimes I don’t do that last part though, as I’m just not in the mood at that exact moment, and so I’ll have to come back to it, which can be hard, especially for smaller experiences, such as Isaac’s Odyssey, a game I am finding it hard to remember what happened, save for the atrocious grammar I had to read.

Truthfully, I’d rather put this all together in one go, to keep the writing thematic and consistent, but that seems like an impossible task. I get exhausted just searching for Google for decent screenshots. And then there’s too much to juggle in terms of what each game is and does, and I’d be super worried I’d forget something. I want to be able to give everything its due, y’know.

Maybe I will rethink how The Half-hour Hitbox looks for 2014, but for now, let’s end the last month of the year as we have with all the months that came before it since this feature began. To the games!

Oíche Mhaith

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What a horrifying experience. I’m not even sure how it qualifies as a game because all you basically do, as a young girl, is walk around your house, get berated by everyone, watch your father go on a murdering spree, and then play with some strange device that allows you to swap personalities between your father, mother, and dog in hopes of making everything right. We’ve already seen the darker side of Terry Cavanagh’s mind in Hero’s Adventure, but this goes nineteen levels deeper, and I’m very put off. You might get more out of this than I did, but if you do, well…I’m now concerned for your state of being.

Annie Android: Automated Affection

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Evidently, one of the first little games Ben Chandler ever made, and it certainly is little. I mean, like a resolution size of 320X200. I had to tinker with my computer to make it larger so I could actually read the text and find items, but it still looked good to me. It’s about an android called Annie and the love she wants, which is a fella called Mailbot. Unfortunately, RoboHQ has assigned her someone else as a partner, and off she goes, to control her destiny. It’s pretty fun with some silly characters, like the robot pretending to walk the dog in the park, and the puzzles aren’t too tough, though one required precise timing, and sometimes my clicks missed the mark. An 80s-esque soundtrack full of bumps and thumps plays in the background, and there’s even vocals for the title screen song. You can download the game right now.

Gears of War

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Well, I played the first Gears of War game, and I hunkered down and ran through it on the easiest of difficulty settings. Whatever, don’t judge me. Or you totally can. I don’t care, because I don’t really care about Gears of Wars. It’s macho shoot alien monsters in the face tough guy stuff, and all the dialogue is trite and predictable, and every male character is this unshapely mass of muscle and armor. Same goes for the Locust. In fact, on a few occasions, I mixed up one of my allies with an enemy because they look almost identical, and it’s hard to keep track of everyone when they are so drab looking and moving around an even drabber scene of ruined rubble. I was able to play a single online match–surprisingly, not many people are still playing this game despite it being a freebie for December for Gold members–and that was simply okay. Just like with Battlefield 3 over the summer, I can now confidently say that this is not my thing.

Samsara Room

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A strange, otherworldly point-and-click game that sees you traveling from one dimension to another all while still being stuck in the same room. The puzzles are intuitive enough to keep you at it, and I enjoyed how the perspective changed each time. Samsara Room‘s ending is abrupt and completely unsatisfying, but getting there is intriguing enough for me to make up my own conclusion. Plus, music by Kevin MacLeod, who is quickly becoming one of my favorite indie game composers. It’s just so relaxing.

Isaac’s Odyssey

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You are a guy trying to escape your dorm room to go to a late-night Comic-Con party. Maybe there’s some Game of Thrones actors boozing it up there or something. Isaac’s Odyssey consists of only two screens and a lot of tiny objects to find and use. It’s not bad in the gameplay department–if a bit old-school–but the writing is simply unbearable. Every sentence either contains a spelling error or strange turn of phrase, and eventually all this overtook my like for clicking on items and using them to solve puzzles. I did eventually escape the dorm room, but that’s the end of the game. Yup, you don’t even get to go to the fancy party. What a dud.

Calm Time

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Chances are, if I had known what Calm Time was ultimately going to be about before I clicked “play,” I probably would’ve skipped it. Instead, I watched in horror as a party went to shambles, and I was the driving force behind the chaos. There’s some direct storytelling here, as well as a basement full of indirect–and all of it is creepy. There’s minimal music throughout save for a creepy piano tingle and some jarring TV-like static, but less is more here, and I can honestly say that the whole experience gave me the shivers. The uncomfortable, I’m-a-monster shivers. Whether that makes Calm Time a good game or a bad game, I really don’t know.

Shoot Many Robots

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I think the name Shoot Many Robots is awesome and does a fun job of explaining exactly what you do in this wee downloadable freebie for the Xbox 360. Some levels have you going left to right, and other levels are a single room where you have to survive wave after wave of attacking robots. In short, you shoot robots. Sometimes you punch bullets, too. There’s two main weapons and different kind of backpacks to equip for your dude, which grant various bonuses, and it’s all well and good, but there isn’t much else to do otherwise. I do however enjoy the cartoony graphics and honky-tonk slash metal soundtrack.

Hero in the Ocean

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A really cute puzzler set underwater. You control a tiny, yellow submarine in search of stars–three per level–and a helpless sea-diver. Each level adds a new puzzle element, such as lasers and unlockable doors, but it’s never overwhelming. By the end, you’ll be a pro at each thing, able to swim swiftly past all the dangers and pick up those shiny trinkets. I found all 45 stars and saved everybody, so go me. Alas, there’s some clunky writing like “you found secret area,” but that can be overlooked for a solid little game that never becomes too much to handle. Plus, the single music track that keeps looping is awesome, starting off slow and somber and building into something bigger than that. In fact, I’ve been listening to it on repeat as I put this paragraph together. I also hope this isn’t taken as an insult to those that made it, but Hero in the Ocean would make a perfect mobile game, too.

Temple Run 2

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Speaking of mobile games…this kind of came out of nowhere. The day before Christmas–or was it actually on Christmas day?–Temple Run 2 was released for free on the Windows 8 phone. Mmm. I love free games, especially ones with relatively easy Achievements. And that’s what Temple Run 2 is–a fun, easy-to-pick-up endless runner with a handful of poppable Achievements and enough challenge to keep you going and try for one more run. I played this a lot during my Christmas vacation, mostly because my sister was squeezing the most out of her time with my Nintendo 3DS. It’s pretty good, though I probably couldn’t tell you the differences between this one and the original. I’ll probably end up removing both from my phone soon enough, once I’ve had my fill of running, jumping, sliding, and tilting.

The Walking Dead, Episode 1 – “All That Remains” (season 2)

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I just finished this up on Sunday and haven’t even gotten around to writing a haiku for it, but I will soon and will probably write a bigger post about the newest season and how brutal it has already started, but for recording’s sake, it’s here. I also bought the The Walking Dead‘s season 2 pass and am excited for more, if that gives you an early indication of my impressions.

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.