Tag Archives: The Binding of Isaac

Ascend the tower of guns with the power of guns

tower of guns early impressions

I do not believe I’m passionate enough about Tower of Guns just yet to confirm whether or not I already have a copy on Steam thanks to some bundle or giveaway, but it matters not for PlayStation Plus subscribers get it for free this month. On both PS3 and PS4, I believe. Incidentally, I keep mistyping it as Tower of Funs more times than I’d like to admit. In between prepping for East Coast Comic Con this weekend, I’ve run the tower a handful of times, improving with each go.

What is Tower of Guns, you ask? And you don’t mean metaphorically? Well, it is a single-player first-person shooter with rogue-like elements developed by Terrible Posture Games. Yeah, that’s a mouthful. Let me see if I can come up with something better. It’s a bit like Borderlands meets The Binding of Isaac, with each enemy-filled room randomly generated and a par time set for the entire level. You can perform specific tasks while you play to unlock new perks or guns, as well as collect experience point orbs to level up your currently equipped weapon. Oh, and it’s also quite a lot of fun, more than I expected when dipping my hairy toe in.

Strangely, there’s a story, but one could completely ignore it or even turn it off in the options, which I’ve not actually done yet. It’s pretty easy to not pay attention to. It’s also immensely difficult to pay attention to at other times. Basically, as you move from room to room, some dialogue boxes will appear on the screen, but nothing anyone says seems to be important, and some of it comes across as randomized. The fourth wall will break, with you occasionally addressed as gamer, which I was not a fan of, as that word continues to sour in my mind thanks to the atrocities of GamerGate supporters. Your goal is to get as far as you can, ideally to the end, the tippy top, in a single run. You will first have to survive a number of standard enemy-filled rooms and then battle a boss before moving on to the next tier of the tower.

Tower of Guns is both a fast and short game, with the strategy for just about every enemy you encounter being shooting while strafing. A few bosses will require some extra planning, especially the finaler boss, who I could not take down on my first try. The difficulty, which can be raised or lowered via pick-ups and perks, really stems more from the level design. Some rooms are shockingly dull–imagine just four walls, maybe a staircase, and little to no decorations–while other rooms have teleporting pads and high platforms to maneuver around, plus a bunch of flying tanks and turrets shooting at you non-stop. You never know what you’re going to get once you shoot a door to open it Metroid-style.

Now, I’ve run into two walls so far. Not literally, though there are plenty of walls in this game. First, the game froze on a loading screen, though I think it might’ve been more my cat Timmy’s fault, since he knocked the controller out of my hand as Tower of Guns was loading the next area, forcing it to lock up. This was extremely unfortunate as I was on my ninth run and doing really well in terms of health and progress and taking down bosses–and all that was nonexistent when I loaded the game back up. Secondly, for a bullet hell-themed game, some of the rooms where the bullets are plentiful and hellish cause the frame rate to drop immensely, stuttering away at an unplayable clip. You’d think with the less-than-taxing art style and new hardware that this sort of issue wouldn’t ever pop up, but it does.

I’m definitely going to keep at Tower of Guns until I unlock the majority of the guns and perks, but unlike other rogue-likes, such as Spelunky and The Binding of Isaac, this one doesn’t feel like it’s going to last forever. Eventually the repetition will outweigh the randomness, and the tower will crumble, but not before I’ve wrung every bit of fun from it. Until then, may you always start each run with the ability to triple jump.

Rogue Legacy’s castle of chance keeps on giving

rogue legacy khidr boss beat

I don’t completely understand how this happened, but this is the first post I’ve dedicated to writing about Rogue Legacy, despite playing it off and on for the last few months. I mean, generally, save for some exceptions, I write about every game I’m playing–at least once. And yet, Rogue Legacy never really got in the spotlight despite accidentally eating up a few hours of my Extra Life stream; hey, it’s rather addicting. It’s also completely different than Rogue Galaxy, an awesome Level-5 JRPG for the PlayStation 2, but with both names being oh-so-similar I think I mixed them up a bunch when speaking. My bad. This post will now only be about the indie platform game with rogue-like elements, not the one starring a young, rebellious Jaster Rogue.

Rogue Legacy from Cellar Door Games is an indie platform game heavy on giving you one chance to win. Its biggest hook is that you are constantly playing as the child of the character you last played as, often gaining some of the previous parent’s traits while showcasing new ones. These greatly affect how you explore the randomly generated castles, as some traits, like blurry vision, only let you see so far ahead, while others, like two left hands, change the direction you normally cast spells in. There are also many other traits that have little to no impact on gameplay, just there for decoration. My personal favorites are dwarfism and ADHD, meaning you are both small and fast. Couple that with a good spellcaster, and enemies drop like flies as you zip on through.

While the early deep-dives into Rogue Legacy feel a bit aimless, there is an overarching goal to achieve: defeat four bosses, which unlocks that large door at the start of the castle, wherein you’ll find the final boss. However, beating those four bosses is no easy task. At this point, I’ve taken down one, namely Khidr, the Gatekeeper, in the opening section of the randomly construed castle, and that was only after something like 50+ deaths and enough money to level up my heir to fighting status. Khidr is difficult because it has a projectile attack that spirals around its eyeball body, and there are spikes on the floor to avoid. I did encounter Ponce de Leon, the Sentinel, in the Maya zone, but got my assassin butt handed to me swiftly.

The truth of the matter is that every run is actually more about getting as much gold as possible rather than taking on bosses before you are ready for ’em. All upgrades cost gold, and usually it is a hefty amount–think 500 and higher, at least. Plus, as far as I can tell, the prices continue to increase as you grow in skill. Whatever gold you don’t spend on upgrading the castle can be spent before heading inside. There’s an armorer for weapons/gear and an enchantress for runes, as well as a dude that will lock the previous castle’s layout for you for a price, though it does repopulate with enemies. You have to give up the remainder of your gold before venturing into the castle, though there is an upgrade path to go down that lets you keep a small percentage of it. Regardless, get that gold and upgrade each and every time you die.

Not everything in Rogue Legacy is fascinating. The “story” is told through sporadic journal entries you randomly stumble across, and even then, they aren’t the most exciting or illuminating to read. You’ll occasionally come across a statue in the castle, which you can pray to for assistance, often giving you a bonus ability for that single run; however, unless you know what each power-up is already, there’s no way to know what you got. It’s kind of The Binding of Isaac in that respect. There are also Fairy Chest and special rooms that are purposely difficult or obtuse to solve. Still, even in light of that, it is an internal struggle to not keep playing, to not make one more attempt at that boss or get enough gold for that vampire-themed cape that restores HP with every enemy kill.

Strangely, Rogue Legacy is a game I can play for hours, but I actually load it up rather infrequently. Part of that might be my brain warning me not to lose an entire night to castle raiding, I don’t know. I’m sure I’ll get back to it soon enough, and each run is progress, whether it is getting a new weapon to buy or a permanent upgrade to your MP or actually killing a mini-boss. I’ll get through this in due time. Heck, that’s what genealogy is all about.

Dragon Crystal is floor after floor of mazes and monsters

dragon crystal gg005_m

If Dragon Crystal teaches me one thing, and one thing only, it is this: don’t touch mysteriously glowing crystals inside equally mysterious antique shops. If you do, you just might end up getting teleported elsewhere like the nameless hero of this Game Gear title, forced to drag a large egg behind him and fight his way through mazes of monsters in hope of getting back home…to his bicycle. Yeah, it came out in the early 1990s; how’d you guess?

Well, that’s literally all the plot you get (and need), so here’s how Dragon Crystal actually plays. It’s a roguelike, with Bicycle Hero-Man beginning in the middle of a maze level covered mostly by fog. The first few levels are a mix of trees, cacti, sunflowers, and Easter Island style statues, though I couldn’t tell you what shows up later in the game. Maybe dragons, maybe crystals. You progress by finding a warp tile somewhere in the maze, stepping on it to advance to the next floor. While you search for this warp tile, you’ll come across a number of items to add to your inventory, as well as enemies to battle.

Battles are turn-based and remind me very much of Hack, Slash, Loot, given how many times Bicycle Hero-Man missed with the swing of his dagger. Anyways, you face the target monster and press in its direction to attack. Sometimes you’ll do damage, sometimes you’ll miss, and the same goes for the monsters fighting you. Text at the bottom of the screen fills in the details. But nothing happens until you hit a button, so you can stand completely still and really think about your next move or dump into your inventory and see what potions you can use. It’s not very deep combat, but it works well enough, and several enemies can cause status effects, such as poison or dizziness. You don’t gain experience points in the traditional sense, but your HP increases with each new floor you find, and equipping new gear raises your power and defense stats.

Dragon Crystal is all about the bass items. Just like how Bicycle Hero-Man had to touch the mysterious crystal in the antique shop, you too will have to use most items to learn what they can do. This is my least favorite part of roguelikes, something that always made my heart skip a beat when using unknown pills in The Binding of Isaac. However, once you use an item and know what it is and can do, all future instances of that item will be acquired with everything spelled out. Thank goodness for that. Each item is color-coded, though the color doesn’t necessarily correlate to the effect, so be prepared to toss green books, purple rods, yellow pots, and cyan rings at enemies to see what the 401 is. Careful though as I discovered a cursed ring through this process and was unable to remove it once I put it on. Oh, and certain pieces of armor will affect how your character looks, so this immediately gets two thumbs up from me. All that said, I’m still not sure what money is good for given that I haven’t found a shop or merchant out in the wild.

So, that egg that is just immediately trailing behind you at the start of the game…well, by the time I had died, it had hatched into a small, tiny dragon. I’d like to imagine that it grows even larger over time and eventually helps you fight other monsters. That’s the dream, really. I read that there about 30 floors in total to get through.

Well, here’s as far as Bicycle Hero-Man got on my first run:

dc gg capture

Dragon Crystal‘s a fun little maze-crawler, with good replayability to it. I expect to return to the color-coded items and foggy forest trees real soon. You hear that, Siro Me? I’M COMING FOR YOU.

2014 Game Completed Comics, #31 – The Binding of Isaac

2014 games completed 31 binding of isaac resized

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.

It’s hard to stay alive in a horror-ridden basement

binding of isaac thoughts

I love trading cards, and I mostly blame Magic: The Gathering for it, but this affection traces back further than that to when I was a wee lad, collecting Fleer baseball and Marvel cards with a vigor I’ve never since seen again. I still have much of my collection stashed away in boxes and binders, but have mostly fallen away from collecting cards due to the cost these days and the fact that, part of the fun, is trading X and Y for Z with other collectors. Alas, I can count the number of real-life friends I have on one blender-mangled hand, and none of them are down with this type of lifestyle.

That all said, Steam now has trading cards, and while I still don’t fully understand how the system works, I find it fascinating nonetheless. Also, with these being digital trading cards, I no longer have to worry about accidentally bending or nipping them, as well as how to store them safely amongst everything else crowding up my studio space. Basically, you play a specific game, and a new trading card is added to your inventory roughly every 30 minutes. However, you can only earn so many, say 5 out of 9 cards, and thus have to either trade with other players or sell/buy cards online. Once you complete a set, you can craft a badge which gets you some background art, new emoticons, discounts on other Steam games, and XP to level up. It’s an odd meta game that I have a hard time ignoring. Thankfully, I haven’t gone full tilt yet, selling only one duplicate for $0.27 and sitting on it while I figure out my plan of attack.

I was able to give Grinding Down long-standing compadre Greg Noe some of my extra cards from The Binding of Isaac, allowing him to craft his first badge. It was both exciting and not. Like when you’re seven, and you are watching your best friend opening his birthday gifts. I believe he has some Stacking cards for me, too, but last time we attempted to trade the system kept glitching out. Another time, me hopes. I’m also pretty close on completing all the cards for Super Meat Boy.

Anyways, even though I got all the cards that I possibly could to drop from The Binding of Isaac, I’ve been playing a lot of it lately. Like, first to relax and just mindlessly see how far I can go, and then immediately after try my hardest to actively reach the end. Unfortunately, I’ve still not gotten past the Depths, but I feel like I’m getting better with every run. However, getting far actually requires a ton of luck, in that certain items will be more beneficial than others. Noe mentioned that a friend of his beat it on his first run, to which I replied, “Fuck him.” Trust me. When I beat The Binding of Isaac on my 157th run, now that will sound impressive.

Bosses that I just can’t seem to grok:

  • Widow
  • Pin
  • Chub

But it’s not actually the bosses that often slow me down or bring my flight of fancy to a grinding halt. Just your day-to-day room enemies are enough to give you grief if you don’t know how to handle them or can’t hit the keys fast enough, and I particularly hate entering a room to find it filled with charger maggots, hoppers, knights, keepers, and globins. On the other hand, I’m a pro at dealing with flies and piles of poo.

Hopefully, luck will be with me one day soon, giving me the best items from the get-go and opening a clear path to Mom. If I can just beat The Binding of Isaac once, I will feel a great wealth of accomplishment, because it really isn’t a simple task. I do have to wonder if I’d be any better at the game using a controller, but I don’t think, unlike Hotline Miami, another tough title requiring quick reflexes, that it offers gamepad support.

Humble Indie Bundle is back to it with the Humble Voxatron Debut

I didn’t expect to purchase the latest and greatest from Humble Indie Bundle–which, when announced on Halloween, was simply Voxatron Alpha–but then they went and threw in two more games, specifically Blocks That Matter and The Binding of Isaac, both of which I’ve seen in action thanks to GiantBomb‘s Quick Looks and found appealing. To get all three games, you have to pay above the average price, which at the time of purchase, was $4.75. My lunch at Panera Bread earlier this week was double that (turkey artichoke panini and broccoli and cheese soup for the curious). Included in the purchase are two soundtracks, as well as the promise of further updates for Voxatron Alpha, a game not fully complete yet, hence the alpha-ism.

It’s all good either way because I’m pleased to announce that all three games run–and run amazingly–on my Mac. My Macbook’s torrid history of trouble playing newer games has been steadily documented here on Grinding Down. Knowing that, I continue to try, and as each game loaded up, I held my breath with worry. Would it load at all or just quit to the desktop? How unbearable would the lag be? So many questions, none that would ultimately be answered. Every game loaded without a hitch, and plays very smoothly. This warmed my gaming heart and fingers immediately.

Of the three, the one I played the most of after installations were done was Blocks That Matter, a cute puzzle-platformer that has some elements of Minecraft to it. You control a tiny drillbot and are trying to rescue your creators by navigating through each level to a magical portal at the end. The trick is in figuring out how to use the blocks you collect to build new platforms. The other two titles, Voxatron Alpha and The Binding of Isaac, are interesting, if very chaotic. A lot of runnin’ and gunnin’ if you know what that means. Maybe I just need to get used to the controls more. Both require fast response skills, and sometimes that’s harder to do–at least for me–with a mouse and keyboard than a gamepad. We’ll see if I can get any better at ’em both.

If past bundles are any indication, there’s the strong possibility of Jeffrey Rosen adding more games to this bundle before it closes for good. Since I’ve already bought in, hopefully that means I’ll get further perks for free, such as soundtracks, additional gamey games, and pivotal updates, which is always nice. If anything, these bundles are just a great way to show support for indie game development, something I’m growing increasingly aware and curious of, and whether or not I love every game I buy, I still like to be involved.