Tag Archives: The Incredibles

LEGO The Incredibles needs to be a bit more flexible

Hey, remember when I played The Incredibles on PlayStation 2 and mostly hated everything it had to offer? Well, the good news is that LEGO The Incredibles is forty-five times better than that hunk of junk…though it still has its own issues to deal with. That said, it is one of the better LEGO games of recent memory, and I’m looking to hit 100% completion on it real soon, which is a lot more than I can say about LEGO City Undercover.

LEGO The Incredibles is a fairly fun-filled adventure that puts you in control of your favorite characters from the franchise, along with a bunch of familiar faces from other Pixar films, such as Sulley from Monsters, Inc. or Merida from Brave. You’ll have to team up as the superhero Parr family to conquer crime and relive in LEGO form the unforgettable scenes from The Incredibles and The Incredibles 2 movies. Strangely, the game starts with levels from the second movie first, but I guess that’s because this game was tied with the theater release of The Incredibles 2. I greatly enjoyed the sequel, but my heart will always call home that first flick…so it was a bit of a bummer to have to go through the game backwards.

It follows the standard format of most modern LEGO games now, which means there are long-as-heck story-related levels to complete, each with their own collectibles to find, along with a large hub world to run around in and complete other smaller tasks, such as time trial races or defusing bombs. A part of me feels like the hub world is quite small when compared to things like Middle-earth from LEGO The Lord of the Rings or even the multiple islands in LEGO Jurassic World, but maybe that’s because you can zip around it rather swiftly if you use any character that can fly. You can purchase a number of vehicles too, but again–why drive when you can zip through the skies, with or without a cape (no capes!)?

Something I did enjoy greatly in LEGO The Incredibles is getting to play as all the different superheroes, not just the Parr family, most of which are long dead by the time things get going in the first film. For instance, the game mixes things up so you can have a partner on Nomanisan Island, and your go-to-pal is none other than Gazerbeam. Sure, sure, he’s definitely dead in the movie due to taking part in Syndrome’s droid’s battle education, but at least now you can put a voice to the character and see how his powers work. Others to definitely try out include Dynaguy, Apogee, and Firebreak, who I used the most to fly around New Urbem. There’s a wealth of lore to dig through, and I got excited every single time I unlocked a superhero from the past; that said, Voyd is kinda cool too.

One of the elements of LEGO The Incredibles that gets truly repetitive is clearing out crime waves in each district. Basically, to rid the city of crime, you have to complete teeny side missions out in the hub world, such as “put out 10 fires” or “defeat three gangs of X’s goons,” and then beat up whatever iconic supervillain is behind it all. Once you do that, that district reveals all its collectibles on the map, gives you a Pixar Incredibuild to do, which just consists of a lot of button mashing, along with a red brick. The only beam of bright light among all this is that it is presented as a breaking news report, and the TV anchor uses every pun in the book to get the job done. I love puns.

LEGO The Incredibles is a good amount of fun, but some of that fun is watered down by really long loading screens, story levels that never seem to end, and repetitive elements, like crime waves, mindless combat, or doing Incredibuilds solo and having to mash the build button for four separate characters. Ugh. Still, I’m having fun with all the various superheroes (Old Lady is fantastic, too) and a few of the Pixar characters, though now I just want a LEGO Toy Story. That might actually be a thing that could happen with the forthcoming film on its way, and they already have a Woody model, along with three other films to build off of and–sorry, sorry, you caught me monologuing!

Even more games to acquire in the year 2018

Earlier this year, I put together a post about several games coming out in 2018 that I’m super-duper interested in playing. As if I don’t already have a backlog of un-played games that could fill up the Grand Canyon twice, but whatever. New stuff is always more exciting. Well, of them all, a few have come out, and I’ve gotten to see one through to credits, namely Legendary Gary. I’m still going to be picking up State of Decay 2 for co-op reasons, and I’ll be curious to see how Red Dead Redemption 2 is received despite never playing the first one or really falling hard for the Grand Theft Auto games. I’m also curious to know how The Swords of Ditto runs on PC, since I do not have a PlayStation 4.

Still, it seems like the last couple of weeks have brought about even more announced games for 2018, many of which I want to get my grubby, button-pushing hands on. Because I am never not sated. Right, well, take a look at the following titles below, and let me know if you are also interested in any of these or if you are too busy still playing Home Improvement: Power Tool Pursuit! to care.

No Man’s Sky

A lot of people were upset when No Man’s Sky came out and…maybe they had reasons to be. It over-promised, lacked communication, and potentially felt like a magician’s trick, if you went solely on its marketing. For me, this always sounded like a game I’d really enjoy, a laid-back take on exploring infinite universes, even before the numerous updates that went into it to flesh it out, content- and story-wise. The notion of exploring planets and casually documenting all life on them, both flora and fauna, sounds truly relaxing, real nice. So I’m super stoked this is coming to Xbox One, and this version will contain all the previous updates to the game, as well as the upcoming update dubbed “Next” at the time of the release.

Release date: summer 2018

Dragon Quest XI: Echoes of an Elusive AgE

This is both amazing and sad news to share with y’all, but Dragon Quest XI: Echoes of an Elusive Age is making its way to western shores after a long time of waiting and wondering. Yahoo and boo. Alas, not for the Nintendo 3DS, where I was hoping to play it and check out its two visual filters, one for retro pixel graphics and one for more modern 3D graphics. Oh well. At least it’ll hit the PC–a first for the franchise!–and I can see what the hubbub is all about, so long as my laptop can run it. Until then, I still have plenty of photos to take in Dragon Quest VIII.

Release date: September 4, 2018

LEGO The Incredibles

Mel and I are currently trying to wrap up LEGO Jurassic World, and it’s definitely one I’m not having a grand ol’ time playing. I mean, I didn’t like the 3DS version, but had hopes that the console versions would be fun. Alas, nope. I have some major issues with the map and fast traveling options, but that’s for another post. Coming out alongside the new movie, LEGO The Incredibles will cover both the first film and its sequel, and I think the superhero powers, as shown in LEGO Marvel Super Heroes, make for a good, zany time. That said, Mr. Incredible looks a little jarring in LEGO form, but I’m sure I’ll get used to it, so long as he can bust up stuff effectively for studs.

Release date: June 15, 2018

Lamplight City

I’ve only played one title from Grundislav Games, namely A Golden Wake, but really dug its look, sound, and general vibe. Plus, it was a modern yet old-school point-and-click adventure game, which I truly cannot get enough of these days. The forthcoming Lamplight City from the same developer appears to be checking off all these characteristics as well. It’s a detective adventure set in an alternate steampunk-ish “Victorian” past. Inspired by the works of Edgar Allan Poe and Charles Dickens, you’ll never find yourself stuck in a dead-end situation because if the case becomes unsolvable, you can simply move on to the next one, and the story will adapt based on your choices. Neat-o.

Wait a minute. Upon further research, I also played Ben Chandler: Paranormal Investigator – In Search of the Sweets Tin. Shame on me for forgetting that gem. At some point, I really should check out all them Ben Jordan romps.

Release date: sometime 2018

Red Faction: Guerrilla Re-Mars-tered

What a beautifully dumb pun. I smile every time I read it.

Red Faction: Guerrilla is a game I think about going back to often, but the truth is that my Xbox 360 now is kind of unplayable. I mean, no, it still works, but I have to switch a bunch of cords in and out and it’s a small hassle, big enough to keep me at bay. Thankfully, a lot of stuff is backwards compatible on the Xbox One, and, if not, there’s usually a good chance it has or is getting a remake/remaster. Which brings us to Red Faction: Guerilla Re-Mars-Tered. It’s the same-old third-person shooter about revolution on a Martian mining colony from 2009 you remember, but with cleaner textures, 4K support, and all that. I’m excited to go back and be the ultimate nuisance, driving through buildings, blowing up bridges, demolishing houses, and starting trouble at every turn. I never did get all of its collectibles.

Release date: end of June 2018

Palm Island

I’d love to have a solo card/board game to travel with, especially this summer as my family heads to Walt Disney World, and Palm Island seems like it could be perfect for a little gaming on the go or, more specifically, while stuck in an airplane and internally freaking about being so high up in the sky in a massive heap of metal and mouthbreathers. Using a deck-transforming mechanic, players must use just 17 cards over 8 rounds to shape their island and overcome its unique challenges. You do this by storing up resources to pay for upgrades and upgrade buildings to access new abilities, with each decision changing your village from round to round. At the end of 8 rounds, you calculate your victory points to see if you came out a winner. The Kickstarter for Palm Island was successful, which I did not back, and so now we wait.

Release date: estimated delivery in June 2018

Some of your dreams can come true in Disney Magic Kingdoms

GD Disney Magic Kingdoms f2p mobile game impressions

At some point, I do promise to write about Theme Park, which was not the greatest simulation game ever to be simulated, but it stands out in my mind as something special because my sister Julie and I played it together, creating less-than-stellar amusement parks and laughing at how many people we could get to hurl after going on our sick–and I do mean sick–rollercoaster designs. I also remember being extremely impressed, at the time, over the visuals, especially the 3D parts where you could go through the rides view a first-person POV. I guarantee the game doesn’t hold up one lick today, but it’s a sentimental entry in my gaming history nonetheless.

Disney Magic Kingdoms doesn’t let you do that or even really run an amusement park in a simulation fashion. You can’t adjust how much the hot dogs cost or what admission tickets go for on a weekend versus a weekday. It’s instead more about leveling up, both the rides and attractions you place on the ground, as well as the familiar characters inhabiting the park from open to close. Yes, you level up Mickey Mouse, and it is both satisfying and unnerving at the same time. Also, every time you complete a mission with a character, you collect your reward by tapping their upraised hand, giving them a digital high-five. I’m pretty okay with that, especially when it is Buzz Lightyear.

Magically, Disney Magic Kingdoms does come with a plot, as well as many small, off-to-the-side subplots. Here’s the big one: Maleficent casts an evil spell on the Kingdom, ridding it of all of its powerful magic, and it’s up to Mickey and his friends to bring everything back. A bit perfunctory, but it gets the job done, and this thing is clearly aimed at a younger generation, with its bright, colorful graphics and bouncy tunes, so it’ll never get darker than that. Basically, you’ll be trying to build specific attractions and bring in famous characters from all the popular franchises, ranging from Sleeping Beauty to Toy Story to The Incredibles. To do that, you need the right amount of currency and special items, which you collect from rides/attractions on timers and completing missions. Alas, some missions take sixty seconds to do, and others go for anywhere between six to twelve hours. Yikes.

I find that, obviously, Disney Magic Kingdoms, is best played in short bursts, with the goal of returning to it many, many hours later to see what got done and start the process all over again. I usually finish everything I need to do in under 10 minutes, and once you have checked all your rides for currency/items and given every character a quest there isn’t much else you can do except stare at your screen and wait. Might as well wait doing something else. However, let me confirm that it is a big bummer when, after waiting six hours for a quest to complete, you sometimes don’t get the item you want and have to try again. I’m sure there is a way to buy the item or complete the quest using real-life U.S. dollars, but I’m not interested in that. I’m saving my hard-earned cash-money for next month for Disney Magical World 2, which should come as no surprise to those that read my thoughts on the first game.

Oh, and I never really mentioned the whole Happiness aspect. See, a bunch of the park’s visitors are looking for things to make them happy, and that could be going on a specific ride or listening to Jessie yodel. Everyone has their kinks. Anyways, if you fill the Happiness meter up all the way, you can start a themed parade, which, for a limited time, allows rides and attractions to give off bonus magic and XP, and quests will also end with better rewards. Unfortunately, the Happiness meter drains when you aren’t playing, so I haven’t focused too hard on this area as it never feels worth the effort.

Being a free-to-play mobile game, Disney Magic Kingdoms is constantly changing. The game has gone through several updates already. One update brought in a timed event themed around The Incredibles and tapping on a bunch of evil robots invading the park. Looks like this week there’s an update that’s all about Pirates of the Caribbean. When will we get one focused on The Rescuers, hmm? There are also now chests akin to the chests from Clash Royale that you can find and open, but they are naturally on timers, and you can only open so many and open them so fast unless you are willing to spend the rarer currency of gems. No thanks. I mean, I’ll continue to open one chest at a time and hope for the best, but otherwise want nothing to do with this system.

Disney Magic Kingdoms is a more enjoyable time-killer, tap-taker than other games in this genre, but I wonder if that is mostly due to my love and appreciation of all things Disney. It really does help that the quests revolve around familiar, likeable characters, and that the carrot on the stick is unlocking more familiar, likeable characters. Plus, the game both looks and sounds amazing. They have Mickey’s “Oh boy!” and Goofy’s “Guffaw!” down perfectly, and the soundtrack features a number of memorable tunes. The characters are well animated, the environments are authentic, and you’ll find yourself whistling while you work as classic Disney themes play overhead.

Look, I’ll keep going with it, but I wonder if, just as with The Sims FreePlay, I’ll hit a point with Disney Magic Kingdoms where the grinding takes too long and becomes more of a nuisance than fun and close this park for good, only to ever see it appear again in one of those posts about creepy, neglected amusement parks overgrown with rust and decay.

The Incredibles wants you to cross the line and suffer the consequences

the incredibles ps2 final thoughts violet's crossing

After all my years of gaming, I can only recall a few specific moments vividly by name or the tears that I cried as they truly frustrated me, the man with all the patience in the universe. Allow me to name them. That boss fight against Moldorm in The Legend of Zelda: A Link to the Past, especially when it could knock you off the level itself, forcing you to retrace your steps. The entire realm of Aquis from Primal, which is all about swimming, but not about good swimming controls. Lastly, there’s that wall jumping section in Super Metroid, which, to this day, is a mechanic I still don’t have down pat. Well, we can now add “Violet’s Crossing” from The Incredibles on the PlayStation 2 to this curmudgeonly list.

I’m actually going to talk a bit about the entire second half of The Incredibles, but I feel like “Violet’s Crossing” is such a special case of fail that it needs its own paragraph or two. Allow me.

For a level that many YouTubers seem to get through in about nine minutes, this one took me forty-one minutes and change; also, I stopped counting how many times I died after twenty or so, especially since you can kill Violet within seconds of gaining control. It’s a stealth mission and the only time you are in control of Violet by herself. For those familiar with the movie, her power is turning invisible, but the game limits this to only a few seconds. Four or three, tops. Your goal here is to reach the end of the level without being caught, as she is killed instantly when spotted, taken down by a single laser beam bullet. Guards are on high alert and can hear her sneaking by if too close or if she brushes against some foliage.

I like stealth, but I guess I should say that I technically like good stealth, and I’m thinking about Metal Gear Solid, Deus Ex: Human Revolution, and Mark of the Ninja mostly. “Violet’s Crossing” is a terrible stealth level, seemingly created by developers that have never played a stealth videogame in their collective lives. There’s no map, the guards have no vision cones or indication of where they are looking, and you have very limited control of the camera–I wonder if I’ll say the same thing when I revisit Metal Gear Solid 3: Snake Eater. Throw in a super short period for using her invisibility power, as well as one-shot kills, and this turns into a frustrating spout of patience, of creeping inch by inch forward, hoping to hit a checkpoint and not have to repeat everything over and over. By the end of it, I felt like an AGDQ speedrunner, following a specific path and doing certain button presses, knowing they’d work because I had memorized how the guards moved and where one had to go to avoid them. However, instead of waiting what felt like an eternity for Violet’s Incredi-power meter to fill back up with invisibility juice, I spammed another secret passcode.

The level immediately after this is probably the most fun I had with The Incredibles, as Dash and Violet team up to pilot a bubble shield ball thing and mess around with physics. Basically, you get to bounce around in a bubble, taking out enemy soldiers, turrets, and machinery, while occasionally hitting some sweet jumps. After this, it is back to the same ol’ same ol’, with Mr. Incredible fighting that very same tank mini-boss he fought a few levels back multiple times in a row. It’s maddening, especially since the only way to stay alive and not lose progress and have to do all this repetitive busywork over again is to spam health cheat codes. But get this–The Incredibles is so ridiculous that it doesn’t even have a full health or invincibility cheat code. All you can do is keep typing in UUDDLRLRBAS for 25% health refill….25%. Which depletes quickly when battling a fire-spewing tank. I mean, c’mon, the Konami code used to grant you 30 lives in Contra and dress Qwark up in a tutu in Ratchet & Clank: Up Your Arsenal.

Ironically, the final final fight against the Omnidroid is not too difficult and kind of fun, so long as you keep an eye on everyone else’s health meters. Plus, after you beat it, you can continue running around the area, throwing rocks and leaping into burning trash bins, as the credits roll. For some reason, it reminded me of a Tony Hawk level. Or maybe my brain was so relieved to be done with this draining process in poor controls and faulty design choices that I was already beginning to think about what to play next. Please note that I did not actually go play Tony Hawk next (more on that in another post).

Oh, and somewhere about halfway through the game, I unlocked “Battle Arena” in the menu option. No, it’s not a local multiplayer slagfest. In it, you play as Mr. Incredible or Elastigirl, placed an arena to face round after round of enemies, culminating in a final tank battle, everyone’s favorite from the main campaign. Why would anyone do this? Well, to earn more bonus items, also known as uninteresting concept art. Here’s the kicker: you get one bonus item at the end of each round, so if you want all twenty of them you’ll need to beat Battle Arena as both superhero spouses. No thanks.

I’m sure it is obvious now from this post and the previous one that I have not had a good time with The Incredibles. A part of me is deeply curious if anything got better in the sequel The Incredibles: Rise of the Underminer, but maybe I should just retire my superhero cape at the ripe age of thirty-one. Also: no capes.

2015 Game Review Haiku, #4 – The Incredibles

2015 games completed The Incredibles PS2 004

Punch, stretch, dash, and hide
The Incredibles are here
A super letdown

From 2012 all through 2013, I wrote little haikus here at Grinding Down about every game I beat or completed, totaling 104 in the end. I took a break from this format last year in an attempt to get more artsy, only to realize that I missed doing it dearly. So, we’re back. Or rather, I am. Hope you enjoy my continued take on videogame-inspired Japanese poetry in three phases of 5, 7, and 5, respectively.

New ways to celebrate mediocrity with The Incredibles

gd incredibles playstation2 impressions

I ended up getting a copy of The Incredibles videogame for the PlayStation 2 last summer as part of a small birthday celebration for myself. Please note, I also snagged Suikoden Tactics and Star Ocean Till the End of Time with this, and, of the three, it’s the first one I’ve actually put into my system to play since that package arrived. Yup, some seven months later, I’m just blindly trusting that these used videogames from Amazon arrived in working condition. I mean, yeah, I’ll find out eventually.

Anyways, The Incredibles is my favorite Pixar film. I say that now, in 2015, with total confidence, and have been saying it since the movie saw release in 2004. Y’know, a decade ago. I also suspect that I will continue saying this for many more years, possibly all the years. There’s a lot of reasons why The Incredibles is incredible, and I’ll list a few for those in the know: Brad Bird, monologues, subsurface scattering, Syndrome’s hair, that little kid on the tricycle, capes, no capes, the colors, 1960s homages, the mysterious Mirage, and so on. It’s a funny story about superheroes, but also about family and what it can cost to stay together, to be happy. I watch it every few months as it is one of my top 31 favorite ways to eat up time.

I promise I’ll talk about the letdown that, so far, is The Incredibles on the PlayStation 2, but I first need to lay some groundwork. First, the movie. I was in college and saw it on or around its opening weekend with a girl I was dating then, who we will call the Giraffe, and it instantly blew me my mind. Like, sure, I understood the concept of a “children’s film for adults,” but here was something else, something bigger. It didn’t dumb itself down for the wee ones, and it kept the serious moments super serious. Fast forward a bit, and I’m on my way home from a Spring Break trip in Las Vegas, NV, unfortunately taking a red-eye flight back to Camden. Now, I’m already terrified of planes, and so while everyone else slept, I sat staring at the back of the seat in front of me, sweating like a pig. Until I discovered my girlfriend’s GameBoy Advance and a copy of The Incredibles for it. It didn’t pass all the hours, but it definitely helped; alas, the GBA version is quite different from those released for consoles, playing it as a straightforward side-scrolling beat-em-up, and you can see it in action over here.

I knew that The Incredibles for PlayStation 2 was not the same game I had played on that flight many years back, but it still seemed promising. The movie’s entire makeup is perfectly designed for a videogame: you have a small cast of characters, each with varying special powers, ending up in dangerous situations, all trying to save the world from a man-boy gone mad who has an army of goons and robots to toss at you. Alas, it turned out to be a vapid, uninspired retread of the movie, with an out-of-nowhere difficulty spike, which forces one to use cheat codes to get through it. Hate to remind Syndrome of this yet again, but you do need special powers to be super.

Here are my biggest problems so far with The Incredibles, and mind you, I only just completed stage 8 (of 18 total), meaning I’m a little bit over one-third of the way through it, but boy howdy I’m not thrilled about what’s to come.

It’s boring. The levels are extremely linear, and the one or two occasions it allows you to explore reveal nothing, save for maybe a single “secret bonus item” unlock collectible, which devolves into uninteresting concept art. It’s certainly no this. At this point, I’ve played as Mr. Incredible six times, once as Elastigirl, and once as Dash. Wait, real quick–the game and its manual seem to go out of its way to never refer to Elastigirl as such, calling her Helen or Mrs. Incredible only, strangely stripping her of her identity, even labeling her this in a level that takes place before she gets married. The levels for Mr. Incredible and Elastigirl are of the action adventure style, with slivers of variety, such as a turret sequence, and the Dash level was an atrocious free-runner style thing that I’ll have more on in a sec.

It’s confusing. Look, I know the movie inside and out. I have to imagine anyone coming to this game also knows the movie pretty well or would at least see it first before playing the action game based on it. If they didn’t, well…this will make zero sense. Small, condensed scenes from Pixar’s film are used between levels to bridge the gaps, but it does little to explain why so-and-so is here, doing this, wearing that. One level you are playing as an overweight Mr. Incredible in his old-timey blue costume, and the very next level you have him looking fit and all donned up in Edna’s new design. I know how he got there, but many won’t if they are relying on this for plot. Also, you rarely get told what to do in a level or where to go next, though there are only so many options at hand.

It’s too difficult. Maybe this is my fault, coming to The Incredibles and assuming it was a child-friendly beat-em-up with additional elements, but certainly something easy. Most levels, based on a quick scan of YouTube replays, take about eight to ten minutes to finish, while I was averaging more around 30 minutes. This is due to many deaths, but also frustration at overly difficult sections, sequences I just can’t imagine a young gamer getting through without repeated tries or external help. In some levels, if you miss a platform jump, you have to return to the start of the scenario yourself and start again, and it doesn’t help that the camera makes it challenging to tell how far a jump is. In that level where Dash has to race the school bus, the checkpoint systems seems oddly tiered, often working against progress. The only way I was able to beat the Omnidroid in stage 8 “Volcanic Eruption” was to spam health replenish and Incredi-move cheat codes. I don’t know, maybe I’m just terrible at games, thinks the dude that did beat Yama on a Daily Challenge last year.

The short of it is this: The Incredibles is not as incredible as the movie. I’m going to finish playing it, because that’s who I am, but like that tricycle kid hanging around the Parr’s driveway, I’ll still be waiting for something amazing to happen.