Tag Archives: xbox live

[Full Gamerscore] UNO

So…full Gamerscore earned for UNO; all 12 Achievements pinged and proudly captured; blah blah blah yadda ya I’m the man blah blah. It happened last night, and I slept quite soundly thanks to it. I polished off a few more rounds of online multiplayer, thus securing the final Achievement and telling the world that, yes, I am a UNO shark. Feels good to finally have another game fully completed that isn’t LEGO-based.

Anyways, reviewing the list of Achievements, it’s clear this isn’t exactly a tough 200 to get. Most just come naturally with time, and the ones that took the longest for me involved playing online games…because I was a Silver member of Xbox Live for a great while.

Favorite Achievement


Skip to My Lou (15G): Play 40 Skip cards.

Skipping an opponent is a lot of fun. I enjoy it more than Reversing or even making them Draw 4 and lose a turn. Skipping just has this quick satisfaction to it, and I love the Achievement’s artwork. Makes me want to throw some rocks across a lake now.

Easiest Achievement


UNO! (10G): Successfully call UNO! and win the game.

This is basically how you win a game…though I guess you could win without calling UNO! but that might get you in trouble with other opponents, forcing you to draw two more cards. Best to just call it and then seal the deal.

Hardest Achievement


UNO Shark (30G): Win ten 4-player games of UNO®, in any mode, on Xbox Live.

It’s the last one I got. Some nights, I’d play two to three games and not win a single one. This is because some people like to play up to 250 points, which is not easy to win in one fell swoop. Other times, I’d be in a game where the first person to go out wins, and that made things easier. Either way, this one required patience and a lot of diligence.

Yay…full Gamerscore! UNO! It excites me to now see a new entry on my Xbox Live dashboard under the fully completed titles section. Maybe I should try to finish up Shadow Complex next, since that’s the closest. Or Winterbottom. One of those. We’ll see. So much more games to play, so little time and sanity left.

REVIEW: Limbo

When I think about limbo–the speculative idea about the afterlife condition, not the videogame–I think about The Twilight Zone‘s “Five Characters in Search of an Exit,” which, while not the scariest of episodes, is the most disturbing in my book. It’s certainly had a lasting effect on me. The episode’s title really says it all: five characters want out. They are each unique–a clown, a hobo, a ballet dancer, a bagpiper, and an army major–and they find themselves stuck at the bottom of some foreign place with seemingly no escape. Together, through talk and trial, they begin to gather clues about where they are and, more importantly, why they are there. As expected, there’s a twist ending, and it’s a good one, but it’s the musings of the clown and the heated passion of the army man that really stick out in my mind here. One accepts, and the other challenges. Is this place their limbo? Their lingering spot before heaven or hell or something entirely new? It could be; it’s confined and maddening, bleak with little hope, and there’s strange noises and happenings taking place just out of reach or sight; and there’s a clown, and if ever a limbo existed, it existed with clowns.

When I think about Limbo the videogame, I also think about The Twilight Zone‘s “Five Characters in Search of an Exit” and…spiders and eyeless children and death and loneliness and buzzsaws and gravity flipswitches and pain and torment and colorless cityscapes and and and…and so much more. This game has a lot to offer, and it’s an amazing little package that is all about the gutpunch. Glory is for suckers.

Though it’s never openly said, the plot in Limbo consists of a young boy waking up in a mysterious forest and then going out to find his missing sister. That’s basically it, and that’s what you’ll read if you skim the product description before downloading this XBLA title. Though this trek won’t be easy. The world–or state of being–in which Limbo takes place is full of dangers, and a sharp eye and ear are your best bets for survival. Quick fingers, too. Though you will “die” a lot because, sometimes, that’s the only way to learn. At first, the dangers are very organic, but as you progress they will change to man-made devices, which, honestly, was a little disappointing. I’d rather run from a creepy-as-creepy-gets spider than jump a dozen buzzsaws any day.

Limbo is twofold: a puzzler and a platformer. Each go hand-in-hand with one another, but neither outshines the other. The puzzles start out really great, with spiders and beartraps and spiked pitfalls, but they slowly turn into very, hmm, puzzle-like puzzles, with switch flipping and gravity zones to master. Like stuff pulled more from Braid or The Misadventures of P.B. Winterbottom. Didn’t feel as natural, more forced than anything else. Then there’s the actual hopping about; it works for the most part, but it’s awfully difficult to judge jumping distances, as well as the fact that the boy is a bit slow on climbing. He’s a slow runner, too, but that’s not as big of a deal…except when giant spiders are a-chasing.

Where Limbo excels is, obviously, its presentation. Hard to miss its unique take on afterlife noir. This is no The Saboteur, with black and white and some color; it’s totally void of anything vibrant, and there’s just blackness and the white eyes of the boy and a lot of gray in the background. It’s stark and unnerving, as well as hard to navigate at times. Some ledges and traps are difficult to make out just because it’s black on black, causing too much frustration and wandering back and forth. A lot of the set pieces are well done, especially the HOTEL sign and forest, and there has to be something said about the use of music within. Or should I say lack of music. It’s used sparingly, but to great effect. Seriously, play this game in total darkness with the sound turned UP. You’re welcome.

Limbo‘s game length has been already discussed at length. Many feel that, for its $15.00 price tag, it is too short. That three to four hours is not enough. However, it can last someone as long as they’d like it to, really; me, I probably played it for a total of five to seven hours before seeing the ending. And I’m satisfied with that amount. It was an engaging game, sucking me in and not letting me out until I hit a puzzle that stumped me, but I was pleased to have those breaks. It made it more enjoyable returning to continue on. There’s a bunch of Achievement eggs to collect too, and most of them are not very obvious so, after seeing some online vids, I have them to go back and get. There’s not much replay value after that, but I would like to play the game again for Tara (or get her to play it)…just to see the spider in action. So, yeah, there’s that.

To close, Limbo is a wonderfully haunting experience, something that must be played and conquered, and I recommend it wholly. Expect a lot of clones to hit over the next year, and expect none of them to do what Limbo did best: be memorable.

An empty room, ready for doom and gloom

Sorry, dear readers of Grinding Down, but today’s gonna be extra light on content. I had a pretty horrific evening last night, and I’m still recovering from that…plus I think I got about three hours of sleep total. Coffee is keeping me going, as are phone calls and the thought of something cool to drink after work, but ultimately, I’m a headmess.

Also, throw in the fact that I beat Limbo last night, and, well, the depression deepens. I wasn’t ready for it to end; it ended nonetheless. There’s a staggering connection between the boy’s trip through the unknown and my life as it is, and one day I’d like to talk about what I see here, but I just can’t yet. It’s too…tangible. The game’s ending left me feeling cold and unloved, as well as strangely satisfied. It’s definitely a doozy, one worthy of exploration.

But yeah. This is it for today. I gotta give my brainwires a rest.

Ironically, Limbo doesn’t last very long

Well, that’s what every single review seems to like to talk about. Sure, they praise the game’s stark graphics, its haunting and effective gameplay, as well as the use of music and sound. But it all then boils down to this: Limbo is too short, ranging from three to five hours, for $15.00.

However, I’m still playing Limbo, still enjoying it a lot, bit by bit, and that’s kind of the difference I think in all of this. Game journalism reviews and non-journalistic reviews; two different beasts, one black, one white, with two different motivators behind them and no gray mist in-between. One plays a game as fast as possible, with a deadline looming and words to write/videos to record, and a second game on the pile waiting to be played. The other…well, we just play the game and write about it as we go or whenever we finish. Or heck, even weeks later. There’s no rush. The world’s not ending until 2012 anyways.

Recently, Kyle Orland of the now defunct Games for Lunch wrote about this oddity over at Gamasutra. It’s an excellent article that examines why this issue of length and hours of gameplay is so much more important to specific folk. This idea of a set game length…it’s pretty absurd. Everyone plays a game differently, and everyone gets a different experience that way. Take me. Despite what this blog might project, I don’t play a lot of videogames. My time is of the essence. I have to often squeeze in gaming time from 10 at night until 1 in the morning, and then the weekend, if I’m lucky, is mostly devoted to my Nintendo DS.

The fact that I got Limbo for free last week and have still not beaten it…is great for me. I like sitting down, playing it for about thirty to forty minutes until I get stuck, and then moving on to something else for a bit. I’m in no hurry to plow through the game itself, just to see how long it takes me and then claim that, “Wah, wah, it’s not long enough!” Well, you can always make it longer…by playing with it less.

Wow, that last sentence is full of innuendo.

Plus, Limbo is full of hidden eggs. Not Easter eggs. Hidden eggs. Sneaky, devilish, Solid Snake-like eggs that are super good at hiding from you. Some are tied to Achievements, and others exist just to build up your completion percentage as high as it goes. Right now, I’m not concerning myself too hard with finding all these eggs, but they’ll add some replay value when I go back a second time to hunt them all down. I’m thinking I’m about 60% through the entire game…kind of hard to guess at this point.

So, I don’t know. Limbo is a really beautiful, creepy, and clever game. You can make it as long or short as you want, and reviews shouldn’t sway anyone on whether it’s length is a determining factor for a purchase or not. This game is an instanct classic and just has to be played. I’ll most likely finish it up this week, but will definitely come back to it for more.

The afterlife better not be like this

I’m stuck in Limbo.

That’s both a funny, commonplace phrase for us Catholics, as well as my current state of progress within the XBLA downloadable platformer of the same name. I won a free copy of it yesterday and was very excited to sit down and play before going to bed. However, maybe playing this kind of game before bed isn’t the best idea; it’s depressing and dark, hollow and haunting, a sick trip into the unsafe bowels of somewhere, and the only way to get that creepy spider out of my brain was to wash this experience down with some light-hearted UNO afterwards.

I won two games, and lost the third to some twittery brat…if you were curious.

Right. So, Limbo. It’s beyond creepy, and it sucks you right in, and before you know it, you’re walking through a soundless world, unsure of what’s next, falling into bear traps and pitfalls and the clutches of one particularly evil spider. It looks fantastic and mesmerizing; however, all previous complaints about the lack of storytelling ring true. I ended up staring at the opening screen for a good five minutes before I realized, oh, hey, I’m in control of the character now. But why am I in control of the silhouette boy with white eyes? ::shrugs:: A glimpse at the description box from the download menu clues me in that I’m searching for my lost sister, but the game itself tells us nothing.

I have to believe though that the game’s developers are fans of I Wanna be the Guy, a game that is as masochistic as it gets. In IWBTG, players meet untimely–and timely–deaths just by doing as they’ve been trained to do for years. They will jump from platform to platform only to get destroyed by a falling block of spikes that falls the moment you land on the platform. The game is designed to mess with our heads, as well as undo everything we’ve ever learned about the platformer genre. Limbo is cut from the same cloth, and you’ll have to die to figure out how to survive the harsh underworld and all its peril. Which breaks my heart because there’s an Achievement tied to beating the game in one sitting with five or less deaths; I stopped counting around death #20, and so I must just give up all hope on ever getting that one. I hate death-themed Achievements, remember? Other Achievements seem to rely on the main character finding eggs and then breaking them. Here’s the two I got so far:


Wrong Way (5G): That’s not right


Altitude is attitude (5G): Exploration off the ground

No real explanation for this egg thingy, but if I was to speculate, it’d have something to do with a giant chicken kidnapping his sister and this is his bit-by-bit revenge plan. Again, you kind of have no story here so it’s free game to make it all up yourself.

I probably played for a little over an hour last night, and ended up getting stuck at one part. There’s a worm that drops onto your head and messes up how you steer the boy, and I can’t for the life of me figure out how to get rid of it; the mind-controlling parasite keeps walking me straight into a death-pit. Will have to give it some time, as I’m sure the answer is right there before me. Trial and error is your best guide.

Either way, it’s hard not to love Limbo for its art style alone. The stark blacks and whites–and soft, misty grays in the background–really bring about an atmosphere unlike any other game. Sure, it’s depressing as all gets, and the lack of music might drive some gamers nuts, but I found myself really immersed. Especially when some items in the foreground block your vision of the boy; I will actually lean forward in my chair, trying to get a better view, as if that’s even possible.

Alas, I won’t be able to play again until the end of the weekend.

I’m a Limbo XBLA giveaway contest winner!

Yup. It’s true. I’m a wiener.

I mean…winner. Of what? Well, of a little indie game just recently released for Xbox Live Arcade. It’s called Limbo, and all I know about it is that it’s mostly in black in white, has a rather distinctive noir art style to it, and there’s a particularly creepy spider creeping about within. So that’s exciting. And all I had to do to win was follow MTV Multiplayer on their Twitter account, re-tweet their post about the giveaway contest, and wait patiently as they choose five winners at random.

Now I just have to get through the work day. Oh boy. Will start downloading immediately once I get home, and hey, who knows, I might even write about the gaming experience. I know…such a thing is unheard of ’round these here parts.

This also now marks my second contest victory involving Twitter re-tweets. Back in January 2010, I won a download code from That Videogame Blog for Serious Sam HD: The First Encounter. Hopefully I’ll have more fun with Limbo than I did that piece of spastic shootery, and hopefully that spider won’t turn me into a wimpering puddle of Ron Weasley.

Scott Pilgrim to hit XBLA two weeks after PSN debut

Whew.

I can breathe a sigh of relief. And happiness. Happy sigh of reliefness. Scott Pilgrim vs. The World: The Videogame will make its way to Xbox Live on August 25th…just two weeks after debuting on the PlayStation Network. It’ll cost 1200 Microsoft Points, which is the equivalent of $14.99, and I’m going to pay it like a professional, day one and all. This game must be had, and the fact that it is local co-op is even sweeter. Beat ’em up gameplay, delicious-looking sprites, and a soundtrack by Anamanaguchi. How can that not be the greatest gaming experience evar?

Also, the last book, Scott Pilgrim’s Finest Hour, comes out today. TODAY. July 20th, 2010. Eeeee. I’ve had to stay off Twitter and mostly Facebook for the better part of today; I really don’t want to be spoiled, even by the littlest of details. Tara and I are rushing over to Borders after I get done with work to pick up our copies. We’ll then read them in a fever haze, smiling and crying and laughing and loving. It’s just a great series, and all great things come to an end, and we’re prepared to end, but it’s gonna be like signing up to take a beating. There will be bruises tomorrow for sure.

The film version, which just looks better and better with each leaked trailer and remix, comes out on August 13th.

It’s Scott Pilgrim mania, that it is. Drink up, Scottaholics!

Just the beginning of multiplayer fun perhaps

I don’t play a lot of online multiplayer games, and if I do, they usually end up being, uh, card games. Like UNO and Magic: The Gathering. Very different experiences when compared to shooters like Red Faction: Guerrilla and co-op Borderlands. I’m still learning how to properly listen and speak with strangers using a headset, as well as find a groove for playing strategically and effectively. Teamwork is a key aspect for online gaming.

That said, now for some irony. I played a match of Team Anarchy the other night in Red Faction: Guerrilla, and there were only enough gamers online to split us up into two teams, each with two members on them. Within seconds of starting the round, my partner dropped out, leaving me alone, one man versus two, on a map I never saw before, a n00b targeted and highlighted for certain defeat. Thanks, poopfacer54 (not actual gamertag)!

But I soldiered on (pun intended). I quickly learned that using the jetpack backpack to climb in the air and scout out the land was a good tactic, as was tossing as many sticky demolition grenades as I could. Also, rocket launchers. Usually I shy away from big gun artillery, but not here, no. Not when blowing up a building and having it crush your opponent inside is a good way of securing a kill. Before I knew it, I had taken the lead, and I found myself ready to win the match all by my lonesome with a minute to tick down. Scared that I would lose the lead, I used up the 60 seconds of the match by simply hiding in the corner of a not-yet-exploded building, not moving, not making a sound. Then it was over. I was victorious and awarded a trio of Achievements:


Doing Your Part (10G): Killed 10 enemies in a Matchmaking Match.


Just the Beginning (5G): Won a Matchmaking match.


Start of Something Special (5G): Played 5 Matchmaking matches.

Woo! Go me!

::tosses confetti::

Yeah, I’m pretty proud that I won the match. I figured that I’d have no chance against two opponents, but actually, they were never working as a team to take me out. Each time I scored a kill, they were by themselves, running frantically around with no plan. And yeah, this whole “start of something” notion…it might be actually happening. I like the unpredictability. Will have to give online some more time, and I don’t really understand the whole gaining XP after each match and what to do with it, but I’d also like to try to play the single-player mission soon too. Can’t let my fallen videogame brother’s death go unanswered…

Spelunking for sweets and a soggy bottom

Soggy bottoms. Am I talking about that lusted, best-selling boy band in O’ Brother, Where Art Thou? or something babies always have? Well, neither actually. I’m referencing the fourth movie level in The Misadventures of P.B. Winterbottom, where in our pie-loving dastard is stuck deep below the ground with broken pipes, sewer rivers, and evil clones. I just completed it last night, and had to only look up one guide to help me move along when stuck:


Soggy Bottom (10G): Completed the “Spelunking for Sweets” movie level.

The theme to this one was…evil clones. You record them only from specific starting points, and then can’t come into contact with them save for jumping on their top hats. They are red and evil. They eat evil, red pies. That’s kind of all you need to know about them. It made for some interesting and frustrating puzzle-solving, but we got through it, got our pies. Only one level–“Pie Own Worst Enemy”–proved troublesome and, again, once I saw how someone else did it, I felt annoyed that I didn’t take the time (pun intended) to figure it out.

Only one more movie hub world to go through, and then that’s it for the main point of the game. After that, the only Achievements left have to do with the challenge levels, and I don’t know if I’m skilled enough for them. Will have to give it a go, naturally, but I’m also a little apprehensive. I mean, I still don’t really understand the ins and outs of recording clones and mostly stumble upon a level’s solution with a little luck and patience. We’ll see. Next bottom I desire dearly is…Smacked Bottom. Hey-o!

P.B. Winterbottom is all about the pie in the sky

I recently used up my remaining 400 Microsoft Points to purchase The Misadventures of P.B. Winterbottom, a puzzle game that is all about manipulating time and collecting…pies. It’s got a great art style to it, purporting itself to look like the silent movies of way-back-when; you can even see projector lines on the screen from time to time, and the story is told in a silly, rhyming poem, but it really only boils down to this fellow P.B. Winterbottom and his never-ending lust for baked goods. In order to get these delicious treats, the player makes recordings of Winterbottom’s movements and toys with time to solve puzzles. A lot of the levels are pretty tough and will take a lot of trial and error, figuring out how to use these recordings to their potential, and I had to look one up online, which made me nearly slap my forehead when I saw the level’s solution. It made sense then, and I wish I had just kept with it longer to figure it out for myself. According to Wikipedia, this game was originally a student’s graduate thesis at the University of Southern California, and that’s just awesome.

I’m about halfway through the main movie story levels. All the Achievements have the word bottom in them, which I find to be hilarious. I’ve unlocked Burnt Bottom, Ticking Bottom, Evil Bottom, Hungry Bottom, and Hot Pie Bottom so far. More to come, as they seem pretty straightforward to unlock. Really looking forward to getting a Soggy Bottom. Er, moving on…

I was also surprised at how great the music is. It’s got this infectious drum beat during the main menu screen that really gets you excited to gather…pies. Still can’t get over that aspect. So, uh, ‘Splosion Man has an obsession with collecting cakes. And here, P.B. Winterbottom…he will stop at nothing to get his pies. Murdering a hundred clones of himself doesn’t even pinch his heart. He’d watch a thousand burn if he could. I don’t know. It’s just kind of weird that two Xbox Live Arcade titles that I both recently purchased are all about food. Cake and pie. Really need a sushi game now to perfect the trio.