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Afternoon Gaming: A desireable trend [Portal]

Today, work was semi-slow, and everyone with whom I work signed off by 3. I figured, ok, I've been up since 7:30, I worked extra hours during the week, I've got my hours for the week set. Why not pick something to play that I can finish?

Portal it was, and three hours later, Portal was beated.

I'll be frank: from tests 1 through 16, I was a bit disappointed. I'm not a smart man, but I know what love is I mean--er--I was able to figure out the puzzles relatively easily. It was the physical, platforming parts that hampered me, but even then, I was able to breeze by those stages in about 90 minutes. I never felt overly challenged, and again, because me t'ain't smarts, I felt like it was too easy.

Then came the last three stages, which lasted a nice, meaty long time. Those--especially the final stage, which psyched me out ("You made it!" Bullcrap...)--really got my ticker ticking. This is what I downloaded Portal and the rest of the Orange Box for. I know it's cliche by now, and the game is over a year old, but never before have I had a condensed, 3-hour experience that was as satisfying as Portal was. (Once I got to stage 17, of course.) Furthermore, I absolutely LOVED the fact that I was able to get a complete A to Z experience in a single afternoon play session.

Would I give it a Trigames.NET 5 of 5? Absolutely not. I still think such a highly rated game would have better balance and pacing, i.e. not let me feel like a complete genius through the first 16 levels and THEN trip me up in the final 3. But still, great game. So upset that I didn't experience it when it launched, with everyone else.

We record the podcast in about 10 hours. Send us email! Questions! Comments! E3 opinions! WHATEVER!

mailbag AT trigames DOT net

Holy Invasion of Podcasts, we're finally caught up :P

Ok, so I finally FINALLY was able to catch up to our podcasts. Last week it had gotten so bad that we were recording episode 135 before episode 134 even went up. In any event, both episode 135 and Pete's trilobyte from like, three weeks ago, are live on the server and ready to go. The RSS feed is uploading as we speak so by the time you read this post, your iPods, Zunes and other devices should have new content waiting for them.

I'm getting better at Holy Invasion simply because I chose to do more of the Training challenges. The tutorials only help to an extent; the challenges give you more hints on how to control the growth and lifespan of your creatures, so if any of you plan on trying this game, PLEASE do yourself a favor and go through as much of the tutorial and challenges as you can AS SOON AS YOU UNLOCK THEM. Yea, you have to sit through many failures in the main game to unlock all of them, but every time you see a game over, go to the Training screen to see what's been unlocked if anything. It'll only help you get better, faster. (Stronger. Blah blah. Here's the stupid blurb for the podcast. SEND US EMAIL! mailbag AT trigames DOT net)

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Trigames.NET Podcast Episode 135 - Piss Piss Piss DiE3

The title of this e3pisode3 is a lovely portmante3au of what Al doe3s to his characte3r in the3 Sims and the big e3ve3nt of last we3e3k. (If you can't tell what that event was after my lovely, creative way of integrating it into the words prior... uh... it's E3. Moron!)

The big topic of the afternoon is the hubbub over all of this motion control slash body control slash wands and balls and such. Did Nintendo really start a "revolution" as it said it would, or is this all smoke and mirrors? Is motion control here to stay or will it die down at some point? Also, we try to figure out what the hell "Holy Invasion of Privacy, Badman! What Did I Do To Deserve This?" Pete's been playing The Sims 3 and his newly re-acquired Xbox 360, and Chrono Trigger for DS is so drastically changed from the original that it's exactly the same (almost). Also, if you ever found dreadlocks in soup a fascinating topic, you've come to the right place.

Download here.
File size: 60.9 MB
Running time: 2:06:48

Want to be heard? Hit the mailbag - mailbag AT trigames DOT net.
Want previous episodes? Hit the Podcast Homepage.
You can review us on iTunes, while you're at it.
Add us to your RSS reader or iTunes feed! http://trigames.net/rss.xml

Podcast reaching...normalcy? And, Holy Invasion of Privacy, Badman!

Episode 134 finally went up on Sunday. Let me know if the RSS feeds aren't working. Hopefully I can get episode 135 up tonight, thus ending the month-long frustrations and delays thanks to technical difficulties.

A few weeks ago, Kevin Van Ord asked me if I'd be interested in reviewing "Dokapon Journey" for the Nintendo DS, and something called, "Holy Invasion of Privacy, Badman! What Did I Do To Deserve This?" DJ had been left relatively un-reviewed and had been languishing on the shelf for a month, so I took care of that (the review should be up sometime soon--I submitted it just as E3 was underway). HIPB isn't due out for another few weeks, but with a name like that, how could I not anticipate starting the review process?

Don't ask why the hell this game's called, "Holy Invasion of Privacy, Badman! What Did I Do to Deserve This?" I'm tempted to e-mail publisher Sony Computer Entertainment to ask who thought of that. As far as Wikipedia can tell me, the original Japanese name for this game translates to, "For a Hero, You're Quite Cheeky!" Um, sure?

Anyway, I've been working on this for the past couple of days, and I can tell you that the first two hours or so of trying to figure this thing out was incredibly maddening. Without an instruction manual (thanks SCE...), one particular tutorial mission had me replaying it ten times.

Let me rewind a little bit. Just what is "Holy Invasion..."? As far as I can see, it's best described as a Tower Defense game with no towers. The general conceit is the same: Stop something coming out of point A from getting to point B, using a potpourri of obstacles. However, this time you're playing the role of an evil jerk: You've got to keep "heroes" from kidnapping your demon lord by "growing" a whole mess of monsters. That's right--you grow your stuff; you don't "buy" it like you normally would.

It's the "growing" part that aggravated me the first time. The whole idea is that you have to chisel away blocks to form a dungeon of tunnels, which serves two purposes: (a) provide somewhere to stash your demon lord such that the heroes have a hard time navigating the tunnels and locating him; (2) provide the ideal environment for your monsters to grow. It starts out simply enough. Some of the blocks in the playfield have little green vines and moss on them, representing "nutrients." Break one of those blocks, and you'll unleash a little slime that oozes back and forth. Whenever a slime oozes past a block, it will either take or distribute nutrients. Taking nutrients strengthens the slime; distributing it adds to the nutrient level of the block. So you can imagine that if you break open five nutrient-filled blocks, you've just given yourself the opportunity to fortify many other blocks on the playing field with nutrients, as the five disgusting slimes you've just liberated will spread their--ahem--essence around. If a block soaks up enough nutrients, it'll drastically change in appearance, and breaking such a block open will yield a little maggot that actually eats the slimes and eventually spins a cocoon before maturing into a hero-stinging fly of some sort. So, you kind of get a little sense of ecology in this game, and that's fun.

The problem arose when the tutorial asked me to grow a stupid lizard warrior. This guy's supposed to be the key soldier in your little army, at least at first. The way to unleash him is to chisel blocks away in such a pattern so as to have slimes run over a certain block or group of blocks with enough frequency that it turns totally white. Chiseling that block yields Stupid Lizard Warrior (that's not the official name, by the way), which will eventually lay eggs. The tutorial even tells you, "Chisel tunnels in an 'O', 'T' or 'H' pattern" so that the slimes will always be rubbing up against the corner blocks. (Slimes are pretty dumb and only change direction when bumping into walls; chiseling the patterns as the tutorial tells you is supposed to keep slimes bumping into the same blocks.)

Well, I did that. I chiseled O's, T's and H's. I waited. And waited. And waited. Successful completion of the Stupid Lizard Warrior tutorial requires you to spawn eight of these little jerkfaces within five minutes. I failed ten times. On attempt 2, I spawned six of them after failing to spawn a single one. Six! I thought I was making progress, but not once in my eight remaining attempts did I ever reach six again. It's like things were totally random, and the blocks just did not want to soak up nutrients. Hell, the Stupid Lizard Warriors weren't even laying more than one or two eggs every time I attempted the tutorial. Finally, on the eleventh try, I somehow spawned eight lizards in two minutes. Did I do anything differently? Uh, nope. Today, it remains a complete mystery as to how I finished that tutorial.

I've been getting used to the game, but to me, the biggest complaint remains its reliability--or lack thereof. There were some playthroughs where I had plenty of Stupid Lizard Warriors, and others where I didn't. There were a few playthroughs were I was able to amass a small cadre of Vampires, but more where I was lucky to have two at the same time. I didn't change my tactics--perhaps where I dug, but not how I dug. In any event, when things are clicking, the game is definitely interesting. There's a fine balancing act that goes on here, as with any tower defense or strategy game. You want to dig narrow, winding tunnels so that the demon lord's assailants have a tough time finding their way to their goal, but at the same time you have to constantly chip away at blocks in order to spawn more critters with which to evolve your ecology.

Here's another balancing act. You can also spawn defense-enhancing demons, which strengthen your units simply by existing, by using the same blocks that create the Stupid Lizard Warriors--only difference is, you chip away all of its surrounding blocks so that it stands alone, then you chip the block itself to reveal a "rune," then you can chip on the rune itself and the demon will pop out. You can further increase the strength of the demon before you summon it by letting mana wisps--the magical equivalent of the slimes--get absorbed into the rune. Do you bolster your defense, though, not only at the expense of sacrificing the opportunity to spawn a Stupid Lizard Warrior, but also creating a wide open space (since you have to chip away more blocks just to create the rune)? Do you sacrifice your mana wisps to make a stronger demon, or do you spawn a weaker demon right away and save those mana wisps for creating Vampires and Liliths?

This balancing act is what I enjoy most about the game. Trying to get to that point, though, can be a little irritating. I just wish there were more reliable ways to create the monsters you want to create; in fact, I'd better describe it as a desire for more direct control. We'll see how far I can get with this strange title before I want to pull out my hair.

We have a wiener I mean winner: Neo Nightmare X

The podcast sound files are messed up. AGAIN. I've been struggling to try and weave in the low quality mix wherever I hear issues, but the process is taking for, freaking, ever. Couple that with another dumb work week and finally trying to finish up Dokapon so I can give Van Ord the review before he beats me over the skull... yeah. If I can't get the mix done by tonight, I'm just gonna have to upload the crappy low quality :(

Since this is taking so long, the winner of Slunks' offering of a free copy of Braid is... NEO NIGHTMARE X with "Virtual Entertainment Experience." Now Supersonic97 can avoid having to say "veedeo" games. Thanks to both Slunks and Supersonic for making this prize giveaway a reality.

If you have any comments or questions for our next recording (which is happening tomorrow) go ahead and send us stuff at: mailbag AT trigames DOT net.

Punch Out!! (Wii) is fantastic

I took a quick break from Dokapon Journey--which I have a lot of fun with--to sample Punch Out!! on Wii, which arrived in my hungry mailbox today. It's really a whole lot of fun. I love the little aesthetic touches that the developers have made to the fighters when they're bruised, as well as to the music for each person; for instance, the "Game Over" screen music from the NES version now serves as the "You Won!" screen music--but the motif changes for each fighter. So if you've just beaten Von Kaiser, the music is tinged with a wartime Germany bent. If you've just beaten Disco Kid, the music is tinged with a disco beat and the appropriate instrumentation.

Of course, the gameplay is as expected. The mechanics are just as tight as they were in the NES and SNES Punch Out!! titles, but what I really like is how you build up Star punches to be a stronger single punch as opposed to having a stockpile of 3. In other words: Every star punch you earn is contributed to a cumulative build-up. You can build up to a level 3 punch, so when you hit the button, that star punch packs a whole hell of a lot more power than a level 1. Of course, you no longer have the ability to fire off three star punches consecutively because throwing a star punch makes use of all of your stars, regardless of how many you have.

The podcast had a few hiccups. Sound files are screwed up again, but I managed to worm my way around the problem with a lot of time and patience. It should be up tomorrow. The Trilobytes should be up too (by tomorrow). Been a busy week. Damn that Dokapon!

Also, you'll want to listen to 133 which we're recording on Saturday (sorry, I said 132 before) ASAP because Supersonic97 has picked the winner for the free copy of Braid contest. If you made an entry, listen for your name in our announcements.

Babies n Basketball (Photos -- 56k warning or somesuch. Get with the times.)

Atlanta Spoils Thus Far

Nephew gives the thumbs up to the superior Uncle because, truly, I am better than everyone seeing this blog; baby said so--don't challenge it.

Mom + Small Person + fearsome uncles in the background

Uncle in the middle has golden balls. Rather, a golden ball. Inferior uncle on the left; dad on the right.

Dad + Mom watching the Cavalier's embarrass the Hawks

Joe Johnson ended up hitting this shot. They still lost eventually. Do not doubt TheBron James.

Baby Zach makes gangsta face. It's because he's lying on the Inferior uncle's stomach and not mine.

Review Rust

I've been writing in the Gamespot motif for so long, neglecting Trigames and not being able to write anything for Anothercastle.org since it went belly-up (what the hell happened to it, anyway?), that I've forgotten how to write a less consumer-reports-esque review. Nevertheless, I posted my utterly-crappy review of Dragon Quest IV on Trigames.NET. If you fancy a gander, then a gander you should take: http://trigames.net/reviews.php?content_id=829&console=0

I'm heading to Atlanta to see my best friend's newborn son--a.k.a. my nephew, a.k.a. my namesake--in about 4 hours. That means that I likely won't be on the podcast with the crew, and with both Slunks and Pete ultra busy with school and work respectively, that likely means that there won't be an episode. Never fear--I will check the mailbag and let Supersonic97 know who the contestants for his "give me a new pretentious name for the medium known as 'videogames'" contest. Remember: free copy of Braid on Steam, courtesy of Slunks. Deadline: Saturday, May 9th, 2009. I'll give you guys 'til 11:59:59PM EST on that day (in other words, when the clock strikes Sunday, all bets are off). mailbag AT trigames DOT net. You've been served, punks.

For once, an episode up sorta on-time, and Portraits

- The episode is up, and it's actually only Tuesday! You know where to get it, punks! Point your iTunes/Zune/RSS reader to http://trigames.net/rss.xml or direct your browser here -- also I think the last day for you to get your "Pretentious name for the medium known as videogames" entry in will be this Saturday, May 9th. Slunks says he might have a copy of Braid for you as a STEAM gift, but he was mumbling and being mysterious so I'm not sure. So there -- mailbag AT trigames DOT net your butt up. @Supersonic97, Can I Get A Judge? (That's you, Supersonic.)

- Can someone please tell me that Castlevania: Order of Ecclesia trumps Castlevania: Portrait of Ruin? I really, really liked Castlevania: Dawn of Sorrow, even moreso than its direct predecessor (Aria of Sorrow), and right now I feel that--while still a quality game, even 658% in--Portrait of Ruin sort of just goes through the motions again. Yes, you get to jump into paintings and that takes you out of the humdrum castle structure, but within those paintings are just more Metroidvania trappings. The dual-character system is alright and leads to some nifty puzzles but I feel like there haven't been enough to make it feel that much different. I still really like the game, but after playing....

- Symphony of the Night

- Circle of the Moon

- Harmony of Dissonance

- Aria of Sorrow

- Dawn of Sorrow

....it's all just blending together in the Osterizer that is my brain.

Why does this happen almost every week? Podcast woes Ep. 130

So our sound files were all messed up again, so I'm in the process of putting the finishing touches on the...gulp...low quality file.

I hate that this happens. I was all pumped to have the episode out by Monday.

MONDAY!

In any case, send your questions to the mailbag (mailbag AT trigames DOT net) and we'll read them on the podcast. Or you can send comments, money, or prizes. Don't ask me how you'd send a physical prize through email. Also, don't make the remark that we're the ones who are supposed to be sending prizes.

Anyway, look for the episode later today. We record 131 on Saturday, May 2nd, at 11AM EST.