New Pony Merch (Technically not a Pony)

Being a 40-something guy with a great fondness for the recent My Little Pony series already puts me into something of a fringe fandom (and, probably, on to several FBI watchlists), but really enjoying the “Equestria Girls” spinoff movies puts me into the fringe of the fringe that “respectable” bronies don’t associate with.

Nonetheless, they’re great fun and I recommend them to anyone willing to watch about 50 hours worth of the original show so you can get all of the in-jokes and references.

Sadly, most EQG merch is, well, pretty awful.  I did buy a “Principal Celestia” dol…ACTION FIGURE because it came bundled with a pretty decent pony version of the character, but I haven’t been tempted by anything else.

Then I found this, and it was $5.99, and I thought that was a good price to pay to have human-form Twilight in my life:

twilightmini

There’s actually a full line of these “Equestria Girls Minis”, though it appears to omit Sunset Shimmer which is a bit annoying.  Villains just can’t catch a break, I guess.

As a bonus, she comes with authentic falling-over action, so you can relive the exciting scenes where Twilight learns how to walk on two legs.  If you balance her jusssssst perfectly, she can actually stand unsupported, but a squirrel coughing could knock her down.

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Mash Square to Continue

So, I finished playing through both of the Disney Infinity 3.0 play sets I bought during the post-Christmas sales, which left me with only two PS4 games on the backlog.  One of them is Alien: Isolation, a game that I spent several hours with shortly after it came out, and lost a couple of those hours due to save point spacing.

I elected, therefore, to start “Warriors Orochi 3: Ultimate”, which is a heck of a name to saddle any game with.

While I’ve technically played a musou game before, it was Dynasty Warriors: Gundam, so I was able to more-or-less follow what was going.  WO3U is, by comparison, SUPER dense and full of all kinds of characters from early games, most of whom have really difficult-to-remember Chinese names.  It is being something of a slog to get going.

The real draw, of course, after playing both Ninja Gaiden Sigma games last year, is that I can eventually unlock the Ninja Gaiden characters and use them to cut huge swaths through fairly poorly-animated and rendered giant armies.  I’m not too proud to admit that.

On the plus side, even though I can’t remember anyone’s NAME (the main three characters are, in order, “Spear Guy”, “Baggy Pants Sword Guy”, and “Weird Spinny Weapon Kid”), the setting is kind of neat.  The schtick is that they’ve been fighting a war against overwhelming odds for YEARS, and they finally manage to launch a desperate strike against the heart of the enemy… but they lose, and just as they’re about to get wiped out, a woman (“Mysterious Floating Chick”) shows up to give them a chance to travel back in time to earlier battles and undo their mistakes.  As you save people from dying, they get added to your roster and you can go back into THEIR timelines to save even more people.

Mysterious Floating Chick is named Kaguya, by the way, and she has the only name I can remember because three terms of Japanese Literature were good for SOMETHING.

One nice gimmick is that, since you are constantly recruiting people and it would be terrible if they all started off at level one, you bank XP during missions that you can use to boost new characters.  By the time I DO unlock the Ninja Gaiden crew, I should be able to  bring them right up to standards. 🙂

 

Oh, short note about the Disney Infinity playsets:  The Force Awakens one was REALLY good, to the point where I kept replaying several missions to try to improve my scores on them, and that’s very unusual for me.  The “Rise Against the Empire” set, on the other hand, opened with a GREAT level where you run around Tatooine murdering sandpeople and punting Jawas into the Sarlacc Pit, and then went seriously downhill from there.  It pains me to say it, but if you’re looking at buying the game, maybe skip the Episode IV-VI set unless you just want the figurines.

I’m tempted by the Inside Out playset if it drops to 20 bucks or so (I’ve already seen it at 25, so it’s just a matter of time), and don’t know enough about Clone Wars to know if I care for that set.

 

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In Which, We Reflect On The Hazards Of Not Regularly Erasing Scratch Media

So, just shy of five years after graduation, I’m back in a classroom.

This time, I’m taking an intermediate Japanese class from the local community college’s Continuing Education department. It was a little pricier than I expected for an 8-session class ($165), but it only has eight students in it so they’re probably not making a huge profit from us.

The first session was a good way to learn that I have forgotten how to write virtually every kanji I ever knew. So that was very educational, but it’s not the point of this post.

Rather, the experience I wanted to relay was as follows:

Part of the class material is an eBook, and the instructor asked me if I had a USB memory stick to copy it to. I shuffled around in my backpack a bit, found three of them, selected one and handed it to her.

…then I realized that her laptop screen was being mirrored to the projector, and furthermore that I had no idea what files were ON the memory stick in question.

I don’t make a habit out of carrying around anything particularly prurient, so I couldn’t tell you exactly what I was afraid of being shown off to the class, but there was definitely a moment of dread as she plugged it in. I may have, full disclosure here, gone just a LITTLE white. If I did, either nobody noticed or nobody said anything.

I can only assume that her computer achieved momentary sentience and empathy at the same time, because it thoughtfully did not open an explorer window with the contents of the disk. This confused the instructor long enough for me to offer to drive, at which point I right-clicked the eBook folder and did Send-To Removable Disk, followed by a hasty Eject once files were transferred.

On review: The memory stick in question appears to have been one I was using when I was messing around with .net programming by writing a simple comic book viewer. So, all that was on it was a bunch of issues of Global Frequency and The Flash, and a few episodes of Elementary, and it wouldn’t have been THAT mortifying to be outed as a nerd in front of the class. It could have been much worse. 🙂

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Winter Wrap-Up

In the last couple of weeks of 2015, I burned through a good dozen games, neglecting my usual habit of writing a couple of paragraphs about each as I went. I figured I should catch up on that:

Silent Hill: Origins (PSP)
It’s no Silent Hill 2 or 3, but I still enjoyed… enjoyed? Is that the right word?… another trip to everyone’s favorite vacation spot. I’ve still not played the original PS1 Silent Hill, so I didn’t really get the impact of the ending, but it FELT like more of a Silent Hill game than 4, at least. Having a weapon degradation mechanic but no weight limit led to an absolutely hilarious inventory by the end of the game; the designers made up for the fact that weapons would break with use by showering the player with opportunities to pick up new ones, so by the end of the game I was carrying around a dozen or so portable TVs, gas canisters and toasters, presumably in the same bottomless pockets that held the three IV drip stands and the assortment of fireplace pokers.

Teen Titans (PS2)
An amazingly forgettable brawler that probably would have been way more hilarious if I’d played it a few years ago, when I was actually watching the show on a regular basis. It had a pretty amazing twist ending but I’m not sure I could recommend anyone sink six hours into punching bad guys just to get that far.

Gamera 2000 (PS1)
Far better than it had any right to be, a mix of Panzer Dragoon-style shooting, Return of the Jedi-inspired hoverbikes, and unbelievably cheesy live-action cutscenes.

Touch My Katamari (Vita)
The original Katamari Damacy was goofy and mindblowing, one of the most charming games released for the PS2. This was, well, just kind of tired. Some of the music was good?

Cotton Original (PS1)
A nostalgia trip for me – the TurboDuo version of Cotton was my introduction to cute-em-ups, but I could never get very far in it at the time. 20 years later I did a little better, though I confess to abusing save states on occasion to make it through to the end.

Jumping Flash! and Jumping Flash! 2 (PS1)
Being mostly polygons, these two benefit dramatically from the upscale options in modern emulators. They’re also really sharp games with a vertigo-inducing unique gimmick; the sense of launching yourself into the void with only the vague promise that there may be a platform there to land on when you get there is something that I haven’t seen done in other 3D platformers.

Daytona USA (PS3)
OK, there’s no real way to “finish” Daytona, but it does have a set of 12 trophies and I played it long enough to get all the trophies. When this was live in the arcades I would happily drop a dollar a play, and 20 years later it’s still probably my favorite arcade racer.

Trapt (PS2)
When “Deception” came out in the US, I was gobsmacked that it had gotten localized; the whole thing is about setting traps to gather the souls of adventurers to fuel the rebirth of a demonic lord. Trapt was the fourth entry in the series, and is pretty much just as dark as that original game. A short game, but the last level has a difficulty spike that goes through the roof.

Sakura Santa (Mac)
A touching story about Santa. Or a story about touching Santa. The romance storyline is even more contrived than your average “Sakura” VN, but there were some fun bits regardless.

Senran Kagura: Bon Appetit (Vita)
Actually I wrote a longform post about this one.

NEKOPARA Vol.0 and Vol.1 (PC)
A VN with adorable character designs where you and your two catgirl companions move out of the house and start a bakery. It tries its best to be super charming and cute and might have succeeded if it wasn’t so focused on pointing out how most of the characters in the game are pets at best and slaves at worst.

Nightmares from the Deep 3: Davy Jones (PC)
I really enjoyed the first two entries in the Nightmares from the Deep series, and the third was a pretty good way to wrap things up… at least until they find a reason to crash YET ANOTHER haunted pirate ship into that poor museum. The non-hidden object puzzles were either way simpler than average, or I’ve just finally seen enough interlocking-rings puzzles to get the patterns down. The hidden-object puzzles were top-notch though.

Kingdoms of Amalur: Reckoning (PC)
Like an Elder Scrolls game, but with WoW-like stylized graphics and some genuinely enjoyable combat. The “lore” bits just kind of blew past in a flurry of weird fantasy names, but I enjoyed the heck out of the questing and gathering bits to craft some frankly ridiculously-overpowered weapons to take on the final boss fights. Also, I wound up owning my very own castle, which is a pretty good turn of events. On the downside, there are gnomes and you can’t actually kill all of them.

Batman: Arkham City (PC)
The first time I tried Arkham City, I got bogged down by all the open-world nonsense and lost interest. This time, I stayed focused to the main storyline and found a much better game that way. I should feel a little guilty about all of the mugging victims I blissfully ignored along my way, but, well, Gotham’s a dangerous place. In an absolutely bizarre design decision, there’s a major boss fight AFTER the ending credits, and I’m glad that I actually sat through the intolerable scroll to discover it.

Satazius (PC)
A rare non-bullet-hell shooter, with an emphasis on not running in to obstacles while blowing stuff up. It took me a few tries to get from point A to ending credits, and a lot of the deaths along the way were of the “And now you get destroyed by something that you had no way to see coming” variety, but it never got really FRUSTRATING. On the other hand, mapping “ESC” to “close the game immediately without a confirmation prompt or saving progress” is another one of those weird design decisions.

Puzzle Agent 2 (PC)
The first Puzzle Agent had an off-the-rails crazy story about lawn gnomes and eraser factories in the frozen north. This sequel was… somehow not QUITE as weird, but still pretty insane. Both games are definitely worth playing through, and won’t take more than a few hours each.

Deadlight (PC)
I don’t normally like games with hard platformy bits that you wind up repeating until you finally get them right, and I’m dead tired of zombie games, but the two make a good combination. Minus several thousand points for technical issues (if you want voiced cutscenes, the solution is “go hunt down this version of binkw32.dll from one of your other games, and replace the version in our install folder), but I dug the visual style and the soundtrack.

Fatal Frame: Maiden of Black Water (WiiU)
I love the Fatal Frame series and consider them all to be must-plays, so I’m not the person to come to for an objective opinion. I will say that it had a tendency to stick you into VERY close-quarters combat with very aggressive ghosts at times, more so than usual, but it showers you in healing items and high-powered film to make up for the extra fighting.

DmC: Devil May Cry Definitive Edition (PS4)
My first Devil May Cry game, so I’m not sure how it compares to earlier games in the series, but I liked the combat and platforming a lot, while disliking virtually every character in the game. It came off as a bit of a poster child for making things “Edgy”, and I might have actually set it aside without finishing it if I hadn’t spent Serious Money (OK, a hair over 20 bucks) on buying it in the first place.

Capsized (PC)
Sort of like a puzzle platformer in low gravity, with lots of combat. Fantastic (in the proper sense) visuals and really atmospheric music. The control scheme was… challenging, and I never quite felt comfortable with it, but I managed.

Wow, that was a lot of words, and I didn’t even touch on the two or three games that I tried and gave up on. On to 2016!

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Boot to the Head

bulletstormlogo

I spent a fair amount of time last year getting caught up on the various Call of Duty games that I’d missed.  These are, of course, very serious military shooters where Serious Men make Hard Choices to save the world.  There’s not a lot of dialogue during the actual shooty bits; just Serious Men shouting what sound like very official commands at each other while they try to eliminate all the tangos.

Bulletstorm is NOT a very serious shooter.  Apparently the developers intended it to be at least a little serious, but then there was a bit of a disconnect between their intentions and what they actually wrote into the script, and the result is that it is one of the most wonderfully dumb pieces of entertainment I’ve enjoyed in the last year of gaming.  The main character is little more than an ambulatory slab of beef with a massive arsenal and a boundless supply of rage, and he is an endless source of frustration for every other character in the game.

As an example:

At one point, your small band of soldiers – outnumbered, outgunned, in hopelessly over their heads – is sneaking through the ruins of a city, and you come across a chasm which needs to be crossed.  The nearest makeshift bridge is a large metal sign, and you cheerfully give it a good kick to make it fall across the chasm.

This is followed by a Rube Goldberg-style chain of events that ends with a nearby building collapsing and every enemy in the city being alerted to your presence.

But, as you helpfully point out, “At least we don’t need to whisper any more”

One of the other characters usually just calls you “monkey”, and I vaguely recall that that ISN’T your proper name, but it quite aptly fits.

It’s also a terrifically fun shooter, thanks in part to a scoring system that rewards style over efficiency.  As you progress through the story, you’re constantly being graded on how well you do in combat (and there is a vague story explanation of this), with the points earned usable towards unlocking weapon upgrades and buying ammunition.  You CAN kill a mutant charging at you by simply holding the target over him pressing the button until he falls down, and this will get you 10 points towards your next purchase.

Alternately, you can yank him off his feet with an energy whip, and – while he is suspended in mid-air – give him a strong, manly kick to send him flying into the gaping maw of a nearby carnivorous plant, for a 250 point payout, or into some convenient-but-dangerous rebar protruding from the broken concrete of a nearby wall, or stun him long enough for you to throw an exploding hot dog cart at him, or…

…well, there are a lot of combinations of ways to kill the things that are trying to kill you in this game, and you are rewarded for seeing out new and exciting ones.

I completely missed this game when it came out in 2011, and it doesn’t seem to have been a commercial success.  It’s regularly available for pennies on the used market, and I am personally very sad that we will probably never see a sequel.

 

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Rhythm n’ Boobs

skba_iconAs much as the 3DS has been a bit of a disappointment compared to its predecessor, we have it to thank for the existence of the Senran Kagura games.  You can have your pokeymans and your plumbers, I will enjoy my bouncy ninjas, my Life AND my Hometown.

The series has broken out of its original platform and spread to the PS4 and Vita, with an upcoming PC release as well, and it has adapted itself to new genres along the way.

Senran Kagura: Bon Appetit! is one of those games that knows every weak spot I have, and ruthlessly exploits them.  It’s a rhythm game about cooking, featuring the aforementioned bouncy ninjas as they compete in a cooking competition where the ultimate prize is of a Secret Ninja Arts Scroll that will grant them one (1) wish; their heart’s desire if you will.

Some ninjas want power, others just want to keep the scroll from the hands of those who would use it for evil.  One ninja wants a refrigerator so she can keep take-out leftovers from spoiling.  Another ninja wants to BECOME tempura.

It’s not exactly a serious affair.

It’s pretty catchy, though.  The songs aren’t up to the standards of a Project Diva title, but you really can’t expect TOO much from a $15 downloadable.  The rhythm gameplay is VERY easy on the “Easy” setting, fairly challenging on “Normal”, and flat-out insane on “Hard”, and people who have played a lot of Project Diva will probably need some adjusting from the idea that directional buttons and face buttons are interchangeable.

It also marks something of a milestone for me.

I’ve had a PS3 since very shortly after launch, so I’ve had it since they started adding trophies to games.  I’ve played through quite a few games.

I’ve never been driven to get a “Platinum” trophy, except in the case of Assassin’s Creed II, and I’m still a little bitter that it has a trophy that can be missed and never gone back for without buying DLC chapters.

This particular game has a very straightforward platinum, and almost all the trophies that make up the platinum can be earned actually playing the rhythm portion of the game, rather than messing around in “Diva rooms” for hours on end.  Get x number of points, hit y number of notes, complete all the story modes… it’s all very simple.

There’s just one trophy that’s a little bit tricky.  It involves getting your score multiplier up to, well, let’s not worry about the details of the trophy itself.  Let’s instead talk about the mechanics:

You need to get a combo of notes that includes 405 “perfect” or “great” notes with no dropped notes.  You can have “fine” notes, which are near misses, but you need to keep the string going  for the entire time.  You can’t do this on Easy, doing it on Hard is insane, and there aren’t many songs on Normal that have enough notes to pull it off.

It took 47 tries on the song that is generally considered the easiest song to accomplish this on.

SKBA_Victory_Over_Yomi

47 times.  I still hear it when I close my eyes.

After that, it was just a matter of getting 200 songs played, which took my total played time to 21 hours 4 minutes and change, and I get to sport the following piece of bling for eternal bragging rights:

SKBA_Platinum

Completing the DLC chapters also got me one final piece of fan service:

SKBA_Good_Food_Good_Times

Good food, good times indeed.

This is probably where I should admit that I’ve never actually finished any of the “mainline” Senran Kagura games.  I should get on that at some point.

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The Year the Backlog Blinked

Historically, I’ve been much better about buying games than actually playing them.

I have been FAR too easily-influenced by a good deal, or by the prospect of needing to buy a game RIGHT NOW lest it go out of print, or by simple internet hype. Between 2010 and 2014, I usually finished a couple of dozen games each year, and that didn’t even come near to the number that wound up sitting on shelves or in my Steam library.

For some reason, 2015 proved an exception. I played through 114 games – and the last hundred of those started in mid-May – and also took a hard look at the shelves and Steam library and did a lot of culling. Co-incidentally, I had a friend who wanted to make some extra money and offered to do some eBay selling on my behalf in exchange for a cut of profits, so a few hundred games found their way into her apartment and have been slowly filtering out to game collectors around the world.

Obviously that doesn’t apply to Steam, but I made liberal use of the “Hide this product in your inventory” checkbox to get things out of my face.

The side effect is that I think I’ve got a much better handle on the sorts of games I’ll actually play. I should buy a LOT fewer sequels, for one – I have a bad habit of liking the first game in a series and then buying all the subsequent entries. Also, while I DID manage to play through 5 JRPGs (7 if you count FFXIV and its expansion), I should probably avoid buying any more of those for a while…

…with the exception of Star Ocean 5, which is going to be a buy-day-one-take-the-shrinkwrap-off-and-GO sort of thing.

I did play through a bunch of short visual novels. I’ve come to the conclusion that I don’t have the patience for super long ones with many branching points, so games with very few paths, or even straight-up kinetic novels are going to be more my speed.

I also played 8 hidden-object games, mostly with my wife next to me so we could swap off for certain kinds of puzzles. She gets the trapped-princess and Tower of Hanoi puzzles, I get the interlocking rotating rings sort of things, we fight over the jigsaws.

Beyond that, there weren’t a ton of surprises. I did the usual mix of FPS and action games, dabbled a little in horror games (two Silent Hills, two Fatal Frames), tapped and swore my way through a half-dozen rhythm games, that sort of thing.

2015 was decidedly a fluke, and one that I’m unlikely to repeat at any point. My goal for this year isn’t to even try, but rather to simply refrain from buying games until I am ready to actually play them. In other words, whether I’m dropping sixty bucks on a new release or five on a quirky indie title, my next move should be to load it up and, well, Press Start To Play.

Let’s see how long this lasts 🙂

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My Mother, the Bear

bravelogo

If I’m counting right, finishing the “Brave” tie-in game yesterday puts me at 99 games / expansions for the year. In theory, I should have something really cool planned for #100, but at this point it will probably just be Silent Hill Origins, which I’ve been playing off and on during lunch breaks for a week or two.

Brave is interesting because, while it’s based on a property that was heavily aimed at girls, it’s first and foremost an action game, which rather goes against the prevailing wisdom that only boys like action games. There’s a fair bit of platforming – some of it quite fiddly, I’m afraid that Merida met her doom at my hands more than once – but wandering around the landscape is regularly punctuated by needing to insert Arrow A and possibly Sword B into Bad Guys C through Z.

To demonstrate the point a little more: The Disney Fairies game I played a couple of months ago wasn’t much more than flying around and picking flowers that one or another fairy needed for reasons. It was a Game For Girls.

In Brave, you don’t pick flowers. Rather, you hit them with your sword and they spit out coins which you use to buy upgrades to make hitting things with your sword hurt more.

The film didn’t really have a lot of opponents to pull from, so the makers of the game did a quick pass through the Monster Manual and pulled out a few suitably-fantastic monsters for you to turn into pincushions. Then they added elemental affinities to each monster and gave the player the option to alter the elemental properties of their weapons with a button press, with the effect that combat can get very chaotic if you’re facing a mix of ice, fire, and nature opponents – you wind up running around very crowded arenas, dodging explosions and avoiding ground hazards, changing the bow in use based on whatever the thing you’re currently shooting is weak to, trying to built up hit streaks without taking damage because you get a crit multiplier based on streaks…

Basically, whoever thought up the combat system did a really good job at making things interesting.

Oh, and occasionally you get to play as a bear. The bear combat system isn’t nearly as complex – it’s all about brute force and stomping waves of enemies. It’s all very satisfying anyway.

On the down side, it’s a bit of a short game and the occasional story bits don’t really fit all that well. “I just killed, like, a couple hundred dudes and that has taught me the value of family” just doesn’t flow, if you know what I mean.

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Is The Order a Werewolf?

theorder1886boxWhen you can buy a high-budget, heavily marketed game for 9 bucks less than a year after it comes out, it’s a pretty good sign that it absolutely failed to meet expectations.

Usually, it’s the sort of ignominy reserved for games that just plain don’t work, or multiplayer-only games that failed to built enough of a community to sustain momentum past the next big multiplayer release.

Not that I’m pointing fingers at Titanfall, here, or anything.

The Order: 1886 isn’t broken and doesn’t have a multiplayer community to fizzle out. It’s also gorgeous, the sort of thing you could show off to a friend to demonstrate that, yes, your purchase of a new console WAS justified. The bits where you are ducking from cover to cover, fighting off waves of soldiers with an assortment of steampunk-themed weaponry, or sneaking through gardens trying to take out wandering sentries without being spotted, these bits are quite a bit of fun.

In between these bits, though, is an awful lot of walking slowly from point to point, some not-terribly-inspired clambering over rooftops, and frequent QTEs of the “press X to not die” variety.

There are several different KINDS of QTEs, at least. There are ones where you must press a button once, some where you press and HOLD a button while a progress bar fills, a few where you must mash a button repeatedly, and even some where a small indicator appears on screen and you need to move the camera to highlight it to reveal the button you need to press.

Oh, and there’s another form of QTE used for both boss fights, where you must move the right stick at the correct time to dodge enemy attacks before retaliating. It’s VERY Dragon’s Lair.

There are also two minigames for opening locks. Each of them is used once as a tutorial, and then four more times during the course of the game. I’m not sure why I felt compelled to count them, except that they stood out as “we could have asked you to hold down the triangle button here, but we thought we’d shake things up a little” moments.

In its defense, however, it’s a game about hunting werewolves in Alternate History London with lightning guns made by Nikola Tesla, and how cool is that? It’s a little hard to be entirely negative about it, even if it sort of feels like a six-hour-long movie you occasionally need to interact with to keep the story going.

For the price, it was a pretty neat movie.

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One Last Disney Infinity Post (for now)

After last week’s figure binge, I spent a little more time this weekend with the game part of Disney Infinity 2.0. Specifically, I played through the Spider-Man playset campaign and then Escape from the Kyln, which was one of the “Toybox games” included in the initial box.

I didn’t originally realize that the Toybox game pieces WERE games, because they look like the terrain modifier pieces you use for building toyboxes. I don’t have any particular interest in the creative side of DI, so I’d just stuck them on a shelf and forgotten about them.

There’s not a lot TO Escape from the Kyln; it’s a set of eight Guardians of the Galaxy-themed levels, all of which revolve around solving collecting keys to unlock gates while fending off a mix of Frost Giants, Venom Symbiotes, and, uh, the aliens from GotG whose name I can never remember. Those guys. It lets you use any Marvel character, so I used it as a convenient way to take all of the figures I hadn’t used during the playsets and get them to level 4 or 5, unlocking their Special move, Mid-Air Recovery, and Street Spike along the way.

Loki’s Special is a particularly fun one, by the way. It turns him invisible and creates a duplicate Loki who serves as a decoy to draw the attention of everything you’re fighting, so all of your opponents go and beat on your decoy while you hit them in their newly-undefended backsides.

The Spider-Man playset was a little more ambitious in terms of story and had some of the most engaging gameplay of the Marvel playsets. It was also the most straightforward set to unlock crossover characters in – I had the Hulk and Iron Man crossover coins collected within the first few minutes past the introduction.

It had an uncharacteristically difficult boss fight very early on, and it had several out-of-place rail shooter segments, but web-lining around as Spider-Man was too fun to hold any real grudge against the weirder bits. I got a particular kick out of being able to grab pedestrians and hold them under one arm as you swing around; it was an unexpected tribute to the Amazing Fantasy cover.

After finishing up Spider-Man and Escape from the Kyln, I went back to the earlier playsets and did all of the crossover character missions. For the most part, they didn’t add a whole lot to any of the playsets, but the Nova crossover mission in the Avengers playset actually had a cutscene and a tiny bit of story added to it, so that one is worth unlocking.

None of the DI 2.0 games were particularly amazing on their own, and needing to buy toys to unlock content that’s already stored on the disk is… questionable. Still, the tactile nature of the toys and the sense of ownership you get from leveling Your Own Personal Elsa is kind of compelling.

Side note: We’ve been working on a project where we convert one of the stray cats we feed into a garage cat, and so far it has been going fairly well… barring the part where he decided to show his appreciation by leaving a mouse head on the mat outside the kitchen door. No, Ned, we don’t believe you when you say that it’s the “best part.”

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