Showing posts with label Bye-Bye Backlog. Show all posts
Showing posts with label Bye-Bye Backlog. Show all posts

Monday, May 06, 2013

So long, 'Bye-Bye, Backlog,' hello, 'Baby Got Back(log)'

I know it may seem a little late in the game (pun intended) to change the title of this particular series from "Bye-Bye, Backlog" to "Baby Got Back(log)," but, really, it's only early May, so there are nearly eight months left in the year to make use of the new moniker.

I can't claim responsibility for "Baby Got Back(log)," by the way--that honor goes to reader Tony Sadowski, who recently suggested it via The Gay Gamer Facebook page.

I thought it was so spot-on perfect that I couldn't help but steal it--with Tony's permission, naturally--and put it it to use.



And who knows? Maybe I'll continue this little "project" of mine next year, too. Not just so I can type "Baby Got Back(log)" as often as possible, mind you--although I'd surely be lying if I said that wasn't at least a slight source of inspiration.

Anyway, aside from that, I probably should tell you a bit about the games I've played since the last "Bye-Bye, Backlog," er, "Baby Got Back(log)" post I published.

Sadly, I've only enjoyed two titles in that time, both of which were nabbed from the 3DS eShop: Crimson Shroud and Witch & Hero.

I'm absolutely loving the former game, by the way. I love its graphics, its soundtrack--even its quirky, table-top-RPG-esque gameplay. I can't say I understand everything that's going on at the moment, but I'm guessing I'll get up to speed eventually.



I'm also continuing to enjoy Witch & Hero, of course, although not as much as I was earlier in the week. That's mainly because I'm stuck on the final boss. Here's hoping I can topple him tomorrow, so I can type up a "somewhat gay review" about it.

In the meantime, are any of you playing either of these games--or have you in the recent past? If so, what do you (or did you) think of them?

And if you aren't playing (or haven't played) either of them, what games are you playing right now?

Thursday, May 02, 2013

And May's 'Bye-Bye, Backlog' selections are ...

... Crimson Shroud, Fire Emblem: Awakening and maybe Luigi's Mansion: Dark Moon. I'm also hoping to wrap up my EarthBound playthrough.


I know, none of the above-mentioned titles were included on the list I mentioned in this post, but all of them are fairly recent additions to my gaming backlog, so I'm going to do my best to tackle them this month (while I also continue to chip away at Super Mario Sunshine, of course).

Will I "beat" all of them? I highly doubt it, but I'll give it my best shot.


The main reason I'm attempting to play through so many of my backlogged games between now and the end of May, by the way: I'm fully expecting THE "DENPA" MEN 2: Beyond the Waves (releasing on May 30) and Animal Crossing: New Leaf (due out on June 9) to hog my attention throughout the month of June.


Anyway, have any of you fine folks played any of the three 3DS games mentioned at the top of this post? If so, what do you think of them?

See also: previous 'Bye-Bye, Backlog' posts

Wednesday, May 01, 2013

My Month with Super Mario Sunshine, Part 4

Considering my initially negative reaction to Super Mario Sunshine, I think it's pretty amazing that I lived up to my promise and played it throughout the month of April.

Even more amazing: I'm still playing it, and I'm not planning on stopping anytime soon. I doubt I'll write about it after today, though--outside of an eventual "Great Gaymathon" review, I mean--so I thought I'd wrap things up with a post about the five aspects of this GameCube title that I've come to love the most. Here they are:

1. The secret stages--Everyone seems to say these FLUDD-less levels are by far the best in the game. I don't entirely agree with that (because I think a number of the "regular" ones are stellar, too), but I definitely agree they're pretty great. Sure, they make my palms sweat as much as any other game I've ever played, but that just adds to the ecstasy I feel when I finally conquer one.


2. "The Sand Bird is Born"--Speaking of sweaty palms, when I first encountered this Gelato Beach stage, I was pretty sure I'd never beat it. That was OK with me, though, as the idea of playing it over and over and over again brought me more joy than you can imagine. What can I say? There's something magical about a level that takes place on the back (and side) of a soaring bird made of blocks of sand. 


3. "The Wilted Sunflowers"--I wasn't sure if I should include this stage or the "Wiggler Ahoy" one from Gelato Beach when I started writing this post a few days ago. Because I already covered Gelato Beach in the bullet point above, I decided to go with this one, which is part of Pinna Park. Plus, it involves toppling egg-shelled turtles in order to revive wilted sunflowers. That said, I consider both of them to be surprisingly (and pleasantly) unique takes on the "boss battle" formula. 


4. Noki Bay--As much as I love Gelato Beach and Pinna Park, I'm pretty sure Noki Bay is the first world in Super Mario Sunshine that quite literally caused my jaw to drop. To say it's gorgeous is like saying Peach's voice (particularly in this game) is grating. By the way, if the designers and programmers at Nintendo could pull this kind of thing off all the way back in the early 2000s, I'm pretty sure they'll be able pull off some similarly amazing things with the Wii U in the coming years.


5. Yoshi--Yes, Yoshi's inclusion in Super Mario Sunshine is, for the most part, pointless. (Or so I've been told--I'm not sure I'm far enough into the game to say that myself with any assurance.) Still, I'm glad someone pushed for him to be included, as I find riding the little fella around Delfino Plaza to be a joy unto itself.

I know some of you are big fans of Super Mario Sunshine. If that aptly describes you, what are some of your favorite aspects of this summery three-dimensional platformer?

Thursday, April 25, 2013

My Month with Super Mario Sunshine, Part 3

If you follow me on Twitter, you likely already know that I've had at least a slight change of heart when it comes to Super Mario Sunshine.

Oh, the wonky camera still makes me want to throw my WaveBird controller against the nearest wall with alarming regularity, as do the game's annoyingly vague directives, but I've also come to accept (if not embrace) those quirks in an effort to experience as much of this GameCube title as possible before the month is up.

Anyway, getting back to my newly softened view of Super Mario Sunshine and what prompted it, may I present Exhibit A:



Honestly, as soon as I was plopped onto the roller-coaster car that first appears around the 2:30 mark in the video above I was pretty sure I was going to love this level. Well, not only did I love it, but it almost single- handedly revitalized my interest in the entire adventure. I mean, if I can encounter such a wonderful stage at this early-ish point in the game, what other surprises await further down the road?

Also helping, of course, is that I'm doing my best to be patient and to take my time as I work my way through Super Mario Sunshine's many challenges.

Does that mean I'm going to finish this sucker before April turns into May? I kind of doubt it, but at the moment I'm planning to continue playing it past that point regardless--which I consider to be quite an accomplishment considering my initial impressions (read them here and here).

Thursday, April 18, 2013

My Month with Super Mario Sunshine, Part 2

So, my second week with Super Mario Sunshine is over. How did I do this time around--you know, compared with the disaster that was my first week with Mario's most major GameCube outing?

To tell you the truth, I didn't do much better in week two than I did in week one. In part, that's because all sorts of things once again conspired to keep me from gaming as much as I would have liked. (I'll spare you the details.) It has to be said, though, that it's also due to me just not enjoying this game--for all of the reasons I mentioned in my last Super Mario Sunshine write-up and then some.

Still, I gave it a go and collected a handful of additional Shine Sprites. I only nabbed two of them, though, after turning to videos on YouTube. Before that, I had no idea how I was supposed to accomplish the goals mentioned at the start of each respective stage.

That, in a nutshell, is my biggest problem with this title at the moment. All too often I have no idea where I'm supposed to go or what I'm supposed to do in a given level in order to snatch its precious Shine Sprite.

Before you call me an idiot: I never had this problem with Super Mario 64 or either of the Super Mario Galaxy games. Maybe I'm just trying to run through things too quickly? Or maybe I should better pay attention to the things that are being said to me by the odd-looking residents of Isle Delfino?

Regardless, I'm not quite to the point of giving up on Super Mario Sunshine, although I'll admit to being awfully close to that breaking point. I'd say that if things don't improve appreciably within the next few days, I'm going to move on to something else. Life is too short, in my opinion, to waste time on games that make you want to stomp on your controller until it's a pile of plastic dust.

Speaking of games that produce violent reactions: when I wasn't attempting to play Super Mario Sunshine last week, I attempted to play one of the latest games to hit the 3DS eShop, Game Freak's HarmoKnight.

As flawed as I've found the latter title to be so far (I'll explain in further detail in a "somewhat gay" review of it that'll be published tomorrow), I've enjoyed it more than I've enjoyed Super Mario Sunshine--although even HarmoKnight has made me consider throwing my 3DS against the nearest wall on more than one occasion.

Tuesday, April 09, 2013

My Month with Super Mario Sunshine, Part 1

At long last, I've started playing through Super Mario Sunshine--a game that was released all the way back in 2002 but which I didn't acquire until a few years ago.

So far, I've only played this tropical-themed, GameCube-based platformer for about three hours. I had hoped to spend a bit more time with it than that in the last week or so, of course, but that's all I was able to devote to it due to an overly busy work schedule and an annoying bout of tendinitis (at least that's what I think it is) in my right arm.

What do I think of Super Mario Sunshine after capturing my first seven "Shine Sprites"? Here are the game's pros and cons as I current see them.

Positives:

FLUDD--Although Mario's water-squirting accessory is far from perfect in my mind, I'm still enjoying tinkering with it. I especially enjoy making use of its hovering capabilities.

Isle Delfino--To be honest, before I began I wasn't sure if I was going to like Super Mario Sunshine's resort-like setting. Those apprehensions flew out the window as soon as I set foot into the title's first real stage ("Road to the Big Windmill"), which is so bright and cheerful that only avowed curmudgeons are likely to find it off-putting. That said, it'll be interesting to see if the atmosphere retains its freshness throughout this adventure or if it becomes a bit stale and repetitive over time.


Non-FLUDD stages--I've lost track of how many people have told me over the years that this game's "secret stages," which don't allow players to use Mario's FLUDD contraption, are its highlight. Given all of that hype, you'd think that I may have found them underwhelming. I haven't. In fact, the break they offer from the Isle Delfino levels has been refreshing so far, as has the "old school" challenge they offer.

Negatives:

A little help, please?--Although I've only played through a couple of Super Mario Sunshine's many stages so far, I've already found myself lost on more than a few occasions. One of those occasions ("Petey Piranha Strikes Back") was due to the title not properly showing me what I was supposed to do (or, rather, where I was supposed to find ol' Petey), while another ("Red Coins of Windmill Village") was due to me being unable to discern the location of an unearthed Shine Sprite. Granted, I'm usually against games doing too much to hold a player's hand, but in this case I think a bit more could be done to let someone know


Playing blind--As much as I've been annoyed by the above-mentioned situation so far, it's nothing compared to his one, which centers on Super Mario Sunshine's often-wonky camera. Especially frustrating for me has been attempting to jump from the ground or a roof or a wall onto one of the game's many tightropes, although attempting to race along the tops of said walls and roofs can be just as trying.

Given all of the above, what's my current consensus of this GameCube "classic"? Sadly, I have to say that I'm finding it more annoying and less enjoyable than I imagined I would before I booted it up for the first time.

That's mainly because of all of the problems I'm having with its camera, though, so hopefully I'll come to terms with that aspect of the game in time. (If not, don't be surprised if this series of posts ends with me sharing that I've put my trusty WaveBird controller through our TV or one of our walls.)

Now that I've had my say, what do all of you think of this game--and my impressions of it so far?

See also: previous 'Bye-Bye, Backlog' posts

Monday, April 01, 2013

And April's 'Bye-Bye, Backlog' selection is ...

... Super Mario Sunshine for the GameCube.

Yep, I'm going to jump back into this "Bye-Bye, Backlog" project that was rather unceremoniously placed on the back burner in March.

I should warn you, though, that it may get pushed to the background again in the future, as I've definitely learned over the last few months that this isn't really the way I like to game.

What I mean is that I prefer to play games without any pressure. I choose games that interest me and then I play them until I'm not longer interested in them--even if that means quitting before I've seen the end credits.

A project like this pushes me to play a specific game as much as possible each week--which, in a way, is a good thing, but which also is a bad thing, as some weeks I just don't feel like playing the game I'd committed to earlier.

All that said, I'm going to give this project my best shot from here on out.

Getting back to this month's selection, Super Mario Sunshine: I have to admit that I'm a bit baffled by the fact that I've yet to play this GameCube platformer.

After all, I have tremendously fond memories of playing through Super Mario 64 as a teen (and again as a college student). Also, I had a similarly heartwarming experience with the Super Mario Galaxy titles that were released for the Wii in 2007 and 2010, respectively.

Of course, I was pretty late to the GameCube party--I only picked up the lunchbox-like system after it had plummeted in price to $99--so maybe my lack of interest in this three-dimensional Mario adventure shouldn't be so surprising after all?

Regardless, I'm looking forward to acquainting myself with this title's uniquely tropical setting (or so I've heard) as well as Mario's oddly named FLUDD device soon.

Have any of you played Super Mario Sunshine at one time or other? If so, what's your opinion of it?

Monday, March 11, 2013

I'm taking a rain check RE: this month's 'Bye-Bye, Backlog' selection

You may have noticed that I've yet to publish a "My Month with ..." post in March. That's because I've decided to step away from my backlogathon for the time being.

Don't worry, I plan to get back to it again in April, but for the next few weeks I'm going to focus on the small pile of 3DS games that either have already found their way to my doorstep (expect to read about one of them tomorrow, by the way) or will do so soon instead.

I'm also going to spend some quality time with a game I haven't played in ages--with that game being Shigesato Itoi's magnificent EarthBound (or Mother 2 to you purists).


Why have I decided to turn back the clock and play through this Americana-themed RPG like it's 1995 once again? To be painfully honest, it's because I've never actually seen this game's end credits (gasp!) and I'd finally like to do so.

All of you fellow EarthBound fans should be happy to hear that I'm already off to a good start. After playing the game for a few (four or five, maybe?) hours this weekend, I've reached Peaceful Rest Valley and I'm not too far away from rescuing Paula and putting my days as a lonesome adventurer behind me.


I have no idea how much more of the game I'll be able to play this week given my real-life workload and my desire to continue working my way through Fire Emblem: Awakening, but I think I'll be able to put at least a few additional hours into it.

In the meantime, do any of you consider yourself to be EarthBound fans? If so, what are some of your favorite memories as they relate to this charmingly humorous and heartwarming title?

See also: Previous 'Bye-Bye, Backlog' posts

Monday, February 25, 2013

My Month with Dragon Quest Heroes: Rocket Slime, Part 3

Hold on to your hats, folks, as what I'm about to say may just may blow them of your pretty little heads. I ... have ... finished one of my "Bye-Bye, Backlog" games!

I finished it--Dragon Quest Heroes: Rocket Slime, that is--yesterday, in fact.

And when I say I finished it, I don't just mean that I beat the final boss; I also mean that I rescued all 100 of my slime-napped friends.

As for how long it took me to accomplish this feat: putting the game's antagonist, Don Clawleone, in his place, once and for all, pushed my playthrough past the 20-hour mark.

This post nearly wasn't so celebratory, by the way. That's because I was this close to giving up on Dragon Quest Heroes: Rocket Slime early in the week--after I became hopelessly stuck on a specific late-in-the-game tank battle.

I sped around that bump in the road after re-tooling my tank and re-configuring my crew, though, and then gleefully raced through the rest of this wonderfully captivating game.



Or maybe I should say "through the fight with the final boss," as the game never really seems to end. (A handful of side quests and a "Tank Masters Tournament" can be completed after the credits roll, plus every stage and tank battle can be re-played to your heart's content.)

Unsurprisingly, I'm still playing the game, even though there are no more slimes to rescue and no more tanks to beat to smithereens (well, other than those that are part of the Tank Masters Tournament). That's how much it has wormed it's way into my heart.

I'm going to continue enjoying Dragon Quest Heroes: Rocket Slime--and Fire Emblem: Awakening (which I have to sheepishly admit I've yet to start)--through the end of this coming week, and after that I'll switch to my next "Bye-Bye, Backlog" selection, which at the moment I'm thinking either will be Half-Minute Hero (PSP) or Super Mario Sunshine (GameCube).

In the meantime, feel free to share your heartfelt opinions of Dragon Quest Heroes: Rocket Slime in the comments section below.

See also: Previous 'Bye-Bye Backlog' posts

Monday, February 18, 2013

My Month with Dragon Quest Heroes: Rocket Slime, Part 2

Let's start this "Bye-Bye, Backlog" follow-up post like the last one, shall we? Here are the relevant stats related to my monthlong playthrough of Dragon Quest Heroes: Rocket Slime so far:

*Playtime: 11 hours, 19 minutes
*Slimes rescued: 75
*Locales opened: 6 (Backwoods, Callmigh Bluff, Flucifer's Necropolis, Forewood Forest, Mt. Krakatroda and Tootinschleiman's Tomb)

I'm not going to share the number of tank-on-tank battles I've completed to this point because, honestly, I lost track long ago. Suffice it to say, I've taken part in a fair few in the nearly nine hours I've spent with Dragon Quest Heroes: Rocket Slime.

An interesting note about those aforementioned tank battles: although I wasn't a fan of them during my first week with this DS title, I've come to adore them in my second. That's chiefly because I finally progressed far enough in the game to unlock the ability to add a few crew members to my trusty Schleiman Tank--which not only makes these battles more mentally manageable but also more strategic and even fun.

(The highlight of these tensely tactical tête-à-têtes for me thus far: letting my trio of baddies-turned-goodies buds load ammo into my tank's cannons while I infiltrate the opposing vehicle and keep its crew from sending any projectiles in my direction.)

Aside from that, I'm still thoroughly enjoying Dragon Quest Heroes: Rocket Slime's charmingly realized graphics, cheerful soundtrack and of course the rest of its captivating gameplay (which is centered around the slippery protagonist's "Elasto Blast" move and ability to stack friends, enemies and items on his pointy little head).

As such, I now know without a doubt that I'm not going to stop playing this game until I see the credits roll, and I have a pretty good feeling that's going to happen sometime in the next week.

Can you believe I may actually finish one of my "Bye-Bye, Backlog" selections--and possibly before the month is up?

See also: Previous 'Bye-Bye, Backlog' posts

Monday, February 11, 2013

My Month with Dragon Quest Heroes: Rocket Slime, Part 1

I thought I'd take a more straightforward approach to this month's "Bye-Bye, Backlog" follow-up posts. For instance, here are a few stats related to my playthrough of Square Enix's Dragon Quest Heroes: Rocket Slime, which was released for the DS in late 2006:

* So far, I've played the game for just about three and a half hours.
* In that time, I've saved 24 of my kidnapped (slimenapped?) buddies.
* I've only opened up two locations: Forewood Forest and Tootinschleiman's Tomb.
* Unfortunately, I can't remember how many of the game's tank-on-tank battles I've experienced up to this point, although I want to say I've completed four or five.

Other than that, what do I like and what do I hate about Dragon Quest Heroes: Rocket Slime right now? Actually, I can't say I hate any part of it. On the contrary, I like pretty much every aspect of this adorable overhead action-puzzler.

My favorite aspect has to be the core gameplay, which mainly involves slamming into enemies (with the titular Rocket's "Elasto Blast" move), popping them into the air and then catching them on your back (or should I say head?). That captured baddies can be stacked--three high--and tossed at their cohorts is the icing on this pixelated cake.

That only makes up a portion of Dragon Quest Heroes: Rocket Slime's gameplay, though; with the other part consisting of the above-mentioned tank-on-tank battles. Surprisingly (to me, at least), I'm not enjoying these sequences as much as I'm enjoying the overworld (for lack of a better word) ones. Too often they feel like a chaotic mess, with me flinging bullets and rocks and whatnot at the enemy tank without much rhyme or reason. Maybe I'm just missing some heretofore strategic element of these encounters?

Other than that one stumbling block, though, I'm having a lot of fun with this game and I'm very much looking forward to unlocking additional locations and rescuing more of my slime buddies. As such, expect me to put another few hours into the game this week and look for me to publish a second "My Month with Dragon Quest Heroes: Rocket Slime" next Monday (if not before).

See also: Previous posts related to the 'Bye-Bye, Backlog' project

Tuesday, February 05, 2013

And February's 'Bye-Bye, Backlog' selection is ...

... Dragon Quest Heroes: Rocket Slime for the DS.

I know this will shock some of you, but I've already started playing this TOSE-developed, Square Enix-published title. I haven't played enough of it to share any worthwhile impressions, of course, but I will say this: I knew I was going to enjoy it as soon as I encountered its adorable title screen (below)--what with its explosion of bouncing, grinning slimes.


Also, I'm already in love with the game's pixel-perfect graphics and the protagonist's "Elasto Blast" move. I'd previously been "warned" (in a good way) about the addictive properties of the latter, but even then I wasn't fully prepared for just how fun it would be to launch Dragon Quest Heroes' Rocket every which way.


Anyway, expect to see an impressions post (titled something like "My Month with Dragon Quest Heroes: Rocket Slime, Part 1") pop up this coming weekend. In the meantime, have any of you played this one? If so, what did you think of it?

See also: Previous posts related to the 'Bye-Bye, Backlog' project

Monday, February 04, 2013

My Month with Chulip, Part 4

Well, the first month of my "Bye-Bye, Backlog" project is over and done with. How did I do? Not so well if you were hoping I'd actually finish my first selection--that being Natsume's odder-than-odd PS2 title, Chulip.

Still, I gave it my best shot and put a good 12 to 15 hours into this sucker, which is saying a lot when you consider how completely obtuse Chulip tends to be.

'Chulip Fan Sprite' by iamnotapixelartist
Actually, that's the main reason I've yet to finish it. Although I absolutely loved the game when I started playing it, over time it came to feel like a chore--thanks in large part to the fact that getting to its end credits seems to be all but impossible without the use of a guide or FAQ.

Don't get me wrong: I'm usually not against calling on such things. In the case of Chulip, though, it often feels like I'm tethered to them (as in, I have to turn to them over and over again in order to make any real progress), which I can't help but find a bit (or a lot) irksome.

Am I giving up on this title now that January's over? Not at all. Yes, my focus throughout February will be on my second "Bye-Bye, Backlog" selection (which I'll reveal first thing tomorrow), but I'll also continue to spend some time with this one until I've "beaten" it.

So, expect to see a "Great Gaymathon" review of this Punchline-made game sometime between now and the end of the month. In the meantime, look for weekly updates about my February "Bye-Bye, Backlog" selection starting this Sunday.

See also: Previous 'Bye-Bye, Backlog' posts

Monday, January 28, 2013

My Month with Chulip, Parts 2 and 3

I know my previous post about my month-long playthrough of this quirky PS2 game was called "'Bye-Bye, Backlog' diary entry #1: Chulip (PS2)" and, as such, as this one should be titled "'Bye-Bye, Backlog' diary entry #2 and 3: Chulip (PS2)," but I decided late last week that header was a bit too unwieldy and as a result changed it to the one you see above. Anyway, I'm sorry if that confused any of you.

I'm also sorry I didn't publish this post last week as I promised I would at the start of this project. I would have, I swear, but the fact is my lone PS2 memory card decided to give up the ghost shortly after I began playing Chulip earlier this month. Thankfully, I was able to replace it on Tuesday, and I restarted my playthrough the very same day.


Since then, I've spent about 10 hours with this overwhelmingly odd game. The question is: am I still enjoying it? I'd say so, yes, although I'd also say I'm not enjoying it as much as I thought I would after I wrapped up my first hour-long experience with it.

Before I get to why that is, I'd like to mention a few of things that keep me coming back to Chulip despite the fact that I'm feeling a little let down by it at the moment.

* First, I love Chulip's weird-to-the-point-of-being-unsettling character designs. Although I usually prefer games that feature a more uniform art style, I think this one's mix-and-match aesthetic is a perfect fit for its overall "feel" (which, for me, is the video game equivalent of a David Lynch film).

* Speaking of unsettling, does any other word better describe the looping, lo-fi voice snippets that accompany every conversation the game's pint-sized protagonist has with his many (strange-looking) neighbors? I certainly can't think of one. (Don't take that to be a complaint, by the way. I actually find the voice snippets to be pretty funny--albeit a bit creepy, too.)

Monday, January 14, 2013

'Bye-Bye, Backlog' diary entry #1: Chulip

Well, I actually went through with it.

Yesterday, I started playing Chulip, Punchline's weirdo adventure game that Natsume rather quietly released for the North American PlayStation 2 in 2007 (nearly five years after it hit store shelves in Japan).

I didn't play it for very long, unfortunately, as I had too many other things to do. I was able to devote about an hour to it, though, and I plan on putting another hour or so into it today.

As for what I think of it so far:

* I love the art style, which kind of reminds me of the Nintendo 64 version of Mother 3 that never saw the light of day.

* I'm similarly fond of the soundtrack, and even the oddly garbled voices that spew forth whenever you decide to chat up one of your neighbors.

* Speaking of odd, that's about the only word I could use to describe Chulip's localization. Was it intentional, or did the folks at Natsume rush it? I have no idea, but I'm guessing it's the latter, as it's often hard to discern what you're supposed to do next.

* My only real complaint about the game so far: the lovelorn protagonist's walking speed. Would it have been so hard for the crew at Punchline (Chulip's developer) to provide players with a run button à la Animal Crossing? I have a feeling the lack of one is going to grow into a rather sore point as I spend more and more time with this quirky PS2 title.

* Conversely, my favorite aspect of Chulip so far is the animation that's triggered whenever you try to kiss someone who isn't in the mood to be kissed. Sadly, you can't overdo it or you'll find yourself staring at a "Game Over" screen.

Anyway, that's what I think of the game after my admittedly brief first experience with it. Expect to see another round of impressions this time next week. In the meantime, please share your own thoughts and opinions in the comments section below.

See also: 'Bye-bye, backlog'

Thursday, January 10, 2013

Bye-bye, backlog

My blogging friend and podcasting cohort, Anne (aka apricotsushi), recently mentioned on Twitter that her husband challenged her to pick one game from her backlog each month this year and play it through to completion.

Considering the depressing size of my own gaming backlog, I thought it might be wise of me to do something similar over the next 12 months.

So, between now and the end of 2013 I'm going to choose one of my many woefully overlooked games and play it for an entire month. If I'm able to "beat" any or all of these games, great, but if not, that's OK, too.

As of now, here are the games I'm considering tackling as I work my way through this so-called challenge: Chulip (PS2), Corpse Party (PSP), Deadly Premonition (Xbox 360), Dewy's Adventure (Wii), Dragon Quest Heroes: Rocket Slime (DS), Half-Minute Hero (PSP), Inazuma Eleven (DS), Mr. Driller: Drill Spirits (DS), Professor Layton and the Miracle Mask (3DS), Romancing SaGa (PS2), Super Mario Sunshine (GameCube) and, finally, Xenoblade Chronicles (Wii).

Full disclosure: as some of you are likely aware, I've already started a few of these games (namely, Corpse PartyDeadly Premonition, Dewy's Adventure and Xenoblade Chronicles). None of them were played for more than a few hours, though, so I think it's OK to include them here.

Also, know that the list above is not in any way set in stone. Well, other than Chulip, which I've already decided will be the game I'll tackle this month. OK, so Corpse PartyDeadly Premonition and Xenoblade Chronicles should be considered "sure bets," too, but the rest are just possibilities at the moment. (For instance, already I'm thinking of replacing, say, Mr. Driller: Drill Spirits with another PS2 title I've been meaning to play for ages, La Pucelle: Tactics.)

I'm not yet sure how I'll update all of you in regards to my progress, by the way. Maybe I should try to publish weekly blog posts (titled something like, "Bye-Bye Backlog Diary Entry #1: Chulip") to keep myself in check?