Thursday, May 1, 2008
Game Log - 5/1/2008
*Condemned 2
Finally beat this. Felt like the game just stopped. There was a boss fight, but it was no more interesting than some of the other bosses I had faced. Finished off some easy achievements. The combat really is fun when you get in a groove and start making crazy combos against your opponent and then smash their head into a TV.
*Professor Layton
I've done only a few more puzzles on this. Haven't had too much time at work to whip out the DS. The past few puzzles have been pretty fiendish though.
*Burnout Revenge
This is something I haven't played in months. I burned myself out trying to get achievements, which in this game is very difficult to do. Last night I through it in the drive and actually played for fun, and, well, HAD some. The sense of speed is glorious and the crash intersections are particularly fun. Trying to deliberately cause as much destruction never gets old.
Monday, April 28, 2008
Game Log - 4/28/2008
* Guitar Hero 2
While at my parents I set up my mom's new Xbox and we rocked out for a few minutes. What people say is right: Guitar Hero 2 on Hard difficulty is much harder than Rock Band's Hard difficulty. I need to practice.
*Condemned 2: Bloodshot
Got past the "shooting" stage that I was in. I was in the midst of a shoot out that I kept dying in, where enemies just kept spawning. Then, on yet another reload, I shot a few guys and a scripted event occurred to end the level. I don't really know what was different on that try compared to the others.
The subsequent level is back to quality bum beating form. The game still likes to throw parts at me that are significantly harder than what comes before or after. This causes me to get frustrated and quit, though usually coming back the next day is enough time between sessions to get me through.
That's all for the weekend. I might make an all-nighter of Condemned 2 tonight and try to finish it up. GTA 4 tomorrow!
Friday, April 25, 2008
Game Log - 4/26/2008
* Condemned 2: Bloodshot
I'm about halfway through this now. The first few level I had a hard time with. I wasn't completely clear on the combo system, and like the first game, getting the timing down for blocks and hits can take a while. The most frustrating part is when you're bumrushed (literally) by more than one enemy. The combat system doesn't seem able to handle that situation. The best solution in that case is to simply let one of them attack the other and pick off the survivor.
The level I'm in now is a pure shooting level. I'm not entirely thrilled about it. The draw of the game is first person melee combat. The guns were originally there to offer what I felt to be a breather from the close combat, and almost a reward for progress. Beat your way through that level? Here's a gun and six bullets for some easy long range kills. But when the game becomes exclusively a shooter, the flaws in the mechanics become more apparent. There's no aiming reticle, so you have to aim down the sight to be accurate. Also, you have to find bottles of alcohol around and drink them so your aim is steady. It becomes more of an annoyance than anything else. I've read that most of the end of the game revolves around shooting instead of hand to hand combat, which is disappointing.
*The Legend of Zelda: Twilight Princess
This game is really fun, I must say. Granted, the gameplay is exactly like Wind Waker on the Gamecube, but I'm starting to think that my problem with Wind Waker and Metal Gear Solid may just come down to the fact that the Gamecube controller sucks. It's clunky and the buttons aren't laid out in a way that makes it easy to reach with your fingers. Maybe it's just my hands. The Wii controls in Twilight Princess just feel a lot better to me. I can't really quantify it.
I wasn't sure about the more realistic art style they went with, but it's grown on me now. I can't help but think that Link looks like a young Shigeru Myamoto. With elf ears.
I finished up the second dungeon, couldn't figure out where I'm supposed to go next (north, but WHERE north?), and put it down. It seems easier than Wind Waker as far as combat and puzzles, but I don't mind that.
*Professor Layton and the Curious Village
Played for an hour during lunch at work and unlocked a new section of town to explore. The puzzles are still keeping me entertained, even the frustrating ones. I haven't been this happy about a game purchase since probably The Orange Box last year.
***
Unfortunately, family obligations mean I probably won't get to play anything until Sunday at the earliest. We'll see though.
Thursday, April 24, 2008
A Curious Occurrence
I was looking for a game to pass the time at work during lunch, and decided to pick up Professor Layton and the Curious Village. It's a great little puzzle game following the adventures of Professor Layton and his apprentice, Luke, as they try to solve various mysteries in the town of St. Mystere somewhere in Europe. The people of St. Mystere are pathologically obsessed with puzzles and brain teasers of various sorts, and they usually won't help you until you've solved a puzzle for them. They range from relatively straightforward to some that are true mind benders. Other puzzles are hidden around the game world, and there are also puzzles closer to the jigsaw variety, where pieces are scattered around the game and you find them in hidden places or get them for solving puzzles. I'm finding pieces of what appears to be a mechanical dog, and scraps of a painting. Not sure what it's a painting of yet.
The writing is excellent and there's quite a bit of voiceovers, which is rare for a handheld game. The art is a semi-cutesy 2D cartoon style. The town and characters are detailed and memorable, and the mysteries are interesting enough to keep me interested in finding out what happened.
It's great as a mobile game because you can do as many or few puzzles as you have time for (though you'll probably find yourself wanting to do more than you have time for if you're in a hurry). At home I have a 360, Wii, and PS2, so my gaming time is constrained as it is. Playing for an hour at work this past week has been a great way to get back into the DS. I was tempted to sell it, but the upcoming Sonic the Hedgehog RPG from BioWare convinced me to hold on to it. I'm glad I did.
Monday, March 24, 2008
Metal Gear Solid, Final Fantasy X, and Cutscenes (and Misc. Bits)
I've gotten through the first disc of Metal Gear Solid: The Twin Snakes, and to be honest, it's been a struggle to get through. The game has no tutorial to speak of and simply throws you into a room with several guards and expects you to figure out how to either evade or incapacitate them. I was stuck in this first room for about an hour before I cried uncle and cracked open the manual. Only then did I learn that you can sneak up behind guards, choke the life out of them, and drag them out of sight. I suppose this is my fault more than the game's but I've grown to expect console games to show me how to play it. Mass Effect had much the same problem.
Once I managed to get out of the first room I was able to get a little more comfortable with the controls. But they strike me as incredibly clunky. You use the analog stick to move, but you either creep or run, and there's no smooth transition between those states. It's hard to know where the threshold between the two is. Many times I've been sneaking up to a guard, only to accidentally lunge forward, alerting him and everyone within a half mile radius to my location. It's frustrating.
The Metal Gear Solid series is known for its convoluted storyline told through extensive cutscenes. I don't mind cutscenes, but the ones in MGS are pervasive to the point of annoyance. When I finish one ten minute cutscene, get two minutes of gameplay, and then have to sit through another ten minute cutscene, I start getting frustrated. I just want to PLAY.
Don't get me wrong. One of my primary motivations for completing a game is to find out what happens in the plot of the game. Unless I'm replaying a portion of a game several times, I don't skip cutscenes. They're rewards for getting through a portion of a game and serve to further motivate me to continue. The problem is when the game forgets that it's a GAME and not a movie. This is Metal Gear Solid's problem. It wouldn't be so bad except for the fact that when I actually get to play, it's an exercise in frustration for me. The irony is that the story is pretty good. Espionage, double-crossings, and sudden twists are the name of the game, and it makes me interested to know what happens next. I'm just losing interest in playing to find out.
The other annoying thing is that there are sequences that require you to backtrack through areas you've already been. I basically had to replay the entire game at that point in order to find a weapon for a boss fight. Later, while looking online, I found that doing so wasn't strictly necessary, but that was what the game told me to do. Backtracking through levels of a game is a sure way to make me not want to continue playing.
On the other side of the coin, Final Fantasy X has been a wonderful experience. I think I'm about ¾ of the way through, and as my first extended experience with a Final Fantasy game, it's been great. The characters are interesting, the story has drawn me in, and the gameplay itself is great fun. My experience with JRPG's is limited, but I find FFX's sphere grid to be more interesting than Enchanted Arms' or Eternal Sonata's boring method of leveling up. You're constantly leveling up as you play, therefore making each play session feel rewarding. The puzzle sections are a nice diversion, though it would have been nice to have them more integrated in the rest of the game rather than keeping them in certain sections only.
Cutscenes in FFX are spread out pretty evenly. They can be long, and they've occasionally devolved into melodrama, but the excellent gameplay between them makes me far more tolerant of them. It uses a mixture of in-game engine and pre-rendered cutscenes. The pre-rendered ones are gorgeous, and are truly a nice reward at the end of an extended series of dungeon crawls. Every time I see one, I want more, but the game wisely keeps them special by not overusing them. I don't know if this applies to every Final Fantasy game, but it's certainly effective in this one.
In other gaming news, I finally finished Gears of War's campaign. I started from the beginning and beat it on Hardcore difficulty with help of a few people online, then played through Insane mode with the help of yet another. The game is much easier, and consequently much more fun, when you have someone playing with you. I even went a few rounds online, but as expected it didn't really suck me in.
I also picked up Ghost Recon: Advanced Warfighter 2 again. The developers released a new set of co-op missions for download, so decided to try them out. I forgot just how difficult those co-op missions are. Once I found a group of good people to play with, it was a great time. Those missions really require coordinated teamwork. Strategy is essential. The only problem is that strategy can only be formed by playing a mission several times in a trial and error fashion to figure out what needs to be done. It's still immensely satisfying to beat those missions.
Finally, I received Condemned 2: Bloodshot in the mail. The first game was a terrifying experience, and I'm looking forward to the sequel. I'm going to try to hold off on it until I finish FFX though. As for Metal Gear Solid… I want to finish it. I want to know what happens next. But I won't be surprised if it enters my pile of unfinished games. And will I even give Metal Gear Solid 2 and 3 a try? Stay tuned.