Wednesday, August 20, 2008
Your Love is Like Bad Medicine Company
Having never played a Battlefield game, I wasn't too sure what to expect. This is the first game in the franchise with a true single player campaign, so as always, I was more interested in playing that than the multiplayer. Things have taken a surprising turn, however.
I started the game on Normal difficulty and immediately began giggling at the dialogue among the characters. The banter between the Sarge (squad leader), Sweetwater (soft spoken yet talkative techy), and Haggard (loudmouthed and talkative explosives expert) is highly entertaining. You play as Preston Marlowe, a bland and quiet new recruit to B Company. While my playable character didn't excite me, the rest of the characters gave me high hopes for the rest of the game.
Unfortunately, as soon as I actually started playing I started to have misgivings. The enemies blend into the scenery a little too well. This may be realistic, I dunno, but I became very frustrated when I was being shot at and couldn't find the person shooting at me. I ended up having to stand still and look for muzzle flashes, all while continually losing health. Thankfully, you can restore your health at pretty much any time, and while you do respawn when you die, any enemies you've killed are still dead. The shooting itself didn't really excite me either. So far, none of the weapons have had any real oomph to them. Perhaps later weapons will feel more deadly as I find them.
I jumped into the multiplayer with some friends to try it out, and at first it was as unfulfilling as nearly every other multiplayer shooter I've tried. As we all know, human opponents in a game are the bane of my existance, and I find the mindless killing of deathmatch to be boring. However, once I tried the sniper and demolition classes, something clicked. Much like the two Ghost Recon games on the 360, there is some undefinable quality about the game that makes me enjoy playing, even when I'm dying over and over. Playing as a run and gun class was typically frustrating, but being about to sit still and snipe, or sit still and fire rockets at vehicles, was much more fun. Maybe I should stick to that for all my multiplayer gaming.
I'll keep hacking away at the single player unless I get totally bored with it. However, if you're lucky, you may actually get the unique pleasure of playing a multiplayer game with me. Assuming you have the game, of course.
Wednesday, August 13, 2008
It Is Finished
Monday, August 11, 2008
Game Log - 8/11/08
Made significant progress in Okami over the weekend. I think I'll have it beat in one or two more sessions. I'm probably not going to bother trying to get 100% completion in the game. It would just take too long and I don't feel motivated to take that amount of time to do so. Next Wii game is Super Mario Galaxy. That should be some good silly fun.
Bought Braid, and I really like it, but some of those puzzles are brain busting... Truly an amazing game though. I can't imagine what it takes to design such fiendish puzzles.
Even though I got to the final boss and was promptly slaughtered, I may once again try to beat Final Fantasy X. But I'm also thinking of starting Final Fantasy XII. But then I hear that it's a 60 hour game. I'm losing patience with these so called "epic" games that are really more like 20 hour adventures unnecessarily padded out for length. I want to play Lost Odyssey on the 360, but am hesitant for the same reason. Plus, with these JRPGs in particular, I'm afraid that I'll be stuck in the same situation as I am in FFX. I don't want to spend all this time progressing, only to get stuck at the end, unable to actually beat the final ultimate evil. Perhaps that's how these things play out in real life...? Whoa, I think I just blew my own mind...
Monday, August 4, 2008
Zoom Zoom!
It was a slow process. I hated the demo when it first showed up on the Xbox Live Marketplace. The open world environment was radically different from Burnout Revenge's traditional tracks, and the ever-present DJ Atomica made it feel as if I was trapped in a car with Ryan Seacrest. In real life, such a situation would call for smashing your car into oncoming traffic. In Burnout Paradise, you're ENCOURAGED to smash your car into oncoming traffic, yet doing so does nothing to make DJ Atomica shut his mouth. I deleted the demo and didn't give much more thought to it.
The thing is, I kept reading on message boards and chat rooms about how awesome the full game was. There was a constant stream of enthusiastic ravings about the game, and many of them were along the lines of "I hated the demo, but love the game now." So I finally procurred a used copy at a discount and got to exploring Paradise City.
In 6 or 7 weeks I've now logged between 60 and 70 hours total playtime, and have an 87% completion statistic. I've found the 400 fences to smash, the 120 billboards to jump through, and all 50 super jumps. I have nearly all the cars. It's addicting to upgrade my license, unlock new cars, and find new things in the city.
Perhaps most surprisingly for me is the fact that I actually play online in the game. Most of time it's with people I know, but there are 350 online challenges to complete, and sometimes you just need to find some strangers to do them with.
The latest update for the game, called Cagney, finally comes out on the 360 today. The PS3 players have had it for a few weeks now, but some last minute bugs have kept it from my desperate hands until now. It contains many bug fixes, and more importantly adds a host of multiplayer content to the game. I'm sitting here at work feeling like a kid on Christmas Eve waiting for the time when I can leave and play with all the new toys available to me. If you ever want to experience the rare joy that comes from playing a multiplayer game with me in something other than a co-op campaign, acquiring this game is probably your best bet.
Just thought I'd share that with you all.
(Supplemental, yet required, viewing: Zero Punctuation's take on the game)
Thursday, July 31, 2008
Well That Was Different...
And, well...
That was awesome.
Tuesday, July 29, 2008
Watercolor Dreams
Here's the thing though.
I've played for around 21 hours or so. Very suddenly, without much warning, I was plunged into a pretty epic fight with the main antagonist. I was a little puzzled at this. As I progressed through the game I picked up various abilities that allow you to use your paint brush to perform different actions. There are 13 total actions, but at that point in the game, I had found 9. I also knew there was a whole other city that I hadn't gained access to. I thought that maybe the game gave you the option of finishing it without finding all of the powers and other content, which would have been very different from any other game I've played before. Alas, it was not to be.
I killed the bad guy, saved the day, everyone was celebrating. And then the game kept going. Apparently, some other evil wormed its way out of the original bad guy's rotting corpse and still needs to be put down. And to be honest, I'm not sure how inclined I feel to continue.
At this point, I feel like I've experienced the whole package. Sure, there are 4 more brush powers to find, but I looked the game up on GameFAQ's and it appears that I'm barely halfway through the game. What new stuff can there be to sustain another 20-30 hours of playtime? The story, being heavily influenced by ancient Japanese mythology, is different, but it still boils down to saving the world from the Great Evil. I've saved the world several times over at this point in my gaming life, so that's not a great motivator.
It doesn't help that while continuing into the next area, the Wii froze up about an hour after I had last saved my game. I thought only Xbox 360's came with that feature. :-(
Friday, July 4, 2008
Appreciating Older Games
As I've been replaying, Metal Gear Solid 4 has of course come out and the hype for it has been through the roof. There have been plenty of reviews about the game, all mentioning many of the same complaints I have about the first one. Another thing I've been reading lately are people's recollections of the original game. Many talk about how blown away they were by the fight with Psycho Mantis, where he reads your memory card, telling you the games you've played, and have to plug the controller into another port for so that he can't predict your attacks. I've also read people talking about how unbelievably epic it was to fight Sniper Wolf in the snow field, or to rapel down the communications tower while under attack from the Hind helicopter.
For me, the only epic moment I felt was fighting Metal Gear. Dodging the lasers, diving out of the way of missles, then quickly bringing up the Stinger to fire off a missle at the radome before running away was exciting. It makes me wonder if games as a medium are more difficult to appreciate when you try to go back and play older games. As technology moves inexorably forward, the things you can do in games increases and makes it tough to go back to something older. After playing Half Life 2, I was wishing older shooters had realistic physics. After playing FEAR, I was wishing Half Life 2 had melee combat.
The time in which we play these games certainly has a huge impact on how much we appreciate them later. As I've said before, I had no consoles between the Sega Genesis and the Xbox 360. Part of why I started playing Metal Gear Solid was to catch up on this famous franchise I had missed out on. It's very likely that had I played it when it originally came out, I would have been as blown away as anyone else. The context of the time in which a game is released is important. I'm convinced that the 2007-2008 timeframe will be looked on as an important time in games. Call of Duty 4, Portal, Bioshock, Metal Gear Solid 4, and GTA4 have all pushed storytelling in games forward to one degree or another. On the other hand, in 10 years a young player may decide to play Portal for the first time and wonder what the big deal is. I never played Chrono Trigger. It's apparently a classic RPG. It's coming out on the DS now. I'll probably pick it up. I have a feeling that I'll like it, but not be blown away. Then again, I played The Longest Journey long after it was originally released, and it's one of my favorite games of all time. So we'll see.
Monday, June 30, 2008
Why We Play
It made me think about the kind of things I generally want from the games I play. I think more than anything, I want a well told story that sucks me in accompanied by gameplay that is addictive, intuitive, and, well, fun. I'm usually stressed out when I'm playing a game. Trying to survive a vicious firefight in Half-Life 2 is an exhilarating experience, and nothing is as thrilling and heartpounding as fighting an epic boss battle and coming out victorious. The key word there is heartpounding. While it may end with a smile on my face, I usually need to take a break and do something else before continuing after an experience like that.
A game like Burnout, Skate, or Rock Band usually has the addictive part down, at least at first. But the difficulty curve steadily (or not so steadily) increases as you progress. Eventually I don't have the patience to spend time getting good enough at the game to keep going, so I put it down and move on. They're fun, but they're not lasting experiences. Rock Band is a bit of an exception because there is a constant supply of new content to try.
I think my favorite games are ones that I don't actually remember playing. By that I mean that the story and characters were so amazing that I don't remember the actual gameplay. The Longest Journey is probably the best example of this. The only puzzles I remember are the incredibly frustrating and illogical ones. For the most part what sticks in my mind are the wonderful writing and characters that moved the plot along. Half Life 2: Episode One is another example of this. Alyx is the only AI companion in a game I've ever been happy to have along with me. In these and other games, I forget I'm playing a game and feel like I'm just along for a wonderful ride.
Thursday, June 26, 2008
Successful Experiment is Successful
Erin and Dan seemed to have trouble following the plot in certain points. COD4 in particular relies a lot on the loading screen between levels to set up the context for what's about to happen, and if you miss the information presented, either through text or voice overs, the following level won't always make much sense.
It was also interesting for me to replay the game with the intent of giving the other people in the room the best "view" of the action. I was acting as the director in a real sense, so I tried to make sure I was always facing where scripted actions were occurring so they wouldn't miss cool and interesting scenes. Sometimes I was successful, other times I don't think I was.
As I was playing I noticed where the game padded its length to fit more "game" in. I don't mean padded as in it needlessly made its length longer. I mean in the sense that there are sequences where the plot isn't advanced in order for the player to complete certain scenarios that are fun and exciting. Before, when I thought back on the game, I usually remembered the major plot points: the opening assassination, the nuclear blast, the utterly epic slow motion finale. I didn't really think about all the stuff that happened between those moments. COD4 could absolutely be condensed into an awesome action movie, I think. However, sequences like saving the disabled tank, the escape from the farm while calling in air strikes, and possibly the escape and standoff from Chernobyl didn't do much to advance the story. They're exciting to play, but for someone watching me play, it dilutes the main plot of the game and makes it hard to remember what's going on.
We'll be trying The Darkness next. It's got a story with a bit more emotional heft, and tells it a bit more traditionally as far as videogames are concerned. It has five acts, so I'm hoping we can do one act a night until we're finished.
Tuesday, June 10, 2008
Hyrule is Saved! (Again)
Having said that, I do have some complaints. I listed some the other night, but i'll add a few more.
I've heard people say that they really enjoyed the character of Midna. For me, she started out as annoying, then eventually became sympathetic as the story progressed. For me though, the most interesting relationship in the game was between Link and Ilia. Ilia is a teenage girl living in the village with Link. She helps take care of Epona, Link's horse, and seems to be in love with Link. She's eventually kidnapped by monsters, and Link rescues her. However, she's lost her memory. There's not much you can do about it at first, so you continue searching dungeons for various widgets to be used to defeat the evil king from the Twilight Realm.
The nice thing is that Link and Ilia's relationship was fleshed out enough in the beginning of the game that I was genuinely concerned about her when she was kidnapped and subsequently without her memory. Between dungeons and other activities I was constantly checking on her to see if and progress had been made by the local shaman. I was thrilled when I finally was given the set of tasks to restore her memory. While the music left a bit to be desired, the moment when she recognized Link was a memorable one, and made me genuinely happy.
The problem is that after this, she pretty much disappears from the game. You can go see her, sure, but she doesn't have much to say. During the credits, you see her waiting in the village for Link, but you never get to see their reunion. Do they happily wed and pop out a bunch of kids? Are they a cute farming/ranching couple? Does Ilia eventually become tired of hearing of her husband's legendary exploits as the Chosen Hero? Who knows. The game didn't see fit to tell me. After defeating Ganondorf, the game essentially just shows a montage of the characters returning home, but doesn't elaborate on much else. In my mind, I was saving Hyrule so that Ilia would be safe, not because the world itself was in danger. In Wind Waker, your sister is kidnapped in the beginning, which begins your quest. I knew nothing about her though. I felt more connection to my grandmother telling me to rescue her than the sister herself. I really didn't feel much of an impulse to continue Wind Waker once I got stuck, while Ilia in Twilight Princess served as my motivation.
Another part that felt undeveloped were the group of knights or adventurers who appear about halfway through the game. They sort of appear out of nowhere and lead you to the second set of dungeons. They talk about valiantly defending the kingdom and defeating evil, but all they really do is sit around a table in a bar. How are they qualified to help me? In the final dungeon they show up to help in one tiny section, run bravely into the dungeon entrance, and are never seen again. During the fight with Ganondorf, the castle explodes. Does that mean all those adventurers died? I don't recall seeing them in the closing montage, but I may just be forgetting they were there.
Speaking of the exploding castle, it would have been nice if the game had let me return to the world and hear people's reactions. The castle exploded! That's a big event!
Anyway, I DID like the game, I just felt that it didn't live up to all the potential it seemed to have. The idea of a reincarnating hero sent to defeat an undying or reincarnating villain is a cool one. From what I've read on Wikipedia and elsewhere, Wind Waker and Twilight Princess are most likely happening in parallel timelines created from the events of Ocarina of Time. I'd love for the next game to somehow bring those timelines together and bring some kind of closure to the seeingly eternal battle between Ganon and Link.
Monday, June 9, 2008
Game Log, and a Multimedia Experiment
Kameo: Elements of Power
Finally beat this, after buying it with my launch 360 way back in 2005. The graphics are still gorgeous, but the controls and gameplay are just kinda meh all around. Now I know why I gave up on it all those months ago.
The Legend of Zelda: Twilight Princess
Very nearly finished with this. It's been fun, but the dungeons wear me out. Each one can take 3-5 hours to complete, with the climactic boss battle at the end. The battles are epic, but by the time I finally get to the boss, I just want out of the dungeon so I can either save and quite or move the plot along. Also, the contrived nature of the dungeons and how they're designed around the tools you find, along with arbitrary limits on things like the wallet tend to bring me out of the experience and remind me that, yes, I am in fact playing a game. Still, I'm glad to say that I will have finally finished a Zelda game.
The Elder Scrolls IV: Oblivion
Ahh yes, somewhat of an old standby for me. This time I'm playing it on the 360 as opposed to the PC. I miss the mods, especially the interface and texture enhancements, but the underlying game is still as fun and addictive as ever. I did, however, forget how tough the game can be on lower levels. Cyrodil is an enchanting place to spend time in.
Grand Theft Auto IV
Like millions of others, I've been spending lots of time exploring Liberty City and doing my best to disrupt the peace there. Don't have much to add that others haven't said, but the characters are interesting, the story mostly engaging, and the city itself great fun to play in. It can be incredibly frustrating to have to redo a mission for the 4th or 5th time because of shoddy handling of vehicles, but there are so many spontaneous moments that bring a grin to the face. These weren't scripted or programmed events, but just things that randomly occur because of what the designers made available in the world. I always have great stories to exchange with one of my coworkers who's also playing.
I convinced my sister and her husband to let me try a little experiment. There are a few games out there that I think have such good stories and interesting gameplay that I think they would work well as a "movie" or other non-interactive visual entertainment medium. So I thought, why not have someone watch me play the game much like we'd watch a movie or TV show together? A couple of candidates that came to mind were Call of Duty 4, The Darkness, and Shadow of the Colossus. I ended up trying COD4, and the two of them said they enjoyed it. I played on the easiest difficulty to minimize having to replay portions. Unfortunately, there is no invincibility cheat for the game on the 360. This may prove problematic on some of the tougher, later levels. They said they were willing to continue, so hopefully the plot makes up for any rough patches in the game.
That's all for now folks! Next post in... whenever it's posted!
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.
Friday, April 11, 2008
Your City Asplode!
Half Life 2 - "Follow Freeman" level
Call of Duty 4 - Charlie Don't Surf level
I don't know about other people, but I find urban combat settings in shooters to be among my favorite. There is something about being in a chaotic warzone, bullets flying, rockets propelling, soldiers yelling in the distance, that gets me much more excited than your standard corridors and rooms in most shooters. Perhaps it's the feeling of being a small part of greater battle that is exciting. The battles also feel much more desperate and frantic. Any moment, you could walk around a corner and see an army of foes approaching you. It's not like a battlefield in the 18th century where everyone rushes at each other across a field.
Some games like CoD 2 don't get that feeling right. Everything feels very self contained in that game. Ghost Recon: Advanced Warfighter (GRAW) and its sequel also didn't quite get the feeling right for me. The levels were too sterile. It was only your squad, occasional support, and Mexican rebels. There were no civilians, animals, or anything to make it feel like a living city. It may come down to something as simple as sound design. If I can hear shouting, gunshots, and other sounds of battle in the distance, like they're just over that wall there, I immediately like a level more than if they weren't.
A good non-game example is the end of the movie Children of Men, when Clive Owen's character runs through a battle in the refugee city looking for the baby. I couldn't find a good clip of it, but if you've seen the movie you know what I'm talking about.
Anyway, that's one way a game developer can make me like their game more.
Monday, March 31, 2008
Final Fantasy X Annoyances
I'm still really enjoying this game for all the reasons I listed previously. I have run into a few aggravating things about it though.
First off, unskippable cutscenes. As I said before, I like the cutscenes in this game, but I've now run into a few boss battles that are preceded by 5 minute long cinematics that I'm forced to rewatch when my party gets killed. Sometimes you can hit a button to cut short some of the dialog, but the animations still play out. I want to get back to the fight, not rewatch the same thing over and over.
Secondly, and I hear this is common to JRPGs, are the boss fights that are far more difficult than anything you've previously faced. At one particular boss fight, I was completely wiped out in one turn. It was so fast and brutal that I thought it was one of those boss fights that you're actually supposed to lose. That hope was dashed when the Game Over screen floated before my eyes. The same thing happened later. That particular boss had three different forms. I powered through the first two forms, but the very first turn of the last form destroyed me. Now I have to play through all three forms again.
Part of the problem I think is that the game is very forgiving during most of the regular exploration/dungeon crawling monster encounters. You don't have to worry too much about what characters to use. Sure, some are better than others in different situations, but for the most part you can brute force your way through the random encounters. The harder bosses, however, require a deeper understanding of the various status effects in the game and the various abilities of your characters. The game doesn't explain what Zombie means. I guess it expects you to either know from the previous games, or look at the manual, which is what I did. It's frustrating to spend 30 minutes on a boss then die because you weren't aware that the Zombie status, which is normally a bad thing, is actually required to survive one particular attack.
So those are my main gripes with the game so far. I've fairly close to the end now, and I'm ready to find out how this quest wraps up.
Wiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!
I bought a Nintendo Wii from a gentleman in New York State. Paid $300 plus $10 shipping. Went out and bought Twilight Princess and component video cables. Hooked it up. Basked in the comforting blue glow of the disc slot. Gloried in my ability to get news and weather from my gaming console. Didn't play any Wii games, but put in my Gamecube games.
Wait, what?
I guess I'm weird, but I was excited to be able to finally see Wind Waker and Metal Gear Solid in widescreen. Wind Waker in particular looked gorgeous. It really makes me want to play it again, which is good since I never finished it in the first place.
The Wii has the original Legend of Zelda, Zelda II, Link to the Past, and Ocarina of Time available for downloading. I'm seriously contemplating downloading them all and starting from the beginning. I think it'd be very interesting to chart the evolution of the series over time. If I did so, I'd have to make sure I didn't get burned out on Zelda. But it could be fun.
My current plan is to finish Final Fantasy X this week and start Condemned 2. Then we'll see where we go from there. I get the feeling that if I don't finish Metal Gear Solid now, I never will. How much does that prospect bother me? Hmm…
Tuesday, March 25, 2008
Do I Have Any Idea What I’m Talking About?
In addition to the many I already have, I've recently developed a new insecurity.
You see, my first gaming console was the Sega Genesis. I didn't own another console until the Xbox 360. No Nintendo (of any flavor), no Playstation, no original Xbox. That's a massive gap in my gaming experience.
For a while I played exclusively on the PC. X-Wing, MechWarrior, Jedi Knight, Monkey Island, Half-Life, and Elder Scrolls were my entertainment of choice. At the same time I never played Starcraft. For Half-Life and Elder Scrolls, I didn't play these until the hype for the latest installments in the series was at full blast and I wanted to know what the big deal was.
This is mostly my fault of course. When my family had a Sega Genesis, I mostly played the Sonic the Hedgehog games. My parents didn't have the money or desire to buy me the latest releases, and eventually I grew bored with it. I read lots of books, and moved to computer gaming when we got our first IBM Aptiva desktop with Windows 95. I was still too young to be able to buy my own games, and even when my parents gave me an allowance I had to hoard it for weeks in order to buy something I wanted (which quite often was Star Trek action figures). Since I showed little interest in having another game console, my parents never bought me one.
Lately I've been trying to get caught up on older franchises on the console side of gaming, but it's a nearly impossible task. It's made slightly easier by services like the Wii's Virtual Console, so I don't have to track down and ancient game system and cartridges, but there's still the issue of time. New games are coming out all the time. There are thousands of older games I've missed out on. True, probably only a few dozen are worth playing, but that's still a lot of games.
Here's a handy list of some of the games and game franchises I've never played:
- The Legend of Zelda (any except Wind Waker and the first hour of Ocarina of Time)
- Just about every Super Mario game except Super Mario Bros.
- Most Final Fantasy games
- Every other famous JRPG out there
- Most of the famous western RPGs (Baldur's Gate, Planescape: Torment, most of Fallout)
- Metal Gear Solid
- Anything from Blizzard except for the beginning of Diablo
- Deus Ex
And many others I'm sure I'm forgetting.
So, many times I feel unqualified to comment on something game related. I've read a LOT about these games, so I can point to what other people have said. There's a great series of posts at The Brainy Gamer about how Zelda might be improved for the future, and I did leave a comment on one of the posts, but I really couldn't contribute much because I hadn't played most of them. Kind of frustrating.
So to the one person a week who reads this: do I have any hope? Will I ever be able to hold court with the gaming cognoscenti?
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.