postgame Archive

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Postgame: Fable 3

When I think of my experience with Fable 3, there’s one description that keeps coming to mind: My First RPG.

Everything from the combat to the storyline to the character advancement system just screams out n00b. It’s not necessarily a bad thing depending on your level of RPG game experience, but as someone expecting a game with a decent amount of substance, I came out of Fable 3 feeling a bit hollow.

The game’s story has an epic foundation with a tale of tyranny and revolution, but felt rushed and predictable enough that I never had the opportunity to feel any sort of connection with any of the characters or situations. At least in Fable 2, I actually cared enough about my dog companion throughout the ordeal that when some tough decisions had to be made, I at least was given pause. Not so in Tres.

It’s a shame, because the entire last act of the game actually hinges on you making some “tough” decisions. If the developers had gotten me more invested into the citizens and characters of Albion, the game would have been drastically changed. Maybe I’ve just been spoiled by the maestros at Betheseda or Bioware, having played all of the Elder Scrolls, Mass Effect, and KOTOR games.

Combat is enjoyable enough by virtue of being laughably easy and simplistic. You have the customary Fable arsenal of melee, ranged, and magical attacks that correspond to each of the face buttons on the controller. It’s fitting that the only attacks you can do are with the buttons on top of the controller because you could just as well put your face on it and roll from side to side and still come out victorious. Enemies die in a couple of hits and rarely require anything but mashing the button harder to kill. I ended up finishing the game without dying a single time and it wasn’t for lack of trying.

All of the battle situations in the game feel artificial and shallow. There’s no memorable encounters or boss battles to speak of. The game doesn’t even mix up enemy types for you! I could count on one and half hands the number of different enemy types in the game. If the criteria was different enemy behavior, well lets just say that might just be counted on three fingers. It’s like the game designers went “Ok, here’s the skeletons encounter! Let’s just spawn 20 skeletons and have them go at it. Now over here is the mercenary fight. What makes mercenaries different from the skeleton warriors? Well they have skin and hair on them, DUH.”

Many of the quests in Fable 3 feel like they were designed in 2004. There’s way too many generic “FedEx this package to another villager,” “kill x number of bats,” and “escort this dude to here” quests. Again, these are the basic foundations for RPG questing, but after playing through three of these games I was hoping for more. That being said, there were a couple of interesting situations in the game. One involved a deranged talking treasure chest wanting to play chess with you in a haunted house. Another was an almost meta-game take on playing a traditional board game RPG in a medieval setting.

It took me almost two months after Fable 3‘s release to play through it. Why? Because that’s how long it took Lionhead/Microsoft to release a patch for the game fixing critical issues like freezing and crashing. To their credit, I didn’t come across any show-stopping issues during my playthrough. Still, it’s really appalling that broken games are rushed to stores just to make a holiday shopping deadline.

Would I recommend Fable 3? If you’re a veteran of the RPG genre with games like Fallout 3 or Oblivion or even World of Warcraft under your belt, I’d skip this. Even if you’re a fan of the Fable series, there’s really not much fulfillment in terms of story or gameplay to be had here. Your time would be better spent elsewhere. However, if you’ve never played a “serious” RPG video game before or want to introduce someone to the genre, Fable 3 would act as a good set of training wheels. It’s still a solidly executed title at it’s core.

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Review: Infinity Blade

I’m just going to go ahead and say it:

Infinity Blade is the best gaming experience I’ve had on the iPhone.

Seriously. You can take your Angry Birds, Fruit Ninja, and all of your lame tower defense game clones and shove them in your favorite orifice because this game makes those look like amateur hour. From the time I downloaded Infinity Blade on my phone last Thursday, all I’ve wanted to do is play it nonstop.

To put this in perspective, you’re talking a guy who has all of the video game consoles, a gaming-ready PC, a Kindle, a Blu-Ray player, Netflix, a backlogged DVR of TV shows, and a sports fan. Needless to say, I’ve got a lot of entertainment that I could/should have been plowing through instead.

Nope, I had to max out my Infinity Blade character first.

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Postgame: Vanquish

Ever wonder what kind of game Gears of War would have turned out as if the Japanese developed it? Welp, Vanquish is pretty much that game. Instead of the bad guys sinking cities with giant worms, they sink them with giant mech robots that transform from crab-form to bi-pedal form.

I previewed the game from E3 earlier in the year, and it pretty much turned out how I expected. It’s a third-person cover-based shooter with a ridiculous action movie plot and awkwardly bad dialogue that’s made even more awkward by the Japanese to English translation process. It’s also pretty damn fun, albeit a bit short.

I initially started off on the “Hard” difficulty level because a) I’m an achievement whore and b) I figure it couldn’t be that difficult for a seasoned action game pro like myself.

It was the wrong move.

I was making progress and got through the first Act of the game, but it was quickly becoming a joyless slog. Having to retry sections 10-15 times in a row has the tendency to ruin game flow. If you get this game, do yourself a favor and play it on Normal or even Casual. Though Vanquish has a cover system, it’s at its most fun when you’re zipping along from place to place at superspeed using your suit’s sliding ability. You will feel like a total badass sliding around like a cybernetically enhanced Steven Seagal and gunning robotic Russians down in the face.

There’s a couple of weird game design quirks that I didn’t really understand. For example, you’re penalized for using a melee attack. Hit someone once with it and it immediately depletes your shields. Not only are you extremely vulnerable, you can’t melee again until it recharges. Why anyone would use the melee attack other than to get the achievement is beyond me.

The weapon upgrade system also makes for weird gameplay motivations. Picking up a gun from the ground first replenishes your ammo for that gun to full. Any further weapons of the same type that you pick up will count as an upgrade as long as that gun has full ammo. What this does is make you want to hoard certain guns or else you’ll never get to upgrade them. Fire one shot off and you can kiss that upgrade goodbye unless you somehow find two of the same gun. Believe me, it’s a pretty crappy feeling to have that happen to you.

Other than that, the pace of the game is very fast. You won’t find many stealth sequences or “downtime” at all. There’s always Russian robots to blow up and large fights going on. The story’s nothing to write home about, but let’s not kid ourselves here. If you’re playing this game for exceptional storytelling, you’re playing it for the wrong reasons. The right reasons are if you want to blow the shit out of some shit.

Vanquish is a video gamer player’s video game. By that, I mean it’s under no pretense to appeal to a broad audience or people who aren’t “gamers.” It’s got everything you would expect to see in the 40 Year Old Virgin’s room – robots, guns, lasers, cute CGI chicks – you name it. If you liked any of those things growing up and don’t care about being judged for it, you’ll have a fun time playing Vanquish.

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Postgame: Metroid: Other M

Let’s get one thing out of the way first. The worst Metroid game is better than 90% of all the single player action-adventure games out there. The sense of discovery, progress, and frenetic action that you get from playing a Metroid game offers a feeling of fulfillment that few other gaming franchises can.

That being said, Metroid: Other M is definitely one of the weaker entries in the series. (Metroid Prime Pinball nonwithstanding)

It’s a little odd because Other M looks and smells like a Metroid game, but somethings a bit off with it. Perhaps part of it is the game’s focus on “storytelling and character development.” It’s the first Metroid game to utilize CGI cutscenes and voice acting heavily. And I do mean heavily. Some of these scenes clock in upwards of ten minutes.

Now, the length of the cutscenes isn’t so much the problem as the content. As the story was unfolding, I couldn’t help but feel like it was as awkwardly written and campy as Resident Evil. For example, one of the introductory movies explained at length why everyone in Samus’s old military unit gave the “thumbs up” sign after hearing mission orders. Then, in an incredibly melodramatic fashion, we got a very solemn monologue voiced by Samus as to why she gave the “thumbs down” sign instead as a symbol of independence.

At least, that’s the gist of what I remembered. Frankly, the entire thing played out to me as “blah blah thumbs up blah blah thumbs down.” I welcome engaging storylines and characters in my games, but Other M just reeked of B-Movie quality/self-aggrandizing-Japanese-Video-Game-Director-aspires-to-write-best-space-epic-ever. As I played through the game, I found myself pitying the poor localization dude who had to translate pages and pages of melodrama into English without making it into a complete joke. He tried his best, but putting frosting over poop is still poop.

That’s not to say the cinematics were shoddily presented; they actually look quite amazing for a 480p Wii title. The voice acting is also well done, with Samus sounding exactly like how I had imagined her. However, this leads to another problem, which is her characterization.

Other than some hints dropped here and there (she’s a girl!), the character of Samus has largely been left up to the imagination for the last 24 years. I’d wager that many people would consider her a badass no-nonsense bounty hunter who leans towards the side of angels, if anything. Making Samus’s past the focus of Other M‘s story ends up weakens the character because it pulls back the curtain to reveal one person’s interpretation of her (the director who thinks he’s a better storyteller than he actually is). She comes off as petulant, juvenile, needy, and emotionally inferior to her male counterparts. Instead of feeling like I was playing as an unfathomably hot Boba Fett, I began to feel like I was babysitting a needy girl who’s in way over her head. Not cool.

As for the actual game itself, the best thing I can say about it is that it kept my full attention (well, other than the cutscenes) throughout the 8 or so hours it took to complete. It’s a Metroid game so there’s thrilling shoot outs, timed escapes, tricky platforming, and creepy atmospheres. While some purists may cry foul at the forcefed waypoint directions, I did appreciate their purpose in keeping the game moving along at a nice pace. Rare was the case in which I was genuinely stuck.

However, the most egregious offense on Nintendo/Team Ninja’s part was shoehorning in a hybrid 1st person mode into the game. I’m talking about the gameplay mechanic where you have to constantly flip the Wiimote from a horizontal position in your hands to a position where you’re pointing and aiming at the screen.

In three words: It. Doesn’t. Work.

Not only is this motion awkward, it must be done in the middle of frenetic action moments! So you’re not only performing a complicated motion with your hands, you have to shift from a 3rd person view to a first person view on screen where you’re completely rooted! I don’t know about you, but this took a heavy cognitive toll on my brain. It wasn’t so much the concept of swapping back and forth, but the frustration I felt in having to run around an enemy, stop, flip the controller, get the aiming reticles right, and press the right button. More often than not, by the time I got the complex series of motions done, I had lost my opportunity to damage the boss’s weak point or had to reposition because enemies had caught up to my rooted position. It may have sounded like a good idea in the brainstorming session, but I can’t believe that this got through any sort of hands on testing.

It may sound like I’ve spent the last 900 or so words just blasting Metroid: Other M on its faults, but understand that it comes from the viewpoint of a series fan. The game is still worth playing if you’re into the series; just dont expect something on par with Super Metroid or Metroid Prime. If you’re a newcomer to the franchise, you could do a lot worse than Other M, but I strongly recommend you play the aforementioned first as a better showcase of what a Metroid game is really capable of in both 2d and 3d. Playing through either one of those games should leave you with the feeling that you’ve experienced some of the best titles the medium has ever produced.

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Postgame: Starcraft 2: Wings of Liberty

If there had to be one title to act as the envoy for the video games industry in 2010 it would have to be Starcraft 2.

You’d be hard pressed to find any other game appeals to everyone from the 30 minutes a day casual player all the way up to the professional Korean player making seven figures with an entourage of bodyguards and female groupies.

Yes, you read correctly. Seven figures. Groupies. Entering live tournaments on rock stages on a speedboat.

There’s three audiences that I think should run out and give this game a shot:

  1. Tower defense game junkies (whether it’s on your phone, iPad, computer, or console)
  2. People who already enjoy real time strategy games (How can you like RTS games and not at least give Starcraft 2 a shot? That’s like saying I like action movies, but I refuse to watch Inception.)
  3. Professional Starcraft players. (though I think those don’t really need to read this review)

Starcraft 2 is an interesting game because it’s one that’s physically impossible to play on any current console. It doesn’t mean that the game is that complex, it just means that it’s a genre that’s best controlled with a mouse and keyboard due to the nature of the tasks needed to be done. The game will run on almost any modern computer, Mac or PC alike, so chances are if you own a computer made within the last few years, you can play it.

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Postgame: Final Fantasy 13

I think the my days of having the patience to sit through a 40 hour video game are through.

It took me almost 5 months to put in the 45 hours needed to finish Final Fantasy 13, with a lot of it feeling like an obligation to my sometimes misguided principle to always finish what i start. That’s not to say there weren’t some great moments in the experience, but by and large everything the Final Fantasy franchise stands for has become stale.

Final Fantasy 13 tries so very hard to advance the aging Japanese RPG genre and actually does succeed in doing so on some levels. I, for one, am actually glad they got rid of towns in this game. When you boil it down, the only thing towns are good for are a) buying items and equipment and b) fulfilling a required plot/character interaction in order to advance the storyline. Getting rid of them streamlines the gameplay. It’s much more convenient to be able to buy items at any save point instead of hunting for several buildings in a town to complete your shopping list.

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Postgame: Limbo Review

I had a tough time playing Limbo.

It wasn’t due to deficient game playing skills on my part or any bugs or faults with the game’s programming. No, I had a tough time playing through Limbo because I was genuinely unsettled by the hauntingly melancholy game atmosphere with its grainy black and white visuals and sparse, yet disturbing ambient sounds and audio cues.

You may think I’m talking about a new survival horror game, but I’m not. Limbo is a 2D platforming puzzle game.

“How is this possible?” you may ask. Just watch this short trailer:

I found it appropriate that the protagonist of the game is a young boy because a lot of what disturbed me in Limbo scared me as a child. I have a ghastly fear of spiders, insects, and man eating plants that crystallized in my youth somewhere between the piranha plants in Super Mario Bros. and the insects in Daikatana.

Death in Limbo is also an infinitely more powerful on screen event because it is happening to a little boy. My first death happened via running into a bear trap on the ground. The trap chomped my boy into an aerial concerto of bloody body parts which then collapsed limply to the ground. It quickly became obvious that I wasn’t going to be playing Rayman.

One particular scene early in the game has you walk by a white butterfly on the ground who flies off towards a tree that is clearly harboring a giant black spider lurking in the branches above. I must have spent a good five minutes sitting in my chair, paralyzed. I saw no obvious route around the tree, yet there was no fucking way I wanted to walk under three giant spider legs. Given that the game had established a precedent for grisly deaths by that point, I especially did not want to see what this spider was going to do to the little boy.

Eventually, I excruciatingly faced my fears and found a way past the spider situation. The game may “just” be in black and white, but the realistic animations of the boy and the world combine with the game’s desolate atmosphere to create a completely immersive experience.

Who are you? Why are you here? Where are you?

These are questions Danish developer Playdead want you to wonder about while playing through Limbo. And they did, in fact, linger in the back of my mind throughout the game’s first half, especially with the appearance of other humanoids (dead and alive). However, as the game progressed, I found myself caring less and less about these things and just focusing on what my next destination was and how to reach it. In other words, gameplay became the driving motivational force, not the search for greater meaning in the story.

A word about the gameplay: much of it is based on a “die first, figure out why after you respawn” paradigm. During your first playthrough you should expect to die often and die unexpectedly. This may sound like a frustrating nightmare, but for the most part isn’t, because there are bountiful checkpoints that place you close to your place of death. However, there are a couple of places in the game where I repeatedly yelled “Come on!” at my screen because I could not discern a certain goal and the death checkpoint forced me to play through a previous section before I could take a crack at it again.

Comparisons to Jonathan Blow’s breakthrough “indie” game, Braid, are bound to pop up due to both games belonging to a similar genre. I’ll take a shot at declaring a “winner” by saying that Limbo doesn’t quite reach Braid from both a gameplay and narrative standpoint. Overall, Limbo’s puzzles aren’t as elegantly designed as Braid’s. Many of the more difficult ones require precision timing and button pressing dexterity to solve problems, rather than imaginative and cereberal solutions. That’s not to say Limbo is poorly designed – there are some wonderfully devious puzzles that give a real sense of fulfillment once you figure them out. It just doesn’t feel as naturally rewarding as Braid did.

Braid’s narrative benefited from the use of prose in its introductory and ending sequences. These words really tugged at me emotionally and provided context for the story it was trying to get across. Limbo, on the other hand, does not have one word of text within the game. It relies solely on its greatest strength, its visual and audio atmosphere, to convey its message. Limbo starts off strong in this regard, but the sense of uneasy wonderment slowly peters out until the ending is reached. It’s an ending which I feel tries to capture the same level of existential meaningfulness as Braid, but ultimately falls short.

Having said all of this, Limbo still comes highly recommended if you enjoy playing puzzle platformers and/or delight in immersive and unique art styles. It’s unquestionably the best downloadable game I have played in 2010 thus far. Just be warned if you have qualms about viewing gruesome child deaths or have fear of giant insects.

One final tip: Don’t read the game’s description on Xbox Live Marketplace if you can avoid doing so. I think the game’s ultimate meaning is far more interesting and thought provoking were I not to have read the short premise on the description. For me, it was a throwaway fact that served to only narrow the possibilities of the game’s conclusion.

Limbo costs 1200 Microsoft Points ($15) as a downloadable title from the Xbox Live Marketplace. There is a trial version that encompasses the first two game chapters.

[cincopa 10681581]

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Postgame: Splinter Cell Conviction

Warning: This game requires patience.  If you have none, stay away. It’s not a straight shooter.

If you’ve ever wanted to be as badass, cunning, and ruthless as Jack Bauer in a video game, Splinter Cell Conviction is the game for you.  Do you want to act out one (or several) of Jack Bauer’s famous interrogation scenes?  Done.  There are almost an excessive number of situations for you to brutally ask bad guys where stuff is.  Conviction’s situation is a departure from previous games in the series.  Longtime protagonist Sam Fisher is not ostensibly working with any sort of government agency.  For most of the game Fisher’s only contact with “the good guys” is with a woman he used to work with in the government.  Sound familiar?

I loved the way new objectives are presented to you in this game.  Many have called the way the game projects text onto the game world “Fringe Lettering” (yes, referring to the JJ Abrams show).  I’d say it goes a bit further, as the show’s lettering is limited to large block letters hanging in mid air introducing new locations.  Conviction goes a step further and blends the text into walls and objects in the world seamlessly.  More games need to do this.

Diehard Splinter Cell fans lamented the loss of certain gameplay elements such as hiding bodies.  I found it refreshing.  Hiding bodies always felt like a chore, rather than “ooh, this is cool because it’s realistic.”  Fisher has a new trick called “Execution” where you can mark anywhere between 2-4 targets (depending on how much you’ve upgraded your gun) and can instantly kill them all with one button if you are within line of sight. It’s balanced since you have to “earn” the right to do this by successfully melee killing someone.  While some critics may complain this cheapens the gameplay, at the end of the day, it serves to make the player feel like a badass.  I’m ok with this.  I want to be the action hero I see in the final cut of film. I’m ok with cutting out “realistic” elements for more fun.

Broken down into its core elements, Conviction is a sequence of situations in which Sam Fisher has to deal with bad guys who don’t know he’s there.  Usually, I’d start off trying to take out everyone stealthily from the shadows.  I’m not one for elaborate planning, so invariably I’d get seen, shit would hit the fan, and I’d have to shoot my way out of the mess.  Oftentimes this would end in failure, but since I’m an above-average shooter player, I imagine I brute-forced my way through more than most players would. Generally, Conviction does a good job of preventing you from just run and gunning your way through the game, as a veritable clown bus of bad guys will swarm you if you try to do this. (Protip: There are always more dudes in the room than you think there are.)

I played through the single-player campaign through on “Realistic” difficulty.  I usually play most games on normal difficulty, but I strongly recommend that you play this game on “Realistic” if you do.  Playing through on anything less will give you far more leeway to run and gun your way through the game and I think that detracts from the experience. The most memorable moments you will have while playing will be the stealth kills and planned gadget kills, not the machinegun kills you get from playing Call of Duty style.

My favorite moment in the game was a planned attack where I planted a remote explosive on the ground next to a pair of armed guards.  I scaled the building to their right, overlooking another guard from behind.  Jumping down, I broke the neck of the hapless guard from behind.  The original pair saw this and began to run towards me.  Calmly, I pressed the button, detonated the explosive, and took out the remaining guards LIKE A BOSS.

The biggest complaint people have of Conviction is the “insta-fail” section well-into the game.  I can’t defend this; it’s some bullshit.  I’d like to think there’s a better solution to forcing players to act in a stealthy manner.  However, part of the reason I got through it with minimal yelling at the screen was due to my Realistic difficulty training.  By the time I got to the chapter in question, I was already used to basically “insta-failing” if I was detected (due to the immense swarms of enemies and inability to absorb much gunfire).  It still sucked, though, because I could do everything right except for one tiny mistake, and I’d be forced to reload a checkpoint. Perhaps a better way of enforcing this would be to elevate the difficulty level to Realistic for everyone, regardless of what they are playing at.  It’ll train the player to be more stealthy, but also give them the feeling that they could progress even if they make a mistake.

It’ll take a certain type of mindset to succeed and have fun with Conviction.  You need to be prepared to be methodical and inconspicuous.  If you can and are willing to do this, I guarantee you will have a great time with this game.

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Postgame: Sam and Max Season 3 Episode 1: The Penal Zone iPad

Postgame is a new experimental segment on the blog where I give my thoughts on a recently finished game. It’s not as comprehensive as a review, but not as brief as a tweet.

Sam and Max Visit The Alien Brain

Playing Sam and Max Episode 1: The Penal Zone on the iPad was like dating a gorgeous, funny woman who was prone to random crazy breakdowns. You put up with the crazy stuff because you love the highs and try to ignore the lows. The Penal Zone has gorgeous graphics and fully voiced characters. The game’s presentation is pretty much exactly what you would see on the PC or Xbox 360. Unfortunately, it’s pretty obvious Telltale Games didn’t have access to a preproduction iPad because the number of technical issues that plagued this title were abundant. Random crashes, freezes, sporadic long load times, and framerate slowdowns plagued my playthrough of the game.  (Coming from a PC game “save early and often” background, the crashes never set me back too far.) I’m sure they did the best that they could to make the launch date given what they had to work with, but telling the user to reboot the iPad each time he wants to play, DOS boot disk style, is almost too much to ask. On the bright side, I think Telltale knew this and that’s why the price of the game was lowered to $6.99 (from $9.99).

Max Versus Stinky

I’m going to be honest and say I have never been that great at adventure games. Inevitably I’d always end up using a walkthrough for some or most of the game. With that said, I’m proud to say I completed all of The Penal Zone without looking to the internet for help. I’d like to say it’s all due to my leet deductive reasoning skillz, but it’s mainly a credit to great game design.  There’s an excellent subtle hint system manifested through one of Max’s new psychic powers, future vision.  With it, you can see what the future of certain items/people brings.  Armed with this information, you can divine what you should do next.  It’s a great way to help dense players like me get on the right track while making them feel awesome for figuring things out own their own.  Max’s other main psychic power, teleportation, adds an almost Portal-like way to approach problems.

RAWRAHGUAHRHG

The Penal Zone is a great adventure game.  You’d be hard pressed to find a more high quality 3-4 hour experience on the iPad.  It’s just a shame the technical issues mar the otherwise awesome game.  If you have the patience to deal with some slowdowns and random crashes, it’s a recommended purchase on the iPad since it’s only $6.99.  Otherwise, I’d recommend getting it on the 360/PS3/PC/MAC platforms.  It’ll cost a bit more, but you’re paying for stability.