Video Games Archive

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Fez’s Last Puzzle

A poster going by gregSTORM on the Xbox 360 Achievements forums was the first one to cross the finish line. He used a program to generate a list of all the possible solutions, and after entering around 1,300 of them by hand, to his great surprise… he managed to open the monolith. It was just before 3pm PST Wednesday, roughly five days after the game’s release.

This is exactly the biggest problem I have with Fez’s codebreaking “second game.” If I have to code a program to brute force solutions to your video game puzzle, something’s definitely wrong  with the design of the game.

(Or maybe that was Polytron’s point. Either way, I think it’s pretty silly to make the most interesting parts of the game so obtuse that the vast majority of players won’t even get to see, much less solve.)

via Ars Technica.

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Mass Effect 3 Thoughts

So I finally finished Mass Effect 3 the other day with the “best” possible ending. I knew going in that there was a huge internet backlash against the ending, but didn’t know the details of the complaints. After finishing the game, I had to admit that I wasn’t exactly raging against the machine. Sure, I was a little disappointed at the Deus Ex Machina aspects of the ending, but when one of the key plot drivers in the game is already a Deus Ex Machina, it didn’t come out of left field. Maybe I’m just a jaded video game player who expects all game endings to be either short and/or unfulfilled. Frankly, it’s more about the journey than the destination for me in playing games, and I felt that’s especially true in the case of the Mass Effect Trilogy.

That being said, once I started down the rabbit hole (spoilers of the game in the thread) of reading about the complaints people had about the ending, I began to get more and more indignant alongside them. (plus some lulz with internet memeing!) Their arguments made logical sense to me and, hell, even the BBB felt that Bioware was guilty of “false advertising!”

After a few days to distance myself from the game, I ultimately did not feel outraged enough to continue fretting about what might have been a better ending to a video game trilogy. I bought and read Geoff Keighley’s very interesting behind the scenes “Final Hours of Mass Effect 3” iPad piece and it became pretty apparent that Bioware was crunched for time in order to make a ship date.

Bioware’s announcement last week of an “extended cut” piece of DLC essentially confirmed that the ending was a bit threadbare, probably due to time constraints. I’ll check it out whenever it comes out, but without any illusions that it will be particularly life-changing or anything of the sort. I had a great run with the crew of the Normandy as Commander Shepard and will probably remember the interactions I had with my crewmates and the richest extraterrestrial history this side of Star Wars more than anything else.

Bioware Press Release:

Why are you releasing the Extended Cut DLC?

Though we remain committed and are proud of the artistic choices we made in the main game, we are aware that there are some fans who would like more closure to Mass Effect 3. The goal of the DLC is not to provide a new ending to the game, rather to offer fans additional context and answers to the end of Commander Shepard’s story.

 

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Review: Fez

Fez is probably the Indie game equivalent to Chinese Democracy. Five years in development, it’s won Independent Games Festival awards in both 2012 and in 2008. Yeah, that statement made me do a double take too. I’ll admit to not following the game’s development saga too closely over the years, except for noticing that Phil Fish, the game’s creator, is apparently a huge cock. But knowing that some of the best creative minds are giant douches, I didn’t hold it against him when buying and playing the game.

Like many recent platformers, there’s essentially two games in Fez: the “easy” one which leads you to a minimum number of cubes to see the game’s ending and the “hard” one, which tasks you to collect all of the game’s hidden cubes in order to see the “true” ending.The game is essentially a 2D platformer with the “twist” of being able to rotate the environment in four directions, kinda like rotating a cube around.  The basic gameplay is pleasant enough, but isn’t terribly mindblowing, especially if you’ve played Echochrome before. I imagine those who haven’t seen the MC Escher-like trick of 3D to 2D perception platforming would get a kick out of playing Fez for the first time.

For those not going for the “hard” anti-cubes, the game quickly degenerates into a simple “collect the shiny thing” set of tasks. That’s not necessarily a negative thing, especially for those who love nostalgic 8-bit gaming, but it does leave Fez as simply an ok to “good” game played in that way. The fact that the game is riddled with technical issues like slowdown, choppy graphic transitions, and outright game crashes to dashboard doesn’t help matters much. However, due to the way the game is presented at times, it does give apologists the explanation that these technical bugs are “working as intended” as an artistic statement.

The “hard” game in Fez is a doozy and it’s where I imagine most of the rave reviews and “mindblowing experience” reactions to the game are coming from. It’s essentially a hardcore cryptography/linguistics challenge with some neat fourth-wall breaking moments. For example, you’ll have to break out your smartphone’s QR code reader in order to get a button sequence to get one of the anti-cubes. Or, you’ll have to look at Fez’s achievement list for a clue towards getting another. From reading the GAF, it appears that obtaining many of these anti-cubes requires you to successfully decrypt things like a hieroglyphics alphabet along or a Tetris block orientation code. In full disclosure, I had zero interest in whipping out my Moleskine and doing a Robert Langdon impersonation so as soon as I had the required number of “obvious” cubes to watch the game’s ending, I did.

All of these puzzles are fairly obtuse, and there is no handholding or guiding by the game. It’s probably the most frustrating part of this game because there’s barely any context for solving most of the puzzles. One of the best qualities of Braid I thought, was the elegance in which you are introduced to each puzzle. Jonathan Blow nailed the difficulty curve and environment presentation to give you all the tools that you needed to solve the game’s puzzles by simply using the techniques that you’ve practiced throughout the game. Fez, by contrast, requires you to have the mentality to be able to perceive and decode the subtle “clues” in random game locations. If you didn’t make a Rosetta Stone for the symbols (or didn’t want to do that work), well tough noogies, you’re locked out of fully completing this game.

If you’re the type of person who loves ARGs and assembling pieces of a Rosetta Stone while you explore environments, then you should stop reading right now and go give Fez all your money. If you’re like me, and prefer to watch Tom Hanks solve the Da Vinci Code rather than do the work yourself, then you’re probably going to be less impressed with Fez. It’s not a bad game, but it’s certainly not the Indie masterpiece that 5 years of hype may have let you believe.

(Also, the “normal” ending to this game is predictably very abstract with a pretentious tone. If you’re expecting any insightful, life-changing revelations from playing through Fez, you’d get more answers from the Mass Effect 3 ending than this game.)

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Looks Like Someone’s A Little Desperate

via MMO-Champion

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Well, When You Put It That Way…

Never knew there was a gaming forum on 4Chan. They certainly aren’t afraid to speak their minds.

(Video might be NSFW with a little language and loud metal music.)

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Infinity Blade: Dungeons

An Unreal Engine-powered dungeon game on my iOS devices? Why, yes, please take my money as fast as possible.

(I imagine that the game will have enhanced graphics on the iPad 3 that it won’t on other devices. Infinity Blade has quietly become the key “wow” gaming franchise for new Apple device launches.)

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Free MotorStorm RC Download For PlayStation Vita

In a surprise twist earlier this week, Sony announced that Evolution Studios’ latest entry in the MotorStorm franchise would be a free download for PlayStation Vita users. Unfortunately, it doesn’t look like the PS3 version will follow suit with the freeness. Either way, you may as well “buy” the free game for your PSN account even if you don’t have a Vita yet as it appears to be a “limited time offer.”

I played through a couple of races and it’s definitely a fun little game to have on the go. It’s essentially a modern version of those single screen old school RC racing games. (Or RC Pro Am if that was your jam. It was definitely mine.) The controls are dead simple (Steer and go) and there’s a ton of events to play through and trophies to earn. Still, I gotta admit to being terrible at this game since I’m so used to behind-the-wheel racing games. Put me in a top-down isometric view and I just crash into walls all the time.

While there’s no multiplayer in the traditional sense, the game still invokes intense competitive instincts through its asynchronous leaderboard competition. Every time you finish a race, you see how you stack among your friends and the game prompts you to . It’s very similar to the Need For Speed Autolog or SSX’s RiderNet. I normally don’t give a crap about leaderboards, but when it’s tastefully shoved in my face after finishing a race, the competitive juices start flowing. There’s also a time trial mode, a freeplay playground mode, and a customizable single race event mode with bots. Basically, there’s enough content here to justify a $9.99  or maybe even a $14.99 price point. Since it’s free (for now), you don’t have to worry about rationalizing your purchase. Go get it, Tiger.

MotorStorm RC features 16 unique tracks spread across four extreme environments, including the dusty desert mesas of Monument Valley, the dangerous jungles of a Pacific Island, the icy tundra at the Arctic Edge, and the apocalyptic ruins of a destroyed urban city. Players can conquer these environments in powerful radio-controlled vehicles, with hundreds of uniquely customized models to collect in 8 distinct categories: Buggies, Superminis, Rally Cars, Muscle Cars, Racing Trucks, Supercars, Big Rigs and Monster Trucks.

MotorStorm RC Driving to PS Vita for FREE, Courtesy of Scion – PlayStation Blog.

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The First Halo 4 Info Dump

Color me unimpressed.

Don’t get me wrong, I still hope 343 Studios comes out with a banging new Halo game, but after the debacle that was Halo: CE Anniversary edition, I’ll need first-hand proof that Halo 4 isn’t a dud before I believe it.

I mean, look at the stuff they highlight in this video (with my commentary in bold):

  • A clever reason why there are red and blue Spartans fighting each other. (Who CARES?! Is an elaborate backstory going to make up for subpar gameplay? Because that’s the first thing I’m going to think of when you draw attention to things like that.)
  • The story being integrated into the multiplayer experience. (Competitive Halo multiplayer has never been about telling a story. If it’s there and doesn’t detract from the gameplay, sure, I’ll take it. But it’s not something anyone has been clamoring for.)
  • The sound effects have been completely redone. (Whoopty ding-dong)
  • Players will be able to customize their loadouts and unlock gameplay changing features ala Call of Duty. (This is the biggest red flag for me. To me, one of the most elegant parts of a Halo deathmatch is that it starts everyone off on equal footing equipment-wise. You start giving players who have spent the time to grind out enough XP to give themselves a discernable starting advantage, you start going down a slippery slope of game balance issues. I’d rather lose matches to people who outmatch me with skill, rather than unlocks. This is an especially big issue for a game like Halo, where people don’t die in one hit like other modern war shooters.)
Now, I know it’s still early in the information dissemination cycle for the game, but the stuff 343 Studios has decided to tout in its first public information release is curious at best. It’s as if they were running out of ideas to improve the franchise as is and are grasping at any sort of “improvement” feature checklist features they can. I just hope my intuition pans out wrong on this one because Halo truly is my favorite big budget gaming franchise.
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The Assassin’s Creed III Announcement Trailer

According to Ubisoft, the trailer was done with the in-game engine. While it’s doubtful actual gameplay will actually look like that, I don’t think I would have cared if it were done in play-doh. I’m just excited for the franchise to be out of Renaissance Italy because three consecutive years of that stuff was really beginning to wear thin.

Assassin’s Creed is a franchise that has managed to exhibit just enough improvement each iteration that I always get sucked into playing each one all the way through despite having low expectations from the game being on a yearly release cycle. This third entry, though, has my antipatory interest sufficiently piqued. Assassinating British Colonials in the forests of New England? Yes, please.

From the press release:

Set against the backdrop of the American Revolution in the late 18th century, Assassin’s Creed III introduces a new hero, Ratohnhaké:ton, of Native American and English heritage. Adopting the name Connor, he becomes the new voice for justice in the ancient war between the Assassins and Templars

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The Far Cry 3 Trailer Has Amazing CGI

The only two things I could think of when watching this trailer were “Holy shit, game CGI graphics have come a long way!” and “Wubwubwubwub yeahhhhh drop that bass.”

(For the record, I enjoyed Far Cry 2. It doesn’t look like this sequel has anything to do with the previous games, though. Then again, you can’t really divine much from this movie trailer, anyway, as there’s no gameplay shown in it.)