Andy Laub

Andy Laub is a designer & developer in the Twin Cities.

Tagged reviews

RAGE »

Spoiler alert: this game is not worth it.

I’m sorry. RAGE wasn’t on my list of games to play, but I was desperate for something to fill the gap between Forza 4 and Gears of War 3 and I had a very good reason for skipping the new Deus Ex game (because I forgot about it).

So I ended up with 3 discs of overwhelming under delivery. Based on the box and title, RAGE (all caps, but for good measure picture an anarchy symbol instead of the “A”) seems like it should be a high-energy hybrid of Borderlands and Fallout, both games that I really enjoyed (ahem… eventually). The premise certainly sounds familiar: lone wanderer emerges from facility where he was isolated from society for decades due to impending apocalypse and is greeted by post-apocalpytic world containing bandits/mutants/evil overwatch.

Of course you immediately turn into peoples’ errand boy. Listen, game developers, I understand that this is the mechanic for 99% of games out there, and there are even times here when it works. Want me to take those supplies to a neighboring camp or go talk to some guy for you? I can do that, just let me know when and where! Oh… you want me to plow through an entire gang of bandits with a pistol because you don’t like them? That’s… okay, what?

There’s a thing called context, and this game doesn’t have it. I’m not a super soldier who descended from the heavens to save the world. I’m just some random guy who stumbled out of a vault spaceship that had to be saved from those same bandits about 10 minutes ago – giving me a pistol doesn’t suddenly make me your conquering hero. But this is a thing that just keeps happening. Go wipe out [enemy group] in [location]. I won’t say the combat is bad, but it doesn’t seem to have any real meaning. None of the groups you fight ever go away; you just end up getting distracted by different groups.

As the game progresses you hop from person to person, doing what basically consists of that same mission over and over. I think there is only one location that you actually visit twice via the story missions, but the side missions of the game generally seem to send you to the exact same place you just were again instead of introducing anything different or interesting. Later in the game you inevitably meet a resistance group that does what any good resistance does in games like this: sends you, the guy they just met, on a bunch of “critical” missions while they hang out in their secret base (pro tip: that airship dock may be a giveaway as to the location of your hideout).

It is at this point where I wish games like this had a “fuck you” button, because I could press it and the game would eject itself and walk its sorry ass back to the video store so I could go back to doing something worthwhile. Because no such invention yet exists I finished the game and, to quote myself when I was telling Abe, “it was a bunch of bullshit”. RAGE had a solid chance to make up lost ground on the second disc (how a game that has less than twenty hours of gameplay in a mostly linear environment can require two discs is beyond me). They tease with some information about how overwatch has had a hand in creating the mutants, but you never resolve that. And there are tiny snippets of the game where you actually end up fighting alongside others for the same purpose, whether it be clearing out bandits, escaping from prison, or capturing a power station, and those are the parts I wanted more of. That’s what the endgame should have been.

Instead the final missions are solitary and feel inconsequential. You fight some stuff, and then watch an impossibly short cutscene (HOW IS THIS GAME TWO DISCS) in which the game halfheartedly tries to convince you the world has been saved because you’ve sent a signal to all of the other arks to “awaken” them. It’s not like anybody who already came from an ark was almost attacked by bandits or abducted by overwatch. I’m sure they’ll be totally fine.

Doing Science »

If you have not played the Portal games, PLEASE PLAY THE PORTAL GAMES.

As a sporadic gamer, it’s generally pretty easy for me to keep a running list of games that I want to play eventually and then just play each when I get the time. For the most part, this works fine, but it’s also important to add an asterisk next to games that need my immediate attention.

There are a few reasons for this footnote, but the most important of them is that the game has BIG DEAL potential. This does not happen very often, but when it does it’s important to play the game sooner rather than later before it manages to become a pop culture icon and spoilers references become omnipresent.

Portal is a great example of an unexpected BIG DEAL. People who have never played the game have heard Still Alive and are aware that the cake is a lie. That precedence coupled with a new co-op mode and a sale at Best Buy (also Amazon) led to my recent purchase of Portal 2, and I have no regrets.

All I can really say is that the game is absolutely amazing. There is nothing I dislike about it: gameplay, graphics, audio, music, story, writing, and acting are all top-notch. Pack it in, other games of 2011. Portal 2 wins everything. If you felt pretty well-versed on Aperture Science after completing the first game, this new installment will blow your mind with how much you didn’t know. It’s a wonderful piece of storytelling and a welcome bit of comic relief in the generally-dismal universe of Half Life.

You knew that Half Life and Portal (and therefore Black Mesa and Aperture) coexist in one cohesive universe, right? This is not new information, but it just… so good. Nerdgasm.

This is a BIG DEAL.

Armorall »

Someday I'll play Crysis 2. But the internet will probably be dead by then.

Remember how I said I was going to play Crysis 2? I still am, I promise. I just… it hasn’t happened yet. I had planned to rent it shortly after finishing up Bulletstorm, but it was still nowhere to be found. In the meantime, reviews of Bulletstorm led me to Vanquish, a game released last year that is basically what happens when you combine Gears of War and Bulletstorm, then take Epic out of the equation and replace them with Sega.

The result is a third-person shooter in which you run around on a space station and shoot communist robots. Similar to Bulletstorm, there’s a button that lets you slide around on the ground, and also sort of do things in slow motion. And you have a gun, but your gun is special because it’s every gun (more on that later). Also there’s a button that you press to smoke a cigarette, in case you need to be reminded that this game is very, very Japanese.

This sounds like it could be a recipe for disaster, but the opposite is true – Vanquish is a very fun game. Unlike the plodding, cover-reliant pace of a typical shooter, the goal here is speed. I’ll admit that I relied on cover more than the game probably would’ve preferred, but the mechanics are there to keep you in motion a good portion of the time; rarely are there locations in battle that are truly “safe” so you have to use your maneuverability to your advantage.

I mentioned you have what is basically the gun. Your amazing, one of a kind suit of armor is impressive, but your gun? It can look at other guns and mimic them. Remember in the Transformers movie how the robots scanned the vehicles and then turned into them? That’s what your gun can do. Except it’s a little simple, so it can only remember three guns at a time. I don’t know why that distinction exists, but it does.

But your gun can upgrade itself. If you scan another copy of a weapon you already have, the first result is your ammo refills. If your ammo is full, you get a little mark next to that gun. Three marks and you get a star, and each star is an upgrade (ammo capacity, power, etc). But don’t die, because sometimes you’ll loose a mark if that happens. I’m not really sure how the logic for that works – sometimes marks were lost, and sometimes they weren’t, and the same weapon wasn’t always affected – but really, don’t die. It’s bad for your points.

Did I mention the points? This game has them! I’m pretty sure they’re a way of telling other people how great you are at this game. Or in my case, how great you aren’t. But at the same time, the game also has giant enemy crabs, whose weak points you can attack for massive damage. Then they turn into giant humanoid robots.

In short, you should probably try Vanquish if shooting things is something you enjoy. It doesn’t really take very long, and it’s very shiny.

Definitely Epic »

Bulletstorm was not my first choice, but it turned out to be a very good (albeit familiar) choice.

I didn’t mean to rent Bulletstorm. Okay, I did, but it was not at the top of my gaming to-do list, nor (until yesterday) was it even on it. I’ve been itching for something new to play after finishing up Black Ops and that driving debacle game, and because Brink and LA Noire are still over a month away, I had to psych myself up for something I could play now. Crysis 2 was the immediate the frontrunner, but after many fruitless visits to the video store, it became clear that I should find something else to occupy my time.

I didn’t care for the demo of Bulletstorm until I played it the second time. Maybe I wasn’t in the right mood, and by that I mean “maybe I just didn’t want to be distracted by another game so I convinced myself it was nothing special”. Or maybe I just wasn’t doing it right, because I had a whole lot more fun when I retried it. Happily, Bulletstorm isn’t nearly as difficult to get ahold of, so I was whipping guys around and shooting them in the face in no time.

Let’s take a couple of steps back. If you’ve seen any of the ads, you’ll remember Bulletstorm as being the game that encourages you to “Kill With Skill” – in other words, you’re rewarded for finding creative ways to dispose of your opponents. The most prominent mechanism in this involves your leash – an electric whip attached to your wrist that you can use to latch on to enemies and objects from a distance, pulling them toward you (and in doing so putting them in a sort of mini-Bullet Time) so you can more easily target strategic areas (like their butts). The rest of your arsenal is somewhat more conventional but still fun to use, and the points that you receive from killing guys are used to restock and upgrade your weapons.

This whole system, while creative, is a little disconcerting at first because to some extent it requires that you forget some of the things you know about shooting games. While you can certainly make your way through the game with a series of headshots from your assault rifle, to do so would be to forego everything that it’s about. While it initially seems as though ammo is hard to find and somewhat expensive to buy, you soon realize that a) you’re able to kill a LOT of enemies without using any ammo at all and b) you’ll get a LOT more points for doing so, effectively making ammo that much easier to come by when you do end up needing it. The environment in this game tends to be just as lethal to your opposition as your own sidearm – never has rebar been such a deadly force. Or cacti. Or random, dangling electric wires.

And, as advertised, that’s what makes Bulletstorm fun and special. It doesn’t hurt that it’s made by Epic, the folks behind the Gears of War series, and it certainly shows. I like to think that the game takes place in the same universe as Gears, since the aesthetic is nearly identical (big burly guys and lots of masculine gadgetry). However, the mood here (on the resort planet of Stygia!) is distinctly lighter, as is the overall setting. The weather is generally bright and sunny, and you’ll spend a lot of your time outside (or sort of outside, since this resort is comprised entirely of structures that are on the verge of or in the middle of collapse). There are a couple of Gears-like moments where you’ll end up in a cavern or sewer, but they seem to be there only to remind you of how little time you spend in them. An objective like “find your way out of this cavern” would end up spanning multiple acts in Gears of War, while doing the same here means you may not see the sun for nearly ten minutes.

Also interesting are a couple moments where it seems inevitable that the game is going to throw one of the typical shooter cliches at you (ridiculous boss fight, drawn out puzzle sequence), only to send you on your way instead. The game seems to prefer that you don’t remain in a given place for too much time, and instead pushes you along with relative efficiency and urgency – a rare and fitting move since the events all occur within a few hours. I will say that there seemed to be a disproportionate amount of falling through or off of… stuff. That’s a shooter cliche too – especially in the Gears franchise – but in this instance I honestly think they wanted to see how many times they could fit that into the story.

With all this, it would sound like there wasn’t anything not to like. While that’s somewhat true, I can name a few things:

  • There were two distinct times where my teammate needed to perform a particular action to drive the story and failed to do so. The first time this happened I had to restart the chapter; the second time (later in the game), I was able to resolve it by restarting from the last checkpoint.
  • While it’s nice to have them around, teammates rarely became the focus of attacks. One particular enemy can only be downed by shooting him in the back, which is impossible because he devotes all of his attention to me and me alone.
  • One particular class of enemy in the middle of the game completely takes the fun out of combat, in that you can’t use any of the techniques that are the foundation of the game itself. I don’t mind it so much in hindsight, but it was really irritating at the time.
  • While occasionally entertaining, the profanity can get a little stale. Also the main guy kind of sounds like Tim Allen at times.

So while Bulletstorm represents a new IP, it really isn’t an unknown quantity. Think of it as a first-person, lighter-hearted version of Gears of War and there you go. The setpieces are colossal and fantastic, and the combat is a lot of fun, so I definitely look forward to future installments.

Test Drive: Test Drive »

I was going to try Black Ops but it didn't have any cars in it, and I'm really in a car mood right now.

I realized after returning Gran Turismo 5 that perhaps part of my problem with it is that it just wasn’t the game I was looking for at the time. I like “owning” cars and being able to drive them around, and sometimes it’s nice to be able to do that in a non-competitive, non-track setting. Understandably, this is a feature absent in both the GT and Forza series’. It’s a logical omission; adding in something like that completely changes the scope of the game to something more along of the lines of a free-roaming arcade racer, like Burnout, Need for Speed, or, in this case, Test Drive Unlimited.

I wrote years ago about the original iteration of the game, or the demo, at least, and was not particularly kind:

Test Drive Unlimited is on [this list] for wasting two hours of my life. Those familiar with the demo will realize I played it to the maximum time limit twice, which is indicative of how crack-like it is. I play and play, and all I can think is “I’m totally wasting my time on this,” a feeling reminiscent of Driv3r which (surprise) is from the same company (Atari).

Harsh words, but the game just didn’t do it for me. Still, I really liked the concept (it’s billed as a massively multiplayer online racing game), and with the release of the sequel this past week, the least I could do was give it another chance.

I’m glad I did. Test Drive Unlimited 2 takes the formula from the original game and just adds more stuff – which, in a game where personalization is a big deal, is always a good thing. Most notable is the addition of off-road areas, and the inevitable SUV’s to traverse them. The car list has also expanded, as has the territory you’re able to explore.

Because I haven’t gone back to try the original, I can’t say for sure whether they’ve changed the handling of the cars. Regardless, I’m happy to say that the physics work, and don’t generally get in the way. That may sound like a backhanded compliment, but it is a good thing. There is a lot to like in the world of TDU2. The graphics aren’t anything revolutionary but are still attractive, and every car features a full assortment of driving views (cockpit, roof, chase car, etc). Convertible tops can be raised and lowered, as can windows. The map holds a wide variety of destinations, and when you enter these areas you are able to walk around in first-person view. This is especially interesting in the car dealerships, where you can open the doors and start the engines of the cars for sale.

All in all, it’s a fun enough diversion that I ended up ordering it. I hope I don’t regret that decision, and here’s why: the game, as fun as it is, has a couple of show-stopping bugs that desperately need fixing. One of the two biggest issues is the unstable servers, which causes the game to hang when starting, and if the servers are down the only way to play the game is to disconnect from Xbox Live. This is a big deal for a lot of people, considering the main point of the game is to be able to race online. However, I spent my time in the single player campaign and am somewhat reluctant when it comes to online play, so I didn’t feel as though I was missing out on anything major. Obviously it’s an issue that needs to be fixed, and the TDU2 team is addressing it.

The more frustrating of the two bugs for me is that it’s incredibly easy to end up with a corrupted save game (ask me how I know). TDU2 tends to save very, very frequently – entering a shop, exiting a shop, entering an event, pausing the game, etc, etc. The problem is, when you want to end your session, you need to worry about whether the game is saving or not, and when you press the Guide button (which brings up the system-wide menu on the 360), the game pauses… and saves. If you’re not aware of this, you’ll quit the game in the middle of the saving process and possibly lose your data.

This is a completely ridiculous issue. Listen: I understand that launching a game is stressful on servers, and so I get that there will inevitably be downtime with things like that. However, save data isn’t tied to server activity and therefore this is a problem that never should have made it this far. It’s compounded by the fact that there’s no way to quit the game properly – believe me, I scoured the pause menu in search of a “Quit” option and came up empty-handed, and as a result, I simply quit to the dashboard and ended up losing 3 or 4 hours of gameplay. And do not get me started on having to watch those (unskippable) cutscenes again. Absolutely, mind-blowingly terrible writing.

As far as I’m concerned, this is the issue that has me most worried about resuming my game when it arrives. I’ve been very careful not to quit while the game is saving but I’m paranoid about losing my data again; the sooner they can fix this problem, the sooner I can give Test Drive Unlimited 2 the recommendation it deserves.

I Finally Played Gran Turismo 5 »

...and all I got was 10 hours of frustration?

I’ve been finding myself with a little extra free time lately, and given that I’ve pretty much sapped any remaining enjoyment from all the games in the house, renting something seemed to be in order. I’ve had my eye on Gran Turismo 5 since it came out, but my devotion to the Forza Motorsport series and previous sour experiences made me reluctant to run out and buy it without sampling it first.

Boy, am I glad I did. I’ve been playing both Forza and GT since their first iterations, and I feel totally confident in saying that Turn 10 has made more progress and improvements on the Forza series since its introduction in 2005 than Polyphony Digital has since the first Gran Turismo in 1998. Graphics on both have improved with each successive installment, as expected, but aside from that GT5 feels like the same game I played in high school. It’s like PD spent so much time working on making the cars look good in high definition (more on that momentarily) that they ran out of time to do anything else, like develop a consistent, useful, and attractive UI instead of just throwing in the same piecemeal menus they’ve always had.

It’s true, the game can be eye candy. This is provided that you’re driving one of the 200 “premium” cars and not one of the remaining 800 “standard” cars. Yes, there are two different car formats. GT has a long history of including more cars than any of its competitors and GT5 could not be the exception to that rule, so the result is that about 20% of the cars have a much higher polygon count and a modeled interior. The rest are “updated” models that were used in previous GT games. On the surface they generally don’t look too bad, but unfortunately the deficits of the standard cars don’t end there. Standard cars also can’t have any visual modifications applied to them. Most notably this affects the (painfully small) selection of aftermarket wheels, but also applies to any aerodynamic goodies you may have been longing for. The game’s photo mode is also exclusive to premium cars.

But enough about the cars – isn’t the racing fun? Well… sure. It’s okay, but I don’t enjoy it as much as Forza. That’s a subjective thing and I’m not going to sit here and try to convince you that Forza’s gameplay is better. The main issue with any racing game, especially more sim-oriented ones like these, is that you’ll likely be spending as much time in the menus and in your garage as you do racing. And as I said before, the menus and UI are really where GT5 could have used some attention. There are little things that are just wrong, like having an inventory of paint swatches (I don’t really know how this works), or not allowing you to proceed to the next race in a series after winning the current event, or being told that you can’t change your driver’s uniform (suit and helmet colors) after you start the game. What an odd decision to make so final.

Speaking of starting the game, let’s talk about what happens when you put the disc in for the first time. Forget that it recommends a 50-minute installation; Forza 3 has an entire disc of content to install so I call it a wash. But I did spend 15 minutes watching various updates (a noted PS3 weakness), prompts, and restarts before the intro video even started rolling.

Finally, I was able to actually play the game, and by “play the game” I mean “start navigating menus”. Like Forza 3, GT5 has a narrator to somewhat guide you through the beginning of the game. Also suspiciously like Forza 3, GT5’s narrator is a male with a British accent. After filling in some initial profile information and choosing (irrevocably!?) your driver’s apparel, you’re told it’s time to buy a car. Except that you are only allowed to drive cars that are at or under your current level (zero), so your choice is somewhat limited. Honestly, I’m not sure whether you can buy outside of your level – if so, that alleviates one major gripe, as I would’ve bought a level 1 or level 2 car and done the initial license tests until I could use it.

Yes, there are license tests. No, they’re not really that fun. Yes, they’re required if you want to advance to any of the mid to high level races. Fortunately they’re not tremendously difficult if you have some previous console racing experience, but they do expose a couple more flaws with the game – namely that the ghosts are somewhat broken. The purpose of a ghost is to represent a previous effort to complete the challenge; you can use it to gauge your progress as you move incrementally closer to your goal. Or you would, if it worked properly. There are two problems with ghosts in GT5:

  1. It will only record the ghost when you receive a trophy for the first time, instead of automatically saving the fastest. You can back out to the menu and return to the challenge to get around this, but that’s ridiculous for what is essentially an AAAA game.
  2. When racing a ghost, they have a tendency to disappear if your car gets too close (nearly overlapping), so you can’t actually tell where the ghost is.

Finally, PD also bowed to pressure and added the racing line, a feature I first experienced in Forza. Essentially it’s a dotted line on the course that gives you an idea of the best way to traverse the various corners. It also turns red in areas where you need to slow the car. But being used to the Forza version, the GT version seems foreign to me. There were a lot of instances where I didn’t feel like I was in the right place or where their recommended braking area or distance was suboptimal in that it didn’t slow me enough or slowed me too much to remain competitive. It’s almost something that’s better left turned off, which entirely defeats the point.

With all that in mind, I didn’t harbor much regret when I slipped the game back into the return slot at the video store. At some point down the line I’m sure I’ll own it, but to me it doesn’t feel like a $60 (or $50, or $40) game. It’s a title that’s putting a lot of weight on previous games and sentimentality, and we’ve all seen what happens to games that go down that road.

Impatience: an Addendum »

I forgot to mention this accidentally on purpose, probably so I'd have something else to write about. OR DID I???

I realized after posting that I left a major sore point out of my diatribe regarding Red Faction. It’s true that I found the game to be somewhat difficult (even compared to the similar Saints Row) for reasons mentioned, but honestly that wouldn’t have been such an issue if the game had a better system in place for checkpoints and mission restarts.

When I fail a mission/objective in a game, my first thought is okay, how much progress did I lose? In some instances I am pleasantly surprised, but Red Faction is not one of those instances. I can recall exactly two times where failing a mission allowed me to restart from a checkpoint instead of at the beginning. In all other cases, the game doesn’t even quickly revert to the beginning of the mission, but to your pre-mission status. I suppose it does this to let you (re-)prepare adequately for the mission (assuming you weren’t the previous time), but I don’t think that option is important enough to justify this as the default behavior.

I wrote about this a looooong time ago, but a big gripe I had about Gran Turismo 3 was that when you failed a licensing objective (admittedly a small part of the game), you were unable to immediately retry. I disagree with this (and apparently so did the GT time because they fixed it in Gran Turismo 4), and will continue to assert that the default option after mission failure is to immediately restart from the last checkpoint (or the beginning, assuming no points have been checked). Games difficult enough to require multiple efforts to complete an objective (ie. all of them) that don’t follow this rule are generally stupid and wrong.

Minor secondary forgotten gripe: the load times are pretty painful.

Good Riddance »

How do I keep ending up in situations where I am apparently the lone savior of the city / state / country / world / universe?

As if it’s not abundantly clear, I’m apparently back in the proverbial video game saddle, as they now consume a good portion of my free time. My Fallout 3 mania has pretty much run its course and has given way to a couple of other distractions, in no particular order:

  • Fallout: New Vegas
  • Red Faction: Guerilla
  • Rock Band 3

I’m not going to talk about Rock Band right now, except to say that when played as a game it’s on the unfun, grinding side of the spectrum, whereas when played as a diversion (that is: with people) it remains one of the best things ever. And while I’m sure I’ll eventually have a lot more to say about New Vegas, I’m only about an hour into it so that’s best left on the back burner for now.

So let’s talk about Red Faction. It’s one of those weird games that kind of clawed its way to the edge of my radar and just hung there, refusing to leave until I gave it the attention it felt was deserved (see also: Indigo Prophecy). My initial take after playing the demo was “Saints Row on Mars” given that the developer and scope of the game are the same, just with a different setting and protagonist. To be fair, I prefer the controls of Red Faction to those of its ghetto brother in that it uses the triggers for driving instead of one of the face buttons.

The premise of Red Faction is certainly intriguing: you’re a demolitions expert (I guess?) on Mars, helping a group of rebels overthrow the corrupt and abusive government. So far it’s nothing that hasn’t been done before on a million other planets, but this game’s novelty comes from its completely destructible scenery. Smashing some buildings around with your hammer is pretty neat. Also blowing them up.

But after that, the game becomes a chore. A minority of the missions are enjoyable, but for the most part I often found myself asking “why me?” I’m some random guy who just came to Mars to keep a low pro with my bro bro my head down and live with my brother. Then my brother gets killed up and suddenly I’m the savior for this entire guerrilla movement that I wasn’t even aware of until five minutes ago. I have no special qualities but the Red Faction is sending me, alone (generally), on missions that nobody in their right mind would expect one person to be able to accomplish.

I’ve had this feeling before and it’s usually found in sandbox games – even the mighty Grand Theft Auto series is guilty of it to some extent. But it stands to reason that you probably wouldn’t send some random new guy out on what you’re telling me are incredibly crucial missions for your cause without any backup whatsoever. That… makes no sense, and that’s what made the game such a drag to play through.

There are some side missions that involve you capturing or defending a checkpoint from/against the bad guys, with a little gauge on the top right that shows you how many people are left on either side. Those were fun, and felt truer to the spirit of the game than anything else, core missions included. Unfortunately, that little slice of enjoyment wasn’t able to compensate for other annoyances:

  • Your max ammo count through the entire game is pathetically low. I can carry a rocket launcher around but a few extra clips for the assault rifle is too much to ask for?
  • Buildings don’t always collapse when they should. That three-legged structure will surely fall after I destroy two of the legs, right? Right? Couple this with the fact that one of your main goals is to destroy certain buildings, often under heavy fire, and you have a recipe for disaster.
  • The enemy solders are obscenely well-armored, further exacerbating the ammo issue.
  • The guy giving you missions is the same guy from Crackdown, where he was equally annoying to listen to.

But even despite these nagging issues, I slogged through the game. I don’t know why I do that to myself; I’m sure my blood pressure goes through the roof in situations like this but I feel that because I have it I should finish it for my own sanity (see also: Dead Space). Now that I’m done, I just have two words.

Expansive »

Yes, it's another Fallout post. Also Mass Effect.

I didn’t mention it in my last post, but I am pretty comfortable putting the Fallout franchise on the same level as Mass Effect in terms of how well-developed the universe is. It’s a pretty good indication of my appreciation for the franchise if I’ll spend hours on their respective wiki’s just, well, absorbing, even after the game has ended.

Fallout is particularly interesting because the future as envisioned there (2277 in this case) requires a significant departure from our current universe beginning in the 1950’s, while ME (set in the late 2100’s) is an imagination of where we as a society could go from where we currently are.

Because of the sheer amount of stuff offered by both universes, the series’ are both ripe for downloadable content. And while usually the DLC I acquire is done so with the intent to do things (additional missions in Borderlands, or wanting to drive more, newer cars in Forza), the DLC in these games was appealing because it offered a chance to see more of the universe, even just a small slice; and that’s what this post is really about. Without trying to sound too dismissive, the Mass Effect team likely has a much easier time with DLC, since they can add a new planet, or a new location to an existing planet, and not have to worry about it fitting to deeply into the context of the current game.

Fallout, on the other hand, has a somewhat less range to work with (you are in the DC area, on foot, with a finite number of different “factions” to deal with) and yet it manages to skirt those limits on more than one occasion. This creativity is welcome, but also makes for an inconsistent experience across the five different expansions. That doesn’t mean they’re not fun; they are, just to varying degrees:

  1. Operation: Anchorage was the first piece of DLC for Fallout 3, and basically takes you out of both DC and 2277 by putting you in a simulator where you repel the Chinese invasion of Alaska in 2066. It’s kind of a cheat, but still quite enjoyable. Interestingly, it felt like Call of Duty as imagined by Fallout – that’s not to say it wasn’t fun, but it removed a lot of the attributes of combat that I had been used to up to this point (weapon degradation, scrounging for ammo and weapons, super mutants). Still interesting, but very sterile.
  2. The Pitt, then, is practically the opposite in every way. Where Anchorage is bright and clean and always daylight, Pittsburgh has been cast into a reddish darkness, illuminated only by the flames from surrounding smokestacks. Upon arrival you’re stripped of all your possessions and must work your way out of slavery. Of all the DLC, the pacing on The Pitt felt the weirdest to me, though I’m willing to accept some of the blame for that because I spent a lot of time in the steelyard collecting ingots.
  3. Broken Steel is easily the best of the bunch. Most notably, it allows you to continue playing after you complete the core story, something not formerly allowed. It also boosts the level cap from a measly 20 to a majestic 30 (sorry, nerd-talk), and adds some additional enemies for you to worry about (and I mean that sincerely – they’re badasses). As if that’s not enough, it is the only expansion to lengthen the core story and get a taste of life after the initial game’s climax. This is far and away the one I’d most recommend, but the general consensus is that features it adds should’ve been there in the first place.
  4. I was most skeptical of Point Lookout, which takes you to a swampy wasteland along the coast of Maryland. For the most part things played out pretty normally (considering the context), but I will give it credit for introducing one of my favorite side missions of the whole game — one in which you follow the trail of a Chinese spy stationed there before the bombs fell. Point Lookout (the place) is also the largest and most diverse area to be featured in any of the DLC.

That said, I’d still recommend that anyone looking to play the game look for a deal on the Game of the Year edition, which includes all five add-ons (the fifth, Mothership Zeta, sounds intriguing but I haven’t yet played it), but if you are just looking to add to your existing copy, don’t rush to the Xbox Live Marketplace (or the Playstation Store) just yet – Op: Anchorage and The Pitt are available on a physical disc, as are Broken Steel and Point Lookout.

This is notable for one reason: physical games are available used, which means you may be able to get the four mentioned above for significantly less than you’d have to pay to download them. Had that not been the case I probably would’ve skipped the first two altogether, even though they were interesting. I’ll likely pass on Mothership Zeta for now, opting instead to prepare for the imminent arrival of New Vegas in my mailbox.

Second Chances »

Or: how I learned to stop worrying and love a post-apocalyptic wasteland.

This is a post about Fallout 3. It is a highly-acclaimed video game that came out almost exactly two years ago for a multitude of platforms, and one that I purchased on its release date.

It’s also a video game that, somewhat indicative of the time, I picked up only briefly and then almost immediately gave up on. Oh sure, I made it through the prologue and into (out to?) the wasteland, but from there the game became so overwhelming in so many ways that I just didn’t feel like dealing with it.

A year later, or somewhere thereabouts, I tried it again, made some incremental progress, then likely got distracted by something else and continued to write it off as “not for me”. Despite certain insistences that is in fact very good, and I should give it another chance, I couldn’t commit.

But New Vegas pushed me over the edge. Maybe. You see, after what basically amounted to a one-night stand with Splinter Cell, I was looking for a game I could settle down with for awhile and really get to know. All the hype about New Vegas rekindled my interest in the Fallout franchise, and I vowed that I would give Fallout 3 an honest-to-God second chance.

And this time, it just clicked. Much like my picked-up-and-put-down experience with Mario & Luigi: Superstar Saga, I opted to start over from scratch and basically just not be such a pansy when it came to fighting this time. I also took advice from the internet and chose my skills a little more carefully, as I didn’t realize how critical certain abilities are when I started the game before.

I had also previously described Fallout 3 as “Borderlands, but much more lonely and dismal.” While that holds true somewhat, there is still a sense of humor woven into the game that keeps it enjoyable versus depressing. And while the loneliness is somewhat overwhelming at first, after awhile I wouldn’t want it any other way. Put another way: there are opportunities throughout the game to acquire a follower, but I’ve avoided them. Mostly this is because I don’t want to be responsible for their deaths (which are, logically, permanent), but also I’m kind of a badass so I don’t need their help.

Once the balance of terror vs. curiosity shifted in my favor, the game became a lot more fun and interesting. I didn’t worry about stumbling into the “wrong” place, because such things are encouraged and rarely lethal if you’re prepared. There’s still an ever-present threat of not having enough ammo (merchants only have finite amounts) and the degradation of weapons and equipment (which are repairable but not without some hassle), but it doesn’t feel like tacked-on difficulty; instead it really does fit with the overall theme: if you don’t succeed, this could very well be the fall of humankind and the decay of everything associated with it.

Whoa.

Miscellany

  • V.A.T.S. (the combat assistant) takes some getting used to, but it is tremendously useful when you figure it out.
  • Maps and fast travel are lifesavers.
  • I am using the Fallout Wiki probably way more than I should.
  • The Broken Steel add-on is crucial.
  • Dead Rising, on the other hand, was not better the second time.

Just Right »

Tom Clancy saves the day.

For most of summer I was in a video game lull. This isn’t exactly atypical; time not spent in front of the computer generally ends up being spent outside or doing basically nothing. The exception was Forza 3, which I finally finished; but even that had become more of a task that I gave myself versus something I did for recreation.

As fall approached I felt like I wanted to play something, but I wasn’t sure what. I wasn’t quite ready to jump into a game that I knew would eat up weeks of my time (nor did such a game even exist that I wanted to play). Usually when this happens I find myself delving into the back burner for “games I kinda sorta was intrigued by or enjoyed tolerated the demo of”, and that’s how I ended up renting Splinter Cell: Conviction.

I had played the Conviction demo when it first hit Xbox Live and found it rather… fun. At the time I wasn’t in the right frame of mind to force myself through a game that required any sort of stealth, and I also didn’t feel like committing another control scheme to memory. On the other hand, the graphics and presentation seemed top notch, and the story… well, I haven’t played any of the other games in the Splinter Cell franchise so I couldn’t really follow anything with the limited objectives provided by the demo.

It took me an hour or two of playing the full title to re-engage my light-stealth-third-person-shooter mindset, but after doing so and getting a handle on the controls, I began to enjoy the game immensely. It sounds like this newest iteration is a departure of sorts from the traditional Splinter Cell manifesto; being detected is no longer the game-ending circumstance that it would’ve been in previous episodes. Instead the game feels somewhat like a modern-day Assassin’s Creed — stealth is certainly the best way to accomplish the task at hand, but it’s generally not the only way.

Honestly I can’t really say much about the story; it’s interesting enough but I assume it would’ve been more meaningful if I had a relationship with the characters that would’ve been achieved via the earlier games. Suffice it to say that it gets the job done and doesn’t leave me much room for complaint. And really that can be applied to Splinter Cell: Conviction as a whole. It got the job done (admirably, I might add) when I just needed something to occupy me for a couple of days.

The Fourth Kind »

Buying a new phone is definitely an easier decision for me nowadays.

My iPhone 4 arrived two weeks ago while, fittingly, I was in the middle of what would be my final phone call from my iPhone 3G. I was caught somewhat off guard, as I hadn’t been following FedEx as closely as I sometimes do and it was arriving nearly a week before schedule. I managed to make it through the rest of the call without any sort of drooling or heaving breathing so I feel like I handled the whole situation pretty well.

The unboxing process was nice enough but I wasn’t nearly as excited about this iPhone as I had been about the 3G, mainly because I didn’t expect this transition to be nearly as drastic. I was both right and wrong about this, in a good way, so let’s break it down:

Design

This – THIS – is what an iPhone should look like. I liked the original aluminum iPhone, and very much disliked the glossy plastic 3G and 3GS so this new design is a very welcome change.

Unsurprisingly, it feels great to hold – Apple has few peers in this area. In recent history their influence over competitors’ designs is somewhat obvious, but photos can’t portray just how big the difference in build quality is. At the risk of stepping into fanboy territory, it’s often the difference between buying a gadget and a functional work of art.

Interestingly, I did run up against what is mostly a psychological problem when setting the phone down. In a situation where I’m about to put the phone on a desk or other flat surface, I’d tend to hold it with my thumb on the left, four fingers on the right, and the screen facing up. The curved back of the iPhone 3G meant that the back of the phone would make contact before my fingers, so I could then release. The flat back of the iPhone 4 results in the opposite, meaning I either have to reposition my fingers or “drop” it slightly. I wouldn’t go so far as to call it an issue as it doesn’t result in any harm to the phone; it’s just an oddity.

Experience

I found the initial startup to be a little underwhelming, actually. I think there was a lot of buildup for the Retina display and at first I didn’t notice a tremendous improvement. It is definitely nicer – a little whiter and a lot sharper, but it’s something that requires a slightly closer look for me to really appreciate. Where the difference is most pronounced for me is the app icons, as some of them are still formatted only for the old resolution and are quite grainy as a result.

What I wasn’t expecting was for the increase in performance to be so noticeable. Everything is significantly faster than on my old phone, but for me the two most useful instances of this are:

  1. The camera. It still takes a couple seconds to launch, but shutter actuation is much, much faster. It could still benefit from a bigger lens, but so could every camera ever made.
  2. Wifi. Locking the iPhone 3G would result in a loss of wifi (understandable), but it would take its sweet time reconnecting when unlocked. Not so with the iPhone 4, which retains a wifi connection even while locked (presumably for short periods of time) or reconnects almost instantly when unlocked.

The wifi in particular is an example of what Apple does well: continually refining things that were already okay until they’re great. The 3G’s wifi performance was a little annoying at times, but it wasn’t a situation where identical behavior from the iPhone 4 would’ve prevented a purchase. The newfound responsiveness has been particularly useful when using Touchpad, the remote app for our Windows Media PC.

Gripes

I may be a fanboy, but I’m not so rabid as to admit that Apple’s devices don’t have their flaws. In this case, though, I think the nits I have to pick are mainly software-based except for two, both of which are self-explanatory:

  1. More storage is always better.
  2. The camera could be better still.

Even iOS 4 is pretty solid, in that it would take me a fair amount of time to remember and compile any of the complaints I would’ve had. The only one I can think of off the top of my head is with Apple’s implementation of Facetime. I certainly understand their reasoning for putting it front and center within the in-call menu, but they did so at the expense of the hold button. This resulted in a panic when I tried to put a call on hold the first time, and the end result was not pretty.

There’s been some coverage of this already, with the “official” response from Apple being that hold is just a glorified mute button. I get that, and now that I realize there even is a mute button I find myself a bit less peeved by the whole thing. The obvious question becomes: why did the two exist in the first place?

Also, I guess they’re having antenna problems or something? I wouldn’t really know as I haven’t experienced any.

And finally, still no 3G around here. Just go suck a dick, AT&T – you guys are terrible. On that note, though, I am now on the new DataPlus plan so I don’t feel like I’m being totally robbed every month. I guess that’s an advantage.

Grand Theft Equine »

An equine is a horse, get it? Because we're in the wild wild west?

“Are you gonna get Red Dead Redemption?” they said. I said I didn’t know; I knew the game was a reboot of sorts for the franchise, but having never played the original (Red Dead Revolver) that didn’t mean too much to me. There was a lot of talk about how this new installment in the series would be taking a lot of cues from Grand Theft Auto 4 (the Best Game Ever™) to the point where the proper title was eventually replaced with Grand Theft Auto But With Horses for the sake of convenience.

And that was really my hangup; I wasn’t sure if I could love a GTA game sans the A. I enjoy those types of games because even after the game proper is long since finished, it’s fun for me to drive around the city and just play. I couldn’t picture doing that on a horse (or really any other means of transportation). Honestly, the earlier the game’s setting, the less interesting I find the driving experience. The Godfather or The Sabotuer are both good examples of games that are just not modern enough to make the driving element engaging to me.

So I didn’t buy Red Dead Redemption. My recent changes in both mindset (don’t buy every game) and cashflow (inconsistent) have prevented that, so far. However, when I got a “we miss you; free rental!” call from the local video store (yeah, we have those!), I knew what I had to do. Three days should be enough time to get to know a game, right?

I think it was somewhere around hour ten when the truth really hit me. This isn’t just Grand Theft Auto But With Horses; this is a real, bona fide Grand Theft Auto game that just happens to be set in a world before the automobile was ubiquitous. Everything else – the mission structure, the tone, the general story, the gameplay, the feeling – fits seamlessly into the GTA framework (I sincerely hope to come across at least one ancestor of a current GTA character), and when you start to think of this game as an endeavor on the same level with such a behemoth it becomes that much more impressive.

Suffice it to say, Red Dead Redemption is a very good game that I had a lot of fun with in my limited exposure to it. There are a few nitpicks, the biggest being that it’s difficult to tell friends from enemies which wreaks havoc on your reputation; the auto aim isn’t particularly picky about who it points your barrel at and then suddenly you’re WANTED and all hell breaks loose. I still can’t figure out the fast travel system, if there even is one. Something about setting up camp and then jumping from there to a previous settlement, which I never experienced.

In typical Rockstar fashion, though, the pros far outweigh the cons. Visuals and design are solid, and audio continues to be a strong point just as it has in the GTA series. With no radio the music instead is sparse and appropriately Western, mellow when appropriate but becoming more frantic during shootouts and other dramatic sequences. Voice acting is superb, especially in the case of main protagonist John Marston. He reminds me very much of Timothy Olyphant’s character in FX’s Justified.

Unsurprisingly, gameplay is nearly identical to Grand Theft Auto IV, with a few notable exceptions. The new(?) DeadEye system (which effectively lets you slow time to pick off a number of targets) is an absolute joy to use and may stand out as the defining mechanic of RDR combat versus GTA combat; I don’t foresee it working in the context of a more modern setting but it’s very appropriate here.

Most exciting though, is that we’re finally seeing a game from Rockstar with no health meters! RDR has gone the way of many modern shooters in that you still have a finite amount of health, but as your condition becomes more critical the screen turns red. If you can find cover, the reverse happens after a few moments. It makes for a much less stressful experience and unlike DeadEye, I hope this propagates to all future GTA games.

In short, Red Dead Redemption is both a great game by itself and, if you’d like, a worthy entry in the Grand Theft Auto franchise. Three days was enough to get to scratch the surface but I definitely look forward to spending more time together in the future.

After ‘shock »

Meet the new Bioshock, same as the old Bioshock. In a good way.

The Matrix is a great movie. Somehow, in an age where we thought we’d seen everything, it managed to bring something completely new and innovative to the action/sci-fi genre in terms of both plot and filmography. It’s a film that is wonderful all on its own, which is why there were tremors of confusion when the Wachowskis announced it would be a trilogy.

Similarly, Bioshock is a great game. If you wanted, you could call it innovative simply because it was a first person shooter in 2007 that didn’t have you fighting aliens or Nazis. But beyond that, Bioshock furthered gamers’ assertions that games could indeed be art. The plot, while still dependent on you fighting your way through… things… was refreshing in the context of this beautifully creepy underwater world. And, like The Matrix, Bioshock has that single moment of clarity in which the jarring reality of things completely blows your mind.

Of course, it could also be argued that Bioshock didn’t need a sequel. And I agree; the game is a work of art that begins and resolves an interesting story, and I would’ve been content with that. But 2K didn’t agree, and so Bioshock 2 is upon us. Like many jaded gamers, years of Tony Hawks and Call of Dutys have made it clear that not all sequels are good sequels. And when I first sat down to play this new installment, it was with much skepticism.

(I could go on an entirely different rant here about how reading reviews and previews of games can drastically and irreversibly alter someone’s opinion of them for better or worse, but I will save that. For now.)

Suffice it to say, I had been reading a lot of reviews of Bioshock 2 because I was genuinely looking for an excuse to skip it. Reading reviews is not something I do for games that I know I want to play, for reasons stated above. But the reviews all played the same tune: yes, Bioshock didn’t need a sequel, but here is one, and it’s pretty good, so get over it.

And they’re right. Unlike the rest of The Matrix trilogy, this new Bioshock turns out to be a lot of fun for those of us who enjoyed Rapture the first go-round. While it would’ve been impossible to do anything but put you in the (very heavy) shoes of a new protagonist, the strategy works. You get to experience some things that are only made possible by who you are in this game, and another layer of the Rapture saga is revealed as well.

All in all, it comes down to this: the original game is so highly-regarded partially because there was a certain novelty about it. That the second installment is enjoyable and interesting even now that that novelty has worn off speaks volumes about how ripe the setting and gameplay are for further exploration.

To Infinity »

Mass Effect is simply amazing.

I bought Mass Effect a month or so after it was released in late 2007. Even after playing through the roughly 20-hour campaign (estimated), I didn’t give it more than a sentence of attention:

Mass Effect was pretty darn good once I figured out how to play it

That’s not to say I didn’t enjoy it; it just didn’t register as much more than a tiny blip on my “totally hawesome games” radar. There was some neat stuff that happened, and that’s all I could really say about that.

Suffice it to say, I was wrong.

I decided to embark on another playthrough of the game when I was going through my annual pre-Christmas gaming drought, in anticipation of the soon-to-be-released sequel. I spent significantly more time exploring and talking the second time around. In some games all this would do is add time to your play clock, but in Mass Effect every conversation, every scan, every hacked computer terminal held the potential for a new discovery; a little more insight into the universe Bioware labored to create.

As the first in the series, it wasn’t surprising for a game of ME‘s scope to have some teething problems. Many of the side missions were a little too generic; the environments just a little bit sterile. The inventory system was frustrating to deal with. The loading screens were frequent and generic. The elevator rides were… long. But in spite of all this, you could see what the game wanted to be, and you could appreciate it for that.

Now let’s take all of those complaints and throw them away, because they’ve all been remedied in Mass Effect 2. Bioware could’ve continued down the same path. They could’ve used the first game’s mechanicals in their entirety, pasted a new story over the top, and called it good.

But they didn’t do that, and the sequel is better for it. Yes, it’s a little different than the first game. Especially if you just (re)played the first game. But it’s for your own good. You may find it off-putting at first – get over it. If you use that as an excuse not to play it, then you’re just stupid and your face is stupid.

Here’s the thing, though: some sequels are way better than their predecessors. The Uncharted series is a great example of this. Drake’s Fortune was good, but Among Thieves was GOOD. As such, it’s easy to take that knowledge and skip the first game completely. You are doing yourself a massive disservice if you do this with Mass Effect.

Unlike Uncharted, ME‘s central focus is your relationships and interactions with other characters. And I mean all characters, not just your squad. I can’t imagine how uninteresting or confusing some of those conversations would be if you didn’t have the context and experiences of the first game. There’s a reason that the first option when starting a game is to import your character from the original: the decisions you made there do affect the ME2 universe, albeit in generally minor ways.

Bioware is trying to tell a cohesive story here, and each game is an important chapter. These add up to a whole that is greater than the sum of its parts, and anyone who doesn’t experience all of those parts as they were meant to be played is missing out.

In retrospect, I’m not sure this is what I meant to write when I sat down, which means there will probably be another Mass Effect post in the near future. Still though. Seriously.

Double Duty »

Same names, different games.

You may have heard some fuss about a new game that came out recently. I think it had something to do with warfare that takes place during modern times, but I’m not quite sure. There are apparently snowmobiles in it?

Indeed, Activision’s Modern Warfare 2 has touched all of our hearts and souls since its release earlier this month. Maybe that’s an exaggeration, but you wouldn’t know it from their pushing it as “MOST ANTICIPATED GAME EVAR (until the next one)”. And I suppose they’re right – MW2 gives you a lot to be excited about.

For one, it’s a direct sequel to 2007’s Call of Duty: Modern Warfare. Yes, there was another CoD game last year: World at War. No, that one took place in World War 2 and doesn’t fit into this chronology. And it was developed by somebody else.

Wait. Yes, that is confusing. Recall this post, if you will, about my dislike for the two-developer system (specifically one of the two developers) that Activision uses to push CoD games out the door on a yearly basis, quality notwithstanding. In that article I wrote:

What if Infinity Ward stopped making COD games, leaving the franchise to Treyarch, and instead used the technology they’ve already developed to create a new, self-owned franchise with similar content? Presumably it would continue in the modern warfare vein and would play the same.

Interestingly, that’s sort of what’s happening here. I don’t know what the plans are for the seventh installment in the CoD franchise, but presumably it will be a Treyarch effort once again. But in the meantime, notice that the “Call of Duty” label on MW2 was extremely downplayed. Initially they had planned not to include it on the marketing at all, but I suppose it’s helpful in that most people are totally clueless and wouldn’t make the connection. So in a sense, Modern Warfare is very much poised to be its own franchise at this point (or already is, I suppose).

With all of that said, I hadn’t picked up a CoD game since the first Modern Warfare. World at War and its return to the WW2 setting didn’t entice me enough to buy or even rent; only when one of my CoD-addicted friends finally replaced his WaW disc with a shiny new one with the words “Modern Warfare 2” on it did I ask to borrow the old one to give it a try.

Call of Duty: World at War

In a few words, I found World at War to be very, very good. As is typical of the series, you’ll frequently be switching between two protagonists (in this case an American and a Russian) as they embark on their distinct tours of duty (plan on visiting the Pacific and traveling from Russia to Germany). The characters are likable enough, with excellent voice acting. Your immediate superiors are voiced by Kiefer Sutherland and Gary Oldman, respectively (wow!), as are the narrations between missions.

Speaking of “between missions”… holy shit. Even if you have zero interest in the game whatsoever, you NEED to see these cutscenes. They are simply gorgeous examples of motion graphics:

Seriously, this game has no right to have graphics this nice. I think that’s a compliment. Other than that, it’s pretty much all standard Call of Duty fare. I enjoyed playing through it even thought the missions were not without their frustrations, but I can only handle so much trench warfare before wanting to move on to something else.

Modern Warfare 2

Enter “something else”. With all the ruckus about the newest member of the family, I knew I had to give it a try. I managed to find a lone copy available for rental yesterday and figured I could hammer through it by the end of the weekend. Well, I was right, but change “end of the weekend” to “one sitting” and you’ll find my single-player experience to be comparable to that of anyone else who’s enjoyed the game.

I think we’re almost at that point where the single player campaign is becoming token addition in Call of Duty games. You don’t buy this game to play it alone. Well, you can, but that would be a waste of $60 (this coming from someone who has wasted $60 several times). Single player is good for about a week of entertainment at best, which is why it’s fine rental fodder for folks like me who are adverse to shooting strangers online. And by “shooting strangers online” I mean “getting shot by strangers online”.

And in this case, the campaign is not only short but somewhat disheveled. As I mentioned before, MW2 is a direct sequel to the first game, in that you see the return of some of the original characters. I think this is great, because it’s already a huge divergence from the traditional Call of Duty “slice of life” model where you see a little bit of everything.

I don’t know that they take advantage of this as much as they could, though. As with World at War you’ll be switching between protagonists constantly, each of whom has missions that feel quite different. I understand the reasoning for this mechanically, but it also seemed a little unbalanced. Then again, that’s easy to forget because I spent a lot of time trying to figure out exactly what was going on.

I think that in writing the “story” for the game, Infinity Ward had a meeting and said “okay, we want to have missions that take place in A, B, and C, with combat that features X, Y, and Z” and then they wrote some scripts that vaguely made that possible. That’s not to say the game isn’t a lot of fun to play; it’s just more disjointed than usual. The fact that MW isn’t tied down by a factual background and has gobs of technology at its disposal means that you can cover a much larger variety of terrain in a much smaller amount of time.

Epilogue

You’ll notice that I didn’t really go into any detail about graphics or sound, but if you’ve played any of the CoD games on the new generation of consoles, you know what to expect. They’re both great, and they remain great year after year.

Even though I’m not interested in what is really the focal point of the games (multiplayer), I’m still interested to see where the series (plural?) heads after this. Treyarch really pulled a 180 with World at War, and Infinity Ward can do pretty much anything they please with a title as vague as “Modern Warfare”.

Stubborn »

New Super Mario Bros. Wii is pretty great, except for the "Wii" part.

After what seems like decades, Abe and I finally have a week where we don’t have extracurricular activities eating up every evening. Thanks to a Target gift card and some smooth talking on my part, we decided to spend some of that time with New Super Mario Bros. Wii.

We played through the first world last night, and looking back I think I enjoyed it. The game looks great, and we did a decent job of remaining alive (a definite plus) and so I hope that trend continues. Similar to 2006’s New Super Mario Bros. on the Nintendo DS, this game is a spiritual successor Super Mario Bros. 3 from the NES days. A prime choice; I consider SMB3 to be the pinnacle of Mario side-scrollers. So all is great, right? Well… no. While the game in and of itself has a lot of potential, there were also some attributes that really felt detrimental to the whole experience.

The big news in NSMBW is that you can play with up to four people simultaneously – no waiting for your turn; everybody’s on the screen, all the time. Except when they’re not. Unfortunately, it is possible for players to find themselves scrolled right off the screen, which can be overcome but may also result in death if they’re beyond the threshold of what the game decides is “safe”. Fortunately, the deceased player will quickly return in a bubble that you need to pop to get them back into the action (imagine Baby Mario in the Yoshi’s Island series).

Player interaction is another iffy item. For better or worse, your characters cannot all occupy the same space at the same time. This becomes problematic when two overzealous teammates decide to tackle the same obstacle simultaneously and instead end up as obstacles themselves. You can overcome this by constantly trying to call out your plans (“okay, now I’m going to jump on this Koopa”) but that seems like a strange thing to need to do for what should be a relatively casual experience. At the same time, it really does add to the atmosphere of the game and make it more interesting.

The biggest problem with this game, though, is where it is. My opinion is and always will be that the Wii platform is a hinderance to “normal” games. The controllers suck, not only in a physical sense but in an “it takes me 5-10 minutes to even get them to work” sense. By the time I’ve gotten the console to function I’m already beginning a game with a feeling of disappointment. Maybe it’s a repetitive fluke (oxymoron?), but how can Nintendo expect the console to appeal to non-techy casual gaming types when they can’t reliably sync their controllers to their consoles?

And while I realize that motion control is the Wii’s bread and butter at the moment, I think it’s ridiculous that they feel obligated to tack it on to every game just because it’s there. Making the game rely on motion control means that we are stuck with the basic Wiimote turned sideways (ugh, just like Super Paper Mario) instead of being able to use a Gamecube controller, the Wiimote/nunchuk combo, or the classic controller.

And that interface! Still so terrible.

Swan Song »

The Ballad of Gay Tony is a fitting farewell to Liberty City.

I took a brief hiatus from my Forza 3 marathon on Thursday to pay a final visit to Liberty City with The Ballad of Gay Tony, Rockstar’s latest (and likely last) installment of downloadable content for Grand Theft Auto IV. Given my fondness for all things GTA, it shouldn’t come as much of a shock that I was watching the credits roll by lunchtime Saturday.

Rockstar’s approach to TBoGT doesn’t differ much from the previous installment – once again you’re put in the shoes of what was previously only a supporting character. As I said before, the experience you enjoy the most really depends on which character and lifestyle you are most comfortable with. In this case, that character is Luis Lopez, ex-con turned bodyguard of/business partner to nightclub impresario “Gay” Tony Prince (who bears a remarkable resemblance to Robert Downey Jr’s Tony Stark).

As a result, the game is centered around Algonquin, Liberty City’s equivalent to Manhattan, and the high-roller atmosphere extends to fast cars, great new music, and a slew of new over-the-top missions. Of course it’s not all fun and games, but I’ll just leave it at that with regards to plot. You’ll run across plenty of characters that you’ve been previously introduced to, including one loose end from the core game that I was glad to see tied.

I have to say, I really liked Luis as a protagonist – while he kept getting thrust into situations that were less than ideal, I never felt that things were completely out of control like I did with Niko or Johnny. One constant across all GTA games is that you can continue to experience the city even after completing the missions. You may find it telling that when presented with that option in TLaD I opted instead to return to the original game. I don’t expect that to be the case this time around.

Teh Hal0z »

OMG GUISE IT'S THE BEST GAME EVAR

I bought my Xbox at the end of the product cycle. It was late 2005 and the 360 had just hit the market, but I wasn’t ready to make the leap yet (mistake). The Xbox was intended as a sort of stopgap, and a way to catch the games I had missed out on in the years where my time was occupied first by the Gamecube and later by the PS2.

One of the first games I bought was Halo – a staple for any collection. It was enjoyable enough, and was really one of my first experiences with the modern first person shooter (FPS). I was indifferent to the overall art direction (generic) and level design (repetitive) but I played through it with Abe and it was a fun, co-op way to kill some time.

Halo 2 followed shortly thereafter, but for whatever reason didn’t receive our immediate attention. By the time we started to play through it, it was on the Xbox 360. Console choices aside, Halo 2 was a struggle for us to stay interested in. The frequent switch between characters and storylines was confusing, and the environments weren’t any better than the first game. We spent a fair amount of time just trying to figure out what we were supposed to do. I’m being generous if I say we made it roughly halfway through the game before it got shelved, and that was my last experience with the Halo series aside from some occasional local multiplayer on Halo 3.

So maybe it was the lull in games, or the recent release of Halo 3: ODST that made me want to try to continue the adventure. Two weeks ago I put in Halo 2 once more in hopes that my interest would be rekindled. A couple ugly, repetitive, frustrating levels later, it was becoming clear that this was not going to be the case. With no achievements to keep me motivated, it was roughly a couple of hours before the game found itself shelved once again.

Still lacking for games to play, I ended up borrowing Halo 3. I’ve been told that a) I didn’t miss much by skipping the rest of the second game and b) the third is a much stronger game. Both of these assessments proved to be accurate, for while I still experienced some of the same typical Halo frustrations, I can look back and say that I did enjoy playing the game when all is said and done.

The Good

As the first of the series to appear on the Xbox 360, you’d expect that Halo 3 would be both visually and aurally superior to the previous iterations, and it is, if only in a technical sense. I found the story to be engaging enough that I at least wanted to continue playing through the game, and the gameplay is solid as ever; even the vehicle controls felt much less frustrating than the previous games. There wasn’t nearly as much repetition to the environments which meant that I spent less time getting lost and backtracking and more time enjoying myself, and I also enjoyed that a good portion of the game took place on earth. I also especially liked the sequences where I fought alongside the Arbiter and/or the Covenant Elites – both make solid teammates.

The Bad

The thing is, where Halo was once the king of shooter games thanks to its solid gameplay, it seems like dozens of similar games have since flooded the market, some of which offer things that seem to be a staple in games nowadays. Gears of War and its emphasis on finding cover during battle comes to mind, something that a first person game such as Halo would have a hard time dealing with. The problem is, there are a myriad of situations in Halo 3 where running and gunning is the last thing you should be doing; you need to hunker down and pick off enemies from a safe vantage point, but there’s no mechanic to encourage this sort of behavior.

Aside from that, all the processing power in the world can’t disguise the fact that this is merely an update to the artwork from the original game. Obviously trying to change character designs midstream is a bad idea, so I suppose more of my issue is that I’ve always found Halo’s style to be incredibly generic. I also had trouble occasionally following the story, particularly in one sequence where I felt as though I missed a cutscene.

Fortunately for me (and for Halo 3), I didn’t go into the experience expecting something groundbreaking; I just wanted to shoot guys for awhile. Which brings me to my final critique: it’s hard to shoot guys when you can’t find any ammo.

On my iPhone »

By popular demand?

In the past week, two iPhoners friends with iPhones have asked me what apps I’m currently using on my iPhone. And while I’m not writing this down with the pretense that anyone will actually care, I figure it’s a thing appropriate for a blog such as this. Yes, I’ve covered this topic before, but this is a more comprehensive listing that also accounts for my tastes having since changed.

The List

I have my phone divided into four pages, plus the typical quick launch bar at the bottom (Phone/Text/Safari/Mail):

  1. Primary Apps (11 + Settings)
  2. Secondary Apps (16)
  3. Games (8)
  4. Web Shortcuts (3)

I’ve decided to include arbitrary ratings for usefulness (how good it is at what it does) and frequency (how often I use it), 5 being the highest.

Page 1 Usefulness Frequency  
AIM 4 1  
Facebook 3 2  
NetNewsWire 3 0  
Twitteriffic 5 3 Recommended
The Weather Channel 5 5 Recommended
Page 2
Amazon.com 4 1  
CameraBag 4 3 Recommended
Delivery Status Touch 5 3 Recommended
Google 5 1  
Shazam 4 1  
What’s On? 5 4  
WhitePages Mobile 5 3 Recommended
WordPress 4 1  
Page 3
Aurora Feint: The Beginning 4 2 Recommended
Crystal Defenders Lite 1 0  
Moonlight Mahjong Lite 3 1  
SimCity 3 0  
Sol Free Solitaire 4 5 Recommended
Tangram Pro 3 1  
Topple 4 1  
Touchgrind 1 0  
Recommendations

I’ve already covered Twitteriffic, TWC, and WhitePages Mobile; my reasons for liking them still stand. But here’s a quick rundown of the others:

  • CameraBag is a nice little filtering app that makes the photos taken with your phone not look quite so lame. You can either shoot directly from the app itself, or edit photos after the fact. Here’s a quick example: before and after.
  • Delivery Status Touch is the best package tracking app I’ve found with support for every delivery service imaginable. As a bonus it’s updatable from the web.
  • Aurora Feint: The Beginning is a really fun game, when it works. It used to constantly throw out errors when it couldn’t talk to the server, to the point where you couldn’t even resume a game you were playing. It looks like the original free version had been removed from the store, replaced by Aurora Feint II; perhaps this newer iteration works better.
  • Sol Free Solitaire is solitaire, with a few variations. Go play Demon – I’ll see you in a few hours when you realize what time it is.

The Lost and Damned »

In short: if you like GTA, you'll like GTA.

It was big news when Rockstar announced that Grand Theft Auto IV would see a simultaneous release for both the Xbox 360 and Playstation 3. Arguably even bigger news was that Microsoft basically showered Rockstar in cash in exchange for the exclusive rights to two episodes of downloadable content.

That was in 2006; Grand Theft Auto IV hit stores in April 2008 with the promise that the first portion of DLC would follow in the fall. And true to form, it was delayed. But finally, last Tuesday, The Lost and Damned arrived and set out to redefine what downloadable content can be.

Instead of continuing your experience as Niko Bellic (protagonist of the core storyline) TLAD puts you in the shoes of biker Johnny Klebitz (of The Lost Motorcycle Club), one of the ancillary characters that you previously crossed paths with. I really like this approach, as the entire cast of GTA IV is ripe for this sort of extrapolation. I was a little hesitant about the choice of a biker as I wasn’t a huge fan of the motorcycle-oriented missions in the original game, but fortunately those fears turned out to be unfounded.

Whether you prefer Niko or Johnny as a “hero” boils down to personal preference; I found both to be likable enough, with a sort of “why does this keep happening to me?” quality about them. As noted above, you’ll end up in a few missions where both characters are involved simultaneously and that may be my favorite aspect of this whole experience – seeing a whole new viewpoint of a scenario that you had previously only witnessed from one angle. Furthermore, relationship between Niko and Johnny versus Niko and the rest of TLMC is quite interesting to follow as they rarely seem to be consistent.

Aside from that the missions are par for course, but enjoyable. I probably spent around ten hours on the story mode, and didn’t find any one level particularly frustrating. Interestingly, Rockstar has reworked the continue system with this expansion, so restarting the mission often puts you at a checkpoint instead of at the beginning, finally.

Liberty City has also received some upgrades in the form a couple new interiors and some new vehicles; most of which are motorcycles. But most notable is the addition of all sorts of new music and dialogue on the radio stations. It’s pretty rad and remarkably satisfying to hear Deep Purple’s Highway Star and Bon Jovi’s Wanted blaring over the exhaust of your bike. Odd though – I can’t help but notice that Rockstar seems to have raided the Rock Band catalog. And while I believe the new vehicles are only available when you’re playing TLAD, the media additions are universal.

So is it worth $20? If you spent countless hours with the original, then yes, no thought required. Buy it and see Liberty City in a whole new light. If you weren’t crazy about the core game, than nothing TLAD brings to the table can remedy that aside from perhaps the continue system. Still, though, it’s not nearly as satisfying or interesting to play if you weren’t already emotionally invested in the characters. It’s not an entirely different game, and it’s not an entirely different story. What it is, is a very strong addition to what was already a very good game.

Four Months Later »

Knowing when to say when.

Yesterday marked day 120 of Wii Fit, so I’ll start with the numbers:

BMI: 22.18 / Weight 167.3 for a total loss of 6.51 BMI percentage points and 48.7 lbs.

Not bad, but it’s slight increase from my all-time low of 21.83 / 164.7 lbs. And the numbers aren’t nearly as impressive as they had been the previous three months. But that’s because I stopped worrying about it.

Two weeks ago, something in me snapped. I had reached the point where I was sitting just around BMI 22, and not losing any more weight. By anyone’s standard, this is a healthy number, but I had become addicted to the process, to the thrill of seeing those numbers drop.

I realized it was keeping me from enjoying food, making me skip the occasional breakfast, pushing me to work 20 more minutes on top of what I was already doing. I decided it was time to let it go, and just enjoy eating again. So I did. I kept working out, but I stopped measuring for a week. And I ate horribly and indiscriminately: Pizza Hut, pasta, cookies (I missed them so), muffins – you name it.

When the next week rolled around, I stepped on the proverbial scale again, dreading the inevitable increase. I figured it was going to be big, regardless of how much exercise I had been doing in the meantime.

I was very wrong. It was two pounds. Two. It was then I realized that I don’t need to worry about this anymore. I’m going to enjoy eating again, and I will keep working out. But to lose nearly fifty pounds (with a video game!) during the middle of winter is a pretty fantastic victory for me.

So with that, consider this my wrap-up review of Wii Fit. It works.

The Best Game You’ll Ever Play Half Of »

Metal Gear Solid 4 is great.

I was extremely happy to reach the conclusion of Dead Space for a number of reasons:

  1. No more monsters jumping out of vents
  2. I can play another game without feeling guilty

I had initially started playing Far Cry 2 while in the midst of Dead Space, and all the freedom it offered had the interesting effect of making me long for the more structured missions of the very game I was avoiding. I managed to put about five hours into it before giving it up and returning to the land of linearity.

And so with the conclusion of Monster Zombies in Space™, Far Cry was forgotten in favor of a new contender: Metal Gear Solid 4. I’ll be honest; I didn’t have high hopes. I’ve played games in the series before and not done overly well, but given that this is the flagship game for the PS3 and beat out my favorite game ever for GameSpot’s Game of the Year, I expected that it would at least provide for an interesting and entertaining experience.

I was not wrong.

Like other games in the Metal Gear Solid line, MGS4 has a healthy serving of dialogue and cutscenes to accompany the gameplay – there’s a pretty good chance you’ll be watching just as much as you’ll be playing. But the Metal Gear universe is so deliciously convoluted that every bit of dialogue becomes important to understanding just what the hell is happening. Before playing through I had only a passing knowledge of the series, and even I wasn’t completely confused.

That’s not to say it’s brilliant or clever; more appropriate descriptions would be weird, or twisted, or just plain crazy. Still, it’s definitely interesting and keeps you intrigued. And you’re rewarded for your wait with some really good gameplay. Metal Gear games have always relied heavily on stealth elements, and while this one certainly is no exception, you’re provided with adequate firepower from the get-go that will make the occasional skirmish less of a punishment.

There’s not much else I can really say about this game except that it’s really fun, and you should play it if you have a PS3. After a stream of averageness, this is the first game I’ve played that really gives me hope for the console.

Exactly Wrong »

What did I get myself into?

On Christmas day, I found myself with a conundrum: four games with great potential, accumulated at various times leading up to the holiday season, sat before me and I had to figure out which one to play. I made Abe choose for me, and that’s why I am playing Dead Space, a survival horror sci-fi spaceship 3rd-person shooter thing with an emphasis on “strategic dismemberment combat.”

Why did I buy this game in the first place? I am not sure. I hate horror anything. I dislike being scared. Playing through Bioshock was a stretch for me. And yet, I elected to spend money on something that I knew – knew – would not be a good fit for me. The problem is, the game is good, both technically and creatively. It’s so good at what it does that I don’t want to play it anymore.

I am trying to force myself through at least a chapter a day (I started out strong, hitting the first 7 chapters on Thursday and Friday, and I’m up to chapter 10 now), and then when it ends I can finally play something I actually want to be playing. Everything about the game is too stressful for me. I’m not a fan of scary alien combat. I’m not a fan of not being able to find enough ammo. And I’m definitely not a fan of non-regenerative health, which shouldn’t even be allowed in a shooter in this day and age.

Seriously, give me a damn break. I am stuck on this mining ship, 600 years in the future, wearing what is some sort of incredibly advanced armor that allows me to store a ridiculous amount of weapons and ammunition (if I can find it) without weighing me down, but the same suit can’t restore my vitals over time? To me that just smells like an arbitrary way to make the game harder – it doesn’t really add any enjoyment or value. Alternatively, as you upgrade your suit throughout the game, make it an unlockable ability. But really, health packs? So 90’s.

So yeah, Dead Space – once it’s done, it’s done.

Underwhelming »

As a game console, the PS3 is a great Blu-ray player.

I mentioned on Black Friday that I had taken advantage of a couple of Amazon’s video game deals, among them PS3 staples Resistance: Fall of Man and Motorstorm. I figured this would be a cheap way to beef up my library and get to know some of the franchises that laid the groundwork for this newest generation of PlayStations, and after playing them both I can see why it’s selling the way it does – poorly.

Motorstorm

Motorstorm is an off-road racing game. I’ll be honest – I wasn’t expecting a lot, and at $15, there wasn’t very much it would’ve had to do to make me happy. I played it briefly on a demo PS3 last year it seemed perfectly acceptable – all it had to do was provide some fun multiplayer and not crash. Fail.

Local play is limited to one (very bored) person. I think they made the excuse that the all-powerful God that is the PS3 couldn’t handle split-screen multiplayer. So you’ve spent months (years?) talking about how the PS3 is the be-all, end-all of console gaming, but it can’t let two people in the same room play a racing game together? Nice.

After that, I was pretty much done. The gameplay was fine, if a little unforgiving, but it’s not a game I feel like playing alone.

Resistance

There is no argument that Resistance is the better of the two. It received decent marks on release, probably because it was the only vaguely playable game available at the time. Also, it seems like it should be pretty easy to make a first person shooting game, since all you have to do is decide where and when you want it to take place. The controls are pretty much decided for you, and should never change. I am not trying to say Resistance runs contrary to this formula – I am just making an observation.

From the beginning I had intended to play through the game with Abe, much like what we’ve done with the Halo series. The story, from what I had heard, never struck me as particularly compelling (it isn’t), and so it seemed like a good “play a level here and there” type of game instead of bombing through it like I tend to do when playing alone.

And in that regard, it is good. But it’s not as good as the games it was made to compete against. The whole experience is, well, generic. The story is generic. The one class of enemy is generic. The settings are generic. And they look okay, but while the graphics go through the motions of telling you this environment is one ravaged by war and infection (broken walls, conveniently placed debris), it doesn’t hold a candle to the same style as done by Gears of War, which was released at the same time.

In both cases, multiplayer was/would have been the saving grace. Both games control just fine, and there really isn’t anything technical to complain about. But there’s nothing genuinely exciting either. I suspect that’s because I’ve seen some amazing things on the 360, and both of these games are version 1.0’s that are two years old. I hear the new Motorstorm has local multiplayer now too, so there’s that.

But as games that were marketed as AAA titles, they left a lot to be desired. I know I would’ve been pissed if I had paid $60 for either game, especially after having paid $500-$600 for the console to play it on. I’m still chafing at $15 for a racing game with no local multiplayer. Sorry. I had to.