Archive for the “Games” Category

This is not a review just yet. It’s just me waiting for this game to load onto the PS3. What a pain in the ass. If I had one complaint about the PS3, it’s the having to wait for a game to load onto the hard drive. It’s a little annoying…

Anyway, so I’m finally getting around to playing this…and as you’re waiting for it to load the data it needs to on the hard drive, it’s showing this looping movie of Snake smoking. And smoking. And smoking. And when he’s done smoking and puts it in his little environmentally conscious portable cigarette butt disposal, he lights up another one. Again and again.

Now, it’s kind of absurd because, really, it’s obnoxious to watch someone chain smoke. The other problem here is that, it’s not only showing this, but next to it, it’s popping up these little stupid messages. They talk about how you shouldn’t leave the disc in high heat…or that if you play the game and experience pain you should stop. But my favorite one is something like, “You shouldn’t litter!  It’s wrong!  Dispose your cigarette butts in ashtrays!”

But absolutely nothing about how smoking is hazardous to your health…

Japanese game manufacturers are AWESOME.

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system: Xbox 360

one sentence description: 1st person parkour goodness with style.

graphics: 8.5 | sound: 9| playability: 7 | challenge: 10 | value: 9 | bias: 8.5

total: 8.6

the low-down

Let’s start with the fact that I like this game more than the number I’ve rated it might indicate.  Let me also state that this is absolutely not a game for everyone, which I think is why, despite the far-ab0ve-average reviews it has received, it has not sold as well as EA expected.

Step into the world of Faith, a ‘messenger’ who leaps across the expanses of large buildings in leaps, rolls and bounds. She is trained in the art of parkour, which, if you haven’t heard of it, is kind of like an an exercise in urban gymnastics and agility training.

The setting is a dystopian one. The city in which Faith lives is clean and seemingly innocent enough on the surface. Digging deeper reveals a society based on government control. The story is woven inside that world, with Faith becoming embroiled partially through her role, but also because of her sister. Her sister, one of the societal police, is framed for the murder to a well-known politician who appears to have wanted to change things away from this controlled environment.

With that, the plot is set and you’re off. To say the least, it’s a pretty breathtaking experience. Mirror’s Edge does one things absolutely  unlike any other game before it, and that is capturing the feeling of true motion and momentum. Unlike a lot of FPSs, Mirror’s Edge makes you ’self-aware’. In other words, you’re not just some nebulous presence floating around with a couple of hands sticking out to carry items. Rather, if you look down, you will see your legs moving as they should. Your arms move and sway along with the motion of the rest of your body.When you run, you feel like you’re running. It’s like there’s a camera glued directly into the middle of your forehead. It’s a pretty amazing effect. But for those with uneasy stomachs or anyone prone to any kind of motion sickness, this can be disconcerting…even vomit inducing…especially when you’re running full speed towards the edge of a building and decide to attempt to jump across a huge expanse of air…

The graphic style is distinct with a lot of hard clean lines. It’s very beautiful and harsh at the same time. There’s a perilous sense about it for certain, and that is the intended effect. There are many other examples of this subtle dichotomy throughout the game. There’s the calming sound of the wind with the undertones of sirens or announcements for you to ‘not run’ when being chased. There’s calming electronica music playing in the background (when you’re not being chased, of course) while jumping insane, mind-blowing distances through the air. Your vision blurs at the edges as you gain speed, and you can hear Faith breathe as she continues her forward momentum. It creates mood and environment in a far less heavy-handed way than I’ve experienced in other games.

The only ‘bad’ thing graphically is some of the character animation. For a game that touts fluidity and flow, some of the other characters don’t feel like they fit. Celeste, one of Faith’s partners-in-crime, looks a little robotic. There’s an in-game cutscene between Faith and her sister that feels awkward. These strange moments are only amplified by the fact that most of the rest of the cutscenes are handled by very cool hyper-stylized animations.

For all that the game does well, it must be said that it’s extremely challenging, and not in a way that makes it easy for someone to just step right in and feel satisfied. This isn’t bad; it’s just different, and if you go into the experience knowing that, you will be much better off.

The controls are the first large learning curve, as they break your typical FPS convention. Normal FPS control schemes are based around the XYAB buttons, which control jumping or switching weapons or performing some kind of action. Triggers and shoulder buttons would normally be assigned using weapons (primary and secondary actions) or switching them out. Mirror’s Edge has the majority of your controls in the L/R tiggers and the L/R shoulder buttons. If you want to jump or perform an ‘up’ action, you press the left shoulder button.  A ‘down’ action is assigned the left trigger. These are combined with the right shoulder/trigger buttons. So if you want to perform a sliding attack, you would run towards your intended victim, press and hold the left trigger to slide, and then hit the right trigger at the right moment to kick out. If you want to scramble up a wall and hold on, you’d run at the wall and press and hold the left shoulder button. Even opening doors requires you hit the right trigger. The XYAB buttons are hardly used for anything save for disarming an opponent or hitting an elevator button.

The other ‘different’ expectation you should set for yourself is that this is not a run-and-gun FPS. The only way to get weapons is by either disarming an enemy or by finding the occasional handgun on the ground or on a desk. And when you pick them up, you don’t keep them. Once they are out of ammo, you simply drop it.

The primary intent is not to blow as many of your enemies away as possible. It is not to your advantage to charge at 4-5 of your antagonists because they will finish you very quickly. Even if you should happen to gain a weapon, you’ll find that it’s not at all easy to aim and hit an enemy…which, frankly, is more accurate to ‘real life’ than any other FPS game. Your goal is to move, run and generally do anything you can to survive. The second you stop moving is when everything goes downhill. This alone can make things incredibly frustrating, especially given the fact so many games allow a breadth of choice in  your approach to a challenge. This allows the same, but it’s more focused around how you choose to move from place-to-place. In other words, do I run up the ramp, jump over the barbed-wire fence and roll under the large vent shaft for cover or do I vault over a place in the fence where there isn’t barbed wire, run up the side of a wall to the top of a roof and jump over to the next building? It’s all about efficiency of movement through your environment, the same principle used in parkour.

To help you move through your environment, the game uses a simple effect called ‘Runner Vision’. Runner Vision simply highlights the areas which can/should be used for actions/moving in red. Of course, higher difficulty settings result in Runner Vision being turned off, but once you start to recognize where opportunities for movement are, it’s not that big of a deal.

Once you’ve completed the story and feel like you’ve mastered the controls, you can move on to ‘Race’ mode, which is a timetrial-like mode. EA has downloadable content coming out for it which will add some new maps to make runs through.

There really is a lot to like with Mirror’s Edge if you set your expectations correctly. The unique art style, the environment and the rush of consistent movement and making death-defying leaps is what makes the game memorable and worth playing.

pros

  • Visually distinct
  • Captures the feeling of movement unseen in other FPSs
  • Intense, desperate chase scenes
  • Very well-crafted level design
  • Use of music to induce a mood is excellent
  • Race mode provides extra value
  • Interesting story conveyed by good voice acting

cons

  • Learning curve for the controls is a little intimidating
  • Combat is not-at-all easy
  • Failing a sequence over and over can be frustrating
  • Some of the in-game character animation is not good
  • There isn’t much mid-ground in gameplay; you either get it and like it or don’t and hate it

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system: PS3

one sentence description: Play the role of some poor space engineer schmuck named Isaac who just wants to talk to his girlfriend, and ends up having to kill a bunch of undead crewmembers with various ship-fixing tools instead.

Talk about a bad day…

graphics: 10 | sound: 10 | playability: 9 | challenge: 10 | value: 9 | bias: 10

total: 9.6

the low-down

You have no idea how awesome this game is.  Seriously.

Beautiful visceral carnage. Those are the three words that come to mind when I start thinking about how this game plays. I’m not sure how the words ‘beautiful’ and ‘carnage’ fit together in the same sentence because they shouldn’t. But they do.

Isaac is an engineer who is sent with a crew to investigate a communications failure aboard a giant ‘planet cracker’ class ship called the Ishimura. His girlfriend, with whom he has recently not gotten along well with, happens to be aboard the ship. The game opens up with him reviewing a transimission from her and the crew making some observations about the ship and the mission. All of a sudden,  the ship you’re aboard takes a nosedive, and  you find yourself aboard the Ishimura…which seems to be abandoned. And that’s where the trouble begins.

You are given some idea of your impending experience when the lights go out and a giant nasty looking creature pops down and slaughters one of the soldiers you are with. Two of the other people take off, and so after the thing is done feasting on the solider’s succulent brains, it turns to come after you. Keep in mind at this point you have absolutely zero on the weapons front and running is your only option. The thing looking like some kind of a freakish alien (from the movie Aliens)/zombie mix combined with the insanely dischordant and creepy music, lights flashing in the dark and people screaming at you to ‘run’ because you have no weapon is  unnerving and sets the pace & tone for the rest of the game.

While easily fitting nicely into the survival/horror genre, Dead Space sets the bar at a new level on a lot of different fronts.

Graphically, the game is nothing short of amazing. The developers took great pains to create an atmosphere that will scare the poop out of you. Narrow, gore-filled corridors, futuristic industrial contraptions and atmospheric lighting brings everything to a disturbing life. Or death…however you choose to look at it. Character movements are fluid and beautiful with few awkward transitional movements. Of particular note are your adversaries, which you come to find are called ‘necromorphs’. These things are creepy. At one point you are walking down a corridor when, rounding the corner comes a little baby crawling quickly on the floor. Cute…except for the fact that it’s undead and sprouts long tentacles that shoot out little spiky bullets…the better to kill you with, my dear.

Where sound is concerned, I’d highly recommend playing the game on a surround system (if you have it). If not a surround system, then definitely with headphones. You realize how integral sound is when it comes to inpiring terror. Where the visuals might serve to hammer home the fact that you’re in a fairly awful situation, the sound is a constant affirmation that things aren’t going to get better anytime soon. The ships creaks and hums. Short-circuited doors pound open and closed…and even when you leave them in the distance, the sound never goes away…it merely gets quieter or muffled the further away you get. When you step into the vacuum of space, sound is almost non-existent, yet still there is a ‘cotton in your ears’ effect. The near-silence is deafening when you find yourself firing away at something coming at you while you’re in the vacuum. You’ll also notice that the game uses sound in subtle ways such as drawing your attention one way…and then surprising you with the gift of a nasty creature up in your grille when you turn back around.

Gameplay doesn’t get much better than this, from the way you have to take down your enemies to the way all of your heads up display items are integrated into your suit rather than a disparate part of the screen. By that, I mean you know how much life you have left by a glowing ’spinal column’ on your back.  You know how much ammo/energy you have when you aim and see the numbers clearly displayed in a small screen. And videos, maps and inventory are all displayed in nifty little holographic displays that project out in front of you from your suit’s helmet.

Fighting enemies is a little different than you may expect. Instead of simply aiming for the head or chest, the game has implemented the idea of ’strategic dismemberment’. In other words, sweep the leg, Johnny. If something is lumbering towards you looking to tear your head off, aiming for (and eventually blowing off) a leg is far more effective than hitting it somewhere in the middle. But taking off legs doesn’t necessarily mean instant death, as the thing will usually begin dragging itself towards you with its giant spiky arms…which you’ll have to blow off as well if you want to kill it. This makes for a little bit of a challenge, seeing how intelligent these things are. While one is attacking you up front, another may decide to bust through the vent to climb up and around you, dropping down directly behind you to tear you to shreds.

A suit/weapon upgrade system and special ’stasis’ and ‘kinetics’ powers used for mild puzzle-solving round out the overall gameplay experience.

Make no mistakes…Dead Space is a deeply disturbing, scary game. I jumped a couple of times for sure and found myself moving  very, very carefully to avoid any nasty surprises. This is definitely one to buy.

pros

  • HIGHLY atmospheric, utilizing visuals & audio to great effect
  • Unique ‘fighting’ mechanic with the ’strategic disememberment’ idea
  • Pretty good voice acting
  • Beautiful-yet-very-disturbing imagery
  • Perfectly paced gameply
  • Challenging but not overly so
  • Good storyline
  • Very detailed graphics (full 1080p resolution display)

cons

  • Maybe a little over-the-top on the violence for some
  • Getting mobbed by enemies is difficult and can become frustrating

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The same guy also did Pole Position, Pong & Space Invaders. Pretty cool, though he must have quite a bit of time on the hands…

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