Category Archives: Software

The Last of Us: Remastered

51xISdGnMhLWhen I became vaguely aware of The Last of Us, I didn’t know very much at all. There’s a man and a girl, and they are making their way through a $zombie-infested landscape. Otherwise, the only remaining things I knew were that the genre was survival horror and that people had a great deal of praise for the game.

Having reached the end of my two-or-so-week run through the game, it is difficult to let myself say much more than that to you, the prospective player. It is entirely worth playing, and it is entirely worth playing unspoiled. The plot, the characters, and the setting all beg to be revealed in their own time. That said, I can throw you at least a few bones.

Is it grim and bleak? Sometimes. Never, I think, pointlessly. Every scenario reveals something important about the gameplay (at least, during the first quarter of the game before things normalize after you’ve seen most everything the gameplay has to offer), the setting, the plot, or the characters. Often multiple such important things, but always something. I think it’s fair to say there’s nothing wasted. And, to come back to my original point, while any $zombie setting or survival horror game will have bleakness to it, the bleakness is definitely not the point, nor is it incredibly common for that matter. The most obvious superficial comparison to my plot thumbnail above is The Road, but this is definitely not that, shared genre or not.

Does it look grim and bleak? Not at all! Yes, the ruins of civilization are all around, but everything is going back to nature, so if anything there’s far more brightness and greenery than usual, with occasional moments of sheer beauty. You know how New York City looked in Will Smith’s I Am Legend? It’s like that.

How was the world-building? Doled out sparingly on both the micro and macro levels. I cared about the explanation of events from a science fictional as well as from a personal perspective. That guy Ish and his notes about what happened to him outside Pittsburgh. Did they just tail off naturally, or did I miss a climactic reveal? Either outcome works thematically, and I wish I had the kind of time that would let me play through again. Not to learn the answer to that question, but to learn the answers to dozens of minor such questions.

How was the gameplay? It was the weakest aspect of the game, not because it was bad, but because it was nothing new or innovative (the Thief series has much better sneaking mechanics, and Gears of War and its successors have much better 3rd person combat mechanics, to toss out two obvious examples), and the rest of the game has, as far as I can tell, no weak points.

I can’t talk about the characters, or the events, or the climax. Yes, spoilers, but really because I’d be here all night. But man do I want to sit over some rum and geek out about basically everything that happened with someone else who played this. I still don’t know precisely how I feel about the way things turned out, and I won’t for a good long while, but this for sure: it was so, so good.

Also, the related shorter story Left Behind that was included in my download? Loved it too, and for all the same reasons. The seemingly unrelated multiplayer versus option? Don’t see any compelling reason for me to find out if that’s good, because it entirely misses the point of everything that makes this an amazing game, and I wish everything didn’t have to be multiplayer these days, frankly.

Oh, okay, I did think of one weakness to the game. There are no decisions to be made about the plot. In a way, I think there should be, even if only once or twice. In another way, though, I think the characters are fully realized enough that nothing could have happened differently than it did. Still, I know there are people who think it a weakness to have no control over events beyond whether you had to reload and replay the last little bit of combat or not, and it’s only fair to mention this aspect.

But the movie in between the bits of tactics and strategy is, as I may have already said once, so good.

Braid

51baP9k+ubLAnd then, the first and last game of the weekend[1], Braid. The downside of which is that I am obligated to find a way to review Braid. (The upside, obviously, is that it was a fantastic game, full of challenging and rewarding puzzles and a truly incredible (and incredibly presented!) climax to its story.)

The thing is, I don’t really want to say anything about it, because it is to be played, not told. So I’ll give you what you can see and what you can begin to intuit from the first two minutes of play, and then I’ll nod to myself and consider my job done[5]. Have you ever played Super Mario Bros.? The one for the original Nintendo (also there was a somewhat different arcade version) with the walking mushroom people and the giant lizard who kidnapped Princess Peach? Along every meaningful angle from which you could consider SMB, this game is the response to that game. </wise nod>

[1] I had played a great deal of it before[2], and I also took a break in the middle before coming back to wrestle with the last few, ultra-hard levels. Ultimately, there were seven such that a walkthrough was involved in[4], and of those, I only felt like I should have figured out two of them. The rest involved knowledge I had somehow missed having or ideas that would never have crossed my mind to attempt.
[2] Annoyingly, on the XBox 360. Will I go back for my gamerscore? Probably not![3]
[3] I mean because I’m pretty lazy, but honestly, going back for gamerscore feels like missing 100% of the point of the game, too.
[4] Awesomely, my host had the walkthrough and doled out the hints gradually, so sometimes it really was just a hint.
[5] If this sounds like a candyass way to conduct my affairs, well, a) maybe it is at that, but b) it doesn’t change the fact that I would be robbing you of an experience you owe yourself. If you play video games and people don’t sidle away from you because of things you say at social gatherings, then trust me. Just play the game. The five or ten bucks that it will cost you is worth it, as is the hour or three of time you’ll spend.

Journey

journey-game-screenshot-1-bI am returned, triumphant, from my long sojourn of, er, not writing the last two reviews I have owed. And if that doesn’t really sound like all that much of a Journey, it’s because I’m trying to create a parallel with my unfortunate experience playing a short indie game of the same name.

As you can see, last weekend was heavy with the light & easy games set, which… it did not convince me that small games that last a couple of hours is the way to go, but it certainly highlighted how much easier they are. I mean, yes to play, because you can’t write a particularly hard game that will only last 90 minutes, but especially I mean easy to find time for the playing of. Which is important! I can say anything I want about how much more I enjoy Dragon Age, but if I keep not turning on the XBox to play it, that claim rings pretty hollowly.

The irony is that Journey would otherwise be the perfect game to draw that comparison with. See, I finished it in about 20 minutes. You start out as a Jawa-looking dude[1] in the desert, climbing up a hill. Eventually, you see in the distance what look like places to go, and then you go to them, because you’ve ever played a videogame before. After doing some things in the desert which may or may not have any particular long-term relevance or unlock insightful cutscenes, you go through a portal to a snowy mountainscape. Or at least I did. After some additional snow-doings that may also have some kind of relevance or unlock some other set of cutscenes, a finale occurs. I can only speculate about all these things[2] because what happened to me was as follows: I collected a couple of glowing things in the desert, tried to take them back to a platform that looked like it might have been missing some glowing things but instead accidentally fell through a portal onto the mountain (was there a way back? I’m told yes, but it didn’t look like it) where I climbed for a while, turned right, dodged a (let’s say) dragon, climbed some more (briefly the climbing involved a Shaolin temple), and then after some brief spoilers[3], the game ended.

I’m pretty sure I did something wrong? You would think, in a game whose title explicitly alludes to the destination not mattering, it would not be so easy to perform a speed run, much less without intending to. Oh well. Perhaps I’ll play it again someday, when the memories have faded.

[1] Or possibly lady! If you’ve seen a Jawa before, you know I’m impressing my own opinion without any particular evidence.
[2] Well, not only speculate. I have hints from my incredulous host to go by as well.
[3] I’m taking it on faith that there were spoilers to be had. It was, from my perspective, merely an inexplicable happenstance.

Flower

41MZscmDiuLHaving covered the media I consumed whilst packing and then waiting in the airport for hours on end to die, violence and bloodshed hounding me from every quarter, it feels only right that I should have found a calm, meditative game like Flower to ease my mind as my weekend in the wilds of Danville, CA progressed. And it feels all the more right that I was playing a game in which dull, lifeless yellowed or grey fields should transform into lush greenery under my expert controller-tilting when you consider how similarly yellowed were the steep hills surrounding the house on all sides. (But seriously, there’s something incredible about the sunlight, and especially the afternoon’s last gleaming, on those too steep hillsides, dotted now and again with lone trees.)

So, there’s this game for the various Playstations (I did it on the 4, but there are other options) in which you are the wind, and you move flower petals around. And… that’s the whole game, basically. If your gust of wind passes over a new flower, you get one of its petals, until you are eventually a whirling maelstrom of color and delight, rushing across the landscape, transforming it as you go. Then later, there are some blasted urban cityscapes, and, let’s face it, if it were not so calm and beautiful, it would be an environmental screed.

But, while it did not end up feeling screedy, it was certainly environmental, and there’s really not a whole lot else to it, except for being pretty. Still, it was fun. Or maybe I was just very amused by the ten-year-old with whom I was sharing the controller and his claims of knowing how to embrace the flower. At first, it was a zen koan that deepened my attachment to the game; by the time I realized that “embrace the flower” was simply code for “I’m playing this game better than you are”, the attachment already existed. The more positive Amazon reviews say that the game has a different, deeply emotional, experience available to each player. I suppose this counts as that?

Gone Home

header_292x136Although I have not touched a game on PC since probably 2006 at the latest, I still have a Steam account from back when that was a reasonable place to play the various Half-Life sequels. This is relevant because, some months ago, a friend gifted me a first-person (rather than text) interactive fiction game called Gone Home. I took a week or so getting the Steam client to work with my laptop (since I’m not going to put a game on a desktop and the Steambox still shimmers hazily in my future), and then I played about 45 minutes of the game and set it aside.

Which is not to say anything bad about it, I just have a habit of not completing games, which is why even one that lasts about two hours took me two or three months to actually finish, and honestly I’m a little surprised it happened all the same. So, what’s the deal? It’s 1995, and you the player have just returned home from backpacking in Europe. Only, nobody answered the phone, nobody picked you up at the airport, and the house is dark, silent, and (thanks to an ominous storm, pervasive minor key mood music, and the implausibility of every family member being away) kind of menacing. Still, it’s IF, so the only thing to do is wander from room to room, reading the notes and computer screens and various detritus of daily life that your family has left scattered around, trying to figure out what has happened here.

At two hours, “what happened here?” is pretty much the whole game, so I won’t say anything to spoil it, but I appreciated that every resident has a story waiting to be discovered, and I also appreciated that each story was opaque to the other residents, wrapped up in their own lives and troubles, only discoverable by the player because you are coming in with a fresh eye after having been gone from home for like nine months.Exciting high adventure, it’s not, but it sets a hell of an atmosphere, at turns creepy, depressing, or nostalgic. I’m not sure I’d pay the $20 Steam has it listed at as of press time, but as a gifted diversion, it definitely hits the spot.

Bioshock Infinite

I have been having a very hard time reacting to Bioshock Infinite. As a story, it was beautiful and compelling and I spent every moment from beginning to end wanting to know more. As a game, it was, well, rather a lot like Bioshock, with a few interesting differences. And a few unfortunate ones, it must be noted. The inability to have a save game and instead only be allowed to wait for when the game decides to save for you is… mostly not so bad, but when it was bad (I’d like to go to sleep now, not in 15 minutes; I’d like to be able to restore and do this fight a different way), it was pretty terrible. Still, as flaws go, they had a good reason for it and it was nowhere near a showstopper.

Unfortunately, I got about two lines into the next paragraph before I realized that I have to play this one too close to the vest to be worth a whole lot. But I can give you the premise in broad strokes, I suppose: Booker Dewitt, down and out private detective, has been sent to Columbia, a city in the sky, with one haunting directive: “Bring us the girl and wipe away the debt.” Well, okay, there are one or two more directives, but they wouldn’t mean anything much to you until you were playing anyway. I would quickly add that he discovers nothing is as it seems, but let’s be honest, he just magically appeared in a floating city in the clouds in 1912, I think you probably already knew that part. I think he probably already knew that part already! Okay, the rest is behind the cut. Continue reading

Call of Duty: Modern Warfare 3

The last thing I did lately was run through the most recent entry in the Modern Warfare trilogy. (You can see from the awkward construction of the previous sentence that I have no idea if it really was a trilogy or if I should expect more to come.) They have a clever thing in the opening credits where it starts as WW3 and then the first W flips to become an M (and their acronym). Because, you see, it picks up immediately after (or, really, probably a few moments before) the end of the second game, in which World War 3 has well and truly blossomed.

The other thing about Modern Warfare 3 is that it took me several minutes to recall just now exactly how it ended, and if said ending would actually count as a completed story sequence. The answer is yes, but my inability to immediately remember what happened a mere eight days after I finished the game tells the rest of the story of this review for me. It was a perfectly adequate game, identical in play to the previous volumes, but without quite the punch and edge-of-my-seatness the others had. Maybe it’s because I’m overly jaded. It was cool and shocking the first time a viewpoint character in the game died, but after three such games, they had taught me not to get attached to anyone, and it turns out that this may be a problem in a first-person game, the inability to be attached to your own damn eyes and ears.

But still, from a purely narrative point of view, yes, I am satisfied by the complete story told in these games. Not, ultimately, as satisfied as I was with the Halo series, but pretty satisfied indeed. Will I later play the Black Ops games as well? Just maybe! It’s nice to have a game I can start and finish over the course of one or two weekends.

Call of Duty: Modern Warfare 2

A very long time ago, I played a game and thought it was basically fine, compelling even, but not particularly worth following up on the sequels. I cannot tell you a good reason why I would have thought that, beyond the part where I don’t really play all that many games. But considering this was a game I was highly impressed by and able to play through in just a handful of days, you’d think the next one would have gone on the short list. My best guess is I’m used to the rest of the series’ WWII roots meaning I’d be playing the same game over and over with slight variations. Certainly, the thought of a true sequel never crossed my mind.

But then I got the third entry for Christmas in 2011, and when I popped it in to take a look, I quickly realized that, nope, this has some of the same characters and really is a sequel. Which meant I had to get the second entry and for that matter relay the first one and remind myself what was going on even before that. And then, as it does, time slipped away. Which explains why fully a year later, I have only just now played Modern Warfare 2.

On the bright side, it has every last one of the same benefits of its predecessor. Intricate and exciting storytelling, rapid yet challenging gameplay[1], characters to care about who face ethical dilemmas and real consequences, plus the added benefit of characters you have already previously cared about. My only complaint, minor though it be, is that a couple of the scenes really felt like replays of the previous game; and this is easily balanced by the plot following directly from the plot of the previous game, with amplified stakes and a dark ending that leaves me entirely excited for Modern Warfare 3, whenever I get around to playing it.

[1] I finished over the course of a single weekend!

Halo 4

Remember that time when I played Halo 3 and called it a science fiction trilogy? So it turns out that a new studio got their hands on the property and made a new game, so, trilogy no more I suppose. To get the obvious parts out of the way, gameplay is identical to the previous games, so if you liked those, you should ought to like this too. I reckon that the same is true for multi-player, but I haven’t hit it up yet, so I cannot say for certain. But the important questions are: new studio? new plot entry in an already complete story? seriously, someone thought this was a good idea?

Except, in contravention of all known wisdom on the topic, this may be the best Halo of all of them. It’s like, yeah, the new story absolutely relies on everything that has gone before and would never work as a standalone tale, and what has gone before is a pretty cool story that had lots of highs and lows and dramatic tension and tragedies and triumphs, and I stand by all the good I’ve ever said about it. But Halo 4 relates two very personal, small-scale struggles, and it wrestles on multiple fronts with a question as old as the very genre of science fiction itself, what does it mean to be human?

There’s also an entirely serviceable sci-fi plot to hold up these philosophical delvings, about which I’m glad, because you have to have a working plot, and a working plot about the historical forebears of all the cool tech floating around in the galaxy is always of interest. But mostly this game was about the emotional resonance for me, and I have not had this much investment in a specific videogame outcome but a handful of times previously. (Aeris in Final Fantasy VII, the shocking climax of Assassin’s Creed: Brotherhood, and my fierce protectiveness of Tali in the Mass Effect games are all I can think of.) Honestly, there’s a specific line of dialogue that haunts me days later, and I don’t think any of the others have managed that. (Aspects of the Portal games haunt me too, but not in the same way.)

Dead Island

I bought kind of a zombie console MMO last year, but then never played it because I was under the impression that it needed a lot of players instead of just me. I later discovered over Labor Day weekend that not only can it played single-player, but it’s also kind of hilariously over the top, what with the zombie rap song and the dozens of bikini zombie models to choose from and the significant number of decapitations and head-crushings and weapon modifications available. I guess what I’m saying is it’s just pleasant to swing a burning baseball bat at a charging zombie and watch it burst into flames.

As for the storyline, it turned out to be a lot broader and a little deeper than expected. Broader in that zomg, so many sidequests, none of which even involved requests to bring back… well, okay, that’s not true, there were totally collection quests, but they at least had no bearing on advancing any plots or changing any characters. Those folks never got tired of their cans of food no matter how many I provided. But anyway, the rest, in which the mysteriously immune people wander the island in search of ways to save everyone and untangle the mystery of where these zombies are coming from and why they can drown? It’s interesting enough to go on with, and I eventually cared about one or two characters.

But mainly it’s those super fun collectible, buildable zombie-splattering toys.