Category Archives: Software

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.

Dead Space

71OSRxkysVL._SL1199_So, Dead Space. This is a game I should have completed and reviewed years ago. I mean, literally. Years. I started playing it in 2009, splitting time with my friend Billy. And after a couple-few weekends, we ran out of time and stopped, and I kept not playing it, thinking we’d pick it back up. But that never happened and I suppose never will, now.

I started over, anyway, and had a pretty good time at it. See, you’re this guy who is part of a team landing on a mining ship that sent a distress call and then went dark. It turns out that they had a really good reason in the forms of a weird alien artifact, a recent religion, and a bunch of undead things combined into the twilight of humanity. Unless, of course, you the player can find a way to survive the ship, prevent the coming apocalypse, and save your girlfriend.

At a high level, this game reminded me a lot of Ridley Scott’s Aliens. Too much religion, too much focus on dismemberment as the best way to kill things instead of just shooting them a lot. But the aloneness, the helplessness in the face of superior forces with no good way to leave except by killing everything in your path, and the essential alienness of the foe? It is a good recipe, and probably made the game better than it deserved to be by proxy. But hey, as long as I have fun, whatever works is cool by me.

Mass Effect 2

Remember when Shepard, um… yeah, okay, neither do I. I know she did something to learn about the history of the Protheans and the present of the Reapers, and repelled an initial foray into “the destruction of life as we know it”, but that’s about all I remember. Because I played Mass Effect way too long ago. To give you an idea of how long ago, I didn’t finish playing Mass Effect 2[1] until after the majority of people I know who like video games had finished Mass Effect 3.

But I did. And it turns out that knowing why the Citadel was attacked and what that means to the next few years of “life as we know it” isn’t so relevant when compared to politics, especially if new players in the galaxy (called by people who are watching history The Collectors because of their habit of gathering up entire populations and leaving through a mass effect relay nobody else has ever returned from in recorded history) kill you before people get a chance to decide if they consider you a hero for sure or not. Although martyrdom is nice for the hero image, don’t get me wrong.

But it’s cool, because Shepard is back a couple of years later (you can’t keep a good hero down apparently, especially when she has the financial backing of her biggest political enemy behind her) to figure out what happened to her and what is about to happen to everyone else, with new allies at her side (and a selection of the best old allies, including Tali, without whom the galaxy basically seems not worth inhabiting). If you liked the first game, you’ll like this one. If you didn’t like the first game, it is either a) because you are a bad person or b) because you hated the inventory system. That has been fixed, and all that is left to worry about is the exploration of uninhabited planets, which is not bad per se as long as you don’t give yourself the mistaken impression that you should ever explore them in advance beyond your needs. Because there are way more planets rich in resources than you will ever need to probe.

And if there are unexplored planets that have plot relevance but are not announced except by looking for them? That is a fault of the designer, not the reviewer.

[1] Technically, I still haven’t finished, as there are monetary DLC that seem worthwhile. But it feels close enough for review work.

Duke Nukem Forever

I have not and almost certainly will not sample the multiplayer, but without further delay, here are the things that are good about the Duke Nukem game that only came out 12 years later, and in so doing has done more than anything to support the idea that we will in fact mostly all be dead in 11 months:

1) The graphics are really pretty okay. Sure, some of them add to the discomfort of c) below, but by and large, they are entirely modern. And since they had special bonuses of footage from previous versions when they thought they’d be releasing by 2000 at the latest, I can assure you that’s a relief.
2) There were occasional in-jokes at other shooters, not quite to the level of parody most of the time, but I still appreciated them. The moreso, I expect, because of how little I appreciated any of the other humor.
3) The gameplay is pretty much what you’d expect it to be, which, cool, that’s all I was looking for anyway. The days of FPS innovations are mostly over.

Here is what was wrong with Duke Nukem Forever:

a) Load times between levels are 60-90 seconds. Load times between levels at all is pretty egregious in this enlightened age of seamless travel, but that much delay? Horrible and a half. Plus also, it takes just as long to load to the spawn point after you die, which is twice as bad. I know that they know time passed since 1999, because I’ve seen the graphics updates. So, man, what the fuck?
b) You can only carry two weapons at a time. I guess, okay, that everyone does that now, or at least limits you in some way, but this game hearkens back to the “choose your weapon from 0-9” school of thought, and if they’re going to stay so “traditional” in other ways, why screw me here?
c) The misogyny. I thought I knew. I thought, okay, there will be some uncomfortable interactions with strippers that would get a real person kicked out of an actual strip club, and there will be more girls in alien cocoons asking to get killed and you kind of have to because if not aliens burst out of them and they die anyway, but now there are aliens to fight, and I didn’t love that in Duke Nukem 3D, but still, it was a callback to Aliens, and it was uncomfortable there, so, okay. The reality, though… so, there are still cocoon girls, but they aren’t world-weary and in pain, begging to be spared what is to come. They’re bemoaning how much jäger they had last night and how they feel funny as a result. Plus also, I think he kind of ruined the idea of getting a blowjob while playing video games for me. It never seemed so one-sidedly ooky in my head. Perhaps it’s because in my head there aren’t twins, and even if there are, I’d have the capacity to call them something other than “Babes”, especially when addressing them.

Stopping alien invasions at the Hoover Dam is fun, it is. But, I reckon probably not worth it, y’all.

Assassin’s Creed: Brotherhood

acrom_360_mI wonder if there’s a new season of The Borgias starting on Sunday or so, or whether it instead got cancelled. I wonder this primarily because of my current familiarity with the characters and some of their life events, courtesy of my completing Assassin’s Creed: Brotherhood over the weekend. Because, see, after the happy ending in Assassin’s Creed II, the first thing that happens is the Borgias destroy Ezio’s home in revenge for that golden apple fiasco under the Vatican. It’s a whole big thing that won’t make enough sense to be spoiler if you haven’t played the first game and, if you have, basically it’s an excuse to get him injured and friendless so that he starts off the game not a god walking among men. Whether this is a good decision is left to the individual player, but I suppose it is at least an understandable one since someone could plausibly pick up this game first.

After that, it’s pretty much the same game, which is an entirely good thing. You climb and run and sneak and murder your way through early 16th C. Rome in an attempt to stop the Borgia and their Templar allies from controlling the fate of the world, with all kinds of side missions and secret explorations and memories of Ezio’s buried past along the way, not to mention the near-future modern day shenanigans in which it’s apparent that someone is helping Desmond Miles from afar, because he may not be able to trust all of the people helping him explore Ezio’s memories. To put it simply, this the best serious sandbox series ever, and the prettiest sandbox series ever regardless of plot seriousness. (The best non-serious sandbox series is Saint’s Row.) If you like to look at the beauties of the past, and you like to climb around on everything, you will love this game. If you like conspiracy theories and dark futures, you will also love this game. If you like both, this is your candy store right here. And there’s already another sequel out!

A word or two about the multiplayer: extremely fun among friends who have played the same approximate amount of time as each other, suffers from the modern theory that playing online a lot isn’t enough of an unbalancing reward, so we will also give you levels and new toys with which to crush newcomers who for some reason can’t play online 12 hours a day for the first month of release. I’m not sure how to solve this problem, and realistically there is no way beyond me accepting that multiplayer online has passed me by for the most part. (But yay for friends.)

Uncharted 3: Drake’s Deception

I like that the Uncharted games are end-of-year releases. My parents enjoy the seamless cinematic feel, I like having something to do out at the Ranch at Christmastime that is commercial-free; pretty much everyone wins. (Well, sometimes it’s a little too seamless, and I end up with my dad giving me good but unimplementable advice during a cutscene. Still, as complaints go, this is a pretty minor one.)

Drake’s Deception is, for the most part, exactly the same game as the other two, though I understand there may be co-op campaign play that I did not see any part of, and which I suppose could plausibly change things? Probably it just turns a previously unkillable NPC into a new excuse to restart from last autosave, though. Anyway, my point is, there’s not much to say that I haven’t already said about one of the previous games. If you like a mix of platforming[1], shooting with the occasional pinch of stealth or dash of fisticuffs, and all kinds of Indiana Jones style treasure-hunting and clue-divining that also has a subdued romance plot, over-the-top action sequences, and a pretty hilarious ongoing exploration of the mentor relationship, this is an oddly precise match for what you seek!

I wonder if, novelty of the first game aside, any of them are better than the others? I’m pleased, I think, to note that while they all flow from one to the next with continuity and such, there’s nothing like a trilogy feel here. I guess they could keep making them forever, though I should say that getting much deeper into Nathan Drake’s life without some kind of real change (a marriage, a break-up, a death, something to shake up the status quo) will start to feel cheap pretty soon. Maybe even by during this game, but certainly by the next one. So past writers of half of the current game or at the very least future writers of the next one? This was your warning!

Oh, and I should warn you about the [spoiler elided, or else presented in Sabean script if you prefer], but nobody warned me, so, you pays your money and you takes your chances.

[1] That, okay, is not as good by a long shot as what you get in the Assassin’s Creed series, but what is?

F.E.A.R. 2: Project Origin

I’ve played a lot of games this summer, you guys! And I’m seemingly not done yet, so, pretty cool. Anyway, this is a sequel to a game from back before the console revolution, F.E.A.R. The second entry, Project Origin covers the immediate aftermath of original game, from a new perspective and with some small degree of overlap. Basically, where the first game explored the mystery of how the creepy little girl was involved with Paxton Fettel and his army of psychically-controlled Replicant soldiers, the second game goes deeper into both the future and the past of the corporation that caused all of this to be as well as into the story of Alma herself, creepier than ever but no longer quite so little.

Of course, not much of the game by percentage follows that story, and what is revealed is on the whole unsatisfying by itself: this game has “middle of a trilogy” written all over it. And honestly I don’t think the enemy AI was as challenging as last time, though whether that says more about the game or me is impossible to determine. Luckily, it was still eminently playable and full of moody scares, which is really the number one reason I was here in the first place. At least as scary as I remember the first one being? So between that and the speed with which I breezed through it, I regret nothing and in fact still want to play the third (and final?) game in the series.

I should also admit that even though the whole game felt like a trap, the unavoidability of its execution reminded me quite a bit of a certain underwater allegory I played a few years ago, and I found the end of the game to be extremely satisfying. (The admission is due to my theory that most people won’t have cared for the ending, you see.)

Assassin’s Creed II

Assassins-Creed-2_X360_BXSHT_ESRBI’m always so happy when I finish a game! Though in this case, it was long enough that I may need to take a break (or at least a palate cleanser) before I start anything else serious. So, remember when I hated Assassin’s Creed? But I thought I would still love Assassin’s Creed II after a brief glance at it? So, yeah, that turned out to be true. It is the same as the other game in most important respects, only subtly better every time there’s a comparison to be made. Giant sandbox of a game, this time set in 15th Century Italy, where assassins must battle Templars for control of the hearts and minds of people, and, well, also the future. But that’s okay, because the future is in every bit as much evidence as the past; in fact, you’re not really in the past so much as your near-future guy is going into a cool machine that lets him live the memories of his ancestors (I think?) and learn from them, both skills and information. So while the game is open and sandboxy and actiony and jaw-droppingly beautiful, the plot is science-fictional and always interesting. Plus also, if you for some reason don’t care for the high-level plot, the plot on the street is of this kid first learning about his family’s secrets and then, when things take a wrong turn, setting about fixing everything, over 25 years of life. Good drama!

And if none of that does it for you, you also get to climb really tall buildings, wander around dusty tombs, and sometimes pounce on people from 40 feet above to stab them in the throat. And hang out with Leonardo da Vinci all the time. And learn a lot about regional history[1]. And… y’know, if you’re not persuaded by now, I really don’t know what I could add. Damn fine game, though, and I feel bad for you.

[1] I quickly decided the easiest thing to do would be to assume everything that happens in the past portion of the game is historically accurate. I’m pretty sure it was, anyway, so.

Silent Hill 2: Restless Dreams

They may eventually get bad, but so far, I cannot say enough good things about the Silent Hill series. And unlike last time, this is one I had… well, okay, I had played it before, but I never finished. Last time was spooky and inexplicably satanic, I think? Whereas Silent Hill 2 (and, I hope, the future entries as well) was deeply psychological, with no hallucinogenic drug rings to be seen. I should first mention that although the 360 claims backward compatibility, there were still some sound bugs, less bad than last time but still present, and also I found out an hour in that you can only have one save game slot, total, or the whole thing falls apart. So that bit of replaying sucked.

But the rest of the time? Awesome stuff. See, there’s this guy James, and he’s come back to Silent Hill where he and his wife Mary had the best vacation of their lives, years before, because Mary has sent him a letter asking that he meet at their “special place”. Only, Mary’s been dead for three years, the town is mostly abandoned and all the roads into it are blocked, and the people he does meet are split between disturbing homicidal creatures, seemingly disturbed humans, an oblivious child, and a doppelganger of his dead wife, a stripper named Maria. Oh, and a hulking, unstoppable brute with a giant sword and a red pyramid-shaped helmet who is bar none the scariest dude I’ve ever seen in a video game.

In the midst of these dangers, James must unravel the mystery of his wife’s summons and the dark history of the town, and in some ways, that’s just the tip of the iceberg. All this amidst the best kind of bump-in-the-night sounds, a moody score, and halfway decent graphics. Even while playing the short prequel with backstory on Maria after I finished the main sequence, there still managed to be a moment when I got an accidental adrenaline jolt from an unexpected bad guy popping up in front of me. I am impressed, it’s been awhile since a game managed that!

Portal 2

A handful of years ago, a game came out that did something entirely new in the genre of first-person shooting. This was not a surprise in the scheme of things, Valve having been long known for such innovations.[1][2] But the degree of new was pretty surprising. Sure, the Half-Life games have always had an element of puzzle solving, but Portal was purely puzzle solving in a way that forced you to think of spatial relationships and three-dimensional physics as you had never done before. And it had a great deal of humor and plot crammed into its several hours of gameplay. Now, I can’t say a whole lot about Portal 2, but I’ve figured that I can almost certainly say more than most reviews I’ve seen, which are that it’s amazing and you should play it and anything else would be a huge spoiler.

Mind you, I am saying a good deal of that, I’m just working my way around the last part. Since it’s my job to, and all.[3] So, basically, in the recently-updated ending to Portal, you are dragged off by robots at the conclusion of your apparently-not-so-successful-as-all-that escape from the Aperture Laboratories facility. After a non-specific but implied period of time passes, you wake up and some brief plot occurs, followed by a nod to people who never played the original or who haven’t in a very long time, in which you learn controls and physical concepts. And then, well, then you are launched down a rabbit hole full of history, psychology, morality, and, just like last time, really a lot of puzzles and humor. And all manner of troubling revelations, also just like last time. And, well, okay, there’s a lot of just like last time to this game, although rest assured that the puzzles and the plot alike have significant updates as well. The point is that it’s not a brand new game that will leave you amazed nobody ever did this before.

It is, however,  the best interactive story I’ve ever seen, from both the interactive and story sides of that equation separately. The fact that they’ve been joined into one game? I guess it’s like this. I don’t imagine it’s the best game that will ever be made, and I would easily accept arguments from people saying the first game is better; it’s all down to taste and what you want from your experience. But I cannot imagine a way that a game named Portal 2 could have been better than this one. As best I can tell, it is entirely without flaw.

And if you care about the mythology of that shared dystopian future world (which I do), I was impressed anew today by how I can take a joke line about the Black Mesa research facility from the first game’s closing song and both extrapolate very nearly precisely when Portal occurred in the shared timeline of the multiple game series and also a good deal of information about… well, and there’s that rabbit hole full of spoilers again. Because I actually don’t want to provide the hint about what else I was able to determine from that line of song, lest it simultaneously hint at events in the game you might otherwise never have anticipated. Because seeing this stuff cold? It has always been the best way. The point of this closing digression, I think, is that I expect more insights into both this game and the world of shared games as I think more about it all. And also, there’s an entirely separate two-player cooperative Portal experience that I have yet to touch. But I wanted this review while things were still very fresh; if there’s enough innovation or storyline revelation to warrant it, I’ll just have to revisit the game with another review sometime in the uncertain future.

[1] For innovating the way storylines and characters are handled in the genre, there’s the original Half-Life.
[2] For innovating the ways in which you can interact with the random detritus of your environment, look no further than Half-Life 2‘s gravity gun.
[3] And anyway, if I can’t work my way around seemingly-insurmountable obstacles in a review about a game derived from Portal? I’m clearly doing something wrong.