Video game journal, 9.23.09

September 23, 2009

It was all Metal Gear Solid 3 on Tuesday Night. I was able to defeat The Fury, one of the many fantastic bosses present in the game. For those who haven’t played the game, picture a Bioshock Big Daddy re-imagined as a 1960s Communist Astronaut with a flame thrower, and you’re pretty much there.

I had a hard time acquiring a uniform I need to slip through parts of an enemy base undetected — those who know the game surely know where I am — but I have a strategy in place for clearing that hurdle tonight.

My sweet new games and blu-rays arrive tomorrow, so the clock is ticking before I am inevitably tempted to try out my shiny new discs (see details below.) Super Metroid may fall behind a bit, but I’m enjoying MGS 3 way too much not to complete the game.

Video Game Stores — Who Can Be Bothered?

September 22, 2009

I have an awesome package coming my way from amazon.com. It will contain Halo 3: ODST, the first Uncharted game, and blu-rays of both Gladiator and Terminator 2. I initially set it for the free shipping option, waited 24 hours, couldn’t bear the thought of waiting another week, and upgraded to the two day option. I love buying video games. And while it seems inevitable — and perhaps for the best — that we’re moving to an all-download future that will be devoid of physical media, I’ll continue loving the physicality of a new box in my hand so long as they’re around.

I’ll tell you one aspect of the video game purchasing experience I left behind a long time ago, though — the video game specialty store. The reasons are many — the prices are at least as high as Amazon or Best Buy; you are typically bombarded with terrible sales pitches from underpaid, angsty-looking teenagers; the selection isn’t nearly as diverse as one might expect from a store that sells almost nothing but games; and on and on.

It’s a shame, in a way. When I was a kid, I often frequented my local Electronics Boutique several times a week. The clerks knew me, some of them by name. Even though I was a kid with little to no money, I loved hanging out in there. I could talk shop with the other customers. And when I was an angsty teenager myself, I spent one memorable summer, and the following Christmas, working the EB sales floor, cash register and back room. Oh man, that backroom. I would get stuck back there for hours, re-sealing returned “new” games in shrink wrap and prepping “used” games more or less the same way, if memory serves.

But something changed as the years went by. It was probably just me getting older and crankier, but being pestered by employees when I just want to browse the shelves really started to drive me nuts.  Used games in general have never really appealed to me — I support my game developers, thank you very much — and the mall in general is a place I avoid whenever possible. So yeah, you won’t see me in Gamestop unless I’m desperately hunting for some hard to find game they will invariably not have.

Best Buy is ok for new releases, but frankly even then I’ve found their stock to be shockingly lacking at times. It was month’s after the World Ends With You was released, for example, by the time the nearest Best Buy received any copies, and by then I was tied up with some other bullshit. Another game for the Season of Completion, perhaps.

But my point is this — it would be kind of nice to have a local shop that actually carried the games I’m looking for, had fair prices, and was staffed by knowledgeable-though-NOT-overbearing sales staff. I haven’t had a place like that since I was a kid, though. Considering we probably won’t be buying physical copies of games anymore in a few short years, I doubt I’m going to have that again.

Game journal, 9.21.09

September 21, 2009

There’s nothing quite as nice as waking up feeling healthy after a bout with illness, is there? A weekend of rest (made possible, unfortunately, by skipping an annual trip to the Jersey shore with my family) has allowed me to kick the wretched stomach bug that had afflicted me last week. I still have a bit of a lingering cough, but it doesn’t even bother me, considering how much better I feel today compared to last week. I had felt lethargic and nasty for a good 10 days straight, felt absolutely horrible last Wednesday, and really tired all weekend.

But I felt good enough Saturday and late Sunday to resume my Season of Completion, as I’ve come to call it. As I’ve mentioned earlier in this blog, I’m not overwhelmed by the fall releases this year. I’m sure there will be plenty of great games, but I wanted to take advantage of my less than jam-packed play schedule and fill in some major gaps in my gaming experience.

Some of the games deemed classics by pretty much everyone I had not played at length, before I started my autumn quest, include Super Metroid, Metal Gear Solid 3 and Fallout 3. I also wanted to complete a few titles laying around that I really enjoyed but just hadn’t quite taken care of yet for a variety of reasons. Star Wars: The Force Unleashed, for example, was the most fun I’d had playing a Star Wars video game since those fantastic Rogue Squadron games for N64 and Gamecube came out years ago. But the game was a gift from my girlfriend of two years, and in the aftermath of our breakup the thought of running around as Vader’s Apprentice just made me think of her. That was the last thing I needed earlier this year, but time heals all wounds, I got over her, and I am more than ready to complete the final couple of missions that game has to offer. I also find myself actually looking forward to the Force Unleashed’s forthcoming downloadable content — “What If…”-style scenarios set on Hoth and in Jabba’s palace, with the player in the role of the Apprentice. Sign me up!

So with that in mind, I’ve made some nice strides in Super Metroid — though none since my health took a nose dive — and I’ve absolutely grown obsessed over Metal Gear Solid 3. That I haven’t played the game yet is one of those inexplicable scenarios that seem to crop a lot with me, and I suspect many others, in the realm of video games. I bought the “Subsistence” deluxe version of the game, which includes a vastly superior camera angle option not featured on the original MGS3, at least three and a half years ago. The original MGS is one of my favorite games ever. I bought PS3′s part 4 right at launch last year, immediately played it start to finish, and loved every minute of it (even all 45 of that one uproariously long cut scene!) But I somehow never played what many Metal Gear fans agree is the finest chapter in one of my favorite series.

I think gamers, even the hardcore ones like me, who are not game journos miss out on even hot shit, big ticket releases all the time. It’s not because we’re not interested. It’s just that games can take quite a while to play through, and there’s an awful lot of living to be done outside of video games that keeps our gaming hours limited. I’m better these days at making time for games than I have been for many years – there’s one upside to the single life! — but I still managed to go the last twelve months without Fallout 3, the game many believed bested both my beloved MGS4 and the equally awesome Grand Theft Auto IV to take last year’s Game of the Year crown.

Anyway, I am taking great satisfaction in re-visiting games that slipped through the cracks the first time through. Metal Gear Solid 3 is just AWESOME. There’s no other way to put it. A perfect blend of behind-the-scenes, cold war-era espionage plot, those MGS-patented over-the-top Super Villains, and even a little  James Bond style thrown in for a nice nod for the spy movies so popular in the game’s late 1960s timeframe. The jungle environment Snake traverses in this chapter works extremely well — perhaps even better than the now legendary, snowbound Shadow Moses Island from part one? There also seems to be a much better flow between the action and the cut scenes — that is to say, there are not as many cut scenes after the first hour or two of gameplay, so there are fewer intrusions. Oh, and the bosses? Forget about it. Without question, some of the coolest, most intense bosses I have ever faced are in Metal Gear Solid 3. More on those in a future post.

I sunk more than 11 hours into this fantastic game over the weekend, and I cannot wait to finish this fight this week — maybe even tonight?

Hopefully I’ll have a chance to finish Super Metroid this week, too. Next up — I just placed an Amazon order for both Halo 3: ODST for Xbox 360 (the game has received surprisingly strong reviews, in my opinion, considering it’s really only a cash grab, *cough cough*, I mean, spin-off :) and the first Uncharted game for PS3. Yep, another great game I just haven’t gotten around to yet. Whenver they arrive, you’ll get my impressions right away.

DCG

gaming while sick

September 17, 2009

I am sick. Sick enough not to go to work. But I may also be sick enough not to take advantage of a little extra couch time and catch up on some video games. I’m not exactly at Death’s Door here — I was yacking something fierce last night, but it seems that’s passed now. I had a fever and major aches and pains, but those seem to have receded considerably. But when I’m feeling nasty like I do now — stuffed up, lethargic, headache coming in and out of focus — games sound overwhelming. I don’t think I can handle a fast-reflex game like Super Metroid right now. Another game on my “catch up” list, Metal Gear Solid 3, sounds too strategically intense for my poor, sensitive brain right now. I’m sure I’ll power up a system for at least a little while, but today may be a lost cause when it comes to making the most of my gaming time.

Am I the only one who thinks gaming while sick is just not very fun?

Game Diary, 9.14.09

September 14, 2009

Life gets busy at times, and those times seem awfully frequent here in Washington. Health care reform, you may have noticed, is a pretty big topic among pretty much everyone. We not only have strong personal opinions on what may be the biggest domestic policy debate this country has ever seen, but many of us have jobs that are directly involved in the ever-shifting, day-to-day insanity that is health care reform.

I am no exception. And things look to stay crazy until our dear elected officials finally wrap things up around the holidays and visit their constituents for a few weeks.

This environment is not ideal for keeping up with the latest games, let alone the classics I have recently vowed to play-through in an effort to fill in my gaming history gaps. But I’ve kept my Dualshock 3, my Wiimote and my, erm, standard Xbox 360 controller to the grindstone, and I perservere on my quests.

I reviewed Red Faction the other day after a (nearly complete) playthrough. Check out the review below.

Super Metroid: I continue to be impressed with this esteemed classic, despite its age and endless hype as one of the “true greats” of the medium. I find myself needing to take day-long breaks every 90 minutes or so. Not because I don’t enjoy the game, but because it’s seriously tense. I feel a lot of pressure as I cavort around Planet Zebes. Nintendo games are so unforgiving — there’s no experience points for killing standard enemies (compared with, among many others, Symphony of the night); save points are frequent enough, but they do not replenish your weapons cache or your energy; you receive many unique weapons and abilities, but their pragmatic usage is not always immediately clear. This game makes you work for every last thing. It’s not a terrible policy for game design at all — it’s actually kind of refreshing compared to some of the handholding we see these days in modern releases. But it does make for a tense experience. I literally find myself taking deep breaths, and telling myself to stay cool. I feel genuine relief when I finally find my way back to my yellow spaceship — the one true sanctuary Samus has in the game so far — where ammunition, energy and a save point can all be found.

Not sure how much is left, but I’m enjoying my playthrough a lot. I intend to see this one through.

Next up — I’m not really a Batman guy — I stopped obsessing over super heroes when I was about 15. But I do like the occasional summer, super hero blockbuster (Dark Knight kicked ass, though it wasn’t quite the instant classic the critics made it out to be) and Batman: Arkam Asylum really has wowed critics. Though the PS3 version has bonus maps featuring some sort of Joker-related challenges, once again the 360 version supposedly has the better graphics. I’ll try to compare the two side by side, but I’m once again tempted to go 360 for my third party releases, despite the extra PS3 content. Why? Because I generally just don’t care about tacked on game bonuses. I never download the extra missions for games (see: Red Faction, Grand Theft Auto IV, etc.) because they tend to play like exactly what they are — half-baked ideas designed to extend the shelf life of a game for hardcore fans, not legitimate, worthy extensions of an already great game. I’m sure there are exceptions to this — when I finally get around to Fallout 3 later this year, I intend to buy the Game of the Year edition that includes all of the many expansions at no additional cost — but generally, I like to play through a game, enjoy it, and walk away feeling satisfied. I almost never feel the need to explore bonus levels, and I steadfastly refuse to hunt for achievements/trophies. Will let you good people know which version earns my dollars.

Contra: ReBirth came out last week apparently — slipped right by me! This is a great idea, though it drives me nuts it apparently does not support online co-op. In this day and age, Konami? Really? Still, for 10 beans, this one will be hard to pass up.

Review — Red Faction: Guerilla

September 14, 2009

Video games get a bad rap for not being inventive enough. Sure, plot lines often take blatant cues from major science fiction and fantasy films – Aliens, Lord of the Rings and Star Wars have their fingerprints all over the videogame industry as we know it. But what industry critics rarely, if ever, seem to acknowledge is that while a lot of games keep to familiar ground plotwise, the gameplay of these supposed genre exercises keeps on evolving into something new all the time. Gears of War did not win any originality awards for its plot, but the campaign took players places they had never been before – true cooperation, over the Internet, where one player literally cannot advance at times without the help of his squadmates;  a cover-based system that had only been dabbled with in earlier games; subtle symbolism about the pains of leaving one’s youth behind. The inventive gameplay is anchored by a familiar plot, the better to draw in suspicious and skeptical gamers to an otherwise strange and, at first, intimidating gameplay system.

It is in this “familiar plot, new gameplay” style that we find Red Faction: Guerilla. The game puts you in the middle of a rebellion on Mars and in the shoes of a miner named Mason, and the game certainly takes some obvious plot cues from the obvious source material of Total Recall. Mason’s job is to run around Mars undermining the evil Earth Defense Force, an oppressive regime that, at the game’s outset, calls all the shots on the Red Planet. Like Cuato’s terrorists, you’ll get into firefights with the Po-Po, and like the Governator you’ll uncover *gasp!* technology from an ancient alien race that may, may be able to help the rebellion stymie the EDF once and for all.

So yeah, you could imagine pretty accurately where this one is going while you take a gander at Red Faction’s box art. But you’d be missing out on something unique – not to mention a lot of fun – if you passed it up. Developer Guerilla Games took the sandbox gameplay style of Grand Theft Auto – go anywhere, drive anything, kill anyone, etc. – but they added a terrific twist. Whereas GTA players are generally stuck destroying vehicles or humans, Mason and his fellow rebels are able, and ordered, to destroy the EDF’s actual buildings. Accumulating scrap metal – the game’s version of gold coins, basically – allows you to upgrade your arsenal as the game goes on, ensuring Mason becomes an ever more dangerous one-man wrecking crew.

Mason’s primary weapon is a sledgehammer, and I had, and continue to have, a complete blast tearing down every last structure I could with this primitive tool of destruction. I found it immensely satisfying to run up to EDF barracks, mess halls, fortresses and the like and smash away concrete pillars, steel beams and glass windows, weakening my targets with each and every swing. I had just as much fun running up to enemy soldiers and whacking them in the chest for one-hit kills. Mason swings horizonally and diagonally with such vigor and power that pretty much anything you take a swing at is going to feel the pain, and inflicting it is thoroughly satisfying.

The other weapons help diversify the mayhem. Mason can acquire, among other things, a machine gun, an electricity-spewing device that can electrocute multiple enemies at once (this is useful when you want to clear out a circle of EDF cronies), a wicked-cool rifle I can’t even discuss for fear of ruining the surprise, a rocket launcher, and, from the start of the game, remote-controlled explosives. All of these tools of destruction ensure you have many options when deciding the how you want, or need, to pursue a given objective. On one of the game’s handful of rescue missions, for example, the machine and electricity guns may be ideal for helping you clear out a building’s narrow quarters without exploding the hostages you seek. But remote mines, when strategically placed, can topple heavily fortified structures in a matter minutes, if not seconds. It’s all up to you. Mason must always carry the hammer (you wouldn’t want to leave it behind anyway – I know I never would) and three other weapons. The others are easily accessible at both rebel camps and early Resident Evil-inspired swap boxes.

And you know what else? Total Recall was a good flick. And though it’s easy to poke fun at it, I have thoroughly enjoyed Red Faction’s story. Mason and his band of rebels benefit from nice voice acting, and the mustache-twirling villainy of the EDF ensures you are not burdened with a lame morality play about the complexity of war. There’s nothing complex characters or plots. There IS something inherently wrong with convoluted, bullshit storytelling, and Red Faction sidesteps a Metal Gear Solid or Final Fantasy-style mess by keeping things straight forward. For a game about breaking stuff with a really big hammer, this K.I.S.S. approach is a good idea.

It isn’t all sunshine and roses in Mars, however. While the source material (the planet, not Total Recall) only gives Guerilla Games so much to work with, the backgrounds become very, very repetive very, very early on. Guerilla gets away from the red rock scenery in different sections of the game, and there’s one pretty nice way ditch the barren wasteland style inherent to the planet late in the game. But ultimately, this game is a missed opportunity to explore the wonders of what the real life Mars might be like. There are mountains far taller than Mt. Everest on the real Mars, and vast, frozen rivers that run through awe-inspiring canyons. None of that sense of scale is every really conveyed in Red Faction. If there is a sequel to this game – my money and my hope is on yes – I hope Guerilla takes a cue from not only Rockstar Games, but Sony Computer Entertainment’s forthcoming God of War III, and really makes an effort to incorporate a much larger sense of scale.

I must also take issue with the game’s difficulty. This game was so tough early on – I found myself often attempting missions three or four times each, which grew very frustrating, very quickly – I found myself doing something I haven’t done since I was about eight years old – I lowered the difficulty. A hearty applause to Guerilla for letting the player change the difficulty on the fly – I didn’t have to start my game over, and I sincerely hope every game from hereon includes this magnificent feature. Conceivably, I could even up the difficulty at some point to see how I stack up to the most challenging foes Red Faction has to offer. But this feature does not change the fact that when I changed the difficulty from normal to casual, my Mason character went from Hit-and-Run Specialist to Unstoppable Killing Machine. Make no mistake, I had an absolute blast playing through almost all of Red Faction in this way. And I still died plenty. But it would have been nice to have a slightly more forgiving “normal” difficulty so I could have spent more time trying the game it was (presumably) meant to be played without tearing my hair out. I’m a big time gamer, but I’m also employed full-time. And though I love a good challenge, I have to draw the line somewhere if I’m ever going to get anywhere.

Make no mistake – I concede that game developers could stand to mix up their plot formulas with some new influences – maybe next year’s Heavy Rain, Red Dead Redemption and the indefinitely delayed LA Noire will deliver them? But Red Faction brings more than enough new gameplay ideas to the table to distinguish itself as something unique. Oh, and it also has that other quality that helps games stand out from the competition – fun.

(Note: I have not messed with the game’s online multiplayer, and I doubt I will. You don’t want my opinion on it anyway. I get bored very easily with most multiplayer modes, and fail to see why almost every game released these days feels the need to include one.)

And the winner is…

September 1, 2009

I am terrible at decision making. Maybe it is because I am a libra. Maybe it’s because I am too fair and balanced. Maybe I want it all, and hate choosing anything.

But in the Great Super Metroid/Shadow Complex showdown, choose I did (after three days of torturous pro/con comparisons.) I chose Super Metroid. While I was tempted to bring my unique, Metroid-free perspective to a Shadow Complex playthrough, I was more interested in playing Super Metroid for the first time (more or less) 15 years after its release. It is strange to read as much as I have about a game I have never played. Everyone agrees this game is great. I sort of did, too, even before I started my playthrough a few days ago. Am I a victim of a cult of personality? Maybe. But sometimes, you just know you’re going to like something. As I’ve written before, the “-vania” half of the “Metroidvania” equation is one of my absolute favorites of all time. If the “Metroid-” half of the equation got top billing, I knew it couldn’t be that bad.

And I was right — Super Metroid, though certainly showing its age about 90 percent of the time, is interesting, tense, mysterious, and action-packed. For added appreciation, I think about the games I may have been playing instead of this one in 1994.  I may have been playing a decent Sonic sequel, I suppose, and the dreaded Sega Saturn was around the corner but not yet arrived. I wouldn’t get to Symphony of the Night until its release in 1998, and I wouldn’t really appreciate that until 1999. I played a lot of Mortal Kombat 3 when Super Metroid came out. Teenagers make the worst decisions.

So now, 15 years on, I can verify the hype seems justified: the planet Zebes ia puzzle-saturated alien playhouse, and Samus can navigate it with power, grace and wicked fun hi jumps. I’m a few hours in, and I know there are lots more goodies to find.

It hasn’t all aged like wine, though. The graphics, of course, show their age, especially the backgrounds. There are some decent ones with lava or these big yellow cylinder things that don’t appear to be anything of consequence at all, but on the whole it’s very generic. Samus herself looks and animates beautifully, mind you. But the backgrounds are just a little too sparse for me. I prefer the richly detailed and ornate (some might say, fairly, over the top) backgrounds of my dear Symphony of the Night.

What’s aged the most is the sound — sweet Jesus, am I the only one who had forgotten what cart-based game “music” consisted of? No matter how great the composition — and truth be told, Super Metroid has some terrific, spooky synths — almost every level from the era consisted of about 30 seconds of Casio keyboard-quality loops that continue as long as you are on that Goddamn stage. No wonder me and my friends remember, note for note, dozens of video game scores from our youth. They were drilled into our collective subconscious as we perservered through the ultra-difficult games of the era.

This has been the single biggest issue that turns me off to Super Metroid. My brain starts to hurt when the same dated shit loops endlessly. As I try to solve puzzles or fight off space pirates, I can’t help but notice I JUST HEARD THIS SONG 30 SECONDS AGO. I can’t take it anymore. I’m going to use my mute button before I finish hunting this Metroid. 

And yet this is how it used to be, always. Sub-par music loops are a huge part of my gaming history. This is how I learned to play. This is how it was when I decided I was a gamer for life. And now Super Metroid has some of the best music I have ever heard from that era, and I am already feeling sick just thinking about it’s infuriatingly repetitive circle of blips, bloops and bleeps. Some things are timeless, and Super Metroid may be one of them. But I apparently have changed at least a bit since 1994.

*** Oh, and one more point for the Super Metroid column: it wasn’t written by an outspoken right winger:

http://kotaku.com/5343283/in-moral-debate-about-shadow-complex-both-sides-have-their-say

Shadow Complex or Super Metroid?

August 18, 2009

There’s a shit-ton of buzz going on right now about Shadow Complex, the “Metroidvania”-inspired game that apparently makes no apologies for aping its source material. 1up.com’s Jeremy Parish has a particularly nice review, in my opinion, in that he actually knocks the game down a peg for being virtually identical in style and substance to Super Metroid. Here’s a link:

http://www.1up.com/do/reviewPage?cId=3175605

I absolutely adore the “-vania” part of SC’s equation — Castlevania’s Symphony of the Night, it is well known to readers of this blog, is one of my absolute favorites. I cannot say the same of Super Metroid, however, because I’ve never played it. Ok, to be honest, I messed around a bit with a ROM download way, way back in college for about an hour. But exams, reading assignments, beer and other campus-related distractions ensured I quickly lost interest.

I have thought many times about downloading Super Metroid for the Virtual Console countless times, but I have not yet quite done so. It is because there is always some other, fresher game out there that catches my interest. Super Metroid will still be a classic tomorrow, so why put down a hot new game like Red Faction: Guerrilla that I am enjoying immensely today?

Now, though, things have changed. I am nearly done with my Red Faction playthrough. I am drawn to SC’s promise of 2D gameplay, and I want to support games like these. I vociferously advocate 2D games with high-end graphics for the console’s download services. But I wonder if I would be well-served to finally play through Super Metroid before I do? I wonder if I play through SC first, SM will seem underwhelming. If SC really has all of SM’s elements, I’ll get Deja Vu, right? But on the other hand, I wonder if I owe it to the gaming world to play SC first. You see, I could provide invaluable perspective. I am unique. I have not had my gaming memory directly influenced by Super Metroid. I see things in a different light than you. I am like a baby boomer who never bothered to listen to Electric Ladyland. Maybe my embarassingly uninformed background is an asset, then? Maybe you want to read the opinions of someone who doesn’t know what he’s talking about?

I’ll be thinking this one over all day. I will make a decision tonight.

DCG

Return of the Game Journal — 7.26.09

July 26, 2009

Ok, ok, I have another good excuse for disappearing for entirely too long…

I spent a much-needed week vacationing in Maine with the family, a trip that culminated in my brother getting hitched. That was two weeks ago. I spent this last week struggling mightily to get back in the rhythm of the work week. My conditioning is back up to full strength now, and you can count on more regular journal updates from hereon.

To be honest, I don’t have a whole lot to report. I’ve been watching all of the original Star Trek movies the last few weeks instead of playing games after work. There are a few titles in rotation, however…

Infamous — Rather, this title WAS in rotation. I got utterly sick of the stupid characters, and the almost-great gameplay and game world great tiresome. i really didn’t give a shit about anything happening to the protagonist, his slovenly and ultra-annoying best friend, or his super-hot and completely essence-free girlfriend, and I didn’t hate the enemies enough to want to obliterate them anymore. Worse, I just didn’t care at all about the city I had sort of agreed to protect. The citizens are lame. “But Infamous let’s you go Evil and destroy the very city you hate,” you protest. That would be awesome if I hated these lame, half-developed, GTA–derived citizens — I don’t feel anything for them but indifference. I can’t even be bothered to re-direct Cole’s life and become a Super Villain as a result. This game started strongly, but the wind quickly left the sail. I just don’t feel compelled to keep playing. My gaming hours are precious, and I doubt I’ll use any more of them on this disappointing game.

Red Faction: Guerilla — Still very early, but I really dig the “destroy anything you see” demolition gameplay. The story is Total Recall without the ancient alien civilization intrigue — in other words, pretty fucking stupid even by science-fiction-on-Mars standards — but I kind of like the protagonist, and I kind of hate the evil corporation he’s sworn to take down. These things help keep the game compelling.

I feel like story, character development, and other narrative elements are still not developed as much as they should be most of the time (there are certainly big exceptions to this rule) but it wasn’t long ago that every game journalist I read seemed to agree a decent plot line was all but useless. It used to be common knowledge a game’s story elements were completely unrelated to a game’s enjoyability. I think this is why everyone acted like all those first party N64 games were so amazing, even though all but about three were not. I’m really glad this thinking has changed, or at least is changing. No sensible human wants War and Peace grafted on top of their first person shooter, but I really think the vast majority of us appreciate good characters facing plausible challenges against enemies worthy of our ire. 

Ghostbusters: What a disappointment so far, and not for the reasons you may suspect. The gameplay is actually pretty neat, if a little frustrating. You lasso ghosts with your proton pack, or nail them with assorted other pack-based weapons. The environments are really neat. I feel like I running around a ghostbusters film. There are two aspects to this game that have me screaming at the top of my lungs and surely pissing off my neighbors: 

1) The protagonist is weak. Ghosts fly around you and inevitably knock you over ALL the time. This is extremely frustrating. I’m sure the programmers didn’t want you to feel like a super hero — Ghostbusters was always interesting because the team was comprised of sharp-witted but otherwise regular guys. But that attempt to faithfully recreate the Ghostbusters’ flabby physical ineptitude translates to a lame lack of control for your character. You’re going to get pushed around, and over, a lot, and there’s nothing you can do about it most of the time. Stupid.

2) Hard to hear voices: Who wasn’t amazed to learn every one of the original Ghostbusters — and Walter Peck and Janene! — would be voiced by the original cast members? This would be that third Ghostbusters movie that never got made, we were promised. The game delivers on these assertions — the actors are all heard, and the story is kind of cool. But I routinely can’t hear a fucking thing. I hear Winston yelling something I know is supposed to be a funny quip on the opposite side of a room, but I have no idea what it is. Peter Venkman had a hysterical line about Ray’s youthful fantasy role-playing game habits, but that’s one of the only lines I heard from him in its entirety. I’ll give Infamous this — the voices are mixed at the very top of the soundscape, so you can hear every melodramatic utterance Cole growls aloud. Inexplicably, Ghostbusters doesn’t do the same. I had to turn the subtitles on, but I can’t help but think how great it would be to sit back and just listen to the sublime talents of this cast while I capture ghosts.

Oh yeah, and the multiplayer is a huge fucking disappointment. You can’t play the campaign with even ONE friend, and you certainly can’t assemble the party of four necessary to control the entire Ghostbusting team! (Or five, if you want to count “The Rookie” you have to campaign as.) Has Gears of War taught us nothing of the beauty of multiplayer co-op? I just don’t understand what they were thinking.

Grand Theft Auto: Chinatown Wars — I finally managed to check out my copy of Chinatown Wars during my vacation, which had been sitting unopened on my shelf for at least two months. No one does game stories like Rockstar — no one. And this game seems to be no exception. I love the Asian gang warfare premise, and the game’s return to GTA IV’s version of Liberty City provides some series continuity in a game that needs it. CW has zero voicework (even on the radio), cel-shaded graphics, and some pretty neat DS Stylus-based puzzles — elements that are completely unheard of in the world of GTA. This game seems to be incorporating them well. I’m only a couple of hours in, and I won’t lie — I miss the world class production values found in the console versions of GTA. But the game is definitely fun, and I’m looking forward to messing with it more in the future. Now if I can just bring myself to ignore my 360 for a while in favor of a handheld game…

BlazBlue: Calamity Trigger: Wow. Just… Wow. Insane anime style, even as far as anime goes. Fun gameplay, but like Street Fighter IV earlier this year, I don’t know if I’m going to put in the hours of practice necessary to really appreciate the intriguing and complex combat system. We’ll see how this one plays out.

A Long Hiatus Ends (Or, Hooray for Castlevania)

July 8, 2009

Dude, where have I been???

 

I have a good excuse — more good than I would like, actually. A little health scare took prominence over this little blog, and while I seem to be in the clear, you know that song “Creeping Death” by Metallica? I think about it all the time now. The title, anyway. 

 

But MOVING ON — Castlevania! Hideo Kojima is going to help steer development for the next Castlevania and I couldn’t be happier. Read the feature below and find out why.

 

 

It came as a bit of a shock last month when Konami announced Metal Gear Mastermind Hideo Kojima was going to lend a hand in the creation of the next console Castlevania game, Lords of Shadow. But it makes terrific sense. While Kojima has had tremendous critical and commercial success transitioning his franchise from its 8-bit roots into modernity, Castlevania hasn’t fared nearly as well. The Nintendo DS and Game Boy Advance games have done a fine (if perhaps redundant) job re-imagining the landmark Symphony of the Night game we Castlevania nuts adore, but the 3D home console iterations have been pretty fucking horrible. Some franchises just seem destined to stay in 2D forever — I hope I’m wrong, but I have a hard time imagining an indispensable 3D Contra, for example. But gothic, moody, action-packed vampire hunting set to a thumping techno-horror soundtrack is a great premise for a game in any generation. If anyone can do it right this generation, Kojima can.

 

With that in mind, here is an unabashed Castlevania loyalist’s sure-fire, can’t-miss strategy for reinventing everyone’s favorite Dracula-hunting simulator.

 

1. Rip-off  the Rip-Offs: Ok, so it may be a tad harsh to call games like Devil May Cry and God of War “rip-offs.” But these franchises clearly — and thankfully — borrow style, pacing and gameplay elements from Castlevania. In fact, God of War’s whip-like Blades of Chaos/Athena are practically an explicit evolution of the classic whip-wielding combat present in most Castlevanias. These dark, atmospheric (and successful) games owe a lot to Castlevania. So let them return the favor — no sensible person is advocating a GOW clone starring Simon Belmont, but Kratos’ combat style would be a great starting point for you as Konami explores different ways to bring Castlevania into a 3D world with success. And some of those spooky DMC locales look like they were designed by the same architect who made Dracula’s Castle. We’re better for those franchises using some of some of Castlevania’s finer elements as reference points. Let’s hope the development team at Konami is not too proud to learn from the students.

 

2. Embrace Castlevania’s Surreal Tradition: The first trailer for Lords of Shadow suggests Konami is more than happy to follow GOW’s dark, brooding lead. And getting Patrick Stewart to narrate it sends a pretty clear message that Konami wants the game as far removed from the awesomely bad dialogue in Symphony of the Night as possible. Konami clearly wants this game taken seriously, and that’s great… but now would be a terrible time for Kojima to lose his sense of humor. SOTN, regarded by many as the greatest Castlevania ever, was chock full of menacing, supernatural visuals, mournfully beautiful music, and a quasi-Oedipal plot at the center of that relentless gameplay. But there were also secret rooms containing turkey drumsticks and platform shoes. Castlevania, and video games in general, have a terrific history of absurdism — silly moments that insist the player remember any game, no matter how serious it tries to be, is still a game. 

 

That’s why I was so happy to learn of Kojima’s involvement with Lords of Shadow. It seems that the playful, fourth-wall-breaking side of game development is fading away as graphics get more realistic. Kojima, meanwhile, is swimming against the current — to say nothing of the insanely overwrought plot lines and cut scenes, there are countless details and flourishes in his Metal Gears that remind you that any game is basically a giant fun house. Soliloquies on war economies and the nature of identity are part of the same games that feature a diaper-wearing monkey and action figure-replicas of main characters. I would hate to see this indulgence in absurdities vanish from the video game medium (a topic I intend to address in a forth-coming feature), and I am hopeful Kojima will make sure it is present in Castlevania.

 

3. Don’t abandon the 2D games — Speaking of Contra, a lot of old school gaming nerds like me were psyched to hear a new, 2D iteration of Contra was forthcoming on Nintendo’s WiiWare service. Konami makes Contra. Konami makes Castlevania. This is a shoe-in. The 2D versions of games we’ve received on the DS and GBA are great, but let’s see a version we can download onto our consoles and play on our TVs from the comfort of our living room. Think of it as an insurance policy — even if Konami’s well-intentioned plans of finally giving us gamers a 3D Castlevania worthy of the name falls short, we’ll at least have some 2D comfort food.

 

There you have it, Konami. Follow these three easy steps, and we’ll all be talking about the stiff new competition for Kratos and Dante. 


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