Category: Features
06.06
2010

Previously on An Hour With:“Red Faction Guerrilla recommends you install Raptr.” Red Faction Guerrilla can fuck off. Jesus Christ, it’s actually launched a Raptr installation executable. Red Faction Guerrilla can fuck right off. Still the patch is done. This had better be one hell of a hammer… Runtime error!’

Yes, my last attempt at running this feature had me trying different executables, installing phantom patches and, finally, shutting down my virus scanner before I could even get the game to run, at which point I had absolutely no desire to actually play the game. Two and a half months later, I’m back to try again.

Why Bother?

Good question! A mixture of that experience and Just Cause 2 had pretty much killed off any interest I had in the game. Luckily for RFG, my Playstation died a couple of months back taking JC2 with it. Sony have been apparently unable to rescue the game from its cold, dead hands. I’ve now re-bought it on PC after finding a cheap-o copy on the Internet. It’s downloading now so it’s seriously RFG’s last chance to impress. Why bother at all? Well, when one of PC Gamer’s writers turns up in the comments thread and tells you that, despite all the shit, it’s worth it, you should probably pay attention.

The Preamble

Anti-virus off. Game launching. GfW Live kicking into life. Update needs downloading. Shit. Luckily, this time it’s all sorted in the time it takes to make a cup of tea. Probably about 10% of my PC gaming experience revolves around making tea. With that sorted the game decides to work properly.

The Playtest

0:00 – Cutscene! The game seems to be bucking the trend of 98% of games set in space in that your character isn’t a space marine. For a moment I’m fooled into thinking the game will be relatively well written. Why? As your character returns to Mars and meets up with his brother he doesn’t say anything along the lines of “Hi brother,” one of my least favourite pieces of awkward character exposition. Instead the brother asks “How’s mum?” which is marginally less clunky. I soon realise how generous I was being, as the rest of the cutscene is awkward story exposition. The EDF have taken over and seem to be oppressing everyone. I’ve played/watched enough science fiction to make a safe guess that EDF stands for Earth Defence Force (Yup, I’ve just checked the manual which confirms it.)

3:00 – Tutorial time. My character announces that he’s here to mine, not gather scrap metal. I’m not here to do either, I’m here to use this large hammer that I’ve just been given. Luckily there’s a big wall between me and where I need to be.

3:15 – Oh dear God. You know, I was completely ready to intensely dislike this game, or at least not forgive it for all the shit I went through last time. That all changed when I first hit that wall. It’s brilliant! The destruction physics are properly amazing. Before long the wall is completely demolished and I’m giggling to myself like a 15 year old that’s spent a little too long sniffing gas out of a deodorant can.

5:30 – The game’s asking me to switch to remote charges to demolish two towers. Unfortunately, at my screen’s current resolution, I can’t actually make out which key it wants me to press to bring up the weapon select menu. My assumption is the number keys and the mouse wheel, but instead of confirming if I was correct (I was,) I take it as a sign that I should keep using the hammer.

14:00 – Yeah, the hammer works pretty well. In my exuberance the second tower falls on top of me while I’m destroying it from the inside. Luckily the developers had clearly anticipated people were going to be this stupid and the character just clips through the rubble, harmed but alive.

15:00 – Shit, the space cops are here!  Come to think of it, I’m pretty sure I was brought here to salvage or mine or something. If the game ever explained why I was knocking the shit out of some towers then I missed it. Anyway, the cops kill the protagonist’s brother (Spoiler!) If I feel any sorrow over this act, it’s only because it’s likely to lead to a lengthy cutscene.

17:30 – Can I hammer something yet?

18:30 – Some posh British woman is further tutorialising me. Apparently I’m working for the resistance now. Extensive research shows me that I can’t smash her in the face with my hammer.

19:00 – In case you’re wondering, the thing that’s covering half the screen in the above screenshot is my character’s coat which, at various points in the game, decided nobody was going to keep it anchored to conventional laws of geometry and started to explore the screen.

28:30 – I’ve spent the last 10 minutes hammering everything in sight in our home base. People, buildings and cars all felt the wrath of my +2 Hammer of Childish Shit. Shortly after the video below was taken somebody got fed up with my destruction and started shooting me. Surprisingly it wasn’t the resistance realising they’d made a huge mistake, but instead the EDF. They feel the full force of Hammer Justice. One of them shouts “We can’t win,” which turns out to be a pretty accurate assessment as the protagonist appears to be a bullet sponge.

30:00 – I’m starting to feel a little embarrassed about my behavior, as well as the fact that population morale is at zero thanks to my actions, so I decide to go and do a mission.

33:00 – Woo! My mission is to go to a place and blow up (hammer) a load of stuff! I happily accept the task and begin driving to the objective.

35:00 – Car controls are typically sandbox in being a little twitchy but also very forgiving of crashing into things, although in Red Faction you don’t so much crash into as crash through. Another feature of the game’s destruction engine is that it fixes a problem that plagues so many action games. It’s impossible to get stuck between two bits of scenery when you can smash one into pieces.

36:00 – I get my first taste of mortality. You’d think years of watching King of the Hill would have taught me basic propane tank safety, but no. As my hammer connects with the tank the game decides it’s had just about enough of my consequence free trail of stupidity and promptly kills me.

37:00 – Okay, let’s try again. This time I might actually use those remote detonators.

43:00 – After a few barely-controlled explosions the space cops are back to stop me. Shooting ensues. It’s all pretty simple stuff and your character is remarkably resilient, even on normal mode. This is actually a good thing, as I made the mistake of playing Just Cause 2 on normal difficulty and, after a while, dealing with the army became a chore. When dicking about is a game’s primary means of fun easy is good.

44:00 – With the mission complete I drive back to base, accidentally parking my vehicle in a wall, and go back to being unhelpful.

45:00 – Colonist: “I wish my parents understood what I was fighting for.” It’s amazing just how po-faced and serious the story is. It’s completely at odds with how any person would ever play the game.

47:00 – As I destroy a skip (which NPCs keep throwing rocks into despite it no longer having sides) the game realises my primary focus up to now and pops up with a text box telling me that if I destroy buildings marked as red on the map, I’ll be lowering EDF control in the area or something. Hidden subtext: if you’re going to be a nuisance, at least be a useful nuisance. This leads to my second death of the game, as the first enemy structure I destroy turns out to be full of fuel.

52:00 – With no immediate objective in sight I check the map and notice a hammer icon. This deserves investigating.

54:00 – Shit! It turns out to be a challenge that requires me to use my pistol and explosive barrels to demolish a building. I can’t even select my hammer! Lying bastards!

57:00 – Oh, I was meant to move the explosive barrels into position before blindly shooting at them. My bad. Restart.

1:00:00 – I fail the mission again, despite having completely destroyed every wall. Seriously, look at the picture above, what the fuck’s holding it up? The ladder? How does that work? As soon as I exit the mission the tower falls over. Then my coat spazzes out again.

Conclusion

The story’s predictably shit and bizarrely serious and the game’s plagued by weird bugs (not just the coat thing, I had plenty of display issues as well.) Still, it seems to be great fun and, despite Just Cause 2 having just finished downloading, will probably see itself getting played a lot more often. Even at this stage, if you can find it going cheap, I can confidently say it’s worth picking up.

18.04
2010

So this is going to become a more regular feature. Not weekly, or to any sort of regular human timescale, but certainly ‘more than once.’ The plan is to discuss specific stories or elements within a selection of games encountered that weekend in order to highlight what they are like to play from moment to moment rather than the usual overarching information on how well all the pieces tie together…

…Except ignore all that because last weekend, with my PS3 out of action, I hooked up the PC to the downstairs TV and attempted to get Left 4 Dead to work splitscreen on a dual monitor setup. When that failed I took my friends on a tour of indie games old and new, which I will now round up by giving overarching information on how well all the pieces tie together.

The Shivah

Some facts about The Shivah:

  1. It’s an adventure game.
  2. It’s about a Jewish community in New York.
  3. The style is classic film Noir except, instead of playing a cynical Private Eye, your character is a disenchanted Rabbi.
  4. Most conversations give the option of a ‘Rabbinical Response,’ which basically turns your next statement into a question.
  5. Disenchanted Rabbi would be a great band name.

The unique setting and style would have sold me on this anyway, in fact they did, so it was pleasing to discover just how well the puzzle mechanics complement the detective story being set up. Instead of the usual adventure staples of combining items and manipulating objects, The Shivah has you talk to people to deduce clues and leads. Your chief tool in accomplishing this is your computer and the search engine that allows you to look up local people and places. The ‘puzzle’ comes from piecing together those names and places, as well as choosing the right conversational responses to coax people in to giving you that information.

You can get The Shivah from the developer’s website.

Machinarium

Machinarium’s all about the adventure staples of combining items and manipulating objects. Not that there’s anything wrong with that, especially as Machinarium looks, and sounds, simply stunning. The gorgeous visuals give the game enormous character and charm which is accentuated by the fact that characters only communicate through animated thought bubbles showing the cause of their troubles.

The game’s logic rarely bars progress, often a problem in the adventure genre. I can only think of a couple of times in which I was stuck unsure of what to do to progress. Often you’ll stumble on the solution organically simply by interacting with the world. If you do get stuck there’s a hint system in place which will give step-by-step diagrams to how to solve a particular puzzle. It can only be accessed by completing a minigame, which allows it to exist in-game but be just enough of a barrier so as to encourage you to fully explore as many possibilities as possible before resorting to it.

Did I mention how good it looks yet? Because it looks pretty good.

You can get Machinarium from most digital download services although if you get it from the developer you’ll also receive the soundtrack, which is great.

Plain Sight

Enough adventure games! Let’s talk about suicidal ninja robots!

Plain Sight’s pretty much exactly what you want from an £8 online game – a fun, arcade slice of madness with a striking visual style and a neat little twist to the primary mechanic. As your little robot hurtles around the map killing other robots you aren’t amassing points but energy. This energy makes you stronger, making it easier to kill more robots, but, at the same time, it makes you a bigger and therefore more obvious target. If an enemy kills you then he’ll get all your energy so, at some point, you’ll need to explode to turn all your energy into points.

It’s a fun system that adds a stress-inducing level of risk/reward to performing well worsened by the fact that the numerous upgrades, which will only last that round, mean you’re never entirely sure of the other player’s strengths and weaknesses. Not that I’d know, particularly, because I’m rubbish at it. Also because I keep getting a persistent bug that fails to trigger my respawn, leaving me a disembodied camera that can zoom around the map but do very little else. Hopefully they’ll patch that.

You can get Plain Sight from Steam.

The Ship

The Ship is a game I’m always forgetting about, mostly because I assume at this point the community is pretty much dead. It turns out there aren’t many people left playing it any more but every now and then I’ll find 7 or 8 people who have congregated on a server, at which point I’m reminded just how good a game this is.

The Ship’s primary game mode is Hunter. On a ship full of people, some of which will be human and some of which will be AI, you’re given one name to hunt down and kill. At the same time a different person will be attempting to hunt you down. If you kill anyone that isn’t either your quarry or you attacker in self-defense you’ll be fined. This alone leads to a situation of having to be very suspicious of anyone near you, while still needing to carry out your own unique objective.

However, on top of that, you’re on a fully staffed pleasure cruise and being caught brandishing a weapon means an instant trip to the brig.

…And on top of that you have to constantly be aware of your character’s well being. He or she will need to sleep, eat, drink and go to the toilet periodically throughout the game, leaving you helpless if your hunter catches up to you.

All this combines to make a game that by outward appearances seems relaxed and gentile but is somehow just as frantic as your traditional deathmatch shooter but for entirely different, and frankly more compelling, reasons. You always have to be aware of your surroundings and the actions of those around you and you have to take care of your character, even though doing so can leave you defenceless for a precious few seconds. You’re also meant to be killing someone, who will be just as paranoid as you are (and just as desperate to catch up to their own quarry.)

It’s a game that I’d probably recommend over all the other games mentioned here but, at the same time, would advise caution against because there’s no guarantee of how easy it will be to find a match.

The Ship is available from Steam. If you do buy it then be sure to join our Steam group because it’s exactly the sort of game that, with just a handful of people, we could organise some regular matches.

21.03
2010

Bloody hell, it’s been a while since I’ve done one of these. Can I even remember how to make one? Oh yeah, I play a game for an hour and then write about it. Of course! Well this should be easy then…

What Is It?

An open world game set on Mars. Massive hammer based destruction seems to be the focus. Beyond that I’ve got no idea. I did play the demo, however, and hated it.

Why Did You Buy It?

Legions of people saying that the demo was a poor reflection of the game, which is actually brilliant fun. Also this video. Also Game selling it for £5 over Christmas. Also the allure of hammering things.

The Preamble

Before I play the game, I have to start the game. This logic is undefeatable. Unfortunately I can’t find the bloody thing because there doesn’t seem to be a THQ, Volition or Red Faction Guerrilla folder in the start menu. Ah, of course. This is going to be one of those games that ignores the years old tradition of putting the executable files into an easy to sort through centralised set of nested folders, instead choosing to use the caustic wasteland of shit that is the Vista Games folder. This will need to be rectified.

I’ve got two reasons for using Steam as a centralised platform for launching all my games, whether they were bought through Steam or not. The first is, as a game launcher, it’s light years ahead of Vista’s awful Games folder. The second is that it adds the Steam overlay to non-Steam games, meaning they don’t crash to the fucking desktop when Rock, Paper, Shotgun’s Steam group announces one of their seemingly hourly TF2 matches. With RF:G added to the fold, shit can finally get hammered.

Runtime error! Fuck. Hmm, maybe my illicit Steam antics are causing issues. Time to brave the wastelands of the Games folder.

Nope, not that. To the Internet! Oh, my flatmate must be up because the Internet’s down. I really need to get around to resetting that bloody router. Still, at least I’m not playing a Ubisoft game (burn!)

The router’s remembered how to deal with two connections again… To the Internet! The only thing I learn from my search of ‘Red Faction Guerilla runtime error’ is my propensity for misspelling guerrilla. Maybe the game’s been patched? It has! Although the only patch download I can find is hosted by Gamespot, who want me to sign up to get it. I’ve gone this long without needing a Gamespot account, I’m not about to get one now.

Oh. Shit. RF:G uses Games for Windows: Live. This does mean it would auto-update patches but, crucially, only if I could start the fucking game. The game’s website is the usual flash-enabled hell of pointless screenshots and over-hyped feature lists. No help there then.

I’ve finally found the patch! Hidden on the community forum in a technical help thread. There’s also some advice for what to do if you can’t start your game.  Surprisingly none of the advice is “play a better made game,” which is what I’ve been leaning toward for the last 10 minutes. Okay, I’ll play along and update my graphics drivers.

I forgot, Nvidia’s auto update site doesn’t work properly in my Firefox browser. Hey, Internet Explorer, you’re going to get some work for a change. Make the most of it. Unsurprisingly I’ve already got the latest graphics driver update (well, excepting the one they removed for breaking people’s fans) this patch better work.

“Red Faction Guerrilla recommends you install Raptr.” Red Faction Guerrilla can fuck off. Jesus Christ, it’s actually launched a Raptr installation executable. Red Faction Guerrilla can fuck right off. Still the patch is done. This had better be one hell of a hammer.

Runtime error!

The very last suggestion in the technical help thread is “Uninstall and reinstall the game.” I’m certainly going to follow at least half of that advice. First though is the slightly bizarre suggestion of turning off all spyware and anti-virus software. How the fuck is that going to help? Is the game offended at the cowardice of using a full suite of security tools? Whatever, I can’t see it working but I’ve jumped through this many hoops already. Say goodnight, Bitdefender.

You’ve got to be fucking kidding me.

The Playtest

Fuck it, I’ll do it another day.

01.03
2010

Rules of Blogging #79: Been playing a fuckton of games over the last few days? Not quite ready to focus on one of them for a single post? Unable to currently play most of them due to global PS3 armageddon? Then throw out a ‘What I’ve Been Playing’ round-up post! Maybe while listening to some 16 Volt. Maybe.

Bayonetta

If you were writing a walkthrough of Bayonetta you’d probably have to start every paragraph with “after a lengthy cutscene.” Not only is the game’s story told in excruciatingly long cinematic chunks, it is, without doubt, one of the most completely batshit insane affairs I’ve ever seen in a videogame. I remember the first time I saw the anime Excel Saga not quite knowing whether to love or be disgusted by just how brutally retarded it was. Bayonetta’s like that. It might be brilliant. I’ve completed it and I’m still not entirely sure.

The actual game is on much more solid ground. It’s clearly in the same mould as Devil May Cry but Bayonetta is much more focused on the dodging mechanic. Time your dodges right and everything slows down leaving enemies open to combo attacks. It’s also a game that demands multiple playthroughs. Your first time through the game is primarily focused on surviving and figuring out how to defeat the myriad of enemies thrown at you. On subsequent attempts, as you can afford more powerful techniques and weapons, things should become much more centred around actually moving through the levels with style. At least that’s my theory – I’m not quite ready to delve in again.

Mass Effect 2

I’ve got no excuse for having not finished this yet, especially since it’s been the only thing I’ve wanted to play for most of February. The only reason that I can think of for my slowed progress is that I’m near the end – and the end means over a years wait for the next Mass Effect. If we were further into the year I’d call it my favourite game of the year so far. It’s a true statement still, but loses most of its impact if you say it at the start of March, especially when you’ve only played a couple of 2010 released games.

I’ve got a couple of posts lined up to go into some specifics but, as a general overview, I can confirm the truth in all the reviews. The combat is much improved over the last game. I’m now actually looking forward to the fights Shepherd finds herself in instead of merely putting up with them. That said, the true brilliance of the game, as with last time, lies in your interactions with your crew members. The overall plot might be a but more clunky this time round, but the characterisation of some of your team is as strong as ever.

Battlefield 1943

I’m still going through periods of playing this compulsively. In the period between the closure of the Battlefield: Bad Company 2 demo and the release of Battlefield: Bad Company 2 this Friday it’s pretty much the only competitive online shooter I’ve played. For a console FPS that isn’t called Modern Warfare 2 it’s still surprisingly easy to find a game.

Luckily most of the hardcore FPS freaks have moved to MW2 so things are surprisingly casual for a game centred around shooting men in the face. I’ve been able to gain a respectable score while indulging in the stupid crap I tend to get up to when I become a little too familiar with an online game – excessive sniping, parachuting out of a plane at the right angle for it to cause insane explosions and parking a tank in the middle of an enemy base to see how much destruction I can cause before being blown up have all been unhelpful contributions to my team’s war effort.

Borderlands

Specifically the Mad Moxxi DLC pack which adds an arena mode to the game. With loot drops and XP earning removed for the arena battles the game’s forced to rely purely on its FPS mechanics. Luckily it rises to the challenge admirably, proving just how satisfying its gunplay is.

Because trying one of the arena battles solo is tantamount to buying a one way ticket to Rape City (which I don’t think is a real city) I’ve been forced to head online for co-op buddies. Generally I never do this with strangers because I assume they’ll be arseholes, hence why despite owning Left 4 Dead for about a year I’ve never actually played its campaign mode, but here your interactions are pretty basic. As waves of enemies flood your ranks your interactions are kept to “kill things, keep other players alive.” There’s very little room to be a dick because, if you are, you could lose a hell of a lot of progress.

Heavy Rain

This is how I’ve spent the last two evenings, and would be this evening if I could. It’s the same story as could be applied to any Quantic Dream game – if you’re the type of person who is prepared to enjoy it you will absolutely love the thing. I’m sure once I’ve finished the game and have gone back to try and elicit different results, once I’ve seen the limitations of the storytelling mechanic and the way you don’t have as much agency over the outcome as you first thought, I’ll be slightly less fond of the game. For now though it’s a rare example of a game where my decisions are reactions to often tense and stressful situations. I want to do the right thing for each character and trying to decipher just what that is where the game’s strength lies.

An example, that I’m keeping vague but is nevertheless slighlty spoilerish: A guy is pointing a gun at the head of my partner and I’m trying to talk him down. At each point I can choose a different topic to try and make him lower the gun or I can shoot him. With each attempt he’s becoming seemingly more erratic. Do I try a different approach? Have I got time? Oh God he’s going to pull that trigger at any moment… At which point I’m hammering the R1 button to take him down before I fuck it all up. Fuck. I don’t even like the guy I’m partnered with.

Yeah, Heavy Rain’s really fucking good.

31.12
2009

I’d originally planned to return in a few months time to cover some of the games of last year that I just hadn’t gotten around to playing yet. To be frank, I’ve decided I don’t want to spend my first months of a new decade tethered to 2009. End of year lists should be a fun way of acknowledging some of the best releases of that year but lets not start pretending they’re important.

My solution is sheer elegance in its simplicity: A list of increasingly esoteric awards covering some of the games that deserve some form of recognition but, for whatever reason, didn’t make the Top 10. Let’s go!

Wii Game of the Year: House of The Dead: Overkill

The Wii continues to be a console that receives almost no attention in my household. The only real exception to this rule was House of The Dead: Overkill. That did, at least, receive some attention. Not much, but some. It’s a well made on-rails shooter with a tongue-in-cheek horror aesthetic in the vein of Quentin Tarrantino’s idea of Grindhouse cinema. It’s got two player co-op and caused me to buy a giant plastic hand cannon so it inevitably won.

Honourable Mention: Bit.Trip Beat – Fantastic old-school arcade Wiiware title that’s kind of like a cross between Pong and Rez. Hard as all hell.

DS Game of the Year: Scribblenauts

This winning is probably a testament to how few DS games I’ve played this year. While Scribblenauts is delightful it is also, equally, frustrating. Unfortunately once you’ve thought of a solution to a puzzle it can be a fiddly process to actually implement that solution, with the mechanics of items not always corresponding to the way that item would behave in the real world. Still, it’s a game of stories. That I made a hard to reach button be pressed by placing God next to an atheist, causing the atheist to run in fear towards that button, is testament to the number of possibilities you have at your disposal.

PSP Game of the Year: GTA: Chinatown Wars

A few places have been giving this DS Game of the Year status but, if you compare the two versions, the PSP is the clear home of this game. The visuals are good enough that it feels like the successor to the original top down games. It’s surprising just how much of GTA4′s Liberty City is included in the game and remains easily recognisable. Also, in the drug trading sidequest, you have much more reason to engage in something outside of the main storyline than was ever offered in GTA4.

DLC/Expansion of the Year: WipEout Fury

The expansion to last years Wipeout HD offers nearly enough new content to justify it being a full sequel. The new Zone tracks are inspired peices of design; wide tracks with sharp corners really offering a sense of building tension and panic as the speed increases throughout. New game modes like Eliminator and Detonator give the game an arcade edge that isn’t concerned with the pursuit of perfect lines that make up most of the original. Eliminator, specifically, is a great concept. The mode lets you head to the front of the pack, do a 180 flip with the touch of a button and deploy a Quake down the track towards the trailing vehicles, destroying the majority of them. Anything that lets you be that much of a dick is a winner in my book.

Honourable Mention: Point Lookout (Fallout 3) - The best of the Fallout DLC releases, although one mired by technical problems (I’ve only just got the bloody thing to work properly.) This is the only one, of the DLC releases that take place outside of the main area, that isn’t just a series of linear locations to fight through. It’s also genuinely good looking, in a creepy incestuous way.

Disappointment of the Year: Ghostbusters

Just before its release there were some rumourings that this might actually be good. It wasn’t. I can only think of one 2009 gaming experience that angered me more. Ghostbusters’ problem wasn’t that its difficulty curve ramped up so high in the later levels that it was almost unplayable with the imprecise and unintuitive control system. It was that it was never funny or charming enough to give a reason for persisting with said difficulty curve.

Dishonourable Mention: Prince of Persia: Epilogue - I’ve made my issues with Prince of Persia known before, but had to admit there was a lot I liked about the game. There was nothing I liked about its Epilogue DLC. It took every problem I had with the original (artificial platforming constraints, terrible combat and unintuitive ‘power plates’) and amplified them. It then removed everything I liked about the original. Its worst crime was the Shapeshifter, a boss encountered multiple times that shifted between two bosses from the original. One of these was fucking unkillable. This was the 2009 gaming experience that angered me the most and the only reason it didn’t win (lose?) this category was because I wasn’t expecting much from it in the first place.

Co-op Experience of the Year: Modern Warfare 2 (Spec-Ops mode)

I could write a whole post on what Modern Warfare 2′s single player and multiplayer modes do wrong. I probably wont but, essentially, once you remove the artifices, the games flaws are all too apparent. Spec-Ops is the only mode that is genuinely brilliant and only then if you’re playing with a friend. Some of the missions you’re given are plainly ridiculous but, with a friend along, this just adds to the charm. An example: Me and Adam were doing a sniper mission in Chernobyl on veteran difficulty (bastard hard mode). Most of the mission was spent hidden behind derelict cars, one of us moving into the open, waiting to get shot and moving back hoping that the other had seen the glint that would give us the location of the sniper. An all round great experience.

Most Improved Sequel of the Year: Assassin’s Creed 2

I’ve still not got to the end, so that might still be rubbish but, even if it is, Assassin’s Creed 2 has already addressed my two problems with the original: There wasn’t enough to do and you couldn’t actually assassinate people. Whereas Assassin’s Creed 1 had you repeat the same series of tasks to find your target, 2 gives you a more traditional linear main story with side quests should you wish to do them. Actually having a crafted progression of missions ensures they are more interesting and keeps the story flowing at a better rate. More importantly you can kill a target without ever alerting a guard, and he goes down with a swift knife to the back like everyone else, no more having to engage him in a fight just because he’s important.

Game that was technically a 2008 release but wasn’t out on PC till 2009 of the Year: Braid

At this point praising Braid is like saying The Godfather was quite good. I may be repeating every other gaming site out there but Braid is genuinely brilliant. It’s the only puzzle game in recent memory that I’ve found genuinely challenging. I went through it again recently in the role of ‘puzzle advisor’ giving hints as Adam played it and was struck by just how much your brain starts to mesh with the game’s constructs and manipulations of time. The ending (by which I mean World 1-1, not so much the Epilogue) is also gut-wrenchingly poignant.

Game that would probably be my game of the year if I could find the time to really play it of the Year: Dragon Age: Origins

I’ve only just got to the part where you begin to choose which order you visit locations. It’s still not quite ‘clicked’ with me yet, a clunky expression I use to define the moment in an RPG where the mechanics and story form a perfect storm of obsession in my head and I will actually start to devote serious time for it. Still, there are things I like already, mostly that the games morality is based on what individual characters think of you, forcing you to learn about them and the strength of their beliefs if you want to keep on their good side. I knew threatening violence against a priest would annoy Alistair, what I didn’t realise was just how much he would disapprove.

25.12
2009

Merry Christmas people! Or, as I don’t expect you to actually be visiting this site on Christmas day, Merry whatever day it is you decide to read this post (less catchy, I know.)

As I’m now home with my family, and have assorted brothers and sisters ranging in age from 6 to 18, I was woken up hours ago by an excitable dog that had been let into all the rooms of people so heartless as to not be up at 6am on Christmas day. At least I assume that is what’s happened going on past experience. I actually wrote this days ago, but Tuesday is a much less Christmassy time to talk about.

On to business. My choice of the best game of 2009 might raise a few eyebrows. I was surprised… I double checked with myself twice but, as I reconfirmed both times, I have enjoyed my time in that game more than any other of 2009.

So, without any more stalling for tension, my favourite game of the year was… Drum roll please…

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Was:

Borderlands

Well, how about that?

So, having idly browsed a few top 10s over the last couple of days I’ve noticed that Boderlands tends to come mid-table. Most state that the RPG elements are underdeveloped, that the lack of a central place to stash your weapons is a crime, that the enemy AI isn’t paticularly advanced and that the story is rubbish. These things are all true.

I don’t care.

Borderlands took hold of me the same way that Torchlight took hold of other people (that’s not to say Torchlight won’t get me, I’ve just not played it enough to give it a chance yet). Here’s the extent to which I enjoyed Borderlands: As soon as I’d completed it I went to the menu screen and started the Playthrough 2 campaign because, as far as I was concerned, I hadn’t completed it. There was still levelling to be done.

Let’s break it down into components. Firstly a note on graphics. Borderlands approaches from the opposite school of Uncharted 2. It’s not a technically impressive looking game but, thanks to its cell-shaded-but-not visual style it is a good looking game. It realises that looking interesting is just as valid as looking amazing. It’s hard to underline just how vital that is; the world of Pandora is an exceedingly brown place and without that visual flair it could have easily been dismissed as another characterless shooter.

Borderlands is certainly not short of character. While the story may be lacking it’s the character of Pandora, and the characters within it, that make the world. They’re not believable but they are consistent which does, at least, make you believe in them. An example (slightly spoilerish): When Tannis betrays you towards the end of the game by sending you on a pointless errand to kill Krom she justifies it by saying that, while she had been forced to, it seemed like the sort of thing your character would enjoy doing anyway. It fit perfectly with the unhinged logic Tannis demonstrated throughout the game. There are other touches of humour sprinkled throughout that add to the game’s style; the manic depressive Claptraps (Gir rip-offs though they may be), the boss intros, anything related to TK Baha. Even outside of the world, the game is pleasingly keen to not take itself seriously, as evidenced with the large bold LEVEL UP! message that covers the screen whenever you level up.

The game sold itself as an RPS (a rocket propelled… no, wait, role playing shooter). Nothing particularly unusual about that these days, but where Borderlands really stands out is that, unlike games such as Fallout 3, it’s the shooter element that is made the key focus. Given the abstract nature of some of the gun power-ups (electricity, acid and so forth) the feedback you get from the gun is surprising. It’s tactile enough that I was usually able to tell if a certain gun was better than my current set without having to compare the stats. Enemies have enough variation to their critical hit areas to keep the combat interesting: Skags take critical damage when you shoot them in the mouth, forcing you to wait for them to attack and trying to finish them off while they leap towards you, whereas Spiderants critical zone is the abdomen, requiring you to stun them head on then circle round to attack them from behind. Sure, the AI doesn’t really show much intelligence, even the humans don’t make use of cover to any extent, but the game doesn’t want you to engage in a war of attrition; it wants you to run into a pack of respawning enemies and, if you’ll forgive the expression, fuck shit up.

The guns are probably the games best feature. During your first playthrough you’ll probably find just one orange-class rare weapon drop. These generally do something crazy, like shoot electric cannons, fire rockets or give infinite ammo. It also makes you want more, drawing you back in to try that second playthrough and see what other mysterious combinations exist. The game basically functions like the best dungeon crawling action RPGs, with weapon drops falling fast enough that you’re constantly looking out for something even better for your character to use. You’ll probably develop a favourite class of weapon, mine was shotguns, but at any point you could come across an assault rifle so powerful that you’re again asked to significantly shift the way you play as you adopt that as a primary weapon. It is a shame that you can’t store weapons that you don’t have room for. Being forced to sell the gun that, while is no longer useful to you, got you through the first few levels of the game kind of goes against the point of being an RPG (although it looks like the next DLC pack does rectify this).

The game received criticism for other ways in which it toned down its RPG elements, specifically criticising the similarity of the characters. I never found this to be much of a problem, although this is mostly because I was playing as Lilith, whose action skill is probably the most unlike the others. While the second player might have circled the outside of a camp, picking off enemies bit by bit, I would be running straight for the centre. There I’d trigger the action skill, turning me invisible and dealing massive corrosive damage. I’d then run past each enemy adding electric damage as I moved past them (while healing my own damage) before, finally, meleeing the final enemy, once again triggering a huge burst of corrosive damage as I shifted back into the world. At this point the first guy would die and Lilith’s Phoenix upgrade would kick in, dealing fire damage to anyone in proximity to her. It’s rare that an invisibility skill is used for anything other than sneaking past enemies. Having the chance to use it as a powerful offensive weapon really gave the combat a level of mad tactics I’ve yet to experience in any other shooter.

All these things combine to make Borderlands great fun to play. The reason it sits at number 1, however, is that it understands the need for local co-op. Too many games seem to put their entire stake in online multiplayer, forgetting that games can be an inclusive social activity. Borderlands gives you that option and it was for that reason alone that my flatmate and I spent much of the month it was released realising that we’d just lost 4 hours in the world of Pandora.

It’s all over! Thanks for reading these assorted thoughts on my 10 favourite games. Feel free, as always, to suggest why I’m clearly wrong and to give the games you think I’ve heinously missed. I should also take some time to thank GameTrailers, as I’ve used some of the trailers on their site to get screencaps for games I didn’t own on PC.

24.12
2009

It’s finally happened: I can’t think of anything to put in this introductory section. No pithy quips and observations about the year 2009, no non-sequiturs, absolutely nothing. Typically I went into this project with absolutely no thought as to what the ramification would be, namely over a week of trying to think of something a bit different to say about my picks at a time when almost every gaming website is publishing overviews of their own.

My method for this was simple: don’t read other sites’ end of year lists… Out of sight, out of mind and all that. I’m starting to think Coren was on to something when he said he did these lists at the end of the academic year. At least you don’t then have to compete with the whole of the Internet (I am aware that I’m not actually competing with everyone, or even anyone, on the Internet mental health fans).

Anyway, I’ll stop with the mad hysteria, there’s more than enough of that in my pick for the 2nd best game of the year:

Batman: Arkham Asylum

(Oh yeah, pulled it out of the bag at the last minute. I am getting good at this!)

This was a pretty late addition as I didn’t get around to playing it until the weekend before compiling this list. It’s rare that I complete a game over the course of one weekend and Arkham Asylum isn’t even particularly short. Yeah, it’s that good.

In Arkham Asylum you play as Batman. That might seem like an obvious statement but in Arkham Asylum you play as Batman. So few superhero games capture the feeling of actually being a superhero. Infamous managed it. Batman’s one of the only licensed examples I can think of that has managed. A key point that lends to this feeling: enemies are terrified of you. On the sections that require you to move from improbably placed indoor gargoyle to gargoyle they’ll start huddling together, complaining and generally acting like they’ll jump at the sight of their own shadow. They never actually run away, they’re far more scared of the Joker than of you, but its a nice touch to help you feel like you’ve actually stepped into the shoes of a legend.

There’s an interesting mix of styles that run through the game. Rooms are generally split into either biffing or stealthing rooms. The stealthing rooms, with the aforementioned gargoyles, give you a room full of armed guards and let you plan your method of taking them down. There are a wealth of options to let you achieve this, although I inevitably ended up hanging from a gargoyle and grabbing a baddie from above. You know, because it looked cool.

So there’s a lot of emphasis on stealth but, unusually for games, Batman’s also pretty tasty in a fight because, well, you know, he’s Batman. When you come across a group of unarmed guards you’ve got a series of moves for dealing with the situation. It’s here the game really shines as the fighting isn’t reliant on ultra-precise timing. There’s a lot of computer assistance, but you’re still required to read the situation: guards about to attack need to be countered, guards with knives need to be stunned before attack, guards with stun guns need to be vaulted over so you can attack from behind. It’s pretty easy to pick up, but takes a lot of practice before you start racking up the big combos.

These two different styles are the reason Batman works. He’s silent yet powerful; patient yet immediate; graceful yet… Wait, this paragraphs getting a bit erotic… You get the point.

Other elements of the game are slightly less consistent. Take the Scarecrow sections. The tone of the game is pretty dark, more Dark Knight than Adam West. At certain points through the story you’re hit with Scarecrows fear gas, at which point the game starts a creepy interactive cutscene looking at Batman’s deepest fears (his parents’ deaths, the fact he’s as crazy as the crazy guys, etc.) These are really good; both atmospheric and tense. Unfortunately they always end in a crappy platforming section in which you must navigate around a giant, rotating Scarecrow trying to avoid his gaze. It’s a shitty denouement to what could have been some of the game’s standout moments.

Actually all the boss fights are crap.

Still, they’re just the odd mark on an otherwise spotlessly polished vessel. It’s hard to think of another game that so flawlessly captures the tone of its source material.

Final point: Why does Oracle, Who’s on voice comms helping Batman throughout the game, insist on calling him Bruce? Doesn’t she know the first rule of communications in field ops? Callsigns only, dammit woman!

Tomorrow may be Christmas day but, more importantly, it’s also the day that I reveal my favourite game of 2009. Ok, so you’re more excited about this Christmas thing…

23.12
2009

Nazis and aliens continued to have a bad time of things in 2009 gaming. The undoubted losers of the year however were the zombies. The sheer proliferation of games with zombies to kill was staggering; downloadable titles like Burn Zombie Burn or Killing Floor, as well as a couple of others whose name I can’t even be bothered to look up; big releases like Left 4 Dead 2; even DLC additions to non-zombie related games – I’m looking at you Borderlands.

Hopefully we’re done with zombies for a while now. It’s time for a new enemy to emerge. I’m hoping for rabid monkeys myself.

Except we’re not quite finished with zombies yet, because at number 3 is:

Plants vs. Zombies

Um…

Okay, this is a little awkward. Really I should be throwing some of my most detailed and enthusiastic praise behind the games in the Top 3. Unfortunately, I’ve said most of what I would have said about Plants vs. Zombies in this post from back in July. Actually it’s a little bit concerning that this is the really the first game in this list that I’d actually had a detailed look at… What the hell have I been writing about these last few months?

In that last post I mentioned just how much there was to do in the game, and just how much content there was left for me to experience. Typically, a few days after posting it, I was done with the game. I hadn’t completed it by any means, in fact I don’t think I ever even unlocked Endless Survival, which seemed to be where many people really put the hours in. Instead I just seemed to reach a natural conclusion; the point at which I’d had my measure of the game and was ready to move on. Maybe I’ll go back to it one day. I probably won’t.

Still PvZ took up the majority of my summer, even running in the background while I was elsewhere, leaving my snail to gather gold from my virtual garden, making it the only game I’ve ever played in which I’ve gold farmed. The reason for such an obsession? If I had to choose I’d cite the wealth of options you had to complete each level.

Unlike PixelJunk Monsters (itself a stripped down version of the tower defense formula), which requires the right units to be placed in exact positions to have any hope of success, Plants vs. Zombies may have units that are better suited to a particular level but just as important are personal preference and experimentation. The game is never so difficult as to force you to use an optimum build and so lets you try things at your own pace. It provides a challenge, certainly on some of the mini games, but that challenge is never insurmountable.

When I wrote about AaaaaA! I mentioned how well the developers had been able to take their idea and run with it; producing a wealth of ideas that intrinsically fit within the concept of the game (actually I don’t think I did write that, but I’m sure I implied it… I meant to). PvZ has this in spades, every single element fitting around the framework of the initial idea. From the almanac, complete with plant and zombie descriptions, to Crazy Dave and his car boot right through to the little notes the zombie’s leave you between chapters. It remains charming throughout, possibly the only zombie game of the year that was, all in all, thoroughly nice.

It’s this sheer personality that actually lead to some of the more interesting ‘tactical’ decisions. Sure the Cat-Tails might be out and out the most powerful plant in the game but choosing it would mean dropping the potato masher, which explodes with a nice Kapow! Do you choose function or favour? Well, actually, you choose both which is what leads to you pursuing the upgrades to the number of plants you can hold and thus dipping into the games side modes.

The Zen Garden is useful, but requires daily attention so only viable for those really in the grasp of obsession. Luckily there are plenty of ways to earn money outside of that, with plenty of puzzles and mini games waiting for you. The I, Zombie mode is what seemed to garner the most praise, pitting you as the zombies against a crop of (cardboard) plants. My real favourite, however, was the Vasebreaker mode – a pleasing mix of random chance and tactical planning. The best moments came when you hit open a vase to reveal an exploding jack-in-the-box zombie, which in turn cracked open more before you were soon overrun and breaking open all the vases in the desperate hope that you’d come across some more plants. That mode perfectly captured the fine line between feeling in control and blind panic… And it was just a small mini-game aside from the main adventure.

At this point I’ve probably mined the depths of what I can actually say about the game. Some key points: It’s good, you should buy it. Now I’m going to take heed of one of the game’s primary lessons and finish on a song.

Tomorrow: Things get penultimate.

22.12
2009

Ways the world didn’t end in 2009: Black hole, asteroid, Rapture, nuclear attack, biological attack, Shaq attack, Sarah Palin, Gerard Butler.

Considering the paranoid of the world have all of 2012 to go crazy with their delusional theories can I propose a moratorium on end of the world theories until at least the tail end of 2011? It’s just, we’ve been putting up with this shit pretty much constantly since the Y2K thing… Is it not time for a break.

Also not of world ending significance in 2009: The release of my 4th favourite game of the year:

Uncharted 2: Among Thieves

Yeah, so this one was inevitable. The trend seems to be for putting Uncharted 2 in the top spot among most game of the year lists. It nearly didn’t make mine. When I was shortlisting games for inclusion Uncharted 2 was nearly disqualified for the many things it does wrong: mostly for being bloody frustrating. Okay, that’s not a particularly helpful phrase, but then the line between frustrating and challenging is a pretty fine one; it usually comes down to, when you do die, are you shouting obscenities at yourself or the game?

Death in Uncharted 2 often doesn’t feel like your fault but, rather, the game not being entirely clear what it expects of you. It doesn’t help that a lot of the platforming is computer assisted. You may see a platform that experience teaches you there was no way Drake could reach, but because its the right way he seems to leap that extra distance. In other places jumps that seem perfectly reasonable cause you to plummet to your death – It was the wrong way. Also there are times when the combat feels more like a puzzle than an action game with you being forced to use trial-and-error to find the right cover location and the right combination of weapons to clear a room of the myriad of soldiers with perfect aim.

So I’ve complained about the game’s faults more than any other on my list, mostly because most sites seem to want you to believe it’s perfect when it isn’t. Really, though, I was just being petulant; when I finally decided that it did deserve inclusion and was looking at its placing it just kept creeping up the list. It helps that what it does well it does really well.

Let’s start with the technical achievement. It almost seems like a taboo to talk about how good a game looks as we keep telling ourselves that graphics aren’t important.True as this may be it doesn’t stop Uncharted 2 from looking absolutely stunning. Even aside from how nice it is to have a third-person action game not be afraid to use a little colour (and with the natural lighting that colour really washes through unlike, say, the last Tomb Raider which was colourful yet somewhat sterile) it’s the little details in the world that really bring it to life. The technical competence of its implementation is also something of a marvel. Killzone 2 may have had a level set on a moving train but that train ride took place exclusively in one long, grey tunnel. Uncharted 2′s moving train chapter is in the mountains. You’d stop and gawp if there weren’t so many people shooting at you.

The characters are almost certainly worthy of praise. Nolan North’s Drake remains a likable lead and here he gets a few extra secondary characters to trade lines with. The story’s nothing special: a few betrayals here, an evil Russian there and an artifact of immense power. That’s fine, it’s an homage to the adventure films of the past and, thankfully, the voice acting really lends pathos to the characters. After a while you actually start to care about them, a rare feat in a relatively short, linear action game.

Then there’s the pacing, probably some of the best I’ve seen outside of a Valve game. There’s a reason everyone raved about the section, about halfway through the game, in which you just wonder through a Nepalese village and just exist for a few minutes, wandering around and interacting with the locals (whose language you can’t speak). It’s a much needed breather after escaping a train wreck and then taking out waves of armed soldiers. The game’s final fight with these anonymous henchman is also probably one of the most adrenaline inducing parts of the game as near endless hordes flood into the room forcing you to make perilous runs to that gun your sure someone dropped over here… oh crap, no they didn’t… Jesus, where’s a shotgun when you need one.

That said, the final boss fight is, predictably, rubbish.

The Top 3 are nearly upon us. Tomorrow: when shit gets real.

21.12
2009

2008 had Braid and World of Goo. 2009, however, didn’t seem to have the big indie hits championed by all. Maybe this means that indie gaming has finally been accepted by the mainstream gaming sites; that we’ve moved beyond needing to pick one sublime sample of the form and instead sites can say, ‘you know these are good, that they’re just as valid as that £40 Activision game being advertised on telly. What about this one, is it any good?’

Of course, as far as I can tell, some sites are regressing back to the attitude of, ‘sure those indie games are still out there, but covering them won’t give us as much page views as covering Hobo Carnage 3, so they’re on their own.’

I don’t know, it’s early and I’ve not had any coffee yet… It probably doesn’t matter. Does anyone even read IGN or Gamespot these days? Probably the type of person who visits N4G.com. Seriously, I can’t even visit that site without wanting to kill myself. I wonder what drives these people to spend more time arguing about how shit/amazing Final Fantasy XIII is going to be than actually finding some new and interesting little game hidden somewhere on the web… Or just going outside for a bit to calm down.

Wait, what? This whole introduction’s been terribly tangential and pointless. Frankly, I’m just looking for some words that’ll lead into this sentence,

The 5th best game of 2009 is:

AaaaaAAaaaAAAaaAAAAaAAAAA!!! – A Reckless Disregard for Gravity

Of course, now I remember the point I wanted to make. Even with indie games seemingly getting more attention than ever AaaaaA! seemed to get the shitty end of the stick. Some initial pre-release press soon disappeared as everyone forgot about it. I can only actually think of one website that really recognised how good it was post-release.

That’s a shame because AaaaaA! is one of the most exciting releases for a long time. For once I don’t mean exciting in the sense of important or in any way meaningful to the industry as a whole. What I mean is a tense, heart-racing, thrill of an arcade game that bombards you with visual information and asks you to translate its cues to navigate a path through each level, all while hurtling downwards at a ridiculous speed. It’s rare that a game is quite so aptly named.

The number of things you need to process as you BASE jump through the world of floating buildings is astonishing. You get points for going near buildings, points for staying close to buildings, points for smashing score plates, points for graffitiing government buildings, points for giving the thumps up to fans, points for flipping off protesters and even points for hitting birds. Assuming you can land safely at the bottom the game then gives you a rating out of 5, which you look at in disgust and think, ‘I can do better than that’ and promptly restart and try a different route through a slightly more densely packed area of buildings. At which point you probably break both your legs.

Not that you have to. Just a meagre rating gives enough in game currency (teeth, for some reason) to unlock more of the surprisingly large number of levels. It’s just that, while AaaaaA! is very much a game of pursuing perfection, it does it better than, say, Trials 2: The Trialening or Trackmania United because finding the perfect line through the level is just as important as perfecting it. The game is all about judging your speed (and the sensation of speed is an area it excels at) and weighing up the risk/reward of trying to thread through a tricky section of buildings.

Dejobaan Games‘ previous game, The Wonderful End of The World, while full of character was, essentially, a Katamari Damacy clone. This wasn’t a problem in itself, as the Katamari games have never made it to the PC, but meant that any character the studio put into the game was constantly seen in comparison to the charm of Keita Takahashi’s masterpiece. Tackling a more original concept here, the developers are free to run with the concept and insert as much of themselves as possible. Take the videos: sprinkled through the level menu are various skits, from meditation methods, to grandma’s cooking recipe, to how to survive time travel. At various points an in-game news presenter will deliver an absurd newscast in his monotone, stoner voice. Pictures of the developers even pop up in various levels, complete with bizarre descriptions. This ramshackle, anarchic charm persists throughout and lends great character to the game.

I tried to capture a couple of videos for this post to show the game in motion. It’s something of a testament to just how busy the levels are that the video encoder could only process them at a couple of frames per-second. Instead I’ll throw up the games trailer, as it also includes the wonderfully bizarre ‘story’.

Yikes, we’re over half-way through. Only four games to be revealed. You’ve probably worked out for yourself that tomorrow’s post will concentrate on number 4.