That didn't take long, did it? Though difficulty might be set just a touch too high - death is frequent and convenient. And not to mention the walkthroughs for this kind of thing are always hyper-unhelpful: "Go here and kill all the dudes. Now move on." As if I would look up a walkthrough so it could tell me that? I mean, there's an objective marker. I'm not going to get lost.
One of the levels looks exactly like the shower room from The Rock. You think I'm just saying that. "Just like." I should emphasize that it is not a turn of phrase. They are identical. I mean, I'm a fan of The Rock, too, but I hope you got some kind of copyright?
Anyhow, variety of missions is good as usual. Music is good as usual. Drama is high again, if you didn't like it in the first place, be warned it reaches new heights. I hear some people didn't appreciate their attempt at so-called high-brow drama, but I'll let them get away with it again. They're clearly very proud of themselves for this mechanic, so let them play with it, I say.
Saturday, May 1, 2010
Call of Duty Modern Warfare 2: Early
Very early in the goings of the game so far. Of course it's very nice-looking, but it depends on what you consider nice-looking. Bullet holes and floating debris in warzones? Realistic cracks in buildings and a certain realism in the rundown cars? After playing so much Final Fantasy, it's not what I'm looking for, myself.
You'll like this: you start the game by "showing the new recruits" how to use weapons and grenades. After running the training course, you get a recommendation on what level you'll want to be playing the game at. If you want to play higher than your recommended level, you'll have to show 'em you're worth it and run the course more efficiently. When you're satisfied with your performance, you may go and begin the game proper.
Let me go back and talk about realistic games again, because I was thinking this during Uncharted 2, and moreso now during CoD:MW2. You know how in animation, there's a a threshold of realness? If the character looks TOO human, it'll disturb the viewing audience, because of the very slight unreal aspect. Here, the realistic sight of blood splattering across your glasses when you get shot is so real, I find myself wondering how I survived that hit. Later, a guy pitifully tries to crawl away from me with his hands pressing against bullet wounds, and I wonder if I'm really doing the right thing by running up to him and shooting him in the face. The level of realism has been pushed so close to the end that now the cartoon aspect of taking several dozen bullets seems out of place. It makes me think that 'realism' is no longer a quality the game industry should choose to pursue. Well, not all of the game industry. Call of Duty is perfectly welcome to keep pushing this envelope as far as they see fit, because they're doing a fine job. But I don't think I want all my games like this. I enjoy running and gunning and not worrying about ammo or health, or feeling guilt for the horrified people I'm mowing down in the process and the tragic orphans they leave behind.
I suppose it's not for the squeamish. But that snowmobile level was quite cool.
You'll like this: you start the game by "showing the new recruits" how to use weapons and grenades. After running the training course, you get a recommendation on what level you'll want to be playing the game at. If you want to play higher than your recommended level, you'll have to show 'em you're worth it and run the course more efficiently. When you're satisfied with your performance, you may go and begin the game proper.
Let me go back and talk about realistic games again, because I was thinking this during Uncharted 2, and moreso now during CoD:MW2. You know how in animation, there's a a threshold of realness? If the character looks TOO human, it'll disturb the viewing audience, because of the very slight unreal aspect. Here, the realistic sight of blood splattering across your glasses when you get shot is so real, I find myself wondering how I survived that hit. Later, a guy pitifully tries to crawl away from me with his hands pressing against bullet wounds, and I wonder if I'm really doing the right thing by running up to him and shooting him in the face. The level of realism has been pushed so close to the end that now the cartoon aspect of taking several dozen bullets seems out of place. It makes me think that 'realism' is no longer a quality the game industry should choose to pursue. Well, not all of the game industry. Call of Duty is perfectly welcome to keep pushing this envelope as far as they see fit, because they're doing a fine job. But I don't think I want all my games like this. I enjoy running and gunning and not worrying about ammo or health, or feeling guilt for the horrified people I'm mowing down in the process and the tragic orphans they leave behind.
I suppose it's not for the squeamish. But that snowmobile level was quite cool.
Labels:
review,
video games
Saturday, April 3, 2010
Report: FF13, 4 Hours In
Things you have heard elsewhere are true: the game does have a 30-hour tutorial/story section. Also, I particularly like Zero Punctuation's summary of the character classes for all Final Fantasy's, ever: Serious Spice, Manly Spice, Angsty Spice, Ethnic Spice, and Kooky Spice. Throw in "Cutesy Spice" and that's pretty much everyone.
I have to admit, the dialogue does annoy me a little bit. Maybe playing Uncharted 2 has ruined me for every other game ever. Which reminds me to put up a quick review of Uncharted 2. And I suppose I'm always particularly sensitive to the whiny-ass characters that show up in these types of situations. He's kind of killing me.
Naturally it's a beautiful game, right down to the menus and upgrade system. I mean, like, the menu where you level up? A delicate unfolding multi-colored series of crystals or whatnot. Pretty. I don't have requirements for beauty in games, but yeah, I'll be impressed.
I have to admit, the dialogue does annoy me a little bit. Maybe playing Uncharted 2 has ruined me for every other game ever. Which reminds me to put up a quick review of Uncharted 2. And I suppose I'm always particularly sensitive to the whiny-ass characters that show up in these types of situations. He's kind of killing me.
Naturally it's a beautiful game, right down to the menus and upgrade system. I mean, like, the menu where you level up? A delicate unfolding multi-colored series of crystals or whatnot. Pretty. I don't have requirements for beauty in games, but yeah, I'll be impressed.
Labels:
review,
video games
Report: White Knight Chronicles
Good: Graphics are lovely, dungeons are massive, no load times (except for saving). Graphics impress with subtle touches like dappled sunlight through the trees splashing onto your cloak, distant mountains and valleys, and all the dialogue cutscenes done in the armor of your choosing, for every character.
Bad: Dialogue and storyline will make you grope for a sharp object to stab into your throat, or blindly throw yourself off the nearest tall object. Be very wary before you begin! Be aware of your environment and remove such possible dangers.
Unusual: You create a custom character, but the focus of the story is completely on the stock characters, two of whom get the super-voltron-style armor, and your character doesn't. You'll end up playing the entire game as the main character, as is usual in other jRPGs, and not only neglect your own created character in battle, but he/she is completely ignored for the entire duration of the storyline. Never speaks, is never spoken to. The only purpose of having the character is to take them to the online quests.
Also unusual: Creating your own mini-town and then recruiting townspeople randomly from towns to live in your town in the middle of the ethers. You can go there and buy things from your very own item merchant, but the purpose of the town seems murky at best. I beat the game using whatever weapons I found handy, never having to utilize the extensive upgrade system at all or resorting to grinding. I can only hope this town is carried over to the next game, as it proved unhelpful in this one. And speaking of which....
Very bad: The story hardly begins before the credits roll. Apparently White Knight Chronicles Volume 2 will have the actual story part of this storyline. Because all you get here, is line. The bad guy unleashes an ancient evil, and takes it back with him to his island where he has an army already amassed and awaiting him. The heroes have accomplished precisely nothing.
Overall, if you take the precautions described above, and can handle a bit of bad-japanese-style storytelling, the game is perfectly acceptable - though it may be advisable to wait for the next one to be closer on the horizon before biting off this half-storyline (like Assassin's Creed or Longest Journey). Some of the concepts are pretty unique and interesting, which is why I'm extra-baffled by how stock the characters and main premise are. Seriously? Your princess is kidnapped? You summon a huge armor and fight big bad guys? It's been done so many times and for children so much younger than us, it's hard to swallow.
Bad: Dialogue and storyline will make you grope for a sharp object to stab into your throat, or blindly throw yourself off the nearest tall object. Be very wary before you begin! Be aware of your environment and remove such possible dangers.
Unusual: You create a custom character, but the focus of the story is completely on the stock characters, two of whom get the super-voltron-style armor, and your character doesn't. You'll end up playing the entire game as the main character, as is usual in other jRPGs, and not only neglect your own created character in battle, but he/she is completely ignored for the entire duration of the storyline. Never speaks, is never spoken to. The only purpose of having the character is to take them to the online quests.
Also unusual: Creating your own mini-town and then recruiting townspeople randomly from towns to live in your town in the middle of the ethers. You can go there and buy things from your very own item merchant, but the purpose of the town seems murky at best. I beat the game using whatever weapons I found handy, never having to utilize the extensive upgrade system at all or resorting to grinding. I can only hope this town is carried over to the next game, as it proved unhelpful in this one. And speaking of which....
Very bad: The story hardly begins before the credits roll. Apparently White Knight Chronicles Volume 2 will have the actual story part of this storyline. Because all you get here, is line. The bad guy unleashes an ancient evil, and takes it back with him to his island where he has an army already amassed and awaiting him. The heroes have accomplished precisely nothing.
Overall, if you take the precautions described above, and can handle a bit of bad-japanese-style storytelling, the game is perfectly acceptable - though it may be advisable to wait for the next one to be closer on the horizon before biting off this half-storyline (like Assassin's Creed or Longest Journey). Some of the concepts are pretty unique and interesting, which is why I'm extra-baffled by how stock the characters and main premise are. Seriously? Your princess is kidnapped? You summon a huge armor and fight big bad guys? It's been done so many times and for children so much younger than us, it's hard to swallow.
Labels:
review,
video games
Tuesday, February 2, 2010
Lost Idea
Yet one more idea, before the final season of Lost begins (also, just in case it turns out this is what they're doing anyway).
Disclaimer: I haven't even seen a single full minute of Lost.
They should find a contraption deep inside the Island, that takes them back in time. To the first season. Then they should proceed to try and scare themselves off from a much more dangerous enemy, while remaining unseen. This will handily explain all those weird dinosaur noises and nonsense from the first season that they... appear to never want to explain.
Disclaimer: I haven't even seen a single full minute of Lost.
They should find a contraption deep inside the Island, that takes them back in time. To the first season. Then they should proceed to try and scare themselves off from a much more dangerous enemy, while remaining unseen. This will handily explain all those weird dinosaur noises and nonsense from the first season that they... appear to never want to explain.
Labels:
tv
Sunday, January 31, 2010
Thursday, January 28, 2010
NFL Idea
So I had forgotten I had a blog. I'm sure it happens to everyone at some point.
Here's the idea, before the season is officially over:
Overtime with NO KICKING.
No field goals, no punts. Sit that poor kicker down and do the real dirty work yourself. Yes, we might end in more ties, but it wouldn't seem like it came down to the coin flip, right?
Here's the idea, before the season is officially over:
Overtime with NO KICKING.
No field goals, no punts. Sit that poor kicker down and do the real dirty work yourself. Yes, we might end in more ties, but it wouldn't seem like it came down to the coin flip, right?
Labels:
football
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