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Red Dead Redemption: Bury Me Not on the Lone Prairie.

July 12th, 2010 2 comments

At first glance Red Dead Redemption was a game that wasn’t up my alley at all. For starters whilst I love open worlds and the opportunities they allow for emergent gameplay I’m always cautious when it comes to sandbox style games. Rockstar has arguably mastered the format with their Grand Theft Auto series but even their most compelling release to date (GTA IV) failed to capture me long enough to play the game all the way to the end. Additionally I’ve never been much of a western fan instead finding myself engulfed in science fiction and pure fantasy, finding the genre to be a little too bland for my tastes. Still the hype and critical acclaim that Red Dead Redemption managed to garner itself was not lost on me and not having delved into a good console game in a while I set myself the goal of playing through this title to the bitter end. What followed was a highly engrossing tale that ultimately left me with feelings that I’m still working through as I write this post.

 

The story begins with you playing a grizzled cowboy named John Marston who appears to be forced onto a train against his will by some upper class looking folks. As the story progresses you find out that he used to run in a gang and the government is using him to track his friends down to either capture or kill them. His initial attempts don’t go so well but thanks to the kindness of some local strangers he makes it through. The tale then leads on from there in usual Rockstar style with story missions appearing on a radar marked with a letter and random missions popping up in the form of strangers asking for help, events happening as you ride by and a variety of mini-games to play to pass the time. The free form nature of the game enables you to craft your own unique story for John Marston as he wanders the wild west looking for his pals of a life he’s trying to leave behind.

Now credit here were it’s due. Rockstar have created a world that feels alive, open and deceptively real. There are vast, breathtaking vistas around almost every corner and even though you could ride across the entire place in less than half an hour you still have this undeniable feeling that you’re in a world that’s a million times bigger than yourself. The NPCs whilst extremely shallow in their depths of interactivity make the areas come alive with their sound bites of commentary and, once you hit a certain point, make you feel like a living legend. The addition of NPCs in the form of wildlife that form the basis of many mini games add that extra bit of flavour that make you feel like you’re actually out in the west, able to make your living off the land.

The actual gameplay of Red Dead Redemption is actually quite a complicated beast but in true Rockstar form it’s progressively revealed to you over the course of the introductory missions so that it doesn’t overwhelm you completely. The meat of the game lies within the storyline missions which can be activated by approaching any of the giant letters on your map. In addition to the story line missions there are also “stranger” missions where you can help out various people who you’ve only just met. When you’ve tapped out all of these options there’s also the mini games which take the form of various leisure activities you’d expect in the wild west (poker, blackjack, horseshoes, etc) as well as jobs which can include things like breaking horses, herding cattle and chasing down bounties.

Now I won’t lie to you but whilst there is an incredible breadth to the number of activities which you can do after a while they do start to sort of meld into each other. Many of the story line missions are quite similar in that you’ll go to the mission giver, see a cut scene, proceed to ride for about 5 minutes whilst Marston and whoever you picked up share some dialog and then you get to your destination to either shoot up some bad guys or do one of the mini games. It is enjoyable for the first couple times and the trip to the destination is quite reminiscent of what happened in the various GTA incarnations but after a while you get bored having to spend so long riding everywhere just so they can flesh out the characters a bit more. This is where the sandbox genre falls down in my opinion as while you can almost do anything in this world in the end it detracts from the uniqueness of the story line missions making everything feel like just another obstacle that needs to be passed.

Combat in Red Dead Redemption is nothing revolutionary in terms of what it accomplishes but does give enough variety to make sure you’re not left feeling like a one trick pony. Rockstar took the tried and true Gears of War style combat in that you’ll be running and gunning from behind cover whilst having no visible health bar (save for the sound going muted and the screen being covered in blood splatters). Shooters on consoles are notoriously fiddly and to combat this Rockstar added in an aimbot that locks onto a target if you aim in their general direction. Whilst I appreciated the addition (the game would’ve been tiresome without it) when it was taken away for certain things like say, using a gatling gun, I found myself hating these sequences rather than reveling in them. This was wholeheartedly made up for with the ability to be able to lasso and hogtie people in the game, which I used with reckless abandon whenever I had the chance. Strangely though you can’t hogtie any animal, even a hog! Although you are able to lasso them and, in what I assume is a bug, glide blissfully over any terrain as your prey runs scared from you. You can also do this with other people’s horses and is probably my favourite way to travel somewhere random when feeling bored in Red Dead Redemption.

PLOT SPOILERS FOLLOW BELOW HERE:

Now as for the story and its conclusion those of you who followed me on Twitter can already guess as to how I felt about the whole ordeal. After spending 20 hours getting to know the man that was John Marston I’ll admit I became sentimentally attached to the former criminal who’s been trying to mend his ways. After chasing down the last of his former gang and riding home to the tear inducing song Compass by Jamie Lidell I fully expected to see the credits role as John embraced Abegail for the first time in what felt like forever. However the proceeding missions felt hollow as they put you right back at the start of the game and strip you of a few key things (like being able to change your outfit). I knew that in the end something bad was coming for him but really what eventuated was worse than I thought of.

You see in the final moments of John’s life where he’s gunned down by no less than 20 American soldiers there was nothing really noble about it. I can appreciate the noble sacrifice for his wife and son (who are now free from his past) and the harsh reality is that it probably rings true to what would of happened back in those days. Still I wanted at least the opportunity to be able to make a last stand that would end in a shoot out that I couldn’t win instead of Marston walking out and being cowardly gunned down. I also admit that my anger at John’s end stems from a real feeling of grief at his loss, as just writing that down has me fighting back a tear.

In the end I do what I always do when that happens, I look for answers. After looking around for a bit I found that there was a stranger mission available after the end where Jack gets revenge for his father. I went and did it and whilst I felt somewhat redeemed in the fact that Edgar Ross finally got what he deserved (with me emptying at least 15 bullets into him) there was still this hollow feeling I couldn’t shake, almost to the point of me loading up my last saved game with Marston still alive in it so I could pretend like it never happened.

SPOILERS OVER!

In the end Rockstar made yet another great game that has captured the hearts of nearly everyone who’s played it. Whilst I might be uncomfortable with the last few hours I spent with it I still can’t deny the fact I spent a good 20 hours of my life on the game and I don’t regret a single minute of it. The game is not without its issues but if you’re a fan of Rockstar and the sandbox worlds that they create then you won’t feel out of place in the wild west world of Red Dead Redemption.

Rating: 8.5/10

Red Dead Redemption is available right now on PlayStation 3 and Xbox 360 right now for AU$88 and AU$88 respectively. Game was played on the PlayStation 3 with around 21 hours of reported play time and 73% overall completion.

Boredom Breeds Jerks.

July 8th, 2010 3 comments

If I’m seriously playing a game I find it hard to take the evil/jerk options if I’m given the choice. Maybe it’s because I like to think of myself as an upstanding member of society and being a total ass in games runs counter to that line but it’s probably because I like being the hero loved by everyone rather than the dark tyrant conquering the world. Still if there’s marked differences between the good and evil choices and the game is good enough to warrant a second playthrough (like Mass Effect 1 did, I haven’t done it with 2) I’ll usually go the other way just to get that experience. However I’ve found that, usually in sandbox type games, once I get bored with certain aspects of the game I have a tendency to switch into what I call Jerk Mode where I start messing with the game and its people in any way possible usually with hilarious results (for me anyway).

I hadn’t really done this in quite a while until I recently began trying to play through Red Dead Redemption. I had fully expected the game to be done in about 15 hours but after spending that long on primarily slogging through the story line missions I started to get a little bored with the world I had been in for so long. What followed was a classic example of Jerk Mode engaging as I began hog tying the entire town of Blackwater, punching up horses and eventually letting off hundreds of rounds in the middle of town just so I could find where the last free roaming citizens were hiding only to add them to my pile of hog tied comrades. Why the in game police take offense when I look at them the wrong way when holding a knife but barely give me a second look when I have a pile of 20 hostages tied up is beyond me, but it was quite comical when they’d walk past saying “Good day Mr Marsten”.

I’ve also found myself in Jerk Mode whenever I’m watching someone play a game that allows you to break things in extremely funny ways. I remember watching one of my housemates play Fallout 3 just after it was released and he remarked on how he could kill anyone in the game, even the core story NPCs. What ensued was an hour of me watching him over the shoulder and telling him to beat up everyone he came across, just because it would be funny. To his credit he never relented although what followed was me installing the game afterwards and acting out my twisted sense of humour on the poor citizens of the Fallout world, much to his dismay.

Looking back at all the games that were privvy to my jerky behaviour I come to realise how much it endeared the games to me. Once I had got to that point of boredom in any other game I would have simply stopped playing them and found something else to fill my time. With the ability to change my playstyle completely and fool around for a while I’d end up spending quite a lot more time with the games than I usually would and, most interestingly, enjoy them quite a lot more. It could be that I’m just supressing my inner jerk and these few times are the moments when he comes out to play but there’s something to be said for a game that allows the player who has lost interest in the game to immediately rekindle it, even if that means toturing the poor NPCs of the game’s virtual world.

My gut feeling about where this behaviour stems from is that open worlds with emergent properties really didn’t exist up until about 5 years or so ago and now that I have the opportunity I’m reveling in a new found freedom. As someone who’s been a gamer for as long as he was able to muster the hand eye co-ordination required to play them I lived through the days when the games were barely able to stray from the linear formula. Today however it seems odd when games don’t incorporate real world physics, meaningful choices and at least the feeling of a big wide world that you can bend to your whim. Sure there’s still great experiences to be had with strictly linear games but I’ll always have a soft spot for games that keep me hanging around for a little while after I’m done with them, unleashing my inner jerk on the world.

Game Length, Opportunity Cost and Replay Value.

June 29th, 2010 No comments

When I switched from being a salaried employee to a contractor I underwent a paradigm shift in regards to how I spend my time. You see when you charge by the hour you start to think about how much something costs you to do if you do it yourself vs getting someone else to do it. If there’s a solution to a problem and it’s available for less than my current hourly rate then it’s good value for me to get that rather than trying to develop a solution on my own. This also comes back to how I spend my leisure time as it becomes hard to turn off that part of my brain that tells me every hour used purely in the pursuit of leisure is an hour that could be spent generating some income, although I haven’t seemed to have any trouble with that for the past month or so. ;)

The majority of my spare time is spent playing games simply because they’re by far one of the most relaxing activities for me. Additionally the bit of blog fodder that I get from completing one and then writing a review of it (which are some of my most enjoyable posts to write) are yet another benefit of spending my down time immersed in these virtual worlds. Unfortunately though I’m no longer the young 20 something university student I used to be and the amount of time I can spend on games is quite limited when compared to days gone by. Thus, whilst I still find time to cram in an epic gaming session or two every so often, the vast majority of my games are either played out over the course of a month or in a few shorter sessions in a single weekend. I think this is where my love of cinematic games has sprouted from as they’re an intense experience that I could conceivably sit down and play through in one session.

However the gaming community always seems to lament games that have a length that’s shorter than about 20 hours. One great example of this was Heavenly Sword, arguably Sony’s flagship game on it’s only recently debuted PlayStation 3. The hype leading up to the release of the game was nothing short of fever pitch and the demo released about a month prior wowed everyone who played it, even with it’s foreboding that the game itself would be drastically shorter than everyone was used to. On release it became apparent that the game totaled at most about 6~8 hours of game play and the critics slammed it for that very reason. Granted the game had set itself up for this as the hype far outpaced the resulting game but really the length, at least for people like me, wasn’t such a let down as many of the critics would have had us believe.

When time is at a premium game length starts to become something of a concern. It’s for that exact reason why I’ve avoided games like Final Fantasy as whilst they are amongst some of the most highly praised games on Sony’s gaming platform they’re also an incredible time sink, with play times exceeding 40 hours not uncommon. Ah ha! I hear you saying, but you reviewed Mass Effect 2 and Dragon Age: Origins, games with lengths approaching that of the games you said you avoid! OK you got me, there are notable exceptions that I can and will make the effort to play through usually on the backs of raving reviews from friends and the gaming community at large. Still a game like Modern Warfare 2 which packed only 6 hours of game play which I managed to blast through in 2 sittings rates as highly as some of those longer games despite its short length. There is also Heavy Rain of course, but I think everyone knows how much I enjoyed that and I’ve gushed enough about it to last everyone a lifetime :)

I think the crux of the matter is that the opportunity cost for longer games is so high that I have a tendency to shy away from them, lest my hours be wasted. Thankfully in this day and age of instant on access to information I usually have a good feel if a game will be worth it before taking the plunge, but at heart I’m still a completionist and I can’t stand letting games go unfinished. I think that’s the reason why Bayonetta and Red Faction: Guerrilla bug  the hell out of me as they’re just painful enough for me to not want to finish them but at the same time I’d love to get them off my list forever. Still slogging through something that just isn’t fun for completion’s sake doesn’t rate highly on a cost benefit analysis for my time, so I guess I’ll just have to live with that.

There is of course games that have significant amounts of replay value which kind of skew my whole game length argument. Something like Lumines for example probably only has about 6 hours of game play in it total however I still find myself picking up my copy of it from time to time for a 30 minute bash to try and beat my top score. That’s probably more thanks to the genre than anything else as casual games like that tend to have quite short single play throughs however the competition element with a healthy sprinkling of procedural generation makes them almost infinitely replayable, something that the casual gaming market craves.

My point is that for any game you might play the length is somewhat of a subjective metric to use when judging its quality. Certain genres of games will come with expectations of play times such as RPGs being traditionally quite long and cinematics being short, but overall a games length is no measure of its quality. There is of course the argument to be made that a game is too short and therefore omits details or similarly a game that is too long that drags the plot out longer than it really needs to be. Still for a game that’s worth its salt the length seems to barely matter as I’ll remember how I enjoyed my time playing it, not how long.

That probably explains my past addictions to various MMORPGs over the past 5 years….

Just Cause 2: I’m The Bull in Panau’s China Shop.

June 16th, 2010 No comments

It’s been a while since I did a game review on this blog and there’s a very good reason for that. After spending a solid few months developing Geon (and subsequently relegating myself to rewrite it again) I fell hopelessly back into my old addict, World of Warcraft. The lure of defeating the nemesis that Warcraft 3 created in the Lich King was too tempting and I was soon caught up in the rough and tumble world of raiding once again. Still I found myself with less tolerance for some of the crap the game throws at you (although I admit most of it has been removed, thank heavens) so I’ve been dabbling with a few other games. Just Cause 2 happened by my way through several recommendations from friends so I ponied up the US$50 for the game and gave it a good slog over the past couple weeks. There’s a couple unique things about this game that got me hooked and one external thing that changed the game fundamentally for me.

The name has been subject to both ridicule and praise amongst the gaming community and rightly so. Whilst I think that the actual thrust of the name is supposed to be that you’re fighting for a just cause (although that’s questionable) it can also be taken as a light hearted stab at the core of the game: fucking around. Probably a more apt name for the name would be Grand Theft Democracy: Panau, but then again I’m not really in the business of making up game names now am I? ;)

Right off the bat the game is quite a looker. I caught myself on several occasions just flying around the island of Panau and checking out the scenery. You’re not left wanting for various methods to see the scenery either as nearly every form of transport is represented on the tiny island nation. The attention to detail also extends to the little things like the constant stream of explosions you’ll be setting off, and all the glorious debris that follow it.

The story itself is a little thin on the ground. You’re an Agency Agent named Rico Rodriguez (wait it gets better) who’s being sent to Panau to figure out why the island has severed all ties with the glorious USA and to hunt down one of your former colleagues who’s gone rogue. Nearly every character is some kind of overblown stereotype and realistically the game wouldn’t have suffered much if they replaced everything with just text boxes instead of in game videos. Not that I come seeking a deep story from an sandbox action game but the deliberate attempt to be completely cheesy and bordering on the racist, whilst amusing, became almost a chore to sit through towards the end.

Combat in Just Cause 2 is a ludicrous as it comes. The main objective of the game is to cause chaos by any means necessary which mostly means going around and blowing anything and everything up. For such a small island nation Panau seems to have an extremely healthy and incompetent military with fully armed helicopters, aircraft and land vehicles all laying about just waiting to be driven away. This leads to a game where you spend most of your time looking for somewhere to lay waste to or laying waste to something. Realistically though you’ll usually end up trying to find a helicopter with rockets on it as it’s the quickest way to blow up a whole mess of things and it provides you a quick getaway once the fuzz gets on the scene.

Now I’m not one to complain about a game that enables, nay encourages, you to unleash untold destruction on the world they’ve thrust you into. I’m known for being a complete ass in games that let you do this, leading to me spending many hours loading up a save game and wrecking havoc on the in game world. My better half has grown used to me cackling madly as I set up elaborate contraptions in games just to see the NPC crowd explode in a flurry of ragdoll physics and giblets. Still after a while I became bored with the whole untold destruction thing, opting more to try and do missions that would grant me more chaos so I could progress the damn story. To be honest I lasted about 7 hours before this got extremely tedious, so I started to look for other solutions.

You see it wasn’t too long after I got the game that someone put me onto this video of someone having some fun with multiple grappling hooks (yet another one of the games unique features). Intrigued I started hunting down the mod that he made reference to called Bolo Patch which, amongst many other things, enabled this multi grapple ability. Included in the usual money and upgrade hacks there was also the ability to change how much chaos you had, and I couldn’t resist setting it to its highest setting. Now many people will say I was missing the point of the whole game here but hear me out, I was completely and totally bored with what it had to offer. Really all I was after was some closure on the thin plot they had got me interested in and hopefully something different than blowing up yet another military installation.

Playing just the agency missions would see this game done in about 3 hours so you can see why they padded it out with the various faction missions as well as the traditional sandbox chicanery. That wouldn’t of been too bad except for the fact that many of the missions felt like I was doing the same thing just in a different area. Additionally there are whole parts of the game rendered completely moot, such as the black market dealer. Why would I bother buying something from him when realistically I was only 5 minutes away from having something infinitely better? I can’t tell you the number of missions were trivialized by just finding a helicopter and then raining hell from the skies or how every stronghold mission seemed to have a mounted gun that I could take with me for the whole ride.

In the end I turned on god mode and gave myself a fully upgraded rocket launcher with unlimited ammo and honestly the last few missions were a blast. There’s nothing more fun than juggling your enemy in the air with a relentless chain of RPG fire which every so often would land directly at my feet sending Rico flying skyward in a hilarious rag doll spin. There’s also some fun to be had with stacking 50 triggered explosives under your feet and doing the same, as you can actually throw yourself up so high that you can sky dive back down to the ground.

Would I recommend Just Cause 2? That depends, you really have to be a fan of sandbox type games to enjoy the things that this game provides. Whilst it does have its moments (and really some of them are just spectacular) the real meat of the game is just too much of the same thing and after a while you’re longing for something other than blowing up another village or fending off an endless horde of Panauian soldiers. The redeeming feature of Just Cause 2 are the stories you’ll tell with your friends, like that time you hijacked a plane, flew up to another plane, grapple hooked them together and then watched them collide as you parachuted back down to earth.

Rating: 6.5/10

Just Cause 2 is available right now for PlayStation 3, Xbox360 and PC right now for AU$99, $99 and $78 respectively. Game was played on hardest difficulty setting for the entire game, with the last 3 out of 10 hours game play spent cheating like there was no tomorrow.

OnLive Might Just Catch On.

June 2nd, 2010 No comments

Ah the cloud, it seems to be the catch all for any problem that you might have had with your computer since the day it was invented. Need your files wherever you go? Put it in the cloud! Want to sync your personal data across all your devices? Put it in the cloud! Does your hair not have enough body and lift? Get some better shampoo, since the cloud probably isn’t the answer to that one. Still there are some interesting ideas that just so happen to be cloud based and one of those, that I’ve covered a couple times previously, is OnLive. A curious service that aims to bring high end gaming to those on a budget, all for the low low cost of $14.95 per month (plus game costs).

Now whilst I haven’t been a huge fan of the idea I did muse that it had its place, albeit in a somewhat niche capacity which limited its appeal. Still this hasn’t stopped them from inking deals with big names like British Telecommunications to bring their product to a much wider audience. From what I’ve seen there’s still a significant amount of work required before they hit all the platforms they were talking about (computing appliances, like the iPad) and there’s still some issues they won’t be able to innovate away (input lag for instance). Given time and their obvious sway with investors I’m sure any problem that can be solved will be solved eventually, hopefully driving up the market adoption they’ll need to keep their heads above water.

There really hasn’t been that much said about OnLive in recent months, most because the initial trials have been done and now the only thing people are interested in is when they can give it a go. Turns out that might be sooner than we thought, thanks to this little tidbit of news:

Smart move by OnLive today. The controversial streaming game service is offering to waive the $14.95 monthly access fee for a full year (originally it was 3 months) for anyone who enthusiastically pre-registered early — many of you we suspect. It’s even tossing in a coupon for a free game when you register for the offer. The only catch seems to be the credit card required to complete registration as proof that you’re over 18. If you didn’t pre-register then tough luck, no offer for you. But at least you can take comfort in knowing that a small army of gamers will be taking the service to task unencumbered by membership fees. In other words, we’ll know right quickly if OnLive can live up to its “ultra high-performance” streaming gameplay on entry-level PCs and Macs.

I’d previously criticized OnLive for attempting to charge for their service from the get go, saying it would stifle adoption rates. Whilst this offer is really only valid for a very small subset of people (read: those who can actually get the darn service) it does mean there will be 25,000 people on the service in its early days functioning as free beta testers. The offer of a free game confirms this since that means everyone will have at least something to play on the service for their free 12 months. It will be interesting to see what the retention rates will be like after the initial 12 months, since I’m pretty sure that if OnLive isn’t up to par it will be dropped completely when they start asking for your credit card.

My assessment of OnLive being suited to “casual, city dwelling gamers” still seems to ring true 4 months on and when coupled with some recent developments I’m even more sure of it. Whilst I’m aghast to point to the iPad as a potential source of innovation (ugh I feel dirty already) the casual gamer, to whom the OnLive service would be highly appropriate, is in my opinion much more likely to have a device like the iPad. The reasoning behind this is simple, for most casual games they don’t need a high end machine and most casuals would rather use a device like an iPad or netbook since they’re cheaper and far more portable. The iPad is the more likely of the mostly thanks to the brand power that Apple commands and the fact that it has been marketed directly as a casual computing device. If you then also consider that those who are buying a product like that are more likely to have the disposable income required to pay for such a service then the iPad becomes a pretty powerful gaming device for those that like to game but don’t want to bother messing around with a full sized machine.

I really hadn’t considered this viewpoint until I came across a recent article about one of OnLive’s competitors, Gaikai, who was mentioned in the same breath as World of Warcraft running on the iPad. Now whilst that might just seem like a pointless waste of time (and in fact I can’t confirm that it actually works) its actually quite a smart move by Gaikai. You see of the 12 million-ish subscribers to World of Warcraft the vast majority of them would identify themselves as casual players¹. For them playing on an iPad would probably be quite preferable to sitting on the computer and the bonus would be that they could play all the other games they have on there as well. So whilst OnLive might still be a niche, they might just have had a huge gust of wind put in their sails by Apple.

For me personally I’ll probably never have a use for a service like this. I get far too much enjoyment out of building up a really good gaming rig and then putting it through its paces, savouring the moments when I can crank all the slider bars up to “EXTREME”. Still I’m beginning to realise that even though a market might not yet exist for something there’s the potential for someone to create it, and OnLive seems to be doing a good job of developing theirs. Time will tell if they have enough staying power to be the best and fend off their imitators, but that’s what capitalism is all about right? ;)

Now I wonder how long it will take them to release it in Australia…. I’m not going to hold my breath over that one.

¹ I tried to find a good source on this as I remember a survey being done some time ago showing the breakdown of play times and amount of content completed. From memory it was something on the order of 6% of players identifying as hardcore players and the rest identifying with something along the lines of casual, semi-casual or casual hardcore. Doing some quick numbers there are approximately 6100 guilds that have “finished” the current content patch (I.E. defeated the last boss in the current endgame encounter) which gives you about 153,000 players I’d consider “hardcore”, which is about 1.3% of the total population. That’s a wild guess though and should be taken as such.

My Trouble With Game Reviews.

April 16th, 2010 No comments

It’s been just on 5 months since I took it upon myself to start reviewing some of the more well known gaming titles and for the most part its been pretty enjoyable. Up until about a month ago I was able to play my way through an A list title every week or two and usually got the review out the following Monday morning. They’re great blog fodder as it’s something that I’ve been passionate about for many years and they’re probably some of the easiest writing I’ve ever done. Casting an eye back over them though I see that for the most part my reviews are overwhelmingly positive with no game scoring below an 8 out of 10 and most criticisms are forgiven rather quickly. After a while I began to hope for a really bad game to cross my path so I could slam it on my blog, just for something different.

After actually seeking a bad game out it all became clear why I’d rarely ever review one, I just can’t finish the bastards.

Take for instance Bayonetta. If you’re in the business of knowing about games you would’ve likely heard of it a long time ago as the new IP title from the famous Devil May Cry creator Hideki Kamiya which managed to achieve the coveted 40/40 score from Japanese gaming magazine Famitsu. I’d heard about it a long time before the first review came out and was intrigued by the buzz that was surrounding this little known game and ended up buying myself a copy about a week after it came out. After coming off a high of finishing Assassin’s Creed II I was ready, willing and able to sink my teeth into another blockbuster title. What followed however was a cheezy, hyper-sexualized game with an impossibly proportioned librarian nymph who’s battle suit is made from her own hair which she uses to smite angels. I’ve never been much of a fan of hack and slash games but I was willing to give the game a go considering its extremely glowing reviews but after about 4 hours of game play I just couldn’t really force myself to continue playing. Sure I wanted to get my monies worth (I just paid for the equivalent of 5 movie tickets for 4 hours of entertainment, geeze) but in the end Bayonetta sits next to my PS3 gathering dust, begging me to put it out of its misery.

That’s not the only example either. In fact the majority of games that I’ve come across recently have been rather sub par when compared to the first quarters releases. Here’s a list of the games I’ve tried to play and had to put down for one reason or another:

  • White Knight Chronicles: A game that haunted me for so long that nothing could stop me from buying the damn thing the second it was available. What I was greeted with when putting the disc into my PS3 was however a far cry from the image built up in my head. As it turns out WKC is a single player MMO with massive amounts of cut scenes (you don’t get to actually play the game for a good 30 mins) and all the fun of grinding and levelling. I should’ve cottoned on when they only released it for Japan initially but really when a game fails to grab me in the first couple of hours and the average playtime is about 25~30 hours I just lose all hope. This is probably why I’ve never really got into the Final Fantasy game series (apart from its horrible turn based combat system) and really if I’m going to grind any game I’m going to do it where I can chat to all my friends.
  • Tomb Raider: Underworld: I got this as part of the Eidos pack I purchased mainly to get Arkham Asylum. Since I played many of the older versions of this game I thought it would be nice to revisit the jump puzzle 3rd person shooter for a little bit of nostalgia and a refreshing change to my usual diet of A list titles. What I was met with however was a buggy game that crashed no less than 6 times in an hour and would randomly fail to render the screen, leaving me with a black nothingness to stare at until I could CTRL + ALT + DEL my way out of it. I couldn’t actually play this game for more than an hour because of this although I will admit their auto-save feature is top notch, rarely losing than a few minutes of progress. That’s not enough to gloss over the fact that crashing every 10 minutes or so makes the game completely unplayable.
  • Red Faction: Guerrilla: Yet another game I picked up in a pack that came with hearty recommendations from a few friends. The games core mechanic, pretty much everything is destructible, plays quite well and there’s infinite amounts of fun in smashing the crap out of a large building with just a sledge hammer. The real problem comes however when your FPS drops below 60 and the game’s engine freaks out and starts shovelling on a ton of input lag. Now I’m not a game developer, I don’t even play one on TV, but I know bad programming when I see it. The input lag became so bad that there was a definite 1 second delay between key presses and something happening on the screen. When you’re doing say a vehicle mission that is quite fast paced this makes the game annoyingly difficult for no reason whatsoever. Sure the problem went away when I lowered all my settings to nothing but realistically every other game I’ve played thus far as been done at max settings without having these problems. Couple that with the mediocre story and lack of eye candy I can only play this game in 1~2 hour bursts, and I’ve only done that about 3 times so far.

The end result of all this? I caved and restarted my World of Warcraft subscription. I was instantly hooked as things that used to take hours to get organised and completed now take less than 20 minutes and it seems my dreams of good loot raining from the sky have come true. Its so easy to get gratification that I instantly dropped any idea of powering through any of the 4 titles I mentioned in favour of spending some quality time with my little hunter avatar. I feel infinitely dirty for doing so, but it’s the good kind of dirty.

It really goes to show just how good the first couple months of this year was for us gamers and looking back over all my reviews I stand by all the scores I gave out. It’s disappointing to not be able to write a review of a good game every other week but when I just can’t bring myself to finish one it tells me that it’s probably not deserving of a review, even a bad one. I’ve got high hopes of writing another good review soon (Just Cause 2 is looking like a prime candidate) but until then I’m going to go wallow in my addiction to World of Warcraft once again.n

Format Transitions: The New Cash Cow.

March 24th, 2010 4 comments

Thanks to the engineer in me I’m somewhat of a hoarder. My wardrobe at home is littered with components of PCs gone by and hundreds of CDs that contain various drives and backups that I will probably never, ever end up looking at again. My garage is filled with all manner of junk that I’ve kept on the off chance that I might have a use for it some day in some weird project and every box of every product I’ve bought over the years if I ever want to sell them. It comes as no surprise then that I also have an extensive range of old video games around the place, from my goold old NES (which currently resides at my parent’s house) to my original Playstation games.

In all honesty I haven’t played any of them in quite a long time. Every 6 months when the big clean up and chuck out comes around I always look on them fondly, but none of them make the transition to the lounge room for a playthrough. The same could be said for the games folder on my PC which I’ve only ever deleted games from when space was getting critical (and thanks to my new 1TB drive for it, that won’t be for a while now). Still they remain there should I find myself in a situation like I did a couple years ago where I was without Internet for a week or so when moving house. Warcraft 3 and Freelancer are still my fallbacks during these times.

More recently it seems that many publishers are looking to cash in on our nostalgia. At the end of last year I picked up the Eidos pack (mostly for Batman and Tomb Raider… don’t judge me bro) and noticed that it included Deus Ex and Deus Ex 2. They were definitely a bonus as I tried to run the original from my massive game folder only to find it threw up some strange errors that my Google-Fu was unable to fix. Talking to a mate who had also bought the pack he said it worked without a problem and I saw him playing it a couple times over the next few days.

Getting past the fact that I got these titles for basically free (They’re $10 each on Steam by themselves) it still took me back that in essence I had paid again for a game that I already owned. My original install of the game refused to run properly under Windows 7 so I can understand that at least some effort went into reworking it but I wasn’t paying for the game per say, I was paying for the transition of format. The sour taste this left me with only got worse when I found a few people who had got the game to work without incident which in essence meant I had paid for a service I really could have performed myself.

Eidos aren’t the only one cashing in on fan nostalgia and format transitions. Nintendo has the virtual console which has a selection of games from many of Nintendo’s old systems as well as some of their former competitors (Sega being one of them). Sony brought out the PSOne Classics section of the Playstation store to do much the same thing, offering up a catalogue of games that can be played directly off the hard drive. That also opened up the option for those who purchased a second generation PS3 fat or any slim console to play old games that their hardware no longer supported. Microsoft, as far as I can tell, hasn’t got a service like this for the Xbox360 but since it can play nearly all the games (with 470 verified as supported) there’s probably not much of a market for it. Plus the Xbox hasn’t been around as long as any of Nintendo or Sony’s consoles, so there’s little for them to cash in on there. Still they’ve done well with their online marketplace, which is arguably the best out of the big 3′s offerings.

Still for someone like me who does actually have a rather large collection of old games the thought of paying for them again feels a little rough. I’ve got original PS1 games that still work in my PS3 that I’d love to be able to rip to the hard drive for those times when I might enjoy a 10 minute bash on something, but despite the fact that the technology is obviously there Sony will never let me do it. I’ll admit their service does provide something that is worthwhile (like when your originals are scratched to hell) but what about us long time fans who have massive backlogs that we’d love to play on our new consoles?

The primary argument from Sony et al is that most people buying new consoles are doing so to play new games, and I agree with that sentiment. The occaisions when I bust out an old game are few and far between, especially when I struggle to finish one game a week these days. Still asking long time fans (and let’s be honest here, these are the guys who are buying the old titles) to pony up again for games that they more than likely still have doesn’t do them any favours. I can understand that opening up such a service would present quite a few problems (how do you verify that the ripped game is playing on one console only?) but it’s still something I and many other fans would love to see.

Maybe I’m just spoiled since I’ve been doing it for a long time anyway…

Atkinson Down, R18+ Soon to be a Reality.

March 23rd, 2010 1 comment

Some days you just wake up to good news:

R18+ video games are a step closer to being allowed in Australia following the resignation of South Australian Attorney-General Michael Atkinson.

Mr Atkinson’s decision to leave the front bench means he will no longer be in a position to vote on changes to the country’s classification system, including the introduction of an R18+ rating for games.

The decision came after voters gave the Rann Government a kicking in last weekend’s state election. Mr Atkinson won his seat of Croydon comfortably but still suffered a 14.3 per cent swing against him, according to ABC reports.

Whilst a lot of gamers out there were hoping for an epic dethroning of Atkinson from his position by the Gamers 4 Croydon party who thrust themselves into the limelight on a single issue it was always far more likely that he’d walk away with a comfortable win. However you’d be forgiven for not expecting that Atkinson would step down after he was elected (I sure didn’t) but in retrospect its classic politics. Remember during the last federal election where there were rumours circulating that John Howard was planning to retire part way through his term if he was reelected. He had already lost the election thanks to his bungled Work Choices legislation but the notion that a vote for Howard was actually a vote for Costello didn’t win them any favours. Naturally if Atkinson had announced he would retire from the front bench before the election you can almost guarantee he wouldn’t of won his seat again, especially with the large swing against him regardless.

So with Atkinson out of the way and the next meeting of the attorney-generals in April it looks like we might see the introduction of a R18+ classification to Australia sometime in the near future. There’s still a lot of work to be done in this area (How can the games be displayed in retail stores? Will there be required ID checks? Etc.) however with none of the representatives agreeing with Atkinson’s stance it looks like a sure thing that the classification will be put through. Couple this with the fact that if Aktinson’s replacement does give R18+ the tick they’re almost guaranteed to be looked upon more favourably, to the tune of 3.7%.

That’s probably the biggest surprise of the election as Gamers 4 Croydon managed to grab a considerable percentage of the votes. Whilst they’re far from a single issue party their claim to fame was the push for a R18+ rating. Atkinson did his best to cut them off with crazed legislation like banning posters during the election campaign (the cheapest and one of the most effective ways for smaller parties to get noticed) but they still managed to make quite an impression on the people of South Australia. They’ve stated that they’ll be undergoing a transformation soon to ditch the direct association with gamers in their party name (as the issue will be pretty much settled in the coming months) but they will still carry on with the G4C tag. For all the work they’ve put into it I’m sure we’ll continue to hear from them for a long time to come and I hope they keep their progressive technological bent.

For what its worth I’m happy this thorn in my side will be disappearing soon. Whilst I was only marginally affected by the lack of a R18+ rating (Curse you Australian Left 4 Dead 2!) it was still something that needed to be rectified in order to make all entertainment mediums in Australia as equal as they should be. The next few months will see a flurry of activity to get this whole issue off the drawing board and into reality and it really couldn’t come any sooner.

Batman: Arkham Asylum, a Day in the Life of the Dark Knight.

March 22nd, 2010 No comments

Last year, whilst not a stellar year for games due to many delayed releases slipping into 2010, still had many great games towards the end of the year. I’ve played my way through most of them and for those who have been following my exploits over the past 6 months or so know the quality has been pretty high. Naturally after playing AAA title after AAA title my expectations for games have been set rather high and lesser games (namely Bayonetta and Supreme Commander 2) have been left sitting on the shelves waiting for their turn. After looking through my Steam list I remembered that I got Batman: Arkham Asylum as part of the Eidos pack when it was a mere $50 and on the advice of many of my friends I decided to give it a go.

Thankfully Arkham Asylum, whilst drawing on the rich background offered by the Batman IP, isn’t based off any of the Batman movies that have been released. This helps it avoid the usual filter the gaming community puts on movie based games (read: utter rubbish) and gave the developers a lot more creative freedom with developing the story and characters. Still every aspect that makes Batman who he is will be shown to the player at some point so that even dedicated Batman fans will find something in the game that appeals to them.

The story begins with Batman bringing in The Joker to Arham Asylum, a super prison dedicated to housing the myriad of Gotham’s super-villains. Whilst it’s somewhat disappointing that you can’t gallivant around Gotham city like the real Batman the game still does its best to make you feel like the caped crusader, a shining beacon of justice in an increasingly dark world.  Whilst I initially felt very detracted from Batman and his supporting characters after the first few hours of gameplay I found myself wanting to know more about all of them, hoping to gain some form of insight into the twisted minds of the characters laid out before me.

My first gripe about the game is that (during the first few hours before I became wholly engrossed in the story) the whole experience feels a little cheap. The graphics for instance aren’t terribly spectacular even when everything is cranked up to the max and the pre-rendered videos were done using the game engine. Whilst I can appreciate that this was done to keep the pace of the game and gloss over loading screens when you have pre-rendered movies and in-game sequences that look the same I start wondering why you bothered pre-rendering them at all. This is probably because the movies were rendered at a much lower screen resolution than my monitor (1680 x 1050), making them appear rather blocky. Additionally the in game dialogue sequences were often rather stilted with the characters barely moving and the faces showing little to no emotion. I know I’ve been spoiled with Mass Effect and Uncharted and it’s probably not fair to compare them, but that still didn’t take away that cheap feeling.

The most enjoyable part of Arkham Asylum is the combat. On first look it appears to be something of a hack ‘n’ slash adventure with a rapid succession of clicks able to take down a group of foes with little trouble. After a while though more and more variables are thrown in that force you to use other moves and combos in order to come out the other end successfully. Just when you think you’re unstoppable the game would throw yet another larger challenge at you, bringing you down a peg. It was this ramping up of the action that hooked me and kept me in my seat for the last 4 hours of the game, giving the bad guys of Arkham a good throttling. The only issue I had was counter moves not working most of the time, but I got around that by throwing Batman wildly all over the place to avoid having to use it.

On the flip side of this rough and tumble action game is a surprisingly well done stealth combat system. So whilst you could happily punch every foe into the ground there are some situations that will be a might be easier if you instead sneak your way around them and take them out quietly. The unlockable upgrades for Batman allow for many interesting ways to take out your opponents quietly, such as hanging upside down from a gargoyle and then swooping down and hanging them upside down by one leg. Since the days of of the Theif games few games have been able to do stealth right but Arkham Asylum gets it just right as it is both enjoyable and as thrilling as punching your way through the game.

Yet another interesting mechanic is that of the good old fashioned platformer. There are several occasions where the camera will become locked and you’re forced into a good old fashioned jump puzzle, with the added complication of avoiding detection by a giant madman with glowing eyes. This psyhcological thriller mini-game was one of my favourite frustrations of Arkham Asylum as it was just so far apart from the regular gameplay in terms of what you do and where you are.

Lastly you’re Batman the crack detective, following evidence and solving various puzzles to move the story along. I’ll admit a few of these had me stumped for a good while, reaching out to the Internet for answers. Still for the vast majority I was able to knock them down without too much hassle, giving me that warm fuzzy feeling that we all get when we conquer something without having to take the easy way out.

Overall Batman: Arkham Asylum was one of those games that was in my to-play list but I’d never really given a second thought to. It’s received wide spread critical acclaim and garnered enough talk amongst my friends to have cemented itself firmly as a must play amongst us all and after playing through it I can see why. It just oozes that classic Batman feel and the little extra bits like the character bios and interview tapes just help to draw you in that much more. The game wraps up beautifully and lends itself to a sequel without leaving too many loose ends, and I for one can’t wait to see what these guys come up with next.

Rating: 8.5/10

Batman: Arkham Asylum is available right now on the Xbox 360, PS3 and PC for $99, $99 and $49.99 respectively. Game was played on the second hardest difficulty setting with around 12 hours of gameplay and 65% completion on one playthrough.

Playstation Move: Technologically Cool.

March 15th, 2010 2 comments

Call me old fashioned but I’m still not convinced about the whole motion controller thing. Sure there are some games where its highly appropriate (light saber battles anyone?) but overall motion control always feels like a tacked on extra rather than an integral part of the game play. There are some good examples of it being used to augment game play, Heavy Rain being one of them, but for the majority of the games they get by quite well without adding any motion at all. This hasn’t stopped Sony and Microsoft collectively soiling their pants when the Wii was announced and went on to smash their respective consoles in sales (and indeed they were making money on each console instead of losing like they were).

And so here we are over 3 years after the release of the Nintendo Wii and Sony has finally announced the Playstation Move, an odd looking device with a technological cornucopia under its shell:

The PlayStation Move motion controller offers a motion-based, High Definition gaming experience unlike anything on the market. At the same time, SCE will also release the PlayStation Move sub-controller to be used along with the motion controller for intuitive navigation of in-game characters and objects.

The PlayStation Move platform, including the motion controller, sub-controller and PlayStation Eye camera, together with a strong line-up of software titles, will deliver an innovative and highly immersive experience on the PS3 system.

The combination of the PS3 system and PlayStation Eye camera detects the precise movement, angle and absolute position in 3D space of the PlayStation Move motion controller, allowing users to intuitively play a game as if they themselves are within the game.

Now this isn’t the first time we’ve seen this controller floating around the Internet. There’s been talk about this device since it was first unveiled in the middle of last year and prototypes were shown off at various games conferences towards the end of the year. Additionally the controller has been in the hands of developers for quite some time since there are already a few titles launching soon that are boasting Move capability, something which is not entirely easy to shoehorn into an existing project.

For an engineering geek though the real meat of this controller isn’t in what it provides to the gaming scene but the amazing amount of technology they’ve managed to cram into this little wand. Unlike the Wii before it there are 3 different types of motion detectors inside it and while that glowing orb on the top might look like an unnecessary decoration it actually serves quite an interesting purpose. To give you an idea of just how crammed with tech this thing is here’s a breakdown of what each bit does:

  • Accelerometer: Crack open a Wii controller and this is what you’ll find on the inside. In essence this senses acceleration in any direction of movement in a 3D world. Note that these things don’t tell you exactly where the controller is or how its oriented so whilst this is sufficient for most motion based games it’s starts to feel a bit lacking when you try to do motion control with more precision.
  • Angular Rate Sensor: In reality this is just a fancy name for a gyroscope which is capable of telling how the controller is tilted. This is something that the Wii controllers don’t have and when you’re playing something like say Mariokart it becomes obvious that the game is guessing on how far the controller is tilted. Having something like this in it lets you do precise motion control, rather than the motion interpretation that many of the Wii games do.
  • Magnetometer: This sensor gauges the controller’s orientation vs the Earth’s very own magnetic field. Primarily used to make sure that the other 2 motion sensors don’t get too far out of whack when you’re throwing yourself all over the living room it can still be used to track the controller’s motion through 3D space. There have been other motion controllers which used similar tech to achieve some pretty good results however I haven’t seen them hit the market yet.
  • That glowy orb thing: Astronomers and space buffs like myself will recognise this strange ornament on the top of the move controller as a Standard Candle. In essence when this orb is combined with the Playstation Eye camera  it acts as a sort of tape measure that tells you the distance between the controller and the camera itself. On the surface this wouldn’t seem to be too useful but there’s quite a lot of things you can do with this information and you have even more possibilities when say the orb disappears meaning the player has hidden it. So what initially looked like a rediculous way to tell who’s controller was who’s actually turned out to be yet another bit of their motion detection technology.

Of course since you have 2 hands they also have a sub controller that will be available for the Playstation Move. The first part I’m thankful for here is that it’s wireless as whilst the cord for the nun-chuck on the Wii wasn’t too bad it was a little bit of a pain, especially when it got caught on the edge of the coffee table. Additionally it contains all the motion detecting goodness (minus the ball) that the full controller contains, another thing that the Wii lacked. Unfortunately you won’t have a full party of 4 people using the Move + sub controller as it takes up a full controller “slot” on the Playstation 3, meaning you’ll either have 4 full remotes or 2 pairs of each. Annoying when the Wii lets all 4 have their own nun-chuck but I can see their point in doing so.

So is this thing going to be worth it? Looking at the list of the games that will get Move compatibility plus the upcoming releases I only see one game on there that I already own (LittleBigPlanet) and really it’s the only one I want to own that’s on that list. Sure you expect that the first generation of games using this are going to be fluff pieces that are somewhat rushed to demonstrate to everyone that yes, it does actually work but it’s still another US$100 that I’m going to have to fork over for yet another peripheral that’s not going to see a great amount of use. I’m sure my wife, who is unashamedly addicted to LittleBigPlanet and the cute sack-people within, will want one so her little avatars will be able to emulate her even more realistically but for the current generation of gamers I can’t see it taking off for at least another year.

Most of the big titles these days are cross platform and hence omit motion control simply because it can’t be guaranteed that a user has it. This hasn’t been helped by the fact that all 3 of the console giants are going about motion control in different ways and as such must have their control schemes written specifically for them (Xbox and PS3 are similar enough at least), something I know game developers aren’t keen to do. I can foresee a couple must have titles that will make use of the controller but that will probably only see 1 of them per serious gamer household. The Wii still reigns supreme as the multi player party console.

Still should this controller turn out to be as hackable as the Wiimote proved to be then I can see a healthy secondary market for these controllers. They apparently connect via Bluetooth but if they’re anything like the PS3 controllers (which again use Bluetooth) an interface driver will be a long way off for anyone interested in using them, as the controllers themselves took around 2 years before you could use them. To Sony’s credit though they did work right away if they were plugged in via USB.

So for the most part I’m excited about the Playstation Move not because it’s Sony’s motion controller answer to the Wii but because it’s actually something of a engineering marvel. Instead of just copying the Wiimote outright (which they did with the Sixaxis controllers) Sony made something that’s technologically superior in almost every way to the aging Wiimote. Time will tell if all this effort was worth it but in the mean time I’m content to sit back and just admire the innards of such a device in my own twisted engineering way.

Hey it’s not often I get good engineering porn in the world of games :P