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Tuesday, March 6, 2012

Dark Dildo Souls

Dildo Bat +15
As the year rolls along and a slight lull hits the gaming market, I’m still playing catch-up after the firestorm that was the holiday season.  After doing a plat run of Snake Eater, which unfortunately turned into more of a headache than it should have thanks to those stupid kerotans (arghhhh), I’ve been working my way through Dark Souls and Saints Row: The Third. These games couldn’t be any more different, but both are really quality titles that make me feel I’m getting my 60 bucks worth.

After San Andreas, Rockstar had a big decision to make on where to take the Grand Theft Auto series. They had a great sandbox franchise that was a solid mix of serious story and silly fun, but down which avenue to turn? GTA IV clearly went down the serious route and, while definitely amazing, a certain level of that over-the-top fun was lost. Saints Row looked to take that path less traveled and in Saints Row: The Third, the roof wasn’t just blown off. They turned the whole damn block into smithereens. And what’s left in the wake is one of the most stress free enjoyable games I’ve played in a long time.

Try to catch me now, bitchezz!!

Unlike most sandbox adventures that ask you to go from rags to riches, Saints Row starts you off with a lot at your disposal, and it only keeps piling on. With your customized character that can look like a serious gansta’, a hot Russian assassin, a monkey with a space helmet, or anywhere in between, you try to regroup your gang and strike back at the Morningstar, a coalition of stereotypes looking to take the Saints down a peg. Aside from the story missions, there are tons of collectables (drug palates, blow up dolls, etc.) and side missions that ask you do all sorts of crazy stuff like jump in front of moving cars for insurance fraud and ride around in a tank blowing stuff up. The humor is crass and lowbrow and usually unnecessarily violent. Needless to say, it’s hard to not love every minute of it.

The story is meh, obviously, but it never takes itself seriously, which is the right attitude to have. The game centers around what is fun, mainly big guns, bigger explosions, violence, carnage, sex, and everything else a twelve year old could want. And thankfully, there’s a twelve year old in every gamer that likes to be indulged every now and again. The action is fast and smooth and there are no points where the gameplay feels bogged down. SR3 is the very definition of a sandbox, leaving you truly free to just have fun and play.

You'll never take the mascot gang alive!

During a time were games are at a crossroads, the medium is trying to figure out how stick to its roots of fun gameplay, but at the same time compete with the movie biz and tell worthwhile stories. I definitely appreciate that the industry as a whole is trying to take itself more seriously, but then again it’s nice to have a game come along like SR3 that looks to be its stupid immature self and nothing else. It almost reminds me of times back in the day when my friends and I used to take turns playing GTA3 and just see who could get to 5 stars and last the longest. It was pointless but so much fun, full of “oh shit!” moments. SR3, for me, harkens back to those simpler times. And the inclusion of co-op too really helped put things over the top. If riding around blowing shit up naked before jumping from a plane and base landing in the middle of a gang operation won’t de-stress you, I don’t know what will.

And on the other side of the spectrum, Dark Souls is a game that stresses me the fuck out. I remember reading the reviews for it when it just came out and one line that stuck with me was something along the lines of how this game had a vision and didn’t compromise it to make it more accessible. I think that’s the best way to kind of sum up my 35 or so hours of experience thus far. Dark Souls is dark and miserable and unrelenting. But once you get past the intimidation factor, the satisfaction of conquering its challenges is sublime.

No problem, we got dis...

Moving away from Demon’s Souls level by level format, Dark Souls is a sprawling world and feels it. Every area has its own tone (and perils) and it’s rather clever how they are all connected. Every time I unlock a shortcut, there’s always an “ahhhh” moment, popping out somewhere I’ve previously been. The other changes, like the bonfires and covenants, all feel like an evolution of the original, leaving the best parts of Demon’s Souls, or the soul if you will, while bringing it to a new level.

The story is rather murky, like a lot of things in this game, but the narrative for Dark Souls feels more centered around you, the gamer. It’s a lot like a multiplayer game in that respect where the story isn’t about the characters or events but the experiences you have overcoming the challenges as they come. I think a really good example of this is towards the beginning of the game where you need to head up to a tower and ring the bell. The path is brutal, full tough bosses and unforeseen traps that make dying a common event. But whenever anyone playing the game finally makes it up there and rings the bell, you hear it in your game. You know someone out there made it. And so can you. So onward you muster. It’s really a powerful feeling in the end, and your story feels just as real and engrossing as any in other games. 

Lord, beer me strength!

What also adds to that feeling of satisfaction when progressing through the obstacles the game throws out at you is how nothing is really spelt out for you. Unless you go and try different tactics and search different rooms and talk to different NPCs at certain times, you’re likely to miss a lot of things. With the internet and beautiful things like wikis, these finer points like how to get certain items can be found with some research, but the complexity of all these elements makes the world feel so mysterious and overwhelming, adding to the sense of satisfaction when you succeed.

The online elements of things is also pretty interesting as well. I never really messed with online portion of Demon’s Souls, especially because it made getting world tendencies the way you wanted them a pain. In Dark Souls, however, the online characteristics of the game feel much less complicated and damn helpful with boss battles. Summoning some other players in the game to help conquer tougher sections really brings in a sense of community to the world, full of adventurers looking out for each other.

You cockblocker!

The other side of this coin, of course, is getting invaded by other players, which happened to me a bunch of times in the early portions of the game when I was still relearning how to play. My character really isn’t built for PVP and there wasn’t anything more frustrating that trying to survive the countless perils ahead only to have some dick phantom come out of nowhere and kick my ass. What sucked even more were instances where I was actually holding my own and about to beat one of these players, only to see them run into an enemy filled room and heal since heading after them would mean having to deal with all of the enemies. Some might consider it pussing out, but to avoid this now I just stay hallow mode unless I feel like I need some help with a boss.

Overall, I knew I would enjoy Dark Souls, I just didn’t think I would get sucked into it this much. I was unsure if I had a platinum run in me at first, but now I’m sure I won’t stop until it’s on my digital shelf. I don’t think it tops Skyrim in terms of my person game of the year for 2011, but it is definitely within the top 5 and worth a play for a gamer out there looking for a challenge.

Tuesday, February 7, 2012

Countless Hours I Want Back

This seems about right
A few weeks ago I recounted the 5 platinum trophies in my collection that are my favorites and would sit on the front of my shelf if they were…you know, real. They all either earned their spots because they demonstrated the completion of a difficult challenge or just stood as the pinnacle of a brilliant game. But that’s the fuzzy side of platinums. The truth is not every platinum is equal and some represent an exercise in patience if nothing else. It’s games like the following that have made me reconsider my gaming habits and vow to not waste my time with so many better options out there. Here are 5 platinums I earned but, looking back, we’re totally not worth the time commitment.


What's the point of this many characters when they all play the same??!!!
Dynasty Warriors 7 
Platinum Name: True Warrior of the 3 Kingdoms
More Apt Platinum Name: Shut-in of the 3 Kingdoms

I’ve made references to my nostalgic ties I had to the Dynasty Warriors series a few times before, all of which were definitely severed on the road to this platinum. The single player campaigns themselves aren’t too bad, and the conquest has its moments, but the sheer amount of garbage to swim through to get this trophy is just cruel. The combat feels repetitive just playing with one character, but after having to play with every one of the ten thousand in the game and maxing out their skill trees, I was fairly concerned that my square button was going to break from being mashed so constantly.

Despite the brain scraping grind fest it is to max out the skill trees though, maxing out your bond with every character sends things over the edge. Companions are pretty much worthless thanks to poor AI, so increasing your bond with them is incidental if anything. Sometimes characters will visit towns in which speaking to them will help, but their arrival is random and sometimes you have to just rely on luck, which blows when you’re waiting for one freaking guy to show up and I’m stuck talking to Lu Bei for the hundredth time.

Rank on the face-palm ‘o meter of shame: 7/10

Need more explosions!!!
Just Cause 2 
Platinum Name: Winner Take All
More Apt Platinum Name: Winner Blows A lot of Shit Up

I hate to bad mouth this game because it’s really great. To this day, there has yet to be a sandbox which rivals Just Cause 2 in sheer scope and, despite that, getting around is super easy thanks to the grappling hook and infinite parachutes. The story is lame and thankfully didn’t take itself seriously, and the combat is fun enough in the GTA sort of way. On the flip side, it's annoying having to find all the vehicles in such a large world and some of the combat trophies are a down right pain, but the Perfectionist trophy sends things over the top and plants Just Cause 2 on this list.

There are a lot of things that blow up in this game. A lot. And having to blow up 75% of them is a grind if there ever is one. I literally spent hours traversing the map, just trying to find things to blow up. Hours. And thanks to the previously mentioned scope of the game, it wasn’t always easy to find them. There isn’t exactly a glowing arrow floating over a gas tank that’s planted in the middle of a mountain range. I enjoyed Just Cause 2 but finishing that trophy just left a bad taste in my mouth.

Rank on the face-palm ‘o meter of shame: 4/10


Good luck getting in here, bub
Call Of Duty: World At War 
Platinum Name: Platinum
More Apt Platinum Name: Assfuck

I, like 10 billion other gamers out there, enjoy the occasional shooter and picked up World at World because it was going for dirt cheap online(being almost a year old by the point I played it) and the platinum requirements didn’t look too bad. And they weren’t. Until the last battle sequence on Veteran. I’m not sure if was “Downfall” or “Heart of the Reich,” but there is a section where you’re with your other bros storming the front of the government building, bullets flying around like they're going out of style. I don’t mean to sound whiny, but that section is simply unfair and poorly designed. If you’re going to only allow the player to take one or two shots before dying, you gotta design the boards around that mechanic. And that ending sequence wasn’t.

On a recent survey Dorkly did about the worst scenarios in video games, one of the ones that made the cut was the infernal “not realizing you’re fighting enemies that will respawn indefinitely and wasting all your health and ammo trying to finish them all off” convention, which is what happens at that point in the game. Enemies will keep pouring from an unseen spot and, unless you reach a certain point on the map, they will keep coming. That’s all fine and good, but when you can’t stick your head out of cover for two seconds without dying, things go from challenging to frustrating quickly. No matter how many Germans I gunned down, the next batch was right behind them preventing me from going forward without getting a face full of lead and it was more luck than anything else that I was able to get forward enough to stop the oncoming horde and make them spawn further back. But that was after several hours of screaming every four letter word at my TV. Nuns around the world wept.
 
Infinite spawning enemies is a stupid design choice(in my humble opinion) for this game and the veteran run feels like more of a grind than it has to be. To this day, the thought of World of War is synonymous in my mind with getting plowed from behind and shall remain so.

Rank on the face-palm ‘o meter of shame: 6/10


You and I will be seeing alot of each other...
Final Fantasy XIII  
Platinum Name: Ultimate Hero
More Apt Platinum Name: Ultimate Waste of Time
 
Although I’m sure there are a bunch of people in Japan that ate this game up with a spoon, I fall into the camp (as I’m sure most do) that felt Final Fantasy XIII was a colossal disappointment. With crap characters, an overly complicated story, and a path with less to explore than a paper bag, it was a pretty but ultimately a forgettable experience. Or, at least it would have been if hadn’t been for the Treasure Hunter trophy.
 
Since some weapons can only be obtained by upgrading a few which require super rare materials (I’m looking at you trapezohedrons) farming you will do. I spent days running back and forth farming Adamantaimais, my fingers crossed each time hoping the numbers favored my plight and, obviously, often they didn’t. I actually enjoyed the combat system, but repeating the same fight over and over again hoping for a rare drop sucked the little positives I had to say about the game. Screw this game and cash-in equal that followed.
 
And this is the same company that made Chrono Trigger. Chrono Trigger!!!


Rank on the face-palm ‘o meter of shame: 7/10


Fuck it! Destory the PKE! I DONT CARE ANYMOREEEE
Ghostbusters: The Video Game  
Platinum Name: Platinum Trophy 
More Apt Platinum Name: Poor Descriptions
 
While definitely not an AAA title by any means, I actually enjoyed the single player campaign. The proton beam mechanic is decent and the script, inked by Harold Remus himself, is generally funny and feels like it belongs in the Ghostbusters universe. It doesn't have the polish as a lot of games out there do in terms of design, especially this section towards the end fighting a bunch of stone cupids which kill you in one hit, but definitely a solid game and deserving of better than the hot pile of garbage Sanctum of Slime is. In the end though, any good feelings I had when thinking back to playing Ghostbusters: The Video Game are overshadowed by two large roadblocks which will go down as some of the most difficult bronze trophies out there:
Gozer’s Most Wanted & No Job Too Big.
 
Motherfuckers.
 
For "Gozer's Most Wanted", players need to "successfully complete every job in every location." The problem is that the word “successfully” is rather vague. The truth behind this abomination is that you have to satisfy what seems like quite random conditions in these jobs, since a lot of them are horde mode-ish. Combined with a very limited online community, getting people to play on the job you need on the map you need can take long enough, not to mention hoping you can satisfy the conditions to make the job “successful” in the first place isn’t a cake walk. There’s nothing more devastating than waiting twenty minutes for someone to join your game only to have things go poorly and having to wait again for another shot.
 
"No Job Too Big" isn’t bad at first glance either, just having to capture all the “most wanted” ghosts that randomly pop up during the multiplayer. The problem is that the appear rate behind some of these ghosts are a little non-existent rather than random, and I was literally left playing for hours upon hours just hoping the stupid ghost I needed would show up. And it would be one thing if the multiplayer was fun. It really isn't. But on I played with dreams of the sparkling trophy. I scoured the interwebz and followed everyone’s cockamaney theories on how to make these piles of ectoplasm appear when really it was just blind luck.
 
Mass hysteria. Dogs and cats living together.

Monday, January 30, 2012

Get Your Ass Back Into The Game

Anyone can assassinate a templar. Not everyone can do it with style!

After a short romp with Modern Warfare 3(which is definitely an enjoyable experience, for what it is), I’ve been helping Desmond and all his ancestors fight the Templars in Assassin’s Creed: Revelations. With 2 sequences to go, the end of their story is rapidly approaching, so I thought it would be a good moment to think back on the series as a whole. Goin down the CoD road Ubisoft has decided to churn out a game once a year, and the results have been somewhat mixed in my eyes. It’s been a great move sales wise, but the jump from iteration to iteration keeps getting smaller and the crossroad is fast approaching where the Creed will either stay in its borderline AAA status or fall off a notch to the nebulous grey middle area where series go to die.

The first Creed, thanks to some awesome marketing, really cemented the IP as one to keep an eye on even though the nuts and bolts of the gameplay didn’t live up to the hype. It was cool how they were able to keep the whole Animus stuff a secret until the game’s release, but the world created strikes me as a prime example of trying to do too much. It’s a cool premise, but gets buried under conspiracies and double crosses involving a bunch of dudes with hard to pronounce names. I appreciate the effort, but in this case, I really thought less could have been more.

I'm like a lock smith....for your mind!

The sandbox assignation gameplay was cool, but felt rather spare with limited ways to really go about offing your targets. When Assassin’s Creed II came along, it felt like this was the game that first should have been. The combat was still shallow and far too easy, but now the environment felt alive, ripe for an assassin to mess some noobs up. Each target had multiple ways to approach and try to dispatch and, while the story didn’t help much, Assassin’s Creed II was just fun to play.
Brotherhood seemed to come out of nowhere all too quickly, but it felt polished enough that it didn’t feel like cash in. The inclusion of recruiting and training your own assassins created the sense that you were really part of and building a faction. Although those individuals didn’t feel like they had a whole lot of personality to add to the mix, it really added a new layer of strategy to the gameplay.

The multiplayer (because everything needs to have multiplayer now apparently) was a cool take on the death match, having players try to sneak around a map in a crowd and off each other. It felt pretty awesome successfully sneaking up to a target and being able to off them without them seeing it coming, but I felt like the novelty died out fairly quickly. From their movements, it was easy to tell a player from an NPC and it really just came down to “do you think this player is after me or not?” I haven’t gotten around to playing the multiplayer in Revelations yet, but from what I have read/heard, it seems like a natural progression but not huge step forward for the component, like everything else in the series. I’ll probably still play it for a few hours before walking away though.

Run, biatch! I still gonna gets ya!

My playthrough of the rest of Revelations has been somewhat of a mixed bag. Even though it’s only been a year since playing Brotherhood, I felt extremely overwhelmed with the controls, each button having about 10000000 functions, depending on the context. There’s just too much to be woven into a sufficient tutorial. There were even a few times when I knew what I had to do (pickpocket, assign a thief to distract a guard, etc.) but had no idea how to do it, being forced to check the interwebz. And I’m an experience player! I can’t even imagine how someone might feel if they’re coming in fresh.

The story has been somewhat purged of the Desmond sections, which is a good thing because they really hurt the flow of the previous games. They’re still there though to tell some back story, now replaced with a weird first person section where you create blocks to advance in this weird computer thinger….yeah. It’s nice getting to hear about Desmond before all this Animus crap started, but feels like a little too late. The guy he appeared to be in the first game just doesn’t seem compatible with the version they’re trying to make now. Same goes for Altair. He was a douche in the first one. Now we’re supposed to think he’s noble?

Assassin's Creed: Douche's Resurgence

Complains aside, once I got passed the control learning curve again, I felt right at home. Fulfilling the condition to get 100% sync has been a bitch sometimes and caused some frustration, but overall, playing is as enjoyable as ever. The storyline with the sultan’s son is a bit of the series staple – a hazy conspiracy involving forgettable characters, but Ezio’s relationship with Sophia and getting the Masayf keys has been good enough to keep me engaged. That, and slowly taken control of the city by taking out dens and building a fortune.

Overall though, if it wasn’t for the knowledge that the ending will be a “revelation” and a conclusion of the Ezio storyline and hopefully shed some light on what happened to that Kristen Bell looking chick at the end of Brotherhood, I think I would be fairly disappointed with Revelations as a whole. The two big additions have been the “tower defense” mechanic which is completely optional (which is good, cause it sucks), and the bombs, which are interesting and helpful, but don’t really change much about how the game is played too much. If Brotherhood was Assassin’s Creed 2.5, Revelations is 2.7. There’s just nothing in it, besides the story, that couldn’t have been dlc.

They're attacking from the rooftops! You idiots!!

Thus, I feel like the series is at a crossroads. At the end of this year, Assassin’s Creed III is already slated for release and all signs point to an American revolution setting. It’s an interesting choice and will definitely provide some opportunities for new game elements, but if it turns into just jumping around with one of those triangular hats, I think I’m out for good.

Assassin’s Creed is a very solid series for this generation but, in my eyes, it’s losing its luster with iterations that take baby steps forward rather than leaps. The core of the game is stealth assassinations and it needs to go back to that element of it, giving the player more options to attack targets with and a more robust combat system that doesn’t feel like an after though. If Revelations has made anything clear, it’s that the formula is getting stale the series needs a kick in the ass to get it going again.
In an increasingly competitive market, Ubisoft needs to remind gamers why the Assassin’s Creed franchise is worth investing in with III. Otherwise, I wouldn’t be surprised if a lot of gamers out there, like me, will just feel saturated by it and move on.

Monday, January 23, 2012

Drake and the Dragonborn: My Winter Break

Man, can I pull off this afghan or what?
With winter break over and grad classes back in full swing, I will always look back fondly on the winter break of 2011 where I sat down to take a sledgehammer of awesome to my “to-play” pile and pound out the platinums for two Game of the Year nominee’s: Uncharted 3 and Skyrim. Going into it, I knew it was going to take a lot to unseat Portal 2 for my vote and, while all definitely superb games that solidify the video games industry’s curb stomp of quality over the movie biz, one definitely rose to the top.

From everything I heard before going into it, Uncharted 3 was said to tone down the over the top action a bit and hit all the other finer points of the series on the head. From my experience, this certainly was the case. Naughty Dog’s blockbuster did what summer movies want to do but did it better, telling the latest tale of Nathan Drake with some really great set piece moments and the patented humor the series is known for.

Up against some English chick named Marlowe who most likely fell to Sully’s charms back in the day and her sidekick who can apparently get shot in the head and walk away unscathed, Drake and crew race to discover the “Atlantis of the sands,” a city with equal amounts of treasure and fucked-up-shit. Joining the cast is a mate named Cutter, who’s gruff persona balances out the usual cast well. The banter between all of them was definitely my favorite part of the game and stands as a fine example, like the rest of the series, that really great writing can be a leg to stand on for a game. Even if the combat and platforming weren’t refined, I would have trudged through the game simply because I cared about all the characters and needed to know how it all turned out.

Above: Likeable as fuck.
But thankfully this isn’t the case as the game mechanics of Uncharted 3 are just as fine as the earlier installments. After a nice flashback section where you get to play as a young Drake, the man himself alternates between said platforming and gunfight sections as the plot rolls on. There was a bigger emphasis on hand-to-hand combat with the addition of a few strictly fisticuffs areas and, while satisfying, I didn’t feel like they really did much other than provide another wrinkle to the gameplay. It’s fun to smash a tuna on dude’s face, but felt ultimately unnecessary after the third time.

In terms of difficulty, there were definitely some annoying parts to get through in Crushing mode, especially the mini-gun fight on the cruise ship, but overall it’s all pretty manageable. I distinctly remember a much greater  challenge on the other two, but it’s not easy enough to put up a big stink about it. Uncharted is all about the characters, so an easier run didn’t bother me.
Along with a more robust online experience and co-op modes, Uncharted 3 feels like the pinnacle of Drake’s adventures, doing everything the series does, and doing it well. I still think I enjoyed Uncharted 2 more simply for the appreciation of the jump it was over 1(and the clown joke at the end), but 3 is just fine and dandy.

Amazing, but not enough to top Portal 2 in my eyes.

Someone order an extra large slice of awesome?
Then came Skyrim. The beast. With an estimated time to platinum said to be around 100-300 hours, I did it a cool 87 and loved every second of it. I played a little bit of Oblivion back in the day but never really got into it. With Skyrim however, for whatever reason, I was in from the first sword swing and started waking up with my fiancée at 6:30 in the morning when she got ready to go to work just so I could play. While there are some definite technical issues, the scope of what Bethesda created earns it a pass in my book and still feels like one of the most epic adventures of all time.

One of the things I appreciated the most about the game was the flexibility you’re given when creating a character. Rather being stuck with a class, you could explore other play styles without starting from scratch, building up skills with simple use. When the game started off, I was a warrior redguard who rocked a mace in one hand and some magic in the other. Later on, I slowly began to embrace light armor and bow skills, and felt like my character had simply evolved rather than changed “classes.” It’s a design choice to appreciate, especially in a game where there’s so much to do and multiple playthroughs would be a massive time-suck.

And in a time where these is so many other great games to play, it’s downright considerate, I would say.

You can play however you likeeeeeee
Immersion is the word that kept buzzing in my ears as I played, falling into my role as Dragonborn as I helped return the thieves guild to their former glory or got wasted with some dude who turns out to be a daedric god and havd to figure out what I did last night like Nordic version of “The Hangover.” Ever town has its own feel and practically every character has their own story to tell and become involved with. The world feels like the most complete one I ever experienced in a game and that accomplishment in itself is one that can’t be understated.

As it was widely reported though, Skyrim isn’t without its technical issues, especially on the PS3. Along with buggy quests (my poor cousin’s game will simply refuse to load the swindler’s den) and graphical glitches (hilarious backwards flying dragons), there is a tremendous lag issue that has rendered  a lot of players’ games unplayable when they passed the 10mb save file size. I sweated up a storm as my file slowly approached and passed the mark and, while noticeable, it thankfully wasn’t so bad that I couldn’t play. Turning off auto-saves really cut down on the issue and, while I did experience a handful of crashes, my experience wasn’t soiled too badly outside of chugging my way through Whiterun. I’m sure it would have gotten worse the further I played (by the time I got the plat, I probably did maybe half of all the available quests), but my trip through Skyrim was luckily smooth for the most part.

Textures? We don't need no stinkin' textures!
While I definitely get how pissed players must feel who didn’t fare as well as I did, there’s no denying the landmark in gaming Skyrim is. Just from browsing through the mods popping up on the PC front for it, it’s clear that this is a game people will be playing for a long time. And, for a single player experience, that’s certainly an accomplishment. While I loved each and every second of Portal 2, Skyrim is an experience I will never forget and made me feel part of a world like none other before it. That’s why, with a confident knock with my gaming gavel, I declare it as my personal Game of the Year of 2011. The only other game that might have given it a run which I didn’t get to play(yet) was Dark Souls, but looking back at my time with Demon’s Souls, I figure that it will be fun, but the difficulty willy trump the fond memories it will create.

Overall, bravo games industry. 2011 was one for the books in terms of quality. Now bring on 2012!

Uuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhh

Wednesday, December 14, 2011

5 Well Worth The Effort

What a platinum trophy should look like
After hours of stumbling around for Riddler trophies and manipulating my PS3 clock to get the stupid "Calendar Man" trophy, I earned the platinum for Arkam City, which turns out to be my 40th earned to date. Now while that's not very impressive when compared duck360 or Hakoom or other hardcore trophy hunters out there, I'm proud of the total considering none of them are freebee ones from the Hanna Montana game or similar crap you can finish in a day or two. But do I hold all of those blue glittery mounds of manliness I earned in the same light? Definitely not. Looking back, if I had an actual trophy case to display this trophies (sob), here's the 5, in no particular order, I would make sure to put in the front.


Dude, I just keep dying!
Demon's Souls
Platinum Name: Toughest Soul Trophy (aptly named)

I tackled Demon's Souls (also know as Demon Souls, Demon's Soul, and fuckshitcockballs) many months after its release, hesitant over the famed difficulty it boasted and waiting until the wiki was robust enough that any question I had could be answered. Some might see this as being cheap, but whatever, it's freaking Demon's Souls, chill your balls. While definitely hard, I actually found most of the levels fairly tolerable with some patience. Most of the challenges were more unforgiving than hard, in my opinion, which really prompted me to take my time with each area to insure I limited the amount of times I had to chuck my controller against the wall.

To gain enough boss souls to net the platinum, you need to play through the story about 3.5 times and, unlike 99.9% of games with a new game+ mode, things actually get harder when starting over with your character. I found several strategies I used against bosses suddenly ineffective and trying to get through level 5-1, the Defilement of my ass, became one of the darkest periods of my life. I cannot count the amount of times I got knocked off the cliff towards the end, forcing you start the board again. Never before had I ever gotten so close to rage quitting before in my life.

But after a shit-ton of hours and lots of frustration, I rose above like a nerd rising from the ashes of something nerdy! Now to just muster enough courage to start Dark Souls...


Merry Christmas, bitches! From the 1%!
Killzone 2
Platinum Name: War Hero (ballin!)

I like shooters, but would never consider myself a shooter guy per say because my tolerance for multiplayer is somewhat limited, which is basically the backbone of the FPS genre. Sure, it's fun mowing down kids and hearing everyone call each other gay and fag, but I feel like I would rather play something new rather than the same thing over and over and over again. Nonetheless, Killzone 2 was the first multiplayer mode since the N64 era that I ate up with a spoon. Combined with a very solid campaign, Killzone 2 hinted at the potential the franchise had before Killzone 3 dropped its turd on our face (ok, that was harsh, but it just wasn't as good).

The two biggest hurdles to this platinum are beating the game on the hardest difficulty and getting within the top 1% in the weekly leaderboards. The first was probably one of the most grueling hard runs I ever had to do. You needed to have you shit together because, if you to a second to scratch you face or respond to something happening in reality, prepare to suck some lead. The Helghast attack with poise and relentlessness and each board felt like you were just scrapping by (in a good way). The final knife battle was probably the only real frustrating part,needing more luck than skill to survive, but thanks to the checkpoint system, beating the campaign on the hardest difficulty was hard, but by no means unfair.

When I first saw the 1% trophy, I originally just decided on passing on this platinum. But after getting the hang of the multiplayer and seeing that I wasn't a slouch, I waited until I had a break from work and dedicated a week to playing Killzone and Killzone alone. All day. Like a BOSS! The hardest part wasn't netting alot of points, since I usually placed in the top 3 in kills every round, but playing...so...much...Killzone. Whenever I left the dark cave that was my basement to rejoin society, I would see that people would pass me by the boat load on the leaderboards so on I had to keep playing, even when it became more of a chore than fun. I decided to take a break on the weekend which ofcourse was a 1.5 XP weekend, so that plan went out the window fairly quickly for fear of falling out of the 1% and wasting all the hours committed. It was by far the most I ever played of a single game in such a small time period but, looking back, it was definitely worth it when I heard that chime on Sunday night.


Ohhh, it makes colorful holes.
 Portal 2
Platinum Name: Portal 2 Platinum Trophy (probably least clever thing in the game)

Portal 2's platinum wasn't that hard to get, but makes this list simply because it was one of the funnest plats to earn. I'm starting to just really get into the bulk of Skyrim and still have Uncharted 3 to play, but Portal 2 stands as my game to beat as of now still for game of the year. It was one of the few times I wasn't sick of a game by the time I finished up all the trophies, which definitely speaks to its quality and Valve's understanding that there's no need to be cheap by sucking time out of your life for no reason (ahem Arkam City).

The road to the trophy is fairly straight forward, asking you to beat the story and co-op campaigns for the bulk of the metal. While the story was a blast, I had suuuuuuch a good time playing through the co-op with my cousin, each of use putting our heads together to try and figure out how to proceed. What made it all so great was, while challenging, none of the puzzles felt beyond comprehending. And when we finally did figure out what to do, satisfaction followed the a ha's! and we walked away feeling smarter, which is a reward in itself.


Crotch targeting FTW
 Fallout 3
Platinum Name: Platinum Trophy (laaaame)

It took me some time (and some trophy motivation) to get into Fallout 3, despite the heaps of praise lopped onto it. After an unsuccessful romp with it on the PC, I finally found my stride with the game of the year edition on PS3 and never looked back. The sense of freedom is palpable and, from the moment you shoot out of your mom's vag in the vault, the world immerses you. New Vegas was a solid follow up (after the bugs were patched) but I still think I enjoyed Fallout 3 more simply for the newness factor and more apocalypse/less western feel.

Besides the "getting to level x with y alignment" trophies(which is easy to get around with multiple saves and a little heads-up) none of the trophies were annoying to get, which was refreshing. It's fun sometimes when trophies require you to change the way you play the game, but it's also somewhat relaxing knowing you can just play the freaking game and not have to worry about missing anything. Although I think Skyrim will eventually it's place as my favorite Bethesda game, Fallout 3 will always hold a soft spot in my heart. And ditto for its platinum.


Note to self: don't get caught smuggling
Bioshock
Platinum Name: PLATINUM TROPHY (I LUV CAPS)

Like Portal 2, Bioshock's plat finds its way into my top 5 simply because it's the shit and had no trophies that felt were an unnecessary time suck to get. Besides beating the game on the hardest difficulty, which is not easy but by no means a struggle, you can just enjoy the experience Rapture offers without having so sweat your balls off trying to do something idiotic that you wouldn't normally do that trophies sometimes like to require, like beat the whole thing with just the wrench while standing on one leg. Again, I appreciate when earning some trophies require you to step out of your comfort zone at times and think of new ways to attack challenges, but far too often I feel like developers simply just make things harder for difficulty sake. It would be one thing if I needed the ego boost, but I don't, let me just enjoy the freaking game. And when it's a game like Bioshock, there's alot to enjoy.

So there are my top 5 platinums. But like the Force, there's a light side...and a dark side. Coming soon: 5 platinums that suck and weren't worth it.

Wednesday, December 7, 2011

Holy Bunch of Side Quests, Batman!

What, you no like the boobs?

So as this stellar Q4 draws to the close, I'm desperately trying to play through all the AAA games sitting on my shelf. The last 4 weeks or so have been dedicated to Batman: Arkam City, the sequel to the pleasantly awesome Batman: Arkam Asylum. It does what every good sequel does, which is take what the first did and make it better. But does that make it the superior title in my mind? That, I'm not so sure.

With some time passing between the two games, Arkam City opens up with billionaire badass Bruce Wayne speaking against the creation of Arkam City, a city sized prison that somehow Hugo Strange got put in charge of. Dozens of leading baddies have taken up residence and using his cunning (random group of armed goons), Strange gets Bruce tossed in as well and the countdown to the mysterious protocol 10 commences. The opening sequence of freeing yourself and putting on your Batgear is a great intro to the game, and once you slip on the mask, you know it's go time.

Here comes the pain!

While a dying Joker acts as your main villain to topple, Rocksteady threw the kitchen sink at this one, with Penguin, the Riddler, Two Face, Mr. Freeze, and a bunch of others all coming into play. This kitchen sink approach both hurt and helped the game in my opinion. What I thought was cool about the first game was how it felt like a big deal when you came across one of these super villains with the asylum gone wild. They all had a purpose for being there and it felt like a big deal going toe to toe with them. With Arkam City, I just didn't get how they all came into play. The Arkam City felt more, well, like a city and all these dudes just happened to be there rather than being in prison. If all of these bad guys are so awesome, how did they end up there anyways? And with so many big names to share the spot light, it kind of diminished the wow factor facing them the first had.

On the flip side, the writing is so strong that all these characters really helped make the experience enjoyable. A lot of the interactions with the villains comes around the side quests in the game (which there are a lot of) and they all felt so unique and engaging that I found myself ignoring the main quest to complete them. It's a prime example of how to extend gameplay without compromising the integrity of the experience...which they then fucked up with those Riddler trophies, but I'll get to that later.

Arkam City is far more open than the asylum was and, despite the big no fly zone in the middle, getting around is super easy, especially once you get the grapple boost from doing all the AR missions (which suck balls). You don't have to find all the gadgets you had from the first one, so right away you feel like Batman, ready to mess noobs up the way Batman does. Through non-lethal methods, woohoo!

I got more punch than a 6th grade dance, brodda!

 The combat and predator aspects of the game have basically remained the same, which is a great thing. Chaining together moves while trying to avoid any sort of slowdown is still easy to learn but hard to master, and things start really get tricky when you're dealing with armored or shielded foes who you just can't pound. The predator segments \still require patience and a bit of strategy, and you can tackle both outside of the main game in the challenge rooms outside of the main quest, pushing you to rack up a certain amount of points or take out guys in a certain way to earn medals. In Arkam Asylum, I thought the combat challenges where the tougher of the two, but things seemed to a flipped in Arkam City. Some of the predator challenges are down right frustrating, and sometimes it takes just as much luck as skill since it feels like, while seemingly scripted, the enemy AI doesn't always react in the same ways to some traps you might set up.

And if these challenges aren't enough for ya, there are now campaigns that tie three of the challenges together and allow you attempt to get through them all with only 3 retries and "modifiers" which make them even harder, like "Hey, there are mines everywhere," and "I'm timing your ass, hurry!" Especially in the later ones, the modifiers really throw a wrench in the strategies you utilized earlier, forcing you to rethink things. These truly are a test of skill and I found these definitely way harder than completing the actual game.

And after tackling all these challanges and the main quest and side quests in the normal and new game plus mode, you're left with the Riddler to take down. Fucking Riddler...

Have some free time? Good, 'cause I'm gonna waste it.

The challenge maps and campaigns are now attributed to the Riddler, so when you die, you're rewarded with him telling you how you suck. Which will happen alot. And if you didn't hate him enough by this point, there's also all those pesky trophies he's left on the map to find. Over 400 to be specific. A lot of them require a certain gadget to get so you might have to simply tag it and go for it later when you have the right tool or in new game plus. Instead of finding maps which reveal their locations like in the first game, certain thugs will glow green indicating they're one of the Riddler's informants and if you knock out everyone around them, you can beat the crap out of them and make them squeal. This makes finding them a lot easier and the number of puzzles that forces you to align those stupid green question marks is far less than the first, which is nice. But I still think there are tooooo many trophies! 400+? C'mon! And even when you have the right gadget to get one, the method isn't always obvious, and it takes a lot of trial and error sometimes to get it right. There's nothing more frustrating than trying to hit a bunch of pressure points while not touching the ground for 10 minutes trying to get 1 trophy only to realize there are 300 more to go after that.

When you get enough, the Riddler will try to wave his metaphorical penis at you with a riddle and, when you solve it, you'll get the location of one of doctor's he's holding hostage, having to solve how to get to him/her through a series of traps the green prick has set up. These are challenging but thankfully fairly entertaining, requiring you to think outside the box sometimes.

In the end, I like the ideas behind the Riddler crap. Alot of the puzzles and riddles are clever and, if wasn't for the fact that there's 10000000 of them, I would be more into it. But, after all these hours played and still having 100+ trophies to get, I feel cheated. The Riddler breaks one of the fundamental rules of video games which is DON'T EXTEND A GAME WITH MEANINGLESS TASKS. Moving a steel ball through a maze with the REC gun was fun, but not after 15 times.

FUCASNDF;OWHNDFIOSHD.GKJBHWLGHV!!!!

 Overall, Arkam City is a AAA title to the core that, while having a ton of meaningless BS to get through (which won't be an issue if you're not a completionist) makes a strong case for Game of the Year. Like Dead Space 2, it does what the first did, but better. But, also like Dead Space 2 in my humble opinion, I preferred the original simply for the newness factor. But Arkam City still makes you feel like Batman. Batman, I say! Good enough. Let's go throw some smoke and stare at Catwoman's chest!

Two captions centered around boobs? Must be an off day.

Tuesday, November 15, 2011

Wingsticks in Your Face

See this? It's pretty much the flee's knees.
 Although I've been a gamer for as long as I can remember, I didn't venture into the PC side of things early enough to get to play Doom or Quake. However, I know enough to understand their impact on gaming so when id debuted Rage at E3 years ago, I was sure to pay attention. I think a lot of people were taken back by how amazing the game looked and how varied the combat felt. But when it finally hit stores, the reviews were good but not great, and the title seems to have been overshadowed by the metric tons of quality gaming being released this holiday season. I just finished my platnium run of it and, in the end, I think my opinion falls around where it's metacritic score landed it. It's not great, but it's good.

The story revolves around you, an unnamed protagonist who wakes up after society places him and a bunch of others in these things called arcs to jump start civilization after an asteroid hits. Things don't go as planned though when you find yourself in a wasteland covered with various bandit groups, mutants, and some group known as the Authority that appears to be bad, although you're never really given a reason why to hate them. After being rescued by a friendly bloke named Dan Hagar, you begin your fight against these antagonistic forces and try to bring some safety to the lands.

In other words, the story is pretty shitty.

Sorry you're not as interesting as me, bro.
 I wrote an article back in the day about the "silent protagonist" design choice and how it can be effective when used properly, Fallout being a good example. It can let you feel in the shoes of the character rather than just controlling some random dude. Alas, Rage doesn't really pull this off, as the lack of choices makes you feel like a dummy running around that fetches things for people and shoots things. It's a shame too because all of the other character you meet all feel unique and interesting, and you just happened to be the worst out of them. The fight against the authority feels flat too because the writing never really helps develop an anger or drive to top them, leading to the feeling that you're completing these quests because that's what the game wants you too rather than it has an impact on the world.  And to top it all off, the ending is probably one of the most anti-climatic ones I've ever gotten. It's safe to say that there isn't an ending, Rage just ends.

Graphically, Rage is a damn fine looking game. Rather than rendering each and ever object individually, using their new engine, id created what they call "megatextures" which are basically like giant blankets draped on the environments which help the game run at a smooth 60 fps regardless of how tense combat gets. While things might not look great super up close, running through the environments looks and feels great, helping to create a sense of immersion that's only shattered when you talk to people and realize you're just a shell. There is a bit of an issue of textures loading, with sharp turns being too quick for the engine to load what's in front of you, but I felt like I noticed it less and less as the game went on. Not really a hinderance.

We are so unpredictable!!
 There is a lot of attention paid to enemy AI, which is refreshing when compared to the other shooters on the market. Enemies will move about, take cover, and try to take you out with precision. No two battles feel alike and even the same battle, if you die and reload, feels fresh with the AI not moving about in set scripts or anything like that. Even the comments they shout to each other as their fighting you help them feel like characters, similar to the vibe Bioshock gave off. It's just a shame that you, once again, feel like the most shallow figure in the land.

The gameplay is a FPS at heart with some light RPG elements that I wish there were more of. Outside of a few armor and weapon enhancements, the main way Rage lets you vary your character is with ammo types, which really have the ability to turn the tide of any battle. With that and a few items like turrets, bots, and wingsticks (by far the most powerful and most useful weapon in the game), there are a few ways to play differently, but it doesn't go really beyond that. There are a handful of side missions and some mini games like kart racing and cards to play in town, but overall it just felt like it could have been more. The game feels like a FPS in an empty sandbox.

On the multiplayer side, you can kart race and battle which is fun at first but didn't really feel like my thing. There is also a spec ops mode of sorts called "Wasteland Legends" that lets you head through maps in the game with a partner while trying to clear out the area. I thought this was a lot more fun, but other than jumping into a quick match, there are no filters or anything to let you define the match you want to play. I had several times where I wanted to play thought a certain legend and had to wait 20+ minutes before someone joined my game. Frustrating to say the least. It's a fun distraction but nothing really more than that, unless you're the type that loves trying to climb leaderboards.

Let's kill these bitches.
Overall, I really liked Rage, but just felt like it could have been so much more. The story was crap but the gameplay and graphics really did enough to make the experience enjoyable. And I know id was trying to be different, but I think the multiplayer would have been so much better had they just done what everyone else is doing. With the different ammo and item types, death matches and capture the flag scenarios could have really been fun. I don't think it's Game of the Year material, especially this year, but I think Rage is definitely worth a try for any shooter fan.