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We were promised HD! Damn you, Capcom!!! |
So I've ignored you for awhile, my dear blog. The work for grad school has picked up and the fiancee and I are getting ready to move out next week, so time has been scant. But I haven't forgotten about you. Here's what you've missed over the past few weeks:
Resident Evil 4 fights with
Resident Evil 2 usually as my favorite in the series, so I was really eager to get another excuse to run through it again as Capcom released the HD version. Using the HD tag seemed more a formality though because besides the characters appearing upres'ed, there was little HD to be found. The environments looked the same as they did back in the day and Capcom didn't even have the energy to change the aspect ratio on the typewriter save screen, leaving it barely able to fit on a widescreen TV. But these are minor gripes when it comes down to it since it's hard to mess up a classic, HD or not, since everything else remains the same.
My initial shock when playing the game was having to relearn the controls again, which felt way more awkward then I remember. But after awhile, I got used to it again and in no time I was shooting out legs and suplexing locals to save ammo with the best of them. The action held up well over the years and I felt that good tense the whole time, always nervous about what was going to come around the next corner. The cheesy dialogue brought a smile to my face and, in the end, I really enjoyed re-living the biggest leap forward the series took once again. The design choices really opened up the combat while maintaining that frighting restrictive feel that the series and
Dead Space do so well. I played
Shadows of the Damned a few weeks before and thought they would feel the same, but the latter definitely gives you way more freedom with rolling and the ability to shoot while moving that I hadn't realized wasn't in
RE4.
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Do a barrel roll, Leon! |
I was a little disappointed in the lack of the platnium, thought, and that really demotivated me for going through the campaign again in hard mode and grinding through the mercenary mode again. I also picked up
Code Veronica, which was another game in the series I have fond memories of. But from what I've read online, it hasn't help up as well, so I've decided to let it sit on the digial shelf until I get hit a lull, which will probably be never at this rate.
After that, I kept the remakes going and played through both PSP God of War games,
Chains of Olympus and
Ghost of Sparta. The upres'ing from the PSP originals is pretty well done and, while they pale in comparison to
GoW III for obvious reasons, they held up well in terms of combat and the trophy lists were very generous. Both were made by Ready At Dawn studies rather than Santa Monica Studios, and it was interesting seeing how much they improved from the first game to the next, back to back.
Chains of Olympus felt solid but lacked enough polish that you could see that this wasn't made by the original studio. The combat is solid and everything you would expect from a
God of War game is there, but it just is missing that little umph, feeling more watered down that those on the consoles.
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I'm an F18, bra! |
Ghost of Sparta though really took things up a notch and I can see why some say its on par with
GoW III in terms of gameplay. There are so many new wrinkles not seen in the others, like the Sparta Arms, the town sequence, and the final battle that really showed Ready At Dawn came into their own with their second crack at it. The badass combat and epic nature of the series shines and, although I'll stick with
GoW III as my favorite,
Ghost of Sparta definitely stands tall as an example to why the series is what it is.
Rounding out the remakes, I played through
Ico, team ICO's first game. I got the collection mainly for
Shadows of the Colossus, but the game has the reputation as being a masterpiece in terms of story and atmosphere, so I figured I owed it to myself as a serious game to experience it. My impression after two playthroughs is a bit mixed. It definitely has a memorable atmosphere. That much I'll agree with. Like
Shadows of the Colossus, dialogue is sparse and the mood mostly dictates the story. You're able to piece together that Ico is locked in this castle to act as a sacrifice because of his horns when he meets Yorda, a mysterious girl who's being chased by these shadow thingers. You find out later that she's the daughter of the queen of the castle/shadow things and the two of you try and escape.
The controls aren't the most fluid, and there were tons of moments where I'm trying to do X but Ico does Y because he's an ass. Yorda doesn't help either since she's pretty useless and you have to drag her along through most of the game, and even that sometimes gets annoying because she'll stop walking sometimes and then that slows down Ico, so it feels like you're bobbing along more than running. She follows when called, but gets stuck on alot of environmental elements and when completing jumps and stuff like that, has to be in very specific spots and sometimes it takes the AI a few seconds to do.
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Ughhh, c'mon woman! |
The combat is pretty simple. Ico can use a piece of wood, or later on sword, club, or lightsaber (if your into that sort of thing) to beat the shadows back when they appear. He has a basic 3 hit combo that can ward off the shadows but gets tossed to the ground when hit once. That's when the shadows will try to drag Yorda down their blackhole of shadowiness and you need to scramble to you feet and yank her out in time or you get turned to stone medusa-style. It makes the combat sorta exciting, trying to get to her before it's too late, but it's basic at best, which is understandable since combat isn't the focus of the game.
The main focus of Ico is platform/puzzle solving and, while tricky at times, it's pretty straightforward for the most part. There is some backtracking involved which can get a little tricky since alot of the areas look alike, but the level design is fairly well done and it wasn't often that I was left scratching my head on where to go. However, once you know what you're doing, the game is very very short, capable of being beat in under 3 hours. I didn't love the game but was going for the plat anyways, but came up short with one gold that asks you to beat it under 2. Given the layouts of the save points, it's really tricky and you basically need to never mess up. I tried for the first 15 minutes and then got fed up and played normally, finished around 2 and a half. Freaking speed run!
Overall, I can see how different
Ico felt from alot of the games out around then, but it's one of those that are more an experience rather than a fun game. It came out in the same year as
Metal Gear Solid 2,
Final Fantasy X, and
GTA III, so there was alot for it get lost in the shuffle. I'm glad I played it, but really definitely think
Shadows of the Colossus dwarfs it in all categories.
On my multiplayer nights, I've been playing
Dead Island with my cousin and our friend, Dan, over the past few weeks. Basically playing like
Fallout with less guns, more melee, and zombies, we've been trecking along this tropical island beating dead things to a pulp. It was fun at first, doing all the random sidequests and exploring all the nooks and cranies available, but the novelty has started to wear off about 20 hours in. The story is pretty lame which really creates a disconnect and while the fighting is varied with the different weapons and mods, it feels like the same thing over and over again and it's starting to feel like a chore playing it. It's not a bad game by any stretch, but definitely a disappointment when you consider that reveal trailer that blew up all over the internet. I've watched it a few times since and it still has that same sense of desperation and beauty about it that caught enough attention that, from what I've read, the script adaption for Dead Island will follow that template rather than the games. We were promised a tragic story that would bring the grim reality of a zombie apocalypse to a breathtaking setting. What we got...
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Who do you Voodoo, bitch?! |