January 6, 2011

Silver Is Cybertron’s Brown

The last two Transformers movies were completely and utterly terrible. Like, seriously. So bad. I feel like it must be hard for people who care about Transformers right now. They’ve got such shit carrying the name that they love.

At least they have a decent game in the form of War for Cybertron.

Now, I’ll admit I didn’t get very far in this. It makes some strange decisions. For example, I was almost always hurting for ammunition the entire time I played. Enemies don’t drop more ammo or weapons, so you only get them from boxes around the environment. However, the area I was in looked so samey all around, it was easy to miss these boxes, and then I’d have no ammo for the next encounter. It also doesn’t really give you any indication of what your powers and such do. Granted, that is kind of refreshing. It just says “Yo, there’s no tutorial, so read the in-game manual to learn about shit” when you start a new game. But it’s a shooter. Why would I read about how to play a shooter? Still, there was all kinds of “powers” in the different multiplayer classes that the playable characters fell into that I didn’t really get.

Also, I just don’t really give a shit about Transformers.

I mean, I wanted to try the game, just because I’ve heard nothing but positive stuff about this game. I was wondering if that was just being shocked that a Transformers game could be good, or if it genuinely was something worth playing no matter what. I found it was mostly the former. There’s nothing wrong with what I played. It’s a completely competent first person shooter with seemingly everyone voiced by Spike Spiegel. It’s got co-op through the campaign, so that’s always a good way to increase the fun factor. Supposedly the multiplayer isn’t shit either. But yeah, I don’t know. I’ve played so many mediocre 3rd person shooters, and I just wasn’t feeling it. It wasn’t drawing me in with any style, you know?

But man, Transformers fans are probably still playing this and loving it. And good for them!

January 4, 2011

Knee Deep In This Puzzle Shit: The Patent Office Is Serious Business

Cara was over, and we were thinking about what to do. I mentioned that I had this Back to the Future game, and she was all, “Wait, I know what Back to the Future is! Let’s play that!” I booted it up and we played through it together.

Apparently it’s doing a damn good job of being true to the original series. Cara was constantly pointing out little gags and lore bits from the original movies that I didn’t know. It had been so long since I’d seen Back to the Future that I didn’t really have these points of reference, but it’s awesome that they were there to be excited about. I’m going to have to re-watch the trilogy before I play the second episode, I think.

Overall, though, I think the writing and such was pretty fantastic. Marty is not really a joke-cracking sort of protagonist like you get with Sam and Max or whatnot, but there was still plenty of humor throughout, and it seemed very true to the tone I remember from the movies. The fact that they let you pick a name for yourself in the past, and recorded dialog for all the options was a fantastic touch. Also, man, the sound-alike they got for Michael J. Fox is just doing a fantastic job. He is nearly perfect. That really helps.

The gameplay itself, though, is really easy. Maybe it’s because I just got done with Devil’s Playhouse, but the level of puzzle-solving in the episode was simple. I immediately knew what I had to do in almost every situation (The “finale” of the episode being the only exception). Of course, this is probably for the best. I did the driving, but Cara made a lot of the decisions, and besides the trickier puzzles, she figured most of it out, which is fantastic, seeing as she doesn’t have the “adventure game brain” you almost need to have for some of the more complicated “moon logic” stuff in these sorts of games. The property means this will probably be a very broad audience game, so it’s a good idea not to make it too tough. Still, I feel like the story stuff totally made it worth it. I don’t really play Telltale’s stuff for the puzzles, though if they’re fun, that’s an added bonus.

All in all, I am excited for the rest of the season! The episode was fun, and they seem like they have a good grasp of the property. Telltale really has their shit together at this point, and it shows.

January 3, 2011

Cue the Raphael the Raven Music… in a Loft!

Because really, anything with the word “Raven” in it is reason enough to cue Raphael the Raven’s music.

We continued our tradition of playing the board games I got on Christmas on New Year’s Eve, and busted open my copy of Castle Ravenloft. This game has the most giant box I have ever seen, and is supposedly filled with Dungeon-crawl-y goodness.

BUT WAS IT?
Hell yes it was.

The game is basically 4th Edition DnD Lite. Many parts are streamlined. For instance, everyone just has an AC, instead of many different defenses, and HP values for enemies are more in the 1 to 2 HP range. The basic combat, however, is DnD. You have a level 1 hero that you get to pick powers for, which are very close to the basic power choices in the Player’s Handbook. For example, my Fighter that I played still had Cleave as an at-will, which was very similar to how Cleave works in actual DnD, just without damage rolls. Enemies and traps and things were basically defeated quickly with a good strategy, or utterly destroyed the party. It was quick, tactical, and fun, and I felt like everyone enjoyed it a lot.
When we play DnD, one of the problems everyone has is how slow the combat moves. It’s hard to design encounters which are dynamic, interesting, difficult, and fair. Either everyone is a pushover, or you end up in a long, drawn-out slog fest where you’re beating against an enemy’s high HP, even though he doesn’t pose a lot of threat. This game basically didn’t have that: every fight was perfectly tuned because the designers knew what the possible party combinations were. It was difficult, but intense and fast-paced. It was just what my group wanted.

Other than the combat, you have a book of scenarios with different quests to do in the randomly generated dungeon. This is also something my friends like, so that’s a plus. Whenever you move to the edge of a tile, you “explore” and draw a new tile, putting a monster on it. Otherwise, you draw an “encounter” card, which could be a trap, a global effect, a sneak attack against your hero, or even something sort of positive sometimes. Some of those encounter cards are kind of a bitch, but they end up working really well.

Our initial outing was pretty screwed. Cara drew a “Spear Gauntlet” trap very early on, and we failed to disarm it several times. That thing is a total bitch, and it left us all hurting on HP. Spaeth was the Cleric, but he only had one use of Healing Word, and could otherwise only heal in 1 HP increments, which was useful, but since we had lost so much life, he couldn’t get us stabilized. We eventually went down to some fire-flinging skeletons.

Still, I cannot wait to play the game again. It really didn’t take that long to play, which is nice, and the gameplay was super-fun. I look forward to really figuring it out and seeing if we don’t do better next time!

January 2, 2011

Knee Deep In This Puzzle Shit: Very Stylish, Well Decorated Organs

Anyway, the end of The Devil’s Playhouse.

I think it takes a ton of guts to basically remove the tools you’ve been using for the whole season from the last episode. No Max, no psychic powers. No, the puzzles are designed as Sam vs Said Psychic Powers, which kind of works, in a way. It was a fun episode, certainly, but I don’t know if it was really the dramatic finale I wanted.

Basically, since guy who obviously wasn’t going to be the villain was, you didn’t really have any sort of tension. Hell, you don’t even have any sort of showdown. It’s simply all about dealing with Max’s insides in various ways. Sure, you get to use the Astral Projector again near the end, but it doesn’t really feel anywhere near as clever as the Tomb of Sammun-Mak, since that entire episode was designed around it. It’s much more straightforward.

The main issue was that I felt like I knew most of the things I was supposed to do, but not the order in which to do them. I immediately knew many solutions, but couldn’t enact them when I thought of them, and that left me more confused than I really should have been. Normally, things don’t go that way. I either immediately know what I need to get up to, or I have no clue, and go wandering about until I get some item that makes me go “a-HA!” Basically, knowing the solution but not knowing how to implement it creates frustrating situations. “I’ve figured this out! Let’s get on with it!”

Still, the main appeal of these games is the comedy and writing, and for the most part this episode was completely on par with that. I didn’t really have any issues, and I certainly enjoyed it. The pseudo-sad ending was played pretty well exactly how one would have wanted, which I could appreciate, and it wrapped it up nicely.

Yep, if you were to buy one season of Sam and Max, this is definitely the one. They improved their formula in so many ways, it’s hard not to be impressed. Plus, now that I had cleared that from my plate, I was free to play the first episode of Back to the Future. But I’ll talk about that another time.

December 31, 2010

He Does Have A Lair, I’ll Give Him That

Since I picked Mass Effect 2 as my game of the year, and there was a sale, I thought it would be a good time to go and try out some of the supposedly badass DLC for the game. Therefore, I bought the Lair of the Shadow Broker for 200 Microsoft funbucks, and gave that a spin.

It was pretty good?

I wanted this DLC because I wanted some closure, or at least the idea of progress, in the whole “I’m now sleeping with Garrus but Liara is kind of around and we haven’t addressed this” thing. I also wanted to kill a Shadow Broker. I was afraid that this whole DLC would focus on killing a Shadow Broker and shooting things, and not really give me any sort of relationship stuff.

Luckily, I was wrong.

Granted, things are still up in the air. But I got to directly address the fact that I’m sleeping with Garrus with Liara, and talk about feelings, and all that bullshit. That’s pretty cool, I think! For me, it ended in a “we both still care about each other, but shit, a lot of time has past, and we have to keep going in our own lives” kind of situation, which I feel is completely appropriate. There were also a few hugs. Aww.

It was also good just to get into the Mass Effect swing again. The combat is still really good, and the DLC had two fairly intense boss encounters. Of course, the last one, with the Shadow Broker, was kind of… eh. Mostly because I found it really easy to distract him with a drone and then wail away at his shields with Overload without him even turning around. I guess that’s the benefit of being one of the like 4 people who are playing an Engineer, huh? I’m sure that, without a drone, it would have been a bit more of a struggle.

There was also some nice variety with the mystery, the chase, and the climbing onto the ship. It did manage to mix it up quite a bit, which is excellent. It didn’t feel thrown together. It felt like a real part of the game, and that’s a nice thing to get from DLC of this nature, I think.

The only thing I would have liked to see more of is more dialog from Garrus about the whole relationship issue. I understand why there isn’t any, but there was specific dialog from Liara talking about how I was with Garrus, so I can hope, dammit! Still, what are you going to do, hm? Gotta save something for the third game.

Yeah… I liked this DLC. If you can go back in time and pick it up while it’s on sale, I do suggest it. It’s good stuff, and a nice ending chapter to the game. (I found it interesting that it talked about the state of the world being in the end game in the DLC… is that content different if you’re still in the middle of things? I don’t know.) Plus, I mean, the Mass Effect 2 combat is still a lot of fun, so that’s good too, especially if it’s been awhile since you’ve messed with it.

December 30, 2010

Knee Deep In This Puzzle Shit: Samulacra (Dogglegangers)

It only took months due to an obscure boot bug due to having multiple monitors, but I finally finished up Sam and Max: The Devil’s Playhouse. I felt I needed to before I could start on the Back to the Future games I just bought. So I finally played through and beat Beyond the Alley of the Dolls! How’d that go?

Pretty good!

It had been awhile, so I had sort of forgotten how well put together this season of Sam and Max was. It is really just amazingly polished, and they had kicked up the puzzle solving another notch. Max’s psychic powers really give the games the extra level of options needed to really make you have to think about some situations. It’s cool.

That said, there were several places where I got stumped in this episode. It’s kind of silly in that regard. You’d think I would immediately take the stance that I should mind-read everyone, but that wasn’t always obvious to me, and that held me up for awhile. Feel free to write that off as me being stupid, I suppose.

I was also not really all there for the premise of the episode. Yes, this is a game where stupid, crazy shit happens all the time, but the idea of a million Sam clones was never really ever explained in even a crazy way. An explanation was given that makes no sense, even within the whole style of the crazy world of Sam and Max, but it really click for me. In the end, it doesn’t matter, I suppose, but I’m just holding this season to a higher standard. Heh.

Still, while not one of the stronger episodes, this one was really entertaining. Once I got it working, I had a great time, and the whole Devil’s Playhouse season is a great chunk of gaming. I’ll talk about the last episode later, but, you know, feel free to pick it up and enjoy it if you haven’t yet for some reason.

December 29, 2010

Here Are Some 2010 Game Notable Mentions

Here’s some of the games I had to painfully prune to get my list down to 10. There aren’t in any order, but they are fantastic games.

League of Legends: Cut because it technically launched last year, I didn’t really get into it until this one. This is pretty well the best DotA game I’ve played. It’s tons of fun, has lots of fun characters, and is very accessible as a free to play game. The system of Champion rotation is really smart. Anyone can play this and have a good time, whether they want to spend money or not.

Cut the Rope: Probably the second best iOS game this year, Cut the Rope is really mainstream, but for a reason. It’s a ton of fun, and filled to the brim with puzzles that use the touchscreen to its greatest advantage. Plus, with them adding free sets of puzzles with the Cosmic Box and Holiday Gift, they’re making you continue to come back again and again. A fantastic game.

Super Mega Worm: Speaking of iOS games, Mega Worm is incredible. I never thought I would enjoy a “pure” arcade experience like Super Mega Worm, but they do such smart things with presentation and the leveling system that I just kept wanting to play more. It’s a fantastic game to play for a few minutes while waiting, and the screams of the people as they die never stops being hilarious.

Dead Rising 2: Case Zero: Compressing the “start all over with all your stats” mechanic of Dead Rising into a short, 1-2 hour game creates something downright magical. I haven’t played DR2 yet, but I feel pretty safe in saying that Case Zero is a much more fun experience. For $5, this is an amazing value, and I really enjoyed playing through it.

Monday Night Combat: Snoopy beat this because Snoopy was such a shock, but that doesn’t make Monday Night Combat any less of a fantastic multiplayer experience. Combining DotA with Team Fortress 2 was a genius decision, and they really make it work. Plus, you get an added “defense” mode for good measure. It’s a shame the tutorial doesn’t show you Crossfire mode, as I bet that turned some people off to the game. Still, it’s worth your time, and is about to come out on PC as well.

Well, enough looking back at 2010. Let’s look to the future. Or, I guess, to whatever bullshit I write about tomorrow. Yep.

December 28, 2010

Bandwagon-inspired GotY Top Ten List of 2010

All the everyone forever is starting to do their game of the year lists, so fuck it, I’m doing one too. I mean, I would have, eventually, either way, but the podcasts have put me in the mood of doing it today. So let’s see what my top 10 games of 2010 were, shall we?

10. DJ Hero 2: I loved the first DJ Hero, and this game basically fixed all the problems the first had, and added so much more. I wasn’t planning on buying it, but I’m so glad I did. For whatever reason, it gives me this enjoyment high other games simply don’t. It’s certainly not the most creative, or most polished, or most technically competent game of the year, but it’s my guilty pleasure of the year, and I love it a lot.

9. Snoopy Flying Ace: Purchased on a whim to play with Brer, this game’s multiplayer devoured my life for awhile. You’d never think this game would work, but it’s so polished and so much fun. Add to it that you can play split-screen online, and hey, you have one damn good game here. I’ve barely even played the single player, but I’ve sunk a lot of hours into this. It’s good times.

8. Deadly Premonition: If you want to talk about guilty pleasures, here’s one. Man, oh man, this game is amazing. I mean, it’s terrible, but it is also an experience I am so glad I had. There is so much raw creativity in this game. Francis York Morgan is one of the strongest characters of the year, and the game itself just must be seen to be believed. Somehow, despite all its problems, it works. It works so well.

7. Costume Quest: Double Fine doesn’t always nail it with their mechanics, but they know how to make a funny game with an incredible setting. Costume Quest is just that, but unlike Brutal Legend, which had mechanics that were hard to get over, Costume Quest’s simple combat never gets in the way. It’s not hard, but since the game is a short downloadable title, it doesn’t matter. If you care about Halloween, this is a game to play, though maybe wait until next October to give it a go, for the proper mood.

6. Dragon Quest 9: A classic-style game, but done with so much polish that you can’t help but completely fall in love with it. All the systems in this game are honed to perfection, and the story is constructed in a very interesting way, considering all the player characters are generated by you. It’s a shame America doesn’t get to use a lot of the cool functionality, but there’s still plenty there to make this a winner, and it certainly was to me. I’m glad I beat it.

5. Game Dev Story: By far my “iOS game of the year,” Game Dev Story is a very simple simulation, but the way it is presented is done so well that I haven’t met anyone whose life it hasn’t devoured for a few days after its discovery. It certainly did as such for me. A fantastic little game, well worth the price of admission. It simply would not let go of me, and that speaks to its awesomeness.

4. Battlefield: Bad Company 2: Forget CODBLOPS, Metal of Honor, and any other shooter. This is, by far, the best shooter of the year, in both single and multiplayer. Granted, the multiplayer is the key selling point, which brings just about the best objective-based play out there, on console or PC. But the characters in the single player are also fantastic, and shouldn’t be forgotten either. This is a mind-blowingly awesome package, and anyone who enjoys shooting dudes really should play it.

3. Lara Croft and the Guardian of Light: If you had told me that I would ever love a game starring Lara Croft as much as this game last year, I would have thought you were insane. However, this almost “reboot” of Lara in a completely co-op based puzzle shooter was just so fantastically done, I fell in love immediately. If you have a friend to play it with, there is no greater co-op experience that came out this year.

2. Metal Gear Solid: Peace Walker: Another game I wasn’t expecting to love, but did, there is no doubt in my mind that this is pretty well the best PSP game made so far. Peace Walker somehow manages to deal with the horrible control scheme of the PSP and create an incredibly awesome shooter that keeps all the key elements one would want from a Metal Gear game while also getting rid of all the headaches that a Metal Gear game brings. The story is silly, but doesn’t devour the game like MGS4, and the game has all the awesome gameplay of MGS4, and looks fantastic to boot. And even though I stand by my statement a second ago about Lara being the best co-op experience of the year, Peace Walker is a close second if you have some buddies. If you have a PSP, this is a game you must own.

1. Mass Effect 2: Because it came out so early in the year, I nearly forgot this game. Luckily, I was reminded. Mass Effect 2 completely deserves to be Game of the Year. Not only are the characters in your team in the game completely fleshed out and interesting, the game goes to great lengths to make your decisions in the previous game, and this one, matter. You really feel like you’re making a difference in the game. On top of that, the revised combat system is fantastic, and turns the series into one of the most fun third-person shooters out there. Even if you haven’t played the first (though you’ll get more out of it if you do) you really should play through Mass Effect 2 if you have any love of sci fi games at all. Bioware has done great things here.

That’s it! Tomorrow I’m going to look at some Honorable Mentions which were on my list before I had to make some cuts down to 10, because why not? I can do that. It’s my blog.

Feel free to tell me my list is wrong, but I’m pretty happy with it. For me, these are the games of the year.

December 27, 2010

Spider: He Is Our Hero

MUST! STOP!

Instead of sleeping on Christmas Eve, I instead finished playing through Spider: The Secret of Bryce Manor. This is one of those iPhone games I had heard a lot about, but never picked up. Then it went on sale, and I did that picking up. I then felt stupid for waiting.

Spider is clearly one of the best games on the platform right now. The game does so many things right, I couldn’t imagine anyone not having a good time.

First and foremost, the game controls perfectly. There are so many good games that don’t know how to do the controls on the touchscreen of an iOS device, but Spider completely and utterly knows the score. Never are you making a move you don’t mean. You are constantly in control. You swipe to jump in a direction, hold to walk towards where you’re holding, and tap the Spider to anchor your silk. It simply works. It’s great. Plus, the jump is incredibly satisfying. You feel like a total badass, leaping around the levels.

Basically, you have a limited amount of silk, that’s recharged from eating bugs. Making any polygon out of web strands creates web that traps most bugs. Some just hover in a place, some move around in a pattern, and some can be manipulated by jumping around or interacting with the environment. For example, there are several levels where you can activate light bulbs to attract moths. It’s really simple gameplay, but the game uses it so well. You’re always in places that make you have to rethink your strategies, and they slowly dole out the more complex bugs as you go along, so you’re always learning how to deal with new ones. It works really well.

Other than the gameplay, the game does a fantastic job of making itself atmospheric. You’re just a Spider, sure, but you, as the player, are using this spider to search Bryce Manor. There’s all kinds of photographs and secrets you can find in order to help you kind of sleuth out who lived in this place and what happened to them. While the ultimate fate of such was not surprising to me in the least, the feel of the space I was in still won me over, overall. The art was very distinctive, and felt like a real place, for the most part. (Sometimes, the game will put things in the background to make you have more web-slinging challenge, which is a bit game-y, but that didn’t really detract for me.)

I got it on sale for a dollar, but I totally would have been happy with the $2.99 it normally goes for. If you play games on your iDevice at all, you really should pick it up and play it. The story mode won’t take you all that long, though it is broken up into easily-digestible levels to make it perfect to pick up and play for a minute or two. Still, those levels are fantastic, and there are many challenge modes I haven’t tried, if you want to go in and attempt to get every bit of value out of your purchase. It’s a great game, and probably the most wonderful surprise I’ve gotten in my iPod gaming since Hook Champ. Go get it.

December 26, 2010

Justifying Steam Sales: Bunnyfight

Every so often, there comes a game that makes me go, “Man, this game is too furry for me.” This will kind of creep me out, as, you know, I’m pretty furry myself. I own Furoticon cards, for fuck’s sake. Still, there’s just something about Lugaru HD that makes me wonder about the people who made it. I can’t wrap my head around it.

I mean, there are several things that Lugaru does decently enough. I mean, it’s a completely functional game. I could never fucking do that. It’s also a game that’s trying to simulate fairly interesting hand-to-hand combat. I mean, something like your Gods of War doesn’t really actually attempt to have realistic combat, where you have to parry and so on. Lugaru does to some extent, in that you can sneak up and get the jump on dudes, and you have to sweep the leg and keep them stunned and stuff while you punch at them.

Of course, though, you’re a bunny, so you can do crazy-high jumps, run around on all fours, and pounce on people as well.

I guess that’s the part I don’t completely “get.” There’s nothing particularly rabbit-like about the mechanics, except the jumping high thing. The graphics are kind of late PS1 sort of era stuff, so it’s not really an artistic style decision. It makes me feel like, from the beginning, someone said “I am going to make a game starring anthro bunnies!” and then figured out some mechanics from there. This, plus the heavy dialog at the beginning of the game, is what makes me feel like the game is “too furry.” I mean, more power to this little indie team that made this game. Again, this is way more impressive than any bullshit I’VE ever made. The game works, and has a decent combat system. But it just feels like it was designed, from the ground up, to be a “furry” game, and doesn’t seem to take the time to justify it. There’s nothing wrong with that, but I just feel like I need something more. Maybe if the rabbits actually looked cute or badass or something, that would be all the justification I needed. I’m not sure.

Anyway, it’s not like I played it a long time. This is mostly a reaction. I received it from the Humble Bundle for free, because they were being stupid nice, and I gave it a go. It’s not the kind of combat that I get into, and the whole thing just left me feeling confused.

And now I’ve told you about it, I suppose.

What a strange game.