Monday, 27 May 2013

Saints Row 2, inFamous 2, Alan Wake.


One of the most satisfying aspects of working through my pile of shame is the act of moving a completed game from the pile at the bottom of the bookshelf to join its fellow finished brethren where they sit nearer the top. Alternatively it’s a slightly hollow feeling to finish a game that was a digital download as there’s no physical movement of media that symbolises that I’m a step closer to achieving my goal.

But, all the same, I still know that I’m getting there, and having played through Saint’s Row 2 completely in co-op with my mate Pete I’m feeling good. Good, because we had a great time playing it; good, because it was a large game, and it’s always nice to get them completed; and good, because it means that there’s also only one digital download game, Outland, left in my pile of shame. After that it is physical games all the way, and another milestone passed.

Saints Row 2 is an open-world, sandbox game where you play as the head of a crime syndicate, your goal being to eliminate other gangs and take over the city. This is achieved through cartoonish violence and hilarious means. It was a great laugh, although at times frustrating, especially in the last few missions where we were really struggling. Then we worked out that Pete’s controller was broken and several of the buttons had stopped working, and this was why none of the helicopter weapons actually worked, making the assault helicopter final mission rather challenging to say the least. Still, I can’t wait to play through Saints Row the Third, albeit with a couple of fully functional controllers this time.

So after blasting our way through Saints Row 2, and laughing for most of it, I concentrated on a couple of solo games, starting with inFamous 2.

o join it'atisfying aspects of working my through my pile of shame is moving a completed game from the shame pile up the I liked the first inFamous game, it was a gritty new superhero tale set in a half destroyed city that was fun to play around in. It featured a truly rewarding progression of power unlocks and upgrades, and it also had a cool comic book style to its cutscenes.

Unfortunately the second game is pretty much just more of the same except that they changed the main character’s design and voice actor, and relegated the comic book cutscenes to only three or four instances. The city in this installment, New Marais, is bright, neon-filled, and gaudy in contrast to Empire City’s gloomy, post-apocalyptic ruin. It felt odd, like seeing a scruffy little dog that you love given a bath, tarted up with pink hair dye and a sparkly collar, and carried around in a stupid, expensive handbag.

The game was fun enough to play, I enjoyed the power-up progression again, but it felt like this was an extended expansion pack, and the things they changed weren’t necessarily for the better. Maybe something with a bit more scope is what’s needed, this one felt smaller and more enclosed than the last.

InFamous 2 again uses ‘the lightsaber principle’ to display your moral choices throughout the game. Choose to be good, and the electric missiles and grenades that fly from your fingers are a frosty blue colour. Choose to be bad, and those same projectiles are Vader red.

The inclusion of two new characters who act as the Angel and Devil on your shoulders drive home the already obvious mechanic of the players’ choice between good and evil without really offering up much in terms of narrative or emotional impact; they were both pretty annoying.

Almost as annoying as your literary agent and best friend Barry in ‘Alan Wake’, another game I finished off this week. I’ve a troubled history with this game having played through two thirds of it only to lose my save files when my Xbox deleted everything on my hard drive. It was frustrating having to play through most of this one again, but it’s a good, atmospheric action-horror game, if a little repetitive.

It’s also the game that likes to giveth, but loves to taketh away. I’ve never had my weapons and items removed from my character so many times in one game. It wasn’t even restricted to between level thievery, several times you lost everything mid-level and were left to fend off the darkness with only your eye-rolling exasperation at having been so completely hobbled once again.

The plot also suffered from being overcooked, with too many attempts to convince you that the story was a dream, a flashback, an imagining, a switcheroo, so much so that by the end I was thinking, ‘Well whatever the big reveal is will you just hurry up and get to it please, I’ve other games that need my attention and you’ve just about worn out your welcome.’

So at the end (Spoilers), after searching for his missing wife, who was swallowed by a lake, he dives into the lake to find her, stabs a ghost, and then he, like, lives in a ghost lake or something. His wife had been missing under the lake for a week, but now she’s been spat out. So she’s sat there sobbing on dry land, and he’s happily typing away under the water, like Spongebob. “It’s not a lake, it’s an ocean!” he declares. And then someone says ‘Wake up, Alan.’ And then Space Oddity plays.

So, yeah.

37 down, 13 to go.



Wednesday, 1 May 2013

(insert Call of Duty: Modern Warfare pun here)


Call of Duty: Modern Warfare 3 was a ridiculous experience. I’m not sure I’ve ever played a game as aggressively linear, and relentlessly noisy. Developers ‘Infinity Ward’ seem to believe that non-stop explosions and endless collapsing buildings equal an immersive experience. There was barely a moment to pause and absorb the atmosphere, no quiet lulls to allow you soak it all up before being bombarded once more by the deafening roar of American bravado.

Instead you are jostled from one falling landmark to another with little time to hear objectives or decide which route looks tactically advantageous. Once again it’s another case of run behind the guy with the big stupid FOLLOW over his head, shut up, don’t ask questions, and keep on shooting.

It would be nice to slowly fight your way through levels, to actually feel like you are taking territory from the enemy, rather than hurtling through blindly as bullets bounce off you and barely register. It was all so rushed, never more so than at the very beginning of the game when, after pressing the ‘Start New Campaign’ button, you are immediately awarded a trophy, just for having started the game!

There’s absolutely no immersion, nor time to even admire the fancy graphics. And the production and presentation are undeniably impressive, especially when compared to the recently played Homefront. The graphics are fantastic and the destruction, although mostly overpowering in its persistence, is well done and sounds great. But oddly the same can’t be said for the grenades. I’ve never played a game with such quiet and ineffective grenades. I’m not sure I killed a single enemy with one. But maybe that was just because by the time they exploded I’d already left the area, racing to catch up with the NPC I was supposed to be following because he’d already completed the level.

The levels are short, really short, almost like they had a meeting and said “What should happen in the new game?” and everyone jumped up and shouted out at the same time;

“A level where you infiltrate a submarine!”
“A level where you chase a tube train!”
“A level where the Eiffel Tower collapses!”
“A level where New York is all fucked up!”
“A level where you’re on a plane, and it’s the president’s plane, and there are terrorists, and then the plane starts to crash, and then you’re shooting the terrorists as you crash, and then you crash, and then you shoot dudes in the wreckage of the crash!!!!!! *pant pant pant*”

…and they just decided to do it all without any real care for rhyme or reason. One level was only eleven minutes long, which is probably about the length of time it took them to throw together the story for this thing. They just couldn’t wait to show you ‘The Next Big Moment’. I just couldn’t wait for it to end.


34 down, 16 to go.