Showing posts with label God of War. Show all posts
Showing posts with label God of War. Show all posts

Monday, 4 February 2013

Rats live on no evil star.


All gamers have gaps in their gaming histories, those classic games or consoles that they never got around to playing for one reason or another. Most of us could probably name three or four games we’ve never played that are considered to be absolute stone cold classics by the gaming community at large.

There are a few in my pile of shame that I’m happy to admit fall into that category. Super Mario 64 and The Legend of Zelda: Ocarina of Time are both considered super, legendary classics. There was also God of War that I recently crossed of my list, having missed it for some reason when it first came out. But over the last week or so I have been tackling a game that I considered to be a big, round, gaping hole in my gaming history: Halo.

I never properly played Halo because I didn’t ever own an Xbox. I had a few goes of it way back when, but there weren’t too many people that I knew that owned them, so that limited my exposure. But now that they’ve released Halo: Anniversary I’ve had the chance to travel back in time and finally experience this legendary game.

In fact, the ability to time travel is one of Halo: Anniversary’s most intriguing features. The game has had a graphical overhaul to bring it into line with today’s standards, but with the simple press of the ‘Back’ button (appropriately), the game reverts to the original graphics that it featured when released in 2001. This makes for a fascinating glimpse into the past, and whenever I came across a visually interesting section I would switch back to the original graphics and play that way for a few minutes to experience it as originally intended. Of course, I always came back to the future to play using the current graphics as they were much more easy on the eye, but I appreciated the inclusion of this feature, and I think you’d get even more out of it if you’d played this back when it was first released.

Being a fan of shooters and sci-fi in general I’d been looking forward to this, and overall it was good fun in a tactics-free, blast-a-thon sort of way. Shoot, retreat, pop out again blasting, that was all you needed to know really. The graphics were colourful and fun, and I never tired of blowing up those annoying little Jawa type dudes. I did find that the sound levels were a bit off, the guns were massively loud, but the voices in the cutscenes were so low that I’d miss what was said for the first ten or fifteen seconds as I hunted around for the remote to turn it up. But it didn’t seem like there was really much that I missed, I got the gist of what was going on. Kill those things, follow the arrow on the screen. Repeat.

When a game’s been out for years you can’t go without hearing a lot about it, the talk of classic characters, favourite moments, and of course, the gripes. I’d heard a lot over the years about the dreaded level, ‘The Library’, with ‘annoying’ and ‘repetitive’ being the main complaints I’d heard. So when I finally came to play The Library I was surprised that I found it a tight, intense, and exciting level. I enjoyed the fight against the relentless enemies, even if their ranks contained one of gaming’s most annoying and overused enemy types, the big fat one that bursts into lots of annoying little ones. I couldn’t understand what everyone had been moaning about with this level. Did they not play the level just before this one, ‘Assault on the Control Room’? Fuck me, now there was a repetitive, annoying, and seemingly endless level. I hated that level so much that as I was playing it I was thinking to myself, “So this is that Library level they all bitch about, boy, they were right, this sucks!” But then it turned out it wasn’t even The Library. “How have I not heard about this particular piece of horrible level design?” I wondered as I played through Assault on the Control Room, “How bad is The Library going to be after this nightmare?”

So when I got to The Library for real I was pleasantly surprised. I played through it, got to the end of the level, watched another mumbly cut scene, and then started the next level. I ran down a hallway, through some doors, into some corridors, corridors that started to look a bit similar to, hold on, what’s through this door, isn’t this... the Control Room?

At this point the game announced that I needed to destroy three exhaust vents, or something. I dunno, I was too busy staring in disbelief at the TV as I was told that I was supposed to do this by retracing my steps back through the entirety of the aforementioned and hated level ‘Assault on the Control Room.’ Oh, goodo.

It was like some cruel trick. The level I was supposed to hate hadn’t been that bad, and now I was being forced to revisit the one that had irked me the most. Had I gotten it wrong? Had I been mishearing it all these years, like the person whose eBay listing I saw for “a Chester drawers”? Like that stupid, short, fat woman at work who did a PowerPoint presentation of upcoming events under the heading “What’s in stall?” Was I like those retards?

Possibly.

The rest of the game was then a retread of the early levels, done in reverse. How unbelievably lazy is that? It was the game design equivalent of a palindrome. They made half a game and then just flipped it for the second half. I was rather unimpressed.

Then to top it off there was the final level where you had to navigate the practically undriveable jeep thing down an obstacle course in a certain amount of time to make it to the escape pod. I appreciate a challenge, and the sense of accomplishment that comes with overcoming that challenge, but I really don’t appreciate it when game designers make something so frustratingly difficult that it’s not even fun. I’m pretty sure my neighbours didn’t appreciate the amount of loud swearing that this final level induced, either.

21 down, 29 to go.

Monday, 31 December 2012

Season's Greetings!


Achievements and trophies are like the doors of a Christmas advent calendar. You open them up as you progress towards your ultimate goal, the end of the game, that double door on the 24th with the big chocolate behind it.

Here, for your viewing pleasure, is a visual journey through the trophies and achievements for the games that I’ve completed thus far. These are what have been behind the double doors in my own year-long advent calendar:

1: Bulletstorm



2: Rage




3: Battlefield 3




4: Metal Gear Solid

As Metal Gear Solid has no trophy support here's a reminder of my terrible rating.


5: Assassin’s Creed: Revelations



6: Little Big Planet



7: Aliens Vs Predator



8: LA Noire



9: Driver: San Francisco



10: Dead Space 2



11: FIFA 12

As I didn't 'finish' the game, just played a season, there was of course no trophy stating that the game had been completed. So here's a picture of the virtual me that I created to use in the game. 




12: Mass Effect 3



13:Metal Gear Solid 2: Sons of Liberty



14: God of War



15: Metal Gear Solid 3: Snake Eater



16: SOCOM 4



17: Medal of Honor



Unfortunately I've been a bit too busy enjoying Christmas to get on with the task at hand, so nothing's been completed lately. Hopefully I'll get back on track once the silly season is over.

Happy New Year!

Thursday, 6 December 2012

Thank God (of War) for HD re-releases.


There’s always hesitation when approaching anything labelled as a ‘classic’ for the first time, whether it’s a movie, an album, or a video game. Will it live up to its famed status? Has it aged well?

When that classic has also undergone an HD facelift, it throws up an additional question. Will it still be good despite the tinkering? (I’m thinking of the terrible Star Wars Special Editions here.)

In the case of God of War I feel that I can safely answer “Very much so!” for all three questions.

I thoroughly enjoyed this, and I’m baffled as to how I missed it when it first came out. It does almost everything right. Fun, exciting combat, good progression of weapons and magical abilities, excellent level design, puzzles that are rewarding rather than frustrating, and a rousing score that carries you through the frantic hack and slash mayhem.

There were a couple of annoying bits, the last boss fight was a little cheap, and in the final third there’s a filler side trip to Hades that was full of infuriating platforming coupled with the game’s most annoying enemies, the dive-bombing Harpies. But that bit was short-lived and didn’t detract too much from the overall greatness of this game.

I’m very impressed with the work done by Bluepoint Games, who’ve overseen the HD updates for this game and the one that I’d completed previously, Metal Gear Solid 2. They’ve done a fantastic job with these titles. So, a tip of the hat to those fellows.

And one of the things I liked most about God of War was the score. It reminded me of many things. Sometimes in the midst of battle it urged me on with cues that sounded like they came from Lord of the Rings, in other dark and dingy moments it reminded me of an old Orbital tune. Every now and then there’d be a puzzle section without any combat, and in these pensive lulls the music reminded me of the moody synthesiser soundtrack to the movie The Warriors.

Considering that there’re a few classics in my pile I’m glad I started with one that has delivered. I can now approach those other famous moments in gaming history a little more optimistically than I had been previously.

But first, I’ll embark upon another odyssey with Bluepoint Games, in the form of Metal Gear Solid 3:Snake Eater.



14 down. 36 to go.