Game Concluded
A place for my thoughts on the games I'm playing to completion
Tuesday, 22 February 2011
Dead Space 2: Concluded
Monday, 21 February 2011
Dead Rising 2: Concluded
I get the distinct feeling whilst playing Dead Rising 2 that it's a game of two parts. One part player against zombies, the other player versus humans. If only the part against the humans was better, this game would be excellent.
The player plays the role of moto cross star Chuck Green and is tasked with rescuing the survivors (including his daughter) of a zombie apocalypse in
Fortune City itself is the perfect playground for Chuck to try out his maiming skills, with each and every section the player encounters (bar a few corridors and safe areas) packed to the gills with the undead - indeed Blue Castle are owed plenty of plaudits for their game engine, as rarely does the framerate drop even with (it seems) hundreds of zombies on screen at once. At first the amount of zombies can annoy but once the player begins levelling up, gaining stronger attacks and faster movement skills, the playground comes to life. Combining weapons is another feature, and soon the player is Propeller Hatting and Blambowing his way through the throngs. Using combo weapons not only allows the player to destroy more zombies, but also gives more XP points. The XP/levelling mechanic is one of the main pillars of the game and allows for quite a steep learning curve and the player hardly notices levelling up until they are a one man zombie destroye. This is definitely A Good Thing.
The marketing for the game wasn't great. I'm aware of a DLC title called DR2: Case Zero which was released before this game, and the main game was released without much fanfare. It's presentation is basic and sparse (using that font all japanese game devs use, I must find out its name), and as you'd expect the story and plot loses a bit in translation. The characters are widly over the top, but where the game tries to be funny it succeeds (mainly). The use of a trike and "female massager" stand out.
The game's structure is slightly confusing. The game allows the player time to deviate from the main story without ever explaining which is the more important task until it's too late. I had to restart my game because I didn't have enough time to complete one of the major story tasks - fair enough if I knew this was the case but it was sprung on me. Not good.
On to Chuck vs the humans. Scattered throughout Fortune City are a number of boss, or psychopath challenges. The story is that these survivors have lost it and gone mental, and Chuck has to kill them. The bosses take some time to take down, but it's not explained where this super human stamina from. Some of them are good, enjoyable even, however in the main they annoy as there are so many of them and the encounter often overlaps with another story part, or zombies get in the way.
So yes, despite its faults Dead Rising 2 is good, great even. I fancy playing through it again since you keep your XP levels for another run through. Should be fun.
Friday, 21 January 2011
Reboot
I'm still playing games, so I'll be updating a bit more regularly. Oh, and I hope you like the new look. It's a template!
Tuesday, 6 July 2010
Uncharted: Drakes Fortune: Concluded
Everything feels right in Uncharted, there are very few times that the game experience is ruined by a bug or poorly coded AI behaviour. I’ve done a bit of research into Naughty Dog’s impressive production techniques, well worth a read if you can dig them out – the proof is in the pudding and when such good production techniques yield such a good game, you know they’re doing things right.
If I was being overly critical I’d say the game is around a third too long; Naughty Dog could have ended the game before introducing the cave-dwelling monsters and I’d have been happy. Oh, and the very end of the game is amazingly frustrating – without spoiling it for the few that might not yet have played it, the end sequence takes the mechanics you’ve been using throughout the last 8 or 9 hours and pops them straight in the bin, to introduce a new way of doing things right before the game ends.
Uncharted is a real boys-own adventure game, it’s polished to a high standard and a great introduction to the franchise. Roll on Uncharted 2!
Thursday, 22 April 2010
PS3
Ghostbusters: Concluded
Ghostbusters fans have been harshly treated over the years. I have hazy recollections of an old plaform game (probably on the Amiga) disappointing me, but other than that Ghostbusters games have been thin on the ground. Zootfly released footage a few years ago that peaked attention, but that game appeared to die after the news broke that there was no official license. Shame as the footage looked excellent.
The PKE image capture mechanic feels very tacked on, as if someone in Production decided the game needs something else, so they throw in the equivalent of a digital camera and expect the player to photograph every ghost, even in the heat of battle.
Friday, 16 April 2010
The Path: Concluded
Rather unfairly, the player fails if they go straight to the house. The aim is to explore the forest away from the path, learning more about each character and the forest itself.
Audio cues and ghostly images populate the forest and give it a deeply unsettling atmosphere, giving The Path very much a feeling of the Blair Witch Project.
The presentation is consciously arty, a trick which can impress if used correctly but I'm not sure it works here. Art for arts sake? Maybe. The game would feel exactly the same were it to have a standard front end and in-game UI.
Now we come to completely unfair arbitrary death that the player will suffer many times. I still don't know how to avoid these (which seem to crop up with most forest encounters), however I understand that it's a mechanic to further the story. There's nothing worse in a game to fail and not know why, because it's impossible to learn from such encounters.
Is The Path important like Jason Rohr's work, Braid, or Ico? I don't have the answers, go ask Roger Ebert.