the first dozen hours: Etrian Odyssey 4

I’ve had my 3DS for a few weeks now, and I must say I’ve been pretty happy with the experience overall – even if the 3D does weird things to my eyes after a while.  The Streetpass feature is pretty neat.  I think I’ve mentioned that I don’t often see people using 3DSs on the subway, but clearly people are bringing them along in their bags or something, because almost every day I pick up 3 or 4 Tags, which is neat.

The game I’ve spent the most time with thus far comes as a big surprise (to me, at least) is Etrian Odyssey 4, which I’ve been playing rather obsessively for the last week or so.   I’d figured, since I’d had such a disappointing experience with Ni No Kuni, that I’d lost interest in JRPGs; but as it turns out, all I need was a breath of fresh air and a completely different context.

EO4 is a radically different experience from pretty much every other RPG I’ve ever played, even if it feels bewitchingly familiar.  It’s a first-person grid-based dungeon crawler (similar to something like Legend of Grimrock), with a turn-based random encounter battle system (much like, well, most old-school JRPGs) – but the key difference is that it also features a map-making system that encourages you to be as detailed as possible.  This comes in handy, as you might imagine, since you’ll frequently go through each maze more than once, and things that you might’ve noticed as odd or significant may end up being important on a 2nd visit.

The game also does a terrific job of making grinding as hassle-free as possible, which is something that I very much appreciate.  For one thing, you can create auto-pilot routes through each maze, which speeds things along quite nicely; for another, you can choose to auto-pilot your way through each random encounter, which makes going through easy enemies much quicker and doesn’t deplete your TP reserves (TP being what you use to activate special skills in battle).

The battles that you do choose to pay attention to, though, are a lot of fun to engage in.  It’s not just mindless button presses – that’s what the auto-pilot mode is for, after all.  Tougher enemies require strategic planning, and the variety of skills you can use mean there’s lots of different tactics you can employ.

The graphics are a little weird, I suppose.  The 3D screen makes battles look like active dioramas, with detailed monsters bobbing and weaving against rather dreary backgrounds.  Indeed, the actual 3D mazes you explore are surprisingly drab and ugly as compared to the rather crisp 2D character drawings; I’m not sure if the art style is meant to be consistent with earlier titles in the franchise (as I’ve never played them) but as an EO neophyte I’m not particularly impressed.  Still, I’m not staying with this game for the graphics.

Nor am I sticking with it for the story, although that may very well be because the story is just now – after a dozen hours of playtime – coming into focus.   In the early going, I was simply assembling my crew to go out on little missions for the local town – and that was enough, frankly.  Now – in the dungeon I literally just discovered about an hour ago – there seem to be larger, world-shaking forces at work, and I suppose I’ll need to save the world somewhere down the line.

One word of caution, in case you read this and decide to check it out – the game doesn’t explain itself particularly well in the beginning.  The very first thing you do is assemble a crew as part of a guild, and the types of crewmember are not necessarily self-explanatory.  (For example, the main melee fighter in your party is called a Landsknecht.  This is, in fact, a real thing, but I had to look it up on Wikipedia.)  Once you finish building your guild, you’ll find yourself in another set of menus – which is actually how you interact with the town.  The menus are a bit obtuse at first, but you get used to them with time.

I’d heard that one of the trademarks of this franchise is its punishing difficulty, which is why I’m grateful that there’s a “Casual” mode – which is still plenty difficult, mind you.  You can’t save mid-labyrinth without going back to town and then re-tracing your steps, which is a drag – especially as you have a limited inventory and it gets full very quickly.  (As a matter of fact, I’m about to go up against a boss, and I’m probably not going to make it – I never had a chance to go back to town, and my party has almost no TP left, and I could very much use some refreshment.)

In any event, I’m really enjoying my experience, and I’d highly recommend it if you’re in the mood for this sort of thing.

weekend recap: all tombs raided

Finished Tomb Raider.  Currently at around 93% completion, and I’m not sure I give a shit about finding the last few things there are to find.  Lara is fully leveled up, as are her weapons (not that there are that many people to fight), and the stuff that’s left (mostly GPS caches) doesn’t have much of a payoff.  Usually when I finish one of these kinds of action/adventure games, I feel compelled to go back and replay one of my favorite levels, if only to really take in the scenery and find all the hidden stuff without the pressure of combat.  But you can’t really do that in this edition of Tomb Raider, as there aren’t really any levels to speak of.  There are certainly different geographic locations on the island, but it’s not quite the same thing.

I think, overall, that it’s a very good game; that the developer’s intentions were clear, and that they were largely successful in achieving what they set out to achieve.  But it’s not perfect; there’s still too much killing (and, let me tell you – for a girl who starts out hesitant and apologetic to kill a deer in order to survive, she ends up kneecapping dudes with pickaxes and spearing dudes in the throat with arrows), and the whole 2nd act is basically one long chase sequence where everything is on fire.

There’s also something else that troubles me a little bit, though it’s a bit more subtle; they go through great lengths to make Lara Croft a real, relatable human being this time around, someone grounded in reality (even if she has an incredibly high tolerance for pain).  But without getting too spoilery, the mystery of the island is, in fact, something supernatural.  I was actually hoping for some scientific, grounded-in-reality explanation to what was going on, being that everything else was meant to evoke a real-world feeling.  The ending isn’t necessarily disappointing, but it did feel a bit… hokey.

I’d also add that some of the systems they introduce in the beginning feel unnecessary and undeveloped – like the whole survivalist thing, about needing to hunt game in order to stay alive.  Actually, once you kill that first deer mentioned above, you don’t need to kill any animals (besides the wolves that attack you) ever again; and if you do, the XP you gain is modest, at best.  I’m not saying I wanted them to introduce a hunger system, but it’s just weird that in the beginning of the game it’s presented as something important, and within 30 minutes it’s an afterthought.

Still, problems aside, I had a really good time with it; I’d give it a solid B+.  I’m just not sure if I’ll ever find myself going back to play it again, the way I have with other, similar titles.

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My 3DS experience continues to be hit-or-miss.  I’ve got 2 games on rental right now – Etrian Odyssey 4 and Castlevania: Lords of Shadow – Mirror of Fate, which, if nothing else, wins the “Most Ridiculous Title of 2013” award.  I gave Castlevania about 30 minutes before sending it back; the screens are too dark to really see what’s going on, and the 3D gives me a splitting headache – even with it turned off.  And the first real boss was a bit of a dick.  I generally like Castlevania games – not necessarily for the fiction, but for the action and the map-filling and such.  But this one kinda felt like it was going nowhere, fast.

Etrian Odyssey, on the other hand, is a bit more interesting, and I’m tempted to stick with it – even if a lot of the mechanics seem needlessly convoluted.  It’s a fairly standard dungeon-crawling turn-based RPG, but there’s also this map-making feature that’s kinda fascinating, where you actually chart your progress through each dungeon’s maze.  Some of your quests actually depend on your cartography skills – you need to be able to point to something on the map in order to show your quest-giver where a given object might be.   The party management system is not very intuitive, and so I’m never sure if I’ve arranged my party correctly or if they’re as well-equipped as they need to be.  It’s tempting to think that a lot of this stuff would be familiar to people who’ve played the earlier 3 games, but I haven’t, and I don’t plan to, and so I’m stuck with a level of obtuseness that is a little intimidating.  But the actual exploring and fighting is fun enough, and the map-making aspect is certainly novel and engaging, and so I’m probably going to hang on to it for a little while longer.

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I was going to write a thing here about being conflicted about what to do about Bioshock Infinite, but it’s a very silly problem to have and I’m not sure it’s all that interesting, either.  But I’ll write it anyway.

The gist of it is that I was always planning on playing it on my 360, but there’s a few snags in that plan.  Firstly,  the release date (March 25) is right at the edge of the baby arrival window, and so if I were to pre-order a copy and the baby arrived before the 25th, then my game would be stuck at my office for 2 weeks (as I can’t really get packages delivered to my apartment).  Not that I’d be playing a game instead of taking care of my newborn child, but you understand what I mean, right?  The baby’s gotta sleep at some point, and when I’m in that weird exhausted half-sleep daze that will be as close as I can get to experiencing actual drug use, I’m going to want to unwind with some Bioshock.    Secondly, when the baby is sleeping, I’m sure my wife will want to unwind as well, and if I’m playing Bioshock on the big TV in the living room, she’s relegated to the bedroom with the smaller TV, and I always feel bad about that.

The reason why this is stupid is that the logical answer is for me to simply download the game on Steam, which is how I’ve been playing most of my games lately anyway  including Tomb Raider, actually.  I have kick-ass PC headphones which will prevent the baby from hearing all the strange noises, and the PC is in the office, which means my wife can relax in the living room.  My only concern, really, is that while my PC can run Bioshock, it can’t necessarily run it as well as it could, and so it may not look as fantastic as I’d hope.  Still, Tomb Raider looked more than OK on my PC, and so I’m sure Bioshock’s performance will suffice.

the first few hours: Tomb Raider

[For some reason I feel it necessary to tell you that there’s a bunch of other posts I’m working on, including a special Subway Gamer 3DS post and a revival of the Everything Old is New Again feature (as I play the 3DS version of Ocarina of Time).  In the meantime, I need to talk about Tomb Raider, so here we go.]

I started writing this post yesterday, but I lost interest in it after a while; I couldn’t quite figure out what I was trying to say, and it soon became clear that I just hadn’t played enough of the game to know how I felt about it.  Of course, the whole point of these “first few hours” posts is to provide gut reactions and first impressions, but still – I wanted to at least get past the early tutorial stuff and experience a bit more of what the game had to offer, as that first hour is pretty linear.

So now I’m around 4 hours in; I just made base camp outside the helicopter in the shanty town, if that means anything to those of you who might’ve finished it already.  And I can sum up my experience thusly:  I am enjoying it very much, even if it is not quite the game I’d like it to be.

I never played the original Tomb Raider gamesand from what I understand I’m not necessarily missing all that much.  I did enjoy the 360 games, though – LegendAnniversary, and even Underworld, to a lesser extent.  And the XBLA top-down co-op game that came out a few years ago was quite fun, too.  Those games did well enough for me in the  exploration-to-combat gameplay ratio to make them entertaining; the combat felt obligatory, but at least it was over pretty quickly.  The stories were utterly ridiculous, but I didn’t really care – I liked exploring the tombs and solving the puzzles, and that was enough for me.   As for Lara Croft herself, well, she seemed to be a comic book character with superhuman parkour abilities and some overly generous (some might say borderline-gratuitous) physical endowments.  If I were a 13-year-old boy, it would be one thing.  But as a mid-30s man, it started to get a little embarrassing – sadly, this is pretty much par for the course as far as female videogame characters go.

character design

(source)

This reboot is clearly less about globetrotting and raiding tombs and more about trying to redefine who Lara is – she is young, inexperienced, and is frequently in a great deal of pain.   She is, refreshingly, not gratuitously sexualized; if anything, one could argue that she is perhaps overly victimized.  Terrible things happen to her with a frequency that would be almost comical if she weren’t constantly gasping in agony.

The key part of that last paragraph, though, at least as far as I’m concerned, is that there are hardly any literal tombs to raid – there are certainly some optional tombs to explore, but the three that I’ve found so far consist of basically one puzzle each and took me around 3 minutes to figure out and solve.   That being said, there are certainly a lot of environmental traversal puzzles, and tons of hidden objects to find, and I do enjoy those parts immensely.

In many respects, Tomb Raider reminds me less of, say, Uncharted, and a bit more of Far Cry 3 – especially as there’s one section in Tomb Raider where Lara has to climb a radio tower.  It’s a lot more linear than FC3, but that’s actually OK; the game gives me clearly explained reasons for pushing forward, and so while there’s no countdown urging me to the next objective, I find myself eager to see what happens next.

*       *       *

It’s been interesting (and a little confusing) to hear other people’s reactions to this new Tomb Raider reboot.   I’m only around 4 hours into it, after all, and I can’t necessarily speak to the things these professional critics are responding to – even when they talk in a non-spoilery way.  Rock Paper Shotgun’s review details an experience almost completely different from what I’ve been going through – their guy talks about this feeling of the game constantly interrupting you and your control over the action, but I haven’t really felt that way at all.  And this week’s Giant Bombcast discusses, among other things, the disconnect between Lara’s intense discomfort and revulsion at the things she has to do (like killing people), and the unlocks and perks you can unlock that let Lara perform incredibly gruesome kill maneuvers.

The Bombers also talk about what they wish this game actually was, though, and in that I can absolutely agree.  While I appreciate that the combat in the game is actually pretty good, it’s still the part that I like the least.  What I (and they) love is the exploration and puzzle solving.  I felt this way in Far Cry 3, and Uncharted (both 2 and especially 3), and even Skyrim to a certain extent (not that there’s many puzzles to solve in Skyrim, of course).  I would love a game that forgoes combat altogether and simply gives you a world to explore and solve.  That sort of game is probably too risky to spend AAA development money on, but it’s clear to me from listening to critics and talking with friends that there’s definitely an audience for that sort of experience; hell, look at the success that Dark Souls found in catering to a niche audience.

revisiting Brutal Legend

I was home sick today, and so I decided to spend some of my convalescence by downloading the Steam version of Brutal Legend, a game that I still own (and never finished) on the 360.

Brutal Legend - The Wall

This is what I wrote about Brutal Legend back when I was first playing it in October 2009:

I don’t quite know how to express how bummed out I am about Brutal Legend. The art direction is stupendous, and the world itself is just fantastic. I love driving around and exploring the world and seeing all the incredible stuff there is to see, and my compulsive need to seek out hidden collectibles is very well satisfied. The dialogue and cut-scenes are fantastic, and even though the side missions are incredibly repetitive, they almost never last more than a few minutes, and the rewards generally result in neat stuff in Ozzy’s Garage.

But goddamn, the stage battles completely suck all my enthusiasm out of the game. It eventually got to the point where I had completed every side mission and found every hidden thing I could possibly find, just because I wanted to play the game as much as possible without having to go through the stage battles. And, of course, the story can’t progress unless you do those stage battles, and therein lay the tragedy.

I don’t necessarily hate real time strategy games, I’m just not very good at them, and Brutal Legend’s brief tutorials don’t really help me in terms of figuring out what the hell is going on, and the game does such a terrible job of providing adequate feedback, especially when I’m on the ground trying to kill people because my army refuses to move. Once you start getting wounded, and the screen starts turning red and the heartbeat starts pounding louder, you’re almost always dead, and I’ve yet to figure out why. Even when I try to fly away, I die. And even though I’ve eventually won every stage battle I’ve participated in, I really don’t understand why, and the whole thing just feels shoddy and poorly implemented.

I have all the respect in the world for Tim Schafer; I’ll play anything the man works on. But I’m starting to feel that there’s more to a game than art direction and funny dialogue; ultimately, a game either succeeds or fails based on how much fun it is to play, and Brutal Legend is not very much fun at all.

This is Tim Schafer speaking about the game with Rock Paper Shotgun today:

“When Brutal Legend was done, a lot of people wanted the wrapper to it – the heavy metal world – to be [the only unique thing about it],” he said. “They basically wanted the heavy metal funny version of God of War. A very simple hack and slash game. That’s a real tough call for me. It’s hard to say, ‘There’s this other thing that’s not the thing you’re trying to do. The thing you care about and that you love. There’s this other version of it that’s totally different and it would be more successful. Why don’t you make that version?’”

“Maybe it would have been more successful. It would have been more accessible and simpler and easier for people to grasp. But it wasn’t the thing that got me up in the morning and made me want to make the game.”

I am sad to report that my opinions of the game have not changed one bit.  The world is still wondrous, the art direction is still mesmerizing, the characters are still memorable and marvelously performed and animated, the dialogue is still witty and smart, and the story is still engaging… but the gameplay is still shitty.   I understand where Tim is coming from in that RPS quote – making a simplistic hack-n-slash game is probably not as inspiring as coming up with this RTS-esque system – but if you’re going to commit to a complicated system over the more obvious route, then you’ve got to make sure that your audience can follow along with you.  I’m sure some people understood how the game worked, but I never could.  And after my time with it tonight, I’m not sure I’ll ever get there.

It’s also worth bringing up that this PC port is not without some noticeable problems.  Lots of weird graphical glitches and bugs pop up all the time – the mouse cursor will appear in the middle of the screen at random even though I’m playing with a controller, some of the upgrade options in Ozzy’s Garage are totally glitched out, and the audio has a tendency to come and go during the pre-rendered cut-scenes.  (As I type this, I see that Steam just downloaded a 50MB patch; maybe that will help smooth out these rough edges.)

Despite my pessimism, I really would like to see a sequel – this world is too amazing to be lost to time.  I just hope that if they get the chance to make one, that they’ll be able to take as much time as is necessary to make sure the game part works.  Double Fine’s games have never come up short in the story department, or the art department, or any of the other technical/creative departments – they’ve only ever shown their weaknesses during the parts where you actually have to play them.  As I said above, I have nothing but the utmost respect for Tim and his company, and I’ve played pretty much everything they’ve put out, and will continue to do so – I’m certainly waiting with bated breath for the Kickstarter Adventure (whose progress I’ve been trying to not follow, actually).  I wish nothing but success for Double Fine.  I just can’t help but feel that success will only truly arrive once their games are as much fun to play as they are to experience.

weekend recap: hello goodbye wtf

Major developments this weekend!

1.  Said goodbye to Ni No Kuni this morning, as I sent it back to Gamefly.  The game is fine, I suppose, but a few things became very apparent during my last few sessions with it, namely:  (i) I was never going to get 60 hours of TV time with it before the baby arrived, and (ii) I didn’t feel particularly compelled to fight for TV time in order to play it.   If I were 13 years old and had all the time in the world, I suppose I’d be madly in love with it.  But as a 37-year-old with limited time on his hands, it feels a little too cutesy, and the combat system is needlessly tedious and cumbersome, and it’s just not what I’m in the mood for right now.

2.  Said hello to a brand-new Nintendo 3DS XL on Saturday.  This after I wrote up a big long thing (that I didn’t end up publishing) about how I was suddenly seized with this irrational desire to get one, and that even though I have a special savings account that is specifically designed to let me me buy expensive toys without feeling guilty about it, I was still feeling guilty about it.  Maybe I’m nervous about fatherhood, and buying a new toy will help distract me.  I don’t know.

In any event, I bought the thing, as well as Super Mario 3D LandProfessor Layton & the Miracle Mask, and Paper Mario Sticker Star.  (I was hoping to also get Ocarina of Time and Fire Emblem, but they were sold out.  And you know what?  I might simply rent Fire Emblem; I played a Fire Emblem title on the original DS and it stressed the hell out of me.  Turn-based tactical strategy games always tend to freak me out.)  When I got home, I also downloaded Pushmo and Crashmo; not sure what else there is to download that’s worth it – thought about Cave Story, but it’s unclear if the one on the eShop is in 3D or not.

The 3D is pretty spectacular, even if it makes looking at everything else a little weird – like this computer monitor, for example.  I suppose I’d like it even better if it had a higher-resolution display, but everything I’ve got for it right now looks pretty grand, and I can deal with it.  I even took it to work with me today, as I’m curious to see if I picked up any Street Pass activity, but it doesn’t look like it.  This doesn’t surprise me, frankly – since it first came out, I’ve maybe only ever seen 1 or 2 on the subway.  I’ve seen more Playstation Vita’s on the subway, actually, which is very surprising.

As for the games?  3D Land is pretty great, reminding me of a smaller-scale Galaxy.  The Prof. Layton game is also pretty great, even if some of the puzzles feel a bit cheap.  Paper Mario is… OK, I guess.  It’s not Mario & Luigi, which is what I’d prefer, but it’s still interesting.

Those of you with 3DSes – what else would you recommend I check out?

the obligatory PS4 post

Now that the apartment move is over, and my life is relatively settled for the moment (i.e., before the baby’s arrival in early April), I am hopeful to return to a more regular posting schedule.  Indeed, I’d hoped to have some sort of liveblog here regarding last night’s Sony announcements, but, alas, the conference took place during the duration of my commute home from work, and so I didn’t get a chance to check out what had transpired until it was already over.

What did we actually learn last night?  We saw the new controller, we learned about Playstation Cloud (and a little bit of how it will impact backwards-compatibility, though not quite enough for my tastes), we saw surface-level specifications, and we saw some launch window games and a list of third parties who’ll be  supporting the PS4.  We did not see the actual PS4, nor did we get a release date or a price.  (I expect those to be released at E3, for whatever that’s worth.)

assume the PS4 will still be using Blu-Ray discs; I’m not sure that was mentioned anywhere, though I can’t imagine they’d be giving up on that format.

Some people were bummed that there was no new Uncharted game announced, but, I mean, come on – Naughty Dog is still in the last stages of development on The Last of Us, and I’d have to imagine that anything Uncharted-related is way too early to show just yet, especially if Sony wants to show us how powerful the PS4 is.

The Diablo 3 announcement shouldn’t have come as a surprise, though I guess I was still surprised that Blizzard was still bothering with it.   I burned myself out on that game last year, and playing it with a controller isn’t going to make me like it again – especially if I can’t carry over my progress from the PC.

Scooping up Jonathan Blow’s The Witness as a timed exclusive did come as a big surprise, however, and that’s the news that I’m most excited about.  Even if it’s also coming to iOS and PC and, presumably, the next Xbox.

As for the other games that Sony announced – I can’t say I’m particularly excited about any of them.  For one thing, I have to imagine that stuff like Capcom’s Deep Down, Bungie’s Destiny and Ubisoft’s Watch Dogs are also coming to Microsoft’s machine.  And as for Sony’s exclusives, well, I’ve never been that big of a Killzone fan, and I found Infamous 2 to be a bit disappointing.  

That being said, I wasn’t particularly wowed by the PS3 when it came out, either.  But although most of what I play is on the Xbox, I’ve really enjoyed Sony’s exclusive PS3 titles, for the most part – I still think Uncharted 2 is one of the best games of this generation.

Your move, Microsoft.

weekend recap: strangeness all around me

I’d started a post last week, but never got around to finishing it; things are still a little weird, and I’m finding very few pockets of idle time these days.  A brief summary of what’s going on in apartment-land can be found here.

As for games & stuff.

To be honest, these days I’ve mostly been playing Dungelot on the iPhone, which recently went free.  Also Pixel People, which is a strange but addictive hybrid of Tiny Tower‘s resource management and Doodle God‘s creation mechanic.

I’ve also been getting very deep into Antichamber;  I’m far enough into it now where I can only play it in short bursts before my brain starts hurting.  I feel like I’m not smart enough to talk about it.  Certainly it’s the closest thing we’ll ever get to living inside an MC Escher drawing.  It’s a very strange game for me to be playing right now, at any rate, because I only find myself with game time very late at night, when I’m exhausted from dealing with apartment stuff, and it’s not really a relaxing experience.

I took a sick day last week, and in doing so I plowed through the end of Devil May Cry (or is it DmC?) yesterday.  I liked it a lot, which is a hell of a lot more than I can say for any of the previous games.   I’m not a DmC fanboy, and I think that this game was made for people like me, and to that end I think they succeeded admirably.  The action was continually satisfying and engaging – and even if I played on the “normal” difficulty setting, so what?  I had a lot of fun with it, which is, again, a lot more than I can say for the previous games.  And the graphics and overall visual design continued to be just as jaw-droppingly insane as they were in the beginning; I’m tempted to buy it on Steam the next time it goes on sale just to be able to see it on my kick-ass monitor at 60 fps.

I’ve been slowly moving further along in Ni No Kuni.  My wife was sitting next to me on the couch, reading, and every once in a while she’d look up and say “This reminds me of a Zelda game.”  I kinda wish this was a Zelda game, to be honest.   JRPGs live and die more or less on their battle systems, and while there’s an awful lot to love about Ni No Kuni, the battle system feels a bit tedious and unnecessarily complicated; I’d much rather just engage in a real-time combat system.  I do like the idea of improving people’s moods by taking/giving heart, but the game (at least in the early going) holds your hand a bit too much, which means you can’t actually solve the puzzle on your own; you have to have this mandatory conversation that’s just long enough to be annoying, since you already know what it is you have to do.  Still, though, I’m only 3-4 hours in, having saved my game after finishing the missions in Ding Dong Dell and moving along to the next city, whose name escapes me.  Somewhere in the desert, I think.

Beyond that, it’s just apartment madness and work busy-ness and impending baby stuff.  Good times all around.

weekend recap: well, that wasn’t so bad

Firstly, some necessary meta-news to report:  the aforementioned apartment drama might very well be resolved, which is, as you might imagine,  a HUGE weight off of my shoulders.  I’m reluctant to say anything further, as we haven’t actually signed any leases or anything, and I don’t want to jinx it.  But the point is that I’m pretty sure we’re OK, and that the logistics of the move itself would be the easiest and least costly move we could possibly undergo, short of actually not having to move at all.

And so, in the midst of continued purging of apartment stuff, and the various frantic callings and emailings and textings of assorted realtors and landlords and such, I found that I needed to blow off some steam.  And so I dabbled in a bunch of games.

First off:  I finished 1 playthrough of The Cave, Ron Gilbert’s long-awaited new adventure joint with DoubleFine.  (My playthrough was with the Knight, the Time Traveler, and the Adventurer.)  Considering the pedigree of those involved in its creation, I feel a little cheap reducing my opinion of it to a 7-word sentence, but what follows sums up the experience pretty accurately:  it is equal parts charming and tedious.  The writing is certainly humorous but very rarely laugh-out-loud hilarious; the puzzles are, for the most part, straightforward and free of old-school obtuseness, but they can be exceedingly tedious to execute, requiring you to move three characters independently, all of whom move just slowly enough for it to become annoying after a while, especially when a puzzle requires frequent backtracking.  I still found the experience worthwhile, and I’m sure I’ll get around to seeing the other characters’ individual stories, but it’s a hard package to heartily recommend.

On the console front, I played a few levels of Devil May Cry.  I don’t really know how to talk about it; I’ve never been much of a DmC fan, and I don’t really know anything about the franchise or the character or the legacy or how radically different this particular reboot is.  I’m not necessarily all that good at these kinds of games, either; I rented it purely based on the review scores, which have been, more or less, exceedingly positive.  But what I can say is that, if nothing else, it features some rather astonishing visual design – some of the levels seems straight out of a Terry Gilliam fever dream, and I mean that as one of the highest compliments I can bestow.   So while I don’t particularly give a shit about what’s going to happen next, I do very much want to see what happens next, if you know what I mean.

I also reconnected my PS3 to my living room TV* so that I could get some time in with Ni No Kuni and The Unfinished Swan, the latter of which is currently only $3 or $4 on PSN for Plus subscribers.

Ni No Kuni is very charming, very beautiful, and very much a JRPG, with all the good/bad that goes along with it – the bad, in this case, specifically referring to a certain pet peeve of mine.  Lots of Japanese games do this particular thing, by the way, not just JRPGs, but JRPGs do it the most – where every single movement of a character, no matter how arduous, is vocalized.  You can be climbing up a mountain, or simply running along a shady lane, but every step of the way is grunted and oomphed and aahed and it’s very distracting and weird.  That aside, the game is as lovely and charming as you might expect a Level 5 / Studio Ghibli collaboration to be.   I can’t yet tell if the battle system is overly complicated or not; there appear to be a lot of mechanics that you need to be paying attention to at any one time, but the game does a rather wonderful job of showing you how it works.  I’m only an hour or two into it, but I’m definitely looking forward to spending more time with it, especially during this pre-baby, slow-release-calendar window we’re currently in.

As for The Unfinished Swan, I’m not sure what to make of it.   It’s an astonishingly well executed visual trick, and I certainly appreciate the attempt at an engaging narrative.   That being said, I’m currently in the blueprint level, and I’m a bit stuck; the controls are kind of terrible, all of a sudden.  I wonder if it’s because I’m not using a Move controller; I certainly hope not, because up until this point the game was controlling just fine.

I’m also sort-of still dabbling in Hitman Absolution; I’ve started to figure out how the game is supposed to work, even though I still find myself getting impatient.  I also find the game rather distasteful; all the characters are horrible (on purpose), and the world is really seedy and disgusting, and it’s a hard world to want to stay engaged in.  I can really only play for, like, 10 or 20 minutes at a time before I need to turn it off and cleanse my palate.  It makes me feel unclean.

 

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* Because my wife was a recent Fringe fan and needed to binge very quickly on the first 4 seasons to get caught up for the current (and last) season, we’d had to move the PS3 into the bedroom and our other Blu-Ray player over to the living room, as the other Blu-Ray player didn’t have a wi-fi connection.   Suffice it to say, I hadn’t really missed the PS3 in the interim until this week.

lessons to be learned

Read anything interesting lately about leaked specs for the new Xbox?

…yeah.  About that.

http://x-surface.tumblr.com/post/41282771026/x-surface-dont-believe-everything-you-read

 

AND THAT’S WHY YOU DON’T ALWAYS BELIEVE EVERYTHING YOU READ ON THE INTERNET

j-walter-weatherman

 

(I’m not the source, FYI.  OR AM I?)
(I’m not, though.)