weekend recap: mistakes were made

This was not a gaming-focused weekend, as we had two sets of grandparents drop by to spend time with the lil’ man.  I suppose my biggest accomplishment was digging the car out of 2 weeks’ worth of ice and snow, and then finding parking spaces at both Costco and Whole Foods on a weekend afternoon.  (The odds of finding parking at the local Costco on a weekend are comically, astronomically, impossibly high, and yet we somehow managed to grab a spot almost immediately – with no threats of violence or angry honking of horns, either.)  And when the TV was on, we generally watched the Olympics, because why not.

That being said, I did somehow manage to finish Jazzpunk, get hopelessly addicted to Threes, and get about 20 minutes into Bravely Default.

I’m going to be reviewing Jazzpunk for the NYVCC later this week, so I’ll keep this short:  it’s an experience well worth having.  And while they have almost nothing else in common, it’s also a game in nearly the exact same way that Gone Home is a game, and that’s a game design concept that I’m hoping to explore further in the review.  One last thing, I guess – I didn’t necessarily find it as hilarious as most other reviewers have, but it is very funny, and its humor is effective precisely because it’s not doled out in carefully crafted punchlines, but rather in a non-stop barrage of surreal absurdity.   I expect it will remain funny upon further playthroughs – which is good, because even though I thought I’d been rather complete in my first run, I only got about one third of the achievements, so there’s quite a lot that I apparently missed.

Threes is already my front-runner for Most Addicting Game of 2014, and I’m kinda glad I got into it when I did – if only so that I was able to completely miss out on the Flappy Bird saga.  My high score is 3312, though I generally fare much, much worse.  More to the point, I’ve been playing it almost constantly since its release and yet I don’t feel like I’m improving, although I’m now able to immediately recognize when my game’s crossed that point of no return and is about to fall apart in just a few more moves.  (Which makes the lack of an “undo” button all the more frustrating, even if it wouldn’t necessarily help.)

I have not yet played nearly enough of Bravely Default to offer any definitive opinion, though there are two things that are immediately apparent:  (1) it is absolutely gorgeous, both visually and aurally (and it’s definitely worth playing with good headphones), and (2) the game’s dialog is preposterously over-written, and the voice actors can only do so much with it, which is regretful.  The combat system seems pretty interesting, both conceptually and in actual practice, and I definitely appreciate how much control the game lets you have in terms of, well, pretty much everything – from the rate of random encounters to the actual speed of combat.

If I have one regret, it’s that I didn’t wait for my rental copy to arrive and instead opted to download it directly from the 3DS storefront – it’s a HUGE file, and even after deleting some stuff it’s filled up most of my 3DS’s storage.  (Not only that, but having a digital download deprives me of some of the AR stuff that the hard-copy manual offers – not that that’s a deal-breaker, but it’s something I would’ve liked to check out.)

*     *     *

Tomorrow night is the NYVCC awards ceremony, and I’m already starting to get a little jittery – I’m co-presenting the Best Mobile Game award, which (among other things) means it’ll be the first public speaking I’ve done in over 15 years.  I’m a little surprised at how many butterflies I’ve got already – I was an actor in college, and I’ve been a performing musician up until a few years ago, and while I’d get nervous it wouldn’t necessarily be that big a deal.  But, then again, I didn’t necessarily have the anxiety problems back then that I do now.  Still – I’m very much looking forward to the event, and being able to meet so many of the people that I’m already reading.  Here’s hoping the weather cooperates!

Weekend recap: oh no you didn’t

Operation Backlog went a bit sideways this weekend.  I was hoping that my attempts at frugality and my desire to actually finish something I started would last longer than 2 weeks, but, well, here we are.

Let’s start with the Backlog itself:  I finally finished, at long last, Lego Marvel Super Heroes, which I’m not sure I ever want to play again.  It started out quite well, as I recall, but towards the end it became endlessly frustrating – controls being flat-out unresponsive, boss battles with game-stopping bugs and/or glitches so bad I had to quit to desktop, cheesy dialogue that often doesn’t make any literal sense, puzzles with absolutely no context, or hints, or even an acknowledgement that the thing you need to do to enter the next room is to solve a puzzle; plus, after 12 hours of play, I’m only 20% complete.  I’m not enough of a Marvel geek to appreciate how deep the roster is and to soak in all the fan service; nor am I interested in slogging through each of those levels at least twice in order to find all the hidden bullshit.  I may very well be done with the Lego games, I think – at least until the kid is old enough to start playing them, and when that day comes they’d damn well better start shipping these things in a shape that actually works.

Still; it’s off the list.

The first bit of news that would put the Backlog project on hold was that DoubleFine’s Broken Age was entering Early Access on Steam this coming Tuesday.  I’d backed the Kickstarter (like everybody else in the Western Hemisphere above a certain age) but deliberately stayed away from the forums and the videos and such; I didn’t want anything spoiled.  Assuming I get the code, I will start downloading that IMMEDIATELY…

…except that the second bit of news that might even put Broken Age on hold is that…. um… I was finally able to buy a Playstation 4.  After a month or so of tracking its in-stock status on Now In Stock and getting shut out each and every time, I was actually able to get a PS4 into my Amazon cart without it disappearing on me… and so I finally pulled the trigger.  It’s scheduled for arrival on Wednesday.

Coincidentally, I was able to play a PS4 for the first time over the weekend, too; we were at the lovely home of my wife’s childhood friend, and at one point the husband took me upstairs to his game room, put his PS4 controller in my hand, and fired up Assassin’s Creed 4.  The difference between the PS4 and my old-ish PC is pretty staggering – as I expected it might be, but still.  Wow.  Right from that first island, the level of detail on the PS4 is jaw-dropping – the foliage, the depth of the water, the vibrant colors of the leaves, the textures of tree bark.  It’s still the same game, of course, but I’m kinda tempted to rent it and play a little bit more – I’d love to see the modern-day stuff moving at more than 5 frames per second, and I’d also love to see some of the towns, cities, and ports; hell, I wouldn’t mind seeing what the ship battles look like, especially during thunderstorms.

I also played just enough of Resogun to make sure I remind myself to download it as soon as I finish plugging the PS4 in.  Also, in perhaps the biggest surprise of all, I played enough of Battlefield 4 to actually consider renting it and maybe even play it online with people.

Speaking of which – if you’re reading this and we’re not already PSN friends, feel free to send me a friend request: I’m JervoNYC.

Weekend Recap: Operation Backlog begins

1.  Operation Backlog has begun in earnest – even though I did sorta end up buying Need For Speed Rivals as a PC Download from Amazon because it was on sale and I had an extra $5 discount AND I already had a gift card balance, and, so, yeah.  I’m a little disappointed in it, though, which I’ll get to in a bit, and so with that said I do feel very much like I can fully engage with the backlog.  And there was this nice little bit of encouragement from Polygon, today:

Buying games on sale can feel like sending a message in a bottle to possible future versions of yourself, but finding and opening those bottles, and having them enrich your life, is like nothing else. It’s an investment in our own future, and it helps support the industry today.

There’s nothing wrong with your backlog, as long as you’re not going into debt to buy games you may not play in the near future. You shouldn’t be ashamed of the stack of games that seem interesting but remain unplayed. They won’t spoil. They will be there when you need them. And the people who made the games? They’re more than happy to have your money and interest.

Your backlog isn’t a source of shame, but a matter of pride; it’s a well-stocked library from which you can take comfort, a pile of blankets waiting for a cold night.

Indeed.

There’s a neat feature in Steam that lets you organize the stuff in your library by categories of your own designation.  I didn’t even know it was there, to be honest, and I only discovered it by a combination of wishful thinking and the sheer, dumb luck of an accidental right-click.  It’s a very small feature, and not one that’s necessarily all that noteworthy, except that it is exactly what I need in order to keep myself from getting distracted by other things.  Moreover, the fact that I can’t really do this with my XBLA library or my PSN games makes it a feature that I appreciate all the more, which is why I’m bringing it up in the first place.

2014 BacklogThe point is, this is what I now see at the top left part of the screen when I open up my Library page in Steam.  It’s a to-do list, easily managed and maintained, and cleansed of the other distractions in my library.

This Operation Backlog project is a little intimidating, is the thing.

Because even after organizing all this stuff (and then procrastinating by creating 2 more categories, one of which is for stuff like AC4 and BAO, where I’ve beaten the main game but still have tons of collectibles and side stuff to finish), I kinda just sat at my desk, staring at this list, not knowing where to start.  I suppose that the reasons why these games are in the backlog at all is because there was something a bit…. off… about them at the time of purchase; maybe I was already fully engaged by other games, or perhaps I tried them for a few minutes and for whatever reason couldn’t get sucked in quickly enough.

I did end up starting Outlast last night, for some stupid reason.  When it comes to horror – be it movies, games, even books – I get startled and frightened very easily, and being that I’m already in a heightened state of anxiety because my wife and I are binge-watching Breaking Bad, I had a feeling this wouldn’t be a particularly long play-session.  Sure enough, it wasn’t; the first real jump-scare happens around 10 minutes in (the Library, for those of you who’ve played it), and I audibly shrieked in my chair, and as soon as I got out of that room I turned the game off and went back into the living room to watch football.

It’s hard to pick one game out of that list to get started with, I think.  Rayman Legends is excellent but I find that I really only want to play it in quick, short bursts – same thing goes for BitTrip Runner 2, as a matter of fact.  I’m probably free of my anti-Diablo bias at this point, so I suppose I could get back into Torchlight 2, but I don’t necessarily want to start this project with a 20-40 hour clickfest slog.  I’m still scared of XCOM, and after that spectacular Polygon piece about the Spelunky eggplant run I’m seriously wondering what the hell I was thinking even picking that game up in the first place.

I’m starting to think I should give Kentucky Route Zero another go.  I think that’s my speed right now.  And maybe on the side I’ll get back into Shadowrun Returns, which I recall enjoying.

2.  So, yeah:  Need for Speed Rivals.  I’m an idiot for buying it on the PC, where absolutely nobody is playing it, and also because if I were to suddenly splurge on a PS4 right now, that’s the one game I would’ve picked up (unless I wanted to play AC4 again at full price).  My initial impression with it is that it’s basically a souped-up version of Need for Speed Hot Pursuit, except it’s always online – which means booting the game up and finding a server can take a long, long time.  Also:  you can’t actually pause the game, which is completely insane – if you’re in a single-player race and you miss a turn (because some arrows are easier to miss than others), you can’t restart (or, at least, I don’t think you can; I tried to find the option, and while I searched for it my car drove into a tree).  What I really should do is get back into Need For Speed Most Wanted, which I actually was enjoying.  At least I didn’t actually spend real money on it…

3.  Finally:  I normally don’t do any behind-the-scenes stuff here, but what happened on Friday was pretty incredible.  I’d written that piece about in-game collectibles, and in the promo tweet for it I included Patrick Klepek’s twitter handle, just simply in the hopes that he might see it.  Thought nothing of it.  An hour or two later, I hopped onto this blog’s dashboard to check something, and saw that my hit total was abnormally high.  I quickly discovered that Patrick had retweeted my link with some positive feedback, and by the end of the day this site had seen more visitors – over 1200 in all – than in all of 2011 combined.  (See (1) below.) What’s more, the spillover into the following day was also the 2nd biggest day this site’s ever had (see (2) below).  I’ve removed the actual numbers, but the spike is pretty obvious:

site stats1It should be noted, here, that I don’t do this blog for the sake of getting “numbers”, or anything like that; if I was doing this for the sole purpose of generating traffic, you’d be seeing a lot more stuff like a list of 23 things Microsoft needs to do to improve the Xbox One’s chances accompanied by animated cat gifs.  That’s easy, and dumb, and it’s the sort of tactic that I think is going to flame out pretty spectacularly in a year or two, when people have even less active attention spans than they already do.  (Personally, I believe there is an audience for thoughtful discussion and analysis, and that’s the sort of audience I’d like to attract.)

I do this blog because I want to get better as a writer, and because I would like to do this professionally some day, and the only way to do that is to write and write and write, and apply, and pitch, and apply, and pitch, and write and write and write, and hope that somebody notices.  I’m glad that people come here, of course, because I do want people to read what I write; it’s just that I don’t want to be a dick about getting people here.

All that being said, that spike above was pretty goddamned awesome.  (And I did end up reaching out and thanking him, and he was very cool about it.)

 

weekend recap: a year older

I turned 38 over the weekend.  There is a time for philosophizing and reflecting, for getting melancholy over what I might’ve done better and for getting hopeful for what I’ve yet to do; this is not that time, unfortunately.  I’ve got like maybe 10 minutes to cram in whatever I’m going to say, so here goes.

Biggest news is that I finished the single-player campaign for Assassin’s Creed IV: Black Flag, even if the game tells me I’m only 71% complete.  This is, if I remember correctly, the same approximate completion percentage I had when I finished GTA V.  The difference is, it’s easy for me to figure out how to 100% AC4 – it’s mostly doing assassin missions, naval contracts, sunken treasure dives, one or two more fort battles, really souping up the Jackdaw, and then finding all the chests and stuff in those little islands at sea, whereas getting 100% in GTA V requires, among other things, scouring every goddamned inch of ground for hidden collectibles, which I’m never going to do.

AC4 is, for the most part, a very welcome return to glory for a franchise that had very much lost its way in its last two outings.  This is not to say that AC4 is not without some serious problems of its own, of course – the overall narrative remains confounding, the “present-day” stuff is both confusing and, ultimately, profoundly underwhelming (I found all 20 sticky notes and hacked all 33 computers and didn’t even get an achievement or any sort of acknowledgment), the PC version has some bugs and some technical shortcomings that make the game nearly unplayable at times, and the campaign’s ending felt rather anti-climactic; I never really felt that the “bad guys” were all that bad, and – more troublingly – I was never convinced that my character had suddenly become a “good guy”, motivated by right and good and not by money and personal gain, especially since, once the game ended, I could return to pillaging and plundering and boarding and sinking as I had for the previous 58 hours.

In the end, though, it gets a lot of stuff right that the last 2 games never did.  It never adds too many systems, and the systems it does have in place are, for the most part, fun and engaging (though they do get repetitive if you let them).  Hey, look – I spent nearly 60 hours of my life playing it and finishing the single-player campaign, which is a hell of a lot more than I can say for ACRev and AC3.

I am inching along in Legend of Zelda: A Link Between Worlds; I found the master sword and am about to enter Hyrule Castle, which (according to a walkthrough) means I’m roughly 1/3 or 1/4 into the game?  I like it, I guess, but my 3DS time is very limited these days, and this isn’t necessarily grabbing me as much as I thought it might.  I suppose this is my fault, as I never played the original game, and so I don’t have the same nostalgic pull that everyone else in the entire world seems to have.  But I’m also not the world’s biggest Nintendo fan anyway, so feel free to accuse me of bias.

Finally, I did not watch the VGX awards show.  I thought about it – I specifically thought about running a hate-tweet commentary – but figured my time would be better spent doing almost anything else.  I get no pleasure out of hating something, especially something that’s supposed to be something I like, and since the wife and kid were out of the apartment I figured it was a better opportunity to blast through as much AC4 as possible without having to feel guilty about neglecting my family.  If internet opinion is to be believed, it appears I made the right decision.

holiday weekend recap: the game of life (and also AC4)

There was not a lot of gaming this holiday weekend; it was my first Thanksgiving with the baby, though, which made it very special.

When you’re preparing to have a kid, the #1 thing everybody warns you about is that you’re never going to get any more sleep for the rest of your life.  This has turned out to be not entirely true in my case; our kid has slept through the night in his own crib pretty much every night since the day we took him home from the hospital.  It is true that we haven’t slept in in 8 months (with the notable exception of this past Saturday, when the wife and I headed up to her 20 Year High School Reunion without the baby, and we slept in the following morning until 9:00, and oh my gawd it was glorious), and it’s also true that I don’t sleep particularly well these days anyway, but that’s not the baby’s fault.

The thing they don’t tell you about having a baby, though, is how much you’re going to be sick.  Colds left and right, up and down, mucus and phlegm everywhere.  The three of us have been trading the same cold since the little guy’s first day of day care, which was 5 months ago.

So:  yes, I was home sick yesterday – as was the wife – but the kid was healthy and happy, and so we had to send him off to day care so that we could rest and not sneeze on him.  It was the first time the two of us had been alone in the house without the boy since before he was born, which was profoundly weird.  (Not nearly as weird as when I picked the boy up at the end of the day, though, because that marked the first time I’ve ever said the words “Hi, I’m Henry’s dad” to someone.)

Here is the point that I am slow in arriving towards:  being home sick all day without a baby to take care of means that I binged hard on Assassin’s Creed 4, which is now making a serious run at the top of my Best of 2013 list.

Before I get to AC4, though, let me cover everything else very quickly:  (1) I’m inching along in the 3DS Zelda game, and it’s good.  (2) I have not bought anything during this new Steam Sale, and I’m very proud of myself for doing so.  (I suppose I was holding out for a big, big discount on the new Batman game – something bigger than 25%.  Apparently Amazon had the digital download available for 50% on Black Friday, but I was away from a computer and couldn’t seal the deal.)

OK, back to AC4.  I’m around 45% complete, somewhere in Sequence 8 – the game says I need to upgrade my ship before starting the next mission, which is a roundabout way of suggesting that I go explore the rest of the world, engage in some of those naval battles I’d been avoiding, unlock more waypoints and do more side missions.  Which I’m very happy to do, as a matter of fact.

Let me get my demerits out of the way first:

(1)  I know I’ve mentioned that I’ve got an older graphics card and that I’ve had to turn the settings down low in order to get a decent frame rate, but even then there are still certain moments (specifically, scenes at night and the scenes at Abstergo) where even turning the resolution down to its lowest setting can’t quite stop the game from sputtering to a standstill.  There was one particular mission (at night) where I had to tail a gunboat on foot, and the game kept hitching up about every other second; the missions was virtually unplayable.  And as cheesy as the modern-day stuff can be, I still like it, but my PC can barely run it without dying – and there doesn’t seem to be any particularly good reason why.  I ran the new Burial at Sea DLC for Bioshock Infinite on high settings and the game ran smooth as silk and looked absolutely jaw-dropping; AC4’s Abstergo sequences are just you in a modern office building, and so there’s no obvious culprit as to what’s causing the problem.  I’m too far into the game at this point to consider stopping and replaying it on a PS4, but I might just have to suck it up and get a better graphics card.

(2) The hand-to-hand combat is chaotic and it can be hard to tell where Kenway is on screen.  When it’s one-on-one, it’s OK, but when he’s surrounded by 6 or 7 enemies it’s a mess.  (Of course, if he’s surrounded by 6 or 7 enemies then it’s safe to say I’ve done something wrong, but still – they give you the option of fighting your way out, but it’s hard to see what’s happening.)  The larger issue, and this is hardly AC’s fault, is that the melee system is not quite as great as the Batman: Arkham system, even as AC is clearly now modelling itself after it (which is ironic, given that AC was around first).  The emphasis remains heavy on countering attacks, but the controls aren’t as responsive as they need to be – if I had to guess, I think that’s because there’s such a high priority on Kenway finishing his current animation, and all of his fighting animations tend to be long and fluid.

That’s it, as far as obvious flaws go, and both of those could be improved without the game needing to do anything – in the first case, I just need to upgrade my playing system and that graphical problem should go away (though it would be nice if they’d patch in some better optimization fixes), and in the second case, I need to stop being impatient and get myself into trouble.  It is always easier to sneak around and pick off dudes one by one – and those animations are very quick and precise, now that I think about it.

Well, there is one more thing I could nitpick:  some of those sea shanties are horrendously ear-wormy (specifically the one with the “and we say so, and we know so” refrain) and I can’t tell whether the solution is to find all the pages so that they don’t keep singing the same ones, or if I simply turn it off altogether.  A pirate ship without sea shanties is a weird, silent place, but maybe it’s better than wanting to punch that one singer in the throat.

The rest of the game is pretty goddamned magnificent, though.  Like: I love how deep the side missions go.  As an example, the “Kill the Templar” side missions (of which I’ve done 3) aren’t simply about tailing a dude and killing him (like in previous AC games); they’re often 4 or 5 scenes deep, with the story twisting and turning after each one, and the activities are varied enough that you stay on your toes.

But even the non-story stuff, like breaking into a cargo warehouse, takes some careful strategy and planning.  I do love running from cover to cover, saying visible just long enough to get one soldier to follow me so that I can pick him off silently, then hitting a sniper with a berzerk dart and watching him pick off his comrades before falling to his own death.  Getting to the door without being detected or setting off alarms is awesome, and I just wish the warehouses would fill up a bit faster so that I could do it more often (although the warehouses are also quite bountiful, as far as ship-stuff is concerned).

I’ll talk about this more in my 360/PS3 post, but one of my favorite new things this past generation gave us is the idea of your own customizable home base.  Saints Row did this pretty well with your “crib”, Mass Effect gave you the Normandy (which isn’t necessarily fully customizable, though you can make certain cosmetic changes), and AC4 gives you an island, a private manor, and (last but not least) the Jackdaw.  The path to upgrading is pretty expensive, to be sure, but it also means that each upgrade that you do make feels all the more satisfying.

Those naval battles that I’d been putting off?  Those are fun, too, although they’re not really the thing I look forward to the most when I fire the game up.  That being said, it is nice that the game lets you keep what you’ve salvaged even if you get sunk before you get a chance to sell.  Some might feel put off by how forgiving and easy this is, but for me, it makes the battles a bit less stressful (though still quite enjoyable); I don’t feel horribly punished if I get overrun.  And since ships are by far the best source of metal, I suppose I’m going to have to keep at it for a bit longer, and maybe I’ll start actually looking forward to it before long.

The story is serviceable, if a bit convoluted – but what would a AC game be if not convoluted?.  Kenway himself is not all that great a hero – he’s certainly not as charismatic as Ezio, although I must admit I got tired of Ezio by the time Revelations came around – but he gets the job done.  There is a “revelation” about Kenway’s compatriot James Kidd that could not have been more obvious even before Kidd’s first spoken words, but maybe for younger players they wouldn’t see it coming?  No matter.  The game has fun telling its story, which is more than I can say for the last two games, and it constantly feels like it’s moving forward instead of spinning its wheels.

The most impressive thing, though, is the true open world that the game has to offer.  Each island feels meticulously designed and detailed, no matter how small, and this makes for quite an incentive in terms of opening up the map and visiting every place you can find.  This is how AC was meant to be experienced – with a gigantic world filled with lots of different, enjoyable things to do.  It doesn’t necessarily feel “next-gen”, and yet it does feel absolutely massive, where there might be something interesting around every corner.

 

weekend recap: patience and more patience

It’s hard for me to admit this, but I feel I must be honest; I’m starting to get a little squirmy for the new consoles, even though (a) there’s nothing on them that I need to play just yet, and (b) I simply can’t afford them.  My plan has always been to wait until the spring, when more (and better) games are due to arrive, and each console would have had their chances to get the inevitable patch-jobs that fix the many things that need fixing, and – most importantly – that I’d have enough information to make a definitive decision between the PS4 and the Xbox One (since, at this point, I can really only buy one).  See, while my heart is with the PS4 right now, I’m still a 360 fanboy, and I’d like Microsoft to get their shit together and make a more compelling case.  (To wit:  I’m gonna need more than Titanfall.)

In the meantime, I’m still working on the 360/PS3 farewell post(s).  I’d like to think I can get them up by the end of the week, although who knows; every day for the last week, a new category will pop into my head that’s mind-bogglingly obvious, and I wonder why I hadn’t already thought about it, and then my lingering paranoia rears its ugly head about this thing not being as comprehensive as I want it to be, and on and on.  Even so, it’s over 5,000 words now, and I don’t have an extra set of eyes to make sure it’s doing what it needs to do.

And as for games – I continue to plug away at Lego Marvel Heroes, which continues to be fun and frustrating in equal parts.  Also, Steam had Rayman Legends for 50% off this weekend, and I felt compelled to pick it up at that price.  (I’d very much enjoyed my time with it on the 360, but had to send it back to Gamefly before I was done with it in order to keep the Queue moving along).  The PC version looks and plays flawlessly, as you might expect.

All that gets pushed aside this week, though, because the PC version of Assassin’s Creed 4 will be at the top of my to-do list.  Oh, and I think that new 3DS Legend of Zelda game comes out later this week, too, and that’s been getting really great reviews.  And once I’m finished with those two titles, I think I can start putting together my 2013 Year In Games post – I don’t think there’s anything of any significance due to arrive this year (except maybe Walking Dead Season 2, which I’m not 100% sure I’m going to pick up – as great as the first game was, there’s only so much darkness I can deal with these days).

the first few hours: LEGO Marvel Super Heroes

As I said last week, I am now in the process of wrangling together my retrospective(s) of this console generation.  This is no easy task; I played a lot of games since 2005, and while I’m doing my best to make sure that certain games don’t get lost in the cracks, it’s inevitable that I’ll forget something.

So I’m saying this up front – I don’t want to sleep on the LEGO games.  I’ve played almost all of them, and while I don’t think any of them have ever appeared on any of my year-end top 10 lists, I’ve generally always had fun with them, and they’ve always been great in terms of fan service.

As it happens, I’ve been a bit stressed out lately, and I felt like indulging in some minor retail therapy, and so I treated myself to a PC download of LEGO Marvel Super Heroes over the weekend, even though I knew my weekend schedule was going to prevent me from really digging in.   (Side note – this is my first PC Lego experience.  I’ve played everything else on the 360, and I’d been hoping to score a 360 rental copy of Lego Marvel from Gamefly, but the timing wasn’t going to work out and in any event I don’t care about Achievements the way I used to, so here I am.)  I did manage to sink around 2-3 hours into it, though; I did the first 5 or 6 missions, and then spent a bunch of time running around Lego NYC.

Here’s what I can offer after such a short play experience.

On the one hand: LEGO Marvel Super Heroes is by far the best Lego game yet, which is saying quite a lot considering how good the recent Harry Potter, LOTR and Batman games have been.  Even though I’m not especially knowledgeable when it comes to comics (my familiarity with all things Marvel these days is primarily through the films and my wife’s rabid Marvel fandom), I can still appreciate the unprecedented levels of fan service being offered through its absurdly deep character roster, and even in the early going I can get a kick out of pairing Wolverine, Spiderman and the Hulk.  (And the fact that each character has their own specific idle animation is sure to tickle the most die-hard Marvel fan.) The game also features a surprisingly impressive graphics engine – even if, on my PC, frames tend to lock up during mid-mission saves and level loads.  Most impressive, though, is the open world simulation of New York City that serves as both a between-missions hub world and a full game unto itself, complete with side quests and hidden Lego bricks and races and all sorts of diversions to mess around with.  It’s LEGO GTA, basically, and it’s pretty amazing.

On the other hand: the game is still janky as hell, in the same maddening ways that all Lego games have been janky ever since the first Star Wars game, and it’s absolutely mind-boggling that these sorts of control and camera issues have never been adequately addressed.  Characters still get stuck on geometry; platforming still is successfully achieved mostly through trial and error; some puzzles are still never adequately explained; the controls still never feel as responsive as I want them to.  Iron Man can fly – which is great! – except that controlling him is a nightmare, especially in tight areas.  Certain objects can only be used by “web-slinging heroes”, except that Hawkeye can also interact with them via bow-and-arrow.  Combat can grow tedious, especially as most enemies are one-hit-kills.

Still, though, I can (usually) look past that stuff, because when the game is working it’s an absolute delight.  And the amount of content on display is nothing short of ridiculous; as in previous Lego games, each level is designed to played multiple times and with multiple characters in order to unlock all the hidden areas and find all the hidden stuff (and in this case, to help free all the Stan Lees, too).  And – again – did I mention the Lego New York City that binds all this stuff together?

Barring some sort of game-breaking catastrophe that I’ve yet to encounter, this seems like a very easy recommendation for the Marvel fan in your life – even if you’re just a fan of the movies.

weekend recap: fun in San Andreas, not so much in Blackgate

There was good and bad over the weekend as far as games are concerned, so let’s start with the good.

THE GOOD:

1.  This is something I never thought I’d say, but here goes: GTA V Online is starting to grow on me.

Right off the bat – it is 1000% more stable than it was at launch, which means it is now, more or less, working the way it’s supposed to. Load times are still a bit long, but the important part is that game sessions do finish loading instead of being endlessly hung up, and once you’re in a race or a mission people don’t seem to teleport or glitch out the way they were a few weeks ago.

More to the point, though, the online game is starting to make a bit more sense.  I should back up and say that I didn’t even really start playing online until I’d finished the main story, and so it seemed sort of insane how little there was to do at the outset of my online career, considering how much I’d done in the single-player campaign.  But I’m now up to Level 10, and the activities and customization options that have opened up with each level-up are enough of an incentive to keep me coming back.

For example:  I took a nice chunk of the money I got from being in the beta and bought a deluxe apartment with a 10-car garage.  The apartment itself isn’t necessarily useful except that it’s nice to be able to spawn into it, as opposed to spawning on a street corner and then immediately getting gunned down before I’ve even had a chance to set “passive mode” on.

Another thing (though this feels like an exploit or something) is that you don’t have to play Missions with other people if you don’t want to, and so this is a rather easy way to make money and XP without dealing with jerks and/or long stretches of boredom while you wait for your lobby to fill up.  Nobody seems to want to play the Missions, is the thing – whenever I get into a group with people, the pre-match voting results are almost always a 50/50 split between races and deathmatches – and so it seems silly to sit there doing nothing when the Missions are just as easily doable by yourself.

But, that aside, the more I time I spend with it, the more it feels like it’s the primitive first draft of what a true next-gen GTA should be – one where you design your own character and create your own narrative, and make your own way in the big city.  (Which Saints Row is already sort-of doing, and which the Elder Scrolls games have been doing for ever.)  And it also proves, conceptually at least, that GTA III‘s model of a silent protagonist isn’t necessarily bad.  (Which also works for The Elder Scrolls games, too.)  Like: I’ve decided that I don’t need a fully-voiced character reaction to every minor traffic infraction; if I’m playing as Michael, and I crash into someone while missing a corner at high speed, and then Michael screams “YOU ENTITLED PIECE OF SHIT” at the person I just hit (because he’s certainly not saying that to me, the player)…. well, if it wasn’t funny the first 100 times he said it, it certainly doesn’t get any better.  Truth is, whenever I drop back into the story mode for whatever reason, I find that I’m immediately irked by whoever I choose to play – Michael is just a terrible person, Trevor is, well, Trevor, and Franklin seems like he’d rather be doing something else.

I don’t think Rockstar will go that route, though; they’re too committed to this endlessly repetitive vision of American Satire, and they take their “storytelling” very, very seriously, and in any event they already did the silent-protagonist-climbing-up-the-ranks story in GTA III.  And considering how much money GTA V has just made, it’s easy to presume that the Houser Brothers would feel justified in staying the course.  It’s just that there’s no story quite as compelling as the one you make yourself, and when you’re given a world like the one in San Andreas, every action you take in exploring it becomes more meaningful because it’s you doing it, and because you want to do it.  I’m not saying they can’t have scripted missions – those are still fun, when they’re done right – but I think I’d be a lot more engaged with the next game if I had more control over who I ended up playing, and especially if I could like or at least empathize with the person I was playing.  (And as it turns out, this ability to create your own character and shape your own narrative is something that a lot of my favorite games of this generation  have in common.)

2.  I finished Enslaved.  I was surprised at how much of that game I still remembered – the game feels pretty epic in size, but I forgot how short it is.  It’s not without some problems; a lot of the story beats feel like they come too quickly, and there’s quite a few camera glitches that make the game downright unplayable.  But the action feels good, the platforming is quite fun (albeit completely devoid of challenge), and I still think that the relationship between Monkey and Trip is genuine and convincing.  (Especially the facial animation, which I’d put right up there with the best of this generation.)

3.  I managed to not spend any money in Steam’s Halloween sale, and I also managed to not buy Batman Arkham OriginsLego Marvel, or pre-buy Assassin’s Creed 4.  I will probably end up buying AC4 when it shows up on the PC in a few weeks, but at least I didn’t splurge on it now.

THE BAD:

1.  Part of why I was able to hold off buying Batman was that I’d heard that the game had some crippling, save-corrupting bugs that Warner Brothers actually came out and apologized for; the other part was that I was playing the 3DS version of Batman Arkham Origins Blackgate, which I was hoping would sate my Batman fix.  Alas, it did not, and if anything it further soured my hopes for the PC game.  I can’t speak for the Vita version, which is apparently the better of the two handheld games, but the 3DS version was tremendously annoying to play; and this is very disappointing, because when I heard that the game was trying to mashup the console Batman games with a side-scrolling Metroidvania experience, I expected something amazing.  Instead, it feels very obligatory and uninspired; the map is all but useless; the sidestuff (i.e., evidence for random detective cases) feel utterly meaningless and devoid of any real purpose; and the combat is not nearly as much fun as it should be, because the 3DS buttons are often unresponsive and I ended up taking far too many hits that I shouldn’t have.  I spent about 2 hours or so with it and eventually gave up; I just don’t have the time anymore to push through with games that aren’t doing anything for me, and I especially don’t have time for games that feel like they’re deliberately antagonizing me.

THE UNRELATED:

Saw this link this morning, in which The Verge plays with the Steam Machine, and now I’m really glad I’ve waited on buying a new console (or, alternately, a new video card for my PC):

http://www.theverge.com/2013/11/4/5063760/we-try-the-steam-machine-valves-video-game-console-of-the-future

weekend recap: bits and bobs and odds and sods

So I had big, grand plans for blogging here last week, and, clearly, those plans all went to shit.

I’d written a rather gigantic review of Beyond: Two Souls for the NYVCC (which probably won’t be going up until early November), and in the process of putting it together I started getting a little philosophical about the concept of “fun”.  Not even necessarily about what constitutes fun (as an example, the fun I had in exploring the house in Gone Home is much, much different than, say, the fun of online Call of Duty matches, should you enjoy that sort of thing), but more along the lines of:  is “being fun” the thing that separates/elevates a game from an interactive experience?  Can a game with stellar graphics, a gripping story and fully-realized characters still be considered “great” if it isn’t “fun” to play?  And likewise, can a game with stellar gameplay mechanics (i.e., the “core gameplay loop”, or the “30 seconds of fun” design principle that went into creating Halo) still be considered “great” if the story and the characters and everything else is shitty?

I’d wanted to sink some serious time and thought into this piece, but, again, the week fell apart and I couldn’t put it together – not even after I tweeted that I was working on something ambitious, and that I sincerely hoped that I wouldn’t quit on it.   The tweet was more concerned with the post becoming too ridiculous for me to wrangle into shape; it didn’t take into account the many external factors that conspired against me even having the time to put it together (i.e., day job, sick baby, musical side projects).

Such is the blogger’s dilemma; as I am not in an environment where I can concentrate on writing 24/7 (or even 9 to 5), I seem to only churn out these sorts of lightweight posts – weekend recaps, uninformed gut reactions to industry news, whining about jerks on social media.  The heavy-duty stuff is problematic – I get intimidated because I want the piece to be great, and when I get intimidated I either allow myself to get distracted, or I get too critical and censorious and the whole thing falls apart.

I don’t necessarily want to abandon this idea, though, even if I just gave it away.  Because one thing that I am going to start doing over the next few months is a thorough examination of this console generation, and I’m very curious to see how my personal definition of “fun” has evolved over that time.

Case in point:  I ended up spending quite a lot of time in GTA V this weekend, trying to finish a few Strangers and Freaks missions, and also trying to trigger new ones – there’s quite a few missing in my Social Club profile, and I have no idea where to find them or how to start them.  Two of them started quite by accident; I decided to buy up some businesses, and one of them (the pier in the WNW area of the map) triggered two different quests that essentially sent me underwater, circumnavigating the entire island (one quest in a submarine, the other involving deep-sea diving).  These were strange, laborious and frequently tedious missions, and yet they were also, at times, deeply engrossing – if for no other reason than to simply appreciate the staggering amount of work that went into creating the underwater environment.   And since these missions were also untimed and free of enemies, I could explore at my leisure, and I personally really enjoy that sort of exploration – even if the speed of the sub and/or swimming was painfully, agonizingly slow.

Indeed, most of my time now in GTA V is spent driving around the northern expanse of the map, wishing there were Skyrim-esque dungeons to explore.  (Or, barring that, Red Dead Redemption-style gang hideouts to raid.)   (Also, mostly wishing that someone would mod GTA IV to incorporate GTA V‘s gameplay improvements – combat, penalties for mission failure, quick-saving, etc.)

Also this weekend:  I was generously gifted a copy of Deux Ex: Human Revolution (Director’s Cut) on Steam, and so that was a lot of fun to go back to.  I didn’t notice much in the way of the advertised graphical or AI improvements, and I haven’t gone far enough to see the re-tooled boss fights, but the commentary is a really nice touch, and it was neat to re-approach the first few levels without the clunkiness of my first playthrough.

Also spent a little time with Eldritch, a Lovecraftian roguelike that looks like a Minecraft mod.  I’m not really all that into roguelikes, nor am I particularly into Minecraft, but I do love me some Lovecraft spookiness, and so I finished the first dungeon and am contemplating a return visit.

Finally, I spent a few hours with the new PC port of Enslaved, which is a game that I remember being really impressed with on the 360 – I recalled it being a colorful adventure in the vein of Uncharted, which is a game that I could stand to see more clones of, and in my “Best of 2010 feature” I specifically called out Heavy Rain and said:

See, Heavy Rain, this is how facial animation should be done.  Hell, this is how storytelling should be done.  There’s more said in a character’s face here than in 20 overwritten lines of dialog.  The relationship between the two lead characters was thoroughly believable and authentic.

The PC version for the most part looks incredible, although the camera has considerable moments of severe jank.  And for whatever reason, this second time around, the story seems to be moving a lot faster than I remember – especially in regards to the relationship between Monkey and Trip.  The game is still fun, though – and it’s also pretty neat to see how the combat in Ninja Theory’s reboot of DmC evolved from what they did here in Enslaved.  If you didn’t play it on the console, this PC version is definitely worth picking up for $20.

I seem to doom myself every time I promise a blogging schedule for the upcoming week, so I’m not going to do that now.  But as I said above, my larger project over the next few months is to reexamine this console generation.  As I’m probably going to hold off on getting a next-gen console (most likely the PS4, first) until next year, I anticipate having plenty of time to get caught up on some backlog titles, and to revisit the console games I felt compelled to hold onto (which is to say, the games I liked too much to want to trade back for credit).   When I consider my Top 10 of this generation, it’s mostly just off the top of my head – with the exception of Red Dead, which I recently played to get warmed up for GTA V, I haven’t played any of the other games in my Top 10 in at least a year or two.   And it turns out that I really want to play Portal 1 and 2 again.

Brothers: A Tale of Two Sons

I said last week that it’s been at least 2 months since I turned on my 360.  As it happens, I had a brief window this past Sunday afternoon, and so I decided to download and try the demo for Brothers: A Tale of Two Sons, which had been getting some amazing reviews and overwhelmingly positive Twitter activity.  I figured I’d give it a quick shot, see if it was worth my time, then wait for the Steam release in a few weeks.

Instead, I finished the demo and then immediately purchased the game, and then spent the next 3 hours finishing it.   And it’s all I’ve been thinking about ever since.

I’ve been going through a weird quasi-depressive phase over the last few weeks – there’ll be a longer blog post about that later this week, hopefully – and part of the effect of this depression is that I’ve been unable to enjoy anything.   I’ll spend hours in front of my computer, looking at the 60+ games in my “Installed” library on Steam, and end up going back to Farm Heroes Saga (which is related to Candy Crush Saga and which is also getting a longer blog post in and of itself later this week) because I can’t seem to allow myself sink in to anything.

This is partly why Brothers feels like a godsend.  Because I was hooked immediately.   There was nothing to think about, nothing to get in my brain’s way; I found myself under the game’s spell as soon as the title screen blended into the game’s first moments.

The game is short – only 3-4 hours at most – but nearly every second of that time (and every inch of the game’s world) is beautiful and meaningful and emotionally resonant.  The game’s story is simple – two brothers must go on a quest to find a cure for their ailing father.  Of course, there’s a bit more to the story, but to say anything further would lessen the game’s impact.

The game’s mechanics are also elegantly simple – each brother gets its own thumbstick, and if a brother needs to interact with something, you pull their corresponding trigger.  That’s it.  Of course, this does take a bit of getting used to – even by the end of the game, I would occasionally get confused as to who was moving where – but that’s also partly the idea, and it’s a conceptually brilliant design when you think about it.  The two brothers must work together to accomplish their goal, and in order to do so you must get your left and right thumbs to work properly, in tandem and harmony with each other.

There are many things to love about this game, but the thing that rang the truest for me is how the game feels so refreshingly free of meta-ironic bullshit and hipster posturing.  The game is utterly sincere and genuine in its execution; every frame of animation is carefully crafted to feel right.  Indeed, I urge you to have the brothers interact with anything you come across – each brother will act differently, for one thing, and nearly every interaction is unique.

When I’d spoken late last year of my desire to have games move beyond the act of shooting guns and killing things, this is the sort of game I’d hoped would take its place.  It’s an incredible experience – indeed, a truly moving experience, too – and it’s one of the finest games I’ve played in a long time.