real talk, part two

Apologies for yesterday’s postus interruptus; as per usual around here, I tend to get very busy only when I’m working on blog stuff, and since the first half of yesterday’s post felt particularly good coming out of the fingers, you would be correct to  assume that I got absolutely buried in work bullshit before I was able to get to the second half.  Right now, none of my bosses are even in the office, so this is a perfect opportunity to start writing; of course, I didn’t end up playing anything last night except for my two current iOS obsessions, so I’m feeling a bit detached from the Assassin’s Creed 3 rant that I never ended up writing.

Let me start with the iOS stuff first, since I’m in a good mood.  I’m still playing the hell out of Chip Chain, and now I’ve gotten my wife into it as well.  Here’s how addicting and engrossing it is – I missed my subway stop yesterday morning because I forgot to look up from my iPhone.  I told my wife as much, and to be careful on the way home.  She then missed her subway stop coming home from work, even though I’d warned her, because she forgot to look up from her iPhone.  We are both fully obsessed with it; I’ve finally unlocked everything there is to unlock, and my scores have been getting better, but I’m still not quite the zen master that I feel I could be with just a few dozen more hours of play.

Ironically, the one thing that’s helped me curb my addiction to Chip Chain (besides my day job keeping me insanely busy) is another new iOS game called Dream of Pixels (itunes, $0.99).  The easiest way to describe DoP is that it’s Tetris in reverse; a solid wall of blocks slowly descends from the top of the screen, and you have to carve a given tetromino shape out of the wall before anything touches the bottom of the screen.  I’ve never been particularly good at Tetris, and I’m sure my scores in DoP are on the low side of things, but goddamn, it’s really well made – it’s got a really beautiful and soothing art style and sound design (For some reason, the art style reminds me a little bit of Braid, even though the only thing you see are block-shaped clouds), and even though things can get hairy, it never feels as chaotic as regular Tetris.  It even gives you a nice compliment after you lose, which is quite lovely.  I think the only knock I’d give it is that it doesn’t appear to let you listen to your own music/podcast/etc., but that’s certainly not enough to dissuade me from giving it a full-throated recommendation.  UPDATE:  Turns out my iPhone was just being weird; DoP certainly does let you listen to your own audio.  Fantastic!  No knocks to give!

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OK, so.  You may recall in yesterday’s post that I very much wanted to discuss what I’d just seen in Assassin’s Creed 3, but that I needed to get my Halo 4 rant out of the way first.  There are SLIGHT STORY SPOILERS ahead, but let’s also be pretty clear here – AC3 takes place during the years leading up to the American Revolution, and considering the events that the previous games let you be privy to, you have to assume that your character will be an active participant in certain notable events in American history.  Let me also state that even though I’ve been playing for a dozen hours or so, a lot of those hours have just been dicking around in exploration mode; I’ve not really advanced the story all that much, so what follows is still relatively early in the game.

The whole reason why I even bothered to put Halo 4 into my 360’s tray was because I’d just finished the Boston Tea Party mission, and I literally couldn’t believe what I’d just seen.

I’m not sure what the right word is to describe just that mission’s terribleness, especially considering just how all-encompassing that terribleness actually was.  It was downright farcical.  For a franchise that generally takes itself incredibly seriously (notwithstanding Ezio’s Uncle Mario, as well as everything about Leonardo da Vinci), the Boston Tea Party was a goddamned travesty.

My familiarity with the American Revolution is, admittedly, a bit rusty.  That’s partly why I was so interested in playing AC3 in the first place, though; I was really interested in seeing what these events might have looked like.

Wikipedia describes the Boston Tea Party as “a key event in the in the growth of the American Revolution.”  What the game presented, though, looked more like a frat party stunt gone awry, with just 3 dudes heaving boxes of tea off of a ship (or, at least, trying to heave boxes of tea off a ship – when I tried to do it, I was just as likely to throw a box into another box, or a ship’s mast, or even backwards), and also in a world where “awry” means the violent, acrobatic murdering of 20-30 British soldiers in front of a cheering (though utterly silent) throng of colonists.   And when it was over – when 100 boxes of tea (no more, no less) had been thrown into the murky depths of Boston Harbor, the cutscene that followed basically just showed 3 dudes walking, and the camera was actually drifting off of their faces – it looked like a bad take, frankly.

The whole thing could not have been more anti-climactic, which is the literal opposite of the intended effect, I would think.  I couldn’t believe that such an epic moment of American history could have been treated so sloppily.  And considering that this is but the first such moment I’ve come across, I shudder to think what else this game is going to have me do.  (I’ve already heard terrible things about Paul Revere’s Ride, which certainly doesn’t bode well.)

UPDATE:  not moments after I published this post, Kotaku revealed that Ubisoft is putting out an absolutely massive patch next week that should fix a lot of what’s broken.  That list can be found here, but I must also submit that there’s plenty about the game when it’s working properly that’s still a bit messed up.

a special episode of Real Talk

It’s time for REAL TALK.

I’ve been ignoring Halo 4 for the last few days, partly because I’ve been giving Assassin’s Creed 3 every possible benefit of the doubt I can muster (and I’ll get to that in a bit, believe me), but also because I’ve been diagnosed with Stage 4 Shooter Fatigue. Essentially, unless a shooter has amazing graphics, or has a really compelling narrative (or, barring that, at least some interesting characters), or at least is trying to do something different, it’s really hard for me to give a shit about shooting thousands of enemies in the face. In the immortal words of Jay Cutler: “DOOOONNNNTTTTTT CAAAAAARRRREEEEEEE.”

That being said, I listen to gaming podcasts and read all the major sites, and they all seem to really like Halo 4. And my friends seem to like Halo 4, even the ones who don’t really care about multiplayer. They assured me that the game is well paced, that it mixes up the action, that you’re never bored.

So, after finishing a major story mission in AC3 (which, really, I’ll get to, because WTF), I decided to give Halo 4 another shot. Maybe I was being too impatient; maybe I was too focused on my pre-conceived notions about shooters to allow myself to be truly objective. After all, I’d only played the first 2 missions of the campaign; I knew there was still a lot more to go.

So I started up Mission 3. I immediately got a bad feeling when I immediately recognized the form that the mission was going to take. Stop me if you’ve heard this one before: a ship’s outgoing transmission is being jammed, and there are 2 relay stations on opposite sides of the planet that need to be un-jammed in order to clear up the signal. Right? Like we all haven’t done THE EXACT SAME THING IN EVERY GAME EVER MADE.

But wait! It gets “better”! We finally have new, non-Covenant enemies to shoot! And some of them teleport.

Oh sweet mercy. Oh sweet sassy molassy. Oh sweet fucking merciful crap. TELEPORTING ENEMIES.

Halo 4: fuck you. All future games that feature enemies that teleport: fuck you, too. I’m officially done with teleporting enemies, the single cheapest and most bullshit tactic in games. It doesn’t matter what genre, either – it pissed me off in Diablo 3, and it didn’t exactly sit well with me in Dishonored, even though I could teleport, too. As soon as I fire on an enemy and that enemy decides to warp out of the way of my bullets and land on my head, I am turning the game off, removing the disc from the tray, and setting it on fire.

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*sigh* The rest of this post will have to wait for another day.

more AC3 talk, and some other people’s brilliance

I’m having one of those afternoons where I’m just kinda restless.  The day job has been a source of enormous stress and anxiety over the last few weeks, and yet I’m not feeling like I’m as busy as I should be, which makes me feel even worse.  Today, for example, I’ve basically been waiting for the massive workload that I know is coming, but I don’t know when, and I don’t know what it’s going to be.

I’d much rather be writing, but as you might imagine, I’m not really in a position right now where I can shut out the rest of the world and really get into it.  I mean, I played Assassin’s Creed 3 for a few more hours last night, and I’d like to continue talking about it, even though most of the 2000+ words I wrote yesterday cover pretty much everything.  Could I expect you to keep reading?

In any event, I realize now that I forgot to mention the meta-challenges, which are perhaps the most irritating thing about the game (and yet which, ironically, are in the game specifically to induce replayability).  These challenges basically ask you to complete each mission while also fulfilling certain requirements, such as only killing enemies with a certain weapon, or to kill enemies without using a certain weapon, or other such random nonsense.  I tried paying attention to them at first, but soon found that they hampering my natural gameplay rhythm; why couldn’t I just complete the mission the way I wanted to, responding to the way the scene naturally unfolded?  Of course, after you complete each mission, the game “grades” your performance, and each missed challenge shows up in bright red text.  This is bullshit.  I mean, I get this “grading” thing, and it works in certain contexts.  But not here.  After all, I don’t give the game a grade after each mission for how many times the broken AI prevented me from doing what I needed to do, right?  Or how often the controls don’t actually do what I ask them to, such as when I’m attempting to climb a tree but instead accidentally jump 50 feet to my death?  (That sentence would be ironic if I were a professional game critic.)

Anyway.  I did a few more missions, and then I spent around an hour in the Boston Underground, unlocking the rest of the Fast Travel locations (or, rather, as many as I could find – I think I’ve gotten 6 of the 10 available).   And it was in these quiet moments of exploration and occasional parkour that I remembered why I still love this franchise.   My favorite bits of the previous games were those side areas that eschewed combat entirely and instead focused purely on climbing, exploring, and puzzle solving – in short, the parts that reminded me of Prince of Persia.  The Boston Underground is pretty underwhelming in that regard, as it’s less about gigantic ancient buildings and more about mostly narrow tunnels and a few lever puzzles that can be solved in around 15 seconds, but it’s at least sort of scratches the relevant itch.

So, there.  There’s some words for you.

I really started this specific post, though, to highlight some other excellent words written by writers far better than I.

1.  Last week I wanted to write a big response to the Eurogamer mini-scandal, and about the ethics of game journalism, and what exactly a “mock review” is and why it’s so terrible.  And then the brilliant Leigh Alexander went ahead and wrote this, and that more or less took the wind out of my sails.

2.  My good friend Carolyn Petit over at Gamespot wrote this lovely story about a woman in Pittsburgh trying to build an arcade, and the struggles she’s run into.

3.  Brendan Kough, over at one of my new favorite sites, Unwinnable, has a great appreciation for the irreverent storytelling of Borderlands 2.

weekend recap – AC3, Halo 4, and an iOS GOTY contender

1.  I’ve found a possible contender for iOS game of the year, and it is called CHIP CHAIN (itunes, free).  It’s a fiendishly addictive combination of Triple Town and Drop 7; if either of those games mean anything to you, you will get sucked into Chip Chain immediately.   For the rest of you, here’s the developer’s description:

Place and match 3 or more identical poker chips to earn a more valuable chip, then chain together matches for huge bonuses! Play power-up cards to make combos, extend chains, and maximize your score. The dealer tosses chips to get in your way, but if you play smart and think ahead, you can turn the tables and use them to your advantage. Earn gems to spend on better chips, more powerful cards, bigger hands, gem multipliers, and more!

It’s free, and while there are in-app purchases, they’re certainly not necessary – you earn in-game currency at a pretty steady pace anyway.  The only negative criticism I can offer is that it tends to suck battery life rather quickly; my morning-commute iPhone gaming usually drains from fully charged to around 80%; this morning’s commute drained me all the way down to the low 70s.  Hopefully that will be addressed in a patch.  That aside, I give this my highest recommendation.

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2.  I have given up on Need For Speed Most Wanted.  I tried playing a bit more on Friday night, and found myself cursing and ranting and saying things that I really ought to not say out loud, even if I’m in an empty room, yelling at the television.   Understand that it breaks my heart to do this.  Understand that underneath all the frustration and the bullshit and the cheap shots and the magnetized traffic and everything else that makes me seethe with white-hot fury, this is still a Criterion driving game, and as such there are still moments of breath-taking exhilaration to be found.   But there’s SO MUCH BULLSHIT you must endure before you get to those fleeting moments of glory, and I don’t have the time any more to put up with a game that makes me angry.

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3.  I don’t know if I’m giving up on Halo 4.  I did the first 2 missions and then put it down, and I haven’t really thought about it much since.   It looks gorgeous, and it still feels like Halo, which is what it’s supposed to do, I guess.  But the truth of the matter is that it only took about 5 minutes before my ongoing issues with shooter fatigue kicked in.   I’m really, really tired of shooting things, especially the Covenant.  I’d still like to try the co-op stuff, I suppose, but even that isn’t all that appealing.  I will say this, though – I tried the SmartGlass app on my iPad, and Halo 4 takes advantage of it in some pretty neat ways.   I suppose if I were really into multiplayer, I’d really get into all its stat-tracking and everything.   It’s certainly not essential, but it’s a nice feature to have if you’re into that sort of thing.

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4.   I did finally receive my Gamefly copy of Assassin’s Creed 3, which, as it turns out,  is very much the kind of game I’d rather be playing than shooters and frustrating driving games.  It’s a shame, then, that so much of it is broken.

My relationship with the Assassin’s Creed franchise is, for lack of a better word, weird.  I’m a devoted fan almost in spite of myself, because there’s just too damned much of it.

I really liked AC1, even if it was ultimately repetitive and shallow.  I genuinely loved AC2, which fleshed out the main story with a number of fun (and relevant) side missions.  And I still adore AC2: Brotherhood, which may very well end up in my top 5 games of this console generation.  The thing is, I never needed these games to come out every year.  Frankly, I suppose one of the reasons why I like Brotherhood so much is that I was legitimately afraid that it was going to suck – I worried that they were adding too much, too quickly, without giving the game enough time to properly cook (and without giving its audience enough time to achieve the proper level of excitement).

This is probably why I gave up on AC2: Revelations so quickly; my fear of diminishing returns finally came true.  AssRev was overly complicated, throwing far too many new ideas at the player – many of which were half-baked to begin with, and none of which felt particularly necessary.  I’d sunk over 100 hours into the first 3 games without ever once feeling like I needed to use smoke grenades, let alone a complex grenade crafting system.  I’d barely learned how to properly use the grappling hook in AssRev before I was being thrust into a ridiculous, nonsensical tower defense minigame.  And to top it all off, the controls were utterly fucked up; it felt like I needed to hold 4 buttons down just to run up a wall – something I’d already done at least a thousand times in the earlier games – and yet more often than not, I’d end up jumping into a ravine instead of climbing onto a platform.

And so, prior to AC3’s release, I must admit that I was a little worried.  I wasn’t sure I was ready for yet another Assassin’s Creed game, especially coming on the heels of the incredible disappointment of AssRev.  And I wasn’t sure how Ubisoft was going to fix all the things that needed fixing, while adding all the things they would inevitably add, in such a short span of time.

Indeed, I’m now 10 or so hours into AC3, and I’m still a little worried about it.  I am happy to say that I’m enjoying it a hell of a lot more than AssRev, but I’m also a little bummed out about how rough around the edges it seems to be.

The game is flat-out broken in a number of alarming ways.  And I don’t just mean that the player can get stuck in level geometry on a consistent basis, although that’s happened far too many times for an AAA title.  There’s one example I can point early on in the game where literally nothing makes sense.  

**SLIGHT STORY SPOILERS AHEAD**  

There’s a mission where Samuel Adams is ostensibly going to to show young Connor how to use the Fast Travel System.  The two characters walk towards the indicated waypoint, but the road is barred by soldiers.  Connor says, “How about I just take the rooftops and meet you there?”  Sam then says, “No, not that way.  You need to learn how to do this.  Follow me.”  Except he doesn’t move; he expects me to take him.    I don’t know where I’m supposed to go!

Here’s the catch:  I actually do, since I’d already explored this area during a previous visit and unlocked a few Fast Travel locations (before I actually knew what they were).  The problem is, when I try to take Sam to one of the other Fast Travel locations I’ve already discovered, the game tells me I’m about to fail the mission for leaving the mission area.

?!

I had to look at a walkthrough, which revealed that I actually did have to go to the place that was guarded by soldiers, and that the only way in was to climb over the rooftops and sneak in behind, which, as you’ll recall above, was specifically what Sam asked me not to do.

**END SLIGHT STORY SPOILERS**

At least I was able to complete this mission; the mission I had to do 2 missions before this one caused me to, for no reason at all, suddenly become attacked by dozens of soldiers.  Restart checkpoint – same thing happens.  There was no way to fix this other than to kill everyone.  And then Connor and Sam had a leisurely conversation, as if nothing had just happened.

Another thing that tends to get under the skin is the wildly uneven pacing.  I don’t mean in terms of the story – while a lot of critics have opined that the game starts far too slowly, I actually appreciate that the game has taken its time to set up where it’s going.  Instead, I’m talking more specifically about the errors of pacing where it’s clear that there wasn’t enough time to properly polish and edit each scene.  There are times when the game makes you walk 10 feet before a new cutscene starts; there are other times right next to them where you have to walk 500 yards to get to the next cutscene; there are times when you’ll start a mission and instantly jump to where you need to be; there are other times where you’ll start a mission and, as before, have to walk for 10 minutes before the mission starts.  I can’t say I know anything about game development, but I’d guess that if the game had even just a few more months of polish, these sorts of inconsistencies would be smoothed over and the overall experience would be much improved.  Instead, Ubisoft rushed it out the door in order to meet its quarterly earnings projections, and we ended up with something that isn’t nearly as good as it should be.

I can’t speak for all AC fans, but I can’t imagine anybody wants one of these games every year; I think they’d prefer to have these games to come out when they’re good and ready.  Because when these games work the way they’re supposed to, they are incredibly fun and engaging and immersive.  There’s really nothing like them, and that’s why they’re so special.

Nor would I contend that the thing that keeps people attracted to this franchise is all the crazy, random shit that has nothing to do with the business of assassinating.  Brotherhood remains the best game in the franchise for me because all the random stuff it added made sense, and added to the overall experience of being the head of an Assassin Guild, and most importantly – it was fun.

AC3, on the other hand, has a bizarre, overly complicated hunting system – which is fine, I suppose, except it doesn’t work all that well and it doesn’t do anything to enhance the experience, even though it’s incessantly shoving itself into your way.  (By way of contrast, look at Red Dead Redemption‘s hunting system – it was simple, easy to understand, yielded tangible rewards, and didn’t constantly remind you of its existence; it was there if you wanted to engage with it, and remained quietly in the background if you wanted to do something else.)

Similarly, I completed my first naval battle last night.  Let’s leave aside the highly questionable narrative decision wherein a seasoned British naval officer allows a Native American teenager to captain a fucking ship and engage in warfare on the open seas, and ask ourselves if this is something that ever needed to exist in this franchise.  Because even though the minigame itself was surprisingly well executed and even impressive, cinematically, it’s still totally unnecessary.

I’m not ready to give up on it, though; despite its brokenness and its near-desperate need to impress you with SOMETHING NEW at every turn, it’s a lot more fundamentally sound than AssRev.  I like these new characters; I like the shift in location and era; I like that the overall narrative seems to have gained some of the forward momentum it seemed to be lacking.  And, frankly, I miss this franchise.  Like I said above – when it’s good, there’s nothing quite like it.  And being that we’re in the middle of shooter season, this is a very refreshing change of pace.

the first few hours: NFS MW

In order to distract myself from worrying about tonight’s election results, here’s my one-word review for Need For Speed Most Wanted, a game that at one point was one of my most heavily anticipated games for 2012:

*sigh*

Before I went to bed last night, I opened up a post here and wrote down my gut reactions:

  • frustration
  • kinda ugly
  • wildly inconsistent – too easy to crash (SOMETIMES)
  • mini map is in an inconvenient location
  • cops are annoying, and it can sometimes be unclear why they’re after you
  • and yet i played it for 2 hours without stopping.

I said this yesterday, and it bears repeating – I’m not sure how objective I can be about this game.

On the one hand, the Burnout franchise is my one true love in the racing genre, and I’ve probably put more time into both Burnout 3 and Burnout Paradise than all other racing games combined. So I’m willing to cut Criterion a whole bunch of slack, even if what I really want is Burnout Paradise 2 and couldn’t give less of a shit about the Need For Speed brand.

On the other hand, Forza Horizon came out of nowhere to become one of my GOTY contenders; as far as open-world racing games go, it has set the bar remarkably high, and it’s pretty much all I’ve been playing for the last 2 weeks.

NFS:MW feels a bit off, is the thing.

It has police chases, because it’s a Need For Speed game and that’s what a NFS game is, but the chases aren’t exciting as they were in Criterion’s previous NFS game, the excellent Hot Pursuit. Indeed, they become a nuisance after a while – there’s nothing quite as annoying as finishing a race only to then have to spend up to 10 minutes trying to shake the cops (who aren’t chasing anybody else, I might add).

It offers Burnout-esque rewards for taking down your opponents, but until you’ve improved your car (which you can only do by winning races), taking opponents out actually slows you down, allowing the super-rubberband-y AI to speed past you. This happened to me on numerous occasions last night, and it was unbelievably frustrating.

Indeed, there are many reasons why “frustration” was the first thing I wrote in my gut reaction list above. It’s frustrating that the game is inconsistent with what actually makes you crash – sometimes you can sideswipe an oncoming car and nothing happens, but sometimes you can just lightly nick some random piece of geometry and then everything grinds to a halt. It’s frustrating that sometimes the game will offer up some very visible green arrows to tell you there’s a turn coming up, because more often than not there are no green arrows at all and you’ll miss the turn entirely. It’s frustrating that the mini-map is located in the lower-left-hand corner of the screen, which is very difficult to look at while trying to avoid police cars at 150 miles an hour. It’s frustrating that the crashes – which are usually Criterion’s strength – feel endlessly long and drawn out and more or less ruin your race, especially when they happen 100 yards from the finish line, which is something that happened at least 4 or 5 times to me last night – again, because the game was unclear as to what would actually cause a crash or not. It’s frustrating that there’s perhaps too much NPC traffic on the roads, if only because the NPC traffic only seems to negatively affect your progress; there were a number of times last night where the AI cars in front of me just bounced off of oncoming traffic, which is something that almost never happened when I tried it.

The game is also uncharacteristically ugly, at least by Criterion standards (and certainly when compared to Forza Horizon, which generally looks quite stunning).  The car models are pretty sharp, but the buildings and environments seem a little fuzzy and grainy, and the textures can pop in and out sometimes.  And even though I installed the game to my hard drive, there was a surprising amount of slowdown and dropped frames – even in the menus, which is just weird.

I’m also not really all that crazy about the music selection, though I’d probably place the blame on EA for that.  There is no DJ Atomica; and while normally that would be a good thing, here the soundtrack feels like it was curated strictly by EA’s licensing partners; it’s all very drab and forgettable modern rock.

And yet – I did play the game rather compulsively for around 2 hours last night, despite how frustrated I was.  The world is pretty big, and I found myself enjoying the free-roam exploration side of the game – crashing into locked gates, crashing through billboards, competing with the 2 or 3 people on my friends list who’ve also played the game in speed cameras and jump distances.  The Autolog stuff is still the best in class – not that Forza Horizon is shabby in that regard, but everything here is presented very cleanly and clearly, and so it’s very easy to see how I stack up against my friends among a comparatively wide statistical array.

Ultimately, I can’t help but feel that EA is hamstringing Criterion a bit here by asking Criterion to make a game that they don’t necessarily want to make.  Everybody wants more Burnout; I’m not sure anybody was asking for yet another Need for Speed game.  Cramming Need For Speed on top of what ought to be Burnout Paradise 2 ends up making a bit of a mess.  I suppose I can appreciate Criterion maybe wanting to hold off on the real Burnout Paradise 2 until the next generation of consoles arrive – that’s certainly something worth waiting for.   This game, however, really just feels like EA’s desperate need to make its own IP still relevant, at the expense of quality IP that gamers actually want.*

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* This feeling is strangely and ironically reinforced by all the billboards in the city covered with the names of the various EA studios – EA Sports, Bioware, Visceral Games, etc.

trust issues

First:  there are a bunch of things I want to write about, but it’s gonna be tough to find the time to write them.   The day job is particularly bananas this week as everybody’s trying to get caught up from last week’s insanity, and so finding consecutive free minutes with which to craft interesting sentences out of interesting thoughts will be few and far between.   Speaking of which, the fallout from Hurricane Sandy resulted in, among other things, me not receiving my copy of Need for Speed Most Wanted until today, and my rental copy of Assassin’s Creed 3 may very well have gotten lost in the mail.  Now, in the grand scheme of things, I am OBVIOUSLY extremely thankful and grateful that these are the only significant setbacks I’ve been dealing with, especially since there are so many of my fellow New Yorkers who are still without power, water, and (especially) heat.  Still, I’m going to want to be playing the hell out of these two games, and I’m going to have to find time to fit them both in – especially since Halo 4 comes out tomorrow.

Consider this a quick sketch of what I’d like to be posting about this week, if I can:

1.  Forza Horizon.  This has gotten the bulk of my playtime lately, and as such I’m curious to see how that will influence my time with Need for Speed, which I’m still thinking of as Burnout Paradise 1.5.  As for Horizon itself – it’s a marvel.  The only real negatives I can offer for the game are specifically aimed at all the stuff that isn’t directly tied to the driving experience itself – the radio personalities, the pre-race smack talk with your “rival”, the festival itself.  That’s all junk, basically, intended to give me a reason to keep driving – as if the driving itself weren’t enough.  Which it most certainly is.  And the game keeps rewarding me for driving, even if I’m just aimlessly hunting down the last few signs I haven’t crashed into, or the last 3 or 4 stretches of road I haven’t driven yet.  I’ll go into further detail when the opportunity arises, because the game deserves it.

2.  XCOM Enemy Unknown.  GAWD.  I don’t know that I’ve ever been so intimidated and afraid of a game that I’m enjoying the hell out of.  I can only play it in 30-minute chunks before the tension becomes too much.  AND I’M PLAYING IT ON EASY.  Last night I finally finished the Skeleton Key/Alien Base mission, which I suppose is the first real gauntlet I’ve had to run; those goddamned spider bastards wiped out half my crew.  And the only reason I finished with 3 guys alive instead of 2 is that I was able to snipe the psychic alien and get a critical hit, one-shot kill before he could damage the guy he’d mind-controlled.  I get it:  a vital and central component of the playing experience is that you’re going to lose some of your crew members, no matter how well you play (or how much you save-spam), and that losing those crew members is going to matter.  It’s going to hurt, and it’s going to suck.  MISSION ACCOMPLISHED, assholes.

3.  The most important thing that I want to get to – and man, I really hope I can find the time to do it – is in regards to this recent Eurogamer kerfuffle about games journalism, ethics, and trust.  Stephen Totilo just posted a pretty thorough article about this whole mess here, encompassing points of view from pretty much all sides of the spectrum, and I highly recommend checking it out.  For me, though – as an outsider looking in – this latest episode has prompted me to ask myself what it is I actually want out of the game journalism and criticism I read; and, as well, why I’d want to get into this business in the first place.   If I write nothing else this week, I sincerely hope I can write that post.

Here’s hoping your week goes smoother than mine.

a postcard from Brooklyn, post-Sandy

So, first thing’s first – everyone’s OK here at SFTC HQ.  As far as the hurricane goes, I came out pretty great – never lost power, heat, water or internet.  I’m a little stir crazy, I guess, since me and the wife have been more or less stuck inside since Monday, but that’s fine.  There are hundreds of thousands of fellow New Yorkers who did not get off so easy, and my heart breaks for them.

Our neighborhood is one of the few that survived pretty much unscathed, but we’re certainly not in the clear.  Because all the ports are closed, and because mass transportation is still screwed up and the roads in and out of the city are filled with traffic, supplies aren’t getting in.  The local grocery stores and bodegas are running low on pretty much everything; the gas station a few blocks away from my apartment is out of gas, surrounded by perhaps a dozen vacant cars.  And I would make the argument that when supplies finally arrive, they really ought to go to the neighborhoods that really need it first, of which there are far more than mine.

It’s a little messed up, to be honest.  I’ve been living in New York City since 1997, and I’ve never seen anything like this.  As horrible as 9/11 was – and I don’t mean to diminish how traumatic it was – the city never felt quite as isolated and cut-off as it does right now.  And I mean that in the literal sense – it is damned near impossible to get anywhere in the city, as tunnels and bridges have been closed and traffic has been nightmarish.  It’s true that mass transit has sort of returned today, but going from Brooklyn to Manhattan via subways and buses is still an exercise in futility – see this Gawker post, for example, and know that the picture in that link represents but one-sixth of the actual situation.

Still, the city is picking itself up, slowly but surely.  Indeed, the mail came today for the first time since last Saturday.  (Alas, my Gamefly copy of Assassin’s Creed 3 was not part of the delivery.)

Anyway, even though I’ve been stuck at home for the last few days, there hasn’t been a tremendous amount of gaming, to be honest.  When the TV has been on, the wife and I have more or less been glued to NY1 to stay updated, and we’ve only taken breaks to watch James Bond movies.  I’ve managed to squeeze in a little bit of Forza Horizon here and there, and last night I spent a little time with XCOM.

XCOM, as it turns out, is a perfect “horror” game.  I can only play it in 30-minute chunks, actually, because (a) the battlefield gameplay is absurdly tension-filled, and (b) I am a huge pussy. And even though I’m playing it on Easy, it’s still monstrously difficult at times; when shit starts going wrong, it goes wrong really fast and before you know it your entire squad is either dead or zombie-fied.  I thought I’d been making good progress, actually – I’d cleared a few alien abduction missions without losing anyone, and the world council was very pleased with my overall performance, and I’d finally been able to create the Skeleton Key that granted me access to the alien base.  My squad was filled with experienced soldiers who wielded top-of-the-line equipment – those laser sniper rifles are insane – and I carelessly assumed that even with my overly cautious and methodical play style, I wouldn’t have too much trouble.

How wrong I was.  I cleared the first room easily enough, but then I entered the second room and encountered the Chyrssalids for the first time, and within 5 minutes my entire squad was overrun.

The turn-based nature of the game is actually a large part of the horror.  I suppose “dread” might be a better choice of word, because that’s ultimately what the feeling is; you know that no matter how long you stall in trying to figure out what to do, one of your soldiers is totally fucked.  You might have to walk away, go to the bathroom, get a glass of water, all the while thinking of a solution – but when you get back to the computer, your soldier (who has the only medkit, because you weren’t paying attention) is still about to get destroyed, and your other squadmates are either out of position or, even worse, are out of ammo and need to waste a turn to reload.

It’s a marvelous game, and I hate it.  I hate that I love it so much, and I hate that I keep having to walk away from it because I can’t take the tension.  Considering how much tension there is in NYC these days anyway, there’s only so much more I can take.

There’s not much more to report.  My copy of Need For Speed Most Wanted is apparently at my office, but I’m not going into Manhattan until the subways are running again (which probably won’t be until Monday at the earliest).  And as I said above, my copy of AC3 is in USPS limbo, though hopefully it’ll arrive tomorrow.  But really, the most important news is that everything here is OK; we are safe and warm and our dogs are keeping us company.  

the first few/last few hours: Forza Horizon, Dishonored

Before I get started, I want to sing the praises of the WordPress spam filter, which does a great job day in and day out of filtering out all the nonsense.  Like, literal nonsense.  Whoever’s coming up with the text for these spam comments is out of their minds.   Sometimes, though, the spam robots get lucky – and like the 1,000,000th monkey who typed out a Shakespearean sonnet on his typewriter, today’s comment is a thing of beauty.  Just know that my apprehension at inviting sort of spam recursion loop by pasting it here is outweighed by my desire to spread joy and love and poetry wherever I go.

You know what I’m talking about.I quit!A barking dog doesn’t bite!Most people eat, write, and work with their fight hands.You’re welcome.A bad workman quarrels with his tools.Do you realize that all of these shirts are half off?It appears to be a true story.We are divided in our opinions.It feels like spring I’ve been here before

There’s so much to love here.  And not just because “fight hands” yields a marvelous synchronicity with my new favorite iOS game (which just came out last night), Punch Questalthough that is a wonderful touch.

Anyway.  I needed to share that.

As for GAMEZ, I said goodbye to Dishonored last night, and said hello to Forza Horizon.

I had a bad feeling about Dishonored going into last night’s session, to be honest.  I was already in a weird place about it, and there was a part of me that knew that putting it down for 3-4 days wouldn’t soften its edges.  So, yeah; I played for about 20-30 minutes or so and quickly realized that I just wasn’t ever going to get back into it.  The magic was gone.  It no longer felt like an organic, natural environment; I was simply recognizing patterns and exploiting their weaknesses.  The story wasn’t ever compelling enough to keep me moving forward, either – especially since every review more or less panned the ending – and so I decided that I didn’t want to spend my time feeling bad about not liking a game anymore.

I remain in awe of the many things the game does right.  And I salute the developers for taking a chance with a new, bold IP at this stage of the hardware cycle.  I do feel guilty for not finishing it, for whatever that’s worth.

*     *     *     *     *

It took a little while for Forza Horizon‘s charms to become apparent to me.  As much as I love driving games, I don’t really care about cars or car culture, and would never willingly find myself in the middle of the desert at some car/music festival, which is the game’s central premise.  In fact, there’s an awful lot of cut scenes in the beginning of the game – perhaps too many – that go out of their way to sell you on the concept that you’re in this amazing place, doing this amazing thing, meeting all these amazing people, etc.  Say what you will about the problems with silent protagonists; I could not identify with my dude, nor did I ever have any intention of doing so.  I wanted to drive.

And about 30 minutes later, I found myself in driving game heaven.

Once the game removes the tutorial training wheels, you will find yourself on a stretch of open road, free to do whatever you want.  And the game keeps track of everything you do, so even if you’re mindlessly driving (and admiring the gorgeous scenery), you’re also earning points and money simply through the act of drifting, driving on the opposite side of the road, crashing into special signs (that unlock discounts at the garage), narrowly avoiding traffic, etc.  There are also Horizon Waypoints (or something like that – I can’t remember what they’re called) which enable fast-travelling, should you not want to drive to the other side of the map for an event.  Each waypoint features 3 mini-events, the completion of which reduces the cost of fast-travelling.  But that’s besides the point.  The point is that the simple, pure act of driving – not racing, not doing tricks – yields tangible rewards.

love this sort of thing.  This is very much why Burnout Paradise was such a revelation – you were given a huge world to explore, and you were encouraged to explore it.  It wasn’t just window dressing; there were valuables hidden away in every nook and cranny.  I’m not sure how deep Forza Horizon travels down this particular rabbit hole, but the time I spent with it last night was very encouraging.

This is just the kick in the ass the franchise needed, I think.  The regular games are still fine, best-in-class, sure, but they’re also very repetitive – you race the same tracks in the same cars year after year, with marginal graphical improvements and subtle tweaks to performance.  There is an audience for that kind of game, certainly; I’m somewhat of a member, having bought each edition.  But Forza Horizon feels fresh and new and invigorating, and I’m hopeful that we’ll be seeing more of it in the future.

weekend recap: honorable intentions

[I had grand visions for this post, but then (of course) work got in the way, and so I have no idea if what follows is coherent or interesting or what.  Many apologies.]

Lots to talk about, and some of it has nothing to do with gaming.  In fact, I might as well dive in and get this shameless plug out of the way right now:  I’ve finally, FINALLY built a website for all my music-doings.  Please feel free to visit vosslandiamusic.com and check it out; there will be more content coming soon, but for now it’s, well, what it is.

Back to the subject at hand, now.  This was another in a series of inadvertent three-day weekends; I’d been somewhat successfully battling a cold last week but I woke up on Friday having lost the cold war, as it were, and so I stayed home and sneezed and coughed and decided to get caught up on gaming stuff, since the living room was all mine.

Last week I wrote about my Dishonored glitch:

…I completed Slackjaw’s quest, and was on my way to head back to his distillery to turn it in, when the game suddenly told me I’d failed the quest, and even though none of his men were trying to kill me, he certainly was.  I didn’t understand what I’d done wrong.  Tried re-loading several times, tried entering stealthily as opposed to waltzing right in – but no matter how I entered the zone, as soon as I’d crossed some invisible barrier, the game decided I’d failed.  This was very, very frustrating (as you might imagine), and since I didn’t see any solution (beyond waiting for a patch), I decided to take it out of the 360′s tray and leave it alone for a little while.  Some quick googling revealed that a lot of people are having the same problem – not everyone, but enough for me to feel like it’s not just my own peculiar problem.  That being said, since I don’t know when the patch is coming (if indeed it’s coming at all), I might just take the opportunity to start over from scratch, now that I actually know what I’m doing.

As it turned out, there was a patch ready for me to download Friday morning, but when I loaded my last save, the quest was still glitched out.  So I did end up restarting from the beginning, which also made it much easier, since I already knew what I was doing (and had a much better idea of how to do it better).  Took no time at all to get caught up to where I’d been glitched, and everything seemed to be working fine at that point.  Made much progress, then; I happened to glance at a walkthrough online just to see how far into it I was, and it would appear that if the game has three Acts, my next mission would be the end of Act 2/beginning of Act 3.

Here’s the thing; I kinda don’t know if I care enough about the game to bother finishing it.

And yet the game matters enough to me that I would really like to know why I’m feeling so apathetic about it.

This particular problem is made thornier in that after I took my leave from Dishonored on Friday, I also spent a great deal of time with the first bit of DLC for Borderlands 2, which is absolutely fantastic; and also that my weekend eventually got pretty busy with things wholly unrelated to gaming (see first paragraph above).  Also: my rental copy of Forza Horizon should be arriving later this week, which I’m very anxious to get my hands on; and next week comes Criterion’s Need For Speed Most Wanted, which is looking every bit like the spiritual successor to Burnout Paradise that I’ve been craving for years.  (And meanwhile my XCOM campaign lurks on in the background.)  Basically, I’m very much aware that I’ve got a very limited amount of time in which to give the rest of Dishonored the attention it probably deserves, so there’s a weird sort of pressure there.  I fully acknowledge that this isn’t Dishonored’s fault.

HOWEVA.  There are some things that are Dishonored’s fault.

Before I get around to killing it, though, let me first sing the praises of the art direction, which are absolutely wonderful.  Let me also say that my favorite parts of the game are, basically, everything I do before I have to dispose of my target.  I love Blink-ing around* – it’s fun and useful and arguably even more satisfying to pull off than Batman’s quick-evade.**  I love exploring every nook and cranny of the environment, which is very much designed to reward such exploration – every open apartment window on a non-ground-level floor holds at least one goodie (and, also, tells some wordless, sad story in its tableau).  I love doing reconnaissance, basically, and the game’s tools for performing such recon work are exquisitely designed and endlessly rewarding.

But, yeah, then I have to actually go about my business.   And that’s where I run into problems.

The game tells you that it’s better to not kill.  But it also gives you lots of ways to kill.  And sometimes you run into a situation where there’s nothing you can do but kill, unless you decide to reload your last save, and that can be tedious.  Furthermore, as far as I can tell, the game only tells you of the benefits of acting non-lethally during loading screens – nobody in the game actually tells you to not kill anyone.  Indeed, your handlers at the Hounds Pit are asking you to kill people in order to advance their cause.  Your sidequests generally offer you a way to achieve the same result without killing, and after each mission I’ve gotten a rather handsome reward waiting for me in my room, but I’ve also had to kill a number of guards in order to get where I need to go, too, and nobody gives me much grief about that.  It’s not like I’ve gone on a murder spree or anything – my overall chaos meter still reads “Low” at the end of each mission – but I’m certainly not getting the Achievements for mercy, and in any event, that kind of meta-challenge ends up changing the reason why I’m playing in the first place.

**SLIGHT STORY SPOILERS AHEAD, ALTHOUGH THE KEY WORD IS SLIGHT** The story isn’t terribly interesting, either; it’s not bad, but neither is it the sort of tale where I’m wondering what happens next.  The supernatural business seems a little hokey.  Hell, the assassins who appear in the beginning of the game are very much Blink-ing their way around, which leads me to believe that the Outsider isn’t necessarily laying all his cards on the table, and that’s not terribly surprising.  And in looking at that walkthrough I mentioned, I couldn’t help but notice that I’m about to be betrayed, but let’s be honest – that sort of “twist” is something you can see a mile away.  **END SPOILERS**

I suppose it was the end of the mission I’d just finished that really soured my attitude.  The mission required me to attend a masked ball being hosted by 3 sisters, one of whom I needed to kill/abduct.  The recon work in determining which sister to nab was enormously fun, and the mansion itself was a wonder to explore and examine.  But then I actually had to do the deed, and it must be noted that the manner in which I knocked out the sister and carried her to her waiting boatman/captor resulted in one of the most unintentionally hilarious chase sequences I’ve ever had the misfortune of participating in.  Here’s the point, ultimately: while the poor execution in the woman’s abduction was undoubtedly my fault, it was the game’s reaction to what I did that made me wonder why I’d bothered being so careful and stealthy in the first place.   It’s actually a bit difficult to describe just what happened, except to say that in a game that at that point had been remarkably graceful and poised, the game suddenly became very artless and charmless and basically just turned into very obvious AI routines that ultimately were defeated with comically swift decapitations of startled guards.  I’m doing a terrible job describing what happened, I know.  The result, though, is the important thing – all the grace and skill I performed in my stealthy preparation were rendered moot; once everything went to shit I bulldozed my way to the ending and achieved the exact same result, since my mark was never killed.  So why even bother being stealthy?  Why bother performing well?  Suddenly the rich, detailed world of Dunwall instantly transformed into a clunky collection of polygons and AI scripts.

Now, granted, the game’s artifice had already been made glaringly obvious by the aforementioned glitch.  Still, as a regular player of games, you take that stuff as part of the deal; code breaks all the time, the world’s an imperfect place.   It’s only when I’d surrendered to the game’s fiction and then had it clumsily torn from my hands that I started wondering just what the hell I was doing with my time.

_________________________
* Indeed, I was weirdly disappointed when I jumped over to Borderlands 2 and found that I had to walk everywhere, like a chump.

** I’m blanking on the name of this technique – it’s how you traverse long distances in Arkham City, swinging around, vaguely Spiderman-ish.