Saturday, August 10, 2013

Doctor Wheuss

In November of '63, JFK got shot.
Doctor Who would premiere, but instead it did not.
The world had to wait just one week longer,
to see the Doctor appear, so viewership would be stronger.
The Doctor was a man, who wasn't a man.
He looked very old, and always had a plan.
He traveled space-time with his granddaughter,
Fighting Daleks, and Sontarans, and Jibbldygogglers.
In the first episode two teachers spied,
the Doctor's blue box, "bigger on the inside!"
The Doctor and his kin traveled for a time,
until the actor got sick, no longer feeling his prime.
But the show did well, and it's fans venerate,
so the creators said, "why, he'll regenerate!"
So Hartnell stepped down, giving Troughton his due,
playing the same man, although, different, too.
"The Doctor's a Time Lord! An alien!" they said,
"He doesn't die, he just changes instead!"
And so the Doctor's legacy would continue on,
first as Troughton, then Pertwee, Baker, and Davison.
He was a Time Lord, that much you knew,
but there were other Time Lords, just like him, too.
They weren't very nice, even the nicer ones,
always chasing him down, so he'd be on the run.
The Master was the worst, the Doctor's arch-rival,
and no matter what happened, you could count on his survival.
The Doctor travelled in a box, always doing what's best,
no longer with his granddaughter, she had to leave the nest,
but with new companions, like Sarah Jane, Ace, or K9
they were all sorts of people, each given a chance to shine.
Romana, the Brigadeer, the list goes on and on,
as it should, since the show's run for 50 years (it's not gone)!
But something sinister would happen in '89,
poor reception and low ratings meant that it was time.
The show would be cancelled, the fans would be ignored.
A dark time for our fandom, now they would be bored.
They tried a revival in the 90's, for fans to look at,
but it was really bad, let's not talk about that.
And so for awhile, it seemed memory of the show was getting hazy,
when out of the ashes rose a man, "Russel T. Davies!"
Davies was a fan as a kid, who wanted the show back,
so he told the BBC there was something they lacked.
He cast Eccleston, as a 9th Doctor,
and he cast a pop singer as Rose (this show would be hotter).
But terrible things happened to our old Time Lord friend,
an enormous war had brought his species to an end.
Fighting the Daleks, the two species warred,
until the Doctor became the last of the Time Lords.
So he travelled with Rose, running from his past,
and the fans who were watching were having a blast!
But Eccleston no longer wanted to be the role's tenant,
So along came a fan favorite, David Tennant!
The new show was edgier, but had it's charm too
(and the special effects no longer blew).
It had it's low points, like alien farts,
but it also had what it needed, a whole lot of heart.
Piper left the show, and we got Martha Jones,
the Doctor after all, shouldn't be alone.
The stories were good, kept you on the brink,
during the scary ones, "don't blink!"
And along came our good friend the Master,
the Daleks were back too, oh what a disaster.
Donna came along, but then she forgot it,
and the Doctor felt bad, because he had wrought it.
Then Tennant left too, giving us Matt Smith,
Davies left showrunner, leaving us with,
a guy who would surely make the show profit,
fan-favorite writer Steven Moffat.
The new show was darker, but a fairy tale too.
Kept you hiding your eyes, and wondering "Doctor Who?"
And that's where we are, with Amy, Clara, and River,
and it Hurts me to wait to see the show deliver,
it's 50th-year special this November,
we'll see David, and Matt, finally together.
And the show will continue, past 10 and 11,
and in my opinion watching the show is heaven,
because Doctor Who is about such magnificent things,
like a fairy tale filled with science and kings.
As far as shows go, Doctor Who is pretty fun,
so for now I've got just one word. Run.

Saturday, June 29, 2013

Reviews Of This Week's Comics (That I Read)

So I went to the comic shop today and picked up Justice League #21, Justice League Dark #21, JLA #5, and The Wake #2. I'm going to share my thoughts about them! Spoilers below.

JLA #5

Thoughts On This Week's Comics (That I Read)SEXPAND
Ugh. You know, it's almost a shame that JLA is as good as it is, because it makes me feel that much worse when it gets things so very wrong. The idea that the U.S. Government is creating a new super team specifically to counter the Justice League should they ever get out of hand is really solid to me. And I liked the first arc a whole lot, actually, even if I think the "MOST DANGEROUS HEROES IN THE WORLD" marketing is perhaps a bit misplaced for a team with Vibe on it, and if I think it's weird that Catwoman is on the JLA at all. There were missteps in the whole thing (they should have just made Green Arrow a member from the start, that plotline went nowhere) but overall it was pretty darn good.

So here's the thing. Dear everyone who makes comic books: Please stop writing in fake-out cliffhangers to your comic books, especially when you have no intent on following through on them. Shooting Catwoman in the head last month was a pretty obvious cliffhanger to sell more issues, but there were still interesting places you could have gone with it (even if we knew Catwoman wasn't dead from the fact that her solo series is still going, and that she's in Trinity War marketing). I personally really liked the idea that this wasn't the real Catwoman on the JLA the entire time, and that there was someone other than Selina Kyle using the name just to be a member of the JLA. But no, turns out it was Martian Manhunter who got shot in the head the whole time. That's a cheap first-page resolution to a cliffhanger that had no business being there. The whole business with a coffin being on the cover, and the description for this issue being about how the JLA is "reeling from the shocking death in #4"? All nonsense.

Like I said, other than that MAJOR FLAW, this is a pretty good issue. It resolves the first story arc well, it leads right into Trinity War, it gives the characters a chance to form as a team, I like the backstory for Martian Manhunter, I think the idea of a psychic plague is super interesting... I liked it a lot... EXCEPT FOR THE STUPID CLIFFHANGER RESOLUTION.

Justice League #21

Thoughts On This Week's Comics (That I Read)SEXPAND
I'm not a huge Shazam fan (it's his name now, get used to it, it's a better name anyway), but I liked this issue. It's a fun first fight for the character against his greatest foe... I'm actually way more invested in Black Adam as a character than I am Shazam/Captain Marvel because 52 is awesome. I liked Black Adam as a noble but misguided king in 52 more than I do as a truly evil character like he is in this, but whatever, maybe that'll change eventually.

So, were there this many different sidekicks for the character before now? I knew about Mary Marvel, but there's like 5 different sidekicks for Shazam now.

I don't know if Shazam is going to have a huge presence in Trinity War (I'd imagine he will since the Council of Eternity gave him his powers, and punished the Trinity of Sin) but it seemed a little weird to me that this issue is the last one as a lead in to Trinity War. JLA is a pretty direct lead in, Justice League Dark (as I'll cover in a minute) is, while not as direct as JLA, pretty well ties in... This doesn't seem like it's building up to the summer's big event comic, it feels like they just had to get this issue out of the way before Trinity War started.

It's a decent enough issue though. Overall it was probably my least favorite of the week, but it's still pretty good, everything else was just a little better.
Justice League Dark #21 (All right, #19-21)
Thoughts On This Week's Comics (That I Read)SEXPAND
So let me list my entire familiarity with the characters of Justice League Dark. I have read the first trade of Justice League Dark, and I have read Justice League Dark #19-21. That is it. I have no familiarity with Deadman, John Constantine, Madame Xanadu, or Frankenstein outside of that. And also, I didn't really like the first trade of Justice League Dark at all.

That said, this was a pretty decent story arc as well. I like the idea behind the House of Mystery, and I really liked the idea that Swamp Thing could find it because he can connect with all plant life, even enchanted wood. The Cult of Cold Flame is definitely building up for something, but I can't tell if it's Trinity War, or whatever comes after Trinity War for Justice League Dark.

The best parts of the whole arc though definitely come from The Flash. I liked him coming to rescue Frankenstein, and it taking him a minute to realize Frank was a good guy. I like his response to discovering the Justice League Dark exists, being angry at first, then proud that these heroes are using the Justice League's name. I like him being a "man of science" put into a world of magic. I really hope that his line about wondering whether he's always been meant to be a freak comes back in Trinity War and that he's conflicted about fighting the Justice League Dark (which, for the record, is a really awful name, they should change it). Plus he has some pretty darn funny moments.

I only picked up Justice League Dark because Trinity War was coming up, and I haven't decided whether I'll keep reading it after that, but so far it's a lot better than what I read in that first trade (which I just found kinda boring and disjointed).

The Wake #2

Thoughts On This Week's Comics (That I Read)SEXPAND
Holy crap though, The Wake #2 is definitely the book of the week. I was tentatively optimistic about The Wake after the first issue, but it didn't really bring what I was looking for. The first issue was all set up, and very much the sort of thing you'd seen before, and it didn't really have any horror in it.

The Wake #2 though delivers on all that promise the first issue showed. First of all let me say that I really really like the art in this thing. A LOT. It's dark and eerie when it's supposed to be, but it's also really pretty and nice to look at. The scene with the Jellyfish, or the woman under the waterfall are strikingly gorgeous, but unsettling at the same time. I also really like that the first two covers form one imagine if you put them side by side, and I hope the whole series ends up doing that.

The idea behind the "mermaids," (an evolutionary split from around 5 million years ago) is really interesting (is this whole "humans being amphibious" theory a real thing, by the way? I'd never heard that before). The writing was top notch, and each character feels like they have their own unique voice. The design on the monsters actually makes the "mermaids" look super intimidating.

And the horror is actually pretty good in this issue. The visual of that kid puking water is really freaking creepy, and the bit I mentioned with the woman under the waterfall felt unsettling.

There were two minor complaints I had with this issue. The first is the out-of-chonology bit with the main character's son showing up. That's the opening of the issue, and that should be the closing. Ideally the structure of the issue would have been future bit -> them discussing the creatures -> woman under waterfall -> son. Instead, it's son -> discussing the creatures -> woman under waterfall -> future bit. Leaving you with that image of the son puking water (easily my favorite moment of the issue) would have been a lot better than leaving with the future bit, which, leading into my second complaint, is the worst thing about the book.

I won't call it a major flaw yet, because we're only two issues in and they might be building to something important, but as of the first two issues something like four pages have taken place in a far-flung post apocalyptic future, and nothing important has happened there yet. In fact, all it tells us is that something is going to go VERY BAD over the course of the series. That kind of frustrates me, since it's almost like they're spoiling their own plot twists.

Again, those are both minor nitpicks, and the second issue was extremely strong, overall. If you aren't reading The Wake yet, I strongly recommend picking the first two issues up.

Thursday, May 2, 2013

Comic Book Review - The Movement #1



The Movement's pitch is a simple one; what would Anonymous look like in a world with Superheroes? And to be honest, it's a really effective pitch. The group has been around in one form or another for a decade now, and yet it really has very little representation in fiction. It's a little bit unfortunate then, that the series actually just focuses on another super team. Mild Spoilers to follow.

I've actually heard The Movement compared to the Occupy movement more than I have to Anonymous, but truthfully I don't see that at all. The titular movement, "Channel M," fight corruption among the ranks of those who are meant to protect the people. In this first issue that means cops, but I think from the book's description that it applies to super-powered individuals who abuse their powers as well. 

The book starts with two police officers offering to release a young couple (who were holding "scuzz," clearly the most dangerous of drugs) if the girl flashes them. Upon this utterance, a person in a solid silver mask (which clearly invokes the Guy Fawkes masks Anonymous uses) appears, and begins playing an audio recording of the cop's words. Soon a dozen or so others, all in the same featureless mask, appear and scare the cops off.

This is probably my favorite bit of the book. This is the part which sold me on the first issue. Random people with no powers coming together and helping each other out. Unfortunately, though understandably, this doesn't last.

It's hard to tell a story where the main character is a movement. I understand, and appreciate that. However, The Movement gets around this by focusing on a superteam who are a part of Channel M. The team consists of Katharsis, a girl with mechanical wings, Tremor, who can cause earthquakes, Mouse, who is "the prince of rats," and Virtue, whose powers are... Something psychic, I don't know, I'm a little unclear on that. I'm admittedly not familiar with any of these characters (I understand that at least some of them are returning characters) so I can't speak to characterization.

This first issue is pretty packed. It introduces us briefly to each character of the team, a young man who thinks he's possessed named Burden (his parents always called him that), two corrupt cop characters who get busted by the movement, Channel M themselves, the presence of a mysterious serial killer, and an unnamed police Captain who serves as our protagonist for the first half of the issue. This means that there really isn't much in the way of characterization for our team characters beyond perhaps a little bit from Virtue, and most of what characterization there is is given to Captain Captain.

The art is good throughout. Freddie Williams II's style relies more on caricatures than I would have expected from what seems to be a fairly serious series, exaggerating character features and expressions, but once you get used to the mild dissonance between the content and the style, it's quite good.

The dialog and writing is also good. I'm far less familiar with Gail Simone's work than I should be, but I have a feeling that those who like her work elsewhere will probably feel similarly about the work she does here.

Overall this was a solid first issue. It's a good introduction to the team and what they're fighting for, and the intro bit with the actual Movement was pretty great. I would have preferred focusing on Channel M from an outsiders perspective, such as the cop, seeing them fight corrupt cops and superheroes, and not providing us with the face that the super-team provides, but I can appreciate why they felt the need to do otherwise.

I do hope that in the future the series focuses heavily on the faceless masses that make up The Movement, and how those people fight corruption, because to me that's the most interesting idea within this first issue of The Movement. For a first issue though, it has some cool ideas, and could go some interesting places. I'll definitely be picking up the next issue.

Monday, March 4, 2013

Video Game Review - Journey

Well I just reviewed an Xbox exclusive, I gotta get my system karma to balance out somehow.


Art games and I have an interesting relationship. You see, on the one hand I have no doubt that video games are a valid art form. On the other hand, if you ask me to rattle of a list of games which I consider to be art, it would sound something like "Bioshock, Shadow Of The Colossus, Portal, Mass Effect, The Walking Dead, Wind Waker." Each of those titles, for one reason or another, were not only able to tell a high quality, emotionally impacting story, but were able to specifically use the medium of video games to do so. None of those stories would work as well, or at all, if they were translated to film, or literature.

But likewise, none of those games are so-called "art games," a term which seems hazy at best in it's definition. I use the term to refer to small scale games, which primarily exist to tell a story interactively, and have little-to-no traditional gameplay. For example, Limbo, Dear Esther (ugh), The Stanley Parable (yay!), Superbrothers: Sword & Sworcery EP, To The Moon, and so on and so forth. Now don't get me wrong, I like some art games quite a lot, To The Moon and The Stanley Parable especially, to use from that specific list. But I also find a lot of them tedious and insufferable.

The thing is, a lot of these art games seem to hide themselves in pretension, under the assumption that, to pull from a TV Tropes article, True Art Is Incomprehensible. That's a load of crap. Each of the games I listed as art games above can be easily accessed, and understood on at least a basic level. You can view Bioshock as a complex teardown of Randian philosophy if you want, or as a deconstruction of modern games themselves, and the choices therein, but you can easily play through the whole thing and see it simply as a sci-fi horror tale with an incredible plot twist. It works fantastically either way.

On the flip side, something like last year's completely intolerable Dear Esther spent the whole time making sure you knew how much smarter than you it was. "Here," the game seemed to say, "let me narrate to you in purple prose the entire time you try to explore this environment. Let me tell you a story, or perhaps several stories, instead of letting you discover things for yourself. Isn't it weird how I tell a different story, but not that different, every time you play? Don't you wish you were smart enough to understand the subtle nuances of my artistic merit there? Oh come on, you know you're dying to ask why you turn into a bird at the end. Wouldn't you like to know the answer? Wouldn't you like to understand? Well I'm afraid to say, you're just not smart enough to learn the answer. Sorry."

Folks, for that particular game, I'm quite confident in saying there was no answer. That game never had a real meaning behind it, it just threw a bunch of random garbage on the screen, and hoped you would be foolish enough to try to infer some meaning from it. It is to narrative, what the emperor's new clothes were to fashion. If there's one thing about "art" which I cannot stand, it is this sort of outright trickery.



Contrast this with something like the terrific To The Moon (which I dare not spoil for you here, GO PLAY IT), which had a coherent, easy to understand, but wonderfully emotional and impactful narrative. To The Moon is an example of an art game done right, in as much as it is not constantly hitting you with pretension. On the other hand though, while I do like To The Moon quite a lot, there wasn't that much impactful interaction there. I believe that To The Moon could have worked just as well as a flim, or book. Now there isn't necessarily anything wrong with that, but it does kind of make it harder for me to defend as an example of games as an art form.

Oh boy, I'm like seven paragraphs in and I haven't even mentioned the game I'm reviewing yet. That might be a new personal record.

The reason I say all of this, is that it's important for you to know what I mean when I say that Journey is perhaps the best example to date of an art game done right. That is to say, Journey has a coherent narrative, never holds up the pretense of being smarter than you, and the most emotionally impactful moments in it are literally only possible because it is a game.

Let's start from the beginning. What is Journey? Well, for starters, it's the most game-like of Thatgamecompany's productions to date. Unlike Flower, for example, which seems like what would happen if you gave a room full of game developers as many drugs as you physically could without killing them (and indeed, I suspect that the sentence "What would happen if you gave a room full of game developers as many drugs as you physically could without killing them?" might be the entire design doc for that one), Journey features a character, who you control with the left and right analog sticks, and are able to press a button to jump with. That's pretty much it, aside from one more button which allows you to sing a single note. Using these tools, you go on an absolutely gorgeous adventure through a desert.

Journey is a game about discovery. The game tells you very little, indeed even some of the controls which I mentioned above are never explicitly stated in the game. You must discover the controls, the story, and even the very game mechanics on your own. Well, not entirely on your own.

You see, Journey's biggest triumph is the way it makes you care about the other player. Journey is a multiplayer game, and I guarantee you it's unlike any online multiplayer you've ever played before. You see, at any time while you're playing the game (assuming you're hooked up to the internet while playing, which you really should be) another real player can suddenly and seamlessly drop into your game. The player has the same abilities as you do, and the two of you must figure out where you're going and how to get there together. The catch, however, is that the game gives you no means of communication. There is no voice chat, there is no text chat, there is no way to tell the other player anything other than by using the one-note singing, and through physically trying to catch their attention. It doesn't even tell you their PSN name until the end credits.



Now, this might sound like a gimmick, but if you're lucky enough as I was to get someone who's interested in playing through the entire game in one sitting with you, and who wants to discover these game mechanics, and the very story with you, then something amazing happens. Through these single notes and physical movements, you start to become very attached to your buddy. In fact, by the time the game ended, I was kind of sad to see him go. As the two of us struggled through the game (and I should add, the actual story to the game is pretty awesome too), trying as hard as we could to make it from the desert, to the top of a frozen mountain, our journey filled with peril, I began crafting my own narrative in my head; the only way these two could keep going, was to stay with each other.

This is the sort of thing which is nearly impossible to explain, but... You really need to play the game to understand what I'm talking about.

Now the other great thing about Journey is that it's utterly gorgeous. Seriously. It's one of the best looking games I've ever seen. Up there with Wind Waker.


Seriously. Rarely have I seen a more gorgeous game. Definitely the best looking game of last year, by a mile, no contest. Indeed, it's worth your time just to see the many, MANY jaw-droppingly gorgeous moments. The question is, is it worth your money? Here's where I kind of hesitate to recommend the game.

Don't get me wrong, Journey is a top-notch game, the experience is unparalleled. The problem, however, is that the entire game run about an hour an forty five minutes. Maybe two hours, if you get stuck somewhere, or reeeeally take your time.

Now those two hours are extremely peaceful, and a wonderful experience, but it still doesn't change the fact that this game is $15. That's a lot for a PSN game, and there are much longer, still very high quality games available for that price, or even cheaper. I got lucky, and ended up paying a mere $5 for my copy, and needless to say I feel very, very confident in my purchase. But at $15? It's going to be up to you whether you think a game that's less than two hours long is worth that.

 


The game does feature trophies, including several you probably won't get on the first playthrough (indeed, I encourage you not to even look at the trophy list until you've beaten the game, and just focus on exploration for the sake of exploration). At the end of the day though, it's going to be a personal choice. If you're willing to pay $15 for an extremely short, but incredibly high quality experience, then have at it. If you're going to feel bad paying that much money for such a short game, then perhaps wait for a sale. At the end of the day, $15 feels a little steep to me. Yes, I know it's no more than a trip to the movie theater typically is these days, but it still feels a little steep when compared to other games of a similar price on PSN.

Whether you play it now, or wait for another sale, I encourage you, without hesitation, to play Journey. It really is a stellar title, unlike anything I've ever played before.

Friday, March 1, 2013

Video Game Review - Halo 4

There are only a few games which have truly become cultural touchstones. There are classics, recognized by virtually everyone, like Tetris, or Pong, there are beloved Nintendo franchises like Mario, which have attained recognition through sheer persistence, having been around for thirty years at this point, and there are juggernauts like World of Warcraft, or Call of Duty which pushed their way into pop culture through sheer numbers sold.

Halo falls into the latter category.

I do not own an Xbox. I have never owned an Xbox. As such, I've sort of missed out on the phenomenon which is the Halo series. I've followed it only through pop culture osmosis, or the occasional hour-long play session messing around in Forge with friends. Thus, when the opportunity presented itself to play through the entirety of the latest installment of the franchise with my cousin, I knew I had to to take advantage of it.

Halo 4, actually the seventh Halo game, picks up after... Well, I wish I could tell you. The game completely lacks a "Previous on Halo" feature to get me caught up on where we are. I know the basics only through the aforementioned pop culture osmosis, Master Chief is a super soldier, Cortana is a sexy blue lady, and the Covenant are bad for... Some reason. I don't know, the game begins with Master Chief coming out of stasis during a Covenant raid, but it's never explained who these strange dinosaur-men are, so I can only assume they're mad at humanity for displaying the bones of their ancestors, instead of providing them proper funerals. In their defense, if some aliens started exhuming my great granddaddy, I'd be a bit peeved too.

I am a bit confused by the presence of Covenant in this game at all, however. I don't know much about Halo, but I am pretty sure that the Covenant were the baddies of the first trilogy, bringing up the question of why there are so many of them in this game. And I mean, it's a lot. Either my knowledge of Halo lore is even worse than I realized, or you didn't quite "finish the fight" in Halo 3 after all.

Anyways, you fight off the Covenant boarding party just in time to get eaten by a giant metal planet of unknown origin. Unknown to me, that is. Cortana throws out the word "Forerunner" briefly, and acts as if I know what that means. To the game's credit, the name is pretty self explanatory; It turns out the Forerunners are basically the Protheans from Mass Effect, or if you'd rather, the Ancients from Stargate.

It might seem like I'm focusing a bit too hard on the lack of any sort of explanation for many plot elements, but I actually do feel that this is one of the game's biggest failings. This is supposed to be the start of a brand new Halo trilogy, created by a new developer, 343 Studios. It should encourage new players to jump in as much as possible, either by focusing on entirely new concepts, or by briefly explaining old concepts to new players through throwaway dialog ("We'll Chief, that looks like a Forerunner planet. They must have built it billions of years ago!") or through a simple "Previously" segment in front of the game.

That said, although I found it a little hard to follow, the story really isn't that bad. It's a perfectly serviceable sci-fi action story most of the time, with the rare glimpse of brilliance. I find the idea of A.I. rampancy (a degenerative condition A.I.s suffer from in the series after 7 years of service) to be especially interesting, and the all-too-rare moments where Cortana seems actually afraid of her fate are some of the best in the game. I do find it kind of funny that one of the first things 343 apparently decided to do with the franchise was to, *ahem*, accentuate certain aspects of Cortana.

I also appreciate the ways in which the game tries to humanize Master Chief. The idea of a super soldier struggling to come to terms with what he is, and whether he is a real person, or just a machine, is handled with an unexpected degree of sensitivity, and his lack of feeling and emotion works extremely well to contrast the story of the actual machine, Cortana, becoming too emotional. I do think that the Cortana rampancy storyline was put there as a pretty obvious set up for Dark Cortana as a villain in one or both of the next two games, but it here it works, so props for that.

The actual villain of this game is kind of lame though, specifically because he seemed to be of the evil for the sake of being evil variety, and didn't really seem to have much defined motivation beyond being generically bad to me. He looked cool though, kind of like Voldemort's more handsome brother. The end of the game, and specifically how you deal with him, are also disappointingly anti-climactic.

On a gameplay level, and mind you I say this as someone who very vocally does not like console shooters in general, Halo 4 controls extremely well. While I personally still find the controller to be too sluggish a method for player versus player combat, for the purposes of a campaign, it is perfectly functional. It moves like you want it to, and the guns are all very satisfying, and feel just powerful enough.

The campaign ran about 8 hours for me, which is a pretty good length for a FPS campaign. Unlike games with a similar length though, such as last year's Spec Ops: The Line, the game doesn't feel too long, and it's always keeping you engaged. There's no fluff. In fact, it's probably taken it a bit too far. In the end, the game actually suffers from a more mild form of the same issue I have with games like the Call of Duty franchise. The game is always set to eleven.

Do you know why Mass Effect has those ship sequences, where you talk to your crew? Yes, it builds characterization, but it's actually more important than just that. By providing you with those quiet moments, the moments where you're just talking to your crew, with no combat, and no action, the game is actually providing you with a moment to sit back, breath, and take in the action moments which just happened. If a game is constantly set to eleven, you get desensitized to it, and each explosion becomes exactly as interesting as the last. In all honesty, it gets boring. By providing you with quiet moments to contrast the big explosions, or epic story beats, it makes those big moments feel much more grand and exciting by comparison. 

Halo 4 has none of those, and at the end of the day, it really hurts it. If this 8 hour game had added another 90 minutes, split throughout the game, which were just quiet character moments as characters run from point A to B, I think that both the action, and he story, would have been much better for it.

I greatly enjoyed my time with Halo 4. I think it is a very well made game, with a decent story. As far as console shooters go, it's one of the better ones out there. While I'd still take a Mass Effect story any day, it's clear that there are, at least, some people at 343 who care about telling a good story in an interesting universe. Consider this game to have my official seal of approval.


Sunday, February 3, 2013

My Week In Gaming - 2-3-13

SHLEEPY DAWGS (Sleeping Dogs)

Do you like Chinese action movies (Jackie Chan, Bruce Lee, etc.)? Do you like Grand Theft Auto-styled open world games? Do you like the Batman: Arkham series' combat? Do you like excellently crafted stories? Do you like things which are awesome? If the answer to one or more of these things is "yes," then you absolutely need to play Sleeping Dogs.

This game is stellar. I like almost everything about it,(though it isn't quite as flowing as B:AA or B:AC), to the GORGEOUS graphics, to the setting of Hong Kong, a place you don't see often in video games. It's everything an open world game should be, the cars handle well, the world feels alive, and fully realized, there's a lot of stuff to do, and it's surprisingly well written. The story is actually exceptionally well done so far, and I'm becoming invested in the characters.

It's hard to believe this almost didn't come out at all, especially since it feels so polished. The game controls nearly-perfectly, and it's just... Excellent. It's just a great open world game. It's got a unique, visually stunning location, it's got a ton of great ideas, and it executes them all wonderfully. It's probably one of the best games of that genre I've ever played, but even if you aren't a fan of the GTA clone, I could still recommend it for the combat, or the story alone. It's a wonderful game, top marks across the board, consider this an honorary position on my top ten games of 2012 list.

There are so many little details, and polish. Like the fact that after beating up enemies in some parts of the city, if you stick around long enough, paramedics will come to try and save them. Or the way Wei's head will bob along to music in a club.

Seriously, if you're a fan of the genre, I cannot recommend this enough. Even if you aren't, there's enough great content in here to merit a second look. Top notch, across the board.

Iron Brigade



THUMBS UP BUTTON

GOTY EVERY YEAR

The Secret World

Yep, this game is still pretty awesome, and is still crazy. I'm most of the way through the second zone, or area or whatever (still in Solomon Island) and... Yeah. It's pretty great. The boss of the first dungeon is Cthulu. Where do you go from there?

Sunday, January 27, 2013

My Week In Gaming - 1-27-13

Closure



This is definitely one of the more creative puzzle platformers I've seen in a while, and I really dig it. It came up with a really interesting concept, and sticks to it, doing all sort of interesting things. I'm roughly a quarter of the way through it, and I've only played like an hour, maybe an hour and a half, so it seems short, but the puzzles are fairly challenging so far, so I kinda dig it.

Recettear: An Item Shop Tale



I really think this is a fun spin on the typical RPG ideas. For those who don't know, the spin is that instead of it being the typical RPG story, you're the person running the item shop, which makes it a sort of blending between a JRPG and a Tycoon game.

It's a bit unpolished, but I really like what I've played so far.

Super Hexagon



OH MY GOD THIS GAME IS AMAZING BUY IT IMMEDIATELY

I've beaten the first two settings, Hexagon (Hard) and Hexagoner (Harder), and it's probably my favorite Android release to date. PLAY IT. NOW. THROW YOUR MONEY AT THE PERSON WHO MADE IT, HE ALSO MADE VVVVVV!

The Secret World



Finally an MMO which isn't just completely World of Warcraft, and is instead just mostly World of Warcraft. I kid, I kid. The comparisons are actually more apt to games like Champions Online than they are to WoW, and even then there's a lot of stuff that truly makes the game unique.

I picked it up for $10 on sale, since I've been wanting to try it ever since the abolished the monthly subscription, and I've played a little bit of it. I really like it! It's not perfect, but it's enough of a breath of fresh air that I'm willing to overlook it's shortcomings.

The first thing I really like about The Secret World which sets it apart from other MMO's I've tried (and I've tried a lot) is their "horizontal, not vertical" approach to character building. There are (technically) no character levels. Instead, after you gain so much XP you are awarded with either a skill or ability point which you can use to purchase abilities, or increase your skills. Due to the way this works, it doesn't take very long to max a skill out, but eventually you'll be able to max out everything (as best I can tell). That's a really interesting approach to take, and one which seems pretty well done.

The flip side to this though is probably the game's biggest weakness I've encountered so far. Because of the lack of a simple "level" system, it becomes a lot more difficult to figure out exactly where you should be, and how hard things around you are at a glance. In a game like WoW, for example, I can easily tell how much stronger than me a monster is simply looking at a number. That monster is level 26, I'm level 30, so I know I can kill it easily. That monster is level 50 and I'm level 13, so I should RUN AWAY. The Secret World indicates this with more... Abstract icons. Oh, so that monster is three blue dots. Well that doesn't help. That monster is one white skull. Does that mean I shouldn't fight it? There is an order to it, but it's kind of hard to figure out. I even looked at an FAQ about it, and I'm still confused. What missions are actually your level and when you're ready to do things like take on a new dungeon or go to a new area are equally difficult to decipher, especially since the recommended scale (missions will be labeled very easy, easy, normal, hard, very hard, or devastating  is based on both the skills you currently have equipped, and the gear you currently have equipped, which means that the scale just seems sort of wonky and unreliable. At some point I wonder if it wouldn't have been better suited to simply assign arbitrary level numbers based on how many skills you've acquired, similar to Skyrim.

A non-combat related thing which sets the game apart is that some of the missions are actually adventure-game style puzzles, and really difficult ones at that. Just the fact that they put something like that into the game to break up the monotony of combat (not that the combat is monotonous) makes the game a million times more interesting, in my opinion. That said, I'm kind of torn about their lack of inclusion of some sort of notebook into the user interface (especially when they already have an internet browser in it). On the one hand, it would be a great utility, and one which seems like a no-brainer to include. On the other hand, the game actually demands that you take notes yourself, and have a notebook on hand at all times, which is something I haven't seen a game do since Myst, and as far as I'm concerned, it's a pretty cool way to engage the player, and get them more into the conspiracy theory setting.

I really enjoy the tone of the game. The first area (which I'm, admittedly, not very far into) actually has a quite eerie atmosphere, and it's fun to see an MMO which isn't either medieval fantasy, or sci-fi. The writing seems pretty competent so far, though the main character being mute while others are talking to him makes me appreciate The Old Republic that much more. Their kitchen sink attitude of "EVERYTHING is true" makes for an interesting world, because it really does seem to mean that no kinds of monsters, from the typical zombies, to ancient golems, to Lovecraftian nightmares, are off limits.

With that said, I do find it kind of disappointing that the very first things you're fighting in the game with all these exotic monster in it is... Well, zombies. They're kind of interesting zombies, and eventually they're SEA MONSTER ZOMBIES, but when I first got to the zone, excited to see the cool creatures they had for me to fight, my initial response was... Oh. Great. And I say that as someone who likes zombies!

The game limits you to being able to use a certain number of skills at once (though you can swap them out on the fly when you're out of combat), so you need to think carefully about which ones you're actually slotting in at a given time. The game has recommended "decks" (builds) which give you some idea of how to build, but you don't need to follow them. Right now my guy is a blood mage with a shotgun and nothing to lose.

Oh and also, you get your powers because a magic bee flies into your mouth while you're sleeping. I'm not making that up, that's true and accurate.