Baud Attitude

Getting my “cred” back.

Posted by baudattitude on December 22, 2009

I didn’t like Braid.

This worried me a bit.  I mean, it was probably the most lauded independently-developed game of the last couple years, and I could not make myself interested in it.

Was I, I wondered, hopelessly lost to mainstream gaming, doomed to live a life of yearly Madden and Call of Duty games?  Had I, in short, lost my “cred”?

Turns out, no.

Last Christmas, I bought my wife a copy of World of Goo, which seems to have been Braid’s successor as the darling of the indie games crowd.  She played it a bit, and showed me how it worked, and it looked neat… but I had a lot of other games on my plate and it didn’t seem right to dive into her Christmas present.

Then came 2D Boy’s “birthday sale”, where they were giving away copies of the game to anyone who’d send them money… any amount of money, from a penny up.

I wasn’t that much of a cheap bastard.  I gave them five bucks to download the Mac version, let it sit around on the hard drive for a few weeks, and then decided to give it a go.  That was yesterday evening.

Today, I can say a few things for sure:

1) It’s a pretty short game, but it feels like a good length.  Think of it like “Portal” – it is Just Long Enough without wearing out its welcome.

2) The “Tower of Goo” level is a right bastard.

3) So is “You Have to Explode the Head”

4) Apart from those two levels, the game is consistently on the “fun” side of the “fun/frustration” line.  The game has nearly 50 levels.  That’s a pretty good ratio.

5) I feel that I have redeemed myself for my inability to enjoy “Braid”

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I want you to tell all your friends about me.

Posted by baudattitude on December 21, 2009

It’s my opinion that the absolute best time to have been an animation fan in America was the early 1990s.  Not only was anime starting to really take off, but Western animators were at the top of their game.  We got Animaniacs, Eek! the Cat, Talespin, Tiny Toon Adventures, Chip & Dale’s Rescue Rangers, and a little show called Batman: The Animated Series, which represents, even 17 years later, the best version of Batman and his supporting cast ever.

Now, to be honest, even when I was nursing a 15-title-a-week addiction at the local comics shop, I wasn’t really into the core Bat-books, so I can’t back my opinion up with any kind of authority.  I did buy some of the side titles – Robin, Catwoman, Nightwing – but the core books were always a bit meh to me, too prone to crossovers and seemingly unable to start and finish a story in the same title.

I did buy quite a few back-issues from the 1960s, mind you, though I was mostly going for camp.  If an issue had Bat-mite, Ace the Bat-hound, or Batwoman in it, I bought it.

For example:

…and I think we can all agree that these are probably not examples of “good” Batman comics.  :)

But now that I’ve established that I am not really speaking from any kind of position of authority when I say that Batman: TAS was the Best Batman Ever, I am going to take another leap and say that Batman: Arkham Asylum was the Best Batman Videogame Ever, eclipsing the Genesis-era movie tie-in game which I previously believed represented the pinnacle of Batman-themed gaming.

I suspect I’m preaching to the choir here, though – if you’ve got any interest whatsoever in the character and keep up with the video game market, you’ve probably already played this, or at least played through the demo, and if you’ve done so and not been absolutely stunned by it I’m going to argue that you have No Soul.

If, however, you have not sampled this game yet, and you have any degree of interest in the doings of costumed nutjobs – and I’m throwing Bruce into this category without reservation, mind you – you should check it out.  It’s a very darkly-themed game, much more so than versions of the characters I’m familiar with, but I enjoyed it throughout.

…OK, so the very last boss fight was three kinds of lame, but that represents only a tiny tiny portion of the game and I think you should probably just try to forget it happened after you beat it.

As an aside, this was the first “Games for Windows: Live” title I’ve played – it was pretty neat to see Achievement messages pop up that showed up right along the achievements from Xbox 360 games.  Microsoft, much as I love to bash them, gets some points from me there.

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Apart from crippling hand pains…

Posted by baudattitude on December 17, 2009

…busting DID make me feel good.

I’ll explain.

A couple of months ago, I bought the PC version of “Ghostbuster” from Direct2Drive’s Halloween sale.  I’d heard it was a pretty short game, but it was $10 and the writeups I’d seen on the game made it sound very much worth playing.

It is, by the way.  I’ll get back to that.

It also has excellent controller support, which is handy because my gaming PC doesn’t have a keyboard hooked up to it usually.  I have a mouse connected to launch games and a 360 controller connected to play them.

Problem is, you can tell that this game was designed with the PS3 controller in mind, because the developers liked to make you use the left bumper AND the left trigger at the same time.  This is easy to do on a PS3 controller because of how it rests in your hands, but a 360 controller gets really uncomfortable if you’re holding it like a PS3 controller, especially if you settle in for a marathon play session.

Anyway, OW.

But back to the game.

I remember reading that the goal in making this game was to make something that was, for all intents and purposes, “Ghostbusters III”; that is, a sequel to the movie.

Sadly, it is a sequel to BOTH movies, but I will cut them some slack.  Ghostbusters II came out in 1989, and the world was a particularly tasteless place at the time; they were making a movie for the age.

They did one thing particularly right:  There’s no Louis.

By putting the player in the role of a “5th Ghostbuster”, they actually do pull off the effect they were aiming for; you can be in a scene watching the other four characters, and the writing is easily up-to-par with the movies.  You don’t feel like a fifth wheel, though: while you do have the other characters with you most of the time, they’re… well, competent but not brilliant at fighting.  They’ll help you, but you do most of the Cool Stuff.

In another immersion-enhancing move, they stole the HUD-less status indicator idea from Dead Space.  All of your important information is reflected in indicators on your Proton pack.

Between missions, you can roam the firehouse at will, which lets them stick in all kinds of neat touches.  Listening to Janine take phone calls is particularly fun.

I did have one bug related to this, though:  I had a mission end and put me back in the firehouse with a task of “go talk to this character you just rescued” – instead, I saved the game figuring that I’d come back and talk to her.

Instead, when I reloaded, it put me directly into the next combat mission, so I missed out on some story there.  You can replay some cutscenes from the menu, but not all of them, and not that one.

Minor quibble I guess, it wasn’t a game breaker by any means.

Playing it on the medium difficulty level, it took me just under 8 hours to play through.  It’s pretty tough on “medium” – I wound up having to redo several fights, and there’s one particular one near the end of the game that took me about 10 tries to get through.  Came close to my controller-throwing-tolerance level, there.

Anyway – it was fun AND it represents, in my mind, a redemption for the disappointment that was the second movie.  Shame it took them 20 years, but I guess some things just shouldn’t be rushed.

Oh, and a small milestone: This is, if I believe WordPress, my 500th post.  Not exactly daily updates… but, I think, not too bad.

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Frilly, fluffy, bouncy pain

Posted by baudattitude on December 17, 2009

One of the better anime programs I caught up with in the last year was Mahoromatic.  Sure, it was 20-odd episodes of fan service and goofy plots followed by an bizarre ending, but it had likable characters and, for lack of a better word, heart.

Because of that, I figured I’d give Gainax’s Other Maid Anime, “He Is My Master”, a try.

The set up is, and you’ll have to forgive me because this next bit is spoiler heavy for the first couple-three episodes:  Two sisters, forced to run away from home because their parents are trying to take away their pet alligator, wind up employed as live-in housekeepers in the mansion of a recently orphaned, fantastically wealthy teenage costume fetishist – think of a combination of the lechery of an Ataru with the ego and wealth of a Mendou -  then wind up heavily in debt and unable to leave when their pet alligator basically tears the place apart on the first day.  They’re joined by a third girl from their local school who has a crush on the older sister.  Wacky hijinks ensue.

After the first couple of episodes, I was thinking, well, this is pretty painful but it’ll all come right in the end when their employer/tormentor has a change of heart and Becomes a Better Person.

After the last set of credits rolled, I was still waiting for the bit where that happened.

I may have set my expectations a little high.

I think Mahoro can review this entire series in one line:

エッチなのはいけないと思います!

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Five by Five

Posted by baudattitude on December 16, 2009

There was a weird little period – basically, the first four months of 2008 – where whoever’s responsible for selecting which titles get put up on Xbox Live Arcade actually got some taste.

Between January and April of that year, they released Omega Five, Rez HD, Trigger Heart Exelica and Ikaruga. I went through quite a few Microsoft points.

The first of those, Omega Five, is a plot-free explosion-heavy side scrolling twin-stick shooter.

It’s pretty neat.  It gets criticized for being a short game, but I compensate for that by being terrible at shooters.

I bought it in March of 2008, played it a bit, got pretty good at it by my standards – which is to say, I got to the point where I could get halfway through the game before I died.  That doesn’t mean that I ever finished it, mind you, because I would get to the final level and just get creamed.  That’s where I left it, until today.

See, it turns out that, after finishing Eternal Sonata, I only had one Xbox 360 game still sitting on my “unbeaten” pile.  Obviously, in this case, a virtual “pile”, being as the game is an XBLA title, but still a pile of sorts.  Well, I guess if there’s only one thing on it, it’s not a pile.  Huh.  Metaphor needs work.

Still, I had one Xbox 360 game to play, damnit, and I was going to beat it if it killed me.

So, throwing aside pride, I went to the internet to see if I could land some play tips.  The first site I found offered the most valuable play tip of all, as follows:

“Play for 5 hours and you unlock unlimited continues.”

Well, unlimited continues sounded good to me, but I needed to do some playing to get up to that point, so I loaded up Omega Five and started making with the shooting of mans.

It came as quite a shock to me when I managed to finish the game – with two continues left, even – before even unlocking the unlimited continues I’d been trying to achieve.

So, inasmuch as that means that I had to use five continues to win, I still kind of cheesed my way through the game.  On the other hand, I have just that tiny shred of pride that says “but at least I didn’t NEED unlimited continues!”

I guess I can unhook the 360 for a while.  I haven’t bought any new games for the system since Oneechanbara, after all – most games I either buy on the PC, where they’re cheaper, or on the PS3, which is quieter and more reliable.  I’d sort of like to play Halo Wars and ODST, but I can wait on those until they’re crowding up the budget bins.

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Eternal Trusty Sonata Bell

Posted by baudattitude on December 16, 2009

I finished Eternal Sonata tonight, and my final impressions were positive.  I can’t get over the effort that got put into making this game look pretty at every turn – there were times I’d run my characters through an area at top speed, stop, walk back to the area I’d just left, and take a few minutes to just LOOK at things.

I also really liked the combat system, particularly the way that it held your hand early in the game and slowly built up to a system that was fairly challenging but that let you pull off some really impressive combination attacks – even though I didn’t do the side quest to unlock the Final Level Of Badassery.

It made me realize something about myself: I’ve changed a lot since the 90s when pretty much all I played were JRPGs.  I couldn’t beat action games at the time, because they were usually made pretty hard so you couldn’t beat them in a rental unless you had a) the reflexes of a teenager and b) memorization skills, but I could beat JRPGs that were turn based and let you simply grind your way past challenges.

Nowadays, action games are tuned to be easy enough for 30-somethings like me to beat, and I’ve played enough of them that I actually manage to feel fairly adequate at them – and the old style turn-based JRPGs are a bit, well, dull.

Oddly enough, I still like strategy JRPGs.  Jeanne D’arc was huge fun, for example.

Eternal Sonata was nice and actiony AND it mostly let me decide when to blow through an area quickly, avoiding combat, or take things slow and grind up levels.  More games need that.

Now, then, I do have one or two unkind things to say.

First off, the localization team gets a lot of points in my book for including the original Japanese voices and allowing you the option of subtitles.

It is, therefore, a shame that they neglected to subtitle most of the ending.  It’s not that it would have made a lot of difference – from what I’ve pieced together, the story has a lot of plot that’s not ever explained even if you do understand the ending, but it would have been nice to be able to read along as all the characters talked to me.

Second, there are a few parts of the game that are never described or hinted at but that are necessary if you’re an achievement hunter.  I’m not; I cheerfully breezed to the end with the fewest possible achievements, but if I cared about getting a 1000/1000 on a game I’d hate Eternal Sonata.

Lastly, it felt like it had too many characters for the small party size; towards the end of the game I had 2/3rds of my lineup benched because the three characters I’d focused on were so powerful that swapping anyone off the bench just seems counterproductive.

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Did a little too much MST in the 90s

Posted by baudattitude on December 14, 2009

So I opened a chest (in Eternal Sonata) and the treasure inside was a “Shard of Sampo”

I think the question on everyone’s mind at this point is, “What the hell is a Sampo?”

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Wii Played

Posted by baudattitude on December 13, 2009

It’s more than a little embarrassing that I bought a Wii back in April of 2007, when they were really quite hard to find, and then didn’t really play any Wii games until earlier this year.  I mucked around a little bit with Rayman, which is the game I bought with the system, tried out the Nights sequel when it was released, and, well, mostly used the thing to play Gamecube titles.

By the way, I do have a perfectly functional Gamecube.  I even have the component cables for the thing, so I can’t even justify the Wii as “well, at least I can play Gamecube titles in progressive scan mode.”

Anyway.  So, I played Klonoa and Oneechanbara earlier this year, bringing my “games completed” record to, uh, 2.  Not a great record considering the cost of the system and spare controllers and so on.

Oh! And of course we have a Wii Fit that’s been hooked up once.  I think that’s traditional.

So call it $400 for the system and accessories, or $200 per game played.  Not good economics, unless you’re a Neo Geo collector.

I brought that down to $80 a game today by finishing three games AND even played a bit of a fourth.  Go me!

In order, I finished Muramasa, played through Octomania, and finally finished Rayman Raving Rabbids, the game I – as previously noted – bought WITH the system.

Muramasa is a really spectacular game to play – and I’m not just being swayed by Kongiku’s huge tracts of land.  There are parts of the game where you’re running through beautifully painted countryside scenery, and as you run along, the screen gets an aged-silk filter over it and it adds vertical lines so you look like you’re actually running through a painting. It’s a stunning effect.

It does re-use backgrounds and enemy sprites a lot.  That’s understandable, considering how much work each one must have been to create, but it does stand out pretty sharply after you’ve spent a couple of hours at it.  On the other hand, the repetition of background elements lets them do some neat tricks.  For one example, there’s a town background you run through quite often, it’s all lights and festive lanterns and the silhouettes of partygoers being seen through windows.  You get awfully used to this town background, and then they throw the same background at you again – only this time, it’s dark, decrepit, rotting, abandoned.  It comes as such a contrast to the “town” you’ve seen over and over again, it has quite a bit of impact.

I finished the “Momohime” chapter, and I’m counting that as “beaten”, but I may go back and play the other character’s story soon.  I understand that there’s a ton of duplication between the two characters, so I think it needs to rest for a little bit.

Anyway.

After finishing Muramasa, I switched gears and tried Super Smash Brothers: Brawl, the latest in Nintendo’s rather popular line of crossover fighting games.  It’s the first time for me trying any title in the series, and I have to say that it didn’t really stick.

I’ll put it like this:  I played a few matches in the 1P vs. CPU mode, and that went all right, and then I started the “Subspace Emissary” mode that represents the story mode for the game.  I played through 7 or 8 levels of “Subspace Emissary”, and then I got a Disc Read Error.

I walked over to the Wii, reset it, and then just didn’t feel like going back to the game.  To sum up:  I wasn’t annoyed that the console had locked up and I wasn’t annoyed that the previous users of the disc had abused it to the point where I got a read error – I just didn’t have any emotions one way or the other.  I could have kept playing, and probably would have if the game hadn’t glitched on me, but on the other hand I didn’t feel any motivation to get back to it.

Fortunately, I didn’t pay anything for the experience.  For reasons I can’t quite fathom, my college library actually has quite a few videogames in their collection, and students can check them out as if they were, well, books.  Of course I find this out AFTER I spend $25 to buy Batman: Arkham Asylum, when I could just have checked it out of the library, but I will chalk that up to a learning experience.

So after that, I went through the Wii games and pulled out Octomania, which is pretty much a archetypal example of the “quirky Japanese puzzle game” genre – your character is a cute if clumsy magician, the game is a “match x of y color” game with a story revolving around Takoyaki, you face off against various wacky foes, it’s all done very dramatically…

I think I’ve realized that I no longer really care for the genre.

That’s a bit harsh.  I’ll temper it a bit.  I think I no longer care for the genre on traditional consoles.  I think it’s perfectly suited to portable consoles, but it seems a waste to just sit down, at home, and shuffle multiple Octopi of similar colors onto takoyaki grills.

It’s a little sad, because I got hooked on the genre through PuyoPuyo on the PC Engine, but I think I’ll restrain my purchases of similar titles in the future.

I did play through the arcade mode, largely thanks to the game being very generous with powerups after you lose a fight and have to retry it, watched the ending credits, put my initials in the high score table, and popped it out of the Wii.  I think it will be a good vs. game for when I have a friend over, but I doubt I’ll go back to the 1 player mode ever.

As I was putting Octomania back, I was shuffling through the dozen or so Wii titles we have, and that’s when I realized that I still had the Rayman game, that I’d had it since April of 2007, and that I was probably pretty close to the end of it and that I should buckle down and give it a go.

It turns out that I was quite close.  I needed to play through four days’ worth of challenges, which took a couple of hours, and then I got a fairly unsatisfying ending followed by some frankly hilarious credits.

My disappointment at the unsatisfying ending is assuaged a bit by the discovery that there is no “Good Ending” – it’s possible that one exists, but there are bugs in the game that prevent anyone from scoring high enough to find out.

I’m not at all surprised by that.  When Ubisoft was making the game, the Wii was a bit of an unknown – and honestly, most people expected it to fail.  Nintendo hadn’t had the best record with home consoles, and it was coming out in the same Christmas season as the Playstation 3.  Ubisoft can be forgiven for maybe not throwing very many resources at the project.

Bugs aside – and also putting aside the occasional minigame that was not very well thought out – I really enjoyed the game.  I’ve never played a “Rayman” game before, and I doubt I’ll make an effort to seek any of them out; the stars here are the Rabbids and I suspect they’ve supplanted Rayman in the mascot department at Ubisoft.

Awfully productive day for cracking away at the ol’ backlog.  Amazing what you can accomplish when school’s out for a couple of weeks.  :)

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Two reasons to play Muramasa.

Posted by baudattitude on December 7, 2009

One final exam down this morning, another final paper handed in, all I have left to do is sit my Japanese final on Wednesday and I can look forward to a nice winter break.

Mind you, in an effort to sabotage the studying I need to accomplish between now and then, I finished off one game (Boing! Docomodake) and started another, that being Muramasa the Demon Blade.  This is a Wii game, and I don’t play many of those, so it’s a nice change of pace.

Honestly, though, after the last few weeks of school, anything would be a nice change of pace.

I haven’t gotten very far into it, but it’s awfully pretty.  It really does show off how impressive hand-drawn sprite animation can be.

SPEAKING of hand-drawn sprite animation, there’s a character named Kongiku in the game.

She’s a fox spirit and seems like she’s got the hots for your character, who is an ancient evil blahblahblah demon thing currently inhabiting the body of a cute and heavily armed girl.

Kongiku has an idle animation that deserved sharing.

Ahh, Japan, you warm my perverted heart.

Boing! Docomodake, by the way, is a pleasant enough puzzle/platform combo.  It’s not a terribly challenging or terribly long game, but it’s a good pick-up-and-play-for-10-minutes game featuring, well, mushroom mascot characters.

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This Game Hates You

Posted by baudattitude on November 20, 2009

So I’ve disappeared off the face of the earth for a while, and stopped updating my backlog.  This usually means that I’ve gone back to mainlining heroin.

Well, I’d say “back to playing Everquest”, but the heroin thing is more socially acceptable, I think.

Anyway.  So yeah, I’ve been sucked back into Everquest, but with a bit of a twist.

See, back in 2002 or so, before World of Warcraft came out and took over the MMORPG world by being, well, just a little LESS abusive than its predecessors, Everquest was really popular.  Popular enough, even, to get a Macintosh release, which represented the original game and the first four expansions.

The Mac version wasn’t popular enough to get expansions past that point – I think they’re up to at least 16 expansions for the Windows version, by the way – but it wasn’t really expensive to run either, so they’ve kept it up and running.

The last time they did anything to the servers, apart from a weekly reboot to clear stuff out, was January of 2005.  They weren’t adding anything – as far as I can tell, they never added anything to the Mac version after setting it up in 2002 – they were just fixing a few bugs.

So, Everquest in 2009 is a pretty different animal from Everquest in 2002.  It’s a lot more friendly in most ways, a lot quicker to level and many more things to see and do.

Everquest circa 2002, to get back to this post’s title, hates its players.  It is a fiendishly unforgiving game.  It’s full of time sinks, unfair deaths, and everything I normally hate in a video game.  It’s HARD, and playing on a server with a very low population – like the Mac server – makes it even more hard.

Put it this way: On a regular PC server, back in 2002, your character started out with nothing but a rusty weapon and a cloth shirt, but if you were diligent with saving money, you’d probably be able to, by level 20 or so, pay another person to make you some armor to replace the bits and pieces you’d been slowly looting off whatever few monsters you could find that were weak enough for you to kill.

On the Mac server, this isn’t an option.  Well, maybe it’s an option, but I wasn’t able to FIND anyone who’d make me armor, and I wound up having to acquire the skill myself before I could get dressed properly.

And yet, it’s more fun than the PC version.

For certain values of “fun.”

For values of “fun” that usually involve having a safeword.

But still, more fun.

 

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