Five by Five

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

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

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

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.

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

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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Extremely small victories

So, we have a Mac Mini here that gets used largely as a media server for our AppleTV.  It doesn’t use much power, it doesn’t take up a lot of room, it’s absolutely silent most of the time, these are all good things.

It is awake all the time, though, since it can’t be in sleep mode and still work as a media server.  It doesn’t draw much power – about 30W – but that’s still, you know, something.

On the other hand, we recently had our Netgear wireless router die, and I replaced it with an Apple-branded one.  That, combined with a new feature of Snow Leopard, means that – now that I’ve spent the 45 minutes it took to upgrade the mini to 10.6.2 – the Mini now goes to sleep when it’s not being used, wakes up when the AppleTV wants something, and goes back to sleep afterwards.

I felt good about this, and then I got out a calculator to figure out exactly how much money I’d be saving.

Works out, it’s about $17 a year difference between having the Mac Mini staying “on”, drawing about 30W, and “asleep”, drawing about 3W.

So really, not a huge victory, but I’m sure we can find something to do with an extra 17 bucks.

 

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Yeah, I played another zombie game

OK, so back in February I swore that I was going to make a serious go at Dead Rising, for real this time, after I cheated a bit and leveled the main character up to level 20 by exploiting a… let’s say, “oversight”… in the game’s storyline.

Put simply, the mall isn’t overrun by zombies, and therefore nobody dies, until you’ve walked through a particular doorway.  If you never walk through that doorway, and instead simply leave your character in a certain spot for six hours – with a wired controller, of course, since if you do this with a wireless controller it will pause the game – you “finish” the game, get the “B” ending, get a bunch of XP and your character eventually levels up.

So I did that, and it worked out pretty well, and I got Frank up to level 20, and then I didn’t have the energy to actually get around to starting a serious play-through.

9 months later… Well, I only had 2 games for the Xbox 360 that I hadn’t beaten yet, and the other one is Eternal Sonata and that’s an RPG that might take a while to play.  End result: I actually had motivation to get down to Dead Rising and even finish it.

By the way, even WITH a level 20 character, I still managed to get myself killed at the start of case 2-1, which is about 10% of the way through the game.

The secret to finishing Dead Rising actually ties back to my last post, where I was ranting about Super Mario Brothers 3.  It’s all about community, that is, it’s all about knowing that you shouldn’t even try to finish the game without grinding levels, and – probably even more important – without knowing where a couple of very specific items are.

Put more straightforwardly, once you know where you can get katanas and where you can get an unlimited supply of high-quality healing items – both of which are in “Paradise Plaza”, the section of the mall you have access to from the beginning – the game becomes a lot easier.  Not trivial by any means, but it gets easy enough that it’s actually completable.

What do I think now that I’ve finished it?  Well, it’s actually a pretty neat game.  Once you open up the mall a bit, and get your hands on some heavy firepower, it’s genuinely FUN to play.  It just takes a lot of trust – trust that the game is worth the trouble – before you get to that point.

 

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Thoughts on community

It’s 5:30 in the morning, and I’ve been up for an hour already, something I’m going to blame on the cold I’m dealing with.  I took some Albertsons-store-branded Sudafed-a-like when I got up, and hopefully it will let me get back to sleep soon.   I’ll warn you in advance that you’re about to get hit with a wall of text, and after writing it I think it’s got some good points but is really disorganized and needs a solid editing job before being put up on the blog.  I’m going to put it up anyway.

That’s not really important, though.  What is important is Super Mario Brothers 3.

I’ll be upfront: This is one of the most beloved video games of all time, and I hate it, and I think I may have finally gotten why this is so.

It boils down, I think, to community.

SMB3 is one of those games that has an incredible number of little hidden secrets, warps, power-ups, branching paths… the game is theoretically about saving the princess, but it’s really more about exploration.  I’d argue further that was – when it was released – about shared exploration, sort of like crowd-sourcing if the crowd is your immediate circle of friends and whatever data you all could glean from playing the game, reading Nintendo Power and books by Jeff Rovin and watching The Wizard.

It’s a game that you and your friends might play to finish, but the real bragging rights didn’t come from finishing it but rather from puzzling out secrets, and the important thing was that you were all obsessed with the same game at the same time.

I didn’t own an NES back when it was the popular console; my first console was a Sega Genesis and so I naturally identify myself as being on the Sonic side of the eternal Sonic Vs. Mario war, yet I’ve never really gotten in to any of the Sonic games besides Sonic 1 & 2.  I think I’ve finally figured that out, and the reason why ties nicely into the reason I can’t stand SMB3.

See, when I first saw Sonic, it was in the company of a friend who’d played the game a bit and who knew some of the hidden bits.  He showed me the wall in Green Hill where you can crash through bricks if you’re going fast enough; he showed me the hidden room with the 1-up in it in the next zone, he taught me about getting 50 rings and jumping through the big golden ring at the end of the level, and we shared both frustration and elation about that god-damned spinning bonus stage.

He also taught me about the level select, which let you jump straight to the final boss, if you wanted, and beat it, and see the ending credits, all in less than 5 minutes.

I think everyone, on finding out how to jump to the final boss, did so, beat him, watched the ending, and then got back on the process of beating the game “right” – starting from level 1-1 and getting all the way to the end, beating the final boss again, and watching the credits again.

In looking back, I realize that it made me approach the game differently from how I play these days.  I’d plug in the Sonic cartridge and think to myself; what do I want to do?  Should I try for a complete play-through or should I use the level select to skip straight to those god-damned water levels and get more practice on them?

Once I got to the point where I could get through the game properly, it became a question of how I could do it more beautifully or more efficiently.  The first Sonic game has multiple paths through most levels.  Each of them gets you to the end of the level, of course, but some are just plain tricky to get to – and once you’re on them, they’re tricky to stay on.  Miss a difficult jump on one of them and you’re, well, not dead, but you’re not able to get back to where you were.

Anyway, during the whole thing, I’m talking to my friend about Sonic, reading magazines full of how-to tips about Sonic, reading BBSes where people are talking about ways to beat levels more beautifully and how to get to hidden bits…

Sonic 2 came out and of course everyone bought it day one, and there was the same sense of community; I was playing through the same game as everyone else at the same time, trading secrets and – along with everyone else – trying to find the Level Select code, which the designers had hidden quite well.

After Sonic 2 came Street Fighter II, which was Yet Another Community game; it was the game that inspired my small circle of friends to all buy Super Nintendos and swap tips on how to pull off different moves and hunt for the Hidden Cheat Code – which, surely, MUST exist, right? – that would let you play as the boss characters.

The game was still about standing at the left side of a screen and beating up the guy on the right side of the screen, and there was never any question about whether or not you’d be able to do it – it allowed you to set the difficulty level quite low, and you had unlimited continues, after all.  It became more about beating the game at harder and harder difficulty levels, about continuing fewer and fewer times, and of course about beating up your friends in two player mode.

The next sort of shared community games were probably Virtua Fighter, because I and an awful lot of folks I knew all bought Saturns when Sega released them ahead of schedule and it came bundled with the console, and then Toshinden because it was the Playstation’s Answer To Virtua Fighter, Only Flashier And A Cute Girl.

It’s kind of funny, now, how many slavering rabid Toshinden fans there were.  I know it got a few sequels, but they were released later in the system’s life, when they could no longer benefit from being the One Game Everyone Owned, sold poorly, and the series died a rather quick death.

Anyway, I’ve gotten rather off track.  The root point I was trying to reach, I think, was that games like Sonic and SMB3 and SF2 were games that existed on a couple of different levels – there was the game you played, by yourself, with a controller, console, and TV, and there was the metagame, where the players existed as part of a greater community.  I missed the chance to be part of that community for both SMB3 and Sonic 3, and this is why I can’t really get in to either; I see them only on one level, whereas someone who played SMB3 as a kid can pick up the controller and play them as an adult and get a completely different experience. It’s not that they’re just playing SMB3 again, it’s connecting them to their childhood – and, more to the point, it’s a connection to all the people they played it with.

Come to think of it, this is probably why Everquest hooked me so hard and so long; there were message boards and guild dramas and spoiler sites and all kinds of things that existed outside of the game proper.  The decline of my interest in EQ started around the time that the community started splintering and dying out.

It’s also finally provided me an answer to why people buy new release videogames at full price rather than wait for them to get marked down, inevitably, to a more reasonable $20 or so: games are more fun if you’re playing them WITH people, which is one of those statements that’s bloody obvious on the face of it but what the hell, and if you’re playing a game at the same time as other people, it doesn’t matter as much that it’s a single player game, you’re still getting a shared experience out of it.

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It took 2 to tango.

So, looking back in my posts, I played through the first Tom Clancy’s Rainbow Six: Vegas game back in January of 2008.  It’s taken me a while to get to the sequel, Tom Clancy’s Rainbow Six: Vegas: 2.

I spell out the entire name because it’s just so gosh darned ridiculous.  I will henceforth refer to the first game as R6V and its sequel as R6V2.

That kind of sounds like a flu strain, though, like “Hey, where’s Bob today?” “Aw, man, he caught R6V2, he’s going to be puking his guts up for a week.”

Not that R6V2 made me sick, or anything.

Much like the first game, it was pretty fun.  I don’t play many games in this particular genre – note that it took me 23 months to play the second game after finishing the first – so I really can’t critique it next to other tactical FPS games, but I liked it.  It was a little frustrating in a couple of spots, but I did  play through on “Normal” instead of “Casual”, so I really can’t fuss too much about getting hung up.

I was a bit confused by the story for a while, though.  See, R6V ends with a Big Reveal and a cliffhanger ending, and I kind of expected R6V2 to pick up from where R6V left off.  This turned out not to be the case; R6V2 takes place concurrently with the first game. This actually makes sense, though, because the last level of R6V has you LEAVING Vegas, so if they made a game that picked up directly from that point you wouldn’t actually be in Vegas and they couldn’t name it Tom Clancy’s Rainbox Six Vegas 2, they’d have to name it Tom Clancy’s Rainbow Six Leaving Los Vegas or something.

It does, however, have a level that goes beyond the events of R6V and DOES resolve the story once and for all, so that gets good marks from me.

Even if it isn’t in Vegas.

Let’s see, what else can I say about it?  Well, it’s not quite as pretty as the first game, because you don’t spend most of the game shooting up casinos. You do GO to a casino at least once, but most of the levels are, like, a library and a recreation center and some other fairly dull environments.  On the other hand, if it were just another five casino levels bookended by non-casino bits, it would have been kind of samey.

It does have AI partners who are perhaps a little too smart; they’re really good at killing stuff so you don’t have to.  This is made extremely evident on the level where they get assigned to a different mission and you have to play solo.

I died a lot on that level.

What else can I say…

It has kind of a weird little XP / leveling system, where you get XP from kills you make or that your AI partners make and you unlock new guns and uniform pieces as you level up.  This sort of thing is all the rage these days.

It does give you incentive to put yourself in harms way, because you get more XP from killing stuff by yourself instead of leaving it up to your AI partners, but it doesn’t seem to have a whole lot of in-game effect.  It’s one of those features that probably makes quite a difference in multiplayer. I’ll never know.  🙂

Overall, it’s, well, it’s a sequel to a game that’s really cheap to buy these days and which I thought was quite worth trying out even though it wasn’t really in my normal genres and didn’t have any cute girls in glasses; if you enjoy the first game, it won’t cost much to try the sequel as well. What more can I add?

 

 

 

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