Progress

I think I need one of those industrial-safety signs you see in factories, only mine would read:

It has been

33

days since my last game purchase.

I have finished

10

games since my last game purchase.

Which I think reflects a good attitude towards dealing with the backlog.

Unfortunately, at some point I’m going to break down and buy SOMETHING – safe money is on Silent Hill : Shattered Dreams in October – and then I’d have to set the numbers back to zero and that would be really depressing.

So maybe I don’t need a sign.

Anyway, that 10 up there includes the two games I finished today, for certain values of “finished”, anyway.

See, I had a good friend over last night who has a weakness for the Beatles but who has never played any of the, shall we say, “Plastic Instrument” games.  He was in the uncomfortable state of WANTING the upcoming Beatles plastic-instrument game, but not knowing whether he’d actually enjoy it.

I am not myself a real proponent of the genre, but I had a pair of plastic guitars in the apartment and had played Guitar Hero II to the point of unlocking about half the songs.

Anyway, we put in Guitar Hero II and let him play bass on a few songs.  If we’d stopped at 3 (the point where he reached, I think, maximum annoyance with the entire genre), his life would have been much cheaper.

Unfortunately, he got the hang of things at that point, and, well, it looks like he’ll be giving the Rock Band people some money.

After a few songs in Guitar Hero II, I realized that I had, but had never played, the “Rocks the 80s” variant of the game, so we put that in, played through the 8 tracks you have access to when you start the game, tried and failed to make the “unlock everything” code work, and started playing through the career mode on easy.

After he left, I finished out the game on easy, realizing in the process that doing so only opened up 20 of the game’s 30 tracks.

By the way, it’s damn near criminal that they released this game at full retail – I paid 20 bucks for it and I feel like that’s overpriced considering how much of the assets they took straight out of GHII and how few songs you get.

Anyway, this morning I decided to take a run at it in, you know, MEDIUM difficulty.

It was, well, a nice difficulty level.  I failed a couple of tracks but finally managed to complete the game and open up all the tracks for play.

I was happy, but the sort of happy that leads to doing silly things like going back to Guitar Hero II and trying to unlock all the rest of the tracks in THAT.

Two words: Fuck “Freebird”

…anyway.  After four tries at the final song – all of them failing at 73%, by the way – I managed to skate through it by the skin of my teeth, unlock all the tracks for multiplayer, and wind up with enough cash to buy every song from the in-game store.

So: Two games down, one friend introduced to the rhythm genre just in time for him to make unwise financial decisions, and overall a good day of things.

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In which, I pat myself on the back:

So, back in April or so, I found out from denpa no sekai that MOSAIC.WAV was releasing a new album, “Superluminal”.

And this I consider good news, because – with the exception of Amusement Pack – I haven’t yet met an album of theirs that I didn’t like.

And, to be fair, I probably would have liked Amusement Pack better if I was, you know, fluent in Japanese and all that so I could get the point of the interstitial spoken-word tracks.  So I don’t hold that against the band, not too much anyway.

On the other hand, I wasn’t about to drop the money to import their new album back in April because, well, the whole quitting my job and going back to school thing.

On the third hand, most of their library is available on iTunes, and substantially cheaper.  It just tends to lag behind the disc releases by a few months.

So I’ve been checking the Japanese iTunes store every couple of weeks, when I remember it, and I noticed last night that Superluminal was finally available for the low low price of Y1500. (about 16 bucks)

I clicked the “Buy album” link, got presented with the typical iTunes dialog box of “Are you sure you want to buy this?”, and had a sudden feeling of “wait, I shouldn’t push this button yet…”

Turns out it’s actually available on the US store, for $9.99.  Who would have guessed?

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And the award for…

…really minor supporting character who’s only mentioned in a couple of flashback sequences but then goes on to star in his own game and turns out to be way more likable than the main character of the game he appeared in as a minor flashback character goes to…

Yes, I finally got around to playing Crisis Core: Final Fantasy VII, which stars the damn-near-a-trivia-answer Zack, who I vaguely remembered from playing through Final Fantasy VII back in 1998 or so.

Short version: I liked it.  It had the difficult task of working both as a game and as a nostalgia trip, and I think it pulled both off neatly.  My only gripe is that the random encounter rate in some areas is bizarrely high – you go from fight to fight within a couple of steps, and the areas with this also tended to have the sorts of monsters that liked to poison, or silence, or otherwise inflict generic and annoying status effects.

I was a bit confused – ok, a LOT confused – by the DMW mechanic, but I learned over time that, yes, it was supposed to be completely random and no, there wasn’t anything I could do about it, so I should just deal with it.

It all worked out, anyway, because if you stick to the main storyline and don’t go running off and doing the optional missions, the game is pretty easy.  You have to balance magic vs physical attacks, keep yourself healed, the usual stuff.   It adds a bit of spice to the typical RPG-style battles by putting the character in a free-roaming 3D arena where you can easily dodge attacks.

From start to finish, I only found one battle I could not win, and only because of a combination of elemental effects – I had a fire spell equipped and a lightning enhancement on my sword and ran into a creature who was a) immune to electrical attacks and b) HEALED by fire attacks, and you really can’t blame the game for letting me get myself into that sort of mess.

This is a little tongue-in-cheek, but I think that the biggest challenge facing the player is making sure that, when the game tosses you into an over-an-hour-long sequence of boss fights and cutscenes – as it does twice – you have enough battery power to make it through to the other side.  🙂

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Powerslave perspectives

Finished Powerslave tonight, after about a week’s worth of playing, getting stuck, looking up FAQs and video playthroughs, abusing save states and generally doing my best to change the rules of the game to be in my favor without actually going over the line into the likes of invulnerability codes.

Put simply: If I’d tried playing this game back in 1996, when I bought it, before SSF and youtube and gamefaqs… There’s no bloody way I would have been able to make it through.  It exudes an attitude towards the player that, while not entirely out of place at the time, would come across as actual hatred if it cropped up in a modern game.

You will, the game says, make 8 precision jumps from moving platform to moving platform, high above lava while being bombarded by flying enemies, and if you don’t manage to do it, you’ll be sent back to the start to try again.

Modern games generally don’t do this.

The experience did, however, give me a marvelous sense of perspective.  The next time I’m playing a console game that actually does pull this sort of player abuse, I’m just going to put it aside until whatever console I’m playing it on gets emulated so I can get through it the cheap way.  🙂

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Random praise for Powerslave

Ok, so Powerslave is coming along nicely and I’m starting to feel pretty, what’s a good way to put this? Confident in my ability to turn random aggressive polygon monsters into low-resolution piles of pixelated goo.

So it threw me a tiny curveball.

According to the manual, there are three boss enemies, though I’m expecting a fourth just to spice things up.

The first boss character is in, well, an arena. In getting to him you go through a level that is clearly a funnel – you feel from the onset that you are being lead down a path to your doom, made even more obvious by being dropped into a large circular arena with a giant door on one wall – a door you have to OPEN to let the boss out. It all leads to a nice sense of tension.

Boss #2, on the other hand, is just sort of hanging out in a hallway in its level. There’s no buildup; you’re happily wandering through the level when you turn a corner and BAM.

The ensuing chaos was glorious, going from “huh. Haven’t seen one of those before” to ” huh. It kind of hurts and WOW it’s taking a lot of bullets to kill” to “uh, I’m running kind of low on ammo and close to death, is it ever going to stop and fall over?”

And then, after it was all over – WHAT WAS THAT THING?

Glorious.

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Purging away…

As of two days ago, I had four bins of cables / computer parts, neatly labeled as “AV Cables”, “Pasocon Cables”, “Pasocon Parts” and “Mynock Chow”.

Now I have two bins.  I condemned an awful lot of S-video cables, Cat-5 cable and USB-to-mini-USB cables to the abyss, and I feel better for it.

I also went through the boxes of tools & electronic parts and culled remorselessly.  I’ve come to the understanding that I will never use the components I bought back when I had a crazy dream of restoring vintage arcade machines, and that it would probably be best if I didn’t have them any more.

Finally, I’ve broken down a lot of product packaging to be recycled.  I mean, not everything – my recent implants from the possibly-benign overfiends at 1 Infinite Loop render me incapable of braking down any shiny white boxes with Apple logos – but stuff like the box for the 3rd-party SNES controller I bought in 1992 and whose box has followed me from apartment to apartment ever since.

I’ve managed to do an awful lot of stuff-reduction in the last year or so, and mostly without regrets.  I’m reasonably confident that, at some point, I’m going to realize that I’ve gone just too far in getting rid of SOMETHING, and at that point I’m going to have to go out and rebuy whatever it was, but I’m also reasonably confident that the cost of rebuying it will be offset by all the space I’ve freed up in the meantime.

On another note: Continuing my walkabout through the depths of my Saturn collection, I’ve come to Powerslave – or, as it’s known everywhere outside the US, Exhumed.  It’s one of the gems in the Saturn lineup, but one that I was worried might not have aged well.  After all, it’s an FPS designed around a Saturn pad, and I’m used to dual analogs or mouse & keyboard these days.

I will be brief: It’s aged VERY well.  The lack of mouselook is, well, a bit limiting, but the game was designed for it.

It wasn’t, however, designed to be finished easily.  It’s actually fairly brutal, leaving you starved for ammunition or health a lot of the time and forcing you to make long, precise jumps over lava pits and the like – and with no mid-level-save, missing one of these jumps sends you back to the level start…

…which is why I’m playing it through SSF and abusing the “save state” function liberally.  Sure, if I manage to finish it, I won’t have done it terribly cleanly, but I think I’ll be able to live with myself.

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Great Expectations

I quite like Magic Knight Rayearth – the first TV series, that is; I haven’t seen the sequel or the OVA remake.  It’s got a hella catchy OP song, CLAMP art, Mokona, and one of the biggest I-Did-Not-See-That-Coming plot twists I’ve ever, uh, not seen coming.

I SHOULD be the perfect audience for the video game adaptation, which I’ve owned for over a decade and which I hadn’t yet gotten around to playing until this week.

It turns out that, well, no.  It’s an awfully pretty 2D game, has good BGM, follows the story neatly, and throws in some original characters, but it’s not very fun to play.

I should amend that.  The puzzle solving is fun, and I even rather liked the platforming jumpy bits, but the combat – which, you know, I’m a guy, I like hitting things with sticks – is rather tedious.  You have two characters with swords and one with a bow, and the best strategy in every case is to keep the sword characters on the sidelines and use the bow character for everything, because trying to mix things up in melee is a pain in the arse; it’s hard to get close enough to an enemy to hit it without being hit yourself, and when you do get hit, you tend to get hit two or three times and often knocked into a hazard.

In addition, the Big Damn Twist is, well, it’s the same Big Damn Twist, which kind of illustrates the problem any video game adaptation has – you can’t really go changing things too much, so your biggest audience – fans of a show or movie – are Not Surprised when you have the exact same ending.

I think the real problem is, I’d had the game sitting in my “Play this, damnit!” stack since 1998, and there was no bloody way it was going to meet my expectations for it.  A little time spent setting my expectations properly before I began would probably have been a good idea.

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QTEs Unleashed

I finished The Force Unleashed this morning, at about 3AM, with my wife cheering me on, and I have to say that it had a pretty neat story – if it’s canon, anyway, and I’m given to understand that the game’s default ending IS supposed to be canon, though who knows for sure – and so I will recommend it to anyone who grew up on Star Wars movies, action figures, lunchboxes, and bedsheets starting at the age of, roughly, 5.

I didn’t actually have “Star Wars” bedsheets.  I had “Battlestar Galactica” bedsheets.  The lunchbox thing, though, Star Wars all the way for me.  My sister? Holly Hobby.

Anyway.

I’m going to put it right up with Dark Forces in my list of “Star Wars games I actually enjoyed playing”, which is high praise considering:

1) The game’s tendency to, if I had an AT-ST and a hunk of rubble directly in front of me, decide that I wanted to unleash the full fury of my force lightning blast into the hunk of rubble while the AT-ST riddled me with blaster fire.

2) The mid-level boss fight I spent stuck in a railing, unable to move, throwing my lightsaber at the boss over and over again until he mercifully used force grip on me and threw me across the room.

3) Needing to repeat the first SEVEN end-level boss fights because, the first time I finished each level, it would crash without first saving my progress.

4) Random crashes throughout the game.  Thankfully the game has lots of checkpoints.  This was the PS3 version, I can’t say if the 360 version is any less frustrating.

5) The goddamn Star Destroyer bit.  On the plus side, this was the first “boss” that wasn’t immediately followed by the game crashing.  I was incredibly relieved by this until I realized that I was happy simply because the game had stopped abusing me.  Call it battered gamer syndrome.

6) The way it throws QTEs at you all the damn time.  Seriously. Having Big Dramatic End-of-Fight sequences is cool – for spectators.  As the poor mook with the controller, your entire attention is on the bottom of the screen, anticipating the next “Press X to not die!” message, with only a vague awareness that Neat Things are happening in the other 80% of the screen.

Those little tiny nitpicks aside… a good ride.  The visceral nature of the force powers you unlock through playing makes being a bad guy a tremendously joyful experience, almost to the point of being disturbing, and the assorted screams, moans, and grunts from your hapless victims really complete the package.  The environments are also 100% fan-service glee, especially the junk planet, which is basically a big game of “Spot-the-Nina” for Star Wars geeks.

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An afternoon with Lupin.

After playing through a couple of rather dark PC games, I was going to give the Saturn action RPG “Magic Knight Rayearth” a try.  I own the thing twice over, after all – I bought the domestic version when it was released and then couldn’t resist buying the Japanese version when I found it for $4 in a used game store.

I decided that I’d give the Japanese version a try.  Not only would it give me much-needed language practice, but it would prevent me from having to grit my teeth through another Working Designs “translation”.

But, in the process of digging it out of the Saturn games box, I got distracted by a different title, a Lupin the 3rd game that has been patiently awaiting its time in a console for well over a decade: “Lupin the 3rd: The Sage of Pyramid.”

I bought this thing because it looked like, well, a Tomb Raider knockoff with everyone’s favorite thief in place of Lara, and that seemed like a pretty good concept for a game.

Looking at the disc, with Rayearth in the other hand, I decided that I’d give it a quick google and see if it was worth moving to the front of the stack – and I was rather startled to find an English-language review, from which I will quote the following excerpt:

“the entire game could easily be finished in an afternoon if the player so wishes”

That sounded promising.  It wouldn’t have been a selling point if I’d paid Y5800 for it back in 1998, but it seemed like a good amount of time to run around stealing things, while at the same time not wearing out its welcome.

I played through the first five levels in less than an hour, decided it was Right and Proper, put it aside to get some sleep, and finished it off in another 2 or 3 hour play session this morning/early afternoon.  It’s a very short game, and it’s quite shallow – you run through mazes looking for keys and occasionally fighting guards, you steal ancient treasures from tombs and have to run to an exit before being caught, there are maybe seven enemy types in the entire game, there’s no swimming and the platforming is pretty basic.

Nothing really much like Tomb Raider at all.

It does, however, have some nice anime sequences which serve to move the plot along, it begins and ends each level with some Fujiko eye-candy, and – shallow or not – it was still fun, with lots of music and sound effects from the show.  It looks horrible – even for a Saturn game, it doesn’t seem like the developers were trying very hard – and the control scheme just proved that, for all the lousy effects Sony had on the videogame industry in general, at least they gave us the analog twin stick… but I was apparently in the right frame of mind for mid-90s 3D, because it didn’t really bother me all that much.

I’ll get back to MKR next, honest.

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Game: Subtitle

After finishing Project: Snowblind, I found myself reflecting on the title, which is just one step above “FPS” printed in bold black letters on a white box.

There’s an awful lot of PC FPS games with titles consisting of “Name: Subtitle”.

I can only assume it’s done to punch up the title a bit.  After all, “Project: Snowblind” sounds ever so much more military and manly than something like “The Snowblind Project”.

Also, I guess, “Project” isn’t really the name of the game.  So I didn’t really know where I was going with this.  Let’s move on.

The game under discussion is sort of a spiritual successor to Deus Ex, which does not have a manly colon in the title but which still stands out as possibly the best damn game ever.  I knew it wouldn’t be AS good as the original, but I was cautiously optimistic anyway.

To get things out of the way: It’s no Deus Ex.  It’s a more-or-less straight up run & gun affair with occasional bits where you can crawl through ducts and get the drop on enemies, and the occasional opportunity to commandeer a remote turret or hijack a sentry robot to wreak havoc.  It’s somewhat handicapped by a very console-centric design and some character models that are one step above super-deformed.  It’s hard to take the plot seriously when you and your fellow champions of justice look, well, squashed.

The environment, however, and particularly the music in later levels, is very reminiscent of Deus Ex, and there are times where you CAN be a sneaky bastard and gain the upper hand through inventive combinations of your character’s abilities and weaponry.  It has flashes of the sort of stuff that made me a member of the Cult of Spector in the first place, so it was well worth the, oh, two nights* that it took to play through.

Also, it was $5.99 at Fry’s.  Hard to go wrong at that price.

* I started it back in May and played up through the third level, after which the game crashed and I decided to put it aside until after I’d finished “The Witcher”.  It crashed after the third level on my second attempt to play it, too, but I found that it mostly stopped crashing if I set the CPU affinity to only use one core, which is good inasmuch as Eidos never released a patch for the thing.

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