20 Months Later…

One of my very first posts was me talking about how I’d gone through the backlog, picked out half-a-dozen of the most critically acclaimed games I owned, and then set all of them aside and played Shenmue instead.

To save you any click-through, the games were Ico, Shadow of the Colossus, Psychonauts, Beyond Good & Evil, Killer 7, and Okami.

I’ve played through the first five of those since that post, but it took me until this last weekend to start Okami.

I have been dreading starting Okami, but not for the usual reasons.  I have heard nothing but good things about the game since its release, which is why it made the aforementioned list to begin with.

What has worried me is that I’ve heard that it is a crazy long game and that you can spend as much as 80 hours on it.  That’s the sort of game you need to be able to put large chunks of time into, and with a school and work schedule that takes up as much of my week as it does, there’s no way I could have played through it in less than 2 or 3 months.

On the other hand, I had my last final exam of the term on Saturday, and I have the next three weeks school-free, with a few work holidays in there as well.

It seemed a good time to get down to it.

I’ve played it for, oh, 9 hours or so and I feel like I’m just getting started, so I think what I’ve heard about length is accurate.   I also think that, at least from what I’ve seen so far, every bit of praise I’ve seen heaped on this game is well-earned.  You just feel good after playing it – not just because the visuals are pretty and the music soothing, but because you generally feel like you’re being a nice guy.  Wolf.  Sun-god.  Whatever.

Your primary goal – the only one you can’t decide not to do, really, most of the goals in the game are strictly optional – is to restore a country corrupted by an evil dragon-thingy.  In the process, you plant an awful lot of flowers and feed an awful lot of woodland creatures.  Not terribly manly, no, but surprisingly satisfying.

Now, I’ve been playing Okami on our PS3, which is hooked up to the TV in our living room.  Since that’s a shared TV, I don’t always have access.

I DO always have access to our Xbox 360, which is hooked up to my monitor in the computer room, so I’ve been playing Dead Space on that, which was an early Christmas gift.

This is, so far, the second-freakiest game I’ve ever played, beat out ONLY by Fatal Frame II.  I’m finding that I can play it for about an hour before I need to find a save point and take a break.  🙂

That’s not a complaint by any means.  When I play a game like Dead Space, I’m playing it for the heebie-jeebies, and it’s delivering.

The two games complement each other almost perfectly; if I – when I – get too twitchy to keep shooting necromorphs, I can change gear and feed rabbits for a while. 🙂

And yes, I know, it’s an Electronic Arts games and I don’t buy Electronic Arts games.  It was a gift.  I can therefore retain my down-the-nose sneering in the general direction of Redwood City while still enjoying the game.

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I’m, uh, Coco for Coconuts?

I continued my dessert making theme by trying to duplicate a dessert that my wife used to get at a thai restaurant that we no longer live anywhere near.

It is, basically, coconut-flavored sticky rice with coconut ice cream on top.  “Handmade” coconut ice cream, as the restaurant’s web site proudly proclaims.

Well, if they wouldn’t stoop to using packaged coconut ice cream, then how could I?

So not only did I make some Thai Coconut Rice, I whipped up some Coconut Ice Cream to go along with it.  Without, I’ll point out, an ice cream maker.  Ice cream takes an awfully long time to freeze, by the way, and you do have to stir it fairly often during the freezing process, but apart from that it really wasn’t too hard to do.

The sole downside is that we have an awful lot of leftovers; I’ll have to see if I can turn the rice into some sort of coconut rice pudding.

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Fear, Expanded:

The basic premise behind an expansion pack, like FEAR : Extraction Point, is pretty simple and one which I approve of – if you liked a game, it gives you some more of the same thing, and then adds a little bit more.

I would argue that it succeeds admirably in this.  You get a few more environments to shoot clones in, a couple more types of enemy, a couple more guns… It manages to mostly capture the feeling that the ending to the original game was just a cutscene and that these are the logical next steps.

Which, since the ending of Fear left me with a “Wait, you can’t stop there…” feeling, was very appreciated.

Of course, it sets itself up with an open-for-a-sequel ending, just because resolution is, I dunno, BAD or something, and it’s being treated as non-canon for the purposes of Fear 2 : Electric Boogaloo*, which comes out next year, so it might be best to think of it as a surprisingly good fanfic where the author ends with “I’m still working on the next part and hope to have it up soon.”

Non-canonical nature aside, I liked Extraction Point.  It doesn’t overstay its welcome – I’m not fast at these things and it still took less than 7 hours to play through – enough that it didn’t feel rushed, but not stretched out for the point of being stretched out.

It also manages to re-use most of the graphics from the original game but toss in just enough new stuff that they don’t feel recycled.  Yes, the corkboards have the same TPS reports pinned to them, and the clocks are all still stuck at 1:15, but these are pretty minor nitpicks. 🙂

Most importantly, it really improves on the messing-with-the-player’s-head aspect of the first game.  I mentioned this before so I won’t go on and on about it, but it turns the freaky up to 11.

I was a bit surprised by the strain it put on my PC.  After playing through the original game – not to mention newer games, like Bioshock – in 1920×1200 with all effects up, I did not expect to have any trouble with Extraction Point, but I was seeing really choppy graphics, less than 20fps at times.  I had to drop the resolution down to 1440×900 and lower graphics quality one notch from maximum to get to the point where the game was really playable.  Just a natural, if depressing, indication that technology marches on, I suppose.

* OK, actually “Fear 2 : Project Origin”, but I liked the sound of this better.

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Pudding: Round 2

The rice pudding from the other night tasted quite good, but had a very chewy texture that didn’t really go hand-in-hand with the whole idea of “pudding”.  I was willing to put up with it, but it didn’t go over so well with my better half and took an awful lot of work… so that’s a fail.

I have a couple of other recipes for rice pudding that I’ll try next – they have the advantage of starting with leftover rice, and we have a lot of leftover rice these days.

But, tonight, I went straight for the Grand Prize of pudding – at least, as far as I’m concerned – and made up a casserole dish of bread pudding, using an Amish bread pudding recipe I’d found on the net.

The inherent contradictions in the previous statement are the freaking definition of irony, as far as I’m concerned.

It was a little mushy – I didn’t leave the bread out to get stale, I think that would have made a big difference – but it tasted great AND went over well with my wife.

So that’s a Big Win.

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Spiky Haired Freaks And Me

cloud_sm phoenix

It’s been a bit over a decade since my wife and I played through Final Fantasy VII, but one thing sticks with me.

Well, a few things, really.  Chocobo racing, giant nasty sandworms, flower girls meeting unfortunate ends… but mostly what sticks with me is the frustration factor involved with maneuvering Cloud around some of the spiffy pre-rendered backgrounds.

When you got to a new screen in FF7, you could press a button to see where all the exits were on the current screen, and this was a big help since they weren’t always obvious.  The problem was that, once the exits were pointed out, you then had to maneuver Cloud to get to them, and the game got awfully finicky at times.

This lead to occasional shouts of “go where I want you to, you spiky haired freak!”

“Spiky haired freak” has become one of those phrases that’s outlived the game.

This brings me, somewhat awkwardly, to the latest game I borrowed off her DS shelf, Phoenix Wright : Ace Attorney, which features a spiky haired, sometimes-clueless,  lawyer and endless variations on the old adventure-game play mechanic of “I have a dozen things in inventory.  One of them MUST be the thing I need to proceed.  Oops, that wasn’t the one, is it this one?

I will be pedantic and nitpicky here and point out that it’s actually not an adventure game, but a “visual novel”, a genre dominated by the sorts of games you probably wouldn’t want to be seen playing in public. This, however, is one of the rare non-adult examples of the genre, though I’m sure you can get no end of Phoenix Wright doujinshi, if that’s your thing, and who am I to criticize you if it is?

But I digress.

Phoenix Wright, surprisingly enough, manages to make being a lawyer look kind of fun.  You get to go out and question people and gather evidence and break into safes and all sorts of things that I’m not actually sure lawyers do, and then you get to take all this information to court and try to pick holes in testimony with it, generally in order to prove your client innocent and coincidentally convict the Real Bad Guy.

Fortunately, the Real Bad Guy is usually a thoroughly vile person and your client is usually innocent.  I’m not sure I’d like a game where your goal was to get your obviously-guilty client off on a technicality.

It does sometimes veer into “damnit, I KNOW this is the right evidence, why are you not letting me present it, you spiky haired freak?” territory, particularly at the start of the final case, but the ratio of “time spent nailing people to the wall with evidence” compared to “time spent trying to figure out what the heck I need to do to next” is favorable on the side of nailing people to the wall, and if you like the sound of that, this is a good game for you.

And, yes, the fact that it has three sequels and a fourth on the way DOES sort of suggest that it’s a decent game, but now you have my word for it as well.

Just don’t let the final case grind you down too much when you start on it.  There’s a sticky point you have to get past pretty early, and then it’s pretty much smooth sailing until the end credits.

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I mades me some pudding

Then I eated it.

I keeping with the “cooking with rice” theme, I made rice pudding tonight, a very straightforward endeavor involving milk, sugar, salt, vanilla, and cinnamon… oh, and rice of course.  Actual INGREDIENTS, not a mix or anything.  Quality, donchaknow.

I’ve never made pudding from scratch before, but the experiment turned out pretty well.  I did manage to set off the smoke alarms when I discovered exactly how fast milk goes from the  “is it boiling yet?” to the “boiling over” stage, but that’s all part of the learning process – in this case, learning that milk nearly explodes when it boils.  It’s pretty impressive, it goes from a fairly placid fluid to a mass of rapidly expanding foam with no warning.

It DID take a good half hour to make, and you can’t leave the stove for a minute while it’s cooking, but I think the end result was worth the time invested.  I may have to double the recipe, though, because when all was said and done I only had enough pudding to fill a pair of 6oz dessert cups.

Fortunately, I was only cooking for two. 🙂

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Then came the expansion…

I made fun of F.E.A.R., earlier, for not really being all that scary of a game.  I stand by my statements there.

The expansion pack, “Extraction Point”, however – THAT is pushing all the right buttons in making me jump.  I get the distinct sense that the designers of the expansion pack took note of whiny gits like me complaining that the first wasn’t scary enough and decided to crank it up a notch.

Well done, gentlemen.  Well done, indeed.

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F.E.A.R. finished, fails to frighten

Fear was a pretty good FPS.  It was graphically stunning, particularly considering that it’s a few years old, it had a suitably creepy backstory if you took the time to listen to voice mails and check laptops, and the “Penetrator” might just be my second-favorite videogame gun of all time. (Sorry, nothing beats the Land Shark Gun)

It just didn’t pull off the “horror” thing all that well.

You are almost always in control of your environment, and being scared is all about not having control.

The best scare in the game involves a ladder, and it pulls off the scare because, well, when you’re on a ladder, you have almost no control – your weapon is holstered, you can’t jump off the ladder, all you can do is go up to the top or down to the bottom, and getting on and off a ladder is something the game does for you.  You are actually helpless during that brief period, and this is a pretty rare thing in Fear.

There are also a couple of “let’s flash something right in the middle of the screen” early in the game – again, the player is out of control – and those are plenty jump-inducing, but you don’t see them after the first couple of levels.  The game seems to stop trying to scare you after level 3 or so, and doesn’t pick up again until the next-to-last level.

It doesn’t help that the player is a genuine badass.  Special forces, superhuman reflexes, carrying a small arsenal of guns, in an environment dripping with spare ammunition and where you can save at any time… the proper response to any conflict is to shoot the hell out of it and count bodies later, never “run screaming like a little girl.”

In fact, running – screaming like a little girl or not – usually isn’t an option if you want to progress in the story, and neither is stealth.  The game has a pretty neat melee combat system, but getting close enough to someone to bust out your kung fu is a pain in the arse.

You’re going to have to shoot mans, lots of mans, which leads to the next thing I’m going to bitch about.

80% of the enemies in Fear are, if you follow the story, enhanced-human clone soldiers, all connected via a telepathic link to a single uberpsychic general.

This sounds pretty creepy, and it might be, if only they weren’t so damn chatty.

If you’re walking down a dark hallway with your flashlight on, for instance, and it’s seen by one of the clones, he will loudly shout “flashlight!” to the rest of his squad, which alerts you to their presence.  They’ll also helpfully shout “grenade out!” or “fire in the hole” when they’re throwing a grenade at you, shout for reinforcements when they’re down to low numbers, and so on and so forth.

They’re all supposed to be in telepathic linkup, right?  About the only sounds they should be making are footsteps, and maybe involuntary screams.

Now, I get that it would be really unfair if they silently split into two groups, with one group taking a side hallway to get behind you while the first group set up an ambush for you to walk into, but it would also be super creepy, especially if they were smart enough to use air ducts, etc, and you were trying to figure out from footsteps just where an attack would be coming from.

You do occasionally fight a variant of the clones that IS silent and has Predator-style optical camoflauge, and those ARE creepy as all get out, but the rank and file?  Not so much.

I’d been told that the creepy level ramped way up near the end, and this is true, but it’s only really notable because the majority of the game, after an intro that does a pretty decent job of jolting the player, settles down to a straight-up shooty game and stays that way for a surprisingly long time.

It was still a good game, but it left me wanting.  Fortunately, I have Dead Space to try out next, and that looks like it should make me jump a bit.

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Cooking without smoke alarms

After a evening spent alternately deep-frying pork and setting off smoke alarms, I was a little more careful the next evening, when I went to use up the leftover rice.

I’m happy to report that I turned four cups of cold, steamed rice into a frypan full of yummy goodness – BBQ pork fried rice with green onions and egg – without setting anything on fire or setting off the smoke alarms.

Of course, I was cooking mostly on medium heat, but, see, the burner got used to cook something, which lulled my wife into a false sense of safety.

See, when I was cleaning up from the tonkatsu, I decanted the cooking oil – through cheesecloth, mind you – into a container for storage and reuse.  While I was doing this, I spilled some on the stove.

I cleaned it up pretty well with paper towels, but some of it managed to get into a burner pan unnoticed.

Cooking my fried rice, on medium heat, didn’t hit the ignition point.

On the other hand, when my wife went to boil some water, she turned the burner up to almost maximum.

The result, after a short pause, was a spectacular – if short lived – wreath of flame around the pan she was using. 🙂

…yeah, I won’t be living that down anytime soon.

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F.E.A.R. and Unicorns

So, what connection does Monolith’s FPS “F.E.A.R.” have with unicorns?

Well, honestly, no connection at all, but I had to stomp down hard on my urge to title this “F.E.A.R. and Loathing”, and I think I deserve some credit for the restraint.

Anyway, F.E… you know, let’s just drop the periods… FEAR.  Which is what I’ve been playing on the PC lately.

FEAR is … OK, we’re dropping the excessive capitalization, too, I don’t care that it’s officially an acronym… Fear is a shooter with occasional creepy bits.  Unfortunately, what I was hoping for was a creepy game with occasional shooty bits, because I’ve been quite enjoying the creepy games of late.

I’ve been told that the game gets seriously creepy the closer you get to the end.  I hope that’s true; the best scare the game has delivered so far was back in level 3 – and, if you’ve played the game, I expect you’ll know what I mean when I say “the ladder bit.”

I have three levels left to go, so we’ll see how that works out.

Creepiness or lack thereof aside, it’s a pretty solid shooty game with a heavy emphasis on a particular gimmick.

Stop me if you’ve heard this one before:  You can make everything move in slow motion, letting you aim more carefully while watching bullets zip past making little ripple contrails in the air.  I think they used it in a movie or two.

To make sure you make use of this particular gimmick, the game is tough as nails even on “moderate” difficulty.  Most enemy encounters see you outnumbered by at least four-to-one odds, and the enemy AI is just a little too smart for its own good; they use cover, flank you, throw grenades into your nice safe hidey holes, and blind-fire around corners with surprising accuracy.

Now I will explain why on earth I have been playing on “moderate” instead of “easy”.

Let me be clear: I was TRYING to be a wimp.  I started the game on moderate, played through the first level, got a little bit into the second level and decided that things were just too damn hard, at which point I restarted the game on “easy”, played through until I got to the point where I’d left off in “moderate”, saved and took a break.

Unbeknownst to me, when you load a saved game, it loads at the default difficulty, in this case moderate, so I played through levels 2 through most of 8 at “moderate” difficulty, thinking that I was playing on “easy”, which caused a certain degree of frustration, especially in places where I died five or six times in a row.

Fear eventually took pity on me and pointed this out, in somewhat roundabout fashion.

When you die, during the loading screen, the game pops up little tips, like “don’t forget slow mo” and “try using grenades and proximity mines when you’re outnumbered” and “you can adjust the game difficulty at any time.”

I saw this last tip several times, and every time I had more-or-less the same reaction, which was to scowl at the screen and say “I’m already playing on easy. Tell me something useful!”

However, during a particularly nasty bit of the game where I was reloading more than usual, I decided to go into the options screen and check that assumption; you are invited to guess my reaction upon doing so.

The difference is fairly dramatic.  It’s not that it made me invincible or anything – the AI is still smart enough to get a few kills in – but I’m seeing a lot less of the loading screen and I’m starting to enjoy the game a lot more, even if it’s not quite as creepy as I was hoping.

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