Pudding! Also, sheer abject terror.

It’s been a nice few days in the Portland area.  After waiting until, roughly, June, to get even a hint of spring, we’re getting a very sunny and warm fall to make up for it.

Because it was so bloody nice out on Saturday, my wife and I went out to the local open-air-mall, or, I think they call it, “Lifestyle Shopping Experience”.

Which means a mall where you get rained on, also you have to dodge people in cars because, while there is a large central area that is pedestrian-only, there are several restaurants and shops and theaters that you need to cross streets to get to.

But I digress.

Anyway, we saw this store:

And my thought process went something like this:

1) What the hell is that?

2) It’s a… pudding store?

3) I must eat there.

Turns out they serve rice pudding, 20 or so different flavors of rice pudding, and crepes and frozen yogurt.

Ordinarily I would say that they have the prospective lifespan of, oh, you remember when there were all those sock-only stores in the malls?  They lasted a good couple years, right?

On the other hand, in the few minutes it took us to order and enjoy our desserts – pumpkin pudding for me, strawberries and whipped cream in a crepe for my wife – several other people came in for pudding.  So they might just have a niche going.

It was enough to get us to go back the next day for more pudding, anyway.

That doesn’t have much to do with the post-Star-Trek-Legacy game of choice, which is Fatal Frame II : Crimson Butterfly : Director’s Cut, or maybe Fatal Frame II Director’s Cut Crimson Butterfly or Crimson Butterfly : Director’s Cut: Fatal Frame II or…

Look, the subtitles aren’t entirely unambiguous, all right?

Anyway, I rented this game back in, oh, November of 2004, and played it for about 2 hours.  I got up to the point where you meet the first hostile ghost you can’t actually fight with the camera, which meant that I also died a horrible painful death.

Then I returned it, because in 2004 I was in the heights of Everquest addiction and I was able to justify paying seven bucks to rent a game and then only playing it for 2 hours.

Then I got a $50 gift card for Fred Meyers for Christmas, and I spent it on a copy of, and let’s just avoid the whole name issue by just saying “Fatal Frame II”, Fatal Frame II to call my very own.

Oh, and I didn’t actually put it in the Xbox or anything silly like that, I put it on the shelf and went back to Everquest.

Flash forward to my post-playing-Bioshock-in-the-dark self, and suddenly I got the urge to take it off the shelf, open it – yes, open the four-year-old-shrinkwrap, I’m pathetic – and put it in the 360 and give it a spin.

I’ve been playing after dark, with the lights off, using headphones, and I believe that this is the Right And Proper Way to play this game, because it has managed to give me the serious spine crawls on several occasions.

I have gotten considerably past the point where I got back when I rented it, after devising an absolutely wonderful strategy for dealing with that ghost that I couldn’t damage with the camera.

I will share it with you: Run, screaming, like a little girl.

In addition to satisfying my sudden craving to play games that will make me jump, it also lets me try to get some of my Pervy Cred back.

It’s got twin sisters who run around in lacy outfits with short skirts, it’s got stairs, and it’s got a camera.

I spent several minutes of my valuable time trying to get the perfect panty shot for you, my faithful and perverted readers.  I didn’t have a lot of luck at it, and no way to transfer the in-game-photos to the PC, so I gave up.

You’ll just have to go and play it yourselves.

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Trek Nostalgia: Satiated.

I can now confirm what I’d heard about Star Trek Legacy’s length: It’s a pretty short game, especially if you’re playing it on easy.

About the time you’re starting to feel really comfortable with the controls and flying your ships around and commanding your small fleet, you get a whole bunch of achivement points and then you get to watch ending credits.

Still, I paid 8 bucks for it.

It was definitely worth 8 bucks, once I got past the “Enterprise” missions, anyway.  The Kirk missions were great fun, and four out of five of the “Next Generation” missions were also great fun.

The exception being “Revelations”, which was mindbogglingly annoying and which is also the very first mission in the Next Generation storyline and which has a really long cutscene for you to sit through every time you restart the mission, which in my case was about 8 times.

It actually sent me running to Xbox forums to get tips, which I am somewhat shamed to admit because of the whole, you know, playing on Easy and everything.

On the other hand, “Revelations” starts with Picard assuming command of the Stargazer, which is one of those total-fanboy-glee-moments, and the storyline takes you all the way through until after the events of Nemesis and the end of Voyager.  It’s a neat way to bookend the whole Next Generation timeline.

OK, now I’m going to stop with the whole Trek thing; I’m starting to scare myself.

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Be the Captain…

It is no coincidence that the last Star Trek licensed game I played was Star Trek : Strategic Operations Simulator, a vector graphics arcade game released in 1982.  For some reason, the series has a reputation for attracting the worst sort of cash-in games, and I haven’t really been a fan of the show since Next Gen went off the air.

That having been said, when Next Gen WAS on the air, I used to watch it with a near-religious fervor every Saturday, and that explains the brief and compelling moment of nostalgia I experienced when flipping through a clearance bin at Sears several months ago and finding a copy of Star Trek Legacy for the 360 marked down to $7.97.

I’m playing it now because I’m actually running a little short on 360 games and it’s the most convenient system to play.  It’s this, Sneak King, or Eternal Sonata, really, unless I want to try another driving game or go insane and try to play through Viva Pinata.

It has a reputation for being pretty short, which I can appreciate even though I can’t corroborate it yet, and for having nice graphics, which I can report is also the case; at least, the ship models are quite nice looking.

I have a hell of a time actually controlling my ship, but it seems to be OK because I have three other AI-controlled ships on my side and they do an OK job of killing anything I can manage to target.

Unfortunately, every one of the three missions I’ve played thus far has some sort of “protect” element to it, but at least the game is somewhat forgiving if you let the occasional medical ship go down in flames while you’re protecting two other medical ships halfway across the map.

Also unfortunately, the game makes you start out playing through missions from the “Enterprise” era, which is not doing anything to feed my sense of nostalgia, but I understand that there are only 5 missions per era so I should be on to Classic-Trek-era missions soon enough.

After this, I’m going to need to play something REALLY naughty if I’m to have any hope of restoring my pervy-fanboy cred.

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A Tale of Guns and Demons and Pleated Skirts

I was terribly tempted to claim that, upon returning Bioshock to the shelf, I took the next game off the shelf to play, and that game was Bullet Witch.

To be perfectly honest, though, if I’d done that, I would have had to skip over Blue Seed, Blue Stinger, Bloodrayne, Bloodrayne 2, Bombastic, Boulder Dash EX, Brain Age, Brave Story, Breath of Fire III and Brute Force.

I don’t actually shelve Saturn, Dreamcast, Xbox, PC, PS2, GBA, DS, PSP and Playstation games on the same shelf, you realize. This is all just hypothetical.

And I HAVE finished Brute Force, at least.  AND Boulder Dash EX AND Brave Story.

But I digress.

Ignoring – for the moment, and hopefully for all time – my organizational scheme and in particular that part of it that is “Games that start with B”, let’s get back to Bullet Witch.

Bullet Witch is one of those games that gets criticized as being, well, sort of the swimsuit issue.  The implication is that, if you’re buying it because the character designs are, as they say, relevant to your interests, it doesn’t matter that the articles aren’t up to par.

See also: Dead or Alive, the aforementioned Bloodrayne games, Final Fantasy X-2, most of the Simple 2000 catalog, so on and so forth.

This is, at least in part, a valid point.

Bullet Witch suffers from quite embarrassing pop-up of scenery elements, the textures are nothing to write home about, and the AI alternates between embarrassingly stupid – shooting into walls while you’re shooting them in the back – and annoyingly deadly – one-shot sniper kills in certain levels.

Pointing out that the main character is pretty high on the pander-factor is also a valid critique – she wears one of those horribly-inappropriate-for-combat fantasy outfits, including some quite absurd heels – and, if the default outfit is not sufficiently eyeroll-inducing, you can download new outfits, including one with a white blouse and plaid pleated skirt.

The heels appear to be a constant, regardless of outfit.

But…

(You knew there was going to be a “but”, didn’t you?)

…sometimes, you don’t want an AAA title that had dozens of artists modelling every square inch of your virtual environment and obsessing over details, with complex and fully-developed characters.  Sometimes, you just want to run around, in a skimpy outfit, with a massively improbably gun, and shoot things.

This would be where Bullet Witch starts to deliver; your character is armed with a vaguely broom-shaped machinegun that’s as tall as she is and a spellbook full of suitably destructive spells.  As you finish levels, you get skill points with which to buy different broom-shaped guns and more spells.

Telekinesis is particularly nicely done.  When someone is shooting at you from behind a car, it is deeply satisfying to – instead of, say, trying to aim for the small exposed part of them holding the gun – telekinetically pick up the car and hit them with it.

You could also, say, make spikes grow out of the ground underneath them, with highly comical results*, hit them with lightning strikes, blow up the car with magically-fire-imbued bullets… and I’m sure lots of other fun things that I just haven’t unlocked yet.

* Highly comical for anyone not being impaled, anyway.

The game has a reputation for being quite short, which is something I can appreciate in a game now and again, and it tanked hard enough upon release to be marked down quickly; I got it for $14 new several months ago and it’s been sitting on the shelf – actually, in a box, but we weren’t going to talk about that any more – just waiting for me to get around to it.

Having done so, I give it a provisional thumbs-up.  Provisional, of course, in that I have heard that some of the boss fights are on the frustrating side and I haven’t faced any of them yet.  If, in a couple of days, I’m pulling the disc out of the 360, snapping it in two and mailing the shards to the developers with a post-it attached reading “this is you, if I ever get my hands on you”, I will revise my opinion.

A follow-up to the above:

I decided that I’d play for a little bit longer before actually posting today’s entry, and wound up playing for the four hours it took to finish the game.  A good hour of that was spent on the final boss alone; I didn’t die but he took ages to wear down.  Definitely one of the more epic boss fights; I think he went through five stages before finally falling over.

Given that I had the controller glued to my hands for that long, I think I can ditch the “provisional” part of that thumbs-up.  Good stuff.

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Would you kindly…

…share in my sense of accomplishment?

It took staying up far, far too late, but I am done with Rapture, and of course got the “mega happy” ending because I’m such a swell guy.

Enough good things have been said about the game that I don’t think I have much to add.  I especially enjoyed the Fort Frolic / Sander Cohen level, so I’m very happy to hear that the designer of that level is going to be doing the design work on the sequel.

I would not have minded at all if they’d left out the Point Prometheus and Proving Grounds levels – not because they were boring or anything, but after the Big Plot Twist Reveal, it did feel a little like they’d been tossed in to stretch out the ending.  This may be because I was already staying up way too late as is. 🙂

I’m kind of glad I didn’t get the 360 version because I felt no need to go all OCD in terms of achievements.

I did a pretty good job, I think, of scouting around for hidden diaries and stuff, but I still missed a few of ’em, and a few power-to-the-people machines, a couple of plasmids… that sort of thing.

If I had a Gamerscore to worry about, I think I might have made the game less than fun for myself trying to find them all.

I do sort of wish that I’d realized that research was helpful.  I got level one of research on every enemy type, the game gave me what I considered blatantly obvious hints (“Use antipersonnel ammunition on splicers!”), and I didn’t realize that, if I continued on with the whole photography thing, I’d eventually get auto-hack on certain types of machinery, extra damage against certain enemies, blah blah blah.

Kind of made things harder for myself that way.

Oh, well, even missing the point of research, playing on Normal instead of Easy, and not using vita chambers too often, it still never got all that frustrating.  There were several times when I felt really low on ammo, or med kits, or eve hypos, and just at the point where I was starting to get really worried, I’d stumble into a new cache of goodies and be good to go again.  That’s excellent pacing; it keeps the tension level up but never makes you feel completely outclassed.

I hear they’re working on a sequel and I am quite looking forward to playing it, approximately fourteen months after its release, when it also drops to the $20 price point.  🙂

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I TOTALLY did not see that coming

When I mentioned, a few days ago, that Izuna 2’s partner system seemed designed to make any sane person concentrate solely on leveling one partner at the expense of the rest, I knew… somehow, I just knew… that the partner I’d been focusing on leveling would leave the party due to circumstances beyond my control, and then I’d be stuck with a bench-full of level one characters to grind up.

This was telegraphed far enough in advance that I really can’t fault the designers too much, but it means that I have had to schlep my tuckus back to the beginning dungeons and get some grinding on a new partner.  If THIS one ditches me, I’m going to be seriously vexed.

On another note, Bioshock continues to entertain.  The detail in the environments is nothing short of extraordinary, and I’m enjoying the relative freedom of choice I have when trying to accomplish things.

That is to say, it seems like a very linear game – you go from level A to level B to level C and so on – but on each level, you’re free to get through it in several ways.  Personally, I have become a huge fan of hacking security cameras and turrets to do my dirty work, and fooling Big Daddies into protecting me is one of those videogame moments that belongs on anyone’s list of Good Times.

Oh, and whoever scripted the first time you run into a Houdini Splicer is one sick bastard; that was one of those bits that reached right through the rational part of my head, grabbed hold of the lizard brain, and gave it a good squeeze.

It’s a good thing that I seem to be able to make do on 5 hours of sleep most nights; it’s the only way I can balance work, school and actually having leisure time.  Unfortunately, or fortunately depending on your point of view, it means that MMORPGs are more-or-less impossible; I’m on Pacific time and if I boot up Everquest at 10PM on a weeknight, my entire guild is already in bed or heading there.

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A Little TOO close to Flatout

So, today I am driving to school, and I’m at the point where one of our freeways merges into another and, because it’s rush hour, the merging lane slows to a dead stop.

I am a paranoid bastard, so I always give the guy in front of me considerable room, and I always watch the rear view mirror to make sure that the guy behind me has noticed that the lane is stopping.

Today, like pretty much every other time, the guy behind me comes to a complete stop.  I turn my attention back to the road ahead and wait for traffic to start flowing again.

The guy in front of me starts moving again, I put my foot on the gas, and that is when I hear someone plow into the car behind me at full speed.  No warning squeal of tires, just a WHAM that sounds like the world’s largest aluminum can being crushed.

I look in the rear view mirror and there is a car coming at me, driver’s side first.

It’s been hit hard enough to be spun 90 degrees.

It is no longer in control of its own destiny.

I’m not about to get hit BY a car – I’m about to get hit WITH a car.

Fortunately, at about this point, my foot found the MAKE CAR GO FASTER NOW pedal without any help from my conscious mind, and even more fortunately, the guy in front of me seems to have had exactly the same idea, so I do not plow into him in my effort to avoid making a two car accident into a three car pileup.

The car that got slammed into winds up off the side of the road facing back down the freeway, the car that did the slamming winds up off the side of the road, nose-to-nose with his victim, and at least a couple of cars that were behind stop and pull over.

I managed to mostly stop shaking by the time I made it to school, an hour later.

As soon as I am done with my degree, I am going to move somewhere where I do not need to have a car to live.  I’m not sure exactly how I’m going to manage this, but I’m going to do it.  This was the second time in less than a year that I’ve had a close call on the road, and I’m not looking forward to the next one.

I am not foolish enough to think that my luck will hold.

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Shocking Bio, Crashing Ninja

Playing through Omegane Teacher until I’d unlocked everything restored enough of my pervy fanboy cred that I felt justified in installing Bioshock and giving it a try.

Amazingly, it’s not that I bought Bioshock at launch for full price and am just now getting around to it – I actually didn’t buy many of last year’s MUST PLAY games.  I saw that there was an absolute flood of really cool titles being released and thought to myself, self, you’d be better off if you waited until May, when all those really cool titles are going to be 20 bucks.

My timetable was a bit off there. 

Bioshock waited until last month to finally drop to 20 bucks – for PC, at least.  It’s not like the four extra months I waited made that much difference, I suppose.

Waiting a year to play it also means that they fixed the widescreen issues it had at launch and toned down the absolutely moronic DRM scheme it shipped with.

I’ve also managed not to have the plot spoiled for me, which is pretty much the only reason to buy a game at launch these days (let’s ignore my impulse buy of Soul Calibur 4, please), so I’m going through it blind.

For double fun, I’m playing it at night with the lights off.  That is to say, except for the bit with Stallman.  I was WARNED about that, and that was played in the morning with the lights on.

It looks really pretty running in 1920×1200, even in dx9 mode, so I don’t need to upgrade my 7950GT JUST yet, which is nice, and it supports the Xbox 360 controller quite nicely.  It’s probably made a little more difficult by using the controller instead of KB&M, but I’m still getting along.

I’ve just taken out my first Big Daddy, after a half-dozen tries or so, and it was a deeply satisfying thing to do.  The ones in Neptune’s Bounty seem to be a lot tougher, though, I’ll need to score some upgrades before I give them another shot.

About the only downside to playing the PC version seems to be that I won’t be getting any achievements.  Since a friend brought over his Xbox360 version of Bioshock a few months ago to show me, I DO have the “Toaster in the Tub” achievement, so I’ll be stuck at 10 gamerscore until the end of time.

I AM still playing through Izuna 2, when I’m out and about and have a few minutes to spare.  I hit a really annoying bug today, but, as much of a pain as it was, I think I’ll be able to go back to it tomorrow.

See, Izuna is pretty hardcore.  It assumes that, if you turn the DS off without saving, you’re trying to get out of dying, so it penalizes you as if you’d died.  I’m OK with this; it’s a part of the game, it’s quite forgiveable.

It gets a LITTLE less forgiveable when you’re 12 floors down in a dungeon, both of your characters have gone up 2 or 3 levels, you’ve picked up a ton of loot, and the game crashes when you try to do a pair attack.

I didn’t know it was possible to crash a DS this hard.  The screen went completely black, but the game music kept playing – and it kept on playing even when I closed the lid. I had to power the console off to get it to stop.

Oh, and of course I lost all my levels, loot, and equipped gear when I got the game booted back up again.

Something I didn’t realize when I was buying Izuna 2 was that Atlus bundled a mini-poster with the game if you bought it from Gamestop or Amazon.  I didn’t realize this for a couple of weeks after purchase, so it was a neat little surprise.

Unfortunately…

…I bought it from Gamestop.

OK, OK, so at least I got the mini-poster that I could actually display without feeling TOO ashamed about it, if I were the sort of guy who was likely to go putting up mini-posters, anyway, but I just feel like I let the pervy team DOWN.

One final note about Izuna 2 before I close up this post:  YES, Tsubaki IS in the sequel, so all is well.

Posted in nds, PC Gaming, videogames | 1 Comment

OK, now, THIS is shameless pandering.

The concept of “unlockables” in games has been around since, oh, shortly after some bearded guy in California got the bright idea to simulate table tennis with a CRT and a handful of discrete logic ICs.

As far as rewards go, it’s turned out to be way better than the old “high score” concept at keeping us gamers pushing the buttons.  It’s that whole positive-reinforcement thing, with shinier outfits, faster cars, or new songs taking the place of food pellets.

Visual novels are really big on the unlockables; pretty much every one I’ve ever seen has a sort of stamp-card menu where you can review significant scenes from the game after you’ve seen them the first time.  This also encourages multiple playthroughs, since there’s no way that you’ll see everything on the first pass.

This, though, is a new one on me.

Since visual novels are pretty much choose-your-own-adventure books, it’s really tempting to hit “save” every time you get to a point where you’re asked to make a decision.  If you’re trying to go through the visual novel several times to see all the endings, it’s much faster to restore those save points instead of going through the whole story again from scratch.

Enter Omegane Teacher’s way of discouraging this, which is to give you, for every time you start a new game and finish it, your choice of one more style of eyewear for Sakurai Saya to wear:

It’s good to be pandered to, but this might be pushing the limits.  🙂

Posted in anime, meganekko, PC Gaming, videogames, visual novels | Leave a comment

Double Your Ninja, Double Your Fun

I don’t think that will ever win any awards as an advertising jingle, but it’s a good enough motto to live by.

Izuna 2 certainly tries to live by it, and I’m trying to decide whether that’s a good thing or not.

Only controlling one character in the first Izuna had a couple of drawbacks, the biggest one being that, if you got killed in a dungeon, you lost everything you had in inventory.

There was also a slightly more subtle problem resulting from its system of weapon affinity.  See, the game rewarded you for always using the same weapon – the longer you had something equipped and were using it to hit things, the better you got with it.  You could, at least according to the manual, transfer affinity from one weapon to another by using a talisman, but I never figured out how to do it.

Unfortunately, this also meant that I had to pass up all the assorted bane-type weapons I found in later dungeons – bane weapons being those that were weaker against most critter types but strong against one particular one.  It was better just to keep an all-around-average sword equipped.

Izuna 2 introduces the idea that you’re going to bring a partner with you into dungeons – not that you’ll be controlling them both at once, but you can switch who you’re controlling and if the character you’re controlling gets killed the other automatically comes into play.

This has a lot of potential.  First, it means that one “oops, I was trying to run away from monsters and ran in to some other monsters” isn’t necessarily a crushing defeat.  Since “oops, I was trying to run away from monsters and ran in to some other monsters” was my normal death in the first game, this is a Good Thing.  When Izuna hits the deck, I’ve got someone there to carry on – or, at least, use an escape item before both characters eat dirt.

AND it means that I can give the “backup” character a bane weapon, switch to that character whenever I’m fighting something of the appropriate type, and get the double benefits of high weapon affinity and enhanced damage from the bane weapon.

Also, as long as both characters are still alive, they are charging a “tag attack gauge”, and when that fills you can perform pair attacks that hit everything in the room for, as the kids say, MASSIVE DAMAGE.

I quite like the pair attacks.  They’ve got a little animation sequence associated with them – Izuna 2 really does raise the bar over the first game in terms of art – and they’re flashy.  Flashy is fun.

On the other hand, the two-ninjas-one-dungeon approach does have a big drawback: only the character actually in use at any given time gets experience.  The backup character just kind of follows you around without learning anything from it, which is really pretty unusual for RPGs.  Usually, your “B” team gets at least a little experience so they’re not completely useless if you decide to switch them in.

So, if you want to use both characters and actually have the second one be worth half a darn when you’re using them, you have to level them individually – pretty rough considering that the original Izuna already had a ton of grinding and you were only leveling one character.

Your characters also all share the same amount of inventory space, which is a very harsh constraint.  You get twenty inventory slots total, which includes both equipped items and general inventory, so if your backup character has one weapon and one defensive item, that’s two less pieces of loot you can pick up in the current dungeon.

I think the only sane thing to do is to pick one backup character and try to keep them roughly level-equivalent, while leaving the rest of the backup characters back in the caravan.  It’s a shame – I’m deliberately passing up the chance to have a ninja maid tag along – but it’s much less painful than trying to keep everyone up to par.

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