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.

Posted in videogames, Xbox 360 | Leave a comment

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.  🙂

Posted in PC Gaming, videogames | Leave a comment

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.

Posted in nds, PC Gaming | Leave a comment

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.

Posted in random | Leave a comment

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.

Posted in nds, videogames | Leave a comment

I have not lost my way.

It has not escaped my attention that, with all the dungeon sieging and dooming and quaking and racing of late, I have become seriously at risk of losing my “pervy fanboy” credentials.  The occasional nekomimi-themed wallpaper doesn’t do much to offset that.

With that in mind, I’ve bumped “Lego Batman” and “Bioshock” from their priority slots in the “hey, play this next” queue, in favor of a couple of titles that have more potential for making my wife shake her head in disbelief and resignation.

On the portable front, I’ll be tackling Izuna 2 : The Unemployed Ninja Returns.  The first game featured bespectacled shrine maidens, which is pretty much my definition of Quality.

I will admit that I am easily bought.  Now I just have to hope that Tsubaki appears in the sequel.

I know, I know, there are other, you know, MAIN characters, but if it’s wrong to play through an entire RPG just because one of the minor NPCs is a cute girl with glasses, I don’t want to be right.

Speaking of which… The other thing I’m trying out is a visual novel called “Omegane Teacher”, which I couldn’t avoid buying.  It’s by Studio Miris and, well, it’s a game for boys who like girls with glasses.

Let’s just imagine I’ve raised my hand here.

It is, of course, an almost entirely text-based game presented in a language I don’t understand very well, so I am expecting a certain degree of difficulty.  I’m hoping that familiarity with the thematic stereotypes will compensate, somewhat, for the lack of language skills.

For example, it took only knowing a few kanji to get the fact that the main character doesn’t have parents at home because they’re “working overseas”, which is a genre stereotype second only to, I don’t know, the whole “perfectly ordinary school girl turns out to be the only hope for the universe and truth and justice and stuff” stereotype.

So far, I’ve only played for a few minutes, enough to find out that it starts on Valentine’s Day. Traditionally, this is when women give chocolate TO guys in Japan, with the guys expected to reciprocate a month later on “White Day”, and I have in fact already gotten some chocolate from one of the other characters, with a second character obviously wanting to give me chocolate but too embarrassed to do so.

I’m guessing that the story will be based around the period between Valentine’s and White Day, leading up to the main character making a confession on the Day Of Truth and getting either a) lucky or b) rejected.

Just in case you were curious, here’s the character breakdown:

Sakurai Saya:

It wouldn’t make much sense to have a game called “Omegane Teacher” if it didn’t prominently feature a cute teacher with glasses.

Sakazaki Ami:

Every High-School-Guy-Whose-Parents-Are-Working-Overseas needs a Little-Sister-Who’s-Not-Related-By-Blood character.  Ami fills that role.  She’s also evil – Sure, she spends an entire day slaving away in the kitchen to make you a nice yummy chocolate cake for Valentine’s day, but it’s drugged as part of her – would it be redundant to say evil here? – evil plot to make you fall for her.

Takamisawa Kaoru:

Kaoru is the Childhood Friend Who’s Too Embarrassed To Admit Her Feelings character, rounding out the stereotypes nicely.

I’ll keep you posted on how it works out.

Posted in anime, meganekko, nds, PC Gaming, videogames, visual novels | 2 Comments

Sometimes, Wednesdays Suck.

Got up this morning a little after seven, went to work, worked a full day, went to school for an appointment with my advisor to make sure I’m on track to graduate in the spring.  Finished going over what credits I had and what I still needed, got home around 7:30 PM.

Washed a few dishes so I could cook dinner, made up a rather nice dinner for the two of us – Lemon pepper tilapia, potatoes and green beans, some brown rice – enjoyed a brief bit of relaxation, then checked the syllabus for Japanese class and realized that I had a total of 9 pages of heavy writing due tomorrow.

Right now, at 11:15PM, I’m done with 7 of them.  I’ll get the other two done tomorrow on lunch.

Once I get those done, I have, let’s see, several chapters to read and some discussion questions to write up for Sociology; those are due Saturday morning, also I have two Geology chapters to read, a bunch of discussion questions to answer, and a lab to do for Sunday night.  Fortunately, I can do the Geology work Sunday morning and afternoon; that means that I can actually treat Saturday afternoon and evening as a weekend.  I really can’t express how much I’m looking forward to that.

All this and it’s still early in the term.

It’s going to be a rough one.

Posted in school | Leave a comment

With apologies to Neil & Chris

For right now, I think I’m running
A race I know I’m gonna win
And I wouldn’t normally do this kind of thing
I wouldn’t normally do this kind of thing

— I Wouldn’t Normally Do This Kind of Thing (Pet Shop Boys)

I’ve never sat down with a racing game with the intent of Finishing The Damn Thing.  I buy them occasionally, go a few rounds against CPU opponents, and hit the annoying point in the difficulty continuum where the game expects you to know a) how to brake, and b) how to finish races without crashing too much.

At that point, I usually lose a couple dozen races in a row and give it up.

Flatout Ultimate Carnage has been quite an exception in all regards.

It’s not that it doesn’t require occasional use of the brake, because it does, and I have reluctantly and begrudgingly learned how to occasionally let up on the gas pedal and even brake now and again in order to go around corners.

It’s also not that I’ve not lost, well, several dozen races in a row at times.  The sixth cup in Street Mode, for example, is straight-up broken in terms of difficulty.  It took me probably 6 hours of driving to beat that one damned cup.  (I then placed first in the seventh, eight, ninth, and tenth cups, so I think I am justified in bitching about #6)

But, it seems that I can deal with both of those frustrations as long as I get to do one simple thing:  Hit stuff.  Lots of stuff, including other cars, hazard cones, stacks of tires, panes of glass, gas pumps, traffic lights, stop signs, light posts, patio furniture, mall carts, uh… well, lots and lots of stuff.

And when you hit it, it all goes flying in magnificent fashion.  Of course, you’ve also got about a 50% chance of spinning wildly out of control.  More on that later.

That, it turns out, is enough to keep me going; that and a sheer bloody-mindedness that I have never before applied to any racing game and refuse to apply to any racing game in the future.

End result?  I beat Flatout mode tonight, getting a rather pathetic little cinema, an achievement telling me that I had, in fact,  beaten Flatout mode, and a considerable amount of satisfaction.

I never DID manage to beat two of the time trials in Flatout mode, I will admit, but it turns out that you don’t actually have to do the events.  They’re optional.  You just have to place in all of the cups.

If I’d known this in advance, it would have saved me an awful lot of frustration, particularly involving the “Pinegrove 3” track.

I have many unkind thoughts for the designer of this track.  I will not voice them here because, well, they are the kind of unkind thoughts that might seem justified and funny and hah hah hah right now, but if anything ever happened to the chap I wouldn’t want to have committed them to the web where humorless people might find them and ask humorless questions.

Ahem.

Pinegrove 3 and Street Cup #6 aside, Flatout mode was great fun.

I will admit, to address one common complaint I see online, that it takes a certain degree of suspension of disbelief to make it fun.

You have to put up with the fact that you can, at times, drive through telephone poles without slowing down… but, at other times, hitting an innocuous-looking scrap of plywood on the track will send you careening out of control, letting all the drivers you’ve been assidously blocking for the last lap zip past you and condemn you to a miserable finish instead of the glorious victory that was IN YOUR GRASP, DAMNIT, IF IT HADN’T BEEN FOR THAT ONE GODDAMNED LITTLE BIT OF WOOD THAT YOU COULD BARELY EVEN SEE AND THAT CERTAINLY SHOULDN’T HAVE MADE YOU SKID INTO THE GODDAMNED WALL.

Again, ahem.

As I was saying, If you can let yourself get past the crazy physics engine when it is working against you, and just enjoy the crazy physics engine when it is making pretty showers of destruction, it is a heck of a ride.  🙂

Posted in videogames, Xbox 360 | Leave a comment