Venetica, eh.

Venetica

 

A couple of years ago, I saw a preview in Game Informer for an upcoming RPG called Venetica. It didn’t have a whole lot of information, just that it was a fantasy RPG set in Venice, which stood out as an interesting place to set an RPG and which triggered my “check this out once it finally gets released” flag.

I didn’t think of it again until I saw a copy in the wild – at which point it was already marked down to 10 bucks. I don’t think this thing did well for itself in the marketplace.

Still, for 10 bucks, I figured that it was worth checking out to satisfy the vague sense of curiosity that had been sticking around since seeing the preview.

Within my first hour of play, I had died once – and found out that the game doesn’t autosave and that there are no checkpoints – and accidentally walked off the top of a ladder once and had the game fail to notice that I was now levitating several feet off of the ground and could run out of the game area and do stuff like walk through mountainsides to see the unfinished void beyond.

I was starting to think that a one-word review might suffice.

For the record, that word was “clunky”, which I thought got across my feelings towards the game without getting needlessly scatological.

Nonetheless, I persisted and reloaded and restarted again and gave it a third go, and this time I managed to stick it through to the end without encountering more than a couple of game-breaking bugs – and being good about saving manually every 30 minutes or so and using multiple save slots meant that I was never hindered for too long by either.

To get back to the game:

Venetica is an action RPG wherein you discover that you, playing the role of the orphan with the mysterious past whose mere presence gets the majority of her neighbors slaughtered, are actually the only one who can thwart the machinations of a powerful cabal of people trying to cheat death and also co-incidentally the daughter of Death, though just how an anthropomorphic personification of death HAS a daughter isn’t adequately explained for some while.

It doesn’t, you might gather, tread any particularly new ground in its setup, though having a female lead is a bit of a novelty.  To further the novelty, the first several armor upgrades you pick up actually provide better coverage – it isn’t until quite late in the game that you start picking up armor that follows standard fantasy rules for female characters.

After discovering your unusual parentage and dealing with the loss of your fiancé, you go through a quite linear series of quests designed to familiarize you with the combat system and navigating the world and so forth.  I actually managed to miss several of these quests on my first attempt at starting the game, including the quests teaching you how to actually fight without getting killed, which leads me to my next point: this game does not hold your hand and has no problem allowing you to venture into dangerous places before you are really ready for them.

If you DO find the quest series that guides you through leaving your formerly-peaceful life in a small village, you eventually make it to Venice and are greeted with a questsplosion. There is a main story quest, of course, but there are also side quests – some of which only become available after cultivating a high enough reputation with the populace – three separate and competing guilds to join, each with their own stories and set of quests, merchants who actually buy items at different prices depending on their specialties, a day and night cycle and NPCs who have their own schedules, meaning that you can’t rely on the guy who sells bread being open in the middle of the night when you get a hankering for bread…

It’s a surprisingly ambitious game. I’m not sure if it necessarily counts as a sandbox game because I’ve never been clear at what point you can make that determination, but it gives you a lot of things to do and then lets you decide the order in which you do them or skip them as you choose – barring major story quests, of course.

Mind you, it doesn’t QUITE live up to the ambition. The quests are hampered by a quest marker system that does a very poor job of pointing you in the right direction, dialog is strung together from phrases that obviously weren’t recorded at the same time or with the same levels, so quest givers speak in this weird quiet, LOUD, quiet pattern, and I actually failed one quest before I was even given it. (I stumbled across the items you were supposed to collect before meeting the guy who asked me to collect them, and when I finally got to the quest giver he thanked me for the items but chastised me for killing a guard who had jumped me in the process of collecting them.)

Oh, and combat is a mess, partially because your character never gets to the Bad-ass end of the power scale. Your character gets 3 attribute points to distribute every level, and putting all 3 of them into constitution only gets you six more hit points in a game where enemies regularly hit you for 40 to 60 points of damage. You get occasional armor upgrades, but they only serve to reduce damage from certain kinds of weapons and it’s never very clear what sort of armor you should wear against given enemy types.

Furthermore, getting hit once often results in being stunned momentarily and getting hit again before you can recover.  This leads to embarrassments like, oh, getting swarmed by lobsters at level 20 and killed, even though I’d been fighting the same lobsters since level 5 – I just failed to dodge properly and wound up in a chain of attacks I couldn’t break out of before being clawed to death.

Simply put, should you decide to give this a go, just set the difficulty to “easy” and save yourself some heartbreak.

To somewhat offset the difficulty of physical combat, your character does get spells.  These ARE your saving grace against many of your opponents, but most of the tougher fights in the game feature opponents who are entirely immune to all forms of magic.

So, yeah, you’re back to hitting them with sharp pointy things and dodging a lot.

This is particularly obnoxious at the game’s end. At the game’s penultimate moment, you unlock the Ultimate Spell Of Ultimate Badassery, a spell that allows you to summon Death himself (hi, Dad!) to wreak havoc upon your foes.

At that point, the only thing standing between you and the final boss fight is a hallway full of mooks.

The Ultimate Spell of Ultimate Badassery, then, can be used in roughly a half-dozen fights, more if you go looking, all against opponents who you have already been fighting and who are actually rather less dangerous than the lobsters.

This is perhaps a small failure of pacing.

Still, I enjoyed my time in fictional Venice. I found myself genuinely fond of some of the characters by the time the ending credits rolled around, and it’s a small flaw to complain that a game was “too ambitious” in its design. It fell short, at times, from what it felt like the developers were TRYING to do, but it felt like a game put together by people who genuinely wanted to make a good product and just wound up missing the mark at times.

 

 

 

 

 

 

 

 

 

 

Posted in videogames, Xbox 360 | Leave a comment

So when you say you “Hunt Spaces”, you mean…?

I was going to lead this post off with silly remarks about how we have very few games about being a futuristic real estate agent trying to find apartments for let, after which I was going to feign ignorance about how this WASN’T that sort of game after all and how it turns out to be a twin-stick shooter and isn’t that unusual and blah blah blah.

After several attempts to make that actually WORK, however, I decided to toss it and play this one more or less straight.

With the holidays and all, there have been quite a few iOS games being sold at bargain rates, and I’m a sucker for girls in skintight battle armor of questionable actual combat utility, so I wound up giving Space Hunter Sandra a try.

Yes, “Space Hunter Sandra”, and let’s just pretend I actually came up with something funny to say about that name.

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I’m going to say it right now, I don’t think backs actually bend like that.  Moving on.

Space Hunter Sandra is a twin-stick shooter wherein you guide the titular – yeah, I couldn’t resist that – character around one of two environments (you have a choice between space station and desert planet), trying not to get eaten and shooting anything that comes near you.

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There’s no real story to be had here.  You play until you either die or defeat a boss, after which you are rewarded with some points that you can save up for upgrades and are returned to the main screen to go again.  Generally, a play session is going to take less than five minutes.

 

shs_gameover

Upgrades come in two varieties – you have functional upgrades for any of your three weapons and your armor rating, which aren’t too dearly priced, and you have entirely cosmetic upgrades which are priced through the roof.  I don’t have any of these yet…

shs_upgrades

 

…but I am terribly, terribly tempted to find out what the leopard-print battle costume looks like.

Should the process of grinding up points through game play prove to be overly frustrating or slow, you can of course throw down some cash monies to load up on upgrade points.  After playing Gameloft’s My Little Pony game for a couple of months, these actually seem startlingly reasonably priced.

shs_iap

 

So, if you go for the top tier buy as shown here, you can unlock just about every costume currently available for 9 bucks, if that’s the sort of thing that floats your boat as it were.

And that’s the game right there.  You shoot aliens (there are six kinds in total, though three of them are just the same model in red, yellow, and green palettes) while running backwards around a space station, this gives you money, you upgrade your stuff and you play again and hopefully last a little longer this time.  Rinse & repeat for, oh, about 30 minutes of your life and you can probably call this one done for good.

There is, however, one reason to recommend Space Hunter Sandra – at least, if you remember the halcyon days of the Gamecube.  You can put SHS into third-person mode, and it looks like this:

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So, for the minute or so that you actually survive in this mode (not being able to see behind yourself is a bit suicidal), you can pretend that “Starcraft: Ghost” actually made it to market, just a decade late.

And then you can sob quietly because it didn’t actually happen and never will.

 

Posted in iOS, videogames | 1 Comment

Lunacy

lunacy

It’s been a couple of months since Gameloft’s My Little Pony: Friendship is Magic application was released, to much initial joy.

It took the traditional “click things and then wait a long time” city building game, added just enough story to give you a reason to keep clicking things and waiting, and packed in enough references to keep the most die-hard fan happy.  Of course, you are going to collect the Mane Six ponies and their normal houses, but you can also earn some of the most obscure background characters and buy some of the weirder shops.

For crying out loud, it has a “Sofas & Quills” shop, a one-off gag from a single episode.

Furthermore, just watching the credits is a little staggering. This isn’t a knocked-together-in-a-weekend license job, it had a serious number of people working to bring it to market.

On the other hand, as released it was one of the most obnoxious cash grabs in the history of freemium games.  Several characters necessary to complete the main story were only available for the game’s premium (read: bought-with-cash-monies) currency, and one quest in particular could be summed up as “Insert $25 to continue” as it required you to buy a particular piece of scenery only available from the cash shop and couldn’t be skipped in any way.

To make it worse, if you’d previously BOUGHT this $25 piece of scenery before getting to this quest, it didn’t count – the quest was to BUY one, not to own one.

I didn’t do the math myself, but I saw a report that the cost of the currency that you would need to buy to play through the entirety of the story was right around $250.

A bit much, for a game theoretically aimed at small children.

Thankfully, the game always phones home for a price list when you start it, so some rather technically-inclined fans put together a small program called PonyLiberator which sits between the game and its servers and serves the game a price list allowing you to buy all of the quest-needed ponies etc with the currency you can earn in-game, or for nothing at all if you’re feeling like just GETTING ON WITH IT.

I abused the heck out of PonyLiberator, and I took advantage of a number of other little exploits here and there to speed up the rate at which I was earning the in-game money and six different kinds of tokens and so on and so forth.  I cheated like a madman, to put it succinctly.

Even WITH that, it still took me nearly two months to play through the main storyline, because I tried to let most things happen at their own pace.

It’s done now, though.  I have restored the sun to Ponyville and Princess Luna is back from her latest little bout with insanity.  She just gets these headaches, you know?

Co-incidentally, Gameloft released an update today which breaks PonyLiberator but which also makes it a little more reasonable to play through without cheating too much – you can earn the premium currency through doing things in game, even if quite slowly, and I understand that they’ve further reduced the price of some of the plot-central characters.

Best of all, the bit of scenery that WAS $25 is now available without spending a dime of real money.

So, kudos to them for finally making their game a little less insane.  At this point, the amount of bad press they’ve gotten is going to be tricky to dig out from under, but I have to wish them the best of luck.

Posted in iOS, mlp:fim, videogames | 1 Comment

Fists of Fairy

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The last time I stayed home from work sick – coincidentally, LAST december – I wound up watching 37 episodes of “My Little Pony: Friendship is Magic” in a three-day marathon session.  While this didn’t do anything for my masculine cred, as it were, it was a pretty good use of some sick time.

This time, I spent the better part of the day playing through Fairy Bloom Freesia.

That isn’t quite accurate.  Truth be told, I played through the story mode of Fairy Bloom Freesia over the course of a couple of hours on Saturday, when I was feeling 100% well.  There wasn’t an awful lot TO the story mode – it has 25 stages, every fifth stage features a boss fight and the story ends when you’re out of bosses.  The last boss is, I think, a three stage boss technically, but even so it’s a game that doesn’t overstay its welcome.

The problem is, once I was done with it, I kept looking through my Steam Library trying to find something else to play and I kept realizing that what I wanted to play was more Fairy Bloom Freesia, so what I did TODAY was go back and play through the 99-level “Guardian Mode” game that unlocked after I’d finished the story mode.  That took a little over 8 hours, bringing me to 10 hours played and not feeling like a single minute had been wasted.

That’s pretty good for an eight dollar game.

The guardian mode reuses all of the assets from the story mode, including all of the bosses at least a couple of times over.  It finishes with a Super Secret Boss that probably would have been a shock if they hadn’t put this Steam achievement in:

freesiadark

…but I digress…

I am given to understand that Fairy Bloom Freesia is a rather blatant clone of “Super Smash Brothers”, which I can’t particularly confirm or deny.  I played the Wii Smash Brothers for a couple of hours a few years back, but I can’t remember a single thing about it.  It may have been that it needed more fairies instead of Mario and Friends.

At any rate, every level is a fairly small arena, rather taller than it is wide.  Enemies – and there are only four types of basic enemies – drop in from the top, and you have to clear them all to get the next set of enemies.   Every few levels, the music and background change.

Wait, I’ve just described Tetris.

Hmm.

UNLIKE Tetris, then, Fairy Bloom Freesia has you bouncing around the multi-level arenas like a, well, like a small and terribly violent fairy with a healthy disregard for the less convenient laws of physics and a Divine Mission to keep her forest safe, no matter how many teeth she has to kick in in in the process.

As you beat things up, you earn mana points that can be spent to acquire and upgrade skills.  You can only equip a few skills at a time out of quite a long list, so there are in theory quite a few options for customization.  In practice, however, you’re likely to find a few skills that work for you and just hang on to them.  For my own part, I found that improved block + health regen + homing missile attacks meant that I could breeze through most parts of the game.

Periodically, the “beat everything up to proceed” missions are interrupted by ones in which you have to defend rather fragile structures while simultaneously beating everything up.  These are probably the trickiest bits of the game, and could be QUITE frustrating if it weren’t for a rather pleasant design decision – once you’ve failed one of these “protect mission” levels a couple of times, the “protect” aspect gets tossed in the nearest waste bin and you’re back  to just insert Foot A into Face B to continue.

It DOES get a little repetitive, but the enjoyment of the game – for me, anyway – came out of getting better at controlling Freesia and timing blocks and learning how to chain one attack into the next to rack up bigger and bigger combos and generally feel like, well…

freesiabaddest

 

Seriously, just go play it.

 

Posted in PC Gaming, videogames | Leave a comment

Nothing Explodes In This Game

patchworklogo

 

As a boy-type person, I am of course hard-coded to enjoy things blowing up.  I’m not saying I rate games and movies by explosions per hour, or anything silly like that, but it certainly can’t hurt to have the occasional houseboat blown into a million pieces just as the main characters throw themselves flat on the dock to avoid the blast.

Unfortunately, Patchwork is lacking in houseboats.  Maybe they’ll be in a sequel, if the creator does one.

I came upon this game by happy accident – I was reading a thread talking about various indie game bundles and saw a couple of references to a “Summerbatch” bundle having closed.

While I’d obviously missed the bundle, I’d never heard of the thing in the first place, so I went looking to find out what it was.  Turns out, it was a collection of five short adventure games.

Adventure games are not my genre.  They were The In Thing when I was a young lad in school, mind you, but I found them rather tedious and frustrating.

Still, one of the games in the bundle – Patchwork – looked fun and had been reviewed positively, so I figured that I’d give it a go.

Patchwork is a terribly traditional point and click adventure game.  You walk around a few screens, pick up various items, wave them over objects in the environment or objects in your inventory praying that they will light up and indicate that they can be used, get stuck on an annoying musical puzzle bit and eventually come to a happy ending.

The fun of these games usually comes from the story and the characters, and Patchwork does a good job of drawing you into both.

You begin the game as a scientist, Daniel, who has just finished his life’s work – a teleportation device – and is getting ready to test it on himself.  Meanwhile, in a parallel dimension, a young magician named Lin is prepping for an exam by trying to summon a demon.

What could POSSIBLY go wrong?

patchwork1

Anyway, you wind up in the parallel fantasy world, with elements of your reality poking through like… is it stalagmites that poke up from the ground? I think so.  Poking through like stalagmites, then, and you must work together to complete a ritual to de-integrate the worlds and put everything right before the dimensional stress rips both worlds asunder.

OK, most of that was a lie.  The worlds aren’t being ripped asunder.

You ARE, however, in an alternate dimension, and at the same time you are also trying to study for a test but have a strange guy in your house all of the sudden who doesn’t understand what magic is, because you play as both characters as you work through the game, gathering the components for the spell to send Daniel home.  This involves some light puzzle solving and a lot of walking back and forth between the game’s six screens trying to figure out with the orange that an NPC hands you right at the start of the game.

The two characters do see the world differently, though, which makes those six screens a little bit bigger world.  I of course neglected to get any side-by-side screenshots to demonstrate this properly, but here’a an example:

patchwork2

 

This is the “field” screen, and Daniel sees it like this.  If you walk on to this same screen with Lin, there’s a fire elemental playing in the camp fire and she has to negotiate with it for something necessary to complete a puzzle.

If I had one complaint, beyond the obvious one about the musical puzzle because there has never been a good musical puzzle in any game ever,  there is one subquest which must be completed in order to finish the game, but which involves Daniel stealing something from Lin in the process.  That one stumped me for a while because it simply didn’t occur to me at all that I might have to act like a jerk to proceed.  It’s a small enough complaint, I suppose.

Anyway, it took me about 2 hours to point and click my way through the world of Patchwork and get Daniel home.  I think that’s a little slow actually, I got hung up a couple of times on puzzles that adventure game fans would probably breeze on by, so it might only be a 60-90 minute game for those sorts of people.  Obviously that’s a rather short game, but it’s rather refreshing to occasionally play something that knows exactly how to stop in a way that makes you satisfied but also means that you wouldn’t mind another hit of it sometime.

To back up a few steps, I mentioned that I had found out about this game after the bundle featuring it had already ended, which meant that it turned out to actually be fairly difficult to buy.  The developer of the game hadn’t gotten it up on any of the traditional download services as far as I could tell.  Furthermore, the link to his site from the bundle page just takes you to his deviantart page and there’s no way to buy it directly from him.

Fortunately, the digital distributor who had handled the bundle is still selling the bundle through the end of the year.  It was about 8 bucks, which was a bit dear considering that I could have picked it up for much less if the bundle was still at the pay-what-you-like phase, and I’m rather used to the idea that 8 bucks gets me last year’s AAA title, but I decided that it was worth the risk and that I would just have to try to get 8 bucks worth of fun out of it.

It turns out that it’s pretty easy to do.

 

 

Posted in PC Gaming, videogames | 1 Comment

Fairly Special Ops.

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It’s rare that I buy a game within its first six months of release these days, and rarer still that I play it through to its conclusion in the same time frame.  Steam sales have conditioned me to wait for anything I’d like to go at least 75% off, and then to buy it for some non-specific future date when I have TONS of time to do nothing but sit on my keister and game the days away.

This will presumably be in the retirement home, at which point I hope I can get a computer that still runs Windows 7.

Half Life 2 Ep 3 MAY even have been released by then.

But I digress.

Anyway, I was compelled to buy Spec Ops: The Line during a recent Amazon sale because, well, partially because it was five bucks but largely because it’s become one of those games that people try to get you to play while trying not to spoil, which is pretty unusual for something that looks – on the face of it, and for about the first hour – like a pretty standard military shooter with your manly trio of manly mans going into a ruined future Dubai to rescue doomed people from a Colonel who was initially assigned to rescue them himself but has pretty clearly gone off the reservation.

That was a single sentence.  Somewhere, my high school Honors English teacher clutches her forehead at an sudden and unexplained headache.

As the game progresses, of course, this black-and-white ideal becomes more and more grey.  Your characters make bad decision after bad decision, generally with no choice in the matter, and the oft-repeated goal of rescuing the civilian population becomes more and more ironic.

There are a few spots in the game where you can actually make a decision for yourself.  Most of these have you picking the lesser of two evils, to be sure, but they do give you at least a moment’s peace.

So I guess I’m trying to say that the devs get full points for making a heck of an engaging story.

Also worthy of top marks: Dubai itself.  You’re coming into the city after it’s been hit with a disastrous series of sandstorms, and your running firefight through the former playground of the super-rich is made all the more memorable by, oh, using sand-filled supercars as cover or fighting yacht-to-yacht through a plain covered with grounded pleasure boats.  Occasionally you’ll wind up in some place the sand hasn’t yet gotten to, and the transition from post-apocalyptic nightmare to, oh, the opulent lobby of a gilded hotel borders on the surreal.

It’s a bit like being in line at Disneyland, really.  You walk down a very linear path and occasionally get to see cool set pieces designed to make you not pay attention to the fact that you’re standing in a line where your only options are to constantly shuffle forward and occasionally lean up against a stanchion to rest.

Mind you, Mickey isn’t ever going to pop up out of one of these set pieces and fire an RPG at you.

I came close to closing this post and then realized that I hadn’t actually addressed the game playing part of things.  Story and set dressing aside, the actual game is about shooting mans that are shooting at you, and it’s a generally satisfying game in that regard.  The creators went down the list of Standard Shooter Types and picked out “third person shooter”, “carry two weapons + grenades”, “cover system”, and “squad commands”, threw them into the Development Oven for 3 months at 350 degrees, and what came out was a satisfactory shooter pie.  Sure, the crest is kind of burned around the edges and the latticework top is skewed in places, but it tastes pretty good once you get it on your plate.

 

 

Posted in PC Gaming, videogames | Leave a comment

One More Thing I Kinda Miss About Japan

I interrupt my normal generally up-beat and silly postings for a rant that I’ll probably feel rather silly about posting in five minutes but that feels ever so good to get off my chest right now.

After a very short time in Tokyo, I figured out that there was an established protocol for which side you were supposed to pass on when you were approaching someone on the street or in a hallway.

For the record: you pass to your left. I’ve had a couple of different people tell me that this comes from pre-Meiji Japan and was designed to keep samurai from getting their swords tangled when they passed each other, and that’s as good an explanation as any.

Anyway, it prevents hallway dancing, for the most part, and I really wish it would take off in America because I work in an office with the world’s greatest hallway dancers. It’s like they have an eternal waltz going in their heads and they welcome any opportunity to sway rhythmically at someone who’s just trying to get into the men’s room.

For now, I think I’m just going to start walking straight ahead and people can learn to go either left or right as long as they move out of my way.

Grr.

Posted in Japan | Leave a comment

Set Phasers to D’AWWWWWW

According to the AFI, who seem like the sorts of people who ought to know these things, the top ten movies of ALL time are Citizen Kane, Casablanca, The Godfather, Gone With The Wind, Lawrence of Arabia, The Wizard of Oz, The Graduate, On The Waterfront, Schindler’s List and Singin’ In The Rain.

I’ve only seen four of those.  That means that, when I found myself with a few hours to kill the other night, I could have sat down and gotten at least a couple of them checked off the proverbial checklist.

Instead, I watched Night of the Lepus and Razorback, two movies which MIGHT show up on an AFI list if they got really bored and decided to make a list of the top ten thousand movies of all time.

As a young lad, I saw a summary of Razorback in the back pages of TV Guide, and it’s a summary which has stuck with me to this very day:

Razorback: Possibly the greatest movie ever made about a giant man-eating pig.

Sadly, it was being shown on a cable channel and my parents didn’t hold with this cable television nonsense.  We got three channels and that was good enough.

That isn’t to say that I didn’t see some AMAZING movies at 1 in the morning when the local ABC affiliate decided to just start showing whatever they had around the studio.

But I digress.

Anyway, for some reason, this film has been a little tricky to track down – but, having done so, I feel the better for the experience.  I do, in fact, believe that is IS the greatest movie ever made about a giant man-eating pig.  Also, it was made in 1984, so it has some pretty decent music and there’s an Atari 800 featured prominently in the film which is always nice to see.

For no logical reason, however, the director stuck in a couple of human villains who took entirely too much screen time away from the giant man-eating pig and who were mostly there to, I dunno, do the “man is the true monster” schtick maybe? Mostly they were really hard to understand and annoying.  Also, the pig doesn’t really rack up THAT high of a body count.  He eats, like, four people over the course of the movie.

There are NO annoying human villains in Night of the Lepus, and it has a MUCH higher body count.  It’s also a pretty decent movie for the 1970s and deserves serious points for trying SO VERY HARD to come up with a plausible doomsday scenario.

The schtick is that, well, a rancher kills off a pack of coyotes that are being a nuisance, but OH NO the coyotes were the only things keeping down the rabbit population on his ranch, and the rabbits – free from natural predators – threaten to eat him out of house and home.  He then turns to SCIENCE for a solution, but it has the unintended effect of causing a new race of lion-sized man-eating rabbits who reproduce like, well…

It’s got everything a nice apocalyptic movie needs – monster, message, and mayhem – and if the film had been made about, oh, giant locusts or something it would probably have made a much more effective film.

It is NOT, however a terribly effective horror movie because the film spends about half the time showing slow-motion shots of ADORABLE CUTE FLUFFY BUNNIES rampaging through the cutest little tiny sets and you just want to pick them up and snuggle them even when they’re occasionally eating people or entire herds of cattle.  I can actually understand the crew not wanting to work with, you know, wild rabbits – they have a nasty bite, I’m told – so I don’t know if there was really anything they could have done to offset the cute factor.  Chalk it up to a good concept that kind of fell flat in practice.

It also stars DeForest Kelley with a truly epic mustache, if you were wondering where the title to this post came from.

Posted in movies & tv | Leave a comment

At least it comes with free shipping.

Saw this bargain on Amazon today while I was looking up power strips. On the plus side, if the charge went through, I’d have enough airline miles to flee the country before Visa came looking for me.

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Posted in random | 1 Comment

No Kool-Aid Involved

Every once in a while, I feel the need to put aside the triple-A manshooting games and work on regaining my Indie Game Hipster Cred.  This last week has been a banner week for that, with Bastion, Limbo, and now Jamestown.

For extra hipster cred, I’ve been playing them on my Mac.  Turns out that this little Mini actually pushes pixels pretty well.

For the record – and just because I’ve gotten the two mixed up in my head a couple of times – Jamestown was the first permanent colony in the Americas and has nothing to do with Jonestown, which had a much less salubrious history.

Jamestown-the-game doesn’t have a whole lot to do with Jamestown-the-place, though it does use it as the jumping-off point for a particularly entertaining alternate history “what if…”, that being “what if the New World of 1619 was Mars, and not North America? Oh, and also what if there were martians and giant mecha piloted by Spanish conquistadors?”

You have to admit, that’s a hell of an enticing “What if..”.

It also has an enjoyable pixels-everywhere-look-at-those-pixels art style that manages to come out JUST on the right side of the charming vs. painfully ironic divide and the music is heavenly.

Oh, and it’s a bullet hell shooter and I loves me some bullet hell.

Despite these things in its favor, I’d put off playing Jamestown for a few months, simply because – while I love me some bullet hell shooters – I’m not particularly GOOD at most examples of the genre and I’d heard that Jamestown commits one of my Cardinal Sins.

That sin, of course, being that it doesn’t allow me to blow through the whole thing on Easy for a sense of light accomplishment.

It turned out not to be an issue.

The main story of Jamestown consists of five levels, and you can only play the first three on the starting difficulty of Normal.  Unlocking the fourth level requires playing the first three on Difficult, and unlocking the fifth level requires playing the first four on Legendary.

I blew through the first three levels on Normal, hit the “Thanks for playing! Try something harder next time!” screen and decided to go for broke and just start over on Legendary, skipping the whole “Difficult” difficulty level.

Inside of two hours, I was looking at ending credits.  I’m not that good at shooters, so Legendary difficulty may be a little misnamed in this case.  I am carefully going to avoid going back and trying any of the harder difficulties, as I have a nice buzz on about actually playing through a game on something other than Easy and don’t want that to be crushed under the heel of reality, but it did make me feel a little silly about putting playing the game off for so long out of fear of the difficulty.

Part of what pushes it into the “playable difficulty level” category, as compared to so many bullet hell shooters, is the playfield.  Most shooters of this type are designed for, or at least designed to emulate, a vertical arcade monitor – you have lots of up-and-down room but very little side to side.  Jamestown is a vertical shooter with a horizontal playfield, so you have tons of room to dodge and swerve around the sprays of bright pink and blue death being spat your way.  It’s a game designed to be played by up to four people, mind you, and you need that kind of space when you’re dealing with three other players on the same screen, but it’s a luxuriously spacious feeling when you’re playing solo.

This is made painfully clear in the last level which abandons the wide open nature of the first few levels for some tight and twisty corridors.

I died an awful lot on this level.  Of course, you’re SUPPOSED to die a lot on the last level of a shooter.

Getting through it required getting really good at Jamestown’s Signature Gimmick – and every shooter needs a Signature Gimmick, of course.

See, as you defeat enemies, they spit out giant gold bolts and gears and other steampunky geegaws.  Picking these up fills a meter.  Once the meter is full, you can press a button to get a temporary bullet absorbing shield.  Your shot power also gets doubled and there’s a score modifier, it’s pretty fun.

The shield only lasts for a few seconds, but the extra shot power lasts considerably longer – and you can actually keep it going if you keep picking up bolts and such.

OR… you can press the same button again, lose your extra shot power and your extra score multiplier, and get a PAINFULLY short-duration bullet absorbing shield, after which your meter is empty and you need to start collecting from zero again.

Knowing when to sacrifice firepower for a couple of seconds of invulnerability is key to making it through the last level.  It had a bit of a learning curve, but it was one of those hellaciously satisfying accomplishments once I’d figured it out.

Anyway, to sum up: Damn Fine Shooter and a great way to experience the genre.

 

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