Greetings from Big Surf Island!
I've been off from work this past week, taking a mandatory furlough, like many people are having to do in these harsh economic times. While I am hoping to go on an exciting trip or two in the not-too-distant future, as I wasn't being paid this week, I didn'twant tospend too much money, so I stayed in town. That doesn't mean I didn't have a kind of vacation, though. I've visited the following exotic and exciting destinations during my time off:
Big Surf Island:I was absolutely mad about Burnout Paradisewhen it first came out, and Big Surf Island has gotten me pumped about it all over again. The island is a bit smaller than I imagined it would be, but it's positively packed with outrageous jumps and all the other stuff that makes Paradise such an exhilarating game. The dune buggies you find there are a blast to drive, too, with a great rough-and-ready feel to their handling. I've already completed 40/45 billboards, 13/15 mega jumps and 74/75 smashes. I just know that finding that last one is going to be a real pain. I also have just one event left to complete: a stunt run. Those are the bane of my existence. I'm not generally a completionist, but Paradise compelled me to get 100%, and I know I won't stop until I've jumped every jump, smashed every smash and every billboard, won every event and ruled every road on Big Surf Island, in both the Time Road Rules and Showtime (AKA Katamari CarCrashy AKA Michael Bay Directs a Car Wreck) modes. It's good to be back in Paradise.
The Ring: When I was a kid, I could beat Mike Tyson without breaking a sweat. It seems my reflexes aren't what they used to be. My current record in Punch-Out!!is an embarrassing 20-67, and I'm currently facing Don Flamenco in the title defense section of the game. But I don't mind. On the contrary, I'm very pleased that the game is so challenging. It goes easy on you for a while, but once you get to defending your belt, Punch-Out!! is no joke. At this point, the bouts are tough enough to quite literally get my pulse racing, and each victory feels like an accomplishment. It's hard in much the same way that the NES game was hard,but I think it's harder, thanks to more complex attack patterns from your opponents, which you need to learn during the first phase of your career and then completely re-learn during title defense. If the game had ended when I'd won the world championship, I would have felt like I could have better spent that $50, as fun as the experience was up to that point. But this game has proven to have lasting value and to keep the excitement comin'. I'm thrilled to see this franchise get reinvigorated like this. If only the game shouted "BODY BLOW! BODY BLOW!" like the arcade games did, it would be just about perfect.
Unnamed Middle Eastern Country:In the past I've never really been one to spend much time with online shooters, but I've gotten back into Modern Warfare's online multiplayer in a big way this week. I don't consider myself to be all that great at shooters so I generally shy away from exclusively team-based games like Gears of War 2's multiplayer (that way I can't let any other players down) but free-for-all deathmatch in CoD4 is so exceptional, I keep coming back to it again and again.It's easily the online shooter I've enjoyed the most. Here's a question for anyone here who might play this game online: If I play exclusively free-for-all deathmatch, is it worth it for me to spring for the map pack that contains Creek, Broadcast, Chinatown and Killhouse?
Temeria: This compelling land is the setting of The Witcher, which I downloaded off of Steam this week. I'm utterly taken with the setting, which is rather unlike the setting of any other fantasy RPG I've played, It feels rougher, more lived-in and worn, bleaker, and more believable. I haven't yet been able to spend as much time as I would like with the mysterious Geralt of Rivia, but you can bet I'm eager to do so.
The Sprint Studio: Lastly, I've been enjoying the beta season of 1 vs. 100on Xbox Live. The game itself couldn't be simpler, but I'm excited about the way it's being implemented. I think the opportunity to join a live game that's being played by tens of thousands of other players, that involves answering trivia questions rather than, say,killing orcs and earning loot, is really exciting. (It helps that I am a huge sucker for trivia questions.) I also like the fact that up to four people can play from a single console, as it just feels like a party game that would be way more fun when shared with friend. In fact, I think I'm gonna invite some friends over for some pizza and beer and 1 vs. 100 one of these weekends.
I also want to say just a few things about E3.
When I was a kid, it really bothered me if someone abused a stuffed animal, even though I was well aware that the thing had no feelings of its own. Apparently there's still part of me that harbors that irrational perspective, as the first thing I imagined after seeing the Milo demonstration was thousands of people unleashing verbal abuse at their Milos. It made me sad. Apparently Milo won't respond to abuse, though, so that's good. Maybe if it's utterly pointless, people won't bother to engage in it. Of course, I'm assuming that Milo is actually going to be as amazing as it appeared in the demo, but then, I have no reason to doubt that it will be. After all, it was presented by Peter Molyneux of all people. ![]()
There are too many games I'm excited about to mention, but one annoucement I'm particularly intrigued by is Metroid Other M. As a huge fan of most of the 2D Metroid games, I always felt that theMetroid Prime games really missed one hugely important aspect of what makes Samus so much fun to play: she's quick and agile. Metroid Other M looks primed to rectify this issue in a big way, so I'll be keeping my eyes on that one.
So, how 'bout you? What are you playin'? Any E3 announcements strike you as particularly promising or exciting?
Gamers in a Dangerous Time
And next you're dazzled by the beauty of it all
When you're lovers in a dangerous time
--Bruce Cockburn, Lovers in a Dangerous Time
And make no mistake, these are dangerous times we're living in. Economically, things are already pretty bad. There's a good chance you or someone you know has lost his or her job as a result of cutbacks, and things will, according to many people who know a lot more about this stuff than I do, get worse before they get better. I'm very thankful for my job and fully aware that at any point, someone could decide that my company could save a whole lot of money by paying people in Mexico or India or elsewhere to do my job. This is a time for belt-tightening and saving, not for spending.
Beyond our economic woes, long-simmering tensions in other parts of the world are building up to dangerous levels, and it's possible that the human race may blow itself to hell in the relatively near future. Is ths really a time when we should be playing games?
Heck yeah, it is. Nothing worth having comes without some kind of fight, and being able to relax and enjoy life is absolutely worth having. Here are the things I'm playing in these precarious days.
Prince of Persia--It's beautiful, I'll give it that. The visual design is striking, evoking ancient Persia not as it ever was but as it is in our imaginations. But the gameplay all feels a bit rote to me, and not very engaging. This one may be on the next GameFlight back home.
Fallout 3--I know I said that these are not times for spending, and GameFly seems like a good way to save money and still play the games I want to play, but after a certain point having a game from GameFly must stop being cost-effective. I think I might be reaching that point with Fallout 3. I play it in fits and starts, and I like it well enough, but more often than not there's something I'd rather be playing. Still, I have to play it through to the end. I think it might just be in very small pieces over the course of the coming months.
Lumines Supernova--Ohh, how I love/hate Lumines! Its design is so flawless, so compelling, and I want so badly to be really good at it. But Lumines greatness eludes me. Still, I keep trying. Maybe someday I'll get past the sixth skin in the basic challenge mode.
LittleBigPlanet--When I wrote up my favorite games of 2008, I called this my odd game out, because the perplexing moderation of so many wonderful user-created levels just seemed to fly in the face of the game's good-natured, Fun shall overcome philosophy. But things seem to have recovered nicely, and I still regularly encounter user-created levels that charm, thrill, and genuinely surprise me with their inventiveness.
Banjo-Kazooie: Nuts & Bolts--I spent about an hour and a half playing Nuts & Bolts tonight, and my first impressions of the game are extremely positive. It's very funny in a way that both mocks video game conventions in general and the Banjo-Kazooie games in particular. It's gorgeous. And the gameplay is purely, tremendously fun. I haven't yet had to design any of my own vehicles, which is a good thing. The game has an excellent learning curve that lets you use pre-designed vehicles successfully in many early challenges. And the challenges themselves are varied and fun. I'm already hooked and can't wait to collect more jiggies.
Chrono Trigger--I'd never played Chrono Trigger before. I was in college when it hit the SNES and I didn't make much time for games during those four years. It's probably for the best. Without my degree in theater with a minor in English, it's doubtful I'd have the lucrative career in tech support and customer service that I have today. But I'm making up for lost time by playing it now.
Life with PlayStation--Folding molecules for the benefit of humankind. Gee, that planet of ours sure is pretty, isn't it?
Yeah, that's the thing, isn't it? Even as things get uncertain and scary, there's still so much to be hopeful for and so much to be thankful for. Play what you love and do what you love, and when things get tough, remember that nothing worth having comes without some kind of fight. Or, as the late, great Harvey Milk said, "There is hope for a better world. There is hope for a better tomorrow."
(This is where I would embed this video if I could.)
Happy 2009, everyone!
Mis juegos favoritos de 2008!
Greetings from Tijuana, Mexico, where the thing to do on a Saturday night is stay in your room writing entries in your blog! This is not a list in which I'm arguing that these are the very best games of the year. There were too many games I didn't get to play for me to make those kinds of arguments (I've barely scratched the surface in Fallout 3--PUN INTENDED!) and anyway I'm not interested in making them. This is a quick and dirty, off-the-top-of-my-head celebration of the games I personally enjoyed the most.
For me, the area where games saw the most dramatic advancement in 2008 was narrative. My two favorite games each, in their own way, set a new standard for the kinds of stories games can tell, and how those stories can be told, while also delivering outstanding gameplay.
My favorite game of the year is Grand Theft Auto IV. Games have faced me with choices before, but never have the choices been so difficult, troubling and impactful as they are in Rockstar's masterpiece. In its stylized, thrillingly alive depiction of contemporary New York City, complex protagonist Niko Bellic's journey is not just a shootout-filled crime epic, though it certainly is that. It's also a story about class, culture, loss, revenge, forgiveness, and that most elusive of all concepts: the American dream. I'm not saying this game is The Wire. I am saying it cuts deeper and truer than any other game into the America we live in now, and I was mesmerized from start to finish by nearly every aspect of the game, and how they all came together to create an experience that was as thought-provoking and emotionally affecting as it was viscerally thrilling.
In my number two spot is a game that tells an altogether different kind of story. While one could imagine the tale of GTA IV working as a novel or film--albeit without those difficult, all-important choices, the Metal Gear Solid games, and MGS4 in particular, are uniquely gamey in the tales they tell and the techniques they employ to tell them. MGS 4 is such a monumental success, such a powerhouse conclusion to this series that for me it redeems even the weakest moments of the previous MGS games. MGS 4 is somewhat accessible to even first-time players of the series, but it really shines as a tremendous piece of fan service for those who have been fascinated with every aspect of Solid Snake's long, labyrinthine odyssey. My favorite example of both the gamey storytelling and the deeply interwoven fan service are the X-button flashbacks that frequently pop up during the game's cutscenes. I was frequently surprised and even oddly moved by the connections that were woven throughout this game to past games in the series in the form of brief visual and aural flashbacks. It gave the storytelling a rather stream-of-consciousness feel, as if we were inside Snake's mind, remembering aspects of the past along with him as his journey draws toward what he knows, as his body starts to give out on him, are his final days. Of course, all of this virtuosic storytelling would be for naught if the gameplay wasn't any good, but it is absolutely excellent. Unforgettable setpieces abound, and the final brutal fistfight is a near-perfect sendoff of one of the greatest heroes and one of the greatest villains in video game history, that brilliantly evokes all of the games in this landmark series.
Of course, games are still, first and foremost, about the gameplay, and one of my favorite games of the year has no narrative at all to speak of, save what my imagination conjures up. Rock Band 2 is an endlessly exhilarating fantasy fulfillment machine. I understand that it's not a huge advancement over its predecessor, but the whole Rock Band experience was new to me the day I brought home my RB2 bundle. I've already spent many hours getting lost in the music while playing drums for The Intellivisions, and I hope to spend many more. The people behind this game really understand the culture of rock, and everything about it feels right, from the ambiance of the gigs to the iconic images on loading screens of your band, and your band's name on lunchboxes, bumper stickers and the like.
And then there's the chilling Dead Space, which builds on the framework of Resident Evil 4 by adding some uniquely sci-fi elements like vacuums and zero-g environments, and takes place on a ship so richly detailed and haunting, it feels like you've stepped into a really, really good Ridley Scott movie.
I also want to give special recognition to Fable II. It's a thoroughly enjoyable game whose storybook vibe is very charming, and whose various elements--questing, developing your character's combat and magic attributes, shaping your character's moral role in the world, and buying and selling property, come together to make for a surprisingly compelling, addictive experience. On a personal note, I also love the tacit implication in the game that gay people should be treated as equals in society and granted the same freedom to express their commitment to each other with a bond of marriage that straight people enjoy. Ah, what a ridiculous fantasy world Albion is.
My odd game out for the year is Little Big Planet, which I found absolutely enchanting in the days after its release and would not have hesitated to place on this list. Many user-created levels knocked my socks off with their beauty and inventiveness. Then things got unpleasant as many of the very best levels were nuked by Sony, in many cases for no clear reason. This left a pretty nasty taste in my mouth about the whole experience. I've heard that things have improved since then, but I haven't yet found the time to hop back into my pod and see what's new in the LBP.
I'm giving honorable mention to No More Heroes, Suda51's exhilaratingly original, audacious Wii action game. Fascinating characters, stylish lo-fi graphics, a dizzying story, excellent use of the Wii remote, and tons of fun, ludicrously bloody action. Brilliant.
And Gears of War 2 also deserves recognition. As dumb as Cliff Bleszinski's "Bigger, better and more bad-ass" phrase sounds, it's nonetheless accurate. Gears of War 2 improves upon its predecessor in just about every way, featuring action on a larger scale and a story that's nice and ignorable rather than one whose in-your-face stupidity actually hurts the experience of playing the game. Heck, there was even a cutscene in this game I found rather moving. With a slew of terrific cooperative and competitive multiplayer modes, Gears 2 is an outstanding package.
This was also an amazing year for downloadable games, both in terms of remakes of classics and original titles. My favorite update is Super Street Fighter 2 Turbo HD Remix, which improves the visuals of the 14-year-old cIassic so that they look spectacular in high definition, and polishes up the gameplay, but also demonstrates just how well the fundamental game still holds up.
My favorite original downloadable game, and one of my favorite games of the year in any category, is Braid. It's a brilliant, beautiful puzzler that's not quite like anything I've played before. It's challenging but consistently, unfailingly logical, and each time I thought I might have to break down and look at a FAQ, I instead put the game aside for a day, and when I returned to it, looking at the situation with fresh eyes, the solution was immediately apparent. To bring us full circle, it's also one of the most challenging and rewarding narratives I've encountered in a game, dealing with regrets on both a personal and historic scale, with a jaw-dropping climax that gave me goosebumps and left me feeling utterly amazed.
Still Turbo After All These Years
I think it's hard for people who are too young to remember what arcades used to be like, who are too young to remember SFII's heyday, to understand what a massive impact this game had. I remember riding bikes with friends to the local 7-Eleven to crowd around the Street Fighter II machine, just to watch people who hung out there all day test their skills against each other. What a tremendous, exciting phenomenon it was. But as much as I enjoyed watching others play, I hardly ever played it myself. I think I shied away from competition. At that age I had a tendency to beat myself up for not being very good at things, rather than taking it all in stride and trying to get better. I had no problem testing my skill at single-player games--I thrived on it, even--but something about going head-to-head against other people just intimidated me at that age. And of course the depth of its competitive play is what made Street Fighter II so extraordinary.
When the original Street Fighter II was released for the SNES, my friend Scott and I went to the Software, Etc. at the previous incarnation of the Sherman Oaks Galleria so he could pick it up. This would have been around July of 1992, I guess. And they charged some outrageous price for it. I think it may even have been as high as eighty bucks. If I'd known, I could have told him that an even better version of the game would be made available for play on a home console for the much lower price of $15.00, if he would only be patient and wait 16 years, until he was married with a kid and had hardly any time to play games anymore!
Now here we are, in 2008, and the gameplay of Street Fighter II, a bit refined but essentially the same, still totally stands up. Something about that just warms my heart. And I love the way this updated version of the game looks. Truthfully, this updated version of a nearly nineteen-year-old game is one of my favorite games to look at on my spectacular new humongous 32" HDTV! It looks like a comic book in motion. But unlike 19 years ago, I no longer just sit back and watch. I love playing it, too, even though I'm not very good. I certainly won't be fighting Akuma any time soon. But hey, there's only one way to get better.
In space, no one can hear you say, "Hot diggity, this game is awesome!"
I'm positively overwhelmed by great games at the moment, some purchased, some GameFlown. I still need to spend a lot more time with Little Big Planet, and I've barely scratched the surface of Fallout 3. Tonight, I spent some time fending off waves of Locust with friends in Gears of War 2's terrific Horde mode, but the campaign remains mostly untouched.
The game that keeps pulling me away from all the others is Dead Space. I know this is common knowledge, but man, is this game outstanding. It doesn't reinvent the survival horror genre--you can feel the influence of Resident Evil 4 throughout--but it provides an absolutely remarkable setting and tosses in enough pure sci-fi elements to set it squarely apart from RE4 or any other game. Fighting enemies in zero-gravity environments is deliciously disorienting, and the way the sound effects contribute to the experience of running through a vacuum as your oxygen rapidly depletes has to be heard to be appreciated. Putting enemies in stasis and then blasting their appendages off and seeing them slowly twist through the air is strangely beautiful.
In fact, nearly everything about the game is strangely beautiful. The Ishimura actually feels like a once-functional spaceship, and the level of detail makes me feel like I've stepped into a Ridley Scott movie. The sound design equals the visuals in every way, with the ship clanging convincingly and the eerie echo of once-important PA announcements haunting the halls. And although the story seems like pure Event Horizon stuff, it's still told in a way that has me wanting to find out how it's all going to end, with the slick, insane Dr. Mercer giving the gruesome evil a compelling human face, and enough eerie hallucinations to give the game's horror a psychological edge.
Most of all, the game's action is what has me so hooked right now. It's difficult and satisfying, it's constantly introducing new enemies and new elements, and it always has me feeling like I'm fighting for my life.
This is one of my favorite games of the year.
Recent Reviews
But the follow-up, Plans, is here. Does their first major label release live up to the great heights of its predecessor? No, not quite, and it probably won't bring many new fans to the group. (Speaking of great heights, it's also probably no coincidence that the first single, Soul Meets Body, sounds a bit more like a Postal Service song than anything Death Cab has ever done before.) Some current fans may even wish the album had a bit more oomph, though many will fall right into these lush, evocative songs like the arms of a lover they're about to painfully break up with for the twenty-seventh time. Death Cab has always tended to eschew typical pop song structure, but here on Plans more than ever before their songs tend to just repeat and build rather than evolve, which is great if you just want to be carried away but a bit boring if you're looking to rock out. There are a few disposable tracks here, like the grindingly repetitive and cliched Someday You Will Be Loved and the disappointingly forgettable closer, Stable Song. The third track, Summer Skin, is a halfway decent meditation on the dark side of summer love, but Death Cab already hit that particular ball out of the park with the fantastic song Photobooth a few years ago. And seriously, what's with all the synths in Different Names for the Same Thing? Hey, I dig The Postal Service too, but Death Cab is at their best when they sound like Death Cab. Your Heart is an Empty Room has a vintage Death Cab sound to it but never quite takes off the way their best songs do, though Crooked Teeth fares a bit better, recalling some of the playfulness of their great song I Was a Kaleidoscope from The Photo Album. Still, lyrically Gibbard is at the top of his game, and the best melodies here are as well-suited to the lyrics as ever, driving home his precise evocation of the resigned sadness of a love faded by time in Brothers on a Hotel Bed and his rumination on love and death in the wonderfully stripped-down I Will Follow You Into the Dark.
On the whole, Plans ends up sounding like a decent album from a band that knew they'd done something great, was unsure of how to follow it up, and decided to play it safe. I don't blame them--I'd be intimidated by Transatlanticism's greatness, too--but I hope their next record is a bit more ambitious.


