Showing posts with label Bioshock. Show all posts
Showing posts with label Bioshock. Show all posts

Wednesday, 6 July 2011

Devil in a Blue Dress

So last week I commented on the nostalgia factor of Duke Nukem Forever, sequel to an excellent 15 year old FPS from my youth, and it appears we are developing a pattern, as my latest conquest has been Alice: Madness Returns, the sequel to 2000's American McGee's Alice, which follows on from Lewis Carrol's famous fairy tales 'Alice's Adventures in Wonderland' and 'Through the Looking Glass'.

Firstly, Disney this ain't, not even the Tim Burton version. It's very dark, and tells the story of an adult Alice, dealing with the death of her family in a domestic blaze and struggling with her own increasing insanity, of which Wonderland itself is a manifestation. Undergoing psychiatric help to cure her dementia, Alice is slowly forgetting her troubled history, and as such Wonderland is ceasing to be, existing solely in her mind. But when new evidence that her family was murdered surfaces, Alice must fight to preserve her memories and recall what happened that night, and in the process, save Wonderland.

Firstly, the game is as schizophrenic as it's protagonist. At times it feels a lot like a child's game, with old-fashioned style platforming gameplay reminiscent of the first Crash Bandicoot games, or more recently Spongebob Squarepants: Creature from the Krusty Krab. The second world in particular, which takes place underwater (ironically very similar in aesthetics to Spongebob's home town Bikini Bottom, with shades of BioShock's Rapture), revolves around talent scouting for cutesy performers to star in a musical play, and is so juvenile I started to question whether I was actually enjoying it. Then all of a sudden you find a room full of sliced up carcases of anthropomorphic fish, and find out that the show is only a ruse (without spoiling too much), and the story takes a darker turn. It was probably intentional, some kind of comparison between Alice's past innocence and darker current self, but it carries off like that a few times and just seems disjointed.

The action is much more up-to-date though, with the obligatory God of War style combat (it seems every game nowadays borrows something from one of the 'Of Wars', be it the God combat or the Gears cover shooting) performing for Alice as well as any other game, and with some Zelda style projectile weapons tossed in for good measure too. Falling to the lower reserves of your health bar gives you a Fallout-3-Nerd-Rage style rage power too, boosting your attack power exponentially for a short time. And all weapons can be upgraded too, in exchange for collectible teeth, no doubt some reference to the original stories that went over my head.

All in all, there is so much to like about the game. The setting is suitably magical and wondrous, and slowly descends into a Silent Hill style nightmare, with some at-times amazing visuals (Alice's hair alone looked jaw-dropping as each strand moved individually, especially in the aforementioned undersea level), and some great voice acting really drags you in - Alice sounds like a Legend Trilogy era Lara Croft, only bat-shit crazy. And from time to time the gameplay is broken up by little mini-games, from great retro Arrow Flash style scrolling shooter sections and awesome Limbo style physics-based 2D platforming, to ill-advised Guitar Hero bits and some god-awful pinball inspired levels, but the standard is usually high. If I was to sum it up using one other game for comparison, I would call it this year's Darksiders. Really worth a go, and with the (albeit very dated) original prequel bundled with the game as DLC on top of the unusually long campaign, you get a lot for your money.

Also last week I forgot to mention Mafia II, which my wife bought for me in retaliation to LA Noire being a bit limp, and was surprisingly enjoyable. Out of all of the non-Rockstar involved GTA clones, I'd probably rate Mafia II as the current best, with a Bully style evolving sandbox city changing with the seasons (and indeed years in this case) and very likable characters that you actually care for. Sure, the graphics aren't great and the story is a bit linear, but the grit of the story and some awesome montage cutscenes make up for those minor problems, and the speed limiter for when safe driving is a stroke of genius, especially as Empire City's finest  actually do enforce speed limits, unlike the flatfoots of Liberty City. And it's worth playing Mafia II just to hear Nolan North converse with himself in the street if nothing else.

Finally, rounding things up, it's finally paying off to be a Windows Phone 7 gamer, with fully achievement-equipped XBox Live Arcade versions of Angry Birds, Doodle Jump and Sonic the Hedgehog 4 hitting the OS in recent weeks, all of which are excellent ports. Speaking of Sonic, I played the demo of Sonic Generations too, and the 3D recreation of the Green Hill Zone from 1991, complete with the classic music, turned me into a 6-year-old again. I'll be watching that one. And I had a quick go on Outland on the PS3, which is trying to be a cross between Limbo and Shadow Complex and falls so hard in the process. PS3 owners, don't waste your cash, just wait for the port of Limbo due in the next few weeks.

Monday, 4 April 2011

Am I following all of the right leads, or am I about to get lost in space?

I've decided on a self-imposed gaming hiatus, in a bid to free up some time to get this site up to date, so I'll hopefully be posting quite a bit in the coming week or so. There's so much shit I want to write about, and it seems that every time I fire up a console something is added to the list, so there comes a time when one just has to sit back, catch a breath and put pen to paper, so to speak.

I'll start with Dead Space 2 I guess, it was the first game I played during the 2011 annual laptop disaster so it's only fair. I was extremely late to the party with the first Dead Space, not only picking it up late but developing an irrational hatred of it about a third of the way in (I think I was intimidated by the apparent difficulty of the game at first, it seemed like ammo was very short in supply and the enemies just keep on coming, but things loosened off a bit later on) and shelving it. I corrected myself a few months ago and discovered what an absolute joy the game was to play.

Dead Space 2 then, is more of the same in terms of gameplay. I opted for the PS3 version for the perks of Dragon Age II DLC, Free Dead Space Extraction and not having to swap the disks, and I kinda regret this choice. Firstly, the controls are far better suited to the 360 pad, the chunkiness seems to fit with the way Isaac moves on screen. Playing the game in daylight (I only have a 360 in the boudoir) subtracted from the horror of the experience, Extraction is virtually unplayable without a Move controller, and to top it all off the DAII DLC is non-console specific, linking to your EA account and not through the PSN store or XBL Marketplace.

I suppose the biggest difference to the prequel is that Isaac, the main series' alien-zombie stomping protagonist, now has a voice, and consequentially refuses to shut the hell up. And suddenly this silent sentinel, this extension of your own psyche stuck in a deep-space hell filled with terrifying (albeit overly brittle) perversions of nature, suddenly has his own personality. And boy oh boy, is he a cock. He's informal, macho and at times bratty, totally the opposite of the Gordon Freeman archetype silent scientist, and what that conjures in the imagination.

But it's still a great game though, these aspects only lightly tarnish the refined Resident Evil 4 style engine, and the incomplex but engaging narrative. Being set in a colonial space-station set out like a city, as opposed to the Space Hulk/Nostromo/Discovery One/Red Dwarf hybrid of the first, the Bioshock similarities of the first (the uninterrupted gameplay and Isaac's aesthetic reminded me of 2K's opus the first time around) seem all the more apparent: echoes of Rapture are everywhere. There's also a bit of Silent Hill thrown in with cliched trips through a hospital and school, the latter throwing some relatively unmutated child-like monsters that could have been ripped right from the foggy ghost town itself if I didn't know better.

So original Dead Space 2 isn't. Visceral aren't really known for their originality though, Dante's Inferno anyone? There are a few new enemies and a couple of new mechanics, such as hacking minigames and being able to blow out a window to suck enemies into space, before closing it again before the vacuum consumes you (A bit like on Star Wars: The Force Unleashed actually), but it's mostly just a refined version of the original, gameplay wise anyway. I read somewhere that the game reminds the writer of Resident Evil 2, in that it's just like the original but bigger and better in every way, and I think that just about sums it up. Although as far as I'm concerned, Dead Space is still superior to it's sequel. Same goes for Resident Evil actually.

Mortal Kombat then. I've absolutely caned the demo since it became available to the masses the other week and to say I'm excited is like saying Hitler was a bit of an arsehole. The thing that is immediately apparent, once you've taken in the unrivalled violence and brutality anyway, is just how unique the game is; since the 2D fighting game revival we've seen Street Fighter IV, Marvel vs. Capcom 3 and BlazBlue as the most dominant in the genre, and as far as first impressions count, all three of those are very similar experiences. Mortal Kombat still retains the feel of the series since Deadly Alliance, matching speed and fluidity with character-specific combos and signiature moves. The new X-Ray moves are wince-inducing too (Johnny Cage's actually made me want to go and have a little cry), and although easy to pull off, they require some expert timing; performing such a move consumes (sorry, konsumes) a full special bar, and they are very easy to evade it seems.

Finally, we've got the fatalities. It's been 5 years since we've had a real, true Mortal Kombat game (Mortal Kombat: Armageddon), and even that didn't have true fatality moves. 2008's Mortal Kombat vs. DC Universe was toned down to achieve a teen rating at the request of Warner Interactive, so said moves were far less grotesque, and as a result we've been starved of the privilege of a satisfying way to murder our aggressors since Mortal Kombat: Deception in 2004, seven whole years ago. The sheer brutality of the finishers on offer here makes it worth the wait. If the whole game maintains this level of intense violence and joyous gameplay, then the Mortal Kombat series is back where it belongs, as the second-best fighting game franchise on the market. Flawless Victory.

Tuesday, 24 August 2010

Hey little sister, who's your Superman?

We haven't forgotten you, oh no. I've been caught up with brushing up on my bass guitar skills (sic) and finally discovering this Facebook thing, and my cohort Trev has been busy playing Guild Wars with his siblings none stop, and there are simply not enough hours in the day (hence our still-present title). In the relatively small time I have spent gaming though, I've managed to polish off a few more noteworthy games.

Firstly, I've had another run through Ghostbusters and Batman: Arkham Asylum, two of last year's best games. I've been itching to replay Ghostbusters since I saw the credits roll the first time around, and as I had just finished watching the two films, it seemed like fate when I opened the shame box (the pile was getting a little untidy) and the digitized faces of Murray, Ramis, Aykroid and Hudson met my gaze.

For the absolutely criminal amount of people who ignored the game upon release, Ghostbusters is a continuation of the movie canon, set in 1991 and focusing on the impending threat of a Gozer cultist intent on bringing the asexual flat-topped deity back to the big apple. You play as an unnamed recruit (I say 'unnamed', you get called everything under the sun during the game), hired to test the team's experimental equipment, and retread some classic environments such as the New York City Public Library and the Sedgewick Hotel in a Gears-style 3rd person shooter.

It's a standard affair most of the time, shoot enemies until they drop, that kind of thing, but it really shines when you come up against 'proper' ghosts, who must be whittled down and trapped, just like in the films. There's a real feeling of weight when you're trying to reel in your quarry, and they are thrashing about and generally being unruly, and it's often quite tricky, and thus rewarding, to finally lock the little blighter away. And the whole thing is carried on the shoulders of the awesome comic stylings of the original cast. Plus, the graphics are still great, a rendered Ernie Hudson actually fooled a friend of the wife into believing it was filmed footage. With it's loyal fan service and easter eggs (dancing toaster anyone?), Ghostbusters is essential for any child of the eighties.

Arkham was more strategically placed in the shame box, as the teasers for Arkham City made me salivate with anticipation. Not going into too much as I've already covered B:AA in the blog, but it still looks amazing and I really immersed myself in the combat system this time around, reversing moves, beating up thugs with their own weapons and silently picking off terrified inmates left right and centre, whereas last time I was just hammering the square button until my thumbs bled. I don't think I've seen a combat system this fluid, except maybe in Assassin's Creed, but compared to Arkham the fights in AC seem lifeless and slow. Bring on Arkham City, and soon.

After tiring of Oblivion once more, after another 100+ hours trudging through Tamriel, I skipped a few games in the box until I got to the first 360 game in there, a lovely little game known as Prey. Prey is a 2006 FPS, focusing on a Cherokee alien abductee known as Domasi 'Tommy' Towadi as he gets up to all kinds of hi jinks on board an alien mother ship as they try to go about their business, the cheeky little scamp. Of course, the aliens' business is naturally the abduction and consumption of entire races, so Tommy's interfering is a noble act.

The game is relentlessly old school, forgetting the two-gun system and regenerating health seen in just about every FPS since Halo, instead focusing on a more Doom-like approach. But before you go into flashbacks of having all of your health sapped by a Cyber Demon and running around screaming, frantically searching for a health pack, Be aware that Tommy, being a Cherokee, is very attuned to the spirit world, which regurgitates him back into the world every time he pops his clogs with a refilled health bar and a warm fuzzy feeling inside. But that's also Prey's downfall, after the first couple of levels death isn't even an inconvenience, and it makes the game far too easy even on it's hardest difficulty setting, on which I was able to polish the game off in 8 hours.

But where Prey is physically easy, mentally it's a very difficult game. The environment is often sickeningly gruesome, with the alien ship's seemingly biological parts glistening as if slimey, and mutilated people, some dead, some alive, litter the halls. Tommy's main objective is to rescue his girlfriend Jen, and when you finally find her, you will probably witness one of the most powerful and emotive set-pieces in videogame history. You can get hold of Prey now for about £3, and I thoroughly recommend it. It's nostalgic to a simpler time in FPSes, but pioneered some features that later games took all the credit for (Portal springs to mind, for one). You need Prey, and I need you to have it.

Last, but not least, after seeing the incredible teaser for Bioshock: Infinite, I decided that it was High Time I returned to Rapture and procured a copy of Bioshock 2, for the tender price of £7.99 from GAME. I enjoyed the first one, but felt it didn't need a sequel, and as such dismissed BS2 as a mere cash-in, but truth be told I'm enjoying it far more than I ever thought I would.

Where BS had you playing as a normal man caught up by chance in the ruined atlantian city of Rature, BS2 straps you into the oversized boots of one of the first Big Daddies, bio-mechanical monsters that stalk the streets with their ghoulish little girls extracting a substance known as ADAM from the lifeless bodies of the ill-fated. The extra strength a Big Daddy commands means that every weapon can be carried in one hand, leaving the other open, meaning that a Plasmid ability (a special power such as Telekinesis or Pyrokinesis gained from rewriting your DNA with chemicals) is always at the ready, eliminating the need to switch between them mid fight and making the battles a lot more streamlined. Aside from that, nothing else has really changed, but I'm still waist-deep in it so I could be surprised like I was with Red Dead, no doubt minutes after I post this. But why fix something that wasn't broken?

Okay wrapping it up. Finally gotten around to downloading Alan Wake's first bit of DLC, titled The Signal, but haven't had a go yet. Will do soon. And I've had a good go on the trial versions of Limbo and Lara Croft and the Guardian of Light, both of which are fantastic pieces of software. The thing is though, I only have the Microsoft Points for one of them, and I can't decide which I should get for the life of me. I'm tilting for the bleak, soul-crushing but ultimately beautiful Limbo though, as I think Maybe I could coax official 24HG commenter Paul into a bit of co-op once Lara hits the PS3 next month. Any views on this via the comments section, please and thank yous.

So yeah, we're still here. Trev's possibly going to crop up at some point with reviews of Nier and Castlevania HD (which is shit by the way, as far as the trial goes anyway), and I'll try and make my visits a bit less sporadic. Buhbye xx.