Thursday, October 29, 2009

My Life: A familiar story

Yes, I plan on doing an "idea" update. I still will in a day or more. But things changed again, and my mind is kind of directed on other things. Today, my latest temp job, well, became temporary. So I'm unemployed. Yet again. The good news is that this comes just before Nanowrimo, so I have a few days to prepare for that. The bad news is, well, I like money. And now I have to worry about unemployment benefits and the job hunt, in addition to the normal panic finding a roommate and everything else.

So that's my concern for now. That's soft of kept my attention away from Iji and karma meters, but we'll get back to it soon, I promise. Even despite writing some 2,000 words a day in the very, very, very near future.

Thursday, October 15, 2009

Reviews: A whole of lot of flies, not enough ointment

I'll cut the actual reviews short this time. The only game I played since last time is Mirror's Edge, which seems to continue a theme I've seen a lot in my Gamefly rentals. It's a good game, but one with heavy flaws. That's true for pretty much every game I rented this way, including Dead Rising, Zack and Wiki, and Assassin's Creed. Call of Duty 4 is the only exception. I'm starting to appreciate Gamefly for exactly that reason. The games I bought or that were bought for me recently (by some definitions of recently,) are things like Super Mario Galaxy, Bioshock, Mass Effect, and Fallout 3, and while all of them are imperfect, as is everything, they seem much more coherent. Fallout 3, with its many glitches, comes the close, though it's also far too in-depth and long to even consider just being a rental.

The issues that these Gameflied games have are much more serious, with most threatening at least briefly to undermine the entire game or at least stop me from enjoying it. Mirror's Edge's positives include sheer innovation, the very possibility that you can play it without shooting anyone, and the moments where everything just works: when you effortlessly leap across rooftops, catwalks, and other convenient platforms like the trained and intuitive athlete like you're supposed to be. It's negatives include the incredibly precise leaps that require absolute perfection and thus result in dozens of deaths before you can advance, the obligatory or near obligatory fight sequences, and the minimal objects you have when you do fight. It doesn't help that you can maybe survive three attacks before dying. But I stuck with it until the end and tried some of the bonus material before returning it. That's a stop above Zack and a step below Dead Rising, where I beat it twice in a row. In fact, time has only made me appreciate that one more. Not only does it have the scariest enemy I've seen in years (the clock, I mean,) it's the only game that actually gave me nightmares. For a horror game, this is a plus!

I think of a scale when I evaluate these games, at least lately. The qualities and flaws are on both sides of the scales, and if the latter outweighs the former, the scale collapses and the game goes home. That's...true for pretty much all reviews, but more coherently designed games don't really need this treatment. I enjoy the games enough that the flaws are only occasionally noted, while these more questionable games have long stretches that make me question while I'm playing it. Dead Rising's resonating emotions and options outweigh the sheer stupidity, while the hours of wasted time and frustration from Zack removed the puzzle-solving excitement. Mirror's Edge are a generally positive flow with spikes of irritation. Call of Duty 4 had very few problems that I found, but my general disinterest in modern warfare and first person shooters lowered my positive reactions, though the game's famous set pieces were extremely compelling.

I find that the time it takes to beat a level and just advance also factors in. A level of Mirror's edge often took 45 minutes to an hour to finish, with two or three points were I got stuck each time. Dead Rising usually got me SOMETHING every ten to fifteen minutes, especially when I finally knew what the hell I was doing. The fact that I often had to restart levels from scratch was one of the big problems with Zack and Wiki.

Now, there was one issue I had with Mirror's Edge specifically that was less a joy versus anger scale problem and more a thematic one. In this case, it was the choices between passivity and aggression and its role in the story, or sadly the lack thereof. That's worth a more thorough evaluation, though, and comparison with another game entirely. We'll get to that next time, hopefully this weekend, and finally do a thematic discussion instead of another review or rant about my life.

Thursday, October 1, 2009

Reviews: Where Free is Too Much

Like a lot of people, I've lost some interest in the Wii lately. Fortunately, Nintendo has a lot of new games coming out that caught my interest, but it shouldn't have to just be Nintendo. I want to get more third-party games, but there should be more out there than a dork murdering assassins with a light saber (not that I won't get that sequel, too.) I did try one game recently, though: the well-received if largely unsuccessful Zack and Wiki. I don't think anything is surprised that the game didn't do well. The Graphic Adventure genre was nearly dead anyway, with the exception of much cheaper games already tied to popular characters like Strongbad or Sam and Max. What surprised me, though, was how much I disliked the game. I got the game on Gamefly, where besides a monthly fee the games are free to play as long as I want until I'm ready to return it. I usually beat the game first, but here, I quit in disgust about two levels from the end.

There were a few things that bothered me about this game. The normal game play itself was fine, with one exception. There was too much use of the Wiimote (AKA the "waggle" stuff,) some of which merely hurt my hand, but quite a few that didn't work. The worst, and one of the things that finally put me off the game, was the "sword-fighting" in the penultimate level. Not only was it unwieldy and hard to block or attack, but three mistakes and you're defeated and killed! More on that point in a minute. I wasn't too fan of the game's art style, either. I love a lot of anime and Japanese-based design at large, but it can easily become too much. And this game, with its bunny pirates, high-pitched screaming monkeys, and hammy overacting pirate women, was too much. The graphics didn't exactly demonstrate the power of the system, either, not that it matters much for a game in this style.

But these weren't the things that made me give up on the game. What made me give up was the "lives" system. You see, nearly every level in the game has several ways for your character to die or otherwise lose permanently. When you die, you have only two options: start the level (which could take 15-20 minutes for the longer ones,) from scratch, or use up a limited number of lives to continue. That's bad enough for a graphic adventure game, but the real problem is the limited number of lives. It's not a limited number of lives per level, it's a number of lives per game! You only have a handful, and you have to buy more. And each life costs more than the last. To never redo the dozen or so puzzles you could have endured before yet another untimely death, you'd have to get dozens of lives and even grind for money! Have the people who made this game ever played an adventure game?

The question, I suppose, is why the combination of impossible control commands, often purely random deaths based on trial and error design, and having to replay entire levels added up to the last completely given up game for years, and the similarly flawed Dead Rising compelled me to beat it twice and still want to play it more should I find a cheap copy? For starters, as annoying as the AI and some game play issues are in Dread Rising, save points were plentiful enough that you rarely lost more than a few minutes. Wow, save points? Imagine an innovation like that in Zack and Wiki! But I think part of it was the feel of the game. I initially assumed Dead Rising was the easy zombie game, but after I learned otherwise, it was reasonable to assume a Mature-rated game based on a horrific zombie apocalypses. Zack and Wiki is so obviously a children's game that it comes into violent conflict with the difficulty. Hell, besides the limited lives, it also penalizes your score for beating the level. Where does that sound familiar? Devil May Cry, the ultra-violent, adult-themed action game famous for its difficulty. What's the point? Hell, why not just penalize the character's score and leave it at that? A player tries a level, dies a few times, beats the level, and if they really care, they can repeat the level again flawlessly. That's how I handled Dead rising. I beat the game with a bad-ish ending the first time, and then I did it again with the best level and while rescuing all the survivors. That may have literally given me nightmares, but in the end, it felt good. A monkey that turns into a bell can't say as much.