| Jan 1120125:24 pm |
The Annual Backlog Update of DoomIt’s a new year, which means the annual status report on my backlog. I would’ve had this up sooner was I not waiting on Shin Megami Tensei: Strange Journey to arrive from Play-Asia. This was one of seven(!) console and handheld games I ordered for myself shortly before the New Year. Then there’s Sonic Chronicles, purchased at Best Buy after Christmas, plus a not insignificant number of computer games purchased during Steam’s amazing Holiday Sale. All this plus my preexisting Pile of Shame adds up to a mountain of games to pick and choose from in 2012. My DS backlog has become particularly large with fourteen entries, at least half of which are RPGs. The Xbox 360 and PC piles have grown some as well, as has the Wii one, which was nonexistent this time last year. The GameCube stack is unchanged, and the PS2 one has shrunken, but only slightly. All in all, the number of console and handheld games this year comes to thirty-five; add in PC/Mac, and it’s closer to fifty, which is more than double the tally from last year. This growth, particularly on the DS side, was largely fueled by my wanting to pick up certain out-of-print games before they became impossible to find. There’s also the matter of my not being able to beat many games last year, thanks to certain real-life factors. Therefore, my goal this year is to beat at least twenty-five games, which would be a marked improvement from last year’s seventeen. Here are my must-play games for 2012, in no particular order:
Going by previous backlog posts, I’ll probably end up playing somewhere between a third and half of this list, and one or two games will make repeat appearances on next year’s. We’ll see how it goes. |
| Sep 1320117:37 pm |
The Second Act SyndromeSo I decided to play Halo 2 after all. On console. If I wanted to continue with the series, I had no choice in the matter, seeing as how the PC version requires an upgrade from Windows XP, which I refuse to do. Although I wanted to play the game, I wasn’t looking forward to wresting with the control scheme, and wrestle I did. Though I play them infrequently, I have long been accustomed to keyboard-and-mouse controls for first-person games. The Wii offers a excellent console-based alternative thanks to the Wii Remote, but the dual analog sticks that are standard for Xbox and Xbox 360 FPSes were unappealing. In fact, they still are. Early on in Halo 2, I spent much of the time fiddling with the settings, trying to find the sweet spot that would make up for the right stick’s (or rather, the surrogate mouse’s) lack of finesse. Finally, I found an okay compromise by turning the camera sensitivity all the way down to 1 and vertical inversion on. The irony here is that, when I played Halo: Combat Evolved on PC, I had the sensitivity set at its highest level, 10, and inversion turned off! Anyway, on with the review, and please note that as usual, this covers single-player only. The Xbox game Halo 2 is, in many ways, your typical sequel. At a fundamental level it offers more of the same, but also builds upon the first game’s foundation, with some decent variety in the environments, new weapons and enemies, and a slightly more complex story. Spartan 117, aka the Master Chief, is back, as is shipboard AI-turned-sidekick Cortana, and though there are a few brief glimpses of their respective personalities at work, such moments aren’t as prominent in this outing. Military caricature Sergeant Johnson is, oddly enough, back as well; unfortunately, the circumstances behind his return are glossed over in one of the earliest scenes. Of the new characters introduced, the most prominent one is an intelligent and honorable Covenant Elite who eventually becomes playable for a significant portion of the campaign. With the human UNSC well established in Halo: Combat Evolved, Halo 2 spends less time with them and more with the Covenant, allowing the player to get to know both them and their motives a bit better. While splitting between the points of view of Master Chief and this Elite sometimes led to haphazard storytelling, I appreciated the opportunity to learn more about the UNSC’s enemies. The story, by the way, is still sci-fi cotton candy, even with the obvious effort to give gravitas to the Covenant’s quest. As in the first game, there are well-placed touches of humor here and there, especially early on, and the game upholds its predecessor’s tradition of general lightweightedness—one character in particular does so to a fault. On a similar note, though we get to see much more this time through a Covenant point of view, they still lack some of the depth of certain other popular sci-fi aliens. Also lacking is the emptiness that the first Halo displayed every so often, not to mention the tension which came about thanks to that game’s big plot twist. Thankfully, the environments, as before, are not at all greys and rust, and instead display varied and judicious applications of color. Speaking of the environments, there’s a bit more diversity this time around, though those narrow corridors—which I’ve suspected are there for buffering purposes—are back in some areas. A strange bug popped up in at least two areas, one which caused semi-transparent overlays of parts of the environment to become stuck on top of my field of view; this bug was not game-breaking, but distracting and, at its worst, annoying. Vehicle sections once again appear on a regular basis, with tanks playing an especially prominent role this time around; however, as much as I like Halo 2‘s tanks, there seemed to be one too many parts devoted to driving one. As far as other gameplay elements go, the new Covenant weapons are excellent, and it was great to be able to use the cool-looking melee-based Energy Swords this time around. For the UNSC, there wasn’t much new weapon-wise, though the submachine gun’s recoil was realistic but annoying, especially since I wasn’t fond of the controls to begin with. One of the big new features touted on the game’s back cover was dual-wielding, which could only be done with some weapons and proved cumbersome whenever I wanted to toss a grenade, but worked well in general. Two notable subtractions from the game’s features are the health meter and medipacs, but I didn’t realize they weren’t there until roughly halfway into the campaign. The battles themselves were about as balanced as they were in the first Halo (note that I played on Normal difficulty for both), and I found myself using many of the same tactics that I had before. Speaking of battles, the worst part of the campaign was the final one. It involved taking down one particular unit and was set in an arena-style map consisting of three tiers (going from large up to small, and the middle one with holes in the floor), and a central beam of light which can shoot you upward. Combine this with a healthy amount of backup, and I found myself not only constantly lost amid the chaos, but also robbed of the satisfaction of a killing blow. The campaign concludes with a teasing cliffhanger, as if to push more insignificance onto the ending which, much like God of War 2‘s, hammers home the fact that this is the second act in a trilogy. So where does that leave me? Ordering and waiting on a copy of Halo 3, of course! As much as Halo 2‘s final act disappointed, the game as a whole left me wanting more. Despite the fluffiness of the Halo universe as I have seen it through these two games, and despite having to put up with the clumsiness of the right analog stick, I want to spend more time with these characters and the beautiful and terrifying galaxy they live in. |
| Sep 0320112:09 pm |
PAX Pix 2011, Part Three: Halo Fest
Acting on a tip from a PAX East exhibitor (some of the tabletop gaming companies were in the same wing of the convention center), upon entering Halo Fest, we circled around and picked up swag bags, each with a limited-edition Warthog Mega Bloks set included. From there, a quick trip to the Halo merchandise store was made for a couple of the things in the Part Zero pic. After I got all the goodies I wanted, it was now time to take in the event itself. There were several little areas set up, each devoted to something different. Many of them were devoted to specific multiplayer modes, and there was also a small stage set up for Halo-related panels and presentations. Near the entrance was a wall filled with images of fan-made tenth anniversary maps made in the map editor Forge. Some of these maps were really neat; my favorite is probably the one which contains an outline portrait of Master Chief made entirely of weapons. Around the corner from the Forge screenshots were two pieces of artwork, a Van Gogh parody painted for the annual Child’s Play auction, and a wooden mashup of Mega Man and Master Chief. The same area held a glass case with recent and upcoming Halo action figures from Square Enix Products. Two of these Play Arts Kai were red and blue Halo: Reach figures originally released as San Diego Comic Con exclusives, and available for purchase at this event as well. The other two items on display were the upcoming Halo Anniversary Play Arts Kai, one of which—the silver Spartan Mark V—is slated to be a New York Comic Con exclusive. If you’d like to see these figures in more detail, I’ve posted additional pics of them on Tsuki Board (a shot of the Deus Ex: Human Revolution Play Arts that were shown, but not sold, in the Expo Hall is also in that set). Scattered throughout the area were several sculptures and other displays: there were 1/1 scale statues of Halo: Reach characters, Mega Bloks versions of Master Chief and robotic flake 343 Guilty Spark (which, unfortunately, I had forgotten to get a picture of), a diorama of a battle scene, a photo area where you could get a picture of yourself gunning down a Covenant Elite, and a life-size, working Warthog built by Weta. It’s pretty much impossible to make out in the picture shown here, but on the front window by the driver’s side are little silhouette stickers marking units killed; in a bit of black humor, the top row included a couple of children and an old lady pushing a walker. There isn’t much left to say about Halo Fest. Like the costumed guy outside, others milled about in Spartan gear, posing for pictures, and there was also an information booth of sorts, at which was an old Halo 2 promotional statue. Available at this booth were Halo Fest schedules, an issue of Official Xbox Magazine with articles about the series’ anniversary, and a couple of exclusive Halo-themed 360 avatar items (a Cortana Chip and an Energy Sword), among other things. Once we were done taking in all things Halo, a brief escalator ride brought us back to PAX’s Expo Hall. In our next and final installment: remember that awesome Gordon Freeman cosplay I mentioned in Part Zero? Well, there will be that, and more! |
| Aug 3120113:07 pm |
PAX Pix 2011, Part One: The Expo HallWelcome to the home of PAX Prime, the Washington State Convention Center in lovely Seattle, WA! This was where we spent much of our weekend—attending panels, checking out the cosplayers, and going hands-on with upcoming games in the massive Expo Hall(s). Actually, we didn’t get to play as much as we liked, since the lines for popular titles, most memorably Star Wars: The Old Republic, were incredibly long. As with PAX East, panels were our main priority. However, we did watch a lot of games being played, in all sorts of genres, and checking out the booths themselves was also enjoyable. The booth that was hardest to ignore was the one for FireFall. They were a major sponsor of the show this year by the looks of things; in addition to the huge booth, there was an animatronic display near the Expo Hall entrance (Prototype 2‘s booth was also in that area), FireFall branding on the PAX swag bag, ads on the escalators, and more. Clearly the goal of FireFall‘s publishers was to get the name and look of the game firmly entrenched in our minds. As for the game itself, I didn’t get to play it, but it looks like an MMO action game of some sort. It is also highly derivative in its aesthetics—even the logo is StarCraft-ish. Bethesda’s booth was impressive as well, thanks to a large dragon that loomed over the area dedicated to The Elder Scrolls V: Skyrim. Bethesda also had some Prey 2 stuff as well as Rage in playable form. Save for some canned, stiff animation, Rage looks absolutely stunning, though I seriously doubt that my computer will be able to run it. Although I didn’t see anything of the game itself, the BioShock Infinite display was marvelous, and the most unique thing I saw on the show floor. There were a few other standouts scattered about, including a plant-like thing for Rift, the inflatable Normandy hovering over Mass Effect 3, the secret society quiz terminals for The Secret World, and Sega’s Rise of Nightmares prison cell. For the Kinect version of Just Dance 3, Ubisoft had a simple stage, but dancing con-goers added the extra hook. Some people tend to forget this, but geeky non-video games have a large presence at PAX as well. There were a lot of areas dedicated to board, pen-and-paper, and trading card gaming, including a whole branch of the Expo Hall. Publishers of such games had their own booths, plus there were a handful of booths selling games, gaming accessories such as dice, and even dedicated pieces of gaming and collection furniture. Other vendors included Seattle import specialist Pink Gorilla (which had plenty of import games at their booth, but strangely, no PS2 ones) and artbook localizer Udon, who shared space with comic book publisher Oni Press. There was also a booth selling general anime merchandise, but I was immediately turned off once I noticed that the Nendoroids and certain other items were bootlegs. Square Enix had Deus Ex: Human Revolution Play Arts Kai figures on display at their booth but, much to my dismay, the company wasn’t selling any of their collectables at the show. Upstairs was a sort of annex to the main hall, where indie game publishers and lesser-known PC hardware manufacturers lived. This room saw a lot of traffic thanks in large part to the presence of Mojang, aka the Minecraft developer. Meanwhile, there was the Handheld Lounge, a land of beanbag chairs occupying hall space on two floors, and sponsored by Nintendo. Although Ninty had a large booth in the Expo Hall, they showed additional games here, including two upcoming Kirby games and Dragon Quest Monsters. Unfortunately, I had somehow forgotten to take photos of both areas. I could go on, but to describe everything I saw would double the length of this post. Therefore, I’ll close out with brief impressions of the games I actually played. Kirby Mass Attack for the DS is one of the most unique platformers I have seen in some time. The entire game is played with the stylus, and up to ten Kirbies can be controlled at once. These Kirbies are obtained by eating food found on the field (Maxim Tomatoes, as expected, are the “strongest” of these foods), and some areas can only be reached with a certain number of Kirbies. Though the game is being released very soon, the copies available for play in the Handheld Lounge were in Japanese. I guess the localization wasn’t ready for the show. Kirby’s Return to Dream Land and Fortune Street were the only Wii games shown in the Handheld Lounge. The former supports up to four players at once and is as madcap as one expects from the studio that also makes the Smash Bros. games; unfortunately, the other characters aren’t as versatile or as necessary as Kirby, which is this game’s greatest weakness. Fortune Street is the first of the Itadaki Street games to be released outside of Japan, but I don’t think it will do very well since, for a board-style party games, it is way too complicated. Pokedex 3D is neat, and I’ll probably download it once/if I get a 3DS. Dragon Quest Monsters: Joker 2 is about what I expected, which is to say I’m still planning on buying it. At the Microsoft booth, I played around a little with Sonic CD, which thankfully has an option to turn on the original graphics, since the “new” ones look horrible. My husband and I also tried out Trine 2, which looks and plays very well, and Pinball FX 2 which is great save for the fact that the balls blend into the playfield a bit too much. The main indie game I tried at the show was Path of Exile, a Diablo clone with not much to it. The user interface reminded me of Torchlight‘s, but having the health and mana meters on opposite sides of the screen was inconvenient. That’s about it for the Expo Hall. In tomorrow’s post, I’ll talk about the panels and certain other events which I attended. |
| Nov 12201012:25 pm |
Holiday Games, Motion Controls, and Alla ThatJust added Rune Factory 3 to the ol’ backlog this week. Can’t wait to dig into this latest localization in my beloved hack-and-slash meets Harvest Moon series, but it’s going to have to wait until I’m done with Etrian Odyssey II‘s main quest—which will be very soon, if all goes well. Maybe Eternal Sonata, too. Can’t be playing too many RPGs at once. Even with the new addition, my backlog’s looking pretty good. Looking at the pic I took in January and comparing it with the current stack, it’s noticeably smaller: by eight game cases, to be precise. I’ve only beaten half of my 2010 Must-Plays, though, and will likey have room for just one more before year’s end; I’m currently leaning towards Tales of the Abyss to fill that slot. Then, there are all the games that have been/will be, coming out this season. Rune Factory 3 was my last “must preorder” of the year, but there are many more I’d love to get at some point. Kirby’s Epic Yarn is chief among these, of course, but Epic Mickey looks really good, and recent positive press for Sonic Colors have renewed my slight interest in that game; on a similar note, Goldeneye‘s reviews have got me interested in that title at all. Even the new Super Mario All-Stars collection is pretty tempting. Strange that the Wii has so many top-notch games this holiday season, but the only reasons I have to complain are time and money. Otherwise, I’m happy to see all this Wii love. There’s not really anything left for me on the DS front until next year, when I’m looking forward to Ghost Trick, and awaiting US release dates for Ace Attorney Investigations 2, Dragon Quest VI, and (hopefully) Dragon Quest Monsters: Joker 2. The same goes for other platforms: Portal 2 (it would be crazy not to play this) and Duke Nukem Forever (it would also be crazy not to play this, but for obviously different reasons) on PC, Rune Factory Oceans on Wii, and… I can’t think of anything off the top of my head for 360. Then there’s the sequel to my favorite Wii game, de Blob: The Underground, which I only just learned recently is multiplatform like whoa, and have been, since its unveiling, incredibly skeptical about, for gameplay-related reasons. de Blob 2‘s presence on non-Nintendo platforms seems to be a symptom of the motion control onslaught that’s been happening as of late. Sony’s PlayStation Move isn’t something I’ve followed all that closely, but I haven’t heard much bad about it. Kinect is a different beast altogether—even though I don’t plan on getting one, I have been curious about this controller-free device. Microsoft’s thrown a lot of money at marketing the thing, but at the same time, there’s been this caginess, first with the price, and more recently, with the review embargo, which was only lifted once it went on sale. Given the few reviews I’ve read, it’s not surprising: Kinect was made to be divisive. It does some things amazingly well, but lacks in other key respects, and the general takeaway is that it’s an amazing but unrefined bit of technology, plus you need a lot of space just to use the thing. Me, I’m still skeptical about what the Kinect holds in store for future games that aren’t Dance Central sequels. The Wii and the Move are both capable of sophisticated types of motion-enhanced gaming (my favorite being first-person games—finally, precision that can rival a mouse!) and can offer solid experiences with simpler ones because they involve controllers. Microsoft’s early investments have paid off very well before, but it remains to be seen whether this will be the company’s latest success, on the scale of Xbox Live. In the meantime, there’s a shit-ton of games to play, catch up on, and keep an eye out for. Just like last year, it’s a great time to be a gamer, even with those ever-present backlogs. |
| Oct 07201012:27 pm |
Devil May Sigh
Having an account (and running a decently-sized group) at deviantART, I see a lot of others’ fanart on a regular basis. However, my favorite bit of recent fanart I saw on a forum; it’s the one to your right, which, via the “Reaction Guys” meme, is an accurate description of what many Devil May Cry fans felt when the Ninja Theory-developed reboot DmC was unveiled at the Tokyo Game Show last month. To whoever drew this very true reaction, I salute you. Yeah, I don’t like Dante’s new look either. I’m also a bit wary about Ninja Theory taking the helm of this game, which will be the latest in a series which is traditionally action-packed, combo-heavy, and charmingly cheesy. From what I’ve heard about Heavenly Sword, it wasn’t all that, and early impressions of Enslaved have me suspecting that although DmC might have the Hollywood associations that Ninja Theory likes to include in their games, it probably won’t have the Devil May Cry series’ tricky controller gymnastics. So far, the funniest, weirdest, and scariest thing about DmC is how much the “new” Dante resembles the lead developer. Egad. While DmC makes me sad, the blog Opposable Thumbs makes me happy. It’s one of a very few number of sites sites I’ve added to my daily games-related internet reading this year. I haven’t liked everything I’ve read there so far, but in general, it’s quality. Some recent pieces I would like to recommend are their history of the Civilization series, the much-discussed article on elaborate press goodies, the review of text adventure documentary Get Lamp, and, my favorite of these, a hands-on look at the latest Cabela’s hunting game. To round things out, here’s some other recent articles, blog posts, etc. that I’ve found interesting. First off, it seems that Stephen Totilo and N’Gai Croal were at it again, asking developers to play their game “Canon Fodder”, the aim of which is to list the ten greatest games of all time. You might recall that I attended the first season panel at PAX East. It seems that PAX Prime 2010′s Season Two brought a lot of its own drama, especially since that stubborn Ocarina of Time was completely removed from the list. Good stuff, and I’m looking forward to Season Three come PAX East 2011 (hopefully). And speaking of PAX East 2011, registration is now open! Unfortunately, the hotel info isn’t up yet, but you can bet we’re booking as soon as it is. Ian Bogost’s article Persuasive Games: Free Speech is Not a Marketing Plan looks at the recent controversy surrounding the Taliban’s role in the upcoming Medal of Honor game and laments on how easy it was for EA to deal with it. The most relevant bits were quoted in this GameLife post, if you just want a summary. On a lighter, and totally unrelated, note, Gabe’s promo art for Comic Jumper (second post down) is a hilarious—and well drawn!—homage to the horrible but distinctive comic book work of Rob Liefeld. Finally, some JRPG-related stuff. RPGamer posted a “retroview” of Final Fantasy VII that is honest and fair, though I don’t agree with the reviewer’s take on the field navigation. Meanwhile, Andriasang has posted some interesting and wonderful pics from Japan, namely a comparison between old-style Disgaea sprites and the new Disgaea 4 ones, and a drop-dead-adorable plush of Final Fantasy XIV moogle Kuplu Kopo. I’m probably never going to play FFXIV, but I must have that moogle. |

























