Press "Enter" to skip to content

Brainscraps.net

PAX Pix 2011, Part One: The Expo Hall

      

Welcome 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.

PAX Pix 2011, Part Zero: Swaggalicious

Got in from Seattle yesterday afternoon, and have been recovering ever since from that most awesome of festivals known as the Penny Arcade Expo. It was our first time going to “Prime”, which was much bigger than the inaugural edition of PAX East we attended last year.

This time around, I took a lot of photos, and now I have to sort through them all. In the meantime, though, check out all the swag and assorted promotional stuff I picked up over the weekend. This pic doesn’t include a few small items I was unable to locate at the time (such as an Angel Slime pin), nor any duplicates. Still, it’s a lot of stuff, and save for the Covenant Grunt plush, the UNSC bumper sticker, and the Video Game Orchestra CD (and the PAX and Halo Fest passes, of course), all of it was free. The League of Legends code is going to a friend, and some of the other items might be recycled or sold, but otherwise, I think I’ll hang on to much of it.

Over the next few days, I’ll post impressions of the show and games, and even more pics—including ones taken during panels, of the Expo Hall, of Halo Fest, and of the best Gordon Freeman cosplay ever. Stay tuned…

Summer of Wii Love

Our Wii has been getting a decent amount of playing time these past few months. First there was Chrono Trigger‘s much celebrated arrival on Virtual Console. At the time of its purchase, I also got Toki Tori, an environmental puzzler I’d been meaning to pick up for awhile. Later on, Kirby’s Epic Yarn gave me a nice respite from JRPGs, and not too long afterward, Shiren the Wanderer marked the end of my break.

I didn’t play Chrono Trigger, seeing as how my most recent playthrough was only just last year, via the DS port. Instead, my husband dove into this personal favorite of both of ours (ironically enough, we had named our Wii “Marle” when we had first gotten it). It is, like other Virtual Console offerings, the original game with nothing else added on, warts and all. Therefore, instead of the rich, fleshed-out DS localization, the original Ted Woolsey script is in full effect here. I have no problem with these old Woolsey localizations; the rushed Secret of Mana notwithstanding, he did a bang-up job given the restrictions he had to work with. The G-rated references to “juice” and “lemonade” in bar scenes are pretty silly to our adult selves, though. Localization aside, one interesting thing my husband pointed out in his playthrough was how similar the boss battles are in terms of the number of targets, how they act, and how they must be handled. This lack of diversity is one of the game’s weaker points, and only obvious to us now.

Oh, and before I forget, Chrono Trigger looks magnificent on an HDTV, especially those huge boss sprites. Not to mention the ending which was, this time around, one that neither of us had ever seen before. It was a fun playthrough to watch, and we even learned some new tricks; thanks to RPG Classics’ comprehensive Chrono Trigger shrine for those.

While he was playing Chrono Trigger, I started Toki Tori, and alternated between that and Final Fantasy Tactics A2 in my regular game-playing. Toki Tori is a remake of a Game Boy Color title; it has the same puzzles, apparently, but all new graphics and control options. The goal of the game, a 2D puzzler starring a squat yellow bird, is to collect all the eggs in each stage. There isn’t a time limit, but the bird can’t jump, plus there are restrictions on special moves and items. It’s possible to beat some stages with items to spare, but most of the time, I found myself coming up with solutions that neatly used everything at my disposal. The difficulty ramps up a bit in the final set of stages, which take place underwater and includes a new, albeit limited, floating action.

The WiiWare version favors the Wiimote, with not too much prompt-wise in either the documentation or the game itself for those of us who prefer the Classic Controller. Also, with its forty stages (not including tutorials), it feels shorter than it should be for a game of this type. Still, despite these quibbles, not to mention a rather… unexpected ending, Toki Tori is fun and worth checking out for puzzle fans.

Kirby’s Epic Yarn was the next game to keep the Wii busy. Although I haven’t played the entire series, I have loved Kirby games since the very first one on the original Game Boy. This particular entry might just be the best one of all. Many Kirby hallmarks are present—capturing and using enemies as projectiles, tons of collectables, and an optional co-op mode for starters—but Kirby cannot fly (under normal circumstances), his more elaborate transformations are context-sensitive, and there are no lives, just ways to lose a ton of beads. These differences are just that—differences—and in no way lessen the “Kirbyness” of the game. In general, this is a tightly-designed Kirby with many inspired implementations of its fabric-based theme and one of the best soundtracks ever recorded for a platformer. Only the final boss battle, which could’ve been bigger and better, disappointed, and even then only a little. Currently, even though I’ve beaten it, there’s still tons of doodads to collect (most of which can be used to decorate “Kirby’s Pad” in the hub world), minigames to tackle, and high scores to beat. I expect to be playing this, on and off, for some time yet.

Finally, there’s Shiren the Wanderer, which I came to neglect FFTA2 in favor of. As in the DS port of the original Shiren, we’re in the shoes of the titular silent protagonist, who has come to a strange new land chasing legends and treasure. This time around, his party members are old colleagues, one of which is with you from the beginning. These party members can also be directed to do certain actions, or even controlled individually. Also different this time is how the dungeons are presented. Instead of having to go through the entire thing in one straight line (with breaks along the way in the form of towns), multi-level dungeons are given to you in chunks with as few as three floors and as many as twenty-five, and typically with a brief boss fight at the end. Upon completing most of these, Shiren and his friends not only get to keep their money and items, but their levels as well. If you die, however, you will have all of your non-stored stuff taken away (in Normal mode, anyway) and your levels reset to what they were before you entered that dungeon.

The story this time around is a bit more complicated, not to mention convoluted, with a legendary mansion and mysterious girl as its centerpieces. It all made sense by the end—well, most of it—but the story is mere window dressing for the randomly-generated and sometimes devilish dungeons. As for the other trappings, the music is decent and the graphics are sometimes ugly, but generally okay. This goes for the animation as well, though the slidiness of the characters’ (especially the ferret Koppa’s) walks in non-dungeon areas can be distracting.

That’s it for the Wii games for awhile. Since this Wii binge started, Final Fantasy III (aka FFVI) came out on Virtual Console (on my birthday, no less!) and was promptly purchased, though I have no idea when either of us are going to start it. I also have a few disk-based Wii and Gamecube titles in my backlog. However, the almost-beaten FFTA2 has been neglected for some time now and there’s a decently-sized pile of games for other systems still to play. Time to get crackin’.

The Land of Auto-Attacking and Assholes

It took several months—nearly half a year, actually—to get through Shin Megami Tensei: Nocturne start to finish. While this can be largely attributed to real-life factors (namely, moving to and resettling on the opposite side of the contiguous United States), there’s still the matter of the game itself. After all, during that same timeframe, I beat one game, started and beat two others, and started and logged over ninety hours into a fourth. Why was I dragging my heels with Nocturne specifically?

Simply spam this 60-80% of the time and you're golden.
The game itself certainly had something to do with it. Nocturne is a slog at times, made all the more dull by overly simplistic dungeons for most of the game, a peculiar enemy distribution setup, and the auto attack feature. The bare-bones story—Tokyo is destroyed during a ritual, and a new world is going to be born from its ruins—doesn’t help much either, nor does the fact that a good portion of the game’s small cast is made up of bastards. Meanwhile, the NPC human spirits floating around are largely blazé about the horror that has befallen their city; one would think there’d be a bit more panic, or a sense of dread, rather than your typical NPC banter on what various important characters are up to these days. On the other hand, the NPC demons behave in a somewhat more believable manner, given the context.

The meat of the gameplay revolves around the battle and demon recruitment/fusion systems. The turn-based battle system is the same as the one in the later, and superior, Digital Devil Saga games, complete with its potential for unfairness. However, it also shares its auto battle option, which I used as frequently in Nocturne as I did sparingly in DDS. Thanks to an uneven demon distribution in a handful of locations—resulting in some low-level enemies regularly showing up in what should be higher-level areas—I found myself pressing the Triangle button quite often, in order to get the stupidly easy battles over and done with. However, I turned on Auto Mode in more evenly matched bouts as well, the faster to grind my way through dungeons that were, more often than not, the same three corridors (or even worse, the same one or two tiles) over and over again.

As for demon recruitment and fusion, it is a neat idea, but the system is set up to force the player to constantly “upgrade” to better demons. How this is accomplished is simple: all the game’s demons level slower than the main character. Thusly, unlike other RPGs with monster recruitment elements, you cannot develop a fondness for any particular demon, lest you be left behind. This, I believe, is overlooking a crucial element in what makes a good monster recruitment system. Demons are not companions, but mere weapons; they are utterly disposable, and must constantly be replaced with (or fused into) something better.

*groan*
The smaller touches sprinkled throughout the game aren’t much better. There is a peaceful race of beings in the game, the Manikins, who are all right for the most part, but the vast majority of the Manikin shopkeepers are gay stereotypes who give the Jamaican accent of Digital Devil Saga‘s Cielo a run for its eyeroll-inducing money. A neat puzzle-based minigame is marred by its length and the lack of a way of quitting without saving your progress. There is an optional area called the Labyrinth of Amala, but by the point in the game where I could first access it, I had already decided that I didn’t want to run around even more boring dungeons when I didn’t have to. Devil May Cry star Dante appears in the game, but I only saw him once, and I wasn’t compelled to go looking for him again. As for the aesthetics, the graphics are typical of an early PS2 game, if more washed out, and the music is nothing special.

So in short, I found Shin Megami Tensei: Nocturne mediocre and dry. That said, I don’t understand the love that Nocturne commands from many gamers on the Internet. Perhaps it garners such affection because it was the first main-series MegaTen game to be localized in English and contained themes and imagery unlike any other JRPG previously released in the West. Maybe it’s that an M-rated JRPG was unique in 2004—hell, it’s still a novelty to this day—and the Nocturne world has plenty of dark imagery to back up that ESRB designation, not to mention swear words and, it could be said, the aforementioned gay stereotypes, too. Many tout the deep demon fusion system, which is the best thing Nocturne has going for it, but this is not as interesting or enjoyable as similar party management features in other, better games (Pokemon comes to mind, as does Disgaea).

Whatever it is, I don’t think Nocturne has held up very well over the years, and I’m unsure if I would’ve liked it even back when it was first released. While appearing to be polished, in reality it’s rough around the edges, not to mention flawed, and lacks any sort of charisma to make up for its deficiencies. It wasn’t so bad or boring that I quit halfway through, but neither was I driven to find out what happens next in the story, or to see the next dungeon or set of enemies. Nocturne is a game that is the true definition of average.

The Pitfalls of Overanalysis

I’ve been wanting to write about a couple different things for awhile now, but this post isn’t about them.

I’m playing Cave Story again. This marks the sixth time I’ve started a new game, and if I beat it, it will be my third time doing so on Normal difficulty. Technically, I’ve already beaten it this go-round with the “bad” ending, but I digress; it’s still a helluva lot of fun.

I’ve also recently been reminded of the existence of a certain segment of the Final Fantasy VII fanbase that is obsessed with analysis. It’s a segment I take with a grain of salt since, having dealt directly with them before, I’m aware that they can be blind to inaccuracy and sometimes prone to outright bias. It is a segment that exists to prove and argue, the type of group reminiscent of my early days at the FFVII Citadel: lots of debating, theories being tossed around, and so on. FFVII itself is a magnet for theory tossing—not only because of its shoddy translation, but also due to its haphazard production history and its familiar yet fantastical globalist, capitalist, biotech cyberpunk world.

Other, more recent favorites of mine—especially Cave Story and Halo—also have interesting worlds and behind-the-scenes stories, but aside from doing some bits of fanart, I’ve managed to avoid getting involved with the fandoms. I’m sick of debates and analyzing the deeper meaning of what are really inconsequential things. When I get a certain item in Bushlands/Grasstown in Cave Story, it has amusing implications, but I’m not about to write a lengthy diatribe about why it wound up in the protagonist’s pocket. Similarly, I don’t care so much about the true purpose behind, say, the Super Sweeper in Final Fantasy VII. A little speculation every now and again is fine, and can even be fun, but that’s as far as I’m willing to take things.

Say I’m getting old or whatever, but in the more than ten years that I’ve been in online fandom circles (mainly video game-related ones), I’ve found that overanalysis can get in the way of enjoyment, and that the franchise owners are more than willing to give fans too much of a good thing, if only they ask loudly enough. When a game’s obscurities become “clearer” through books and interviews, even when handled well, the loss of what was previously left unsaid can be disquieting if you’ve given such obscurities any thought at all, and outright infuriating if you’ve obsessed over it. This is especially true of sequels and spinoffs, such as StarCraft II, in which the deliciously vague became cold hard fact. Amongst its other crimes, Dirge of Cerberus: Final Fantasy VII pulled a similar stunt, in large part by giving ample screen time to Lucrecia, a minor character in the original game. Portal 2 did right by Chell and GLaDOS, but altered the DNA of its single most important character: Aperture Laboratories itself.

Don’t get me started on Chrono Cross.

If this is what the fans want, it can only mean that they refuse to embrace their own imaginations, wanting absolute answers. The problem is that all this does is settle some arguments on the internet. Those of us who happen to like imagining the unseen in our games lose something in the process. Not everything has to be concrete.

So to the obsessed fans: dig and analyze and argue all you want, but once that long-awaited sequel or interview comes out, don’t be surprised if you find yourself underwhelmed. Nowadays, I prefer to enjoy my games (and manga, and so on) at face value and not sweat over a heavily researched dissertation on the canon. They’re more fun that way, be they a fresh experience or one which I’ve loved for over a decade.

Where I’ve Been, and the Return of Braincrumbs

Yes, I’m back. My main excuse for dropping the ball on this blog for so long was my cross-country move back in early April. It was quite a production, as you can probably imagine, and even now we’re still unpacking, buying new furniture, and generally settling in. Even with a bunch left to do, I feel as though life has only recently started to get back to normal. I’ve even had time to play some games.

In the meantime, I’ve been thinking about what I’m going to do with this blog. My personal blog at LJ is pretty much dead, and I thought about moving it somewhere else, but at the same time, I’m not 100% happy with Brainscraps either. Right now, the plan is to experiment with some non-gaming posts here, making it a more general blog, just with a heavy emphasis on gaming. Thoughts and/or opinions, if anyone has ’em, are appreciated.

Now, as I said before, I’ve been playing games again recently. After pretty much stopping all my gaming in early March in order to pack and do other moving-related things (with a few, scattered sessions here and there), I picked up where I left off in Rune Factory 3 in late April. Since then, I’ve beaten it, and soon followed it up with Might & Magic: Clash of Heroes and the single-player campaign in Portal 2. I have been wanting to write about all three (well, mainly just Rune Factory 3 and Portal 2), but didn’t have the usual luxury of spacing my posts, so I’m doing the mini-review thing again. Here we go…

Girls, Girls, Girls – Rune Factory 3: A Fantasy Harvest Moon

Daria's a bit nutty, but in an endearing way.
Rune Factory is one of my favorite game series of all time. A sublime blend of Harvest Moon‘s farm-based management (and dating) sim and a hack-and-slash dungeon crawler, it is heaven for those of us who like both types of gameplay. However, coming from Harvest Moon roots, it has not been without its hiccups along the way, including glitches, translation errors, and odd bits of game design. Thankfully, the series noticeably improves with each new entry, and Rune Factory 3 is certainly no exception, as it is the most enjoyable one yet.

The premise is very similar to what we have seen before: hero with amnesia, girl in a small town who gives him a farm to work on, etc. This time around, though, said hero is half-monster, with the ability to transform into a Wooly (the Rune Factory universe’s version of sheep), and said heroine is actually likable. All of the other bachelorettes in the game are interesting as well, with personalities that become fleshed out over the course of their sidequests. By the time I was ready to propose to the girl of my choice, I had maxed out the “love meter” for nearly all of the girls, mainly because I simply wanted to know more about them. On top of that, I liked the other townsfolk as well. Overall, the character development in Rune Factory 3 is outstanding, and a standard that all future games in the series should build upon.

The game’s mechanics have received some spit and polish as well. The farming system has been overhauled for both greater flexibility and greater challenge. Likewise, crafting is no longer the headache it once was, and rare items are now used in leveling up your existing equipment, and not much more than that. Meanwhile, the story progression is set up such that you don’t have to guess your way to the next event, but the player can still take things at their own pace.

Though we have yet to see how the localized Rune Factory Oceans—sorry, Rune Factory: Tides of Destiny—will turn out, for the time being, if you’re at all interested in the series but can only play just one of them, this is the one to play. Despite the occasional technical (or textual) hiccup, I wholeheartedly recommend this game to my fellow simulation and dungeon crawler fans.

Match Three Tactics – Might & Magic: Clash of Heroes

In between battles, things look a bit less puzzley.
And now for an entirely different sort of RPG, but no less unique; one set in the world of a Western series, and with turn-based tactical puzzle elements. Clash of Heroes is, as I understand it, something of a departure from your traditional Might & Magic, a series which I know nothing about. Despite my ignorance, it stood well enough on its own as a single entry, and one which I found rather enjoyable.

The campaign is fairly short for an RPG—roughly twenty hours—but that’s as much as this game needs, as there wouldn’t be any real added benefits to additional grinding, what with the low level caps and hard limits on how many units one can have on the field. Each of the game’s main characters is played in turn, and each of their “chapters” progresses similarly to each other, save for the final one, what with its love of multiple boss battles in a row without opportunities to save between each one. Back at the very beginning, the tutorial stuff is handled well enough, but stumbles when it comes to explaining the unlocking and acquisition of special “Elite” and “Champion” units. As for the story, it’s your standard save-the-world fare with conspiracies and a magical MacGuffin. So, the non-battle campaign stuff is, in a nutshell, average and a little rough around the edges.

The battle system in Clash of Heroes is similarly unpolished, but quite a bit of fun. Using the match-three puzzle genre as a point of inspiration, battles take place by lining up color-coded troops into horizontal (defensive) or vertical (offensive) formations. Only the units at the very end of rows can be picked up and moved around; others can just be deleted. As in your typical puzzle game, chains can be created by pulling off the right moves, with the reward being additional actions for that turn. It’s a system that takes some getting used to (especially when doing the optional “puzzle” boards), and there are obvious balance issues with some of the units, but in general it works.

Said balance issues are supposed to have been fixed in the XBLA version of this game (I played the original one on DS), but I don’t know how much else was tweaked. Certainly, it’s an okay time-killer if you can get it at a decent price, and for me, not a bad way to add some variety to an already RPG-heavy backlog. After beating it, though, I was ready to move on.

Aperture Don’t Stop – Portal 2

Aperture Science has seen better days.
Rounding out this post filled with strange genres is the sequel to gaming’s most beloved first-person environmental puzzler black comedy. This is—so far—the only big new “hardcore” game I have been interested in this year, and thankfully, it lived up to the hype. In this return trip to Aperture Laboratories, test subject Chell once again has to deal with the artificial intelligence GLaDOS and solve her way through chambers and corridors filled with endless amounts of Science. A chatty supporting player, the orb Wheatley, is along for the ride this time, and as in the first game, the environments are characters of their own.

Having gone through the original Portal twice (as well as the tough fan-made Flash Version Mappack after playthrough no. 2), I didn’t have as much trouble thinking my way through the environments in this sequel, even with a handful of new gimmicks thrown into the mix. The one time when I did take a hint to move forward, it was to a problem whose solution wasn’t very obvious; also, it was given to me in a natural manner in-game, reflective of the immersive approach Valve has (once again) employed in this world. There are some things in the environments that either feel gamey or don’t make much sense in the grand scheme of things, messing with the immersion, but they are few. Still, though, I feel that the original Portal did a slightly better job in this area. The wonder—and dread—that I felt playing through Portal were strong enough that I can still recall them; I had no such strong emotional reactions with Portal 2, save for a certain pair of moments, both of which were not driven by the overall environment, but mainly just the audio.

I don’t know if Portal 2‘s bigger, shinier, more mainstream approach is responsible for this less immersive experience, but I do feel that it has contributed to the lowered difficulty curve. There were certain puzzles in Portal that required damn good timing, and there’s quite a bit less of that this time around. Timing is still important in certain instances, but even then the game is more lenient, asking you to rely more on your own cleverness. Going through each individual area has become less about accomplishment and more about seeing what happens next.

Portal 2 is very good indeed (or at least the single-player campaign is. As of this writing, I haven’t done any of the cooperative stuff), but gaming magic is not something that can be easily replicated, especially in a sequel. If you loved the original and wouldn’t mind a longer sequel with more story and fewer mentions of cake, there is much to like in Portal 2. However, it’s a bit like StarCraft 2 in its polished approach, and it’s missing of that intangible something that made its predecessor go beyond the realm of “very good” and into “classic”.

Special Stage: Because of the move, I didn’t make it to PAX East this year. Instead, the plan is to go to PAX Prime, and indeed, we’re all booked for that trip and ready to go. There, we hope to witness the fourth “season” of Canon Fodder. The Season Three roundup is here, and sadly, not as entertaining a read as past summaries, mainly because there’s video attached this time.

P.S. to Kotaku (and various other gaming news outlets): There is no dash in “Square Enix”. None. I don’t care how silly or serious the article is, you’re embarrassing yourselves (not that that’s hard for you all). I’ve read way too many press releases, visited way too many of their sites, and bought way too many of their products to know for a fact that there is no dash in “Square Enix”.

(Sorry, little pet peeve of mine.)

And speaking of Square, I found myself greatly amused by The Dark Id’s Let’s Play of Chrono Cross. It really demonstrates just how much of a clusterfuck that game is, and makes it that much funnier and more entertaining. His earlier LP of Dirge of Cerberus is also not to be missed.

Oh, and finally, I’m now on the Twitters.