Category Archives: Software

Halo 3

It occurs to me to state for the record that I did finally finish playing Halo 3. A few weeks ago, I guess? I forgot it was a noteworthy event, as it happens. The Halo games, as you may or may not be aware (but probably you are), chronicle a three-way war between humans (led by Master Chief, a genetically improved guy in a big metal powersuit), um… a confederation of aliens that I distinctly recall having a name that escapes me at the moment (led by religious fanatics), and the Flood (about whom the less said the better in the unlikely event that you care about spoilers for a game that is almost a decade old). The war is fought in a variety of places, but mostly on giant terraformed rings called Halos which figure prominently in the fates and histories not only of the aliens and the Flood, but of the galaxy itself.

In this game, a first-person shooter like the others, you control the Master Chief as always, and up to three other players in co-op play, which at the time was pretty new. Other games have made good roads into that space in the meantime, but, that’s how it goes. And you continue to fight against the other two sides of the war and try to save the galaxy and all. Also, there’s some pretty fantastically customizable multiplayer components to the game.

Despite the disinterested tone of the review, it really is a great game. It doesn’t have quite the strength of storyline of Halo 2, but the game play is equivalent and probably improved, so, decent tradeoff. If it weren’t for the fact that the game play in the original game was iffy, I could unreservedly recommend the whole trilogy as a pretty good sci-fi yarn wrapped around finding a bunch of guns and using them to kill things. Which, I mean, they’re aliens. That’s why they’re on the screen!

Grand Theft Auto IV

I’ve played but not reviewed previous Grand Theft Auto games. Most of the modern ones pre-date my reviews, of course, but then San Andreas was never finished by me. There was this thing with impossible-to-fly biplanes that I finally gave up on, since there were only going to be more planes in the future, and the training aspect had overtaken the fun. That said, I have reliably enjoyed all of them, and each more than the last. Grand Theft Auto IV is likely the best in the series; it has kept each of the improvements developed across the previous three games while quickly ejecting the overly bloated chaff that came with San Andreas. The result is a streamlined and mostly trouble-free game experience. Mission-based play and a large world guarantee that there are times when a mission replay will be exasperating, but at least for me, this problem was rare. The sandbox design is even improved, with ever more reasons to wander the streets for the hell of it. Plus, y’know, it is about as pretty as the generation gets.

All of which to say: I am impressed with the game design and playability, and that’s good. Which leaves storyline. On one hand, it’s the same as previous Grand Theft Auto games. You wander the city as it gets gradually opened up to you, making deals with bad people and doing worse things in order to get money. You’re pretty much a bad guy, or at best amoral in pursuit of your own goals. But on the other hand… Nico Bellic is an interesting, conflicted character who is drawn in by events beyond his control at least as often as he makes bad choices. And there are a handful of secondary characters (if not more!) with depth that nearly matches Nico’s. It is possible to disapprove of this game’s morality and not need to know more than that to make your decision. But I’m pretty sure it’s impossible to play the game for any duration[1] and not get emotionally invested in more than one of the characters. The game is every bit as story-deep as Mass Effect, and well worth almost any gamer’s time.

[1] For my part, I played it over the course of 18 months. I almost never come back to games once I’ve played stuff in between or let more than a few weeks pass.

Uncharted: Drake’s Fortune

91B0KvHV0UL._SL1500_Check me out, I finished my second PS3 game! This was more of an ongoing thing, since it is not at my house and I don’t own it. But still! Definite fun times. In Drake’s Fortune, we follow the adventures of Nathan Drake, descendant of the explorer Sir Francis Drake, as he follows his predecessor’s footsteps in search of El Dorado, the famed lost city of gold. Standing in his way are rival hunters, a shady partner, a documentary filmmaker, Nazis, more barely navigable rock walls than you can shake a pointed stick at, and a semi-ancient curse. But in the plus column, hey, treasure! Right?

The game is an extremely pretty 3D platformer / cover-based third-person shooter in the vein of Gears of War if the latter were less focused on warfare and had a jump button. And lots of rock walls to climb. Pretty much, it’s a Tomb Raider game where they reduced the budget on breast motion physics and invested that money into storyline and dialogue. It was, I think, a good trade.

Resistance: Fall of Man

After long delays[1], I have finally gotten a PlayStation 3, what with the Blu-Ray playing capabilities and all. Resultantly, I also snagged one of the handful of PS3 exclusives that also looked in any way entertaining. And even more surprising than all of this combined, I finished the damn thing. It’s ever so slightly possible I may play through again, because there are lots of pieces of paper with more storyline that I missed and new weapons to kill the alien/zombie hybrid things with. In realism land, I won’t. But I might, and that’s a piece of shock in itself.

Resistance: Fall of Man chronicles a non-specific divergent history without an apparent World War II in which some kind of weird bio-experiment (that seems a lot more plausibly like alien technology to me) goes awry in Russia over the course of the 1930s and ’40s, and then suddenly breaks free and conquers all of Asia and Europe in a matter of months. The especial deadliness comes from the fact that the majority of humans caught up in the conflict are converted into new waves of killer alien/zombie hybrids themselves. So, never-ending supply of new soldiers. And now it’s late 1951, England has all but fallen, and it’s time for some random American dude to have a weird immunity to the alien takeover thing that makes him even more hybridized than the others, insofar as he gains powers and yellow eyes but retains his essential humanity, and then, y’know…. payback time.

I probably should be tired of games whose main point is to be mankind’s alien-killing service? But not yet!

[1] I mean, it launched, what, 2.5 years ago? I are slow!

Left 4 Dead

These past several Mondays, my regular game of Halo 3 has rapidly and with a feeling of potential permanency changed to a new game. Left 4 Dead is close to unique in my experience in that it has almost no single-player component, no particular plot beyond the thumbnail sketch of world destroyed by zombiepocalypse with which we are all so familiar, no character growth to speak of. It is a pure game experience, divorced entirely from any other considerations. I mention this primarily to explain why you’re getting this review instead of a variety of other games I have played for considerably more hours but not yet completed. Halo 3, for example!

The inevitable big question, therefore, is how does the gameplay work out? I haven’t played by myself, but I’ve played a few other ways: two-player split-screen, two-player online, four-player online, and up to four-versus-four player as well, in all four game maps. So I’ve pretty much hit the whole thing by now. In case you don’t know what a zombiepocalypse is… you know what, nevermind. I think you’re just not allowed to read this anymore. Because, come on! Anyhow, there are these four single-dimensional survivor characters about whom you can tell basically everything just by looking at them, and they are surrounded on all sides both by hordes of zombies and by specialized über-zombies that grow to incredible strength, have entangling frog-tongues, pouncing cat leaps, or blinding toxic sludge. And the goal is to either cross the dead, destroyed city (or whatever) to unexpected safety, or, on the other side of the aisle, to devour all flesh.

Hey, look! I haven’t really said how the gameplay works out! It is frenetic, fast-paced terror as the survivors. Everywhere you turn, there could be a zombie with nothing to lose, whose only goal is to hurt you a little bit more, in the knowledge that you’ll be dead eventually. You’ve got limited weapons and ammo, limited ability to heal yourself, and essentially unlimited enemies. And as the zombies, it’s a strategic game of cat and mouse, in which you have nigh unlimited ability to find the survivors, and if you’re doing it right, herd them into cooperative traps with your über-zombie cohorts. You always come back, the only penalty for death being a period when you can’t keep attacking. On the downside, you’re pretty easy to kill and it’s hard to attack people who can shoot you from across the parking lot, well outside your range.

I guess it’s like this. Remember when Roddenberry introduced the holodeck in Star Trek, and any time the writers got tired of aliens, they’d have the opportunity to do a historical simulation of some kind, inevitably from the ever-popular twentieth century? The way I see the game is like this: thanks in part to the brilliantly conceived XBox Live network’s capability for connecting you with friends and letting you easily communicate with them however you want to, but mostly due to the beauty of the game itself, I see Left 4 Dead as pretty much the last necessary link for zombiepocalypse experience other than the invention of the holodeck.[1] It might actually be the perfect video game experience.

[1] Which really won’t ever happen, since the event itself will hit long before our technology is ready for a holodeck version.

Call of Duty 4: Modern Warfare – Game of the Year Edition

I know objectively that I finish a goodly chunk of games each year, and that I could even demonstrate this via the method of counting back on the tag. And that this does not even take into account the many games I play partially but consistently fail to finish with. Nonetheless, it’s always a bit surprising to me when I do finish one, even one that’s a solid year old by now. Which, okay, is misleading: Call of Duty 4 only took me a couple of dedicated afternoons, and I didn’t start until this past month. Plus, I’m still nominally in the middle of Grand Theft Auto IV[1], and I’m actively about a third of the way through Dead Space. I play stuff, honest!

Aside from spending the money, one of the things that held me back from CoD4 so long was the Modern Warfare tag. For whatever reason, I convinced myself that removing the game from World War II meant there would be a lot of cool new weaponry, sure, but no plot to hang it from. To the contrary, it was as affecting as many war movies I’ve seen, and far superior to anything the franchise has previously put out. Russian and Arabic terrorists with nuclear capabilities, if you’re wondering, but it’s a couple of the characters that really make it pop, plus one incredible scene in which you don’t use a single weapon.

The multiplayer looks like it would be really fun with a sufficient number of players, but at the reduced amount we can usually pull together on any given Monday night, Halo 3 remains the clear champion of that aspect.

[1] Where “the middle” doesn’t appear to have scratched the surface in reality, plus I’m reaching the point where, without a conscious pushing of myself, it will fall by the wayside. I blame this at least in part on the giant pile of new games I want to play: Gears of War 2. Far Cry 2.[2] Saints Row 2. Fallout 3. Left 4 Dead. Even Resident Evil 5, if it’s out early next year as I’ve heard. (And I really need to finish RE4 before that!)
[2] Why did they split it into two words for the sequel, I wonder?

BioShock

It only took me, what, 8 months to finish BioShock? 10? And yet, that puts me well ahead of any number of games that I still intend to finish, much less the ones I’ve long given up on. At any rate, it was well worth it. On top of fantastically fluid gameplay that allows for practically any tactics you can imagine, the enemies vary from simplistic to extremely challenging but without the penalty of being unable to proceed because of constant death-resets. It may not be my favorite gameplay, but it’s easily in the top ten.

Where BioShock shines, though, is in the storyline. I’ve never read Atlas Shrugged (though I intend to retry someday), so I can’t tell you exactly how stood on their head Rand’s theories are, but I can certainly tell that she would be entitled to quite a lot of energy generated by her grave-spinning corpse, were she ever to see it in play. The premise is simple: while on a trans-Atlantic flight in 1959, your plane crashes near the entrance to an underwater city commissioned in the mid 1940s by suspiciously-initialed industrialist Andrew Ryan, who built Rapture to escape from the communists, governments, and religions that wanted to steal his money and ideas. The sole survivor of the crash, you naturally enter the city as it’s the only place to find shelter from the elements. Before you can draw a breath to admire the fantastic art deco architecture, you’re plunged into the middle of Rapture’s civil war between Ryan and newcomer Atlas, who seems to be a rallying point for the people but now only wants to escape with his wife and children. And everyone you meet is infected with plasmids that give them strange biological powers, such as the ability to shoot fire and lightning from their fingertips. (Plus, they’re infected with Randian libertarian philosophy, and half of them appear to be undead; hooray for Objectivist zombies!) And then, things start to get mysterious.

So, much as I loved Portal, this game here? Best game I’ve played not merely in 2007, but probably in most of the decade. I cannot realistically praise it enough. I know I’m late to the party here, but if you haven’t played it yet? It’s on the “must” list, I promise. It’s even forgiving to people who do not play first-person shooters.

Half-Life 2: Episode Two

Most of my video game time[1] lately has been spent perusing the Orange Box for A) a Half-Life 2 experience that doesn’t involve sparkles flying across my screen[2] and B) an improved gamer score. It has been quite good to me on both counts, and hooray for that. The task has been spread out over so many months, though, that when I finally finished the other new content on the disc, I forgot that completed games get reviews! That is a little bit embarrassing, and the moreso because this is coming a few days out of order. But so be it, I have no other choice at this late date!

So, right, in the summer of 2006 I downloaded the first incremental sequel to Half-Life 2 from Steam and played it, and other than whatever bizarre video driver conflict I was having, it was extremely fun! Episode Two took rather longer to come out than I had originally heard, and by the time it finally appeared, I needed a refresher. (And a higher gamer score.) So that explains the delay since I got access to this newest sequel. (Well, and Portal, which is its own kind of awesome excuse.) Anyway, I got refreshed and voila, time to play! Which I did.

Directly following the climactic destruction of City 17 at the end of the previous game, Gordon and Alyx are forced to continue their journey to deliver the stolen Combine data on foot. The trouble with this plan is that the bad guys have some pretty brutal new assets for making our heroes dead, and since they’re on the ropes right now, they seem willing to throw almost all of their effort into preventing the success of the resistance. Along the way, there’s a friendly garden gnome, ever more antlions, gut-wrenching drama, and a promise that Aperture Science[3] will feature heavily in Episode Three. These really are the best first-person shooters on the market for storyline; they blow Halo clean out of the water.

[1] Not all; there’s Halo on Thursdays, for example.
[2] Thanks, PC gaming!
[3] Also, whenever Episode 3 is released, I bet Portal will have a sequel at the same time. Which would be fantastic.

Mass Effect

One sign of an extremely good video game is that it would be almost easier to describe it as a movie and leave out the game elements entirely. Well, okay, that may not be true. But if the reason you want to leave out the game elements is that they were so seamless and non-intrusive that you only very occasionally even felt like you were playing something instead of watching it and influencing the outcome, that would be good. It would also be a good sign if your father, no stranger to games even if he’s not the gamer type, were to ask you after watching the last 15 or 20 minutes of the game to clarify that it was in fact a game, and not a movie.

And looking at it like that, Mass Effect is an exceptional game. Short centuries from today, humanity has spread out into the solar system only to discover relics of an extinct race that had observed our solar system 50,000 years ago and left behind technology we were quickly able to make use of. Now the mass effect drives have unlocked the galaxy for rapid exploration. And of course, we are not alone in the discovery, nor are we the first. And so, at a moment when humans are accepted as an important member of the galactic community but are clamoring for a chance to be more involved in the governing and policy-making of that community, opportunity arises in the form of Saren, a Council agent gone rogue who has just unleashed a rain of death upon a human colony and garden world in the form of his AI allies, the Geth. Now, the principle character of the game, Commander Shepard, must marshal diverse resources to hunt down Saren while unraveling the mystery behind his motivations and goals. At the very least, humanity’s position in galactic affairs is at stake for years to come. And it’s always possible that the stakes could be higher still.

Mass Effect is an RPG, in the style of Baldur’s Gate or Knights of the Old Republic, not Final Fantasy. That is, created with conscious effort to be reminiscent of tabletop RPGs, if they were played by one player instead of several. In the general course of events, I can only get so much enjoyment out of those games, because the micromanagement gets in the way of the pure joy of playing. And sure enough, the inventory system is an exercise in frustration, both because of the limit on how many things can be kept and because of the horrible ordering system. This kind of thing results in the games taking ages to complete if I ever do, and any justified sense of accomplishment comes tainted by the lack of consistent gameplay over a short period of time. That is, these games take me months or years to complete because I get bored of all the between-time work I have to do, so I play something else for a while instead.

Except, contrary to expectations, I’m about to proclaim joy instead of hardship. The majority of the game was put together explicitly to minimize these kinds of micromanagements, even if the inventory part failed. Instead of pausing and selecting enemies for combat, everything is played out in real time with a third person movement and cover system reminiscent of Gears of War that simultaneously allows growing character skills to matter while providing direct control over the flow of combat. The dialog system was primarily about setting the tone of your character; not what does she say, which is for the most part scripted (though there certainly are important choices scattered throughout the game), but how does she say it: with an eye toward politics and goodwill? Strictly official to get the job done, irrespective of the opinions in his head? Or with a giant chip on her shoulder, trying to cut through the pointless bureaucracy? And there are more tones, of course. So, my point is this: RPGs in general are only so entertaining to me, but Mass Effect was spectacular. Even the simple brilliance of Portal has such a different focus as to make them non-comparable. If it wasn’t for BioShock, Mass Effect would unquestionably have been my favorite game this year. (I really need to finish BioShock. Like, a lot.)

Portal

35979-portalI’m about halfway through Bioshock, and probably within an hour’s play of finishing Mass Effect. But I at least finished one of the three or five big awesome games that have come out this quarter, and I’ll take what I can get. Mind you, I’ll be playing most of the rest of the stuff in the Orange Box before too much longer, but many of those games have been previously reviewed, so I doubt I will again unless some kind of mood really strikes me. (On the other hand, at least there will be no stupid sparkles flaring all over my screen to distract me. Thanks, PC gaming!) The important part for now is that I have finished Portal.

At the risk of over-selling it, Portal is what a video-game would be if someone took pure awesome, distilled it into its Platonic form, and then burned it onto a game disc. Yeah, okay, that’s probably an oversell after all. Anyway, Portal is a game set in the Half-Life universe. You play as a volunteer at a Black Mesa rival company called Aperture Science, testing their Portal Device. The function of the so-called portal gun is to open transdimensional portals between two points in space, effectively joining them into a single point. Aside from this possible violation of the laws of physics, the portals otherwise adhere to natural laws, conserving momentum and gravity in ways that would make Escher smile like the Cheshire Cat. Utilizing the portal gun and the assistance of the Artificial Intelligence in charge of the testing chambers, you make your way through a series of tests designed to confront you with diverse challenges that can only be solved through ingenious use of these portals.

The game has three essential strengths: 1) The puzzle-solving aspect, although sometimes frustrating, is mostly a true delight. In a way that no FPS has ever done before, it lets you come up with novel solutions to otherwise insoluble problems. Every victory, however small, leaves you feeling like a giant among men. 2) As of Half-Life 2, Valve has really captured the urban decay chic, and despite that almost all of the game takes place in sterile white test chambers, there’s a real sense of the same kind of minimal but undeniable wrongness about things that marks their other recent efforts. 3) The dialogue is outstanding, even though there are only two characters with lines in the entire game. It swings between hilarious and chillingly disturbing with, at the risk of repetition, disturbing ease. (Also, the end credits contain a wonderful song to which I wish I had the mp3.) Oh, and 4), the three things I just listed combine to form a very tight and affecting plot.

I like Mass Effect quite a bit. I like Bioshock better than I’ve liked any game since Half-Life 2 came out. That said: if you find time to invest yourself in a game before the year ends, it should be Portal. You’ll thank me later. (Except you mostly won’t, because who hasn’t already played it? Nobody, that’s who! (Dear people who haven’t played it: no offense!))