Tag Archives: platformer

Mirror’s Edge

So, it is celebration time here at Wit’s End[1], because I finished another videogame. Woohoo! Mirror’s Edge is a light, breezy even, rush of a game. You are a runner, tasked with moving information along the rooftops of The City at blinding speeds, using native instinct to know when you can make a jump between buildings or clear an obstacle. What exactly the information is, or why it needs to be moved discretely, or why the cops usually don’t bother the runners, these questions are never really addressed. The only thing that matters is, things have changed, times are suddenly far more dangerous, and it’s up to you to unravel the mystery!

Luckily, the gameplay, which consists of a constant barrage of running, jumping, ducking, dodging and weaving that optimally should never involve gunplay[2], is more than exciting enough to make up for the tragically thin plot. It’s not so bad that the information above is missing, except that it quickly becomes central everything you’re doing, and I feel like I might have gotten more engaged in the story if I’d known why the bad guys wanted to wipe out the runners, or even what [else] exactly they had done to become the bad guys in the first place. I kind of started to get distracted during the cutscenes, because they weren’t really making enough sense to me. Or else the distraction caused me to miss something vital? Yeah, I just don’t know. But the game itself, divorced from all these concerns? I say again: pretty good stuff.

Man, I really need to play an RPG now, though. If only I actually had a new one in my house. Maybe next month!

[1] That is what I call my home. There is even a sign!
[2] Although I acknowledged my lack of utility against the heavy gunners early on and started blasting away at need; but you’re just so slow-moving with a gun, they clearly intend you to have avoided them, and I always felt like I was letting the game down a little bit whenever I pulled a trigger.

Uncharted 2: Among Thieves

I visited my parents over the weekend, since my schedule is about to be in flux and it seemed like a good time before the flux takes hold, plus the holidays and all. So I spent just about the whole of Thanksgiving break with them, except that I worked on Friday. That’s nice! While there, I inadvertently treated them to a full-length, multi-hour cinematic extravaganza in the form of a Playstation 3 game. After the success of my recommending Uncharted: Drake’s Fortune when he bought the system and wanted something to play on it (not that he actually plays much of anything, but, you know)[1], he picked up the sequel a few weeks ago. And what began as a way to pass a few hours Saturday night quickly turned into a full weekend obsession during which I played the last third of the game for four hours past when I had planned originally to leave, because I was just sure that the climax was right around the corner, and I didn’t want to make them wait weeks for the conclusion and have time to forget what was going on.[2]

If you’re picking up on an undercurrent of admiration for the game’s writing and seamless graphics in that description of my weekend, well, you’re not imagining it. As to the latter, the only real difference between playing the game and watching its gorgeous cutscenes is that the game-play has fewer close-ups. Uncharted 2: Among Thieves picks up explorer Nathan Drake some brief years after the events of the previous game, convinced by shady friends to join in a search for Marco Polo’s lost expedition, a journey that will take him from the jungles of Borneo to the dizzying heights of Tibet and Nepal, not to mention deep into the legends surrounding Kublai Khan. Along the way he’ll crack wise, make lots of new enemies, and see lots of new ancient ruins! It’s good stuff. But on top of that, the writing is not merely good in and of itself, as it was last time; it actually takes note of the past and uses it. If I had been on the fence about the loss of meaningful breast-motion physics from the Lara Croft games to the Uncharted series, I no longer would be in any measure. I care about these people, and want to know what’s going to happen next. That I also get to play a video game along the way? It justifies the expense, but other than that, it’s purely bonus.

[1] V nz chggvat guvf va ebg13 fb ur pna’g frr vg, ohg V cerqvpg V trg n pbzzrag sebz uvz gung ur qbrf fb lhu-uhu cynl Unyb fbzrgvzrf. (Nyfb, vs V’z evtug nobhg gung pbzzrag bppheevat, vg vf yvxryl gb nfx jung guvf tvoorevfu vf nf jryy.)
[2] To be fair, this applies to me as well.

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.

Starfox Adventures

512EC3HYF1LAt about the same time I was playing Wario World, I also tried out Starfox Adventures. It got a whole lot more play. Then, I got distracted by all the life stuff going on, and then Grand Theft Auto: San Andreas came out. This was a good game, and all, but you just can’t compete with that. I mean, yes, Metroid Prime 2 probably could, but that’s why I haven’t bought it yet. And Half Life 2 probably *will*, if I can ever get my desktop back into working trim.

Anyway, none of that is big on the relevance. The latest Starfox is a weird hybrid thingummy, in that it’s about 65% platformer, 20% RPG, and 15% space shooter. There’s this planet full of dinosaurs, and stompy old T-Rex has taken over, just as you’d expect. With no Utahraptor to hold him in check, it’s up to some blue-furred chick and later our hero, Fox McCloud, to step in and save all the peace-loving Dromiceiomimi, Triceratopses, Woolly Mammoths, and other reptilian species from having all the minerals in their planet exploited.

Like you’d expect, you gradually gather money to buy maps and more sophisticated items, plus bomb plants, magical staff power-ups, vine seeds, and lots of other types of items I haven’t gotten around to yet. Basically a cheap knockoff of Zelda or Banjo Kazooie, but if you have lots of time to play that kind of game, it’s not so cheap a knockoff as to make it pointless. Also, though it shames me to utter such a furry thought, the blue-skinned chick was kinda hot.

Wario World

514DEMK6TTLSo, part of the problem with reviewing video games is that my system requires me to be finished consuming the item in question. Having quit definitely counts, but it’s harder to tell when I won’t really be playing a game anymore, as opposed to if I get sick of a movie or a book.

Sadly, this excuse will fit a lot better on the following review, because I knew I didn’t like Wario World within the first fifteen minutes. I was playing it back in mid-October, at my parents’ house. I expected it to be pretty good, what with finding Wario to be a fairly amusing character in the Mario Bros./Donkey Kong Nintendoverse, and especially due to the brilliant WarioWare, released at the same time for the Gameboy. Alas, sheer lameness lay ahead.

I got off to a great start by not realizing that the initial area was mostly just the menu of places to go, not actually part of the real game. So, poor introduction, check. Then, after I finally did work out where to go to play the game, it turned out not to be 3D after all. I mean, I like sidescrollers just fine, but it’s not what I saw coming here. (Technically, there are three dimensions, but while right/left and up/down are fully articulated, forward/backward is about ten feet wide.)

And the gameplay itself just really wasn’t much of a much. The puzzles were somewhat interesting, but I found one of them to be unsolvable during the first world, and the first world is supposed to be about getting up to speed, not about not being able to do stuff. I bought it used, so no instruction book. This could indicate that some special move I wasn’t aware of could have helped me, but frankly, that’s still bad design. Games these days are supposed to tell you how to use the buttons as you go, because there are too damned many of them to learn all at the start.

The long and short of it is that the problems I encountered were mostly due to missing info and poorly managed expectations. Still, though, most games I expected to like going in would hold my interest long enough to get through the rough patches, or at least make me want to explore online for whatever info I needed to be able to play. This one did not, and when googling isn’t worth the effort, that’s just a flat-out failure.