Showing posts with label Game Diary. Show all posts
Showing posts with label Game Diary. Show all posts

Tuesday, December 16, 2008

Game Diary: Left 2 Rot...



**This is a post from a few weeks ago that I sat on for a while, mostly because I've been focused on other stuff.**

I did a horrible thing my first night playing "Left 4 Dead".

I followed my self-preservation instincts and ditched my teammates, leaving them as fodder for the infected horde.

It should never be over stated that some choices, especially tough ones, aren't simple. Take our situation for example. We were surrounded on the hospital rooftop, engaging in the final rush, a final crescendo moment where waves of infected attacked us from all corners of the rooftop . Worse, we already failed three times before and although no one was frustrated yet, there were small bouts of in-fighting on th team.

But this time things were going much differently. We survived the first wave of zombies without a problem. The next obstacle came in the form of a Tank, a special infected that can take large amounts of damage and deal high damage as well. We took him out quickly. In fact, everything was looking great until the middle of the third wave. Special infected zombies managed to up our team, making us a group of desperate men. I managed to hold my own, dropping as many infected as I could.

And then the helicopter came, and along with it the pivotal choice: save my friends or make a run for the rescue copter.

The tension in this moment was palpable, the choices distinct and very clear. As much as it made sense to stick it out, grab more ammo, and save my friends from the horde, I chose the easier goal. I chose the copter and what would be my first level completed achievement.

So maybe my decision was influenced by outside achievement-whoring urges. Or maybe it was the feeling that I didn't want to chance restarting the level for the fourth time. Regardless of the initial factors I made my choice, and the results were exhilarating and still troubling for me all at once.

Yeah, the "Left 4 Dead" has a few flaws - not enough weapons, needs more maps, special infected could use a little more variety - but the experience as a whole is still amazing.

Simply said, Left 4 Dead is incredible (probably more worth it for PC owners than the way I played it, on 360) and worth your time. It punishes you relentlessly with infected hordes, it manages to be engrossing without a connected story-arc, and it presents you tough choices similar to the one I faced. I may have chosen to save myself, but who knows what you'll do given the same choice.

Saturday, August 9, 2008

Game Diary - August 9, 2008


Shamefully, I haven't had a single entry in this game diary for weeks. And that isn't due to a lack of playing games. I've just been a little too burned out to write about them. I'd try and play catch up, but there really isn't a point to focusing on the games I've played in the past few weeks. Instead, I'll just focus on today.

So downloadable games have my undivided attention thin month. And I'm totally fine with that considering the quality level. Last week, mentioned how infuriating it was for me to play Geometry Wars 2. But instead of seeking out anger management classes, I just took some time off and played it today for the first time since. Kyle Orland, of Joystiq, is still beating the crap out of my scores, but I'll live. And I even came close to topping him today, twice.

The mode that did manage to mess with my blood pressure wa Pacisfism - the mode that everybody is talking about these days where your object to avoid the blue diamond-shaped enemies, and fly through gates that will blow them up when they get close.

While listening to an awesome 1UP Yours, I reached my new best of 35,000,000. Kyle's 44,000,000 is just within reach, an he's my only target since no one on my Xbox friends list has bought the game yet.

"Braid" is only other game keeping me busy, and it's worthy of incredible praise. This is truly a magnificent experience that draws from every traditional platformer I've played since my Super Mario Bros. days on the NES. The water colored art, the thematic play mechanics of each level, and the carefully crafted puzzles have helped me to really appreciate smart game design.

I finished it today, collecting all the puzzle pieces (and I feel quite sheepish that I had to cheat to get one of them). I don't know what I think of the ending yet, it was... not something I understand right now (it's 5 am on a Saturday) so I'll have to dissect it in my head tomorrow when I can be more coherent.

Next week: Signing up for a second semester at Bullworth Academy for Bully: Scholarship Edition.

Wednesday, July 9, 2008

Game Diary: July 9, 2008


After one hour, I've got three Colossi down and thirteen left to go.

The thing that strikes me most about revisiting "Shadow of the Colossus" just one week before E3 is that I'm convinced this game was only successful because of the huge marketing push that Sony put behind it. That's not to say that the game isn't art, but I recall a number of two-page ads, a commercial, and similar endorsements created to generate buzz for the obscure sounding game (and I only hope that they eventually learned this).

My first experience came with a demo sent to me in the mail (prior to that, i never knew what a Colossi was). And what a demo indeed! It captured the first battle with a Colossi (I think it ended actually before you even fought him). You look up at this lumbering creature roughly the size of a five or six story house (actually he's petite compared to his comrades) and BAM! Demo over. End Scene.

But what is it that specifically makes this game feel enormous, even by today's standards? Is it the immense proportions of scope and scale as you battle enormous creatures that can, and will, kill you if they land a blow? Is it the connection to your horse, the only character in the game you'll interact with during the eight to ten hour game? Or is it the futility of the Wander's mission, as he is fooled into believing that his sacrifice will reunite him with the woman he loves?

People on the internets continue to argue that "Shadow of the Colossus" is a sheer representation of games as art, and that's fine. But I argue that if "Shadow of the Colossus" is art, then "The Legend of Zelda: Ocarina of Time" is our Mona Lisa (and forget the constant comparisons to film, as if nothing ever existed before Citizen Kain). I make this argument because as much as Shadow does so much with very little, it's really a minimalist version of the stuff Link has done for decades. The only detractor being that Zelda bosses never appeared as complex on the surface (they didn't make you feel anywhere as pathetic as some of the Colossi can).

However, Nintendo's constant refinements to the franchise (without introducing anything really new) are slowly making the series lose its luster.

Besides rolling around and cutting up some Colossi, I managed to sneak in some time in Animal Crossing. I named my town Cali (for obvious reasons), and my character doesn;t have enough money to pay the rent. I'll try to stick with this one for as long as I can, but i have a feeling its not going to last.

Maybe I should invest in the DS version instead.

Wednesday, July 2, 2008

Game Diary - July 2, 2008


I spent today revisting a number of games that I cast aside for some reason or another, the biggest one being "Resident Evil 4". Indeed this was Capsom's masterpiece and acclaimed GOTY for 2005, yet it still managed to sift into my mile-high pile o'shame. I decided today was the day to cast aside " and indulge in the smash hit of Capcom's internal development team. Even though I am playing the Wii version (and I have owned each version of this game, regardless of the platform it appeared on). It's a truly remarkable game packed with intense survival horror. I'd have to agreed with a friend of mine that the pacing is a bit rough, but the game build and builds to multiple climaxes, as expected. My heart was racing today, and it was during a battle that I've played at least three times before (it's the one after you save Ashley for the first time. It takes place in an old house, and you tag-team the Latino zombie invasion with Luis Serra as your teamate).


I also returned to the lush land of Mistral for more of the Frontier Developments' "Lost Winds". Little Toku and the Wind Spirit are an amazing little dynamic duo, and this particular project reminds me of "Zelda II", for in the NES, in many ways. Granted it's a much more streamlined version, with a quest subtly smaller than Link's epic endeavors, but the side scrolling levels really do evoke a Zelda-ish aesthetic. I'm impressed with the end product that Frontier has delivered, regardless of how short it is (I can tell I'm almost done after two hours or so).

My one complaint with "Lost Winds" is the design decision to exclude a map in the game. There are enough diverse locations that a map would really shave off some time from the backtracking segments. Yes, I'm aware that backtracking is unanimously declared as poor game design in today's development scene, but previous games that implemented it established the importance of having a map in the first place. Embarking on quests in "Lost Winds" will get you lost more often than not, and I find that frustrating, but not unbearable.