Playing A Game Journey PS3

Yeah, I'm a bit late to this party. And frankly, the party is something of a letdown.

First off: I'm really impressed with how well-executed the anonymous multiplayer is. I expected this to be irritating at first - and it was, in the earlier, simpler areas - but as the journey itself became more trying and nuanced, my happenstance companion conveyed an implicit sense of camaraderie. It's great, because the limited methods of interaction and communication keep the whole thing very subtle. The effect is surprisingly cool.

Journey's presentation is also sublime. The craftsmanship of the game world, the splendor of the visual effects, and the awe-inspiring soundtrack are really wonders to behold. At times when the camera is drawn to on-screen action, Journey has the aesthetic gravity of a Peter Jackson / Middle-earth joint.

The game itself, though, is overall tepid. Of its eight chapters, the first four are pretty much interactive screensavers; the only gameplay to speak of is collecting jump-boosting upgrade items, which are also totally optional and unnecessary. Eye-catching, but pretty much a non-game. Then, in the final four chapters, there is an enemy which can remove your jump upgrades by hitting you -- so, an additional challenge factor, but one which nullifies the only semblance of gameplay up to then. The last few chapters also show glimpses of movement puzzles, but only barely and briefly.

As for narrative, there are cutscenes inbetween the chapters which provide some backstory for the game world, and are just arcane enough to be intriguing. But the ending, an abstract and artsy flourish, doesn't wrap anything up in a satisfying way.

By and large, Journey is a trudging-through-sand simulator; although some of its ideas are clever and memorable, the act of "playing" it is mostly passive. It's okay as an experience, but still falls short as a game.

Better than: Dear Esther
Not as good as: Unmechanical
If Journey isn't enough of a game for me: I guess I may as well forget about flOw and Flower.

Progress: Finished, didn't collect everything.

Rating: Meh

Previous information about Shadow of Mordor (open world, Ranger, unrelated to the Fellowship) didn't really register for me. But this new trailer has my interest piqued. Sure, between the climbing, stealth, takedowns, and counters, this tends to look like a Tolkienized Assassin's Creed, but hey -- that sounds pretty awesome to me. The "wraith powers" thing sounds pretty awesome too, but narratively weird. I'm definitely curious about that.

What has me a little concerned, though, is the buildup around the "nemesis" system of unique enemies who remember previous encounters. Frankly, I expect this to be more Mass Effect than true open-endedness, e.g. there are a few variables that can change based on random chance or player decisions. So ... we'll see how that plays out, I guess.

Playing A Game Foul Play PC

Foul Play has a killer narrative gimmick, in that the game's story is framed as a stage play; your goal, through combos and general combat flair, is to please an audience who cheers and boos appropriately. Characters chew the virtual wooden scenery, the scenery itself is moved about as the play proceeds, and occasional gaffes like actors forgetting their lines makes the aesthetic genuinely fun to be a part of.

But the combat itself is just too shallow. Well, not "just" too shallow -- it's also too dense. It would be one thing if I was just blithely beating up goons with quick attacks, power attacks, and counters, but the amount of enemies leaping around means that there's little opportunity to stop mashing buttons. Seriously -- my fingers were sore after finishing the first level.

Although I do like the game's "hook," Foul Play's sheer repetitiveness in combat has me uninterested in pressing on with it.

Progress: Finished Act 1.

Rating: Meh

Brothers: A Tale of Two Sons invites - provokes, on occasion - comparison to Ico and Shadow of the Colossus. Like Team Ico's productions, Brothers tells a slightly-touching story of juvenile innocence. It takes place in a world whose initial tranquility belies dark, sometimes morbid fantasy (seriously -- don't make the mistake of assuming that this is a kid-friendly game). It relies on character and environmental cues to convey its mechanics, only very rarely showing button prompts on-screen. It does a splendid job of building environments around puzzles, and vice-versa, to make you feel as if you're really engaging with the game world as you play.

It also has controls that will confuse the absolute shit out of you at first, only to become mildly irritating over time. But, considering you're controlling two characters at the same time, that's totally understandable.

Brothers does a really excellent job of exploring various ideas using this two-character mechanic. Sometimes you'll need to use one brother to help the other; sometimes you'll need one brother's unique attributes to continue on. And sometimes you'll need to control both in close coordination, such as when paddling a boat, or in cooperative rock-climbing. These parts are the clear highlights of the game, and the number of these unique scenarios the game invents is pretty impressive.

As for the story, it's applied with a light touch, but probably not as light as it should be. Misfortune and death are ever-present forces throughout the brothers' journey, and the game does a great job of alluding to horrific and terrible events without showing most of them directly. But it also spends too much time in fake-dialog, with characters gibbering non-language at each other, when a quick facial expression or hand gesture would do. To me the gibberish dehumanized the game's characters, which is a shame, since the situations they find themselves in are so emotionally evocative.

The ending, though, the ending is good. At least the game doesn't end on a low note.

As a brief aside regarding the game's technical fidelity: the PC "features" of Brothers are a bit of a let-down, particularly considering it's an Unreal Engine game. Other than screen resolution, there aren't any meaningful graphics options to fiddle with; and the visual quality of the models and textures makes it pretty clear this was made for 720p. And of course, while it's understandable that Brothers would recommend a controller, requiring it seems like a cheap way out of attempting a mouse-and-keyboard scheme.

While it shouldn't necessarily be surprising that Brothers is short - about two or three hours, in line with other downloadable puzzle-adventures of its ilk - it did surprise me, when I was finished, that it had been so brief. With the depth and detail lavished on the game's numerous locales, it feels much bigger than it really is. In a good way.

Brothers has just enough design and execution problems that I wouldn't really call it a triumph. But it does enough right to be fun to play, and - crucially - it nails the design of its two-character mechanic really well. If only for that reason, I expect Brothers, like Shadow of the Colossus, to be remembered with much more fondness than when it was played.

Better than: Limbo
Not as good as: Fez
Alternate title suggestion: Co-Princes of Persia, what with all the jumping and climbing these kids can do.

Progress: Finished.

Rating: Good

When compared to Pirate's Booty, Campaign of Carnage, and Big Game Hunt, Dragon Keep has both more content and more general polish. There are a bunch of of substantial zones to explore, and each is filled with plenty of new and interesting enemy types. And of course, the writing and voice acting is as excellent as ever.

There are also a ton of sidequests -- and you should absolutely do them. Here's the thing: I didn't. I wanted to run through the story quickly, so I didn't attempt any of the sidequests, and ultimately I realized that it would have taken about the same amount of time; because the main quests take you through almost the whole map anyway. Just, without sidequests punctuating the journey, there are long stretches of very little happening. So yeah. Do the sidequests.

Even though I stupidly missed out on much of what this DLC has to offer, what I have seen gives me the confidence to assert that this is Borderlands 2's best DLC yet. Other than a moment toward the end where the plot gets a little too ... heavy, the outright comedy on display here is as good as you could possibly expect. And the combat is legitimately some of the best since the original game, with an incredible amount of enemy variety.

You should probably bring some friends, too, because many of the encounters are super-difficult. I had some real trouble near the end, despite being substantially above the enemy level range.

Better than: Borderlands 2: Captain Scarlett and Her Pirate's Booty
Not as good as: Borderlands 2 on its own
Seriously: Do the sidequests. I cannot stress this enough.

Progress: Finished the main quest.

Rating: Awesome

Mark of the Ninja was one of my favorites. And in the sense that it preserves the genius gameplay formula and design talent of the core game, the Special Edition's bonus level is a fun little diversion. But as a value proposition, the Special Edition DLC is a hard sell.

The new mission is good, but not the best, and it's the only new one. The other additional content, items and a costume, aren't meaningful at all when weighed against what's already in the game. And the developer commentary, while cool, is no better - actually, less informative - than what you could get by reading a Gamasutra article or any given post-mortem.

There's a fun hour or two of bonus-level in here, but otherwise the Special Edition DLC is utterly lacking in substance.

Rating: Meh
Playing A Game Clickr PC

Clickr is a bright, friendly puzzle game with fun-looking characters. So why haven't you ever heard of it? And why are there only a handful of players on its leaderboards? Well - aside from a complete absence of marketing - the underlying game just isn't ... good.

The gameplay itself is simple enough. Not dramatically different from your garden variety Bejeweled clone, your goal is to gain points and combos by clearing large arrangements of like-colored blocks; and you can create these arrangements by clearing smaller blocks out of the way, whereby gravity causes replacement blocks to fall in from the top of the play field. There are a handful of quirks tossed in to this formula, but they don't fundamentally change moment-to-moment play.

Although there are a few other modes to unlock (I'll get to this in a bit), the centerpiece of the game is a "puzzle stage" mode, a sequence of stages with unique challenges -- attaining a goal score, executing a certain number of combo moves, etc. And these goals, combined with the aforementioned gameplay, are the real problem with Clickr -- your ability to form large blocks for points and combos, and continue to do so within the stage's time limit, is governed entirely by the random chance of new blocks falling in. Some of the stages I played, practically won themselves, by virtue of fortuitous arrangements falling in. Other stages became literally impossible in some attempts, due to the refusal of the game to give me what I needed.

There are other modes of play, which I assume change this adversarial relationship between the game's mechanics and objectives. But to unlock them, you need to spend block points, which you can only gain by grinding away at the "puzzle stage" mode. So. Fuck that.

UPDATE: I decided to go back and try to unlock the other modes, just to see what they were like.

  • "Battle" mode is actually a pretty neat idea, where getting combos sends little attacker dudes over to your opponent -- like a puzzle-driven Swords & Soldiers. But it's still vulnerable to the game's intense reliance on chance.
  • "Push" mode is almost exactly like Battle mode, in the sense that combos will "push" a block of the combo's color toward your opponent, and you must push a certain number of them to win. It seems like a pretty pointless derivative of the already-superior Battle mode.
  • "IQ" mode is what I really wanted to try, where there are no replacement blocks and you have to figure out how to use combos to clear the field of all blocks. But now Clickr's other central mechanic - rotating the play field - becomes the problem. Most of the IQ puzzles are framed around this rotation and how gravity will move blocks around the field, and frankly, it is just too goddamned confusing. When you have to rotate left, then right, right, left, right, right, right, ... et al, just to push some blocks together - and a wrong move at any point will make the puzzle unsolvable - no, thanks.

So, overall, my opinion of the game is no better than it was before.

Add to these grievances a general lack of technical care and support, like no resolution options and lingering bugs, and I'm hard-pressed to find kind words for this game.

Progress: Puzzle Stage 21, IQ puzzle Easy-16.

Rating: Bad

Well, it took me long enough. Stealth Bastard's primary flaw is that, despite frequent checkpoints, dying over and over again can be exhausting. It's hard to play for more than a few levels at a time without needing a break.

But the puzzles are great, the platforming challenges are great, and there's a very respectable amount of levels, to boot. Each "sector" (collection of levels) introduces a new mechanic, which suceeds in keeping the gameplay formula fresh throughout. Especially in the later levels, which often involve a mix of rapid and precise movement.

The "story" never gets anywhere meaningful, unless you count the irreverently-humorous ending. But that's totally fine; the game itself is tight and engaging enough, aforementioned exhaustion aside. This is a damned impressive platform-puzzler, particularly in its platforming strength. And while I'm completely satisfied with the level of difficulty in "finishing" the game, there are plenty of collectible and ranking challenges for players who are ... really into that sort of thing.

I can only hope that the PS3 and Vita "Stealth Inc." incarnation hasn't lost this game's sense of bastardity.

Better than: VVVVVV
Not as good as: Mark of the Ninja
Surprising proof: that GameMaker can produce something really solid.

Progress: Finish Sector 8.

Rating: Awesome

This is an interesting one.

At first, the gameplay is pretty straightforward. Ninja run to vault obstacles; slap enemies around with fast, light attacks and slow, heavy attacks; go into slow-motion to finish someone off with an absurd slice-storm. Maybe a little simplistic, but, a fun slash-em-up with bombastic set pieces.

Then comes the boss battle that changes everything -- the "Viewtiful Joe helicopter" moment. Now you have to learn how the parry really works. Now you have to take inventory of the game's controls, to lock-on and use healing items. (Reading this is what helped me.) You don't have to be an expert to finish the battle, but you do have to appreciate and respect the game in a way that wasn't previously evident.

From here, Revengeance can appear to back off at times, but the lesson is clear: don't turn your back on it. You never know when you'll be ambushed by a robot made out of guns that shoot knives that explode on your face.

As for the story? Well. It has about as much subtlety as you'd expect from a Metal Gear - the bad guys in the prologue talk matter-of-factly about their plan, leaving nothing to the imagination - as well as the franchise's eccentric approach to enemy designs and personalities. Actually, they're a bit reminiscent of No More Heroes, which is pretty rad. But the overall plotting, which tries to shoehorn these wacky characters into a serious war drama, is too outlandish to take seriously. While also not outlandish enough to be funny. It's ... awkward.

Revengeance is a little different than what I expected; Vanquish's unique brand of high-speed, long-range combat doesn't really translate into Raiden's up-close-and-personal swordplay. But it's still frantic, fun, and satisfyingly weird.

Progress: Finished R-01.

Rating: Good

Super Mario 3D World's twelfth and final world, World Crown, is a sick, twisted dare. The Champion's Road level is a cruel test of skill, a minutes-long string of deadly obstacles with no checkpoints and no power-ups. Mystery House Marathon, meanwhile, is a 30-part time trial where missing a single 10-second challenge sends you back to part 1. These levels are ... evil. And I love it.

Still, though, I have to ding 3D World for this endgame difficulty level, which seems practically (if not literally) impossible as a solo player. If not for another player to survive my death, or another hand to help in a timed task, these levels wouldn't just be hard -- they would be unreasonable.

At any rate, I'll continue banging my head against them until I finally unlock everything, or until I am incapacitated.

Progress: 364 green stars, 79 stamps.

Rating: Awesome