So I played Metal Gear Rising: Revengeance and Silent Hill: Downpour

EDIT 3/7/13: Check this out! http://operationrainfall.com/etsu-tamari-on-mgr-revengeance-story-changes/

I think the reason there are so many Metal Gear Solid games set in the past is because Kojima has a genuine interest in history.

Games like Snake Eater and Peace Walker are pieces of historical fiction. The Cold War makes for a good setting because of all of the opportunities for espionage.

But also because it was an era in human history when films started to reflect the fears of society instead of repressing them. From The Day the Earth Stood Still to Godzilla to On the Beach, people everywhere started to understand that the future was as terrifying as it was promising.

Kojima has demonstrated his love for film from the beginning of his career, with his Michael Biehn-ish Solid Snake and his Sean Connery-esque Big Boss. That love is made more obvious in Snake Eater and Peace Walker, where characters actually start bringing up specific movies. One character even mentions actually being inspired by moves like Dr. Stranglove and 2001.

Kojima is basically wearing his greatest desire on his sleeve. He wants all video games to start capturing the zeitgeist of the era, as movies did during the Cold War.

As the Metal Gear series has been doing all this time. From the Genome Project to the Patriot Act to the War on Terror, Metal Gear has been unique amongst most games for actually kind of wanting to say something about the world.

So it’s not surprising that Kojima wanted Revengeance to star, not Raiden, but the cybernetic ninja Gray Fox. Seeing as he doesn’t make it through Metal Gear Solid, a game starring Gray Fox would certainly have to be set earlier in his life – another prequel.

Considering this initial idea, and the presence of Kojima’s upcoming Ground Zeroes, I think he knows that the Cold War has the richest veins for him to tap into.

The only other option is to keep going into the future. And well, considering how Metal Gear Solid 4 ended, there are only so many ways to take the story without it becoming more crazy and less relatable to anything he’s interested in addressing.

Revengeance is definitely a Metal Gear game. But it’s not a Kojima game. It, too, addresses real world concerns, but it also removes what little subtlety remained in the series’ storytelling.

September 11, 2001 is mentioned. What’s “wrong with America” is specifically addressed. It’s pretty silly but, at the same time, at least it’s something.

Another weird thing about Revengeance is that it’s a little contradictory to the rest of the series. Metal Gear Solid on the whole is anti-war – there’s always a non-lethal solution to a problem in most of the games. That’s patently untrue in Revengeance, a game based on cutting people into multiple pieces. Raiden’s violent nature is addressed eventually, almost to a satisfactory degree, but most of the cast is still pretty gleeful about his killing prowess.

But, hey, it’s an action game!

The funny thing is, even though there’s a huge emphasis based on cutting things in half, the most fun parts of the game are the boss fights during which you use bullet-time Free Blade mode to find the enemy’s weakpoint and cut through their defense. Most of the boss fights are based on surviving while you figure out what the trick is. In that way, it’s a lot like a Metal Gear game.

The rest of the game is fun, to be sure, fast and frictive, but it’s a lot more mindless in comparison. In fighting regular enemies, I was rarely ever careful with my selection of attacks. I was never super concerned with juggling or crowd control. My whole thing was just, “I gotta hurt these guys enough until I can cut them in half.”

According to the game, all cyborgs have a glowing spine in them, and if you can cut it out of them and grab it before it hits the floor and goes splat, you can absorb its Glowing Spine Juice. It doesn’t make any sense, but it makes for a super interesting mechanic. Not only does absorbing these electrolytes give you sweet points, it also restores your health and Super Slow Down Energy completely.

It’s a super neat idea, linking your ability to heal to your killing prowess. But it’s basically undermined by the fact that, well, you can also heal by just picking up healing stuff that’s lying around. They work like Rations do in the other Metal Gear games – if you have at least one, you’ll be healed when your life is reduced to zero.

Of all the mechanics that made the transition to Revengeance, this didn’t need to be one of them. If my life depended on my accuracy, I would take super great care in killing my enemies with efficacy and seek to improve my skills. Instead, there was always a safety net there.

Consumable items on the whole are not necessary, but they’re present anyway. It seems silly to build a game on lightning-quick slice-and-dice action, and then have sub-weapons that you have to stand still and point to use. Exploding things just doesn’t feel as fun as cutting them. The only time they’re fun to use is in VR Training Missions, which makes you use them in a context that is never repeated in the main game.

The sub-weapons in Revengeance stand in great contrast to the arsenal at your disposal in Kojima’s other great action production, Zone of the Enders: The 2nd Runner. Honestly, ZoE’s combat on the whole is more thoughtful while being every bit as quick.

I was most thoughtful during some of the stealth sequences where some big bruisers were involved. Most of the time, though, being discovered is merely a nuisance – and in some cases, a blessing, because it means more butts to cut!!

I sound super down on it, but it’s definitely worth playing. Most of the set pieces are pretty engaging, some of the new characters are actually interesting, all the boss fights are great, and it’s super fast paced. My final time was about 5 hours, not counting deaths!

That said – though they’re KIIIINDA like apples are oranges – if you want to play an action game and don’t care one way or the other about Metal Gear, go for DmC. I find it more cohesive and, frankly, prettier.

For more Konami action goodness similar to Revengeance, consider: Zone of the Enders, Neo Contra.

SPEAKING OF TORCH-PASSING

I think Team Silent knew when it was time to stop making Silent Hill games and why.

Games in a series, by nature, have a lot of shared aspects. If you are able to expect what’s about to happen, because it happened before, and then it happens, it’s not scary or special.

Some of the shabbier Silent Hills have simply taken the same formula and slipped in a slightly different story. What I thought was brilliant about Shattered Memories is that it took a story that’s been told before and completely changed the formula, ultimately changing the nature of the story as well.

The important thing in the best Silent Hill games is a simple story [beneath all the dense symbolism]. Go to Silent Hill, find your daughter. Go to Silent Hill, find your wife. The scary thing is that you know you can’t leave until you’ve done what you came to do.

In Downpour, your presence in Silent Hill is basically an accident. Your goal is to get out. I mean… alright. The problem with that is you KNOW you’re not going to get out until the game wants you to, so there isn’t, like… an important thing to do. It’s basically like the Haunted Mansion.

It’s got a lousy aesthetic. The dumbass monsters, the Haunted Mansion menu designs (complete with woman screaming for no reason??), the not-that-shitty but super-repetitive soundtrack.

The stuff I liked best were the moments where the game’s environment would warp to deceive your understanding of its layout – a clever idea and an actually impressive technical trick.

I also like the few scares that manifest in places while you’re not looking, even if you JUST searched there. It’s a great way to prove that, even with full control of the camera, you’re not in control of your reality.

But most of those stop happening towards the end. In fact, the end is pretty predictable. Whereas every other Silent Hill kind of goes crazy at the climax, Downpour basically sticks with the Real World/Other World formula to the end.

I… yeah, I dunno. I fucking hate Silent Hill fans. They complained about a lack of combat in Shattered Memores, so, OH JOY!! They added it back in for Downpour!!!

BECAUSE FIGHTING IS MY FAVORITE PART OF SILENT HILL GAMES

I LOVE IT SO MUCH

Because, like, running from your fears and transgressions isn’t what Silent Hill is about at all.

It’s about shooting something six times with a handgun or twice with a shotgun.

THAT’S THE WHOLE POINT

REMEMBER??????

YOU DOPES

Hey, you know what should be in the next Silent Hill?

Nothing.

There should never be another Silent Hill.

You know why?

Because Silent Hill: Book of Memories exists.

You can tell Book of Memories is a Silent Hill game because there’s rusty metal and shambling monsters everywhere.

If it looks like a duck, amirite???

Whatever. If we couldn’t appreciate Shattered Memories, this is what we deserve.

So I played DmC

I’m pretty familiar with Devil May Cry.

I played the first right when it came out. From what I understand, it hasn’t aged so well.

When it came out, it was revolutionary. God of War and 2004’s Ninja Gaiden wouldn’t have been things without it.

It was kind of a big deal for three reasons.

1. Style Points

There are some games, like Kingdom Hearts or Street Fighter II on easy mode, where all you have to do is use one trick over and over to win, neglecting all other options.

Devil May Cry doesn’t work that way. If you use Stinger over and over, you won’t get many style points. If you don’t get enough style points by the end of a mission you won’t get a good ranking. If you don’t have a good ranking, you won’t get enough Red Orbs to buy upgrades and useful items.

What’s brilliant about this is that the player is forced to use all of Dante’s skills to dispatch enemies and gain points so that you can dispatch tougher enemies with an even greater variety of moves.

Not only does this system teach the player the utility of each move, the system of tracking the player’s methods is referred to as Style, which tells us so much about Dante and the world of Devil May Cry – a world where the quality of kills is more important than the quantity of kills.

Style Points are brilliant because its serves to strengthen both the game’s substance, and its… uh, style.

2. Dante Has Unlimited Ammo

This is especially interesting considering Devil May Cry was originally supposed to be an entry in the Resident Evil series, which emphasized conserving ammo.

In ditching a running counter of Dante’s ammunition, the game emphasizes that, at its core, it’s not about survival, but about fucking dominating.

But the underlying message is even more important. Devil May Cry shows that, even with graphics getting more realistic all the time (at least in 2001), gameplay mechanics shouldn’t be founded in realism if it doesn’t make them fun.

That philosophy still carries through even the most mature of Capcom games. Why else is everything in Resident Evil surrounded by a glowing pillar of light?

3. It’s dumb as hell

All sorts of people, casuals and journalists alike, consider gameplay and story to be like two different things. But they both make up the one thing, like a layer cake. They may have been mixed in separate separate bowls, but right now they’re both on the disc in my Playstation.

That may or may not have anything to do with Devil May Cry’s story. Most people understand it. Some people don’t. They call it stupid. As though the whole game isn’t stupid. As though they haven’t spent twelve hours suspending bodies in the air with speeding bullets.

Devil May Cry – the story of a guy descended from a demon and a human/angel who gets paid (maybe???) to hunt demons – is something of an anachronism. In 2001, there were games that were trying to reach the next step in storytelling. Final Fantasy X. Metal Gear Solid 2. Silent Hill 2.

Devil May Cry heads straight in the opposite direction. There’s no big twist. There’s no social commentary. Its demon-slaying story is so basic, reminiscent of a NES game. When anything involves emotion, they’re obvious and melodramatic. It’s all plain to see. Its style IS its substance.

What’s funny about the new DmC is that it gets to have its cake, and then have a whole other cake. It’s incredibly faithful to the series while feeling fresh in a couple of ways, too.

Dante still has fucking stupid one-liners and acts like a douche bag, like he always did, but in a way that a real person with demon powers would be a cocky douche bag. He also gets to talk about himself and, amazingly, empathize with Kat, another wayward misfit with an affinity for the occult. It also helps that the voice acting is excellent.

What DmC uses really effectively is the series’ setting – basically in that it has none. They always take place in some vaguely European city that seems to also have a castle or some shit.

Throw in Limbo – the alternate dimension that perverts reality and bends, explodes, and collapses around Dante – and you have a lot of really fucking neat visual ideas. Some games would be satisfied to make Limbo look like the real world, throw on a filter, and call it a day. Ninja Theory packs big ideas and a lot of detail into even the briefest sequences.

Having played a lot of Hideki Kamiya’s oeuvre – Devil May Cry, Viewtiful Joe, Okami, Bayonetta – if you pretended Kamiya directed DmC as well, it would make perfect sense. It feels like a logical progression of all the ideas that he’s interested in. It’s fast, it’s fluid, and it’s often QUITE beautiful.

And yet, it’s made in the UK, and it features songs by an Atlanta band called Combichrist. Faithful and fresh.

Dante can eat any kind of pizza, as long as it doesn’t have any olives on it.[10]

  • Dante can eat a large pizza in five minutes.[11]

So I DIDN’T play Far Cry 3…

It seems really fun, though. I don’t have any beef with Far Cry 3.

But I hate this guy.

Long story short, the head writer of Far Cry 3 says that Far Cry 3 seems like a gratuitously racist and violent video game power fantasy because it’s a satire of gratuitously racist and violent video game power fantasies.

Saying Far Cry 3 is a satire of violent video game power fantasies is like saying ketchup is a satire of the color red.

Putting a quote from Alice in Wonderland on the label of the bottle doesn’t stop the bottle from containing ketchup.

Let’s talk about Bayonetta.

Bayonetta is a game where you play as a tall, leggy witch who summons demons to defeat her foes by getting naked, routinely runs directly up the sides of buildings, shoots bullets out of her shoes as a regular thing she does, and rides a missile into a holy city to defeat the leader of the religious sect that resides there.

Did Hideki Kamiya make Bayonetta to comment on the sexualization of women in video games and the sinister policies of institutionalized religions?

Maybe.

Mostly, Kamiya thought Bayonneta was really sexy and cool, and Vatican-esque architecture and biblical imagery make for really cool environments. He likes those things.

Bayonetta is as ridiculous and over-the-top as action games with nonsensical stories come, because Kamiya likes ridiculous over-the-top action games.

I think I’m in a unique position, reading what this Yohalem guy has to say and how he talks about his own work, as I have listened to Uwe Boll talk about his work in exactly the same way.

“This was dumb.”
“Exactly! And how did that make you feeeeeeel?”

Far Cry 3 has the opposite problem of No More Heroes.

No More Heroes is not a very fun video game, but it is a broader and more successful commentary on video games, their industry, and the people who play them, because literally every single portion of the game – from aesthetics to writing to gameplay mechanics to the very final moments – is devoted to this commentary.

Far Cry 3 seems to have nothing to say, but it’s still really fun.

Why can’t this guy just be proud of his fun, stupid game?

So I played Virtue’s Last Reward

I dropped Persona 4: The Golden for a while because my brother told me I had to play this game to completion.

Here’s the thing. The visual novel genre has been going strong in Japan for a long while without making its way over here.

So the fact that the two games in the Zero Escape series have made their way over here means two things.

1) Visual novels on the whole have very little appeal, but

2) Zero Escape does something to separate itself from all the rest.

When you look at the roster of characters for Virtue’s Last Reward (designed by Capcom artist Kinu Nishimura) you might think, “Whoa, this is Japanese as fuck.”

But anyone who played played 9 Hours, 9 Persons, 9 Doors will tell you that writer Kotaro Uchikoshi is a man with a wide range of interests, especially when compared to other Japanese video game scenario writers.

The idea of a group of people stuck someplace with no memory of how they got there and needing to adhere to a set of rules to escape is directly influenced by the Cube series of movies. Indeed, the second Zero Escape game expands on the possibilities of its predecessor much in the same way the second Cube movie does.

I learned in school that a good story should not only be gripping, but teach you something new as well. Like all good science fiction, the plot devices in these games are based on existing, actually fascinating scientific theories.

There are also some not so real, but very convincing ideas as well. Both games make direct and oblique references to the works of Kurt Vonnegut. It’s so fucking comforting to know these guys have read a book before setting out to write an interactive one themselves, and don’t just get all of their ideas from anime.

I won’t suggest these are as good as Vonnegut’s works, but like them, there are giant ideas being used to explain some very intimate things.

This is the best science fiction video game of the year. Maybe of the past few years.

And the characters of Zero Escape seem at first glance to be molded from all the old stereotypes. In many ways, they are. But they change. What’s nice about the format of the visual novel – they’re basically a choose-your-adventure book – is that you get to decide what happens. And because of the nature of the story, your decisions not only affect you, but the rest of the cast. Some of them become desperate. You get to see all the characters at their best and at their worst.

This is a game you play more than once. You have to. It’s kind of the point. To say more would be to say too much. Let’s just say that while it introduces you to the concept of the visual novel, it also deconstructs the genre as you play it. While so many AAA titles are trying to make games more like movies, Virtue’s Last Reward argues that there are as many or more similarities to the novel – the long-form narrative, the player’s control of the flow of time…

Virtue’s Last Reward is the Spec Ops: The Line of puzzle-based visual novels.

2012 in Games

Blockbuster triple A titles are generally fucked because they’re too goddamned expensive, and people are willing to spend more time on video games that are made by three or less people.

In a similar vein, Mass Effect 3’s ending disappoints literally every living thing that witnesses it, proving that it’s a story worth finishing correctly and that they cannot afford not to try and please every single customer at every single moment. Fortunately, people are still willing to pay money for an imaginary gun.

Some third party Japanese developers dare to give a shit about the worldwide market. Xenoblade Chronicles grants Western-style exploration and accessibility on a console begging for any kind of substance, making Nintendo fans everywhere mumble, “Better late than never, I guess!” ATLUS releases Persona 4 again, demonstrating that they already figured this shit out years ago.

Square Enix releases Final Fantasy IV again to distract consumers from all their other decisions. Mouth-breathing cretin Motomu Toriyama promises Final Fantasy XIII: Lightning Returns next year. North American releases for Final Fantasy Type-0 and Final Fantasy Versus XIII have been delayed to make time to develop a Nintendo 3DS version of the iOS version of the Nintendo DS version of Final Fantasy IV.

Some YouTube users admit that the trailer for Final Fantasy XIV: A Realm Reborn is “kinda cool”.

Basically everyone is disappointed in the WiiU to the point that some savvier parents convince their children that Santa Claus is dead so they don’t have to buy it.

Nintendo for some reason chooses not to reveal that the best way to play Kid Icarus Uprising is with the thumb-mounted stylus they used with Metroid Prime Hunters fucking, like, six years ago.

Reviewers reveal they have no idea what they’re doing, giving shitty games low ratings and giving equally shitty games generally favorable reviews.

Capcom admits they have no idea what they’re doing, distributing a survey through crowd control service Capcom Unity to find out what the hell the people who buy their games even like. They throw a pile of papers up into the air and shake their heads when man-children clamor for a new Mega Man Battle Network.

With Metal Gear Rising: Revengeance on the horizon and the release of The Phantom Pain’s trailer, everyone is forced to trust that Hideo Kojima knows what he’s doing.

The Walking Dead made all developers everywhere realize that they should quit games and that Brendan McNamara, director of L.A. Noire, should kill himself.

“Boy, I really screwed up on that one,” McNamara said as he carried a large stone tied to his ankle toward the edge of a suspension bridge. “L.A. Noire cost exactly a gazillion dollars to make and was shitty as fuck. The development team for the Walking Dead was one-eightieth the size of ours, and they made one of the best video games in history.”

“Well, can’t win ’em all,” McNamara said as he heaved the stone over the side of the bridge.

Fourside, Part 3: An Annoying Apotheosis

The moment you step out of the warehouse with the battered Mani Mani statue, Apple Kid calls you to inform you of his newest invention, a yogurt machine that only dispenses trout-flavored yogurt. He’s nice enough to send it to you via Escargo Express’ “neglected class” delivery service.

When you step out of Jackie’s Cafe, a monkey will come up and tell you that the simian guru Talah Rama is awaiting your presence at the caves in Dusty Dune Desert.

Just as the talking monkey leaves, a guy from Escargo Express comes up and tells you that he lost the yogurt dispenser in the desert, so you can go and get it yourself.

Then the moment the Escargo guy leaves, Electra, Geldegarde Monotoli’s overworked maid, drops by to tell you that she could really use some trout-flavored yogurt to serve to Mr. Monotoli’s special guests – probably the goddamn Minches.

FINALLY, once everyone’s done running on- and off-screen like a Scooby Doo hallway scene, you get control back, and it’s time to head to the Monkey Caves in the Dusty Dunes desert.

Now this shit is some ridiculous trolling. It’s not a monster-filled dungeon, but it’s just as harrowing. You have to navigate your way through this monkey maze, but the only way to access each entrance is to give a consumable item to the monkey blocking your way.

This is especially devious considering at this point you’re still hoping Paula will rejoin the party so you can start carrying more things again. Now, when inventory space is most precious, the game asks you to lug around a bunch of bullshit just so you can give it away to the these filthy monkeys.

The good news is, unlike the game’s previous cavernous troll, this one is worth the effort. The monkeys are all pretty funny, and you get some super sweet items, including a Fire Pendant, a Bag of Dragonite (Using it in battle transforms you into a dragon for one turn and do big-time damage. Yeah, this game’s mythology is all-encompassing), and the always useful revivifying Cup of Lifenoodles.

Not only that, but once you finally reach the end of cave, you meet Talah Rama, an enlightened Monkey with visions of the future who ascertains that, YES, YOU are meant to restore balance to the Earth, and he offers you an awesome power to help you. [You can accept or reject this awesome power. Talah Rama jovially supports either choice.] He also gives you the Trout Yogurt Dispenser.

Ultimately, you’ll end up following one of his monkey disciples all of the way out of the cave and onto the desert highway. Here, you are taught the ability PSI Teleport, which allows you to travel back to any place you have previously visited. Well, hot fucking damn.

What I love about PSI Teleport is that, even with the ability to travel anywhere almost instantly, you still have to put some effort in. You can only use it if you have enough space in front of you to gather speed and then “take off”. If you collide with anything before you actually teleport, the skill fails and you lose those Psychic Points.

What’s especially devious about this is that, if you were to teleport to Saturn Valley as I did when I first got this ability, you would not be able to teleport OUT of Saturn Valley, because there’s not enough room! I don’t think that’s a coincidence – it’s one of the few places in the game you can rest without spending money.

Anyway, now you never have to take a bus again! If you Teleport back to Fourside, you’ll find Electra standing outside of the Monotoli Building, who’ll swipe the Trout Yogurt Dispenser and then grant you access to the VIP elevator inside!

Up on the 48th floor are a series of hallways and meeting rooms that are eerily empty, save for creepy Sentry Robots who will come directly after you once you draw near, ask you for identification, discover you have none, and initiate battle. These guys are especially diabolical because they’re always in places where it LOOKS LIKE you can avoid them, but in all but one situation, you can’t through normal means.

You can also find a room with Electra in it. She’ll give you some trout-flavored yogurt.

Finally, you end up in a room with a really doofy looking bucket o’ bolts called the Clumsy Robot. What’s funny about this guy is that, when it’s not wasting a turn doing something stupid, it fires missiles at you, doing massive damage. It’s the Mr. Magoo of boss fights.

The Clumsy Robot can also feed itself bolgna sandwiches, endlessly healing its HP to maximum. It seems like one of those stupid RPG rigged fights that you’re supposed to lose because the story says so!

But just as things seem bad, The Runaway Five bust in and the boss music changes to something rompin’ and awesome! One of the them accidentally flips the robot’s power switch, and the fight is won.

You can always count on one thing – every time you bail The Runaway Five outta debt, they always return the favor.

[The truth is, I found out, the balogna sandwich does nothing to heal the Clumsy Robot. Once the Runaway Five show up, that basically means to did enough damage to defeat him, like any other fight. But this way is so much funnier. Oh my God! Why don’t more RPGs have fights that end like this? The set piece possibilities are endless!]

In the next room, you find a broken old man who immediately begs for forgiveness and runs behind Paula, cowering.

Paula behaves just as she did the first time you rescued her from captivity, calm and optimistic. She also assures you that Monotoli actually isn’t all that bad.

Monotoli basically places all of the blame on the Mani Mani Statue, which he claims attracts evil and weakens the hearts of those who come into contact with it.

He also says that he received messages from the statue, telling him to make sure that Ness and gang never make it to the resort town, Summers, and that they never find out about the “Pyramid” or some such. He intuits that Ness definitely should go to Summers, and offers his helicopter as a means of conveyance, opening the secret door to his private helipad.

When you get out to the helipad, you find… POKEY?!

That fat fucking FUCK! Now that Monotoli is a plain old man again, Pokey has no use for him, so he steals the helicopter and flies away. Where the hell could he possibly go? Hopefully his weight throws off the helicopter’s balance and he crashes and dies. How’d he even GET out there??

When you head back inside to tell Monotoli what happened, he actually expresses concern for Pokey. I always thought this to mean that Monotoli is such a nice guy, he would even fear for the safety of someone who used him as tool and probably was the person ACTUALLY RESPONSIBLE for all of the bad attributed to his own self.

Only this time did I consider that maybe Monotoli expresses concern for Pokey because he knows something about the helicopter that we don’t…?

When you move to leave, a “!” appears over Paula’s head and everything fades to black around her.

It’s a disquieting moment, suggesting that’s Paula’s ESP is a strange and alienating thing, another facet of her feminine otherness. When things return to normal, she shrugs off the episode as a spell of dizziness and suggests that the gang heads back to the town of Threed. The Runaway Five offer you a ride there.

On your way out of the building you suddenly receive ANOTHER call from Apple Kid.

Hello! How are you? This is Apple Kid.
I think I’m a real genius… In fact, I know I’m a genius.
Why? Well, I have discovered the primary enemy of you and of all humanity.
We have to fight and defeat this being…
To do so, we need to invent a machine called the “Phase Distorter.”
I’ve got to find the wandering scientist,
Dr. Andonuts, and make the distorter. So, I may be gone for a while.
Later… *click*

I told you to remember that Phase Distorter! This is another eerie moment for me. You’ve been told about evil and darkness before, but those were by special people who have a certain spiritual awareness. Apple Kid, though a genius, is just a regular dude. Is Giygas’ evil so pervasive that even average people are starting to pick up on it?

If you still haven’t figured out what’s waiting in Threed, the Runaway Five give you a hint after they drop you off in their sweet bus: “By the way, why did you need to come back here? You must have forgotten some very important item or gadget here… How’s that for a guess? Am I close?”

Head up to the graveyard, where Jeff crash-landed the Sky Runner, and you’ll find that the members of the zombie action committee, formerly so useless, have restored the Sky Runner to working order! Hop in, and you’re on your way~~~~~~~

That was a long one, but everything in this entire sequences is basically emblematic of Earthbound.

  • Clear and intertwining objectives (Find THIS monkey to get THIS machine to rescue THIS girl to intuit THIS method of travel to reach THIS resort town…)
  • Silly fucking shit (monkeys, trout yogurt, impeccably-timed entrances, robots that eat sandwiches)
  • Arduous and sometimes clever dungeons with sweets rewards (Telportation, getting Paula back)
  • An economic use of the cast, providing depth to you, them, and the world (Apple Kid, The Runaway Five, the citizens of Threed)
  • The assertion that all people at their core are essentially good (except for Pokey)

And with that, we’re finally OUT of Fourside!!

    So I started Assassin’s Creed III

    Got some problems.

    The early game twist. For one, it’s not early enough. FFXIII’s 20-hour tutorial was better paced than this, and I hate that game.

    For two, it would have been more effective if A) I gave a shit about any of those characters and B) all promotional materials didn’t already tell me who the main character is.

    It’s like they were trying to pull some Metal Gear Solid shit on me. The difference here is that THOSE games are directed by a visionary, and THESE games are directed by a committee.

    MGS2 hoodwinks you into thinking you’ll play the whole game as Solid Snake because the whole point of the story is that people can be controlled by the manipulation of information and that anyone can be molded into a super soldier given proper context and total control.

    MGS2 contrasted its promotional material to surprise and to make a point. In AssCreed 3, the contrast made me impatient and frustrated.

    It’s too bad, ’cause Kojima clearly has a lot of respect for these games, since you can dress like Altair in MGS4 and swan dive into a pile of hay in Peace Walker.

    I don’t understand the rules. I only played a little bit of the previous games’ campaigns, and all the tutorials this game throws at me aren’t illuminating enough.

    Several times, the game pauses all action so that you can complete a tutorial sensitive to the current situation. You are unable to do anything else until you prove that you understand what the game is trying to teach you. Pressing any buttons unrelated to this tutorial yield no results. (This is a things in lots of games, and it’s shitty in all of them)

    Early on, you’re asked to shoot a wagon full of barrels of gunpowder to blow it up. PRESS L to AIM, PRESS Y to SHOOT. So I’m aiming at this wagon of gunpowder pressing the Y button and nothing is happening. No shooting, my dude doesn’t even reach for his pistol. What’s strange is that I am still able to use the B button to pick up and put down a musket that’s on the ground.

    So I’m pressing everything, picking the gun up, aiming, pressing Y, putting the gun down, aiming, pressing Y, NOT aiming, pressing Y… Finally I figured, “Okay, the game must have screwed up.” So I reload my last checkpoint.

    And I’m standing in the same place with the same problem. So now I start swinging my aim around and pressing buttons. FINALLY, my dude fires his gun – at one barrel of gunpowder standing BESIDE the wagon on the ground.

    I wasn’t ALLOWED to shoot the wagon full of barrels. There was a special barrel that I was supposed to shoot.

    I feel like an idiot. I guess this is a regular AssCreed thing, but I hate how completely the terms of failure change for every single mission.

    In the same mission I was talking about earlier, my buddies and I steal this chest and I have to defend them as we make our escape. At this time, the game teaches me how to loot bodies for ammo and money. So, naturally, I start looting everybody, thinking I must need a bunch of ammo for the rest of this mission.

    As I merrily loot these corpses, the game displays a message – “WARNING: REMAIN IN THE AREA.”

    I think, “Okay,” so I stay right around where I already am, looting the bodies. A few seconds later the mission fails and I have to restart.

    Apparently, “REMAIN IN THE AREA” meant “FOLLOW YOUR FRIENDS BEFORE THEY WALK TOO FAR AWAY BECAUSE WE DIDN’T PROGRAM THEM TO STOP, EVEN THOUGH THEY’RE SUPPOSED TO BE FOLLOWING YOUR ORDERS”

    The game sometimes acts like the passenger-seat navigator in a buddy comedy car chase. “Okay, follow this guy! UH OH, we got spotted! Better kill these guys! But not THAT GUY!! Alright, let’s try and– OH NO, spotted again! Nooo, you can’t fight them here, we gotta turn around and try again. Now take a left! NOO, the OTHER left!!”

    I also feel stupid because the camera is so close to you. I feel like I can’t see as much as should. For a super-assassin, I don’t feel very aware of my surroundings.

    Somehow, there are still not enough buttons. I had just killed a guy standing near a ledge, and now I wanted to drop down. However, when I pressed the button to drop from the ledge, I instead picked up the corpse of the guy I just killed. That’s not what I wanted to do.

    During this same mission, while I’m creeping through tall grass to stay hidden, I try to navigate around a ladder rising out of the grass. The moment I touch the ladder, I jump up onto it, alerting every guard around me.

    Game, I appreciate your making most of my actions flow gracefully from one to the other, but if I was sneaking through grass to avoid suspicion, why would I suddenly want to jump on a ladder and become the single most visible thing in the area? Or maybe the challenge is that I’m playing as a fucking moron.

    Transitions. I usually have trouble grasping where and when I am unless the game makes it explicitly clear. The first time I left The Green Dragon tavern on a mission, I was not outside of the Green Dragon but far away on the other side of the city.

    After a cut scene, the game displays a message that says, “A FEW DAYS LATER…” and then plops you outside of the Green Dragon. So, like… what, have I been standing in the street for a few days? Once you go into the Green Dragon, another cut scene starts right away, so why did they bother returning control to me at all?

    For a AAA title, this shit feels sloppy and lazy. I hope the Vita game is better.

    I started and finished Dishonored a little while ago, and I thought it was just a different flavor of Bioshock. Still, it might be a better game then AssCreed 3.

    EDIT (11/15/12): Now that I’m playing a Connor, this game is exponentially more fun. Is it innovative and progressive? Nah. But it’s still alright.

    EDIT (9/26/16): No, it turned this game sucked worse than Resident Evil 6 that year. Even as an American, I can see that colonial structures aren’t fun to be around compared to the grand structures of the old world. And beyond that, it’s just Ubisoft – chasing icons on maps. Sounds like Black Flag brought back the only good thing about this game: owning a sweet fucking boat.

    So I’ve been playing Xenoblade Chronicles.

    Reasons I’m glad I started Xenoblade Chronicles.

    The setting. The game’s mythology is set up right from the get go in a very Ocarina of Time fashion. Two great beings fought and came to a standstill when they each struck the finishing blow on the other. As time passed, life sprung anew upon the body of each being.

    Every once in a while, as you go from place to place, you’ll forget that the swamp or shoreside you’re running along is atop a giant dead thing until you come out onto some plateau that grants you a view of what appear to be wing-like rock formations against the blue sky, far out into the distance, even past the clouds.

    By putting such an emphasis on draw distance that the Wii is mercifully capable of, the game’s story is able to work together with its technology to set expectations for all the places you’ll go. Most of the locations in the game are named after body parts, so you can come to your own conclusions about which parts may be able to sustain life. And when you look through pouring rain atop a cliff into the face of the OTHER giant, well, you know you’ll be getting personal with it later.

    Characters wear what you equip them with.

    Gem crafting. One of the more comforting things about Xenoblade is when you realize that the developers must have ditched the isolationist attitude of their friends at Square Enix and deigned to play a Western RPG. While I await the day that mission- and quest-based gameplay dissolves into something with more, eh, elegance I’ll say, traveling and questing is as seamless and painless as I’ve known it to be in a Japanese RPG.

    Xenoblade is the only JRPG I have played for three hours, deviated from my original mission five times, and hadn’t noticed because I discovered so many interesting new things. It’s the kind of joy that’s mostly been relegated to Western RPGs – a world that is actually kind of nice to get lost in.

    The ability to make gems best embodies the Japanese interpretation of Western design, and not just because it involves jamming precious magical stones into weaponry, which has always been awesome.

    In a game like Skyrim, you have dozens of skills at your disposal, especially when it comes to creating and altering your equipment – blacksmithing, alchemy, enchanting, etc. If you want to get something done, you have your pick of what method to use.

    In Xenoblade Chronicles, rather than being provided many options to do one thing, you are given one method with which to do many things. When you master the art of gem crafting, if you know what you want and have the materials to make it, it can be done.

    This also ties in with another system that makes a lot of sense, which is your party’s affinity – that is, how well they get along with one another. The more characters spend time with and fight alongside each other, the more quickly their affinity proves, the better they’ll cooperate in battle, share each other’s skills, and improve their gem crafting.

    I’d thank the Persona series’ Social Link mechanic for this particular inspiration, an exceedingly clever way to tie together combat, party management, and story.

    Everyone’s British. It’s so nice to hear voice actors in a video game and not recognize any of them.

    Reasons I think I’ll go back to playing Earthbound.

    I want to be surprised. Even after 17 years, Earthbound still deviates from genre norms and defies expectations more than Xenoblade does.

    Now, I don’t think cliches are a bad thing. I don’t talk about it too much, but one of my favorite RPG experiences was playing Wild Arms 4 for the first time.

    The game is a walking monstrosity of cliches, with nearly every facet being taken whole from some other game which in turn was inspired by some anime. The result is a kind of beautifully stupid mosaic that is somehow truer than the sum of its parts. Cliches are cliche for a reason. Beneath every stereotype is an archetype, something primal and real that connects deeply to fears and cares that all people have.

    Tons of video games have their young protagonists going on a coming-of-age journey. Wild Arms 4 was the first to actually make me reflect on my impending adulthood.

    So when I started playing Xenoblade Chronicles, I didn’t mind too much that my huge best friend would be the tank or that the girl would be our healer, because the game is like, “This guy said he’d protect you no matter what, and this girl is a trained medic,” and I was like, “Okay, that makes sense.” What I saw was what I got, and I rolled with it.

    Then I reached Alcamoth, on the head of the Bionis. If you played Chrono Trigger, this is kind of like the Zeal Kingdom of the game. Or for Xenogears, Solaris – a highly advanced place unlike any other up till this point which acts as an inevitable site for shattering plot revelations. (Director Tetsuya Takahashi worked on all three games, so he’s clearly strapped for ideas)

    When it should feel like a destination, it actually just serves as a road block to the place you really want to get to: Prison Island. But you have to get the king’s permission to get there, which means to have to save his daughter, which means you have to prove your worth, et cetera, et cetera.

    Up until now, the game has been pretty straight forward. Nothing has been lingered on, cut scenes have been pretty quick and unobtrusive (here’s a problem; here’s where we come in; here’s how it’s resolved). Cliche plot points really haven’t been an issue because they’re treated like building blocks for the game – not especially artful, but useful for founding objectives and challenges upon.

    When the game reaches Alcamoth, it starts presenting its cliches as though they aren’t cliches. This is the point at which I remembered, “Oh yeah, this was the same developer responsible for Xenosaga.”

    Hey, remember how we’re on a sworn mission to gain revenge on those horrible machines that tried to murder us? Well, forget about that for now. How about instead of all that stuff you’ve been looking forward to, we have several back-to-back cut scenes detailing the political machinations of people you haven’t even met before? Looks like there’s a lot of dirty dealing going on concerning things I don’t even really understand! I wonder who’s behind it all? Maybe it’s the person who looks and sounds like they’re behind it all?

    [There’s a sudden influx of really unclever cut scenes at this point, just when my roommates decided to start paying attention as I play the game. I felt almost as bad as when my dad walked in on me playing Final Fantasy X-2.]

    Like, why all the ceremony? Why all the pomp and circumstance when I KNOW what’s going to happen? I’ve played a lot of games, Takahashi! A bunch of them were games YOU made!!

    Nothing surprising happens. Nobody changes. Good people are good and bad people are bad. Everyone looks and sounds like exactly the sort of people they are.

    Now I WILL admit that, once I got to Prison Island, things vastly improved. I got to go some place that looked cool, I got to beat big things up, and the ensuing scenes provided a good balance of questions, answers, and warnings of bigger things.

    But now I’m really worried that things are going to get worse as time goes on. I’d be willing to suffer a dumbening story if I knew the challenges would improve, but frankly the game’s been getting easier and the boss fights haven’t required too much strategizing. Even gem crafting is becoming a process of 1) boosting Agility and 2) tossing everything else.

    I think a break’ll do me good. Keep the magic of Bionis alive.