Showing posts with label Nintendo 3DS. Show all posts
Showing posts with label Nintendo 3DS. Show all posts

Tuesday, January 15, 2013

What I've Been Playing: The Feel-Good Edition

We're well into 2013 (actually, it's about 4% over at this point), and that means somehow I made it through another holiday season.

That previous statement is a bit disingenuous... saying "somehow I made it through" implies that I didn't knowingly leverage my other responsibilities (such as work and home repair) to escape from the annual rituals of holiday shopping, frantic housekeeping, food preparation, and entertaining our families. Nevertheless, we all made it through Christmas, New Year's, and the Mayan apocalypse, succeeding in buying ourselves another 10 months or so until we have to deal with another joyous holiday season. The new year is afoot, and in the immortal words of Journey, "the wheel in the sky keeps on turnin'".

Anyone who knows me might expect I would scoff at the idea of "New Year's resolutions", as though celebrating an arbitrary discontinuity in the way we measure the Earth's orbital progression should have any bearing on one's choice to quit smoking or lose weight. However, I accepted long ago that traditions are an essential part of society, and our annual making and inevitable breaking of the oaths of self-betterment seem to be as important a tradition as any.

To get in the spirit of things, I've resolved to be more positive and generous in the New Year, a commitment I fully expect to last at least as long as it takes to finish this post. (I've also resolved to bring my lunch to work every day and to go to the gym twice a week, but I'm totally going to keep doing those things forever, from now on, no matter what.) Rather than my usual routine of degrading the creative accomplishments of others, I thought that instead I could run through each of the games I've been playing lately and say something nice about each of them.

Assassin's Creed III (Xbox 360)

Well... fuck. Way to ease myself into this.

If you've read my review of Assassin's Creed III, you know I was pretty disappointed with this game, and might suspect that saying nice things about it would be a challenge. Looking back on my critique, though, I was actually quite positive about certain aspects of the game, although these rare triumphs made its shortcomings sting all the more.

However, putting on my positive thinking hat, I'm forced to admit that after five games, maybe I've simply forgotten what was so utterly amazing about the Assassin's Creed series to begin with. For starters, realizing that the games take place within the Animus was one of the great reveals of this console cycle. Though admittedly trite, the whole "Matrix" angle was so well integrated with the narrative and gameplay that it made this tired old trope feel fresh and new again.

A screenshot from the first Assassin's Creed. Like its most recent sequel, AC1 had its share of issues, but still managed to do some truly amazing things.

More importantly, though—and what still makes Assassin's Creed great today—is the extent to which the franchise expanded the "acrobatic exploration" style of gameplay pioneered by the modern Prince of Persia games. Free climbing, running, and vaulting through the massive historical cities in the Assassin's Creed games really is a complete joy on both a visual and tactile level, and it's easy to forget what an incredible accomplishment this is. It is in this sense that Assassin's Creed III best carries the mantle of its predecessors, and further refinement of this art is arguably its most significant accomplishment.

Halo 4 (Xbox 360)

Speaking of games that are easy to take for granted, let's talk about Halo 4. My recent review echoed the prevailing attitude that this latest entry in the Halo franchise was essentially "more of the same", and I've wondered if the only reason I and others didn't critique Halo 4 more harshly was because everyone simply gave the new developers a bit of a pass. However, like Assassin's Creed III, Halo 4 does certain things so skillfully and effortlessly that they're easy to overlook.

Shoot the big one first.

I thought about this further as I pondered why I prefer Halo games to so many other shooters. (In fact, only Gears of War 3 beats out Halo 3 for the "space marine game" spot on my desert island list.) It's not simply that I'm much, much better at it than something like Call of Duty, though admittedly it's hard to enjoy Black Ops when you can't seem string together enough kills to buy yourself an exploding toy car, whilst everyone else is regularly calling down orbital laser strikes.

Perhaps the question, then, is why do I suck so much less at Halo? I believe one reason is that compared to many other games, I find the game design elements communicated by its artistic choices to be much more intuitive. The moment when your shields go down, the reaction of an Elite to a thrown grenade, the subtle visual cues that indicate how an armored foe can be damaged—in all these cases, Halo works very hard to inform your gameplay through intelligent choices in its artwork and animation. In many ways this is thankless work, but it ultimately leads to Halo being one of the toughest, fairest, and most enjoyable shooters around.

Tales of the Abyss (Nintendo 3DS)

For me, Japanese-style role-playing games (J-RPGs) have always been a bit of a comfort food. Whenever I find I've run through a few particularly challenging titles in a row, it's nice to revert to a genre possessing the kind of story and gameplay pacing that allows you to save the world with one hand while absentmindedly soothing a screaming baby with the other.

To extending the J-RPG / comfort food analogy: if the Final Fantasy series is a favorite sugary cereal from your youth that now tastes like being orally sodomized by a high-fructose dildo, then by contrast the Tales series is a favorite ice cream, reliably waiting in your fridge to console you after your wife divorces you because you gained all that weight from eating sugary cereal. From Tales of Symphonia on the GameCube to Tales of Legendia on the PS2 to Tales of Vesperia on the Xbox 360, Namco Bandai has made a habit over the years of releasing high-quality RPGs that improve with each iteration while remaining comfortably familiar. Since I missed playing Tales of the Abyss when it first came out on the PS2, the 3DS re-release seemed like a perfect opportunity to pick up a title for my mobile gaming pleasure I could be certain I'd enjoy. So far I haven't been disappointed.

Batman: Arkham City (Xbox 360)

I'm pretty compulsive about finishing the games I start, so it's significant when I tell you that a few days after picking up a copy of Batman: Arkham City, I found myself back at the store, receipt in hand, considering whether I wanted to return it. As we're still being positive though, let's ignore the many glaring design flaws that nearly caused me to give up on this supposedly critically acclaimed game, and instead focus on its incredible combat system.

Don't fret, gentlemen... there's plenty of beat-downs to go around.

Having never played Rocksteady's first Batman game (Arkham Asylum), I found the learning curve for Arkham City's combat system to be pretty steep, but was doubly impressed once I started to get the hang of it. I've rarely played a game that deals with crowd control quite so elegantly. In most hack-n-slash games (such as Diablo or God of War), the mechanics for dealing with swarms of enemies follow a simple, standard formula that balances light, heavy, and area-of-effect (AoE) attacks. Often the AoE attacks serve as a sort of "panic button", allowing graceless players like myself to substitute cheap shots and giant explosions for actual combat finesse.

A remarkable thing about Arkham City is that the splashy AoE attacks are largely absent, forcing you to take each of your foes out behind the wood shed for an individual old-fashioned whuppin'. In almost every melee battle, you'll hit a point where you start to fantasize about casting Ultima and vaporizing everyone, but with a bit of discipline and practice, eventually you'll have the Dark Knight leaping around the room breaking arms and smashing heads so handily, it will feel less like a game and more like an expertly choreographed fight scene in a badass martial arts movie.

So that about wraps up my holiday gaming, and other than my use of the term "high-fructose dildo", I'd say I stayed pretty positive. Maybe this whole resolution thing isn't such a joke after all... which I suppose could be a good thing, as I've also resolved to write blog posts more often.

Wednesday, September 12, 2012

What I've Been Playing

After a July full of PC gaming, I returned last month to the comfortable embrace of my Xbox and Nintendo 3DS. Let's look at some of the titles I checked out during August.

Dark Souls (Xbox 360)

With no new titles immediately demanding my attention, I began last month's gaming by returning to an older title, one that I lovingly refer to as "my Waterloo". As I imagine is true for a lot of folks who've played it, Dark Souls is a perpetually ongoing and highly ambitious undertaking, like that novel you've been writing on since college or that growth you keep meaning to ask a doctor about. However, despite receiving pretty much universal critical acclaim and garnering a zealously devoted fan base, I'm still surprised how many casual gamers haven't yet heard of Dark Souls.

Yeah, you're going to see this screen a lot.

If you're not familiar with the game, I'll try to describe briefly what makes it such a big deal. At first glance, Dark Souls appears to be a drably gothic third-person action RPG with a middling combat system and an uninspiring plot. Once you start playing it, though, you quickly realize its appeal: it's brutally difficult, but in a rigorously fair-handed way. In each new area, you will die repeatedly at first, and it will probably depress you. However, by gaining equipment and levels, by learning your way around the environment and its many fiendish traps, and by becoming attuned to the patterns and weaknesses of your adversaries, eventually you will progress (albeit to the next crushingly difficult area of the game). It's the kind of difficult that is much less characterized by controller-throwing frustration, and much more about terrified, crippling paranoia interspersed with occasional bouts of cautious jubilation.

One of the most engaging aspects of the game (other than its innovative twist on multiplayer, which I won't get into here) is the checkpoint system. Whenever you die, you are revived at the last "bonfire" you camped at, but without all of your souls (which serve as both experience points and currency) and humanity (another important commodity in the game). Moreover, resting at a bonfire refills your health, spells, and stock of healing potions, but also revives any non-boss enemies you have slain in the area. This system works in concert with the game's merciless difficulty to present some difficult choices to the player. If I'm forging a path through an unknown new dungeon, but I'm running low on health and have accumulated a hefty cache of souls, should I try to make my way back to a previous bonfire, or try to tough it out to the next one... knowing that if I fail, all my efforts will have been for nothing? (For an added dose of sweaty-palmed intensity, note that it is possible to reclaim your lost souls and humanity after you die, but only if you make it back to the location of your demise without dying again.)

Kingdom Hearts 3D: Dream Drop Distance (Nintendo 3DS)

I recall playing the original Kingdom Hearts on the Playstation 2 as being quite a magical experience. Thrust into a bizarre world where Disney cartoons, Final Fantasy characters, and Haley Joel Osment somehow coexisted, I raced through the game in about a week, desperately anxious to find what treasured memories from my youth I would uncover in each new world. And even though Kingdom Hearts was covered in a layer of nostalgia so thick that it bordered on exploitation, underneath was a solid action-RPG with a rich story, engaging environments, and genuinely fun gameplay.

Nearly 10 years and several confusingly named sequels later (most of which I didn't play), I decided it was time to revisit this idiosyncratic franchise with Kingdom Hearts 3D: Dream Drop Distance for the Nintendo 3DS. Unfortunately, while this newest Kingdom Hearts has a mountain of new and complex battle systems big enough to get an A for effort, it manages to capture very little of the magic of the original. The worlds and characters are limited primarily to Disney's more obscure and/or disregarded properties, and the Final Fantasy influence is practically nonexistent. After about 20 hours I have yet to beat it, but at this point I'm almost ready to put it to bed anyway and pick up Tales of the Abyss for the 3DS instead.

10000000 (iOS)

Finally, a compelling reason to match
three arbitrary pictures of things.
Ever since I bought a Nintendo 3DS, I've largely ignored my iPhone as a game platform, except during particularly boring technical seminars or at unusually long traffic stops. However, after hearing about 10000000 (i.e. "ten million") on the Gamers With Jobs podcast last month (which featured a great interview with the creator), I decided to give the game a shot. After about five minutes I was hooked, to the extent that for a few bizarre days last month, my iPhone was my go-to gaming platform.

10000000 is a typical match-three game (like Columns or Bejeweled), except that matching items affects the progression of your avatar as he crawls through a linear dungeon at the top of the screen. For example, matching swords performs a melee attack, matching shields bolsters your defense, and matching keys opens locks on chests and doors. During each run you collect gold, experience, and resources, which can later be used to upgrade your character in various ways. The uninspired name "10000000"—and wow, it really is an awful, awful name—refers to the high score you must reach in a single run to beat the game.

10000000 is rendered in a pixel art style accompanied by chiptune audio tracks, and its tutorials and menu interfaces suggest a lack of polish that one might expect from a homebrewed title like this. However, don't let these rough edges fool you; the gameplay itself is actually quite refined. The sliding controls are smooth and responsive, and the block animations, combo notifications, and sound effects are fluid and well-timed. Take it from someone who isn't a die-hard puzzle game fan: 10000000 is well worth $1.99 and 6-8 hours of your time.

Darksiders II (Xbox 360)

Most of what I needed to say about this game I said in my recent review. However, looking back over what I wrote, I realize that I may have understated how disappointed I was with this game. For me, the first Darksiders was one of those rare games I really fell in love with, the kind of game that you start over again from the beginning the moment you beat it, or that you lend to your friends so that you can talk to them about how awesome you think it is. Darksiders II isn't a bad game by any metric, but it certainly hasn't inspired me the way its predecessor did, causing me to proselytize to my friends until they started blocking my phone calls. If the franchise continues, I'll be interested to see if Darksiders really was lightning in a bottle, or if somehow Vigil Games manages to recapture the magic of the original.

Dust: An Elysian Tail (Xbox LIVE Arcade)

After putting Darksiders II to rest in peace (see what I did there?), I moved on to my other most-anticipated game of the summer: Dust: An Elysian Tail. I first heard about Dust at PAX East this spring, when I got a chance to speak with the game's developer, Dean Dodrill. (Note the singular noun "developer", as in one single dude.)

Dust shows me that even in today's 3D-dominated world, there's still plenty of room to be amazed in two dimensions.

With its beautifully animated graphics, rich environments, and engaging gameplay, Dust turned out to be everything I hoped it would be. Even its characters were well-acted and charming enough for me to look past their excessively cutesy appearance an occasionally cloying dialogue. I'll save the rest of my analysis for my review, but for now you can know that Dust gets my seal of approval.

So that about wraps up my recent gaming experiences, as well as another New England summer. Soon it will be time for fall jackets, changing leaves, pumpkin-spice lattes, and most excitingly, Borderlands 2.

Monday, February 13, 2012

How Much Fun Can You Fit in Your Pants?

We're well into 2012, and so far this year I've been largely silent on the Interwebs. The reasons for my little unannounced hiatus are (1) I've been working on a very time-consuming side project (which recently died a graceless, bureaucratic death), and (2) at some point a naked little person burst out of my wife like a tiny stripper jumping out of a cake made of uterus. Between these two things, I've barely had time to play my USDA-recommended 20+ hours of video games a week, much less take the time to write about it.

Those of you with children of your own know that the whole birthing and postpartum process involves spending a lot of time in hospitals and doctor's offices. The father/husband gets stuck on the boring end of this deal; unlike my wife who was constantly occupied by interesting things like weeping, breast feeding, and trying to heal a body that was nearly ripped in twain, my job was basically to sit around and "be supportive".

Originally, I was actually looking forward to a little waiting-room down time, provided I could find a way to somehow replace "being supportive" with video games. Back in October when I finally ditched my hated Android phone and got an iPhone 4S, I was optimistic about its possibilites for mobile entertainment, especially considering that I hadn't owned a portable gaming system since the Game Gear.

However, there's one small problem with the iPhone as a portable gaming system: it sucks. Without a joystick or buttons, touch-screen gaming on the iPhone feel less like "fun" and more like the kind of gross-motor-control tests you would give a recent severe stroke victim. Accordingly, iPhone titles have barely more depth than your mom's favorite Facebook game; in fact, every time I play Angry Birds, I half expect to be told that in order to unlock the next level, I first need to help one of my friends with their virtual barn raising.

Compared to eating tainted Taco Bell, Chrono Trigger
on the Nintendo DS is a much safer way to travel
through time and space while sitting on the toilet.
"But wait," I can hear you Apple fanboys say, "the iPhone has all sorts of great options for the serious gamer! There's even a port of Chrono Trigger, the best SNES role-playing game of all time!"

For anyone with this point of view, I propose the following experiment. First, dig your old SNES out of the attic, dust it off, and play the original version of Chrono Trigger. Then, try to play the iPhone port. If you manage to make it more than 15 minutes without trying to grind your thumbs off in an electric pencil sharpener just to end the frustration of using the "virtual joystick", then you are likely some sort of deeply disturbed masochist who hates him/herself. (If you didn't... well, let's hope your new lack of thumbs doesn't turn you into a deeply disturbed masochist who hates him/herself.)



My frustration with iPhone gaming got so bad that one of the days we were at the hospital—under the pretense of bringing my three-year-old son to the museum—I literally escaped from the postpartum wing, drove to Best Buy, and bought a Nintendo 3DS and the Legend of Zelda: Ocarina of Time. (I also had to shell out another 20 bucks to secure my son's discretion regarding my illicit purchase, by way of a DVD of Kung Fu Panda 2.) Although it may have been an impulse buy, the contrasts between the iPhone and an actual portable gaming system were so glaringly apparent, I have had no regrets. (In fact, the next day, I went on Amazon and ordered the DS version of Chrono Trigger.)

The biggest thing that Nintendo does right is realizing that just because a platform is small doesn't mean that the gameplay has to be. Rather than limiting the scope of content or your ability to interact with it, the DS keeps the gaming experience mobile and lightweight in other ways. For example, most games allow for both touch-screen/stylus and gamepad controls, and the system can be quickly suspended and resumed simply by closing or opening the device. It's as though Nintendo is saying to me, "I know you're busy, but you do have time to eat this big, delicious steak if you just cut it up and take small bites." By contrast, the iPhone basically hands you handful of raw hamburger and tells you not to hurt yourself.

Mind you, I'm not saying the 3DS is perfect. In fact, nearly everything that's good about it is a feature of the previous system, so there's little value added. The biggest new feature is the glasses-free 3D, which—while pretty cool for the first five minutes or so—is guaranteed to cause cluster headaches in anyone not willing to surgically sever the hemispheres of their own brain. (I'm hoping it's this effect that explains Nintendo's ailing market performance.)

I'm also not saying that I hate the idea of video gaming on the iPhone altogether. I realize that many, many more people own an iPhone than will ever own a Nintendo DS or a PlayStation Vita, and it's a good thing that we're getting all these people to play more games. Hell, I'll even admit that some of these games—limited as they are—can be quite good, and are often elegant in their simplicity.

I just wish that developers and publishers would take the success of the iPhone as a platform and use it as an opportunity to elevate the depth and quality of mobile games. I'd love for someone to design a great RPG—say, something of Dragon Quest quality—specifically for the iPhone. You know, something that makes Chaos Rings look like the steaming pile of monkey excrement it really is, and preferably takes longer to beat than the 20 minutes demanded by Infinity Blade.

Until that happens, though, it looks like I'll just have to bring two handheld devices with me everywhere I go. (*sigh*) If this keeps up, I may need to get one of these for my bathroom.