Games
Bright Falls – The Prequel to Alan Wake
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Yesterday I started playing Alan Wake – the unboxing and review of which will be appearing here shortly — but have taken a break in order to catch up with (and finish) the six-episode live-action miniseries Bright Falls.
The series is very reminiscent of David Lynch’s masterpiece, Twin Peaks, and is a prime example of a game tie-in done well. It introduces a few of the game’s characters and locations, and makes it very clear that strange things are happening in Bright Falls even before Alan Wake arrives.
I’d be lying if I said that I understood everything that was going on, but that’s just an excuse to watch it all again. Whether you’re interested in Alan Wake, a fan of Twin Peaks or maybe even both, it’s well worth a look.
For anybody lucky enough to have Silverlight, you can view all six episodes (and some additional bonus goodies) by pointing your browser at the official Xbox website.
If, like me, Silverlight is out of the question for you, Machinima.com has helpfully uploaded all of the videos to Youtube:
- Episode One – Oh Deer
- Episode Two – Time Flies
- Episode Three – Lights Out
- Episode Four – Local Flavor
- Episode Five – Off the Record
- Episode Six – Clearcut
I haven’t added up the times exactly, but it shouldn’t take more than 40 minutes to rock through them all. Enjoy!
Final Fantasy XIII
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Well, it’s taken me the best part of two months, but I finally fancy writing my review for Final Fantasy XIII. The only reason that it’s taken this long is that I don’t usually like to cast judgement on a game I’m not finished with — but I think that after spending 60 hours with FFXIII I’ve probably learned everything I’m going to need. And yes, I am still playing it… which makes a welcome change from the last two eight-hour games I got for the same price.
For those of you who have been living under a rock for the past twenty years, FFXIII is the thirteenth instalment in the popular J-RPG franchise from Square-Enix. As with most J-RPGs, the storyline is pretty cliche; the story sees a seemingly workaday group of people get swept up in an evil plot, granted magical powers and eventually fight to save their planet from destruction. The details are different, sure, but there’s nothing ground-breaking in story-telling terms. In fact, I’d probably even go so far as to say that the plot and its characters are not as memorable as those from previous Final Fantasy games. The lone possible exception to this rule is the game’s protagonist — Lightning — who is pretty striking (if you’ll excuse the pun).
A quick run-down of those things that make FFXIII different, then:
- Restriction
One of the best things (in my opinion) about J-RPGs is the freedom; at some point in the game, usually about half way through, you find yourself an airship and gain the ability to revisit all of the towns and locales you’ve passed through before. This freedom is unfortunately missing from most of FFXIII. Of the game’s six characters, only three of them can take part in battles at any given time. Of those three, you can only control one — who you are stuck with until the battle is finished. Each “Chapter” of the game comes with a level cap, presumably to discourage you from grinding, and it’s impossible to max out your characters until you’ve defeated the final boss. There are no towns or villages to speak of, no real NPC interaction, your hand is held tightly as the game drags you down a set path… I could go on.
- Battle System
First FFXII, now FFXIII — it seems that Square-Enix is more than happy to kill the original turn-based battle systems that worked so well in previous games. That isn’t to say that FFXIII‘s battle system is bad, necessarily, but it does take some time getting used to. At the beginning of the game, your characters are confined to three “paradigm roles” each, which limits your selection of battle strategies considerably. Thankfully, this restriction is limited after about 30 hours. Unfortunately, up until this point, the best tactic seems too often to be: hammer away on the “Auto-Battle” command until whatever you’re fighting falls over.
- Weapon / Accessories Upgrades
FFXIII has one of the most in-depth upgrade systems I’ve ever seen. Almost every item that you find on your travels has an amount of EXP associated with it, which can be used to upgrade accessories and/or weapons; a ring providing +15% Earth Resistance may, eventually, evolve into a completely different ring providing +40% Earth Resistance, for example. This system is the only way to gain stronger weapons (including each character’s Ultimate Weapon), so its use is essential.
The tone of this review has been surprisingly negative so far — surprising because I’m still playing the game. A large chunk of it lacks in freedom, as I’ve said, but everything changes rather suddenly in Chapter 11 (of 13). You find yourself thrown from the planet where the rest of the storyline took place to a world called Pulse (which serves as FFXIII‘s World Map) and just told to get on with it. The change was too sudden for me; having been left to my own devices, I promptly got lost and died. Several times. But eventually I figured out where I was going, how to work the teleporters and how to accept missions; the difficulty had been ramped up considerably and things were starting to get interesting.
There are 64 optional bounty-hunter style missions to undertake on Pulse, which is the reason I’m still grinding away. These sorts of missions might not be to everybody’s tastes, but I found them a pleasant distraction. Attempting them in order seems the most sensible idea, and gives you a handy method of levelling up; in addition to counting towards an achievement/trophy, each mission offers useful rewards and experience that help prepare you for the next.
So, what am I trying to say? Probably that Final Fantasy XIII disappoints in a few places, but that it’s still brilliant. The characters may not be that memorable, the dialogue may be filled with nonsense and the game may feel very cramped and restricted for the first 30 hours, but the hours that follow; the exploration of Pulse; the high-definition FMVs; and the musical score easily make up for all of the game’s faults.
It’s made me even hungrier for a high-definition remake of Final Fantasy VII, to boot. What? A man can dream…
God of War III
0God of War III (apparently) marks the end of the God of War trilogy. It follows Kratos, the “Ghost of Sparta”, as he finally gets his revenge for everything that happened across the course of the first two games. What this means, essentially, is that you get to kill everything and anything that stands in your way — Titans, Gods, slave girls… Anything that looks like it might bleed is probably worth a stabbing.
Perhaps I just came to the franchise a little too late, but God of War III didn’t really live up to my expectations. Hold your winged horses, fanboys — give me a chance to explain. There are a lot of reasons to like GoW3.
For one, it is one of the most brutal games I’ve ever had the pleasure of playing; it’s very difficult to describe how satisfying it is to rip the horn off of a Chimaera and then stab it through its brain, or to repeatedly punch somebody in the face until the screen is completely splattered with their blood. I think it’s something that probably speaks to everybody at some level, though — my mum (who doesn’t like games) insisted on being present for most of my playthrough simply because it was so gruesome.
The immense scale of some of the creatures and environments is also worth a mention. Think Shadow of the Colossus, but bigger. One boss fight pits you up against a titan, whose fingernails are easily ten times the size of Kratos. At other times, a simple camera zoom-out or pan makes you realise that every single level you’ve visited is part of a much larger whole; that the huge chain you’re climbing really does stretch from Hades to the top of Mount Olympus…
Unfortunately, by the time that I really started to get into the game, I knew that it was almost over. My stats were (mostly) maxed out, a bloody trail of Gods had been left in my wake and I had only been playing for eight hours. Eight. Now, I know that this criticism seems unfair — my recent review of Heavy Rain made plenty of excuses about why its length didn’t matter — but I can’t help but feel that the game would have been better if it were longer.
Perhaps the harder difficulties and Olympus Challenges will add a lot of replay value (or be so frustratingly difficult that an eight hour playthrough needs to be stretched across months of real time), but that’s something I can’t really comment upon at this point.
My recommendation to people who haven’t yet bought God of War III would be to wait for the God of War Collection available for pre-order at all good online retailers. The price difference isn’t that much, but you’ll get at least three times as much fun out of it. That, and that you should definitely pretend it doesn’t rip off Max Payne at all.
Heavy Rain
2The long-awaited spiritual sequel to Fahrenheit, Heavy Rain, has finally arrived. Whether or not it was worth the wait seems to be a matter of opinion, but I am sitting quite comfortably on the “Of course, are you out of your mind?” side of the fence. For anybody hearing about Quantic Dream’s masterpiece for the first time, a quick recap…
Heavy Rain is being marketed less as a game and more as an “interactive drama”. The story follows four characters, each chasing a serial killer known as ‘The Origami Killer’ for his or her own reasons; Ethan Mars, a father whose son has been kidnapped; Scott Shelby, a private investigator who has been hired by the families of the killer’s victims; Norman Jayden, an FBI agent working alongside the police to crack the case; and Madison Paige, a photographer-cum-journalist doing some investigative reporting. The gameplay consists almost entirely of quick-time events, ranging from mundane tasks like pouring juice and cooking eggs to edge-of-your-seat fight scenes.
Sound fun? Well, it isn’t — but that’s not a criticism. It’s not much fun to watch when you’re not playing it, either — but that’s not a criticism. Like its predeccessor, Heavy Rain is completely unlike most other games; rather than playing it for the satisfaction of seeing somebody’s head explode or handing somebody’s ass to them online, you play it because you are engaged in the storyline. You play it because the mundane tasks you perform make you feel like the character is real — because you feel empathy for them. I admit, it’s tempting to see Heavy Rain as a work of art, and most of what I’ve said is already plastered all over every review site and gaming magazine known to man.
But fear not, skeptics — I’ll be the first to admit that Heavy Rain does have some faults:
- Inconsistent Voice Acting
Owing almost entirely to the fact that you are in direct control of what your character says, what they think and how they react to certain situations, some of the voice acting comes across as entirely wrong and broken. Early in the game, when your son goes missing, you can press “X” to call his name. Being caught up in the game as I was, I pressed the button regularly and was disappointed to hear Ethan’s cries cycle through the same three variations of “Jason!”. Entirely my fault, granted, but giving the player the ability to ruin the mood of the scene was a bad move.
- Pretty Short
I can’t give an accurate time (since the game doesn’t provide one), but the game has taken me less than two days of play to complete. This may not be too big a deal, if it proves to be as replayable as I hope, but otherwise I feel a little cheated. I wasn’t expecting a 40-hour epic, but I could have sworn Fahrenheit was longer… And that cost me less than £10.
- Major Technical Bugs
In my short time with Heavy Rain, I have experienced the following faults (in no particular order): temporary loss of all sound, speech delays that wouldn’t look out of place in a badly-dubbed kung-fu film, video freezes, children walking directly through my character and seemingly random interruptions to internal monologues. At one point, Jayden’s ARI glasses flew off his face, folded themselves in mid-air and placed themselves neatly in his coat pocket — pretty hard to ignore.
That said, ignoring most of the above is exactly what I’m going to decide to do. Why? Because the storyline is brilliant, full of twists and its conclusion depends entirely on how you play the game; because it deals with some very mature themes and proves conclusively that games are not “just for kids”; because it’s going to be a game that everybody talks about for years to come; and because the installation process includes an origami how-to for the bird on the box. Heavy Rain is a work of sheer genius, and should not be missed.
Bioshock 2: Special Edition Unboxing
2I got a nice surprise when I came home this evening; my special edition Bioshock 2 had been left with a neighbour whilst I was out. Not only is it massive (much bigger than I thought it would be, for some reason), but it is also quite possibly the most special collector’s edition I’ve ever had the pleasure of owning. I thought the Assassin’s Creed II box was nice, but this is almost beyond words.
The Box
I’ve got no idea why there is a butterfly or moth made of handprints on it, but I’m hoping that it will become clear as I play the game. They may be Little Sister handprints, but that’s purely speculation on my part.
The Record
Lifting the butterfly lid off reveals “I Am Rapture, Rapture Is Me”, a 12″ vinyl of the Bioshock orchestral score. I don’t actually own a record player, but I don’t care. It makes sense.
The Book
But wait, there’s more! 168 pages more, to be precise. Concept art, level designs, posters, it’s all there. The rolled-up paper next to it are 3 “vintage Rapture advertisements” that I’ve not dared unwrap yet; I’m not allowed posters in my room this year, so will save them for my next house.
The CD (and Game)
After all that, seeing the game box sitting snugly in its velvet box (did I mention it was velvet?) is almost anti-climactic… Until you find the CD sitting underneath, that is! The CD is perhaps the coolest one I’ve ever laid eyes upon — it’s actually been printed to look like a very small vinyl.
Now, if you’ll excuse me, I’ll be heading into Rapture. See you soon…
My Favourite Games
0In trying to convince my girlfriend that Heavy Rain is going to be a game-changer (ha!) for the industry, I found myself earlier today all but forcing her to play its “spiritual prequel” – Fahrenheit. Since she is neither blind nor stupid, she loved it. But, as you may have guessed from the title, that isn’t the point of this entry. Whilst reeling off a number of reasons that Fahrenheit is so great, and why Quantic Dream’s newest offering is going to blow everything else out of the water, I found myself describing it as “one of my favourite games”. A quick search of previous entries revealed I throw this phrase around quite a bit more than I’d like; this list is, at the time of writing, semi-definitive.
In alphabetical order, along with a brief justification…
- Broken Sword 1 & 2
Brilliant art, a storyline featuring the Knights Templar, and puzzles that make you feel smart for completing them. For the rest of my life, I will always compare French women to Nico Collard. - Eternal Sonata
Beautiful. Cel-shaded goodness coupled with music by Fryderyk Chopin. Difficult to not just sit and watch. - Fahrenheit
An amazing and experimental game that plays out more like an interactive film. (Not the way MGS4 does…) You care about the characters and their mental states, and there is a sense of urgency in all situations that is absent from most games. Goes a bit weird towards the end, but it’s hard not to forgive it. - Final Fantasy VII, VIII & IX
It’s almost cliché to say that one likes games in the Final Fantasy series, particularly the seventh, but if it wasn’t for these games then I wouldn’t have discovered JRPGs at all. FFVII was bought, second-hand, on a whim, because I saw it listed alongside Broken Sword in OPSM’s “Top Adventure/Puzzlers” category. The storylines of all three games are engaging, the characters are three-dimensional, and I’m certain that Nobuo Uematsu can do no wrong when it comes to music. I’ve been mourning Aeris for 13 years. - Final Fantasy Tactics: War of the Lions
I think my original description of this game was simply “Wow”. I don’t know how it compares to the original, having never played it, but the combination of tactical combat with gorgeous animated cutscenes and a billion different class combinations was enough to get me hooked. - Lost Odyssey
Mistwalker’s second offering (after Blue Dragon), this game is just awesome. Random battles and turn-based battle might seem a bit outdated, but if it ain’t broke then it shouldn’t be fixed. By far the best thing about this game is its use of the main character’s amnesia as an excuse to flesh out his past. There are several little stories you can read throughout the game; they’re well-written, completely optional, and just… nice. - Monkey Island I, II & III
Fuck-off funny. I’ve yet to play another game featuring a rubber chicken with a pulley in the middle.
Games that might make it onto the list eventually include Dragon Age: Origins for its character loyalty system, Mass Effect 1 & 2 for its depth and Bioshock for a twist I didn’t see coming. I’ll think about it. If anybody can think of a game that I’ve missed, please let me know.
Assassin’s Creed II
0Anybody that saw my earlier post about how much I loved my Assassin’s Creed II collector’s edition shouldn’t be surprised to learn that all of my spare time of late has been poured into my Xbox 360. And I must say — it was time well spent.
Just in case anyone has been living underneath a rock for the last year or so, Assassin’s Creed II is the much-awaited sequel to Assassin’s Creed (duh), and a game that promised to do away with the repetition that made the original so boring. Playing as Ezio Auditore da Firenze, another of Desmond Miles’ ancestors, the storyline this time takes us to renaissance Italy — a location considerably more colourful and interesting than the Middle East.
I won’t waste too much time re-hashing what has already been said in many other good reviews, but there are a few things that are worth saying…
Graphically, the game is very impressive. Unfortunately, and this may just be the fault of my Xbox, there are several graphical glitches. Textures going funny at the edges of the screen, mainly.
There are literally hundreds of things to collect, and lots of optional sidequests. The best set, by far, is the “Assassination Contracts”. Unlike the first game, there is an emphasis on being stealthy, and with two hidden blades, a pistol, poison and ways of distracting guards at your disposal, there are a number of different ways to approach everything.
For the achievement whores among you, it’s also very important to note that there are only 100 feathers to collect (in place of a million flags), and most of the achievements are storyline-related. Indeed, I’ve gotten 1000 gamerscore within two weeks.
In short, I recommend it. Muchly.
Assassin’s Creed II: Box and First Impressions
0Yesterday I was lucky enough to come home and find this beautiful Assassin’s Creed II “Black Edition” boxset, complete with an Ezio figurine.
It was so pretty I had to take a picture of it.
The little leather-bound book contains concept art and a few comments from developers, and the Bonus DVD has some wallpapers and stuff like that on it. All in all, it’s awesome.
Anybody that hasn’t yet bought Assassin’s Creed II but is contemplating it should bite the bullet already. I’ll be putting up a full review when I finish it, but if the first few hours are anything to go by, then it’s well worth the money.
inFamous
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It’s been a while since I’ve been bothered to review a game, but inFamous is too good to not write about.
First off, let me point out that this game is a PS3-exclusive. If you only read reviews pertaining to Xbox or Wii games, you should stop reading here.
inFamous tells the story of Cole McGrath, a messenger unwittingly tasked with delivering a bomb for an unknown customer. The bomb goes off, killing most of the city in the process, but Cole survives… with electric super powers.
Electric super powers sound a bit lame on paper; you can fire thunderbolts and… that’s about it, right? Wrong. Sucker Punch have pulled out all the stops to make sure that Cole feels very powerful. By the end of the game, you’ll be sporting the ability to hover, use a Jedi-like “force push”, grind along train tracks, and throw energy grenades. Each of these powers can be upgraded based on whether you’re good or evil, which makes playing the game twice a bit more interesting.
The good/bad karma system is pretty important in inFamous — as already mentioned, it governs the way that your powers evolve. It also affects how people see you, which missions become available and how the storyline eventually unfolds (though I was disappointed to find that the final cutscene is the same for both endings). Unfortunately, its implementation is annoying… Presented with a black and white moral choice (the screen’s colour actually fades), Cole spells things out for you: “Hm… I could kill him, or I could help him!” … Thanks for the insight, genius.
Despite how annoying this becomes, the rest of the game is a joy to play; there’s enough variation in the sidequests that they don’t feel repetitive, and the main quests are all very different and interesting. The powers are dished out with great timing, too, so you’re never running around feeling under or over-powered.
Summing up, then:
The Good: Great gameplay, great story, great… well, pretty much everything.
The Bad: Black/white moral choices — no neutral option.
The Ugly: Some of the graphics are jaggy, and I fell through the floor more than a couple of times.
I’d actually say that this game is good enough to buy a PS3 for. And if you’ve already got a PS3, the least you should do is download the demo; this is easily one of the most fun games I’ve played in years.
Heavenly Sword
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Today, I’m proud to bring you another review far too late to have any effect on your decision in buying a game.
Heavenly Sword. Not the best name for a game, I’ll give you that.
The story wouldn’t win any awards either; the heroine, Nariko, is not accepted by her clan and seeks to prove herself to her father, the sword she is forced to wield is slowly killing her, and the twists and turns at the end of the game are clearly signposted.
But it doesn’t matter, because unlike a lot of other games on the market, Heavenly Sword is actually fun to play.
The combos flow together fluidly (and look awesome), the controls are responsive and the graphics (with the exception of hair) really show off what the PS3 is capable of. As for gameplay, think God of War with a woman — quick time events and all.
My only real criticism is the difficulty; it’s not always too easy, it’s not always frustrating, but it always manages to hit one of the two extremes. The quick time events seem to be more about failing until you know what button’s up next, and chaining together enough attacks to unlock new combos often seems impossible.
Heavenly Sword certainly isn’t the best game on the market, “Hell Mode” and the desire to unlock new episodes of the animated series should keep you playing longer than the 6 hours your first playthrough will demand. It’s short, but it’s fun, and at £15.99 it might be worth a go.










