I'm pretty much anticipating Final Fantasy XIII-2 since...you know...YES I actually liked the first game. I'm not drooling over it since my two favorite characters from FF XIII- Fang and Lightning, duh- are ancillary this time around. I think Lightning is playable, but no one is really talking about Fang and this worries me. It WORRIES ME. Someone tell me everything will be okay!
Still, I'm going to get FF XIII-2 when it's available and when I can. I think a nice way to get it would be in bundle form with this limited Lightning-flavored PS3, don't you? Yes, I think we can all agree on that.
I don't have a PS 3, so clearly this option is in the best interests of all (me).
All my coveting has brought to mind CONSOLE WARS. Where do your loyalties lie in the console wars? Personally, I'm a free agent. Every system has its advantages and drawbacks, but dang, y'all- I just want to play games, and so I'd love to own every system.
I have a friend who was SO into Sega back in the Genesis days (and the 32X days and the Sega CD days and Saturn days and the...mmm, I don't think she had a Dreamcast) that she adopted an "us vs them" attitude with regards to Nintendo. I see it all the time on message boards and the such- Sony fanboys (and girls) bashing Xbox, vice versa, and everyone bashing Nintendo. I don't get it. I'll admit, when Xbox first came out, I rolled my eyes- but this is because I'm a Mac girl, and I was all "OH WHAT BILL GATES NOW YOU HAVE TO CONTROL GAMING TOO", which is really stupid. And you know what? A lot of games I wanted to play came out on Xbox, so when I could...I got an Xbox.
And I love my 360, no doubt. But man, I want to play Uncharted. I want to play Silent Hill: Shattered Memories with a motion controller. This means yes, I want a PS3 and a Wii. I want to play PC games, so yes, I even want a PC that can handle them. I follow the games! I'm not going to deny myself great gaming experiences because of some ridiculous loyalty to Microsoft or Nintendo or whatever. Everyone's pretty!
Thursday, September 15, 2011
Wednesday, August 24, 2011
Portal: No Escape (no GlaDOS)
You guys watched the Portal fan film No Escape, right? It's pretty damn great.
Wow. I mean, what if Portal had combat like that? I know there are turrets, but what about people? People chasing you and shooting at you? That would be...interesting. I would likely be terrible at it. I get panicky in those situations and I'd portal right into some lava or whatever.
Wow. I mean, what if Portal had combat like that? I know there are turrets, but what about people? People chasing you and shooting at you? That would be...interesting. I would likely be terrible at it. I get panicky in those situations and I'd portal right into some lava or whatever.
Labels:
valve
Monday, August 22, 2011
Monday, August 8, 2011
I'm replaying Elder Scrolls IV: Oblivion a little bit at a time because...umm...it's research for my webcomic RPG. Yes, that's it! Research! But also, I'm replaying it because why not? It's a pretty astonishing game in terms of scope; it's possible to clock countless hours simply exploring the world, finding towns and picking herbs or whatever. The game can truly be whatever you want it to be, and the main plot is almost an afterthought.
Story in Oblivion takes a backseat to the player simply existing- which was a hard concept to grasp the first time I played it. The end of the tutorial stage finds your character emerging from a sewer into bright sunshine, at which point the game basically says "take the next step in the plot, or don't- whatevs. We don't care!" and there you are, standing in the middle of a vast land with nothing and everything to do. It's rather jarring when you're accustomed to more linear games, be they RPGs or not.
Ultimately, it's that endless exploration that makes Oblivion so great. I tend to spend my time wandering the countryside searching for caves and ruins to explore. I clean out the monsters, discover whatever secrets the place may hold, and go sell the spoils for big bucks. The whole "save the world" idea in the main storyline? Yeah, I'll get to that later. Right now I've got chests full of gold to unlock!
I've approached one thing very differently in this playthrough than I did in my last: books. There are hundreds of books scattered around the country, available for reading (or stealing) in homes, available for purchase (or stealing) in shops, and just plain lying around waiting to be found. Some of them provide a skill boost when opened, while others are simply...books. History, instruction, fiction, poetry, you name it- there are literally thousands of pages to be read. The first time I played, I opened every book I found in the hope of getting that stat boost. This time, however, I'm reading the majority of them (sorry, some instruction manuals are just dry) and it's astonishing how much time and effort has been put in by the developers on what can obviously be completely ignored. Again, that's Oblivion. It's your world to make.
(By the way, right now I'm really into The Mystery of Talara, but I can't find volumes 3 & 4. If anyone knows, please help a nerd out.)
Even the leveling system is strange in Oblivion. I'm used to the standard XP method, wherein you need a certain amount of experience points in order to gain a level. XP is acquired by completing tasks, punching people in the face, etc etc. Not so in the land of the Elder Scrolls! The game employs a sort of "practice makes perfect" approach, wherein you aptitude in skills grows as you use those skills- then when you've advanced all of your major skills enough, you gain a level. It's a more realistic approach, I guess. If you keep blocking with a shield, you'll...you know, get better at blocking. Still, it's a vague system and when you're a number-crunching RPGer, it's a scary new world. Change is frightening!
What's strange, though, is that no matter how much time I spend wandering the landscape and talking to people, I never get much of a grip on who my character is. Sure, it's "role-playing", I suppose, but my personality never shines through and whatever background she may have is completely in my head. The player character has no speaking voice- not that it matters, really; BioWare and Valve have proven that mute characters can still be fleshed out- and there are very few instances where I get to choose from multiple dialogue responses. Sure, I can be good or evil, a thief or a do-gooder, a vampire or a...not vampire, but in the end, I'm just a pair of hands wielding a sword and shield. It's weird to spend those countless hours in someone's skin- scaly skin for me this go-round, as I'm playing an Argonian lizard lady- and com out with no sense of who he or she is.
Maybe it doesn't matter.
If there's one area I hope to see improved for the forthcoming Elder Scrolls V: Skyrim, it's characterization. Not only in the player character, obviously, but also in the NPCs. Oblivion is greatly hurt by the fact that though there are hundreds of minor characters, there are only a handful of voice actors and but a few more facial models. The result is that no one stands out- everyone blends in and names don't matter. No one is memorable, and conversation with everyone is a bit of a drag.
And they're all so ugly! Good lord, Cyrodiil is home to some truly, truly ugly people. I mentioned that this time I'm playing as a lizard- really, I chose that race because I didn't want my character to be hideous. Not only are the NPCs are heinous, it's also nigh impossible to create a character who isn't equally gross. Yes, in Oblivion, a walking lizard woman is more attractive than a human. (I know there are mods for the PC version that make folks easier to stomach visually, but I'm rocking a 360.)
And goodness, they're a needy people!
"Oh, you tracked down my long-lost twin brother and reunited us, thank you! Umm, now we want to reclaim our long-lost childhood home, but we're not sure where it is. Could you go find it for us? Thank you."
"Oh, you're back, and you've found our home! Thank you. It's overrun with ogres, you say? Hmm. Could you go kill them and then come back here? Thank you."
"Oh, you've killed all the ogres? Thank you. Can you now please escort us to our home? And protect us! Despite this large warhammer on my back, I'm afraid I cannot defend myself. Thank you."
And so on.
In related news, there's really little I hate MORE in videogames than escort missions. I really, really hate them. Really. There's nothing worse than having to protect some jerk who can't defend themselves, who can't run, and who dies after, like, one hit. I hate escort missions. Hate. HATE. HAAAAAATE. I hate them.
Ahem. Anyway, yeah, Oblivion is cool. I think I'll become a vampire lizard. And I'll steal horses. And let the people I escort get eaten by bears or something. That'll show 'em!
Story in Oblivion takes a backseat to the player simply existing- which was a hard concept to grasp the first time I played it. The end of the tutorial stage finds your character emerging from a sewer into bright sunshine, at which point the game basically says "take the next step in the plot, or don't- whatevs. We don't care!" and there you are, standing in the middle of a vast land with nothing and everything to do. It's rather jarring when you're accustomed to more linear games, be they RPGs or not.
Ultimately, it's that endless exploration that makes Oblivion so great. I tend to spend my time wandering the countryside searching for caves and ruins to explore. I clean out the monsters, discover whatever secrets the place may hold, and go sell the spoils for big bucks. The whole "save the world" idea in the main storyline? Yeah, I'll get to that later. Right now I've got chests full of gold to unlock!
I've approached one thing very differently in this playthrough than I did in my last: books. There are hundreds of books scattered around the country, available for reading (or stealing) in homes, available for purchase (or stealing) in shops, and just plain lying around waiting to be found. Some of them provide a skill boost when opened, while others are simply...books. History, instruction, fiction, poetry, you name it- there are literally thousands of pages to be read. The first time I played, I opened every book I found in the hope of getting that stat boost. This time, however, I'm reading the majority of them (sorry, some instruction manuals are just dry) and it's astonishing how much time and effort has been put in by the developers on what can obviously be completely ignored. Again, that's Oblivion. It's your world to make.
(By the way, right now I'm really into The Mystery of Talara, but I can't find volumes 3 & 4. If anyone knows, please help a nerd out.)
Even the leveling system is strange in Oblivion. I'm used to the standard XP method, wherein you need a certain amount of experience points in order to gain a level. XP is acquired by completing tasks, punching people in the face, etc etc. Not so in the land of the Elder Scrolls! The game employs a sort of "practice makes perfect" approach, wherein you aptitude in skills grows as you use those skills- then when you've advanced all of your major skills enough, you gain a level. It's a more realistic approach, I guess. If you keep blocking with a shield, you'll...you know, get better at blocking. Still, it's a vague system and when you're a number-crunching RPGer, it's a scary new world. Change is frightening!
What's strange, though, is that no matter how much time I spend wandering the landscape and talking to people, I never get much of a grip on who my character is. Sure, it's "role-playing", I suppose, but my personality never shines through and whatever background she may have is completely in my head. The player character has no speaking voice- not that it matters, really; BioWare and Valve have proven that mute characters can still be fleshed out- and there are very few instances where I get to choose from multiple dialogue responses. Sure, I can be good or evil, a thief or a do-gooder, a vampire or a...not vampire, but in the end, I'm just a pair of hands wielding a sword and shield. It's weird to spend those countless hours in someone's skin- scaly skin for me this go-round, as I'm playing an Argonian lizard lady- and com out with no sense of who he or she is.
Maybe it doesn't matter.
If there's one area I hope to see improved for the forthcoming Elder Scrolls V: Skyrim, it's characterization. Not only in the player character, obviously, but also in the NPCs. Oblivion is greatly hurt by the fact that though there are hundreds of minor characters, there are only a handful of voice actors and but a few more facial models. The result is that no one stands out- everyone blends in and names don't matter. No one is memorable, and conversation with everyone is a bit of a drag.
And they're all so ugly! Good lord, Cyrodiil is home to some truly, truly ugly people. I mentioned that this time I'm playing as a lizard- really, I chose that race because I didn't want my character to be hideous. Not only are the NPCs are heinous, it's also nigh impossible to create a character who isn't equally gross. Yes, in Oblivion, a walking lizard woman is more attractive than a human. (I know there are mods for the PC version that make folks easier to stomach visually, but I'm rocking a 360.)
And goodness, they're a needy people!
"Oh, you tracked down my long-lost twin brother and reunited us, thank you! Umm, now we want to reclaim our long-lost childhood home, but we're not sure where it is. Could you go find it for us? Thank you."
"Oh, you're back, and you've found our home! Thank you. It's overrun with ogres, you say? Hmm. Could you go kill them and then come back here? Thank you."
"Oh, you've killed all the ogres? Thank you. Can you now please escort us to our home? And protect us! Despite this large warhammer on my back, I'm afraid I cannot defend myself. Thank you."
And so on.
In related news, there's really little I hate MORE in videogames than escort missions. I really, really hate them. Really. There's nothing worse than having to protect some jerk who can't defend themselves, who can't run, and who dies after, like, one hit. I hate escort missions. Hate. HATE. HAAAAAATE. I hate them.
Ahem. Anyway, yeah, Oblivion is cool. I think I'll become a vampire lizard. And I'll steal horses. And let the people I escort get eaten by bears or something. That'll show 'em!
Labels:
bethesda,
elder scrolls,
game reviews,
Xbox 360
Friday, August 5, 2011
Back to the Free Marches
Hey Dragon Age II fans, there is more Dragon Age II out there for you to make out with! That's right, the game's latest DLC, "Legacy", is here. What's it all about? What do I get out of it? Is it worth the hefty 800 point pricetag? Are these jeans "cool", as the kids say? I'm sure all of these questions and more are burning up your brain, so let me give you some answers. I'm even going to save the spoilers for the comments section!
First, let's get this answer out of the way: no, your jeans are not cool. Only Bugle Boy jeans are cool. Now...on to "Legacy"!
It doesn't matter where in the campaign your character is situated in order to trigger the content- Hawke can be scrambling for coin in Act I or standing listlessly in his/her estate after the game's end. Conveniently, "Legacy" begins when you interact with a statue that appears in Hawke's current home- it leads to a cutscene between Varric and Cassandra Pentaghast, wherein she inquires about an adventure he's neglected to mention...and so the adventure begins.
I will say this: while you are able to play "Legacy" at any point, after one playthrough you'll see that certain minor occurrences in the DLC are effected by Hawke's...err, family situation. Meaning, if you play with a post-campaign character, it will be evident that there will be certain benefits to playing again with a Hawke mired in Act I or early Act II. Likewise, there will be little bonuses to bringing along certain party members- story bonuses, really, if you care about that sort of thing. Which...why wouldn't you? I mean, what kind of person are you?
The gist is this: the Carta, that wacky gang of dwarven criminals, has been attacking your home and family. Varric traces them to a camp in the Vimmark Mountains, and this is where the action begins. As Hawke tries to discover the motive behind the attack, she's drawn into her family history, Grey Warden history, darkspawn history...hell, even the history of Thedas, the Chantry, and beyond. Much of the story concerns Malcolm, Hawke's father, and I loved the fleshing out of the family. I like my Hawke a lot, and I'd like to see her story continue; whether it will in Dragon Age III is a bit impossible to predict, but at least BioWare seems intent on providing some damn beefy DLC to satisfy.
And pretty beefy "Legacy" is- it's a few hours' worth of content, no doubt. Why, I even heard tale of one player who took 8 hours to complete it on the HARD setting (by "heard tale", I mean "read online"). There are bosses to battle, sidequests to complete, decisions to make (speculation in the comments!), puzzles to solve, and lots of loot to grab. Many of the gameplay gripes folks had after playing DA II have been resolved here: repeating dungeons? None to be found. All of the areas are brand-spanking new- from the desolate surface in the mountains to the murky, partially-submerged Deep Roads, none of this has been seen before, and none of it repeats.
Enemies are much tougher here than in the game proper, and the predictable "wave" attacks have been abolished. Combat requires more strategy, and I definitely got my ass kicked plenty. Genlocks (both regular and alpha) finally make an appearance, as do alpha hurlocks- both have been redesigned to fit the DA II aesthetic, and both bring the pain. Having a healer in your party is absolutely essential, and while you do pick up some potions along the way, it's a good idea to stock up on whatever you need before beginning "Legacy" as there are no shops throughout and you only get one chance to return to Kirkwall during the quest.
One of the best things about "Legacy" is also one of the smallest: that it's fully-voiced, every character. It's kind of a drag to play DLC and in the cutscenes, party members simply stare blankly because no new dialogue has been recorded. In "Legacy", however, there's all-new dialogue and party banter. New party banter! It's a highlight of the Dragon Age series, and "Legacy" doesn't disappoint at all.
In fact, overall it doesn't disappoint at all. While it's not essential content for a Dragon Age II experience, fans will certainly find plenty to love in both story and gameplay...and I can't help but think that the stage is being subtly set for Dragon Age III. Or maybe I should just say that they've got me speculating about it. I should also say that I'm pretty bad at speculating, so maybe none of this will have to do with Dragon Age III. I should also say that I unapologetically love Dragon Age, but then you probably already knew that.
Labels:
bioware,
dragon age
Monday, July 18, 2011
disingenuous assertions
In Mass Effect, my canon Shepard is a Paragon- you know, the hero who saves the day. Sure, along the way she gets drunk frequently and won't hesitate to punch out a reporter or two, but generally she's a good guy (or girl, whatever).
Once in a while I do a Renegade run with a male Shepard, and I'm always shocked at what an asshole Shep can be when you choose...well, the asshole replies. Though I vastly prefer the game's female-flavored voice acting to the male, I've never done a Renegade female Shepard. After watching this hilarious video, though, I think it might be time to do it.
Labels:
mass effect,
yes
Wednesday, June 29, 2011
Wednesday, June 22, 2011
Entered into evidence
I've always thought that I'd make a great detective. After playing L.A. Noire, however I realize that I came to that conclusion not because I have some natural affinity or particular aptitude that would make me great for the job. Rather, I think I'd be a great detective because I love watching Columbo and Murder She Wrote and I've seen a crapload of episodes of each. Look, I never said I had any common sense, did I? And now that I think about it, that lack of common sense is yet another mark against me becoming Columbo: The Girl Version Who Is Not Mrs. Columbo or Murder She Wrote: The Young Version anytime soon. But! With L.A. Noire, I can totally live the dream through video games, just as playing Tomb Raider allowed me to finally fulfill my dream of having a long, braided ponytail.
It's 1947 in Los Angeles and you're Cole Phelps, a decorated war hero who continues the fight at home by joining the police force. After displaying some initiative as a beat cop, Phelps is fast-tracked and becomes a detective in the traffic division. As he solves cases, Phelps earns promotions and a place in different squads, such as homicide and vice. 1940s L.A. wasn't the picture of purity even on the good guys' side, however, and Phelps quickly learns that corruption runs both deep and high.
As Phelps, you work a variety of cases- more than 20 of 'em- that will have you chasing suspects on foot and behind the wheel, engaging in shootouts, and, most importantly, investigating crime scenes, interviewing witnesses, and interrogating suspects. It's in the question-and-answer phases that L.A. Noire displays its "revolutionary new facial animation technology" that allows for characters to furrow, smile, swallow, and blink their way to the list of cleared individuals or, in some cases, to the gas chamber. It's up to you to decide who's lying, who's telling the truth, and who's falling somewhere in between. Some tells are easy to detect: a calm facade can give way to shiftiness and zero eye contact if you ask the right question. People who believe their own lies can be as calm as those telling the truth, though, and as you might expect, things get more difficult as the game advances. Throughout, you can use "intuition points" to assist in finding clues or questioning subjects.
I fumbled my way through many an interview, not following leads properly or choosing the wrong piece of evidence to back up my accusations when I called someone a liar. Sometimes, truth be told, this wasn't my fault: at times, questions and replies just don't match up, and sometimes "evidence" isn't evidence at all. There were crime-related locations I never visited, and clues I never found. No matter how diligent you are, though, every case comes to an end. On more than one occasion I sent the wrong person to jail; through a conceit I found alternately clever and infuriating, there are several instances where the player knows more than Cole does, but still the detective soldiers on. You know you're pursuing the wrong leads and looking at the wrong suspects; if Phelps and his partner could make the same connections you do, lots of time and pain could be saved. There are confines and limits to the game, however, and Phelps does what he wants in several instances whether you like it or not.
L.A. Noire certainly follows many of the Rockstar Games tropes. In addition to the main case files and storyline, there's lots to do in Los Angeles, from finding every make of car to answering calls for assistance during the numerous street crimes happening throughout the city. As is always the case with a Rockstar game, it's highly unlikely you'll nail a 100% completion on one playthrough. Sure, most of it is treasure hunting for achievement nuts, so bear that in mind.
As expected, the graphics are top notch. The facial animations are remarkable, and you're sure to recognize several of the actors whose likenesses and voices have been utilized. It's a strange trip through uncanny valley in L.A. Noire: while much of the minutiae of human emotion has been captured, there's no escape from the soullessness behind the eyes. It's disconcerting. Intriguing, but disconcerting. The environments are fantastic- 1947 Los Angeles has been meticulously recreated from the "Hollywoodland" sign on down to every street corner. As an L.A. resident, I got my nerd on over plenty of landmarks and locations I visit frequently, and I even managed to find the corner where I live.
Combat controls and gameplay, often a weak point in Rockstar titles (I'm looking at you, Grand Theft Auto), were actually a dream. Rather than shooting wildly into the air and getting perforated to death during shootouts, I found the duck & cover system easy to manage and aiming was a snap. Driving was even better, very intuitive and responsive.
If I had one complaint about L.A. Noire- and I do have one, here goes- it would be that Cole Phelps makes for an incredibly bland leading man. Flashbacks to his stint in the marines during WWII show that his golden boy / war hero persona may be hiding something darker, and while I've no problem with a hero, an antihero, or simply a conflicted man, in the end Phelps is...well, boring. I just didn't like him. It's not simply that he did unlikable things, it's more that he was totally Dullsville. After the stellar development and writing behind John Marston, reluctant hero of Rockstar's amazing Red Dead Redemption, I was hoping for a bit more from their next star. By the time all the events of the game came to a head, I didn't care because I didn't care about him at all. He was far from being the most interesting person in the game. In fact, he was one of the least interesting people in the game, despite his dark past. I just hate feeling that way about a character whose shoes I'm supposed to fill for hours and hours.
I suppose that the gameplay is really the thing in L.A. Noire. It's fun to work the cases, despite the fact that none of it is "fun", you know what I mean? It's all rather grim, and even much of the trademark Rockstar gallows humor is unfortunately M.I.A. throughout. The overall picture never quite gels as dramatically as you'd hope, and the whole thing wraps up with more of a whimper than a bang, although maybe that's the point. The wheels of progress grind onward, life goes on and the such. In the end we all play our parts for good or ill or somewhere in the grey and that's that. All I know for sure is that I am destined only to be a FAKE detective. Believe me, I'm as shocked as you are- especially considering some of the TV shows waiting for me in my Netflix queue.
It's 1947 in Los Angeles and you're Cole Phelps, a decorated war hero who continues the fight at home by joining the police force. After displaying some initiative as a beat cop, Phelps is fast-tracked and becomes a detective in the traffic division. As he solves cases, Phelps earns promotions and a place in different squads, such as homicide and vice. 1940s L.A. wasn't the picture of purity even on the good guys' side, however, and Phelps quickly learns that corruption runs both deep and high.
As Phelps, you work a variety of cases- more than 20 of 'em- that will have you chasing suspects on foot and behind the wheel, engaging in shootouts, and, most importantly, investigating crime scenes, interviewing witnesses, and interrogating suspects. It's in the question-and-answer phases that L.A. Noire displays its "revolutionary new facial animation technology" that allows for characters to furrow, smile, swallow, and blink their way to the list of cleared individuals or, in some cases, to the gas chamber. It's up to you to decide who's lying, who's telling the truth, and who's falling somewhere in between. Some tells are easy to detect: a calm facade can give way to shiftiness and zero eye contact if you ask the right question. People who believe their own lies can be as calm as those telling the truth, though, and as you might expect, things get more difficult as the game advances. Throughout, you can use "intuition points" to assist in finding clues or questioning subjects.
I fumbled my way through many an interview, not following leads properly or choosing the wrong piece of evidence to back up my accusations when I called someone a liar. Sometimes, truth be told, this wasn't my fault: at times, questions and replies just don't match up, and sometimes "evidence" isn't evidence at all. There were crime-related locations I never visited, and clues I never found. No matter how diligent you are, though, every case comes to an end. On more than one occasion I sent the wrong person to jail; through a conceit I found alternately clever and infuriating, there are several instances where the player knows more than Cole does, but still the detective soldiers on. You know you're pursuing the wrong leads and looking at the wrong suspects; if Phelps and his partner could make the same connections you do, lots of time and pain could be saved. There are confines and limits to the game, however, and Phelps does what he wants in several instances whether you like it or not.
L.A. Noire certainly follows many of the Rockstar Games tropes. In addition to the main case files and storyline, there's lots to do in Los Angeles, from finding every make of car to answering calls for assistance during the numerous street crimes happening throughout the city. As is always the case with a Rockstar game, it's highly unlikely you'll nail a 100% completion on one playthrough. Sure, most of it is treasure hunting for achievement nuts, so bear that in mind.
As expected, the graphics are top notch. The facial animations are remarkable, and you're sure to recognize several of the actors whose likenesses and voices have been utilized. It's a strange trip through uncanny valley in L.A. Noire: while much of the minutiae of human emotion has been captured, there's no escape from the soullessness behind the eyes. It's disconcerting. Intriguing, but disconcerting. The environments are fantastic- 1947 Los Angeles has been meticulously recreated from the "Hollywoodland" sign on down to every street corner. As an L.A. resident, I got my nerd on over plenty of landmarks and locations I visit frequently, and I even managed to find the corner where I live.
Combat controls and gameplay, often a weak point in Rockstar titles (I'm looking at you, Grand Theft Auto), were actually a dream. Rather than shooting wildly into the air and getting perforated to death during shootouts, I found the duck & cover system easy to manage and aiming was a snap. Driving was even better, very intuitive and responsive.
If I had one complaint about L.A. Noire- and I do have one, here goes- it would be that Cole Phelps makes for an incredibly bland leading man. Flashbacks to his stint in the marines during WWII show that his golden boy / war hero persona may be hiding something darker, and while I've no problem with a hero, an antihero, or simply a conflicted man, in the end Phelps is...well, boring. I just didn't like him. It's not simply that he did unlikable things, it's more that he was totally Dullsville. After the stellar development and writing behind John Marston, reluctant hero of Rockstar's amazing Red Dead Redemption, I was hoping for a bit more from their next star. By the time all the events of the game came to a head, I didn't care because I didn't care about him at all. He was far from being the most interesting person in the game. In fact, he was one of the least interesting people in the game, despite his dark past. I just hate feeling that way about a character whose shoes I'm supposed to fill for hours and hours.
I suppose that the gameplay is really the thing in L.A. Noire. It's fun to work the cases, despite the fact that none of it is "fun", you know what I mean? It's all rather grim, and even much of the trademark Rockstar gallows humor is unfortunately M.I.A. throughout. The overall picture never quite gels as dramatically as you'd hope, and the whole thing wraps up with more of a whimper than a bang, although maybe that's the point. The wheels of progress grind onward, life goes on and the such. In the end we all play our parts for good or ill or somewhere in the grey and that's that. All I know for sure is that I am destined only to be a FAKE detective. Believe me, I'm as shocked as you are- especially considering some of the TV shows waiting for me in my Netflix queue.
Labels:
game reviews,
rockstar,
Xbox 360
Monday, June 13, 2011
what a shock, more art
All the E3 talk about Mass Effect 3 got me playing Mass Effect 2. All the playing of Mass Effect 2 got me drawing some character cards. SURPRISE.
Okay, so I'm only just now getting the appeal of Thane. In other news, Aria T'Loak is rad and should totally be a squadmate in ME3. Also, go for the optics, Chiktikka.
I also made this comic because...well, I love how Shepard does nothing but loot dead bodies and steal from people who are, like, standing there watching, but then on Omega she gets all uppity and all "EFF YOU, LOOTERS". That Shepard, such a charming hypocrite!
Click to embiggen.
Oh, and then all this Mass Effect art got me wanting to do some Dragon Age art, so, you know. Flemeth. Leliana...err, Sister Nightingale, kicking ass for the Maker!
Okay, so I'm only just now getting the appeal of Thane. In other news, Aria T'Loak is rad and should totally be a squadmate in ME3. Also, go for the optics, Chiktikka.
I also made this comic because...well, I love how Shepard does nothing but loot dead bodies and steal from people who are, like, standing there watching, but then on Omega she gets all uppity and all "EFF YOU, LOOTERS". That Shepard, such a charming hypocrite!
Click to embiggen.
Oh, and then all this Mass Effect art got me wanting to do some Dragon Age art, so, you know. Flemeth. Leliana...err, Sister Nightingale, kicking ass for the Maker!
Labels:
dragon age,
mass effect
Monday, May 23, 2011
Merrill's Dream
Did this quick Dragon Age 2 pencil sketch this morning, based on one of the dialogue choices you can make during the end-game conversation with Merrill.
(click to embiggen)
Someday I'll stop making Dragon Age and Mass Effect fan art. On the other hand, I doubt that very much!
(click to embiggen)
Someday I'll stop making Dragon Age and Mass Effect fan art. On the other hand, I doubt that very much!
Labels:
dragon age
Thursday, May 19, 2011
KotOR!
Oh yeah, Bastila and Mission gettin' shit done on Manaan! You guys, I love Knights of the Old Republic. Yeah, after playing it so many times, some of it is a pain (oh, Taris, I love seeing you get obliterated) but still, it's just the best. My favorite Star Wars game and one of my favorite game games!
Wednesday, May 18, 2011
Mordin!
I wasn't expecting to love Mordin Solus from Mass Effect 2, but then all of a sudden I did. I guess it shouldn't have been a surprise...after all, he is the very model of a scientist salarian.
(Also, we get to visit the salarian homeworld in ME3. How rad is that?)
(Also also, more of my sketch cards- vidyagame and otherwise- can be seen here)
Labels:
mass effect
Tuesday, May 17, 2011
Wiiiiitch!
A small, okay part of a big, not-okay piece that didn't work out the way I wanted it to...to which I say, I shall try again.
I like Left 4 Dead 2, but I loooove Left 4 Dead. Why do I like the first game so much more? Probably because of the characters, from the infected to the protagonists. Somehow Zoey, Louis, Francis, and Bill of L4D are a bunch of charmers; we know next to nothing about them, yet they've got distinct personalities. Their L4D2 counterparts simply aren't the same. Dunno.
But the Witch! The Witch is just so damn cool.
I like Left 4 Dead 2, but I loooove Left 4 Dead. Why do I like the first game so much more? Probably because of the characters, from the infected to the protagonists. Somehow Zoey, Louis, Francis, and Bill of L4D are a bunch of charmers; we know next to nothing about them, yet they've got distinct personalities. Their L4D2 counterparts simply aren't the same. Dunno.
But the Witch! The Witch is just so damn cool.
Labels:
valve
Wednesday, May 11, 2011
Oh, Merrill.
It's a testament to the writing behind Merrill of Dragon Age 2 that I can really disapprove (and even hate) some (most) of the things she does, yet I never dislike her. I will say, though, that on one playthrough I denied her the super special elf knife and man did she get vicious!
Also, I love Dragon Age. (That's for anyone visiting here for the first time.)
Also, I love Dragon Age. (That's for anyone visiting here for the first time.)
Labels:
dragon age
Tuesday, May 10, 2011
Dear Final Fantasy XIII,
You and I, we've been through a lot together over these last few weeks, so I thought it was high time I sat down to tell you how I'm feeling about you. I know, you've been listening to what people have to say about you for a couple of years now and you're probably tired of it, but hey. I'm woefully behind the curve, and I've got the Crystal Pepsi t-shirt to prove it!
Let me say this up front: part of the reason why I'm only just getting around to you now is because of...well, because of all those things people said about you. You were all over The Internet for a while there and I couldn't avoid you. I read the reviews and the comments, and the news was...not good. "It's too linear!" they cried. "It's too easy, too dumbed-down!" Perhaps the one that cut the deepest was THIS IS NOT MY FINAL FANTASY.
It's like no one knew who you were anymore- at least, that's what they said. They said you had no towns. No towns! An RPG with no towns in which to talk with NPCs and to shop! They said you didn't allow for much exploration, that you guided players from A to B to C by the hand, taking any guesswork out of the equation...taking any freedom out of the equation. Honestly- now, this is going to hurt, Final Fantasy XIII- I don't think there are too many people out there who actually like you. Perhaps you'd be a fine game if you were called, oh I don't know, Crystal People in the Electric Hallways of Doom or something. But as a part of the venerable Final Fantasy family, word on the street is that you're a big ol' disappointment.
I listened to all of that and like I said, it kept me away. I'd see you in the store or online or whatever, and I'd quickly look away to avoid eye contact. One time, though, a used copy of you almost caught me in a Gamestop. I heard a "Hey. What's up?" as I was mindlessly browsing the shelves, and I almost took you home! But I couldn't. I couldn't willingly enter into a relationship with you after all the things people said. I mean, come on. I have a rep to protect, Final Fantasy XIII! An image and a rep!
Okay, that's not true at all. But for someone with such an odor of crappy word of mouth swirling around them, you sure had a high price; thus, on the shelf you stayed despite your pleas of "But maybe you'll like me!" I can't lay down a bunch of dough on a chance like that.
But still, that's the thought that I'd had since the first disappointing review of you rolled out: maybe I'd like you. The truth is, you never left the back of my mind! There, I said it. Sometimes, late at night after my parents had gone to bed, I'd lock my door and look you up on the internet. I wouldn't tell anyone and that time my dad surprised me and came in all "WHAT ARE YOU DOING" I was all "Errrr, homework!" and turned off my monitor so fast, hoping he hadn't caught a glance at your Amazon.com page on my screen.
No one should be shocked, then, that when I saw you recently at Target, all brand-new and beyond reasonably priced, I finally took you home.
Right away, I could see what people had been getting at. There's no way to say this more politely, Final Fantasy XIII, so here goes: you're really effing weird. From your run down this corridor- fight! Run further down the corridor- fight! patterns to your auto-battle system that won't allow me to control the actions of my party members to your where are the towns?-ness to your horrendous leveling up system in the Crystalnasium or whatever it's called, you're a very, very weird game. Are you some new breed of action-RPG-movie? I don't know. It took me a good long while to get used to you, however.
And then I did. I got used to your quirks, and dammit, I actually came to appreciate most of them. By the time you relaxed most of your restrictions and let me, say, choose my own goldurn party of players, I was really digging you. To be honest, I think that auto-battle is pretty good for someone like me, as I'm not a micro-manager. If I can trust my healer to do healy things all on his or her own, then I'm good, you know? I'll never ever like your weapon upgrading system and the Crystalnasium was ridiculous to the end, but most everything else I, I forgave. Exploring towns and meeting NPCs didn't jibe with your storyline and I get that, but still. Those things were missed.
Pretty soon, I realized that I was drawing sketch cards of your characters when we were apart, FFXIII (can I call you FFXIII now?), and it was then that I realized that yes, I was really really digging you.
YOU'RE SO PRETTY. You flat-out dazzled me with your beautyosity. See, I only recently upgraded to a 21st-century TV (again, umm, behind the curve) and anyway, I'm not a graphics hound when it comes to games or movies. I read complaints about certain titles and I think "Durr, it looked fine to me..."; I'm not sure if it's the crappy TV I had or the fact that I still very clearly remember that games used to consist of a bunch of moving squares, but my standards are pretty low in that regard. But oh, oh oh oh, you opened my eyes! Character hair moved around! I couldn't tell the cut scenes from the gameplay! I will admit, I'd probably like you no matter what simply because YOU'RE SO PRETTY. I'm shallow, I guess, after all.
Your plot and storylines are convoluted. There's no getting around that, and I was awfully glad that your datalog spelled it all out for me. Convoluted, but oddly engaging.
Your characters...hmm. Some of them are so irritating, there was never a moment I wanted them NOT to die. (SNOW. I hate him with the hateful hate of a thousand...umm, haters.) Some of them I loved right away (Lightning, and FANG. Why did they wait so long to introduce Fang? She now rules my world!), and some of them actually grew on me (Vanille was, surprisingly, perhaps the most well-rounded character in the game). I found myself pretty invested in them and those convoluted storylines of theirs. And please, FFXIII, don't even try to deny the it's so barely subtext that if there were really any sexuality at all in Final Fantasy games it would totally be text between Fang and Vanille. Come on, we all know what's up, and it's cool.
Again, now that you're all said and done, I just wanted to tell you how I feel. Look, you were right: I like you, okay? I think the stuff that people said about you was all rather true, but then I rather don't care. I like you for what you are, rather than hate you for what you're not- a simple enough concept that I struggle with often. What you are is pretty fun and pretty pretty. You were right, and I'm glad I finally took a chance on you. I won't wait so long on Final Fantasy XIII-2, I promise. In fact, I kind of can't wait for it. To hell with my rep and yours- let's hold hands!
Love (that's right, I said it),
Stacie
PS- I don't actually live with my parents still, but then you know that because you live with me.
Let me say this up front: part of the reason why I'm only just getting around to you now is because of...well, because of all those things people said about you. You were all over The Internet for a while there and I couldn't avoid you. I read the reviews and the comments, and the news was...not good. "It's too linear!" they cried. "It's too easy, too dumbed-down!" Perhaps the one that cut the deepest was THIS IS NOT MY FINAL FANTASY.
It's like no one knew who you were anymore- at least, that's what they said. They said you had no towns. No towns! An RPG with no towns in which to talk with NPCs and to shop! They said you didn't allow for much exploration, that you guided players from A to B to C by the hand, taking any guesswork out of the equation...taking any freedom out of the equation. Honestly- now, this is going to hurt, Final Fantasy XIII- I don't think there are too many people out there who actually like you. Perhaps you'd be a fine game if you were called, oh I don't know, Crystal People in the Electric Hallways of Doom or something. But as a part of the venerable Final Fantasy family, word on the street is that you're a big ol' disappointment.
I listened to all of that and like I said, it kept me away. I'd see you in the store or online or whatever, and I'd quickly look away to avoid eye contact. One time, though, a used copy of you almost caught me in a Gamestop. I heard a "Hey. What's up?" as I was mindlessly browsing the shelves, and I almost took you home! But I couldn't. I couldn't willingly enter into a relationship with you after all the things people said. I mean, come on. I have a rep to protect, Final Fantasy XIII! An image and a rep!
Okay, that's not true at all. But for someone with such an odor of crappy word of mouth swirling around them, you sure had a high price; thus, on the shelf you stayed despite your pleas of "But maybe you'll like me!" I can't lay down a bunch of dough on a chance like that.
But still, that's the thought that I'd had since the first disappointing review of you rolled out: maybe I'd like you. The truth is, you never left the back of my mind! There, I said it. Sometimes, late at night after my parents had gone to bed, I'd lock my door and look you up on the internet. I wouldn't tell anyone and that time my dad surprised me and came in all "WHAT ARE YOU DOING" I was all "Errrr, homework!" and turned off my monitor so fast, hoping he hadn't caught a glance at your Amazon.com page on my screen.
No one should be shocked, then, that when I saw you recently at Target, all brand-new and beyond reasonably priced, I finally took you home.
Right away, I could see what people had been getting at. There's no way to say this more politely, Final Fantasy XIII, so here goes: you're really effing weird. From your run down this corridor- fight! Run further down the corridor- fight! patterns to your auto-battle system that won't allow me to control the actions of my party members to your where are the towns?-ness to your horrendous leveling up system in the Crystalnasium or whatever it's called, you're a very, very weird game. Are you some new breed of action-RPG-movie? I don't know. It took me a good long while to get used to you, however.
And then I did. I got used to your quirks, and dammit, I actually came to appreciate most of them. By the time you relaxed most of your restrictions and let me, say, choose my own goldurn party of players, I was really digging you. To be honest, I think that auto-battle is pretty good for someone like me, as I'm not a micro-manager. If I can trust my healer to do healy things all on his or her own, then I'm good, you know? I'll never ever like your weapon upgrading system and the Crystalnasium was ridiculous to the end, but most everything else I, I forgave. Exploring towns and meeting NPCs didn't jibe with your storyline and I get that, but still. Those things were missed.
Pretty soon, I realized that I was drawing sketch cards of your characters when we were apart, FFXIII (can I call you FFXIII now?), and it was then that I realized that yes, I was really really digging you.
YOU'RE SO PRETTY. You flat-out dazzled me with your beautyosity. See, I only recently upgraded to a 21st-century TV (again, umm, behind the curve) and anyway, I'm not a graphics hound when it comes to games or movies. I read complaints about certain titles and I think "Durr, it looked fine to me..."; I'm not sure if it's the crappy TV I had or the fact that I still very clearly remember that games used to consist of a bunch of moving squares, but my standards are pretty low in that regard. But oh, oh oh oh, you opened my eyes! Character hair moved around! I couldn't tell the cut scenes from the gameplay! I will admit, I'd probably like you no matter what simply because YOU'RE SO PRETTY. I'm shallow, I guess, after all.
Your plot and storylines are convoluted. There's no getting around that, and I was awfully glad that your datalog spelled it all out for me. Convoluted, but oddly engaging.
Your characters...hmm. Some of them are so irritating, there was never a moment I wanted them NOT to die. (SNOW. I hate him with the hateful hate of a thousand...umm, haters.) Some of them I loved right away (Lightning, and FANG. Why did they wait so long to introduce Fang? She now rules my world!), and some of them actually grew on me (Vanille was, surprisingly, perhaps the most well-rounded character in the game). I found myself pretty invested in them and those convoluted storylines of theirs. And please, FFXIII, don't even try to deny the it's so barely subtext that if there were really any sexuality at all in Final Fantasy games it would totally be text between Fang and Vanille. Come on, we all know what's up, and it's cool.
Again, now that you're all said and done, I just wanted to tell you how I feel. Look, you were right: I like you, okay? I think the stuff that people said about you was all rather true, but then I rather don't care. I like you for what you are, rather than hate you for what you're not- a simple enough concept that I struggle with often. What you are is pretty fun and pretty pretty. You were right, and I'm glad I finally took a chance on you. I won't wait so long on Final Fantasy XIII-2, I promise. In fact, I kind of can't wait for it. To hell with my rep and yours- let's hold hands!
Love (that's right, I said it),
Stacie
PS- I don't actually live with my parents still, but then you know that because you live with me.
Labels:
final fantasy,
game reviews
Saturday, May 7, 2011
Wheeeeee
I wish there were more of those holy crap, I'm really flying through the air moments in Portal 2. That's not even a complaint, really. I love Portal.
Labels:
yes
Friday, May 6, 2011
a drawing fool
Dudes, dudettes, and "prefer not to answer"s, I have been a drawing fool lately, cranking out all manner of stick figure cards of characters from Mass Effect, Dragon Age, and Final Fantasy XIII. I've been posting them here and at my deviantART page (which I totally resurrected from the dead, just like Jason in Friday the 13th Part VI), so click if you want to, like, see them and whatever. Here's the latest, a trio of cards of the women from FFXIII. Right on!
Labels:
dragon age,
final fantasy,
mass effect,
yes
what is this i can't even
Seriously, I can't even comprehend the awesomeness of this Portal 2 poster by Tristan Reidford. Therefore, I won't even try to comprehend the awesomeness of this Portal 2 poster by Tristan Reidford. I will simply sit here and enjoy the crap out of it. Click to embiggen, seriously, you'll want to.
Labels:
yes
Thursday, May 5, 2011
Wednesday, May 4, 2011
BioWare announced today that Mass Effect 3 has been pushed to Q1 2012, to which I say: fine. I will wait. I don't want to wait, but I will since it's a quality thing, you know? Let's face it: Mass Effect 3 is going to be the greatest game in the history of ever and it's going to make my head explode with awesomeness. Until that day comes, I will continue to use my head. I have stuff to do anyway, so waiting a couple of more months isn't going to kill me (mostly).
Still, I don't know who that dude in the middle is, and why they keep putting his picture everywhere! Everybody knows that Shepard is a woman- a world-weary-but-noble drunk of a woman. Duh! And the dude on the left should be a woman named Ashley Williams. Doubleplusduh.
Labels:
bioware,
mass effect
Tuesday, May 3, 2011
Lightning
Y'all, I've been dabbling in Final Fantasy XIII whilst taking meal breaks and while I see where traditional JRPG or Final Fantasy fans may not like it, I'm digging it so far...even if it's mostly running down hallways or hallways that aren't hallways and some characters are really annoying.
The point is, though, that Lightning is so cool. So cool she's got me thinking about making one of those lame FEMALE VIDEO GAME CHARACTERS WHO ARE SO COOL lists.
Also Fang would be on the list, but I haven't drawn her yet.
Labels:
final fantasy
Thursday, April 28, 2011
I like big boats, I cannot lie.
Couldn't resist doing an Isabela (Dragon Age II) sketch card. She's such a party staple for me that I don't even bother playing duel-wielding rogue myself, though that's usually my class of choice. By the end of the game Isabela is flitting around the field from enemy to enemy, dealing out 100% (or more) critical damage and one-shot killing almost everybody. She kicks all of the ass! Sure, she's a thieving liar- umm, she's a pirate- but she's got a heart of gold lurking in there and she redeems herself nicely. Err, that depends on how you play, I suppose...but no matter what, she's sweet to Merrill and Bethany and she never fails to make me laugh.
Basically, my friends, if you don't think Isabela is as super awesome as I do, then I don't know what we have left to say to each other.
For more of my sketch cards, make with the click-click!
Labels:
dragon age
Sunday, April 24, 2011
It's hard to overstate my satisfaction.
If you're already savvy with the world of Portal, what can I say about Portal 2 besides "Yes. Go get it now, because it's effing awesome."?
If you're not savvy with the world of Portal, what can I say besides "Go get Portal now, and then get Portal 2 later, because you are really missing out on some of the best gaming available."?
See, I don't want to spoil anything about either game because both are best experienced as purely as possible- the less you know, the more there is to discover. It's best to let Portal unfold before you and constantly surprise you with its humor and incredible cleverosity, which is totally a real word, I swear.
Valve takes everything you love about Portal and makes it...more. Picking up essentially where the first game left off, silent protagonist Chell, after years in stasis, wakes up in the Aperture Science Enrichment Center and it's all but completely destroyed. Panels are broken, systems malfunction, weeds have grown up all around, and gaping holes in the walls and floors give you a view down into what seems to be a bottomless void...and the testing begins again.
From there, well...I don't want to say. Every time you think you might be approaching the end of the game, it turns out that you're not. There are times when Portal 2 feels almost like a first-person shootingless shooter than a clever puzzle game: there's a narrative that plays out, and just about every question you had will be answered.
The quality of the puzzles has been improved by the addition of several new features: lasers you can guide with reflective cubes, repulsion gels, propulsion gels, light bridges, and more. Chell will walk into a massive chamber with blobs falling everywhere and fifteen turrets aiming at her, and no seeming way out. Of course there's (almost) always a way out, and when you've finally mastered it and you head for the next testing chamber, you can't help but give yourself a high-five for figuring it out. Can't lie, I feel great and oh-so-smart when I try something ludicrous- you know, like bouncing off of a wall into a portal and grabbing a cube in mid-air only to drop it into another portal as I bounce across a chasm or something- and it actually works and the exit door opens. Portal 2 is quite rewarding that way.
So, if you know Portal, then its successor will be everything you want and expect and more. It's as laugh-out-loud funny as the first, if not more so. It's as challenging, if not more so. There's even a co-op mode this time, but I've yet to give it a go. Basically, Portal 2 is everything you could want as a sequel to a game that really didn't need a sequel. If I could hug video games, I'd hug the Portals.
What are you waiting for? It's either more of what you dug the first time, or it's something you really need to try. Either way, you should play it...for science.
Labels:
movie reviews,
Xbox 360
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