The will likely be spoilers, but should I talk about something super new I'll warn ya. But consider this a pre-emptive warning! You're WARNED!
Showing posts with label Xbox 360. Show all posts
Showing posts with label Xbox 360. Show all posts

Wednesday, June 20, 2012

Dragon's WHAT, now?

As you may or may not know (or CARE, to be sure), I am a ginormous fan of western RPGs. Oh yeah, the soap-opera-ness, the world-roamin', the build-your-own-protagonistin'...games like Dragon Age and Oblivion please me the mostest. I thought I'd have naught of this ilk to play until the Skyrim expansion Dawnguard hits later this month, but then lo! I started reading reviews of a game called Dragon's Dogma and it soon became apparent that YES. This game and I were meant to be.

You're going about your business in your wee fishing village one fine day when the bright blue sky darkens as the wings of a mighty dragon blot out the sun! As it turns out, this dragon is a total jerk- when you make a meager attempt at defending yourself, he plucks out your heart, swallows it whole, and takes off for parts unknown.


Despite no longer having a heart beating in your chest, you soon awaken for you are...The Arisen! And it's time to leave your wee fishing village to find that dragon and reclaim what's yours.

You know how it goes: assemble a crew, embark on quests as you build up enough power to face the big boss, talk to denizens of cities near and far...sounds like a pretty generic fantasy RPG, right? Well, it is and it isn't. Certainly there are familiar elements at play and sure, Gransys is definitely a Tolkien-lite kinda world. In their first attempt at a western RPG, however, Japanese developer Capcom changes up the formula in some truly refreshing ways.


The biggest of these ways is evident in the merrie bande of fighters you lead- rather than recruiting a gang of companions from all around the game map (à la Dragon Age) or asking/hiring a follower to accompany you for a while (à la Skyrim), the Arisen is, by rights, given control over the Pawn Guild. Pawns are soulless fighters who hail from the Rift, and they'll fight at your side throughout the game.

Early on, you create a Primary Pawn- modifying appearance, behavior, gender, class, etc- who tags along for the entire adventure. You can choose two more pre-crafted Secondary Pawns as well. Your Primary levels up with you, and you can outfit him or her as you acquire new gear; Secondary Pawns stay as-is, so you'll need to visit the Rift to swap 'em out as you outgrow them or you want to change the class makeup of your party.

Cool, right? Even cooler: if you're playing online, your Primary can be chosen as a Secondary to other online Dragon's Dogma players, and likewise you can choose your Secondaries from Pawns other players have created. He or she will return with gifts given by other players as well as quest knowledge.


Capcom has also changed up the rules about class and leveling up: sure, your character levels through experience gained, but you don't need to worry about stats...which I found to be a pleasant change from the norm, actually. Strength and the such can be modified through the use of gear, but when you hit a new level you simply...gain more health, power, stamina, etc. Though you choose a "vocation" at the outset- fighter, mage, or strider (rogue), of course- you can switch at any time if you're feeling bored. As each vocation progresses, you can choose more advanced forms or hybrids. I started as a strider and eventually became an assassin, a fighter/strider mix. Next time I'll go for a strider/mage mix, because wielding a magic bow sounds mighty appealing.

The one downside to the Pawns? They never, ever shut up. Ever. EVARRRR. As you travel, they talk incessantly- whether it's offering quest advice or simply blurting out things like "What a large tree!", there are three people behind you yapping all the time. It would be annoying if it weren't so hilarious...or maybe vice versa.


You'll be hearing them a lot because the world of Gransys is largely tread on foot- fast travel is a privilege, not a right, and it's earned far into the game. Even then, it's only achieved via special crystals that are incredibly rare- you plant them wherever you like and reach them via other special crystals. This really allows you to experience the world, but it can also be a bit tedious- sometimes you simply don't want to walk from one end of the map to the other, you know? But, leaving areas for good (or never exploring much) means you'll miss out on plenty of quests.

I missed out on some quests simply because of my biggest peeve with Dragon's Dogma: the save system. You can save anytime you like, but the game also auto-saves...and you only have one save file. There's no going back! I discovered this when walking through an innocuous door triggered the final quest and an auto-save- sure, I promptly turned myself around, but several other quests were immediately canceled because they could no longer be completed after that point. It makes my gamer OCD/completionist brain hurt.

Fighting is a blast in Dragon's Dogma. Yeah, there are RPG staples like spiders, rats, and goblins, sure...but Gransys is also populated by enormous creatures straight out of mythology: cyclopes, harpies, chimeras, griffins, and more all roam the land freely. For most of them, there's a Shadow of the Colossus-style angle that can be exploited- grab on to a writhing head of a hydra or climb up the back of a golem and hack away. It's fun, it's difficult (oh, I died so many times in this game, and some battles last upwards of 10-15 minutes), and it never gets old.


You'll find, too, that the world changes vastly from day to night, and Gransys under darkness is no joke. The monsters are tougher, and the only light comes courtesy of the small lantern tied at your waist. Is that shape ahead a rock, or a cyclops waiting in ambush? To what manner of beast do those glowing red eyes in the distance belong? And let me tell you, I thought I'd tired of zombies, but Dragon's Dogma features the absolute creepiest undead I've seen since...well, since Capcom's seminal Resident Evil series.

Though I truly loved the game- it's a really good time- it's not without some...quirks that detract from the play. I mean, no one seems to notice (or care) that the mighty Arisen is a total mute. This is not a voiceless protagonist where you get to choose a line of dialogue from time to time that might give your character some sense of...well, character. All you get to do is pick a yes or a no, an accept or a do not accept from time to time. The cutscenes are well-rendered and the Arisen has some emotive facial expressions, but no more than that. It's just kind of...weird. Particularly when people fall in love with you.

That's right, it's a western RPG so there must be some form of romance, right? It's there in Dragon's Dogma, but it's convoluted and broken beyond all reason. Doing quests make people fall in love with you...so while you give a shopkeeper a fancy idol in exchange for better gear, look out! He or she (gender don't matter none in DD) may prove to be your love interest. Yup, it's out of your control for the most part, and who you'll end up with is largely a mystery until it happens. After completing her quest, one broad decided she was in love with me and moved into my house- into my house!- without my permission. I had my eye on someone else, however, so I was left with no choice but to throw this poor lovestruck girl off of a cliff. I'd say don't judge me, but perhaps the game itself judged me: my "beloved", after all, changed from one ending to the next. Yes, Dragon's Dogma has more endings than Return of the King, though I'm not complaining about that. It was odd, though, to walk off into the sunset not with the person I'd already walked off into a sunset with, but with...a total surprise.


Despite its flaws, Dragon's Dogma fell right into place alongside other western RPGs I love. I hope there's meaty DLC in the works, or a sequel...and I certainly hope Capcom doesn't give up on this strange new world.

And ooh, I hope that "What a large tree!" becomes the new "arrow in the knee".

And here's a trailer that shows a bit o' gameplay:



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!

"Welcome to my home."

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.)

fuck yeah, gonna pick some herbs

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.)

the best picture I found

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.

spriggins creep me the hell out

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!

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.

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.

Tuesday, April 12, 2011

BARGAIN.


Umm, Amazon sells a download code for Alan Wake- the full game!- for...wait for it...$4.49.

FOUR FORTY NINE.

Admittedly, the gameplay gets a wee repetitive, but the story, the atmosphere, and the visuals were great enough to net Alan Wake a spot in my HIGHLY PRESTIGIOUS Top 10 of 2010 list. It's definitely worth four friggin forty nine. If you've got an Xbox 360 and $4.49, you should jump on this shit.

Here's the only dude with prices that are more insane than that:

Wednesday, March 2, 2011

DIVINITY II: EGO DRACONIS

My mobile phone, she is a simple thing. It makes calls and sends texts (or, more accurately, I make calls and send texts on it), but it does little else. There is a camera, but the quality of the photos is exceptionally sucky and further, I don't know how to get the photos off of there. I mean, I've got a picture of a door with a sign that says TOYLET PLEASE NOCK on there, and I can't really share it with the world. What's the point? Aside from the lovely built-in cameras, I don't envy people with their fancy iPhones and whatever else is out there. I don't need (or want) to check my email or what my cyberfriends are posting on Faceplace when I'm away from my computer. My brain is an old peoples' brain in that sort of regard; this incessant, constant attachment to The Internet (and each other) baffles me. But, you know. Whatevs.

However, my views don't mean that I fail to see how handy a mobile Internet can be. When a-browsin' and a-shoppin', I've often scolded my phone for not doing more. "If you were fancier," I say, "I could look up a review of this game/movie/thing I don't really need, and then I could make a more informed decision about whether or not to purchase it."

Understandably, my phone is usually put off by this. "You used to buy things- or not buy them- back in the days before The Internet. What did you do then, hmm? Besides, the reason I'm not fancier is because you don't really care about me. What's the point? Why should I be all nice and feature-laden and pricy when you ignore me? You let my battery die and don't charge me up for days. You forget where I am. You leave me in your car's glove compartment, cold and lonely amongst the maps and insurance information. Is this my fault? If I'm not everything you want me to be, then maybe you should look at yourself."

My instinct is to react harshly, to give my phone a rebuttal that ends with it in no less than four pieces on the sidewalk, but after a moment's pause, I realize that my phone is right. I also realize that it can do something besides take cruddy pictures of barely-literate gas station signery...my phone can connect to other phones, which allows me to talk to other people!

This is all my incredibly long-winded and pointless way of saying "I was at a Gamestop somewhat recently, and I came across a cheap game called Divinity II: Ego Draconis. I'd never heard of it, but it seemed like a Dragon Age-esque western RPG (be still my heart) and the Latin in the title intrigued me. However, "cheap" is still not "free", and I was unsure whether or not to pick it up. I would have asked for opinions from the Gamestop staff, but...well, come on. So, what to do? I stepped outside (don't want to be talky and rude in the store, you know) and called a friend, who looked up Divinity II on The Internet for me. The verdict seemed to be a decided 'not bad'. I was still intrigued, so I decided to pony up the cheap dollars and bring it home."

That was only marginally less long-winded than my original introduction, so I apologize.


In Divinity II, you begin on the path to becoming a Dragon Slayer, one who seeks out and kills Dragon Knights, people with the ability to transform into dragons. After a twist and turn or two, however, you are imbued with the power from Talana, a dying Dragon Knight. The hunter becomes the hunted! As kids from 20 years ago might say, "Oh snap."

There are standard fantasy RPG elements as you travel throughout Rivellon- fetch me this, kill some goblins that- but some tweaks to the formulae keep it fresh. For example, instead of the standard "choose your class" at the beginning (eg mage, rogue, or warrior), you can become any hybrid of the three that you wish. You can duel-wield weapons, pick locks, and cast spells. Mind you, if you spread out your skills too much when leveling up, there's a chance that you won't be strong in any of the classes- you can't learn everything about everything. I felt decently balanced, though, as a rogue who could cast healing and a few offensive spells.


Combat is pretty fun, if a bit stilted one way or another throughout the entire game. At low levels, I got my ass handed to me constantly, to the point where I couldn't advance the story because I was unable to defeat, you know, the 50 skeleton warriors hanging around outside the place I needed to go. At higher levels, though, I was all but unstoppable, laying waste to everyone around me.

This is definitely a western-flavored RPG, in that it's not turn based and conversation choices mean you can give your character- male or female- some personality. Only some, though, as the development isn't too deep. At one point, for example, a quest text entry says "Your parents would be proud."...but who the hell are my parents? Who the hell am I? The game begins as you're about to undertake the Dragon Slayer initiation, but any personal history you have prior to that is up to your brain.


There are some "moral choices" to be found, but they don't influence much beyond the immediate outcome. You can help Person A or Person B, but it won't have much of an impact on the game as a whole. Through dialogue, you can render yourself goody-goody, smartass, etc. There's no romance, but there's flirting...and there's a surprising amount of humor.

And yeeessssss, eventually you can transform into a fucking dragon! Fly around blasting shit with fire! Undeniably, it's sweet. You change form in a flash, making the transformation quick and smooth. It's a highlight that gives Divinity II an edge over games where...you know, you can't turn into a dragon at will.


Overall, I really dug this game a lot. The graphics were nice- particularly the environments- and the gameplay was fast and fun. I don't want to give anything away, but I've read people complaining online (WEIRD, RIGHT?) about the ending, which is...a twist to say the least. Personally, I loved the big FUCK YOU it gives players as it sets up for the inevitable Divinity III. It's a dark semi-resolution, as you might expect from the middle chunk of a trilogy...I mean, if you learned anything from The Empire Strikes Back, LotR: The Two Towers, or even Mass Effect 2. Apparently there's content out there (downloadable on PC and...maybe Europe?) that adds an epilogue more satisfying to gamers. This content will be included with Divinity II's Xbox 360 re-release in April, Divinity II: The Dragon Knight Saga.

See, if I had an Internet phone and I looked up Ego Draconis that fateful day at Gamestop, I might've found out about that re-release and held off on a purchase. But what would I have done instead? Would I have bought another game? Where would I be in my life? Why, this could be a review of a CSI game or something! How strange.

Should you hold off? Perhaps. I'm not sure what the bonus content will do to the ending, but again, Ego Draconis is a satisfying, complete game. Though lengthy, it's not as deep and complex as Dragon Age, but again again- you can turn into a GD dragon! If you like western RPGs, you could do much worse than giving it a go.

Friday, January 28, 2011

SILENT HILL: A Series Retrospective


Talk is heating up- HEATING UP I SAY- about the latest Silent Hill title in development- Silent Hill: Downpour. Articles, screenshots, and music clips are leaking...heh.

"Leaking"..."Downpour". See what I did there? Terrible! Anyway, the point is that I thought this would be a good time to take a look back at the entire series, which debuted last century, people. Why, I believe Silent Hill can now be considered "venerable".

Silent Hill (1999)

In 1999, the internet was just shy of becoming the non-stop hype machine it is today. In marked contrast to the latest iteration, Downpour, the original Silent Hill simply appeared on the scene from nowhere and quickly became a game changer in the world of survival horror. Whereas Resident Evil relied on jump scares and tried-and-true movie monsters such as zombies to frighten players, Silent Hill approached video game fear in an entirely different way. Atmosphere, limited visibility, sound design...even camera angles were used to maximum effect in disconcerting players. Like no other game that came before it, Silent Hill got in your head. The team behind this game seemed to understand that horror is best when all of the audience's senses are engaged. Okay, maybe not smell. Or touch, really. Or taste. But you get my point, which is that Silent Hill is a complete experience that envelops you and puts the player in the game. On one late-night playthrough, the chills up my back were too much and I turned this shit off. That's a pretty effective game.


Harry Mason, knocked unconscious during a car crash, wakes to find his young daughter Cheryl missing from the car. He thinks he spots her running away and gives chase, only to find himself in the fog-enshrouded town of Silent Hill. Once inside, however, he discovers that it's not simply a patch of bad weather; rather, there are some evil forces at work. The town seems abandoned and monsters roam the streets. Roads disappear and Harry cannot leave...and occasionally, the "Otherworld" takes over and Silent Hill becomes a twisted version of itself, dilapidated and drowned in complete darkness. As he explores, he uncovers the truth: there's a cult trying to resurrect an Old God, and Cheryl figures prominently into their plans, etc etc. Effing cults. It's always something with a GD cult!

The plot may be a bit of a head scratcher, but there are several outcomes/resolutions, including the infamous, jokey "UFO" scenario. Multiple ending possibilities would become a series hallmark...along with clunky controls, awkward combat, and camera issues. Hey, Silent Hill may not a perfect gameplay experience, but that's a small price to pay for such immersive atmosphere and aesthetics. As wonderful as the visuals are (even on a PS1 game!), the effectiveness owes as much- if not more- to the soundtrack work of Akira Yamaoka, whose name quickly became synonymous with the series. Whether its jarring, discordant noises that set your teeth on edge or melodies that lull you into a false sense of security, the sounds he's given the town have given the town life.



I'm not gonna lie- I'd love to see Silent Hill get a graphical upgrade-ening. It worked well for Resident Evil when the PS1 version was overhauled for the GameCube: vastly improved visuals and gameplay, but the story, though tweaked, was largely left alone. Guess I know what one of my upcoming birthday wishes will be!


Silent Hill 2 (2001)

Widely touted as not only the best game in the series but one of the greatest horror survival games in the history of ever, Silent Hill 2 is absolutely a masterpiece, a remarkable experience from beginning to end.

James Sunderland receives a letter from Mary, his wife- his dead wife- asking him to meet her in Silent Hill, where the couple vacationed years prior. Much like Harry Mason, upon arrival James finds himself trapped within the town's fog-laden streets. He battles monsters, meets a few other people wandering the streets, and finally comes across Maria, who bears a striking resemblance to Mary. As he tries to piece together this puzzle of WTF-ery, alarms blare and Silent Hill morphs into Otherworld...


In Silent Hill 2, the town is almost a living entity, beckoning people to itself and becoming a type of purgatory where people are judged for misdeeds. After several conversations with Eddie and Angela, two people equally as confused by the goings-on as James, it becomes evident that Silent Hill is malleable and provides people with...well, a custom-made experience, sort of like Room 101 in Orwell's 1984. For James, the town is rotting and full of monsters; for Angela, however, it's on fire. Illness, sexuality, guilt, remorse, murder, suicide, abuse, desire, deprivation- Silent Hill 2 deals with some heavy, adult themes and definitely earns its "M" rating. There's a sadness lingering over the whole affair, and it's as depressing as it is unsettling.

The gameplay, while still frustrating at times, is vastly improved over the first game, and difficulty levels of combat and puzzles can be set differently depending on what type of experience the player wishes to have. The graphics, as you might expect, are also much better than its predecessor. Sound design in a video game has rarely been better, thanks once again to the work of Akira Yamaoka. The locales, from the hospital to the prison, are delightfully dark and ominous. Playing Silent Hill 2 is, more often than not, an absolutely terrifying experience. This is thanks, in no small part, to the presence of Pyramid Head, an imposing executioner who relentlessly stalks James throughout the entire game.


The Xbox release of Silent Hill 2 featured "Born from a Wish", a scenario that puts players in the role of Maria before she meets James. This is one of the earliest examples of platform-exclusive content and therefore one of the earliest instances of me saying "Well great, now I have to buy another system."

Silent Hill 3 (2003)

Whereas Silent Hill 2 is a standalone entry in the series, Silent Hill 3 is more or less a direct sequel to the first game, set 17 years later. Heather- the only female protagonist in the series- is raised by Harry Mason after she's given to him as an infant in one of Silent Hill's endings. Now nearly an adult, she's drawn to the mysterious town and learns that the old pesky cult has plans for her- plans that feature birthing Gods and all the usual cult stuff. You know how they do.

The Otherworld is still in full effect, and the standard equipment- a flashlight and a radio- return. Gameplay is the mix of puzzles, combat, and exploration that players expect. It's also as scary as you'd expect. All in all, there's not much to set SH 3 apart from the game that came before it, but more of a good thing can be...you know, a good thing when its done right.


Silent Hill 4: The Room (2004)

The fourth installment brings about that classic paradox uttered by game fans, movie fans, and the like: I'd complain if you gave me more of the same old thing, but now that you've given me something new and I'm going to complain that it's not more of the same old thing!

SH4 deviated from the established formula in several ways- not the least of which is to take the game out of Silent Hill and stick it in the town of South Ashfield, specifically in the apartment of Henry Townsend. He wakes to find himself locked inside his small domicile, but soon discovers a hole in his bathroom wall that leads to a Silent Hill-like Otherworld. He becomes embroiled in the tale of Walter Sullivan, a deceased serial killer mentioned in a newspaper scrap players can find in Silent Hill 2. Henry, haunted by the ghosts of Sullivan's victims, travels back and forth between his home and Otherworld locations in a quest to put Sullivan to rest once and for all and to get the eff out of his apartment.


The series needed a breath of fresh air by the fourth entry, and SH 4: The Room certainly provided one. While the notion of expanding upon a throwaway piece of SH trivia is noble and the game's plot is fairly strong, ultimately it's a case of "good ideas, poor execution". Traveling back to your apartment- the only place providing a save spot in the game- gets tedious quickly. Puzzles, once a huge part of the experience, are sorely lacking, while combat is quite difficult. The ghosts that pursue you are irritating more than frightening: they chase you from area to area, and they can't truly be defeated. It's just...not fun.

Is it the game, or is it me? Hard for me to say. I found it quite frustrating and, while it had a couple of shining moments, it's sadly lacking in the scares department. For example, the nurses- terrifying in all previous installments- become...err, something quite different in Silent Hill 4.


The Room is the only Silent Hill game I've ever traded in, and it's a decision I question. Again, is it me, or the game? Would I enjoy it more now that I know what to expect of it? If I find it on the cheap, I'll probably pick it up (YES AGAIN) and give you an all-new verdict. Or maybe a "Yeah, I was right the first time" verdict. I know, edge of your seat and peeing with anticipation and all that.

Silent Hill: Origins (2007)

Silent Hill: Origins is the first SH game brought to fruition by someone other than the original Japanese developers, Team Silent. After a few false starts, production shifted to the UK-based Climax Studios, who brought the gameplay style back to the familiar ground of the earliest games in the series. Origins, released initially on the PSP and later ported to PS2, is a prequel to the first game and tells the story of truck driver Travis Grady, who rescues a child from a fire and soon finds himself...dun dun dunnnn...mired in the goings-on in Silent Hill. The girl is Alessa Gillespie, who is not at all unfamiliar to players- she's been at the center of the SH cult's resurrection plans since Day One. Alessa disappears from the hospital where Travis brought her and as he tries to figure out how and why that happened, he remembers more and more of his past. It's no surprise that his ties to Silent Hill run deeper than a simple drive-by.


As I said, an effort was made to hearken back to the old days of Silent Hill and for a die hard fan like me, that's fine...even if, by this fifth installment, the beloved formula (flashlight...radio...puzzles) was a tad too familiar. Things were shaken up by tweaks to combat (including modified quick time events) and the main character's interaction with Silent Hill's infamous Otherworld. Before Origins, Otherworld would simply happen, heralded only by the blare of air sirens. Travis, however, has the ability to travel between worlds via mirrors, and his actions in one world affect things- objects, environments, etc- in the other. It's a unique development, certainly, but it also takes away the minutest bit from the gameplay; not knowing when the darkness will strike and, once ensconced in it, not being able to leave it, can put the player in a bit of a panic.

Then, too, there's just...something missing from Origins, though it's difficult to pinpoint one thing, exactly. It could be that originally, Silent Hill was essentially a Japanese interpretation of western horror. Highly influenced by movies like Jacob's Ladder and classics of genre literature (take a look at the street names in the map up top, won't ya?), SH was of a certain sensibility thanks to the culture of its development team. When the series was put back in the hands of western developers, it became an interpretation of an interpretation, a third-generation copy that, for all its superficial successes, rings hollow. It's enjoyable simply because it's Silent Hill, dammit, but it fails to leave a lasting impression or ever truly get under your skin the way the first three games did. It's possible, too, that the series was simply running out of steam. "Running out a steam" is apparently a long way from dead, however, as the SH games keep coming.

Silent Hill: Homecoming (2008)

The first Silent Hill game made for next-gen platforms Xbox 360 and PS3 came from another western developer, Double Helix. Alex is a combat veteran returning home to Shepherd's Glen, a hamlet that borders on Toluca Lake with Silent Hill, only to find things are terribly amiss. His mom is all zonked out and townsfolk- including his father and younger brother- have gone missing. He dives into the fray to get to the bottom of the mystery, and things get effed up.

Sound familiar? Yeah, it should by this point, and that's a shortcoming for Homecoming. To their credit, Double Helix made some changes that while seemingly minor, ultimately had a huge impact. In previous games, combat was awkward and difficult in part because of wonky camera and controls, but also because it was endemic to the protagonists. A dad, a trucker, a 17-year-old girl...the main characters in all other installments are just regular people who simply wallop monsters as best they can- which often isn't very well. Alex, however, is an ex-soldier and as such, he knows how to kick monster ass, wielding upgradeable weapons as he performs finishing moves and dodges attacks. In previous forays into Silent Hill, combat was to be avoided whenever possible; here, enemies pose little threat. As a result, Homecoming feels more like an action-based game than a psychological horror-based one.


Still, Homecoming isn't a bad game by any stretch- it's just a bit stale and predictable. The plot, while only loosely tied to Silent Hill itself, is serviceable; the visuals, though often too dark, are generally terrific when you can see 'em, and Akira Yamaoka's work is as good and atmospheric as ever. If this game were an original title and not tied to the Silent Hill series, it probably would have received higher marks across the board...but this is Silent Hill: Homecoming, and it's missing that certain something that made earlier games in the series so special.

Silent Hill: Shattered Memories (2009)

Climax Group, the team behind Origins, returned for Shattered Memories, a reboot/reimagining of the first game.

I know all you horror movie fans out there just felt a chill run down your spine, as we're all too accustomed to updatenings pooping all over our beloved classics.

And yes, up top I expressed a desire to see the first game given a graphical overhaul- that's something entirely different than a reboot. It's like the difference between scrubbing up James Cameron's Aliens for a Blu Ray released and Joe Schmoe director reimagining Ripley and her Space Marines as a science class on their worst field trip ever.

This is not to say that Shattered Memories is as bad as all that; I sheepishly admit that I don't really know. I played the first couple of hours on a friend's Wii, the platform to which the game was exclusive at the time. I don't own a Wii, so when that visit was over, so was my relationship with Shattered Memories. It has since ported to PS2, but...I wasn't so impressed that I felt the need to go pick it up. Additionally, the gameplay was very much tailored to the Wii's remote (which the player uses to aim the flashlight and utilize the cellphone), which may or may not translate well to the PS2's dual-shock controller. Shattered Memories is the first Silent Hill game I didn't rush out and buy on release day. I don't know why, but I feel like mentioning that. Surely it says something about something or other.

What I did play at my friend's house was admittedly fairly interesting. The story of Harry Mason and his daughter Cheryl, once again lost in Silent Hill, is intercut with scenes of Harry at a psychiatrist's office. Harry dutifully answers the doctor's questions, and those answers color the gameplay back in Silent Hill, from the puzzles he must solve to other characters he encounters. This allows for enough variety in the experience to warrant a few playthroughs.

The biggest changes, however, occur when Silent Hill enters the familiar Otherworld- in Shattered Memories, it ain't familiar at all. Rather than changing to a world of rust, decay, cages, and rotten flesh, it changes to a world of ice. There are also marked changes to combat in this installment: there is no combat. When the world turns blue and cold, Harry can only run away from the fleshy little dudes who chase after him. While this can be an exhilarating experience, it can also be one hell of a frustrating one as you try to navigate tricky environments and find a way out. Obviously, these enemy encounters are vastly different than any in the previous games; it certainly takes away that trademark feeling of dread when 1) you know the only time you'll be attacked is in Otherworld, and 2) encounters only entail relentless pursuit.


I don't know how far Shattered Memories deviates from the original game in terms of story because I haven't read plot spoilers; I figure someday I'll get me a Wii and then I'll see the game through to its completion simply because I am a nerd for all things Silent Hill. From where I'm standing now, it seems as if this could be another case of "If it wasn't a Silent Hill title, it'd be pretty good...", especially considering its home platform, which is sorely lacking in the horror games department. I'll eventually find out. I know, once more edge of your seat and peeing with anticipation and all that.

Silent Hill: Downpour (2011)

The forthcoming eighth game in the series, Downpour, is currently in development in the hands of Vatra Games, a Czech-based studio. Since the game's announcement at E3 last year, info and screenshots are becomeing more frequent- including a sizeable feature in the most recent Game Informer. I'd say things look promising, but then everything always looks promising when you're looking at pretty pictures and reading the promises of producers. Still...promising!

Apparently the protagonist is a prisoner named Murphy. The transport bus he's riding in crashes in a thick fog outside of Silent Hill. Murphy escapes the bus, heads into town, and...you know. Stuff happens.


What's got Silent Hill fans in an tizzy over Downpour is that it will be the first game in the series that won't feature the work of composer Akira Yamaoka. In his stead is Daniel Licht, the man behind the music of Dexter. Though Yamaoka's incredibly haunting work is as much a part of Silent Hill as is...well, the name Silent Hill, it's far too early to pass judgment on the effectiveness of Licht's work. Some of the music was posted recently on Kotaku and though it's got an undeniably (and expectedly) different feel than what's come before, it seems fine to moi. I hear mandolins, so, you know. That's good!



Design director Brian Gomez claims that Murphy's story will be his own- he won't have ties to Alessa, the town's history, the cult, or any of that hoo-ha. He simply stumbles into a bad situation...or does he? Vatra intends to make the town of Silent Hill a true "character" again, the way it was originally intended. If that's true, then Murphy's arrival is unlikely to be a coincidence; more likely, he was beckoned there (if only by fate) as penance for his criminal past. Sounds a bit Silent Hill 2-ish in storyline approach, but then it's too early to even speculate and besides, I don't want to get my hopes up.


Okay, yes I do! I do want to get my hopes up because I still fucking love the first three games in the series and call me lame, I want a new story set in that horrible, terrifying town that will share the essence of those early entries. I want to be scared so badly by the goings-on that I won't play it in the dark- hell, that I have to stop playing it altogether. I know it's ridiculous to want to simply recapture an experience, but when it's this good, why not? I'd rather keep believing that the next trip to Silent Hill will be the best one yet than think the series is all dried up and new voices won't have anything worthwhile to offer. What's the fun in that?

I do know better, however, than to hope for another cracked out dog ending.

Wednesday, January 19, 2011

Hey, Dragon Age nerds!

First of all, I know- you're like, "What, Dragon Age again? Why not just call this blog Dragon Age Sandwich! Ha ha ha- Dragon Age Sandwich, amirite?" But listen, this is not simply another excuse for me to talk about one of my favorite games- well, okay, maybe it is just a little bit. More so, however, this is a post in the interests of public service, or least in service of that portion of the Xbox 360-playing public that finds itself wanting more Dragon Age...which, in my dreams, is everyone in the whole wide world.

Here's the deal: until January 24th, EA is running a massive sale on Xbox Live downloadable content, including every chunk o' Dragon Age-y goodness (and, to be fair, some Dragon Age-y mediocreness) to get you pumped for the countdown to Dragon Age II. LIKE I NEED IT. Anyobsessed, all DA DLC is 50% off- for those of you who are bad at percentages, that's half off! Of everything! So you should get what you don't have! Don't you think so?! DLC for 200 points! Yelling!

What's up for grabs and my thoughts on the such (because you're dying to know):

The Golems of Amgarrak


Reviews of this slight chunk o' DLC weren't too kind, so I didn't intend to pick it up whatsoever...but then this sale happened and the next thing I know, I'm heading into a thaig in search of some missing dwarves and the remnants of Caridin's research on the manufacture of golems. Now that I've played it, "slight" still seems an appropriate word. You can import your high-level Grey Warden or create a new one; it doesn't much matter as conversations are few and your Origins gameplay has little bearing on events. Some cool new enemies to fight (and the battles are as tough as advertised) and a couple of new items, but in the end it's short and more than a bit "meh" as you spend your time running back and forth through the same rooms repeatedly. To my mind it's best left to the completionists like myself; at least now that nagging voice constantly whining "But there's content out there I haven't played!" will shut the hell up.

The Darkspawn Chronicles


This alt-history content is also fairly short, but it's also quite fun. Dudes, unleash your dork...err, dark side and play as Darkspawn! Chronicles tackles the age-old question "But what if the player's Warden recruit had died during the Joining and it was up to Alistair to save Ferelden?" The answer: mankind would be royally fucked. Control hurlocks, genlocks, ogres, and all the gross villains at the Archdemon's command and kill your way through the siege of Denerim that occurs during Origins's finale. I'll admit, it was a good time until I got to the market area and started laying waste to all those NPCs I'd befriended as a Warden...never mind the battle on the roof of Fort Drakon. I felt a twinge of sadness as I slashed away at Wynne and the dog- MY dog!, but it was just a twinge, I swear- and that's only because I'm one of those goody-goody, namby-pamby players.

Witch Hunt


Man, I was so looking forward to Witch Hunt, which promised to shed light on Morrigan's life post-Origins (and post-Old God baby). Hell, this DLC was to give a proper ending to your Grey Warden's story if your Warden was male and in a romance with everyone's my favorite Witch of the Wilds. I suppose it does all that, but not in a particularly satisfying fashion. Meet up with a few new peeps, travel to places you visited in Origins (like the Circle of Magi and Cadash Thaig), find Morrigan, and get one of a couple of abrupt endings that are, frankly, unworthy of the hours spent with these characters in the game proper. Worth it if you dig Morrigan (I honestly don't get why some people don't dig Morrigan, but it's my understanding that these people are out there), I guess, but don't be surprised if you bust out a "That's IT?" when it's all over.

Leliana's Song


Now, my friends, we're talking! Perhaps the best piece of Dragon Age DLC is Leliana's Song, a romp through the past that explores Leliana's time as a bard and just what the eff went down with Marjolaine. If you saw Leliana's companion quest through to its end, then surely a glimpse into events that transpired before you met her is a tantalizing prospect, no? Yes! Wait...yes or no. Whichever one means YES in regards to whether or not you should play this. In particular, Leliana's Song is a great example of what DLC can be: it expands greatly on a character we think we know, provides some satisfying gameplay (even if, again, we play through areas we've seen before), and colors our experiences in the main game. If you get one piece of cheap DA DLC, I recommend this one.

Dragon Age: Awakening


Not so much DLC as it is a lengthy (20+ hours!) expansion pack, Awakening is nonetheless on The Sale...so if you haven't played this before now, you no longer have excuses! Basically, this is Dragon Age: Junior- much like the experience of playing Origins, but truncated. The story takes place after the demise of the Archdemon, and you can import your Warden or start fresh playing a Warden from Orlais. Both have advantages- decisions your Warden made will have some repercussions felt in Awakening (it's particularly satisfying to play as a human noble), whereas a Warden from Orlais will experience all sorts of side-eye from citizens simply because he or she is Orlesian. You know how Orlesians are! My recommendation is to start a new character; I just found it a bit too weird to play my Warden with (almost all) new companions who really didn't compare to my companions of old. No matter how many jokes he cracks, Anders just ain't Alistair, and no matter how bitchy she is, Velanna ain't Morrigan. Some familiar faces pop up, but you simply may not give two shits about that sort of thing. No matter which character you choose to play, you're the new Warden Commander charged with finding out why the Darkspawn are at it again, even without an Archdemon commanding them- and why some of them now speak. Travel around Ferelden, recruit some friends, make some heavy decisions, fight some new enemies...it's pretty much more of what you dug about DA:O, plus some sweet new equipment.

So there you go, the big rundown on the cheap Dragon Age DLContent. Go forth, purchase, and play! I know what you're thinking- "Stacie, I will. But FFS, why don't you just marry Dragon Age already?" To which I reply "I would, but then what would Mass Effect say?"

Monday, January 3, 2011

horror video games

I love horror movies and I love video games. It should be obvious, then, that I love any combination of the two; I've played some games past the point of frustration just because they were supposed to be scary (the original Alone in the Dark stinks...it's okay, we can all admit it). Likewise, I've found perverse enjoyment in some atrocious horror films with gaming themes (yes, I'm referring to Stay Alive...just don't tell anyone).

I've talked about scary-flavored games plenty of times over at my other home, Final Girl; however, if you haven't been reading it for the past half-decade (and why would you, amirite?), then perhaps these little lists have gone without your notice. In the interests of convenience, history, humanity, and posting about things I dig, then, I'm gonna re-post all this old stuff about some of my favorite horror games here in one place...and even add a couple of new entries. GASP!

ALIEN 3 (Super Nintendo)


I don't really understand all the hatred people seem to have for the movie Alien 3. I saw it at the theatre twice and while it's a strange place to go after Aliens- and YES they shouldn't have casually killed ogg Newt and what's-his-name like that- I dig it (the fourth film in the series, Alien Resurrection, is another matter entirely). The pixelated counterpart, Alien 3 for the Super Nintendo system, is an absolute blast. You've got to guide Ripley through a series of varying environments (tunnels, exteriors, factories, etc) and accomplish different goals to complete missions. On one mission, you'll rescue prisoners that are all gunked-up with alien goo, while on another you'll have to clean all the alien eggs out of a hallway and weld the doors shut, and so on. For a 16-bit game, the graphics are fantastic. The action is intense- there's nothing like a room full of face-huggers to get your heart racing.

DOOM 3 (PC, Xbox)


I think I read on The Internet somewhere that people don't like Doom 3. I don't understand why, as I love it...hell, it's the first game I got when I got a good old-fashioned Xbox. What's not to love? It looks great and it plays great (this from someone who's pretty uncoordinated when it comes to first-person shooters). The plot (something something space marines something portal to hell something demons) is light, granted, but it's secondary to the action. When things go wrong in Doom 3, they really go wrong, and you've got to shoot, pummel, and chainsaw your way through hordes of demons and demonized space marines, often in the dark. During one part of this game, you're led through a labyrinthine area of a lab by a scientist. There are power fluctuations or surges or something and the lights are out. Eventually, the surges short out your flashlight as well...as the single beam of light fades, you see something leap out of the darkness and kill the scientist- then everything goes black. Absolutely terrifying. Stupid Internet.

FATAL FRAME (PS2, Xbox)


The Fatal Frame series is very, very Japanese, if you get my drift. Like your typical J-horror flick, it's long on atmosphere, longer on black hair, and short on a linear plot. Armed with a special ghost-capturing camera as your only weapon, you run around haunted houses trying to solve a mystery. If you're willing to give yourself over to the game, you'll likely get goosebumps on top of goosebumps- the game is that chilling. That Ray Parker, Jr thinks he's so big- I'd like to see him go up against a vengeful spirit in some dojo in the middle of the woods! My only gripe about these games is the battle system; the camera is very clever and very unique, but it's also clumsy. As I noted, I'm pretty uncoordinated at times, but more often than not I found myself wasting film taking pictures of the ceiling or floor while ghosts were attacking me relentlessly. The scares more than make up for this complaint, however. The second entry in the series, Crimson Butterfly, is perhaps the best.

RESIDENT EVIL (refer to chart found here for platforms)


Stick around here a while and you'll hear plenty of Resident Evil talk, my friends, because I effing love that series. The name of this blog may have even indicated as much. But in a list of my favorite horror games, I can't NOT mention the Rezzies. Yes, we're so intimate that we have irritating pet names for each other, though I can't print in polite company what Resident Evil calls me.

But! A post about the series is for another day; here, I'm just fixin' to talk about the ones I like best. My mostest favoritest, I think, is the GameCube remake of the very first Resident Evil. First of all: I love my GameCube. I'll talk about it more when I continue my positively fascinating history with video games...but suffice it to say, I find that the oft-maligned system kicks all kinds of ass. All kinds! For you mathemagicians out there, I posit: Resident Evil is proof of this.


The graphics in the remake are simply amazing, from the little puffs of dirt that rise when you run over an old, dusty wooden floor to the little puffs of stinky zombie breath blown in your face, it's really a beautiful game to behold. The basic plot of the original game remains intact- members of S.T.A.R.S. are investigating a series of "cannibal murders" and end up in a dilapidated mansion in the woods, confronted by zombies and various other horrors- but there are new subplots and enough new material to give a Resident Evil veteran plenty fresh thrills. This game is downright scary, there's no doubt about it. The first time a zombie that I killed- I know I killed it 'cause the puddle of blood oozed out from under him!- jumped up and started running after me, I nearly crapped my pants. Then I made out with my GameCube.


And then there's Resident Evil 4, which was born on the 'Cube but ported over to Playstation 2 (so you have no excuses not to play it- unless you only have some variation on the Xbox, or something much older, or perhaps you don't even play video games...I suppose those are good excuses) and changed the gameplay of the series. Gone was the awkward 3rd-person view; in its place, a weird over-the-shoulder 3rd/1st hybrid. Gone, too, were the straight-up zombies that were Resident Evil's hallmark, replaced by crazed cultists known as Los Ganados. Sometimes change is a good thing, though, and Resident Evil 4 is widely considered to be the best overall game in the series. It's a huge game- I don't even know how many hours I've spent playing it, and I loved every minute of it. And hell, you know any game that's got a dude with a sack on his head wielding a chainsaw is A-OK by me.

And then there's Resident Evil 2 and Code Veronica...oh, I could talk about Rezzies all day.

SILENT HILL (refer to chart found here for platforms)


I could also talk about Silent Hill all day, although truth be told...well, I'm a sucker for the series and so I'll play anything SH that exists, but I think it may have had its time in the sun. I shouldn't say that, I KNOW. But...latter entries are fun, but they just seem like pale imitations of the earliest forays into Silent Hill. Maybe it's just familiarity breeding meh, but they're just not terribly scary anymore. Something's missing.

Silent Hill 2 and 3, though...dem's my jams. I can't decide which I like better, although 2 has the best story out of any SH games. Some scary shit, that. Oh, Silent Hill...I'm sorry I said those things. You may no longer be the Silent Hill of my yoot, but I love you. For realsies.

CLOCK TOWER (PS, PS2)


I don't know why I keep buying Clock Tower games. I play them a bit, I get frustrated and/or get nowhere, I trade them in for something else. Oh wait, I know why- there are crazy dudes with big pointy things (by "things" I mean "knives and scissors", ya perv) chasing you around. The best part about the game is the fact that you can actually hide from the crazy dudes- hiding in the broom closet while a crazy dude hunts for you, walking by slowly as his giant scissors go shhhhing! shhhhing! is an awesome experience. Actually playing Clock Tower, however, is not. The controls are clumsy, the crazy dudes can't be killed (or really even stopped for any length of time), and the "puzzles" are nonsensical and frustrating. That's it, Clock Tower...like that mystery girl who made Michael Jackson cry, you're outta my life!

SIREN (PS2)


The skies rain blood and everyone in town goes homicidal cuckoo-nutso. You, however, are still quite normal and you have to escape. The evil townies want you to die and do everything they can to kill you: they'll stab you, they'll shoot you, they'll throw things at you. They're just plain mean! Mean and crazy! This game is pretty spooky, and you've got the ability to "sight-jack" in your arsenal. This means that for short periods of time you can see things through the eyes of the evil townies. A cool gimmick, but not just a gimmick- this is your only means of locating the evil townies in their proximity to you- and your only real means of escape is the use of stealth. I wanted this game to be awesome. I really, really did. But sweet jebus, it was difficult- or I found it to be difficult, anyway. I'm really bad at being stealthy when games require it. Some jerk would hear a leaf rustle under my foot and shoot me from a rooftop, or I'd come around the corner and get stabbed in the face. Ultimately, the difficulty level (or my stupid, noisy, lumbering self) got in the way of my enjoyment and Siren went bye-bye.

DEAD RISING (Xbox 360)


Once upon a time, I reviewed Dead Rising. There is now also Dead Rising 2, which is more of the kill the zombies sameness with some tweaks. If I have to tell you that killing hordes and hordes of zombies, wackadoos, and wackadoo-ier wackadoos is fun and creepy, then you must be a moron. No offense...but come on.

LEFT 4 DEAD (Xbox 360, PC)


I love the chaos of Dead Rising, but I love this first-person shooter even more. See, what Dead Rising is to George Romero, Left 4 Dead is to Zach Snyder. These walking dead aren't walking at all- they're running really fast because they want to eat your face. There are hundreds and hundreds of them, along with "special" zombies, upgraded with all sorts of new ways to kill you. My favorite is the Witch, the goth-looking chick who sits around in her underwear, crying...until you get too close, and then she's up and clawing your eyes out in a flash. Reminds me of college!

DEAD SPACE (PC, Xbox 360)


First of all, Dead Space 2 will be out for Xbox 360 and PS3 in a matter of days and I am excited about it. Okay, it's out in a matter of weeks, but as a week comprises days, my point stands. Second of all, if I'm excited about it, you can rightfully deduce that I love Dead Space. And why wouldn't I? This game is like Resident Evil meets Event Horizon, and it's absolutely one of the scariest games in the history of the history of ever- yes, it's that scary. You've got to repair your disabled ship while fighting off mutated crewmembers- of course there's an alien flu bug goin' 'round. Standard stuff, eh? Well, Dead Space utilizes sound and light like no other game since Silent Hill, and it's downright terrifying, to the point where I hit 'pause' on more than one occasion just so I wouldn't have to continue on into a pitch-black hallway where something was moaning. The score sounds straight outta Kubrick's The Shining, and it helps sink you into a never-ending state of heebie jeebies.

ETERNAL DARKNESS: SANITY'S REQUIEM (GameCube)


While it wasn't a major hit sales-wise, this oldie but goodie GameCube release is a favorite amongst nerds in the know. Explore the mansion that belonged to your recently-deceased grandfather as you try to unravel the mystery of his death. Find chapters from the "Tome of Eternal Darkness" and engage in a little time-travel...and then Eternal Darkness really starts fucking with you via the "sanity meter". The more scary stuff Alexandra encounters, the nuttier she gets...and the nuttier you'll get. You'll be in the middle of a boss battle when suddenly your controller no longer works...or the game cuts to the title screen...or Alexandra ends up on the ceiling- the game really messes with your head as a player. There's nothing else like it. Hey, now you're a nerd in the know!

HAUNTING GROUND (PS2)


Here's another game that got little attention, but horror fans should definitely bust out their PS2s and give it a whirl. At the start of Haunting Ground, you wake up in a cage (!!!) on the grounds of Castle Belli, and you've got to figure out what the eff is going on and how you can escape. Eventually you team up with a white German Shepherd named Hewie to solve puzzles and defend yourself as you search for a way out. What sets Haunting Ground apart from other survival horror games is that your character wields no weapons...just about all you can do when confronted by an enemy is run and try to find a good hiding spot- sort of like Clock Tower done right. Sometimes these hiding spots work, and sometimes they don't...but you can never use the same place twice. It's incredibly tense to be crouched behind a curtain while someone is in the room, actively looking in all the corners for you. While there's definitely too much backtracking (and man oh man does the story get a bit perverse), Haunting Ground boasts one of the greatest, scariest video game villains ever in Daniella, the creepy-ass maid (pictured above). I'd say they should stick her in a movie, but we all know how movies based on games tend to go...

THE THING (PS2, Xbox, PC)


Did you know that there's a video game set right after the events of John Carpenter's The Thing? There is, and it's pretty good- so you PS2 and Xbox owners should get all up on that shit. You can imagine how the game goes: after contact is lost with MacReady and company, the military sends teams to investigate...alien parasite hijinks ensue. While you've got to battle the creepy-crawlies, you've also got to battle the rising worries of your teammates as they become increasingly paranoid: no one trusts anyone. Dudes get scared and they kill themselves, or they try to kill you. You may have an infected teammate in your party. It's a lot like the game, except no one wears weird, giant sideways cowboy hats- and that's a pity.

F.E.A.R. (Xbox 360, PS3, PC)


F.E.A.R. has become a veritable franchise over the years; the forthcoming F.E.A.R. 3 will boast the talents of horror heavyweights John Carpenter and Steve Niles, so that ought to tell you something about it. As for me, I've only played the first game in the series and while I liked it well-enough, I didn't fall in love. It's a first-person shooter that's more action-y than horror-y to me, which is certainly fine. I look at the picture above, though, and I think to myself "Stacie, you're a jerk. Try it again. Undoubtedly the reason you thought it was only okay is undoubtedly your problem, not the game's." So, we'll see. There are a lot of games on my Someday Second Chance List, and this is one of 'em.

ALAN WAKE (Xbox 360)


I recently talked a bit about Alan Wake in my little year-end wrap-up, but this sleeper hit is worth mentioning again. In the end it may be more "thriller" than "horror", if one wants to split hairs (as, obviously, I do), but there's no denying that walking around the dark woods with naught but a flashlight while evil-encrusted psychos bearing fishing hooks chase you is GD scary.

So there you go, horror + video games- two great tastes that something something. I hope to amend this list until I can no longer hold controllers in my wizened, arthritic claws!

Actually, I take that back as "wizened, arthritic claws" sound like a real drag to have. How about...I hope to amend this list forever.

Look, I'm amending it already! In the interests of making this post more of a real horror-flavored video games list and not simply a horror-flavored video games I love list, here are some more...umm...you know, horror-flavored video games which may be of interest.

Stuff I've played, felt only okay about in the end:
  • Condemned: Criminal Origins/Condemned 2
  • Alone in the Dark (they were all okay except the first one, which, as I noted, sucks)
  • Indigo Prophecy
  • Call of Cthulhu
  • D/D2
  • Still Life
Stuff I've played that pretty much stunk:
Stuff I've yet to play, but I oh so very much would like to:
  • Metro 2033
  • Rule of Rose
  • Dementium
  • System Shock
  • Amnesia: The Dark Descent
  • Saw
Stuff I've played, but I honestly don't remember much at all:
  • Parasite Eve/Parasite Eve II

Stuff I'm currently playing:
  • Deadly Premonition