Tuesday, January 24, 2012

First Impressions of The Elder Scrolls V: Skyrim


Steam says that I have 10 hours logged in The Elder Scrolls V: Skyward, so now is as good a time as any to pause for a moment to articulate my first impressions.

The first thing I thought as I rode the wagon into town is that there must be post-it notes all over the walls at the Bethesda studio that say "Player must start every game as a prisoner." I mean seriously, is that the only way to introduce a character to your games' new worlds? Some guy always gets carted in from another realm (so that your ignorance of the lore and customs in the new land are reflected by your character) and put into a prison scenario (so that the game can force you into a confined, linear sequence as they show you the ropes of the gameplay).

The introductory sequence that follows is equally dumb when you consider that a dragon is flying around destroying the outpost, and yet everything waits for you to proceed to the next checkpoint before the next event happens. You just stand there and it's like time stands still with nothing happening, as if the whole game revolves around your every step (because it literally does). The guard stands there repeating the same lines of dialogue over and over and over again ("Check the treasure chest and let's get out of here." "This way! Come on!") as you twiddle your thumbs and kick crumbled bits of the palisades around.

But things do get better after that intro sequence is finally over with. Many more of my thoughts after the jump.

Monday, January 23, 2012

Introducing: My New Computer


The marvel of technology never ceases to amaze me. This is the cheapest computer I've ever bought, and yet it's two or three times as fast as my old one. The one that died, at least. This new build is miles ahead of the computer I'd been limping by on for the last two months.

I bought all of the components for this new PC online (except the monitor, which was a Christmas present, and the 5.1 speakers, which I bought back in 2005) and got it fully assembled and running. So just to indulge myself I'll be posting the specs and screenshot comparisons of Killing Floor on my old PC vs my new PC, after the jump.

Sunday, January 22, 2012

Abobo's Big Adventure Does it All


Do you remember the 1980s, back when arcades were still immensely popular and the concept of the home gaming console was just entering people's understanding? If so, then you should play Abobo's Big Adventure. Even if you don't remember that glorious decade, I'm sure the history books have taught you all you need to know to appreciate this game.

Abobo is a tribute to the classic Nintendo Entertainment System that hit the US in 1985 (and 80s pop culture in general). You play as Abobo on a quest to rescue his kidnapped son, Aboboy, by playing through eight NES-themed levels. Each level has its own unique gameplay styles much like the games they reference, such as Double Dragon, Zelda, Contra, Mega Man, Super Mario Bros, and Pro Wrestling (among others). Just watch the trailer, and everything will seem right in the world.

Abobo is a real treat to play. Its gameplay styles are all wonderfully faithful to the source material while also adding enough stylistic twists to keep the game interesting. Not to mention, Abobo is just a fun character to control, and the humor, animation, and design make his adventure absolutely worth playing. You can play it on its own website or on Newgrounds for free. 

It's also worth mentioning that I had only ever played about a half-dozen NES games in my life (Duck Hunt, Mario, Zelda, Metroid, Castlevania, etc), and yet I was still able to enjoy Abobo's Big Adventure and pick up on most of its references. So that just goes to show you that it really is quite good at what it's going for. 

Saturday, January 14, 2012

On Interactive Storytelling


Having recently played Metroid: Other M (and being rather disappointed with it), I felt a yearning to return to the brilliance of the Prime trilogy. So I dusted off my Echoes disc and started a new game. The differences between Other M and Prime are numerous, but one major thing I picked up on right away was how the two games go about telling their respective stories.

Other M tells its story with long, elaborate cutscenes, which serve for Samus to narrate all of the exposition and to describe the finer nuances of the plot. We watch and listen as the game tells us its story. Prime tells its story mostly by having the player scan things in the environment and read the subsequent scan results. Prime asks us to be more involved in its storytelling.

Naturally, I prefer the style used in Prime. That's not to say that cutscenes are inherently bad, but relying too heavily on them ruins the interactivity that you're supposed to get from video games. I could use this as a platform solely to bash Other M, but I want to make a broader point about how games can tell better stories. In the full article, I also use examples from The Elder Scrolls and Portal, and how they use NPCs and the environment to tell their stories, respectively.

Friday, January 13, 2012

How Low Can You Go: Limbo


So let's talk about Limbo. It's an award-winning indie platformer about a boy in limbo. He encounters all kinds of dark horrors on his quest, solving puzzles and avoiding the many, many death traps that lay in wait. Or, in my case, hitting every single death trap. Multiple times. And having to buy a new keyboard because it got smashed to bits in an unrelated incident involving the wall and projectile force.

Limbo is a difficult game that has you dying constantly. Some people praise its difficulty as being uniquely challenging in a world of games that hold your hand too much. It's definitely true that mainstream games are a little on the easy side, but that doesn't make Limbo's difficulty necessarily good. It borders on the gray area between satisfying and tedious, leaving the game a mixed bag of fun and frustration. Which, coupled with other major problems, leaves me disgruntled with this art game.

Thursday, January 12, 2012

Video Games in TV: Law & Order Criminal Intent


"Some TV shows just don't get it." Part of a periodical series: Video Games in TV.

Do I really have to sit through another one of these? This episode was especially unbearable. It doesn't get a whole lot overtly wrong, but the whole thing is just so boring.

Season 3 of Law & Order: Criminal Intent had an episode called "F.P.S." that, surprisingly, wasn't about first-person shooters (or should that be "unsurprisingly," considering how little these shows understand about gaming?). A bunch of money goes missing and a young woman gets thrown off of her balcony. Somehow it all gets traced back to a team of video game developers; apparently one of them was jealous about how the other guy spent his time and concocted a convoluted conspiracy to eliminate a third party. Detectives Goren and Bishop rush to the scene of the awkward, yawn-inducing love triangle.

As usual, a run-down of the episode with pictures, video, and commentary awaits in the full article.

Wednesday, January 11, 2012

Great Games You Never Played: STALKER


"Fine, obscure gems." Part of a periodical series: Great Games You Never Played.

The STALKER games (in order: Shadow of Chernobyl, Clear Sky, and Call of Pripyat) are somewhat unique in the realm of first-person shooters. Whereas most shooters are content to be linear corridor-crawlers with heavily scripted action sequences, STALKER goes for a non-linear open-world formula based on quests, inventory management, and exploration. This alone makes the STALKER games a rare gem, but they also feature some of the best atmosphere you'll ever experience in any game.

Set in the irradiated "zone" surrounding the Chernobyl Nuclear Power Plant, the radiation and fallout from its fictitious second melt-down have caused biological mutations in the local wildlife. All kinds of hazardous, supernatural anomalies litter the environment. The zone is a dark, hostile place that only scientists, scavengers, and mercenaries dare to brave. You play an amnesiac adventurer who has to venture into this twisted, mutated wasteland with one simple objective: kill a man named Strelok.

STALKER has it all: tight, sophisticated shooting mechanics; conventional RPG elements like quests, inventory management, exploration, and NPC interaction; and a rich, thick atmosphere that sucks you into its dynamic world that simply breathes with life (and chokes in decay). STALKER is an effort of ambition that's unmatched by any other game; it tried to be something different, and succeeded at being something more. If you've never experienced the glory of STALKER, then perhaps it's time you did. More after the jump.