Dread Space

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A few weeks ago I finally got a chance to dig into the game Dead Space (I'm playing the 360 version). Obviously I love horror games, and so far this one doesn't fail to deliver the goods. I'm about halfway through it and I'd like to share my thoughts on it so far. The team at EA Redwood Shores have crafted an amazingly terrifying experience through their excellent use of atmosphere, immersion, and pure vileness.

The first thing that struck me in Dead Space was its sense of atmosphere. I have a 5.1 setup at home, but since I tend to play games late at night when my wife and kids are sleeping, I use a pair of Tritton AX360 5.1 headphones, and all I can say is, holy crap! The use of audio is simply astounding. As you make your way through the Starship Ishimura, your heavy footsteps echo through the cold metal hallways, and you can hear the enemies crawling through the vents all around you - it's quite unnerving. There is nothing like hearing guttural groans and sloppy squishy noises as you approach the bend in a hallway to know that you're about to face something horrendous.

In addition to the sound effects, the game sports a fantastic musical score by Jason Graves (a good interview with him can be found at Fangoria), whose influence comes from classic horror films such as The Shining and The Exorcist. As you make your way through the corridors, you get low, sinister cues that build as you get closer to key confrontations and events, at which time you really get blasted by the frantic percussion and slashing strings. Very appropriate for the game's enemies.

The design of the game and the interior of the Ishimura create an immersive sense of isolation and foreboding that make every move you make through the ship that much more tense. At any moment you feel like something could just come leaping at you, and that is often the case. Fortunately, the pacing is so good that you never feel like you are just endlessly mowing through the same annoying enemies over and over. Each encounter with the game's enemies is quite unique and fits it's respective environment well.

Reinforcing this sense of immersion is the fact that the main character of Isaac never speaks, save for his grunts of pain as he struggles against the Necromorphs aboard the ship. You really feel like you are the one navigating the ship's environment, and it makes the experience that much more unnerving.

Speaking of which, the main stars of the game are the hideously vile creatures that roam the corridors. There is something that I find just completely disturbing about parasites that take over the body, and all the variations of the "Necromorph" enemies are all just completely disgusting. I would specifically like to call out the "Infectors," which are bat/cockroach type creatures (see the image above) that scour the ship for corpses to "infect," i.e. transform into new Necromorphs. The underside of one of these things makes me want to puke. A writing mass of cilia like tentacles, pulsating sac-like organs, and a huge proboscis that is injected into the forehead of the poor Necromorph-to-be make me cringe just thinking about them. In fact, it was because of these creatures that I had to initially stop playing for a few days. I literally dreaded running into them. Of course, this is always the case for me with any kind of Alien face-hugger derivative. I hate the goddamn things.

I'll post my afterthoughts on the overall experience once I finish the game.

Little Mac is back!

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I know he made a cameo as an assist trophy in Super Smash Brothers Brawl, but this is a full on remake/reimaginging of Punch Out for the NES, but this time on Wii! I can't wait, but I fear that the final boss will be the post-rape replacement for Mike Tyson - the white guy with feathered hair known as "Mr. Dream." Anyway, I'll be buying this on day one.

Indigo Prophecy

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This morning I finally finished Indigo Prophecy - a 3 year old game for the original XBOX which has been critically lauded and been the subject of a good amount of discussion recently due to the upcoming release of the developer Quantic Dream's new title, Heavy Rain.

Indigo Prophecy

Story

Being partial to a good story, I was immediately sucked in by the mysterious plot of what was originally known as Fahrenheit. The story revolves around the main character of Lucas Kane, who while under the control of unseen forces, murders a man in the bathroom of a New York City diner. While taking control of Lucas as well as the two police partners that are assigned the case, you slowly unravel the mystery of the heinous crime and realize just how deep the whole thing really goes.

Gameplay

I'd say the gameplay was a mixed bag. At it's heart this title really feels most like an adventure game where you freely control your character as he or she walks around the environment while you look for hotspots that you can interact with to further that particular scene. There are action sequences as well, but they are all handled using Quick Time Events, which in 2005 were just coming into style, but by 2008 have become jarring and somewhat annoying to me, especially when they involve two analog stick icons and are smack dab in the middle of the screen as is the case here.

Overall though, the story, characters, and music (composed by longtime David Lynch composer Angelo Badalamenti) are so good that the lack of one to one action really doesn't bring things down a whole lot. I still had a lot of fun playing it, and was anxiously devouring each small chunk of the story that was fed to me and ready to move onto the next course.

Conclusions and Dancing

I give Indigo Prophecy a solid B and look forward to playing the developer's next game, Heavy Rain. And now I must leave you with this bonus unlockable - a secret dance scene using all the various character models from the game. Absolutely hilarious!

It just dawned on me

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I came to the realization that I had an unopened copy of Dawn of War: Platinum on my shelf and that I needed to finally play through it. I missed this RTS when it came out... I think because of Half-Life 2, and I picked up the Gold edition about a year ago and played through the first 4 or so missions. Then I gave that copy away as a gift when I found the platinum edition and just never got back into it. Ever since I started working on Battle Monkeys (more on that later) I've told myself that I need to play through DoW since the squad command will most likely resemble the Dawn of War model.

This weekend I managed to get back to the point where I was before and I've got to say that it's a fantastic RTS, mainly because it does away with the tedious resource management and instead allows you to focus on the combat and the tactics. Plus, playing it four years after it came out I'm able to run it in high resolution and in full detail - to which I must add that the visuals still really hold up well. I'll give an update once I've played thought the main campaign with my thoughts. Until then...

Okami, Okami, Okami!

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The designers of this game were obviously big Zelda fans - the gameplay is almost identical to that of your typical Zelda game. That being said, this game kicks ancient Japanese ass! I'm playing the Wii version and I estimate that after tonight's session I'm probably close to halfway through (at least I think).

The art style is simply amazing. I've fully bought into the "ink drawings come to life" M.O. of the game as well - the artists scored a freaking bullseye in pulling that off. Amaterasu and Issun are great characters as well, and I can't wait to go head to head (literally) with the great evil dragon Orochi. I'm in the Moon Cave now, looking for the 4 ingredients for the Imp chef to prepare Orochi's appetizer. Hope he's hungry because I'm going to feed him my Wiimote/brush! Yes I'm a nerd.

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Several weeks ago I finally finished Psychonauts for the XBOX. Why the hell didn't I finish this 3 years ago?? It's easily moved into my top 10 games of all time - it had everything I love about gaming. Granted, the platforming was not as tight as something like a Mario Galaxy, but the overall gameplay was fun as hell, the story was engaging and well structured, and the writing was hilariously genius.

What struck me most about Psychonauts was the amazing level design. The ability to go into the psyche of each character and have that directly reflected in the artistic style and layout of each level was something that I just hadn't seen done so well before. Each twisted brainscape felt like a unique experience and the designers were able to go all out while exploring some pretty heavy issues - all the while keeping the tone humorous and fun.

I have to note here that my favorite level was Gloria's Theater. I've read that the set changes and performances grate on some people's nerves, but the layout, lighting color, and all the small details poured into the level made me feel like I was exploring the theater of the mind - literally. In particular, the 2D set dressing, sinister lighting of the "dark" scenes, and the vertigo inducing catwalks while persuing the mysterious "Phantom," really made you connect with the character of Gloria and her psychological distress.

The infamous "Meat Circus" level, while somewhat frustrating to me, was not as bad as it was made out to be, and the sheer brilliance of the rest of the game easily eclipses whatever imperfections this obviously rushed level may have cast upon it.

Tim Schafer must be commended once again for his twisted vision. Please - find a way to bring us Psychonauts 2! Need more Raz!

http://kotaku.com/5029165/quantic-dreams-cage-talks-emotionless-mmos

This is exactly how I feel about MMOs these days and why I don't have much fun playing them. I love the story of a single player game, the "rollercoaster" as this article refers to it, and the fact that your actions in the world actually matter and make a difference. You are the central character in the story, not just one of thousands raiding the same instance over and over for some stupid item drop. I'll elaborate in another entry my full thoughts on the downside to MMOs, but for now, just read this article - it pretty much sums it up.

Little Kratos packs a lot of punch

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A few days ago I finished up God of War: Chains of Olympus on my new PSP and all I've gotta say is that it was pretty fantastic. It would have been great on the PS2 but considering that it's on a handheld system is simply amazing. Much like Ninja Gaiden on the DS, it really feels solid. Everything is there - from the controls, to the animations, to the awesome soundtrack.

My only complaint was more a flaw of the PSP itself and it was that the quick time events that required you to rotate the analog stick were pretty tough to pull off, especially in that small fraction of time they give you. In fact that is pretty much my only gripe with the system itself so far.

Now I need to go back and finally knock out God of War II. How I've avoided finishing what was without a doubt one of the best games of last year is beyond me, but then again I've managed to sputter out on a bunch of games. Let's go Kratos, I'm not done with you by damn sight!

All systems are go!

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Ok now I can truly call myself a hardcore gamer. On father's day I got myself a little present - a brand new, blood red God of War PSP bundle with Kratos himself scowling on the back. It rocks, but my only concern is that there's only a handful of games I want to play on it. First up is the pack in title, God of War: Chains of Olympus. I also picked up Patapon and Metal Gear Solid: Portable Ops so I'll get to those eventually, but beyond that, the only other games I can think of offhand are:

  • Ratchet and Clank: Size Matters
  • Me and My Katamari
  • Lumines
  • Castlevania: Dracula X Chronicles
  • LocoRoco

And that's pretty much it. A limited selection of quality titles for sure, but I love the fact that you can connect it to the PS3 and stream all your videos off of it. That should come in very handy, and I think there's a lot of potential there for further features to be developed. And now that all the systems are mine, I feel fine fine fine!

Pikmin up where I left off

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I'm full steam behind on the catchup express! Now that the new floors are finished I can finally dedicate some time back to gaming. My current pleasure is the wonderful Pikmin 2, which I'm about 3/4 of the way though. I can't believe I missed out on the Pikmin titles when they first came out - they are so great! Really, it was the buildup to Smash Bros Brawl and the introduction of Captain Olimar onto the roster that got me looking back into the Pikmin games, and I'm damn glad I did.

What I love about these games beyond the charming characters is the gameplay mechanics. There is something to be said for a game that can pull off an RTS feel on a console and make the controls feel so intuitive. In the RTS I'm working on (which I'll talk about some other time), I'm really trying to stress simplicity in the controls and I've been citing this game as an example. I think this is key for a console title not only because you don't have all the inputs you would on a keyboard - but because you would attract a much wider audience if they didn't feel overwhelmed by all the micromanagement and unit overload. I've been hearing from the Nintendo team at IGN that they are working on an as of yet unannounced Pikmin 3 for the Wii, and I can't freaking wait. The Wii remote would be the perfect interface for that type of control scheme and I'm going to be paying very close attention to it. And now back to paying off the debt of the Hocotate freight company!