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Four in February – Week 3 Update

Just joining us? Catch up with the previous posts: intro, week 1, week 2.

snowstormThis week was a touch tumultuous. It started with an ice storm that threatened to completely derail my attempt at this challenge but has ended with the goal very close to realization with one week to go. This week I was able to finish Infamous: Second Son and FTL and am close to finishing Uncharted: Golden Abyss. That just leaves Shadow of the Colossus as the major hurdle to completing the challenge.

Monday evening an ice storm hit and knocked out my neighborhood’s power from Monday around 9 pm to Wednesday morning around 2:30 am. It was very chilly in my house. Still, I would be remiss to not take this opportunity to publicly thank all of the people who were out in the bad weather working to fix things. Thank you.

Tuesdays are normally heavy playing days for me. Instead, I had one (luckily full) charge on my PS Vita to last the entire time my power was out. It turned out to be fortuitous that I did not spend more time with Uncharted, otherwise that full charge would not have done much good in relation to this challenge.

However, while I am close to beating Uncharted, I am not quite there and I do not want to give my impressions right now, because I am at a crucial point of the story (I think). I need to play more of the story from where I am now to give a fair and full impression of the game.

Once the power came back on, I still had a couple of days to make progress in the challenge for the week. I focused on Infamous first, and found I was further in the story than I anticipated- or rather, the story was shorter than I thought, after I was done freeing Seattle from DUP control. This is the flip side to my play style when it comes to these open world games. I spend a lot of time doing the side missions and powering up which in turn makes the main story missions easier than intended.

ISS_trophiesIt would be unfair for me to hold my play style against Sucker Punch. The only way for them to mitigate my play style is to put artificial barriers to my advancement into the game. They do put one in by making you get a certain power by completing a certain mission to reach the second half of the map. Used sparingly, a story block works but if there are too many it makes the game feel linear and defeats the feel of choice and openness that the game world is based upon.

So, you get players like me who spend time going around collecting all the power shards and leveling my karmic standing enabling me to max a power’s level as soon as I gain access to it. I absolutely break the game’s power curve. In addition, because I leave the story missions for last, I mess with the narrative’s timing and pace to its detriment. That is the choice I make in how I play and if Sucker Punch were to do too much to deter my approach, it would break the larger framework of the game. That would be a shame, because Sucker Punch did a really amazing job with Infamous: Second Son.

The graphics, story, sound design, and design decisions all work together to create a compelling game play experience in Infamous: Second Son. The characters are well introduced and developed through game play. When back story is introduced, it is done in a way that makes sense within the mechanics of the game. Learning about the other conduits through nicely stylized vignettes when gaining some of their powers worked for me as a story telling device. It also gave the player these characters’ stories through their own voice, which goes a long way to making them more real. Yet, at the same time, you get a visual reputation that allows another layer of subtext to their story allowing the player to interpret the character’s story through a different view. This worked best for me with Fetch and Augustine. Those two characters felt more well-rounded and real to me than the other conduits. Still, all of the characters have motivations, and more importantly, agency within the story. I find that to still be a minority position in video game storytelling- especially AAA-title video game story telling.

ISS_conduit_expAdditionally, the story and interactions of your main character, Delsin Rowe, and his brother Reggie, while told in a more traditional narrative approach, was well crafted and delivered. Those interactions and that relationship felt genuine. That is all the harder with the karmic system on top of the story. The relationship and story has to work regardless of how you choose to play Delsin, and they do.

delsin_reggieIf you have a PlayStation 4 and you have not played Infamous: Second Son, you are missing out. It is exciting to see a game this polished and this good this early in the console’s cycle. It makes me excited for what is to come. I highly recommend it, and am glad that I chose it as a title for this challenge.

ftl_leaderboardWith FTL, I am pleased that my strategy proved effective. I took my time with my victory play through. Last week, I was just starting sector 6. It took me all week to advance through sectors 6 and 7 and last night I triumphed in sector 8. I barely made it. My ship had only 4 hull points left when I defeated the main boss. It is humbling to remember that this was easy mode.

I am very glad I pulled off this victory. If I had not won on this play through, I am not sure I would have had the determination to play back through another attempt this week. I am not sure FTL was a good choice for this challenge. That is not a comment about the quality of FTL by any means. I have loved my time with FTL and will probably use it as my spare time game for a while. Any time I have my computer and 10 – 15 minutes of spare time, FTL can fill that time and I do not have to worry about being able to stop where I am. I mean simply that FTL can be an unforgiving game and when a loss means starting over from square one it can get very taxing on a player with the artificial deadline of the challenge compounding that pressure. When a random procedurally generated encounter can destroy a perfectly good play through it can get frustrating if your only goal is to “beat” the game.

That is the other issue in terms of FTL and this challenge. Being a rogue-like game, I am not sure the point of FTL is to get past the final boss. At some level it is, sure, but there is also the element of just bettering your previous game. I would have felt terrible if the only thing that separated me from feeling like I completed this challenge was defeating the final encounter of the game. Even without that, I felt that I had met this challenge in relation with FTL just by enjoying my time with the game, and finally playing it and seeing what it was all about. Oh well, I did beat the boss encounter, so no worries there.

Alright, so there we are. I have a little more than two and two thirds of the challenge complete, but only one week left to complete it. I am not quite as far along as I hoped I would be last week, but I can blame the weather for that a little. Still, I am optimistic that this is going to happen and that I will complete the Four in February challenge and that my Pile of Shame will be 4 games smaller. Will I make it? Tune in next week for the exciting conclusion.

Four in February – Week 2 Update

Just joining us? Catch up with the previous posts: intro, week 1.

Wait, what? We are already half done with February? Yikes. So the challenge is to finish four games this month. I am still sitting on the big ol’ goose-egg. I have not completed Uncharted: Golden Abyss, Infamous: Second Son, Shadow of the Colossus, nor FTL. Despite that, I am still feeling pretty good about my chances. This week, Uncharted and Infamous got the lion’s share of playing time with FTL a distant third and no time on Shadow of the Colossus this week. Here is what is going on.

ftl_mapI am getting better at FTL. I say that despite the fact that I have yet to get back to the final encounter. It takes a strategy to make it through the stages and be prepared for that encounter. I am getting close to having that strategy. In fact, I just reached sector 6 in my current play through and am feeling pretty good about it. Of course, since I just told you all that, sector 6 will probably lead to the death of my crew and ship. While you can have a great plan there is still a large element of randomness, as is often the case in rogue-like games, which can bring your plans to ruin. Either way, I hope to have FTL in the done pile next week.

Now that I have decided to go with the easy difficulty, I am making progress in Uncharted: Golden Abyss. It is slow, but that has been my experience with all of the Uncharted games. Part of the mastery of the series is that they are so well set up within their narrative. They unpack like a great pulp adventure or action movie. This leads to some of the best set pieces of the last game generation and has made the Uncharted series one of the highest rated game franchises ever. It also means it takes me a while to really get into the games. It is not that the first chapters are poorly designed, rather it takes me a little while to get invested in the new characters and plot. If an Uncharted game were a roller-coaster, I am still on the chain-climb to the top of the first big drop.

I just started chapter 5, so still at the beginning, but far enough in to start to get a feel for the mechanics. Most of the way the game plays so far feels a lot like Uncharted 2: Among Thieves and lacks the refinements of Uncharted 3: Drake’s Deception. However, as told in this incredible interview, while they had access to the source code of both Uncharted and Uncharted 2 the team at Bend Studios used it as a blueprint for a new game engine for the PS Vita. That had to be a tremendous amount of pressure facing the developers. Here you go guys, you are developing the showcase launch game for our new handheld hardware using the universe of our most successful first-party title and have to show off all the quirks of this machine like touch- and motion-control. Do not screw this up. So far I am very impressed.

uncharted_climbUncharted: Golden Abyss feels like it belongs with its big-brother counterparts on the consoles. Sure that means the shooting mechanics are pretty squishy, but that has always been of secondary importance to the story, characters, and fun of the series. Here is where some of the hardware showcase works, and some feels shoehorned in. I really like how the touch screen and motion controls works for climbing. Just trace the path you want Nathan to transverse and he goes for it. This is very intuitive. Tilting the Vita to swing on a rope is intuitive and adds to the immersion into the game. It is less successful on the parts that feel forced into the game like keeping your balance on a log for a few seconds by tilting the Vita or using the machete via touch- both by following on-screen prompts. These examples feel more tech demo and actually break immersion for me.

These are just my initial thoughts. I still have a lot of time to spend with Nathan Drake, so we will see where I am next week.

The game I have spent the most time with this week is Infamous: Second Son, and I am having a blast. Sucker Punch has really improved upon their formula from the PS3 Infamous games and delivered a strong game. The problem with partially open-world games like this or the Assassin’s Creed games is I get lost in the side missions a lot. With Infamous this has meant I have spent a lot of time clearing sections of Seattle from DUP authority and leveling up my conduit powers more so than advancing the story. As an example, here is what my map looked like before the mission to get to the top of the Space Needle:

ISS_mission_2_map

If you have not played this game that is about the second mission after you get to Seattle. Each of those sectors in the city start out with lots of markers and side activities to do. It looks more like this:

iss_mission_example

I will be finishing this game this week. It is going to happen. I will have more to say about it then. Hopefully, things will go well with FTL and I will finish it. If I could also finish Uncharted, I would be back on track and have a week to focus on Shadows of the Colossus. As a side note, I have not played any I have not played any Destiny this week. Not even the nightfall or weekly heroic missions. So at least, this challenge has been successful in making me branch out in my gaming.

Alright, see y’all next week.

Around the Tubes


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I spent yesterday chatting about Sucker Punch and watching the other reviews come in.  It’s exactly what I expected.  Does critic comments make you more or less likely to see it this weekend?

Around the Blogs:

Movieweb – Chew Adaptation Set for ShowtimeCan’t wait for this.  It’s easily one of my favorite comic series on the market right now.

Bleeding Cool – Marvel And DC Team Up Against League Of Sarcastic LawyersNot sure who I want to win this one.  Seriously “superhero” and “super hero” are trade marked?!

GeekWeek – Juno Temple Confirmed For BATMAN 3; May Play Catwoman’s SidekickHmmm, not sure what to think of this.

Kotaku – The Critics Agree: Sucker Punch Is A Big Screen ‘Video Game’Wow, seems like a lot of professional paid reviewers seemed to agree with my assessment of the movie…

C2e2 Coverage:

Platform Nation – News From C2E2 Part 2

Comics Alliance – C2E2 Dance Party Makes You Wish You Were There [Video]

Around the Tubes Reviews:

Bookshelf Banter – Dark Swan

Paste – Comic Book & Graphic Novel Round-Up (3/23/11)

Comicvine – Comic Book Reviews For The Week of 3/23/11

Movie Review – Sucker Punch


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Sucker PunchJudging by the post viewing reactions of the “elite” press at the sneak peek of Zack Snyder‘s Sucker Punch, I’m guessing it won’t be getting the best of reviews by Washington, D.C. publications.  One reviewer went on to say “Now I know why they gave out suckers.  It fit the movie, because boy did it suck,” while another turned to me and said “I’m sure there’s somebody out there that liked this.”  None realized I’m “press” and while I was torn about it, I liked the movie.

While I proclaimed Scott Pilgrim vs. The World as “the first real movie for the Nintendo generation,” Sucker Punch takes the kinetic and frenetic feel of that movie a step further with puzzles, themed boards and each “level” ending in a boss battle.  While Pilgrim had plot to hold it together, Sucker Punch throws that out the window instead loosely tying in settings and events into a pseudo narrative.

The press hated it, but f-them, as this was a movie for a generation who grew up on video games.  A generation that’s looking forward to Halo on the big screen and cheers when they’re able to initiate bullet time in their favorite game to get in that perfect “kill.”  If you don’t celebrate a bit after getting that head shot in Call of Duty, this movie isn’t for you.  This isn’t Oscar bait, hell it might be nominated for a few Razzies.  But, should you expect it to be?  Snyder’s the man who brought us Dawn of the Dead, 300 and Watchmen.  All enjoyable movies but not the deepest or most well acted movies out there.  Snyder is about the visual, and here he brings it.

The movie’s plot is simple, a bunch of beautiful women escape into a fantasy world in order to escape their incarceration.  How does the fantasy world tie into the real world?  What’s actually going on?  That’s sort of strung together by the loosest of plot in the beginning and end, but that’s not the point of the movie.  The movie is all about watching a pretty girl dressed like Sailor Moon use bullet time to effortlessly dance around bullets and blades and go in for the kill.  It’s those moments that draw me into my favorite video games and that’s what sucked me into this movie.

The movie is escapism, plain and simple.  Snyder has put together a nonsensical plot about escapism so that you can experience it yourself by seeing visuals we don’t get enough of and strong women whipping ass.  This is a mish-mosh of movies.  Steam punk nazis, mechas, robots, 10 foot tall samurai, dragons, orcs, it’s all there.  Snyder went into the movie wanting to throw in everything he loves and the things we geeks love too.  He succeeded in that.

The movie was  a quick hour and a half, but in a time when the world is falling apart, that escapism is something I need and want, and I’ll take what I can get.  This is brainless fun for the Nintendo generation.

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