In Third Person

A personal look into video games, the video game industry and video game culture.


Flashback to sometime in the early 90s. I was between the ages of 8-10 years old around the time this happened. I was on a family trip, and we stopped at some souvenir shop that happened to have a haunted house in the basement. I guess it was more of a dungeon than anything. As a cocky kid, I thought I could handle it, no problem. Then I went down the stairs, saw a pitch-black hallway, and ran back up. I told my mom straight up, "I'm too scared to do this." Wanting to get her money's worth, my mom then came down there with me. This time, the lights were fully on, everything exposed, and nothing there that could possibly jump out of the blue and kill me. I think whoever was running the dungeon toned it down just so that I could get through it without messing up my underwear. I may have only been in that dark dungeon hallway alone for five seconds, but I still live with that fear to this day.

This would not be the first or last time something would push my fear buttons. In fact, I have a very poor track record handling fear. Unlike many people, I don't get a positive adrenaline rush when something scary happens to me or I watch something scary. When I get scared, I get scared. I can't handle roller coasters because all I can think about in my mind is that this ride might lead me to a horrible death. My perception of roller coasters only got worse when I actually got injured on the last one I was on.

I went a good 15 years without watching a horror movie because of something I saw in a Jason movie when I was a toddler. Since I broke that streak, I've watched less than 10 horror movies. In order to break out of that fear when watching horror movies, I constantly look for an "out" to break the experience for me, whether that's pointing out bad acting, poor plot pacing or obvious use of special effects; anything to take myself away from being scared. To my benefit, most of the scary movies I've been put in front of were awful, which made thinking about stuff other than being scared very easy.

Image from metavideogame

When it comes to feelings of fear from video games, my first and arguably only foray into the survival horror genre came from the Resident Evil remake on Gamecube. I enjoyed the experience, but I flat-out could not play that game at night or in the dark. When those dogs jumped in through the windows, I almost lost it. It was the first time a video game was able to evoke feelings of fear and dread from me, and it made me really uncomfortable. If I didn't receive that game for my birthday, and if everything else about that game wasn't awesome at the time, I would not have touched that game with a 10-foot pole. I did end up beating it, but I was constantly on the verge of losing my composure.


So it is with extreme tepidness that I recently began playing Silent Hill: Homecoming. I have never played a Silent Hill game before and until I received a copy of the game for Christmas, never had any plans on trying. From the little I knew about this series going in, I knew that I should be expecting a more straight-up horror experience, unlike the more recent Resident Evil games that have branched off to be more action-oriented. Having heard through a number of podcasts, I also heard that this is one of the weakest Silent Hill games, even though the Metacritic score appears to be alright.

Almost instantly after the gameplay started, the fear I felt when I was alone in that dungeon hallway as a kid hit me. The music, the atmosphere...the tension...I sunk under my skin immediately. In terms of video game fearIt didn't take long for me to second guess myself about this game. In the back of my head from that point on, I just kept asking myself, "Do I want to continue with this?" I wandered around the dark corridors of the hospital, and during the game's first "jump scare", I actually paused the game because I felt an overload of fear.

What has kept me from completely losing it so far are the "game-like" moments that take away from the fear, such as having to navigate a video game menu, or the Resident Evil-style captions, or the sloppy combat thus far. While poor combat is definitely a weak point so far, maybe it's for the best to have something to take my mind off of being scared.

Though if I'm genuinely scared by the game, should I even continue to play it? Even if this game was the hottest game out and had the easiest achievements, is it worth the potential trauma to continue?

Image from Scrap Boutique

A few weeks ago, I found myself at my local Rona, looking for a shelving unit to store and display my video games. To my surprise and amusement, I found a wall-mounted shelving unit specifically designed for gamers. It was shaped like a vertical paper storage unit, where your console would sit in the middle. The top was closed-off and had slots to store about 8 games. The unit also featured a hook on the side to hang a plastic guitar.

For most owners of a vertically-standing video game system, this solution would suffice. However, this shelving unit was horribly inadequate for me.

Over the years, I have amassed an unhealthy number of consoles, controllers, games and peripherals. A few years ago, when I realized that having all this video game stuff on the floor wasn't going to cut it anymore, I bought a bunch of giant plastic totes to store away all my stuff. This was an improvement from laying things out on the floor, but it didn't lend it self well to aesthetics or user-friendliness. They looked awful in a room, weren't easy to get stuff out of and it looked like I was storing away kids toys. Well, they sort of are, but you know what I mean.

Image from Medways

To address usability, I invested in a plastic drawer unit. I kept all the old games and consoles in the totes, and moved all the new games and controllers into the drawers. It worked really well for that, and looked a bit better than the totes. However, the plastic overload does look cheap. As a student working between upwards of three part-time jobs on top, it was the best I could afford.

Image from Mega Discounts

For a while, I even had all of my old and new consoles displayed on an old TV stand. I actually spent 2 hours wiring all of the consoles to my TV to create an ultimate nerd hub of sorts. I decided to ditch this setup because it got way too messy.

Most recently, I came away from a out-of-business Solutions sale with some heavily discounted real shelving. I'm really proud of it and I think it's a good first step into creating an aesthetically tasteful and practical video game space. Ideally, when I move into my own place, I'd like to have a slick-looking video game setup that displays my video game stuff with pride without looking overly intimidating and nerdy.

For now, I have a combination of totes, plastic drawer units and shelving for my stuff. Hopefully I'll be able to complete the gaming setup of my dreams. And no, that dream setup doesn't look anything like the picture below.

Image from Kotaku

If you've been hiding under a rock to keep away from the Internet today, you may have missed the announcement of the Apple iPad. This is essentially a giant iPod Touch with more hard disk space.

While I focus most of my gaming discussion towards console gaming, my iPod Touch has beat out my Nintendo DS as my portable gaming platform of choice. Not necessarily because it's a better gaming platform, but the iPod Touch totally trumps the DS in terms of functionality. With my iPod, I may have the weaker game machine, but in exchange I basically have the functionality of a computer in my pocket. There's no way I leave the house without it because of that. It also doesn't hurt that it has some fun stuff to play on the go, such as Peggle, Drop 7 and Rock Band.

To bring this back around, the Apple iPad really is just a giant iPod Touch. All iPod Touch and iPhone apps will crossover to the new iPad with little to no problem on the user's end. As a gaming platform, I think having the bigger screen and processing power will lend itself towards prettier-looking games. Do I see it being a profoundly different gaming experience than the Touch? No. Without any changes to the core interface, games will have the same strengths and weaknesses they always did on that platform. A keyboard attachment has been announced, but I don't see many (if any) developers requiring users to have one in order to play their games with it.

Image from Engadget

What it does lose in the translation though is the portability. While an iPad is a bit better on space than a laptop, I can't fit an iPad in my pocket. As someone that doesn't like to carry bags and will rely on pants pockets for everything I need, the form factor for an iPad is a potential deal-breaker.

For me specifically, I have a hard time rationally justifying owning a "tweener" machine between an iPod Touch and my Macbook at the cost of between $500-800+. With that said, the nerd in me wants one of these iPad's bad for no other reason than the fact that it's cool looking Apple technology. Maybe I can find half a G-note in my bank account to throw down on the cheap one? Damn it Apple, get out of my brain!

Image from G4TV

I don't think I've ever been torn about a game like I have been for Tatsunoko vs. Capcom. With this game, I can put together a fairly solid case for why I don't want it. I'm not a "Versus" series style of fighting game player. My only experience with this style of fighting game was with the XBOX Live release of Marvel vs. Capcom 2. After years of wanting to test my chops in one of the most popular fighting games of all-time, I finally came to the conclusion that I'm awful at that style of game. I end up mindlessly mashing buttons and randomly doing traditional Street Fighter special move command inputs and hoping for the best. It's cool to see all the flashy action on screen, but I didn't find the fighting satisfying enough for me to commit to getting better. My only experience online with Marvel vs. Capcom 2 was an absolute disaster, where I didn't win a match and at times, didn't connect a single hit on my opponent.

The game is also a Wii-only exclusive, a platform that I hardly play and kind of despise for abandoning me as a core gamer. If I were to buy a fighting game, I would much rather play it on my XBOX 360, which gives me the benefit of HD graphics, achievement points and superior XBOX Live service.

One other reason I'm gun-shy on purchasing Tatsunoko vs. Capcom is that Super Street Fighter IV is just around the corner. If I get into Super Street Fighter IV like I did the original, then I won't be playing any other fighting games for the rest of the year.

Image from The Game Reviews

To all logical people, the debate should end right there. Yet, since the moment this game came into existence, I've wanted it. Part of it is just an irrational urge to have it. But I have other personal and altruistic reasons for wanting it, too. Altruism never is involved in my video game buying thought process, so this particular case is very weird to me.

For one, the critics say this game is great. It features solid gameplay, great graphics and capable online play. They also say the game is easy to get into. I felt burned last time people told me that Marvel vs. Capcom 2 was easy when I interpreted it as a weirdly complicated and difficult fighting game to follow. However, for some reason I'm starting to believe that my experience with MvC 2 wouldn't be the same with TvC. Maybe it's just the hype getting to me. If the game is as awesome as they say it is and I enjoy it then maybe it's well worth my hard-earned money.

So where does altruism fit into this? Well, for one, this game shouldn't have come over to North America in the first place. With over 12 different companies having rights to the Tatsunoko characters, it seemed like this game would never come in North America due to the legal nightmare it would have been to make a western version a reality. Thanks to fan pressure and probably some acts from a higher power from above, we're finally get the chance to get the game on our own.

Image from Night Dreamer

On top of that, this is very much a statement game from Capcom. This is in a way, a love letter to hardcore Wii gamers who don't have that many appealing options to choose from. Heck, Tatsunoko vs. Capcom is arguably the first good fighting game for a Nintendo platform since Super Street Fighter II on the Super Nintendo. As a kid who was waited for the next great fighting game to come out on a Nintendo platform after Super Street Fighter II and never got it, now could be a time to close some psychological wounds and have fun in the process.

Even beyond my own personal pain, buying this game could be my part in showing video game developers that Wii owners want hardcore games. The last few major Wii games that targed the core audience, such as Mad World, The Conduit and Dead Space: Extraction flopped hard. For all the complaining core Wii owners do about the lack of core games, we haven't supported the core games we do get. If we don't show game publishers that core Wii gamers will buy core Wii games, then we'll only get the usual Mario and Zelda games along with 1,000 more crappy mini-game collections. This is a chance for me to stand up and say that I will support quality core Wii games so that companies will continue to support players like me on this system.

If there is any game I personally should stand up for, it's this one. It's a great fighting game on a system whose lineage hasn't seen a good fighting game in 15 years, and if this flops, may never get another good one again. And unlike those other core Wii games I mentioned earlier, Tatsunoko vs. Capcom is even more likely to fail harder than those other games, due to the small population of fighting game players and the fact that most people in North America don't even know half of the characters in this game. Even if I pay full price for this game, I still expect it to bomb hard.

Generally, my thought process behind buying a game doesn't run very deep. If I want it, I buy it. If I want it, but not enough to pay full price, then I'll get it on sale. I don't even know yet if I want this game based on my normal criteria for why I buy games. But if there was ever a time to buy a video game to support a cause - that cause being the continued support of core gamers of the Wii - maybe it's time I plunk down some paper and show the world where my curly mustache is at.

Image from Pixelated Gamer

In April of 2008, Grand Theft Auto IV captured my imagination with a great story and fun open-world gameplay. Prior to GTA IV, my only open-world gaming experience was with The Godfather on the Wii. While many may have grown accustomed to (or weary of) the Grand Theft Auto formula by this point, I was completely caught up in the life of Niko Bellic, trying to find my way in Liberty City.

Almost two years removed from that experience (and almost one year since the release of The Lost and Damned), I have begun playing Episodes From Liberty City, which I received as a Christmas present from my girlfriend. Will this GTA IV add-on experience grab me like GTA IV did? Will it stand out on its own terms? Does the GTA IV style of play hold up even after I've played other fantastic open-world style games like Assassin's Creed II and Borderlands?

Before I get into this, I must preface my writing by saying that I've only played The Lost and Damned so far and that I'm not very far into it. I'm definitely in no position to pass any sort of final judgment on the game. I just wanted to take a bit of time to write about my initial feelings towards this episode.

Image from IGN

Right off the bat, the tone of this game is very different from IV. Rockstar did a great job of re-purposing the world of Liberty City to better tell the story of Johnny and The Lost biker gang. All of the graphics have this gritty filter over it, which does make the world look and feel different from the Liberty City of old even though its the same place. New music, radio stations and television shows have been added to spice up the media content lineup. Motorcycle handling was one of the things I hated about GTA IV, but it feels a lot better in this one.

What stands out to me the most though so far is the story. The tale of a brotherhood biker gang taking on a rival gang while facing internal strife feels really well done. The tension between Johnny and Billy is palpable and believable. I'm very interested in seeing where this goes. Even in game, the brotherhood aspect of the story matters. You have meters that monitor your relationships with other members of your gang. The longer they stay alive, the better they will perform when you're out on missions with them. If certain members die, others will fill their place, but their meters will be reset.

The one thing that has really hampered the experience for me so far are the controls. Historically, the GTA series has been known for not having the most intuitive control setups. When I first jumped into IV, I had nothing else to base it on, so the transition wasn't that painful. After playing a number of other games since then, it has been tough getting re-accustomed to the controls and how the game responds to my commands. I most recently played the mission where you travel with Niko and Playboy X to the drug deal, and a combination of the controls and the game logic lead me to die about a dozen times before I finally beat it.

Maybe I'll be able to get comfortable with or overcome the controls. There's still a lot of motivation on my end to play it, so we'll see how the rest of The Lost and Damned plays out.

Image from The Lost Gamer

I thought I could separate myself from Borderlands the moment I beat it. Sure, I only beat it on playthrough 1, and my character had only reached level 35, but I had basically seen everything there was to do in the game. All that was left was playthrough 2, which is the exact same quest, with tougher enemies and more awesome guns. I figured now was the time to move onto the next game in my backlog.

And yet, here I am, still playing this game. I took a few days off to chip away at my backlog, but one lazy Sunday playing co-op on playthrough 2 with my brother was enough to reel me back in. My usual nightly routine of late has been to play a few missions in Grand Theft Auto IV: Episodes From Liberty City followed by Borderlands.

Unlike my first time playing through Borderlands, I've taken a much more clinical approach to the game. With no surprises left for me to experience, I've just been tearing through quests in a very methodical and exacting order to maximize my XP building and gun collecting. In a way, I feel ridiculous essentially playing the same game over again when I have so many other "new" games to play. Trumping all of that though, is my continued desire to play the what is mostly the same game again because the core experience really is awesome.

Image from IGN

Games like Tetris and Super Mario are great examples of games with great core design and technical mechanics. If you boil down both games to their simplest elements (dropping pieces into a well for the former and jumping for the latter), you'll see that those core elements are rock solid and make everything else come together. Without a solid core, a game that has the best frills will still suck and be no fun to play.

Borderlands is built around the core idea of improving your character through XP, weapon proficiency and better guns. As I've already pointed out, a lot of the other elements of this game are janky, if not broken. At the heart of the game though are well-executed core design and technical mechanics that make the game fun. It is still a pleasure to play through quests, improve my character and find bigger and more awesome weaponry, even though it's my second time through and my game clock says I've played Borderlands for over 50 hours.

Until I hit level 50 and beat playthrough 2, I don't see myself putting down Borderlands. If you're the type of gamer that is looking to maximize your gaming dollar, there is a lot of game in Borderlands to play. I'm projecting it to take me about 60 hours to max out my soldier, and I could start the process all over again with one of the other three available characters. Maybe I could get super crazy and max out all four characters. Or I could invest in the downloadable content to extend my Borderlands experience even further. I don't see myself falling that deep into the rabbit hole, but man, I'm enjoying Borderlands a lot more than I thought I ever would.

Image from Gaming Bolt

Hot off the heels of Army of Two: The 40th Day, I thought I'd take a minute to write a bit about the original Army of Two. I received this game as a Christmas present this year and have put in some time with it, so I thought I'd share my thoughts on it while it's relevant again.

Back when the original released, I played the Army of Two demo and thought it was alright. It didn't grab me enough to buy it, but it felt like a competent Gears of War clone set in the present. Reviews of the game ranged from good to mediocre, which wasn't enough of a third-party endorsement to sell me on it. In that time, the game has gone on to sell millions of copies and spawn the recently-released sequel.

Most people will admit to the game being flawed, regardless of the fun they got out of it. Going back to it almost two years removed from the original release has not left a favourable impression on me. Since the release of Army of Two, both Gears of War 2 and Modern Warfare 2 have hit the marketplace. Both those games are the two biggest inspirations that Army of Two draws from, and both of those games are way better.

When playing this game, everything that draws from other games feels worse here. The shooting "feel" doesn't have the same weight to it. The impact of bullets makes it feel like my machine gun is a pea shooter. AI for both your partner and the bad guys is pretty dumb. The interface is clunky and not well laid out. The voice-work is poorly written and executed. Even the overall tone of the game left me with a sour taste in my mouth. The idea of two jerk mercenaries fist-bumping their way through Afghanistan was a huge turn-off for me.

Image from IGN

Where I do give Army of Two credit is that the game tries really hard to stand on its own, even with all of the other elements it borrows. Right off the bat, the game is tailor-made for two-player co-op, which can't really be said for either the Gears of War or Call of Duty series. They add in a number of co-op teamwork elements to spice things up, such as the aggro system, boosting your teammate over a wall, the ability to easily trade weapons, back-to-back shootouts and fist-bumping action for a job well done. While I see the potential in these ideas, the executions for all of them left a lot to be desired. All of these team elements felt forced in a "video game" sort of way where you execute a team tactic. As a player, it feels like you execute these team actions because the game makes you do it at this point rather than you do it because it's the best way to handle a situation.

In spite of my criticisms, millions of people bought the game. Reviews of the sequel have been better, but still not spectacular. I see where the developers behind Army of Two are trying to go, and I hope they eventually get there. However, this first game is at best a proof of concept. If you've only played the second game and are considering playing the origin story, it may be best to just pass. As for me, I appreciate it as a Christmas present, but I probably won't go back to this anytime soon until I find myself out of other games to play.

Image from Jeux Video

The other night, i could sense that I was close to beating Borderlands. When I get that feeling, I can't stop and leave that game until I beat it. In spite of the game's flaws, I was having a ton of fun with the game. However, Borderlands suffers from a problem that has plagued video games since games were designed with a clear progression from beginning to end: a crappy endgame experience. I ended my Borderlands experience with a bad taste in my mouth, feeling like the extra time I could have dedicated to sleep that evening were wasted on a poor endgame experience.

To qualify my damning statement, when I say ending, I mean from the final gameplay sequence to the absolute end of the game, credits included. In defense of Borderlands, I will go as far as saying that the majority of games do a poor job of closing out the experience.

Image from sydlexia

In the early days of the medium, technological limitations definitely played a role in a game's ability to create a satisfying end. Yet with each console cycle, technology has improved, but the endgame experience in games has not evolved at the same rate. In the era of video game consoles with super computer level power, even the best games of today suffer from this same problem.

Each game carries its own reasons for suffering this fate. I'll do my best to not ruin any games for you, but I would like to back up my points with some examples. Batman: Arkham Asylum was a fantastic game right up until you fought the last boss. Street Fighter IV featured a horribly unfair final battle and terrible ending sequences. Both Gears of War games, (while not being the most story-driven games) feature awful endgame experiences and cliche endings. Gears of War 2 in particular ended on a sour note by having the player go through a poorly thought out and executed sequence that boils down to players just holding down the fire button till the credits roll. Even Bioshock, a game lauded for it's story, atmosphere and plot progression, can't escape a crummy final battle and multiple crummy endings. I could dedicate an entire site to bad endgame experiences, but that's being overly negative towards the matter.

Why do video games still often end on a downer? Each game has its own unique reasons for slipping at the end, but I think that the two phases in development that can make or break the end of a game are the design phase and the production phase.

Often times when I play a game, I feel like the games mechanics and systems aren't designed with an endgame sequence in mind. This can be seen in games where the game sticks too closely to the main gameplay throughout and the end feels like any other level in the game, even when the developers add extra frills to beef up the experience. Without going into too much detail, this is how Borderlands slips.

Image from Team XBOX

Many games feel like the designers realized late in the game that their gameplay systems aren't built well for an endgame sequence that meets their standards and attempt to counter that with something totally different. When done incorrectly, this route feels forced and is guaranteed to disappoint. This is how Gears of War 2 missed the mark.

Batman was a unique example of a game falling apart at the end. Arkham Asylum was a game built on hand-to-hand combat, but everyone knows that the Joker wouldn't put up much of a fight against Batman. What do you do then? I'm not happy with how that game ended, but I'll be the first to admit that I don't have any better ideas as to how to close out that game.

While the design phase is probably the most integral step in creating a great endgame sequence, there are technical considerations as well. Do developers have the time and resources to complete a game? I've heard of many games where the development team had to rush putting together the endgame to meet publisher deadlines. The developers behind Bioshock even admitted that this was the reason their endgame was such a disappointment.

Does that mean developers should just be given more time to polish their games? Realistically, that's not going to happen. Business doesn't necessarily care whether or not a game is complete if there's money to be had. Today, games often receive patches after the fact because publishers want to push their games out the door faster in spite of a games imperfections. Ive heard multiple reports that indicate most people don't finish any of the games they play. Could this too be a reason for endgame experiences not being good? Even with more time, any given development and design team could still faulter.

To take an even broader look at this situation, this medium is still in its infancy. Music and books have been around for centuries, while film has a roughly 60 year head-start on gaming. It's easy to see that gaming narratives have a long way to go, as most games are still designed with teenage boys in mind. As the medium grows, there is a good chance that endgame experiences will in general be better across all games.

After spending all of this time writing about games with bad endgame sequences and not providing any solutions to the overall problem, I do want to say that not every game has a bad ending. It would be a shame for me not to mention some games that did manage to close out on a high note.

Image from Gamespot

Just to give credit to a few games i thought had great end sequences, Assassin's Creed II ended wonderfully thanks to a great story hitting a peak at the very end. I never saw the end of the first Modern Warfare (which the sequel takes a lot of cues from in the ending) but I thought the intensity and gameplay twist at the end of Modern Warfare 2 fit great. Going back to the Super Nintendo era, Yoshi's Island has one of the most memorable endgame sequences of any game thanks to its at-the-time technologically amazing (and still great to play) final battle.

As it stands, I feel like there are way more games that end poorly rather than end well. Asking for all games to end great or even asking for parity between the two is a bit much, but a greater percentage of better endgame experiences would be more than welcome.

Image from aeropause

Last week, Gamasutra posted an article about how at least two major retailers have begun refusing to stock Wii mini-game collections. According to Gamasutra's Paul Hyman, he says, "Stores like Target and Best Buy have reportedly told game publishers not to even bother approaching them with collections of mini games, which they will no longer pick up." Not to be spiteful, as I recognize that I'm not a fan of the genre and that the target audience for most mini-game collections isn't me, but good riddance.

Ever since the release of the Wii and the smash success of party-centric software like Wii Sports and Mario Party 8, developers and publishers from far and wide have been practically dumping hundreds of crappy mini-game compilations onto the system in hopes of striking gold. They're cheap to make, they're fairly popular among Wii owners and they're targeted towards people who are generally not informed with what's happening in the scene, therefore are more prone to purchasing sub-par products.

What bothers me about this dearth of mini-game collections isn't the fact that I'm not a fan of the genre. I do enjoy a few mini-game collections, including the Wario Ware series and the first few Mario Party games. However, the brunt of these games don't come anywhere near close to that level of quality, and most of the time don't even try to be good. Most of these games feature poor design, poor programming and a complete disregard for "fun". Often times, these games barely even work. The majority of these are shovelware, and are practically scams that prey on children and parents of children who don't follow games that closely. When mom and dad see "Imagine: Party Babyz Babysitting Party" on the Wal-Mart shelf for $20 or less, they think, "Oh! Madison will love this!" Well, she might. But I'm guessing she won't.

Image from IGN

I never thought anyone at the retail level would call out and stand up against this trend, but I guess the return on investment for these games has fallen off dramatically to the point where its not worth it for stores to carry these games. I wouldn't miss seeing all of those cash-grab mini-game collections disappear in favour of better quality products, but I'm sure this isn't the end of crappy mini-game collections.

As a value-added bonus for reading this post, I have included my 10 favourite Wii game titles with the word "party" in the title. My unofficial count had over 40 games, but running that in my blog format would be overkill. Without further ado, the 10 "best":

Imagine: Party Babyz Babysitting Party
Party Pigs: Farmyard Games
Family Fest Presents Movie Games Movie Studio Party
FaceBreaker KO Party
Game Party
Our House: Party!
Six Flags Fun Park Fun Park Party
Totally Spies! Totally Party
Family Party: 30 Great Games Outdoor Fun
Charm Girls Club: Pajama Party

Image from Gamespot

The original Assassin's Creed was one of the most successful launches of a new IP this console generation. It was best known for having absolutely gorgeous graphics that were beyond anything else at the time, but the gameplay left a lot to be desired. While most people would agree that it wasn't a bad game, the faults I heard about the first one really killed my interest in it.

With the release of Assassin's Creed II, the overall perception of the game was much more favourable. Everyone was hyping this up as one of the best games of the year. I figured that now may be the time to check it out. It also didn't hurt that I was able to pick the game up for $30 brand new during an EB Games sale.

Image from jstych

Not knowing much about what I was getting into, I figured that the graphical fidelity would at least be on par with the stunning visuals of the first. To my surprise, the production values of the entire experience are top-notch. I'm completely in love with the soundtrack, which totally fits the renaissance setting. The voice acting is believable and extremely well done. If you want to go whole-hog in terms of realism, you can play the entire game with Italian voice acting. What impressed me most however, was the architecture and atmosphere of the various areas of Italy. It was a pleasure just traversing across the world, seeing everything there is to see. The level of interactivity between yourself and the buildings was also extremely well done. It feels like the developers put a ton of effort into creating exciting "lines" for Ezio to traverse.

Speaking of Ezio, I felt that he made a great main character. It can be really difficult to humanize an assassin, but Ubisoft Montreal did a great job of developing him outside of his ability to shank guys. The game starts off with Ezio as a free-wheeling young adult and chronicles his spiral into the assassin life. What keeps him from devolving into a heartless assassin is a clear and personal motivation that goes beyond killing people for the sake of killing people. He is backed up by an amazing supporting cast (which includes many real historical figures, including Leonardo Da Vinci) and one of the most interesting plots I've ever experienced in a video game. When you get to the end of this game...all I can say is, "Wow."

Depending on how you play the game, it can take you a while to reach the end of the Assassin's Creed II. There are a lot of great side quests to do and items to collect if you're an OCD gamer. Normally, I'm not. What makes collecting better in this game is that there are good tangible rewards for collecting the statues, raiding all six tombs and finding all of the glyphs to uncover "The Truth". Having done most of the collecting portions of the game, I felt like the overall experience began to drag and I ran out of motivation to do any more side quests. If you play the game straight through, you should get your fill no problem.

Image from Virgin Media

I really enjoyed this game, which is why it stings for me to mention the few things the game stumbles on. My biggest beef with the game is in the controls. In general use, I think handling Ezio across rooftops is fine. However, there are times during stalking missions or temple raids that require precision handling that just don't work. The game makes you feel like you're trying to colour in a drawing on a piece of paper using a paint roller. During my time raiding the temples, Ezio would constantly jump the wrong way or not respond the way I want him to, which would lead to probably two hours of frustration if I add it all up. The fighting engine of this game I can see being very divisive. While I think it worked as is, I wish it was a bit more involving when you get surrounded by guards.

As it stands, I thought Assassin's Creed II was an excellent game that easily stands tall as one of the best games of 2009. A few nit-picky gripes hold it back from reaching its full potential, but its definitely worth the price of admission. When the third game comes out, I'll be happy to pay in full to see where this story goes.

Image from halolz

When the XBOX 360 launched in 2005, nobody expected the runaway success of the platform's achievement system. The advent of platform-wide rewards across games has really changed the way many consume them. Ever since the 360 implemented it, equivalent systems have been put in place for the PS3, WoW, Steam and within certain Wii titles, just to name a few.

Now, gamers have an added motivation to play games for reasons outside of the game. These achievements often encourage gamers to play their games in ways they normally wouldn't in order to boost their achievement score. People will go out of their way to play games they don't even like if the achievement reward is large (or easy) enough.

For those who own a Wii and a system with achievements, some will avoid the Wii because there are no real achievements to be had on the platform. I hate to admit it, but the lack of achievements totally factors into my reluctance to play Wii games. It almost feels like you're not accomplishing anything, even though making progress in a game in reality is more of an accomplishment than any cross-platform point system.

On a darker level, there are those who will go as far as cheating just so that they can flaunt a larger score.

ABOVE: The aftermath of XBOX 360 user StripClubDj, who was busted for cheating the system.

Before I ever saw "Achievement Unlocked" on my screen, I thought the idea was stupid and that the points don't mean anything. I played games for the joy of playing games and that seemed like enough for me. However, a couple of factors have won me over.

Adding persistent online connectivity to the 360 makes achievements so much more valuable. People love checking and measuring themselves up against each other, and achievement points allow for a metric to measure nerd-levels. I still laugh at Soulja Boy Tell'Em for putting out that video where he was bragging about how good he was at games, yet didn't have the achievement points to back it up. As of right now, he has only 5,694 points and has played 172 games. In contrast, I've played 32 games and have over 10,000. I hate to admit it, but I feel really good about that.

For me, it's also a way of measuring how much of a game I have completed. Because beating most games doesn't fetch you all the possible points a game has to offer, there is a motivation for me to go back to a game to get points and 'really' complete a game.

While I recently crossed the 10,000 achievement point threshold and I do regularly check my points and the points my friends have, I definitely wouldn't call myself an achievement junkie. I've unlocked less than half the possible total points I could get with my current game library. I don't work too hard to get achievement points that I don't get through "naturally" playing the game. Also, I don't go out of my way to play games I don't care for just to get achievements. Ok, I did play the free Doritos game for the easy achievements, but that's it.

ABOVE: My biggest achievement point shame. I've had this game since the day it came out and I can't get any of them.
The game glitched out when I tried to get the Street Fighter team achievement and I'm still upset about it.


Often times though, I look at my achievements screen and say, "Maybe I should go back to that game to get points,". The only things that stop me are the difficulty of the achievements and my desire to play new stuff. The main reason I play games is still, to play games, which ultimately overrides most of my urges to quest solely for achievements.

If I were to commit to earning more achievements in the games I have, I probably could boost my score by a few thousand easily. But what if achievement hunting gets the best of me? What if I end up spending countless hours playing crap video games in order to boost my score? Here's to hoping I don't take my love of video games to that level.

Image from gogreenmachine

The Teenage Mutant Ninja Turtles, unlike most intellectual properties that are licensed for games, have had a few bright spots in their video game history. The original Ninja Turtles arcade game as well as Turtles in Time are considered high-points for the franchise, and in my personal opinion, Ninja Turtles Tournament Fighter was alright, too. Those three games were great experiences for me in the late 80s and early 90s.

What I remember most fondly about Ninja Turtles games isn't what was great about them. Oh no. In fact, the memories I hold near and dear to my heart stem from the original NES Ninja Turtles game.

Image from purenintendo

This one is well known for box art featuring the all-red bandana Ninja Turtles, which confused me until many years later when I learned that the image is inspired by the original comic book and not the cartoon. Also, it's well know for coming out at the cusp of Turtle-mania. This is also why millions of Turtle fans like me remember playing the game and realizing that it's not very good. But I'm getting a bit ahead of my story here.

My history with the game starts shortly after my parents bought me my Famicom. I was looking for games to buy, and I remember seeing that there was a Ninja Turtles game out for the Nintendo. That's all I needed to know for it for me to want it bad. Time would pass, and when my birthday came around, we made a trip to Toys R Us and my parents bought me the game.

My memory isn't the greatest, but I do recall the Toys R Us video game area of the store being set up dramatically different back then. Right now, it's a section of the store with its own cash register and theft detection devices. Back then, I remember it being a completely glassed-off section of the store. There was a booth area where you would interact with the customer service rep, tell them what you wanted, and they would go and get it for you. To me at the time, it was almost like a kid's version of Fort Knox.

Anyhow, I took the game home and was so excited to play it. It was the first North American NES game I could call my own AND it was a Teenage Mutant Ninja Turtles game. How amazing was that?


Well, not so much. At the time, I played through the first level and thought it played well enough. Each of the turtles played differently due to the unique characteristics of their weapons and beating up Foot soldiers was fun enough. There were a few moments where you drove around in the Turtle van and could run over bad guys as well. After that first level though, the game totally fell apart for me. Most people never got past the second level, which famously had you swim through electrified plants and diffuse bombs under a pretty tight time limit. In spite of my frustrations with it, I played it for weeks until I could consistently beat it with little trouble.

That third level though, forget about it. It placed you in a large world that was very maze-like, leaving you to figure out how to get to where you needed to go. There were no indicators telling where to go, or at least where to go next. At some point in that third level, it tells you to use a grappling hook, but I don't think I ever figured out how to use it; only actually getting it to work once by fluke. I must have played the game up to this level for months and never figured out how to beat it.

This game was the first time I remember forcing myself to like something, even though it wasn't very good. My fandom for the Ninja Turtles, my love for video games, my limited supply of games to play and my general lack of life experience culminated into months of gaming frustration.

It wasn't until the home release of the Teenage Mutant Ninja Turtles arcade game where I finally realized and acknowledged that the first game wasn't that good. When the game had run its course for me, I never played it again. It wasn't till last year I watched a YouTube video to see how the rest of the game looked.



Years later, its funny to see how many people shared that experience with me at the time. Most famously, the Angry Video Game Nerd turned that anger towards the first Ninja Turtles game into Internet comedic gold. He's now one of the more recognizable figures in video game culture.

The original Ninja Turtles NES game will be fondly remembered as a lesson learned for me. I don't think it would be the last time I let my emotions cloud my objective look at a game, but that was definitely the first I can remember.

Image from ztgamedomain

Nothing says "nostalgia" to me quite like Contra on the NES. As far as video games that got me into the medium, Contra is right up there with Super Mario in terms of influence. As an impressionable youngster with an itch for action, big guns and explosions, Contra was right up my alley. The scenario of two guys with big guns saving the world from an alien apocalypse was so appealing to me at the time, especially when I was watching Saturday morning cartoons pre-Ninja Turtles, which were relatively G-rated. Contra at the time seemed edgy and beyond my age. I loved it for that.

I also loved it for the fact that the game was (and still is) awesome. With one player or two, the run-and-gun action of the NES Contra is legendary. Graphically, it was awesome for the time and still holds up in terms of 8-bit charm. In terms of gameplay and control, the game was air-tight. The feeling of running, shooting and jumping was second to none, and the spread gun is still one of the greatest video game weapons of all-time. Don't forget about the music, either. The soundtrack is one of the best examples of great 8-bit music. I actually have the Minibosses cover of the Contra soundtrack on my iPod.

Image from jwschwarz

For all the things it does great, it's probably most remembered for making the Konami code popular, which of late has popped up everywhere from ESPN to Facebook. In Contra, you only had three lives to beat eight levels on insane action. With the game featuring one-hit deaths, you basically had to go the entire game without being touched by anything. Not easy to do with bullets flying at you from every direction, aliens charging at you and pits to fall into. As a kid, I couldn't beat the first level without using all three lives. I've improved to the point where I can go over half way without dying. My ability peaked though at being able to go half way without dying. Without the Contra code, I would have never beaten that game.

Since the release of Contra in 1987, Konami has put out a number of Contra games, including the recently-released Contra Rebirth on WiiWare. As good (or bad, mostly bad) as those other iterations of the series are, nothing will ever shake the runaway success or nostalgic value of the original. I know I'm far from alone when it comes to people that have a soft spot in their heart for this game. When I wear my Contra t-shirt out in public, I always get comments from strangers about how awesome that game is and how the spread gun beat everything. It's good to know that I'm not alone in this sentiment.

Image from fanpop

Along with a bunch of holiday cheer, Santa blessed me with a number of video games to play. As a video game enthusiast, I can't complain about my loved ones giving me more games to play. I don't think that part of my gaming habits will ever change.

Unfortunately, other parts of my life have changed dramatically since the days of Super Nintendo games under the Christmas tree. I finished school. I started working. I'm blessed to have a great girlfriend. More and more of my time is going into other aspects of life, which eats away at my video game playing time. Thus is the act of growing up, I guess.

For most people my age, that's fine. They get by on a game or two every now and then and it's more than enough to get by. For me, as a gaming enthusiast/man-child, I've always kept my fingers on the pulse of the medium. I am an avid consumer of gaming media, such as websites, blogs and podcasts. Ever since I started working in 2001, I've developed a habit of picking up every game I'm interested in at launch. The hype train just builds for me to a point where a game I want becomes a game I need the day it comes out.

All of this combined, I'm in a position where I have more games than I have time to play. The younger me (as well as many other video game fans out there) would probably think that it would be awesome to have too many games to play. However, it's not the most economical lifestyle choice in the world to make. Also, as a gamer, I know I'm missing out on some great experiences that are right under my nose, yet keep looking over.

In fact, I have games that I've owned for years that I've never played. Metroid Prime 2: Echoes, is only one of many games that I own that have barely or never been touched. I plan on writing about a bunch of these "Pile of Shame" games in the future. Not even thinking realistically about it, I picked up a copy of Dead Space at a heavily discounted price thinking it was a good deal. The problem is, I've already got a lot to play on my plate and it could take months realistically for me to get around to it.

Image from pwned

So what am I to do? Unfortunately, I can't lock myself my basement and stop time so that I can stay caught up on everything I want to play. I couldn't just stop buying new games outright and work from the beginning either. At this point, If I were to just work my way chronologically back to the present, I would fall behind on a number of this year's releases that I would want to play now. I could try and play multiple games at once, but I've found that when I try and play through more than two games at a time, I don't get anywhere in any of them. I'm struggling as is with Assassin's Creed 2 and Borderlands, which are both long games.

In the grand scheme of things, it's not really a sad reality. There are millions of people who would kill to be in my nerdy shoes. But as someone who loves the medium as much as I do, it does make me feel a bit sad inside that I can't find enough time to just sit on the couch and enjoy everything. I always say to myself that I'm going to make a conscious effort to get around to older games, but I never do. Maybe I'll actually take the time to make it happen this year.

Image from Kotaku

As I write this, I'm trying to shake the glaze off of my eyes. In the last two days, I've put in a good 15 hours into Borderlands. I played for about 7 hours today; only stopping because my brother and I felt physically sick from the non-stop Borderlands marathon.

This game has been a huge surprise to me. Nothing about the game's pre-launch hype grabbed me at all. I didn't care that there were 17 million guns in it. I didn't care that it was sort of a mix of Fallout 3 and Diablo. I didn't care much for the cell-shaded art style either. It's pretty, but it doesn't make my jaw drop or anything like that.

But then the reviews came in and were pretty impressive. Then the game at launch sold out everywhere. I found myself talking a lot about a game I had no interest in trying just because the game was so hot at the time. What ultimately pushed me over the edge were my old co-worker and brother committing to playing this game co-op with me should I choose to join.

I received the game as a Christmas present. At first, I wasn't so high on it due to the game starting out kind of slow. It was also a bit jarring making the transition to this after beating Modern Warfare 2, as Borderlands is a completely different experience. However, the moment I hit Sledge's hideout, the game grabbed me tight and has ceased to let me go.

Image from kombo

What was it about Sledge's hideout that made the difference? Not much, really. It was though at this point where the game all came together for me. My initial indifference towards the vast arsenal of guns in the game quelled when I found myself in Sledge's hideout, finding awesome gun after awesome gun. I wanted to take them all with me while keeping my current stash, but my backpack size wouldn't allow for it. From then on, the game becomes a constant hunt for bigger and better weaponry. You'll pour over stats and constantly think about which guns to keep, which to sell, and which to ditch in order to make room for the next thing.

It was also here where I told my brother about how the game came together for me at this moment. He too was cool on the game until we went back and played through Sledge's hideout. From then on, I've played most of the game along with my brother. Having split-screen co-op has made the experience so much better for us. With many games foregoing split-screen completely, it is awesome that my brother and I can play through this game together. For those who don't have the luxury of couch co-op, there is four-player online co-op you can take part in as well.

Since then, my brother and I have become completely absorbed in the world of Pandora. We're having a lot of fun playing through all of the main quests and side quests. There are so many many different quests and quest types that I don't see this experience ending anytime soon. Having spent about 20 hours on this game thus far, I'm only about half way through the main quest. On top of that and all the side stuff, the game includes a "playthrough 2", which lets you play through the game again which things changed up. To get through all of that could take you easily 100 hours of play time. Should you want to get really deep into the game and beat it with all four character classes, you could easily drop a few hundred more hours into the game.

Image from jeux-video

There are a lot of different elements to Borderlands that make the game so fun and engaging. I almost feel like if they had nailed this execution perfectly, this game has the potential to be one of the best games of all-time. I'm not even into this style of game, but I can see a ton of potential in this game. Before I drown myself in hyperbole though, I can't talk about Borderlands without bringing up some of its glaring and fundamental faults.

A few days ago, I posted an entry about some of the glitchy elements of Borderlands. After spending a lot more time with it, I still feel like the whole game is kind of janky. The shooting mechanics don't feel quite right. You never really get a sense of impact when you shoot at anything. There have been a number of spots where my character gets weirdly stuck. Twice in the same day I was completely immobile and had to quit the game in order to get out of it. Since then, there have been a few more instances where my character will be stuck for a few moments and I don't understand why.

Speaking of glitchy, there was one point in the first Circle of Death mission where the final skag ended up clipping through a wall into an area he couldn't attack me from. I could shoot it with bullets through the wall, but explosives did nothing to it.

The AI of the enemies also leaves a lot to be desired. Most enemies will simply run at you or attack you with very basic patterns. Sometimes, enemies won't move at all, which allows you to just stand still and shoot them until they die. The level scaling of the enemies does cover up some of the AI's faults, but in a lot of games this level of AI is inexcusable.

Image from inglorio

While I am thankful for the inclusion of split-screen co-op, the way the menus work out in co-op are awful. Instead of scaling the menus down to fit the split-screens, they keep all the menus at original size and force both players to manually adjust their view to see whatever part of the menu they need. It's an embarrassing oversight in my opinion, especially for a game where navigating menus is such an important part of the experience.

The frame-rate during intense moments does dip below 30 frames per second, which leads to brief moments of choppiness. It never really gets in the way when you play by yourself. In split-screen, intense moments of action make the game chug more. At one point specifically, we thought the game crashed because everything just froze. In fact, it was just the frame-rate dropping to single digits.

Way-points are another sore-spot for Borderlands. For most of the game, following the way-points will lead you exactly where you need to go. However, a number of quests don't work this way. Instead, the way-point will just lead you to a general area where you'll then have to figure the rest out for yourself. Not knowing this can leave a player annoyed to no end. I've had items I need to find end up upwards of 100 yards away from the way-point. Next time around, way-points should always lead you exactly to where you need to go or give you a general idea of where to go. Never both.

Image from analoghype

Traversing across different zones is also problematic. While the game does give you the option to spawn vehicles and warp from certain points, the game does a poor job of telling you how each of the worlds are connected. When you pull up your map, it only indicates "transitions" from one zone to another without telling you which transition leads to which zone. If you don't memorize what each transition is for every zone and don't know exactly where you need to teleport to get to your destination, you could find yourself needlessly walking or driving through three or four different zones while wasting 15 to 20 minutes of your time in the process.

Reading this, you're probably wondering how I could one minute call this a game with the potential to be the best game of all-time and then immediately follow-up with a number of faults with it. Does my initial sentiment still stand? Yes. In spite of its flaws, Borderlands succeeds where it matters most: fun-factor. The feeling I get from playing this game is a feeling that only comes out when I play something really special. You can easily drop dozens or hundreds of hours into this game and have a blast the entire time. With over 2 million copies of the game sold, it's almost inevitable that a sequel to Borderlands will emerge at some point. If Gearbox can match the game's fun-factor with equally awesome production values, the sequel has the potential to be phenomenal.

Until then, my brother and I are going to be spending a lot more time in the world of Pandora.

Image from collider

I still vividly remember the moment I learned that Scene It was coming to the Xbox 360. I was watching the E3 live stream when it was revealed and I burst out laughing when I saw the ridiculous big button controller being pitched as a revolutionary step towards gaming for the masses. In my head I thought two things:

1) That controller looks awful and stupid

2) Those controllers are a complete rip-off of the Buzz controllers on the Playstation


While I still think the controller looks like a reject Fisher-Price toy, the demo of the original Scene It for the Xbox 360 did a lot to change my mind on the game. As someone who rarely ever watches movies, I didn't think this game would be up my alley at all. However, after just one play-through of the demo with my brother, we knew we had to get Scene It on our 360 someday.

Years later, I finally picked up last year's game, Scene It: Box Office Smash for a measly $20 with four big button controllers.

As a party trivia game, Scene It rocks pretty hard. There are a number of different question types and they're all very easy to understand and play immediately. The packed-in controllers also add a lot to the experience, making the process of buzzing in and answering questions a piece of cake. The only thing I don't like about them is that they're not truly wireless, which means you need to be constantly aiming your controller at the sensor. My other gripe is question repetition, which seems to be a problem with any trivia game that isn't updated online. I've already begun to see repeated questions, even though we just got the game.

Having owned this game for all of three days, I've already played it a bunch with friends and family and we've had a blast every time. I wouldn't go out of my way to buy a Scene It Xbox game for full price, but I would gladly pick this and any future iterations of the series up for $20 should I come across them. If you have any penchant for trivia games or movies, I'd definitely give Scene It a look.