In Third Person

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

Image from Legendary Hackers

Despite all the negative things I've said about Silent Hill: Homecoming over these last few posts, I was ready to let all that slide. I was already over half way done the game, and I thought I could put up with the game's faults for a few more hours for the sake of completing it. That will never happen now. Or ever.

In my last Silent Hill post, I said I would continue playing it until the game committed a heinous act against fun. It just did.


I played the game for about half an hour just now, and I got to the puzzle pictured above. The only picture I could find was of the completed puzzle. When you start out, the pieces are all scrambled and you have to slide them around the space to create that emblem. No big deal, right? These types of puzzles have been in thousands of video games before, and can usually be beaten if you slide the pieces around enough. Not this time. I tried it over and over again, but there was one piece in particular that would be stuck on the opposite end of the board. I normally don't have the patience for these types of puzzles in games, so the moment I get stuck, I hit a guide.

To my horror, the very first step in every guide I found said to move the double block in the top right hand corner one space to the left. I looked at my screen and realized that my screen didn't have a double block in that position. I watched video solutions on YouTube and realized that my blocks were laid out completely differently from what everybody else got.

Dude, what?

So in fact, the puzzle the game gave me really was impossible to beat. I did more research on this, and apparently I'm not alone. This IGN forum user ran into the exact same problem as me. The only solution for her? Restart the game from the last save point. In this GameSpot thread, user peetowser said he wasted 3 hours of his life trying to solve this glitched puzzle until he realized it was broken. When he reloaded it, it worked fine. For those forum users, maybe their tolerance towards the game's deficiencies are higher than mine. But for me, this game ends right here. I've been force-feeding this experience to myself since the beginning, and if the game requires me to go back 30 minutes into the game just so the puzzle pieces can reset, it can go to hell. I am not giving that game any more of my time.

Even if I pass that, there's a chance that the game's next set of puzzles might glitch out for them too, just like it did for these people. Just like with Fight Night Round 4, I refuse to support games that are broken to the point that they actually prevent you from finishing them. I don't have any immediate plans on checking out any of the other entries in the Silent Hill series, but if they're as janky as this, I'll dedicate my gaming time towards other things.

Image from VG Chartz

With not much going on in my life right now, I spent most of today in my basement completing The Secret Armory of General Knoxx. I know, this is the third Knoxx post in as many days, but now that I've beaten the main quest and most of the side missions, I'm ready to write down some final impressions of the DLC.

As mentioned in my first two posts, this DLC starts out ludicrously hard. If you just completed playthrough 1, or have a maxed out level 50 character on playthrough 2, you will die in the beginning. A lot. I got destroyed by the very first bad guy I saw, and continued to be dominated throughout most of the experience by flying drones. I can see a lot of people giving up on this DLC at the start, but if you can tough it out, you'll be rewarded with a really good add-on.

If you're starting this DLC in between level 35 and 50, then your experience will vary wildly. My brother is level 43, and this was how I found out that General Knoxx does not scale to your character. If you play with a level 43 character in playthrough 1, you will demolish everything in your path. If you play with a level 43 character in playthrough 2, you literally wouldn't stand a chance against anything.

For me, the moment I hit the jail level was where the experience finally came into its own. The jail level was easily my favourite part of the DLC because I felt that level captures Borderlands at its best. Yes, that's half-way through the DLC, but at this point regular encounters were tough, but fair. From that point on, it played just like you would hope it would. You get to shoot lots of guys, level up your character, and there are no shortage of big-time guns (elemental ones in particular).

Image from Scrawl FX

The ending to General Knoxx was much more satisfying than the main game. Without spoiling it, the boss fight is much better (and still tough) and the payoff is much improved (and exciting).

The only major aspect of this DLC I haven't tried yet is the ultimate boss. There is a level 64 boss that is practically impossible to beat by yourself, but with a party, you may stand a chance. If you beat the boss, you will have a chance to get some of the best guns in the game. The boss will never go away, so you can take a crack at it as many times as you want.

For 800 MS points, you get a lot of content from The Secret Armory of General Knoxx. Lots of new gear, quests, missions and a raised level cap are more than enough motivation for someone who just beat the game to go back to Borderlands. Playing through the main quest and the side missions will take you approximately 8-12 hours, which is very good considering the price. Just be warned that if your character is in the low 40's, you won't find a playthrough that fits for you and if you're coming into it maxed out, you're in for a rough start.

Image from Kotaku

I normally pay no mind to video game related petitions. They're usually stupid demands made by and supported by equally stupid gamers. But I couldn't help but discuss this recent petition related to Sonic 4. To be fair, not everyone in the petition is in support of it, and some people are there just to make fun of them like I'm about to.

The petition statement:
Fans of the sonic series are like most sega fans, we want their old games brought back to the glory days when sega was pretty much the power in video games. Seeing the gameplay of sonic 4 has made many of us realize what we already knew, Sonic 4 will simply not be anywhere near as good as the original sonic games. Either way, We will decide to finally show sega what the fans truly want. A real sonic 4, as long as sonic 4 stays the way it is, we will not buy it, we will in fact buy sonic 1 on release in protest of sonic 4, till we end up with a re tool, or change, we want sonic in hd, not sonic RUSH HD. We will not buy a future sonic game, till we get a true successor to sonic 1/2
There are a number of ridiculous things I can point out about this flawed argument, from the fact that we've only really seen 5 seconds of actual gameplay, to the fact that no people outside of Sega have played it, or that Sonic Rush kind of is the same thing as Sonic 1 (and is kind of good), or that Sonic 4 kind of is Sega's attempt to recapture the feel of Sonic 1. But I won't point those out. What I will point out is...

WHY ARE YOU GOING TO SHOW SEGA HOW MUCH YOU DISLIKE ONE OF THEIR GAMES BY BUYING ONE OF THEIR GAMES!?

You're still giving them money, whether you buy Sonic 1 or 4. Sega wins either way and your stupid cause is more meaningless than it already is.

As bonus material, I decided to post some choice comments from the petition below. Enjoy.
Name: Andie Key on Feb 18, 2010
Comments: I had hope for the game, even after the trailer. Turns out the gameplay and game truly is crap. I won't be tricked again SEGA (looks at you unleashed)

Name: Garnet M. on Feb 19, 2010
Comments: its just a 2d sonic game gears of war is much better anyway

Name:
Goog on Feb 19, 2010
Comments:
If it even gets one score 8.5 I call BS SONIC 4 is TERRIBLE

Name: Sonic 92 on Feb 20, 2010
Comments: I am a fan of the Sonic games, I am very unhappy that Sega has made Sonic 4 the way that they have. I urge you sega, do not release the game as is. I will pray you do the right thing.

Name: Anonymous on Feb 21, 2010
Comments: yo dis looks like a game ud get at micky DS yo

Image from Games On Smash

A few weeks ago, I vented my thoughts on the possibility of me purchasing Tatsunoko vs. Capcom: Ultimate All-Stars. I was interested in the game, but maybe not enough for me to buy it. However, it was also an opportunity as a core Wii owner to show the world that I will buy hardcore games if companies put them out on the platform. This moral dilemma also hit me shortly before I lost my job. With all of the things stacked against it, Tatsunoko vs. Capcom seemed out of my grasp for the time being.

With my final severance check arriving in the mail a few days ago, I figured that I owe it to myself to have one last hurrah. Was it worth all the fuss that went on in my head, or did it just leave me salty?

As someone who didn't really get into Marvel vs. Capcom 2, it's a bit of a surprise to me how well I've transitioned into Tatsunoko vs. Capcom. The MvC 2 experience just felt excessive for me. There were too many characters to learn, too many characters you have to manage at once, too many gameplay systems, the game was too fast and combos required too much twitch skill for me to pull off. There are many people who play MvC 2 on a much more casual level, but playing it that way didn't feel very satisfying for me. TvC is toned down just enough for me to grasp without losing the frantic fun. Instead of 3-on-3 matches, they're 2-on-2. The game's pace is slightly slower. For me specifically, I can pick this up and still feel like I'm doing something. Right away, I got a general feel for the fighting system and was able to perform some decent combos and hyper combo set-ups.

Image from End Sights

Playing TvC made me realize that the TvC style of play is what I was really looking for in BlazBlue. BlazBlue is a pretty good fighting game in its own right, but the barrier to entry for me is far too high because of all the command inputs you have to learn. Every single character has unique button commands for every single special move, which is a lot more effort than I would like to put into a fighting game at this time. TvC sticks to the standard Capcom control conventions so that players that played the original Street Fighter II can jump right in.

I don't say this very often about Wii games, but the graphics are gorgeous. The art style does a lot to overcome the inherent weaknesses in the Wii's graphical capability. Backgrounds are well done and the cell-shaded characters look and move great. Hyper combo animations in particular are about as zany and flashy as you would hope for in a "Versus" game. On my 42" plasma, the characters look a bit jaggy up close, but if I sit about 10 feet away from my TV, it looks awesome. The only other downside is that I feel the game could look a bit sharper. While there are a lot of colours, the colours don't pop out as I think they should.

I respect the fact that Capcom put in support for all the "main" controller options Wii users have at their disposal. You can play this Wii remote only, Wii remote and nunchuck, Gamecube controller, classic controller or with a joystick. If you want to play for real, then a joystick or classic controller are your only options. I can only imagine how much of a train-wreck this would be to play with Wii remote and nunchuck or Gamecube controller, as neither of those control setups are optimized for fighting games. If you want to play it like Smash Bros., the Wii remote only option changes the controls so that it sort of plays like it. One button is dedicated to all your normal moves and the other is dedicated to special moves. For my younger cousins who want to try this out, I think it's a great way to ease them in.

Image from G4TV

Having written down a few hundred words already without mentioning the cast is a bit of a miracle. One of the biggest points people will hold against this game is the fact that half the roster is comprised of Japanese anime characters, which you probably won't know unless you're an otaku. For me, I came into it not knowing any of the Tatsunoko people, and not even a lot of the Capcom cast. If you really need that character recognition to get into the game, then maybe this isn't for you. However, I've dabbled with all of the characters at least a bit and everyone is fun to play if you play them right.

My biggest beef with the game so far is a point of contention among many fighting game fans. Some people like to play their fighting games over and over to unlock all the characters. I hate it. You have to beat this game more than a dozen times to unlock all the characters and beat it under particular circumstances. While they're not as crazy as the stipulations in Street Fighter IV, it doesn't do anything positive for me. I don't care that I'm playing this game longer, and it doesn't really lend itself to trying out new characters. I just put the difficulty down to one star, pick Ryu and whoever I need to beat the game with and thrash the computer until the final hit of the last boss, where I bring in the other character to finish the job. Having to unlock characters just makes the first few hours of playing the game a chore to me.

I am thankful that Capcom also incorporated online play into this, which was not available in the Japanese version. Does it work as well as Street Fighter IV on XBOX Live, which isn't the greatest experience to begin with? No. When it does work, it's fine. However, I've run into a number of connection problems that I think are not so much the fault of the game, but the fault of Nintendo's poor online support. When it doesn't work, I can spend 15 minutes or more just trying to find a match, only to end up getting cut off before we can even get to the character select menu. I've also experienced matches with really unfair lag. In Street Fighter IV, I've noticed that both players are equally affected in a laggy match. However, I felt like I was at the complete mercy of lag and my opponent was playing just fine when lag did hit. Button presses would take seconds before finally being registered way too late, while my opponent beat me to a pulp.

Image from G4TV

While I would much rather tie the release of Tatsunoko vs. Capcom: Ultimate All-Stars to a more joyous occasion other than me receiving my final severance payment in the mail, the game offers a great fighting experience for anyone willing to give it a chance on the Wii. Nintendo loyalists haven't received a good 2D fighting game on the platform since Super Street Fighter II in the early 1990s, and if this bombs like how I think it will, it may be the last one you'll get for a long time. For the love of fighting games and all that is left of "hardcore" on the Wii, pick this up.

Image from Brave New Gamer

After my initial lukewarm impressions to The Secret Armory of General Knoxx, I wasn't sure what I would be getting into the next time I played it. I was hoping that having reached level 51 would at least get me past the initial difficulty curve and the rest of the experience would be smooth sailing.

Nope.

General Knoxx is hard like the Rihanna song. Lance soldiers and bandits always seem to be leveled higher than you, making every gun fight a war. If you're up for a challenge, then General Knoxx will not disappoint. Shooting guys and getting better guns is as fun as it always has been in Borderlands. I just hope you come prepared with the right load-out to take on some truly tough competition.

Oddly enough, one of the first enemy types is also the most annoying and difficult. There are flying drones on the highway that gave me trouble the last time I wrote about never cease to be annoying. I actually got to a point where I seemed to be stuck in a death loop, where I would get gunned down by a number of air drones every time I re-spawn and before I even have time to react. I was "thisclose" to giving up on the game right there. After looking through message boards for advice, I was finally able to get past them by using a combination of a shock trooper class mod, a shock mod for my turret and a shock sniper rifle in unison. Never in Borderlands have I ever had to resort to such desperate tactics.

Image from Gawker

The story behind everything you do is notably better this time around. In particular, Mad Moxxi brings a lot of personality and charm to what is is you're doing. The last ninja fight wasn't nearly as bad as the first two, as I was able to drop the ninjas fairly quickly, with the exception of the boss ninja. For the most part, I am starting to warm up to it.

However, I have come to realize that The Secret Armory of General Knoxx features one extremely-annoying flaw: NO FAST-TRAVEL. I've already seen six new zones, and the only fast-travel station is at T-Bone junction. For me to continue where I last left off, I will have to trek through three different zones by vehicle and by foot, which will take at least 20-30 minutes of my time, not including any battles I'll face in between. As much as I want to continue this quest, I really don't want to have to travel across that world again.

I'll have more impressions as I play through it. If you're going to buy any supplemental Borderlands content, this is the way to go. Just know what you're getting into.

Image from Destructoid

The Secret Armory of General Knoxx just hit XBOX Live and PSN and I was quick to purchase this Borderlands add-on. Unlike the other pieces of Borderlands DLC, this one brought with it a number of additions, including new zones, new guns, new vehicles, new bad guys, a bunch of new quests and most importantly, a raised level cap. With 11 more levels for my soldier to grow, I was eager to shoot more dudes and collect more guns. I've only played just over an hour of it so far, but I thought I'd share my initial impressions.

When you load up the first new zone, T-Bone Junction, a video plays that sets up the story. General Knoxx takes place after the events of the first game, and the Atlas corporation is looking to take you out. However, you still have Scooter and Marcus helping you out, as well as a mysterious ninja, who promises you access to General Knoxx's armory if you help her, which is basically the equivalent of the Vault. Story was one of the biggest weak-points in the main game, and I sort of get the impression that they're trying a bit harder to convey the story better.

Image from IGN

From here, The Secret Armory of General Knoxx started off on the wrong foot. The very first encounter you face are a pack of ninjas, which from what I gather are a big deal in this DLC. Right now, I'm not liking the ninja encounters. Part of that dislike comes from the level scaling; I'm not sure if this content scales to your character or not, but I started with a maxed-out level 50 character and the level 51 ninjas immediately wrecked me. That extra level made them way harder to kill and way easier for me to die. I died at least 4 times trying to beat the first ninja boss, which cost me almost $2 million in lost cash.

The other problem I've had with the ninja encounters is that I don't think the game engine was built for players to fight enemies that move the way the ninjas do. The ninjas are extremely quick and can move laterally almost instantly. It's really hard to do any sort of meaningful damage when they're constantly running laps around you. I was getting physically dizzy trying to keep up.

Image from IGN

The raised levels of enemies made the first few quests up until you reach Mad Moxxi really hard. Had the enemies started at the same level as me, the fights would have been much more reasonable without being too easy. But because they're all leveled higher than you possibly could have been coming into this DLC, I found myself getting owned repeatedly. During the first highway encounter, I died a number of times because I thought I could handle fighting two airborne drones in my new Monster vehicle. Nope. Then I got into a mess of a situation where I was killed just outside of a checkpoint by a lance vehicle that shot a giant shock blast. When I re-spawned, the same vehicle shot and killed me before I could even move. This happened twice in a row. Thanks for cheating me out of another $800,000. Before I had finished the fourth quest in this DLC add-on, I had lost over half of my money due to dying, which took me two playthroughs of Borderlands to save up in the first place.

I finished off my session with another ninja battle. I leveled up to 51 half way through the fight, and noticed that I was doing a bit more damage and the ninjas were having a much harder time taking me out. Unfortunately, the fight did not end fair and square. You fight the second boss ninja on top of a bridge a few hundred feet above the ground, but my boss managed to jump off the bridge herself. She lived, but the game did not know how to handle the fact that the boss was hundreds of feet below me. The ninja just zipped back and forth and I picked it off like a fish in a barrel.

I get the feeling that I'm only scratching the surface of The Secret Armory of General Knoxx so far, so I will withhold final judgment till I'm finished it. If you're looking for a new Borderlands fix, this seems to be the DLC to get so far because it raises the level cap and adds a ton of new content. Due to the unfair enemy scaling to start, the initial awkwardness of the ninja fights and at this point typical Borderlands jankyness, I'm not as high on it as I would like to be. But I'm hoping it picks up after a rough start just like the main game did.

Image from Geekologie

Over these past few weeks of unemployment, I have played a lot of video games. I do spend time every weekday applying for jobs, and I've even gone to a few job interviews, but I think it would be unreasonable to expect me to spend every moment awake job-hunting.

So with nowhere to go and not much to do when I'm not job-hunting, I play video games. On one hand, I have almost all the time in the world to get around to playing everything that I have that I haven't put the time into. For all the complaining I did before about not having the time to play video games, well...this is sort of what I asked for. It's fun to just hibernate in my basement and play games every now and then, but I really couldn't do this forever.

I know there are other people who literally just play video games all day. I can't live that life. There are other things I want to do. In particular, I still have career ambitions that are going nowhere and a bank account that isn't being fed anymore. The stress of not having that security does tinge all of my recent gaming sessions with a bit of guilt.

But even if I won the lottery today and finances weren't an issue, playing video games to the extreme level that some people play them kind of freaks me out. There are just other things I would like to do with my time other than play games.

Image from Resume Play

Dante's Inferno hits my soul in a very weird spot. I don't even care about actually playing any of the games in the same category of Dante's Inferno, because it's just not my thing. From everything I've heard about its gameplay, it plays competently. However, I've been thinking about this game for quite a bit over the last year because I absolutely hate the thinking behind this game.

If there was a game that you could say a marketing team had too much control in making, it's this one. In my head, I think the thought process behind the game went down like this:

Marketer A: "Hey, our sales are down. How can we make more money?"

Marketer B: "How about if we make a game like God of War? Those games sell like crazy, and if we make one just like it, we'll sell like crazy too!"

Marketer A: "Genius! Ok, where do we start?"

Marketer B: "Um...We need something like Greek mythology but not exactly Greek mythology."

Marketer A: *goes on Google* "How about the Divine Comedy and Dante's Inferno?"

Marketer B: "Awesome! Does he fight in it?"

Marketer A: "Not really. But maybe in our version, Dante can be a warrior. And he can carry around a giant scythe that works like the God of War chain-blade thing! And he'll fight through the seven layers of Hell, named after each sin."

Marketer B: "You're on a roll! But I just wanted to say one thing. This has to sell to teenage males, because our demographic research show that they spend the most money on these types of games."


Marketer B: "Ok, this is just a thought. How about, in the Lust level, we have giant demon women and when you cut off their nipples, spiders come out. And they have 8-foot vaginas that you have to grab and throw into other 8-foot vaginas?"

Marketer A: "That's what the kids would call, "Cool.""

Marketer B: "Isn't "cool" an old expression by now? Why don't you find the new word for cool on that Urban Dictionary thing."


Pardon me for being pessimistic, and maybe a bit condescending towards marketers (even though I've worked in both advertising and marketing), but this game is creatively bankrupt and conceptually a blatant cash-grab first and a game second. I'm not a communist, I understand that people make games to make money, and I understand that not every game needs to push the medium forward, but how can you not see what Dante's Inferno is at its core? Even the great reviews for this game call it a rip-off of God of War.

Maybe the game plays just fine, and if you enjoy it, great. But my sentiments against the product's existence are so strong that I already feel insulted as a gamer from knowing this product is available now and will probably sell well. If there's any statement I can make to show my displeasure, it's to not buy the game and not talk about. I won't be buying Dante's Inferno, and I'll stop talking about it...now.

Image from Gaming Dead

Over the past year, I've been following any media I find on Heavy Rain for the Playstation 3. At first, I only knew this as the game that introduced me to the concept of the uncanny valley. And even though the game's Quick Time Event based gameplay doesn't excite me enough to buy a Playstation 3, I really hope this game sells well because Heavy Rain means a lot to the future of mature games.

When I say "mature", I don't mean it in the classic "Mortal Kombat" sense. Thanks to the general perception that video games are a kids medium and the perception that "mature" in video games means blood, gore, swearing, and sex, video games are still very much a "juvenile" medium. There is nothing "mature" about Mortal Kombat. There is blood and death, but the context and execution of the game is done in a juvenile way that aims to appeal to teenage boys. Most games that are labeled "mature" by the ESRB are only mature in the sense that they have gore, swearing and sex in them, not because they deal with mature themes and subject matter on a mature level.

Video games as a medium is still in its infancy and its still trying to find its place in this world. Up until the mid 90's, video games were seen almost exclusively as a kids-only medium. We have made strides for more mature content since, but on a commercial level, most games that are classified as "mature" are just as juvenile as the original Mortal Kombat. I don't need to stretch far for examples of this. Is Gears of War truly "mature"? Is God of War? The Dead or Alive series? I could go on, but I'm sure you get my point.


The one major blockbuster game that I think most people will point to as a counter-argument is Modern Warfare 2. I'm pretty sure you know what happens during the beginning of the game, but if you don't, skip the next two paragraphs. One scene in particular at the airport features you as an undercover agent running with a bunch of Russian terrorists as they massacre hundreds of innocent people. You, as a gamer have the option of shooting innocent civilians if you want to. I understand what Infinity Ward was trying to go for in terms of making you feel bad for the brutality of terrorism, but I feel like that entire scene did not fit the game, was poorly executed and overall didn't have the weight that the scene should have had.

I don't think Modern Warfare 2 "earned" that scene. For a game that just before the airport asks you to ride on a snowmobile and shoot guys, then follows the airport scene with increasingly bombastic and ridiculous tasks and plot points, the one "serious" scene feels horribly out of place. The game never tries to make you think about it on a more serious level after that scene, instead going back to the core mechanic of shooting thousands of dudes. The ultimate failure of that scene though, is that it doesn't make sense. Shepherd's main goals is to take out Makarov, so why doesn't he have you do it right there? Sure, it would ruin the entire plot, but at least what was left of the plot would make sense. Should you try and kill Makarov in that level, the terrorists will kill you, causing a fail-state, and you having to try again. In a scene where you're supposed to die anyway, the only reason for the level to not end there is because the creators of the game want you to play through it all the way, regardless of how it breaks the story to the player.

Image from Kotaku

To bring this all the way back around, Heavy Rain has been hyped as truly mature game. The overall story and the way it unfolds is done in a way that appeals to an adult on a mature level. I can see the kids who play Modern Warfare 2 cringing at the thought of playing a game where you have to help your son do his homework and tuck him into bed at night, but I like knowing that this experience isn't for them. Are there enough people interested in playing a game like Heavy Rain? That's the million dollar question.

Heavy Rain could potentially be a notable step forward for video games as a medium if it is a sales success. By proving that gamers will buy games with truly mature content, major publishers and developers could decide that it's worth it to make more truly mature games. Maybe then the medium will move a step closer to universal acceptance. But if this game flops, then it's further proof that people aren't ready to play truly mature video games.

I don't think Heavy Rain will be the "Citizen Kane" of video games. But as someone who wants to see this medium grow, it's hard for me to cheer against what Heavy Rain is trying to do. I applaud Quantic Dream and Sony for backing up such an endeavor and hope for the best.

Image from Kotaku

When it comes to video games, it's very easy to figure out what to do with games that are clearly good and games that are clearly bad. A good game will not let you go until you've squeezed every last bit of the experience out of it, while a bad game will eat at your soul until you get rid of it. But what are we to do with mediocre games? The games that aren't bad, but aren't necessarily good, either?

The last time I wrote about Silent Hill: Homecoming, I had some good things to say about it and a number of criticisms as well. The post ended on a very negative note. Despite the things I disliked about the game, I did go back to play it again. I wanted to be able to definitively back up my negative feelings towards the game and let it collect dust on my shelf once and for all. The problem is...it got kind of good. The scenarios I was playing through were interesting enough to keep me pacing forward, even though I'm still not sure exactly what the story to this game is. I played some more, until I felt like I was done for the day.

Unfortunately for me, this is when a new problem arose. I got to a stretch in the game that did not offer a checkpoint to save. I said to myself, "OK, I'll just play to the next checkpoint." I wouldn't actually get to the next checkpoint for another hour. Games made in this day and age that have such disparate save points should die in a fire. I was ready to let this game go when I decided to check a strategy guide, just to see how far I had made it through the game. "Damn it!" I said to myself. "I'm half way through."

Image from IGN

I've only been playing this game for about four hours. At this moment, what's another four hours? I could still get to experience what is good about this game, if I can bear with its weaknesses. There are also achievement points to be had, which seem to be coming at a decent rate. Ultimately though, I should be playing games because their fun, right? And there are definitely other games I could play that would be more fun. But maybe this game will be fun enough for the four more hours I'll need to beat it.

Maybe I'm just a game snob, but I don't like having to think about whether or not I want to continue playing a game. If it's good, I'll keep going. If it's not, forget it. But when you play a mediocre game and already have invested some time in it, the choice of whether or not to play it gets murkier than it really should.

So what am I to do with Silent Hill: Homecoming? I have decided to play it through to the end on two conditions. One, I will only play from one checkpoint to another. I don't ever want to get stuck want to quit between checkpoints ever again, and I won't know when the next one will arrive. The other condition? If this game commits another heinous crime against fun, then I'll bury it once and for all.

Image from Gamers Dig Art

Up until the release of Mass Effect 2, the original Mass Effect was a game I thought I would never touch with a 10-foot pole. The premise of the game did not appeal to me at all. I was well aware of the pedigree that BioWare has in the role-playing game space, but I hate RPGs. The last real role-playing game I ever got into was Super Mario RPG on the Super Nintendo. It featured third-person shooting combat, which I like. But I also don't like managing an AI squad and I also don't like the idea that all of the combat is dictated by dice rolls rather than shooting ability. Ultimately, I passed on this game because it didn't sound like it was something I would like.

However, ever since Mass Effect 2 hit the streets, I've begun to reconsider my stance on the series. When Mass Effect 2 first came out, the word on the street was that it was a great RPG. With Mass Effect 2, people are already saying that this is already the best game of 2010, regardless of what else comes out this year. It sounds like they've really fine-tuned the experience from the first game and ironed out all of the technical problems that scared me away from the first game.

Image from My 360

Maybe it's time for me to give this series a shot. Even though I traditionally don't like the style of game that Mass Effect is, the last few months have really opened my eyes up to gaming experiences I normally would have passed on. Batman: Arkham Asylum, Modern Warfare 2, Assassin's Creed 2 and Borderlands were all games that weren't initially on my radar and all of them rocked my socks. On a personal level, there could be some awesome gaming to be had from Mass Effect. On a bigger scale, if Mass Effect 2 is as big of a deal as everyone says it is, I'd like to have at least tried it to be able to speak intelligently about it.

I guess the only major catch is that Mass Effect really isn't a series you can start at the sequel. Since the game will carry over your save and all the decisions you made from the first to the second, starting fresh at the second game just doesn't seem right. If I'm going to do this, I want to get the full experience.

Once I get my job situation sorted out, I think I'll give the series a shot.

Image from IGN

If you've been following my blog for the past few months, then you'll know that I am a huge fan of Street Fighter IV and a fan of iPhone games. However, like the thought of eating a steak topped with ice cream, the recently announced Street Fighter IV iPhone port has made me throw up in my mouth just a little bit. I can't imagine this being anything but an absolute nightmare to play.

The problem with controlling "traditional" games onto the iPhone is that the iPhone doesn't have the proper interface to handle these games. Without physical buttons on the platform, developers have tried to shoehorn in traditional games with on-screen buttons and directional pads, all of which I've thought have failed horribly. I've tried Megaman 2, Earthworm Jim, Resident Evil 4 and Sonic the Hedgehog on the iPod Touch, all of which I could have controlled better using my feet if I had a regular controller. Not having physical buttons and tactile feedback completely takes away the precision and usability required to properly play these games. The other problem is that your thumbs eat up almost half the screen, making it difficult to actually see what you're doing.

What makes Street Fighter IV on the iPhone even more baffling is that Street Fighter in its traditional form requires at least six action buttons and precision controls. Many players will only play Street Fighter with a joystick. At the very least, having six buttons is critical to the way that game was designed. I've played Street Fighter on the Genesis with a 3-button controller and Street Fighter on the Gameboy, which only had 2 buttons and both were awful. Knowing what I know about controlling games on the iPhone and seeing how they've laid out the buttons, I can't see this being anything other than a complete mess.

Image from Console Classix

If there's a demo, I'd definitely give it a shot. Also, I hate to be judgmental about a game that isn't even out yet. However, knowing what I know about both Street Fighter and the iPhone doesn't give me high hopes for this product. Let's hope for the best, but my expectations are fairly low.


Happy Valentines Day! For those of you in love, out of love, or in-between love, I hope that your Valentines Day turns out to be a good one. Up until recently, the majority of my Valentines Days were horrible, but this isn't the right forum to discuss that.

Anyway, I thought today would be a good day to start what may become a series of entries from me that pertain the role video games have in a relationship with a significant other that I call "Girlfriend Gaming". I don't mean to exclude the GLBT community, as some of my best friends are GLBT, but I would not be able to speak well on the intricacies of that dynamic. In any case, I'm sure that anyone with a significant other can find something to relate to here.

Over the last few years of checking out video game message boards and podcasts, I've seen this one particular topic pop up over and over again: How do I get my girlfriend into gaming? Often times, this question is brought forth by a guy who is a core gamer who is in a relationship with a girl who is only into "causal" games or isn't into video games at all. These discussions usually goes into talks of easing her in with the DS or Wii until she "graduates" into becoming a hot-shot Modern Warfare 2 player.


As someone who is a die-hard fan of video games, I can see their perspective. They love games and would like their significant other to share in that experience with them. There may be some disconnect in their relationship due to their gaming differences and they may want to close that gap. Maybe I'm an idealist when it comes to love, but the whole concept of converting your girlfriend into a gamer kind of goes against my beliefs in love.

Where am I going with this? Well, are you familiar with the phrase, "I love you for who you are?" The majority of the time that expression is said, it's a pile of crap. I hate it when I see/hear/experience this in a relationship of my own or the relationship of someone else, where the other person says that expression, but then they try and change you. They tell you one minute that you're perfect, but then they want you to dress differently, hang out with different friends, eat differently and ultimately change you into what they want you to be rather than who you want to be. I don't hype myself up much as a person, but if there's anything I'm good at, I am good at being me. I have a very strong sense of self that I do not like anyone trying to change. Not to say that I'm stubborn to change or that I don't listen to others, but if something is going to change who I am, it's going to be me that does it. In return, I respect other people's sense of self as best I can. Within the context of a relationship, I'm only in that relationship because I really do love that person for who they are and I try hard to make sure my significant other maintains her own identity.

Image from Got Game

To bring it back around to video games, trying to convert her into a gamer when she isn't a gamer goes against my ideals of love. By doing this, you're trying to change the person you fell in love with in the first place, even though I bet you told her you love her just the way she is. The pain that could come from that could be the equivalent of her saying she loves you, but would like you to be less nerdy. If video games are important enough to you that you need to date a gamer, then go date a gamer rather than make one. It'll be a lot more successful to you in the long run and less hurtful if your current significant other isn't buying what you're selling.

For me, it's not about being with someone that necessarily likes what I like. Having commonalities is great, but it's not necessary for me when it comes to my hobbies. All I ask for is respect of them and in return, I will do my best to respect your hobbies and interests. As long as she doesn't think condescendingly of me because of my association of the medium, then we'll find something else bond over. Even after this long rant, if I still haven't convinced you that your girlfriend is good the way she is, then maybe it's time to go on a quest for a new one rather than force your agenda on your current girlfriend.

Image from Gamespot

As a North American citizen, video game censorship hasn't really affected the games that I played since Mortal Kombat on the SNES, famous for not including blood. Since that whole debacle, the ESRB was formed and pretty much anything other than porno games are fine to sell here.

Other parts of the world aren't as lucky. China is more prone to ban games that touch down on political issues. In 2002, Greece temporarily banned all video game playing in public. The one country I wanted to speak on in regards to censorship is Australia.

Image from Europa

According to their current rules, all games must be rated MA15 or lower. MA15 means that a game is suitable for those ages 15 and up. But what if you wanted to play the equivalent to an M-rated game in Australia. Tough luck. If a game isn't suitable for a 15 year-old, stores can't legally sell it. If you import the game and show it to a minor, you can get hit with criminal charges.

The Australian's rating system has always bothered me, because it's built on an old fallacy that video games are only for kids. You could argue that this hasn't been the case since the inception of the medium, but I would say that video games have begun to skew older since the mid 90s. There is a reason why games like Grand Theft Auto and Modern Warfare sell like crazy. There's also a reason why the average age of a video game player in Australia in 30 years-old, who are greatly affected by outdated laws.

Thankfully for Australia, they've finally come around to at least opening up the discussion of whether or not to allow the sale of mature games in the country. A great resource for finding out the latest news, updates and how you can help is right here.

Even as a gamer on the other side of the world, I can empathize with Australian gamers and I hope they're able to update their laws. I never had it as bad as they do, but I feel for the struggle they face. While I can buy and play games like Manhunt any time I want, I still encounter people all the time who think that video games are only for kids because they just don't know any better. Video games as a medium is still in its infancy and still trying to carve its own niche in this world, but it has long since proven that anyone, regardless of age can enjoy video games. The act of Australia changing its laws would be a great step towards universal acceptance of the medium.

Image from IGN

Last time I spoke about Silent Hill: Homecoming, I focused mainly on how freaked out the game made me. It took a lot of will from within for me to overcome my psychological shortcomings to get through that opening sequence. As a survival horror game, I thought it started out really well.

Unfortunately, my mental fortitude hasn't been pushed nearly as hard since. Part of that has come from growing familiar with the world. But most of my growing weariness towards the game comes from the game's design faults and squandered potential.

I guess before I talk about the game it could have been, let me preface this post by saying that I'm still far from finishing it. I've only gotten to the Grand Hotel, which should be enough of an indicator for those that have played it and not enough of a spoiler for those that haven't. Also, let's start by talking about what I think is still good about the game.

Image from IGN

Sound-wise, this game is spectacular. The music is appropriately haunting all the time. During action moments, it does a wonderful job of making your toes curl in fear. On the other hand, during down-time, the game's music does just enough to make you not feel comfortable. Sound effects are also equally appropriate at accomplishing tension. I consistently get freaked out when I walk into a random object in the world and hear it fall over. For a game released in 2008, the visuals hold up fairly well, particularly during the "nightmare" segments. The visual filters do a great job if making the game look "gritty".

It's past that where the game really begins to unravel. When I got past the "nightmare" segment and into the desolate city, the world of Shepherd's Glen and Silent Hill so far come off as boring rather than creepy. A lot of the tension is lost when you're walking around a foggy and plain-looking city.

I enjoy the game's more "traditional" approach to survival horror, but it also takes with it some really annoying design elements. I hate having to wander around each and every inch of the world, constantly hitting the "A" button to make sure I don't miss an item. If I were in the shoes of the character, there's no way I would be carefully scouring through my environment looking for stuff. I'd be doing everything I could to get the heck out of there. Due to the nature of the world's and how the developers want to lead the player down a certain path, there are a number of locked doors and closed off pathways. This wouldn't be a problem if the game wasn't designed to be explored. In turn, this forces the player to check every single door in the game, of which 80% of them are "locked" or "jammed" or whatever other excuse the game gives you for not letting you go beyond the door.

Image from IGN

None of this though is as offensive as the game's fundamentally-flawed and arguably broken combat. In any survival horror game, the biggest fear you should have as a player is physical fear. The fear that something or someone is going to kill you. However, the moment your health is in danger, all you can think of as a player is, "Crap, I need to go through this combat junk."

The basics of how combat works is that the majority of your confrontations are (to this point in the game) one-on-one affairs. You hold the left trigger to lock onto your enemy, then you have the choice of attacking with a quick or strong attack. The problem with the trigger is that it doesn't always center the camera or your guy to the bad guy. I've had the game both not center the camera on the bad guy and not even adjust my character to face the enemy, which leads to me wildly swinging my weapon in the wrong direction.

Even worse than this is the actual act of combat. Neither of your attacks feel good to execute and neither of them feel like they have any weight to them. The combo system is also a joke, which boils down to you hitting two quick attacks and one strong attack repeatedly. You have the ability to dodge attacks when timed correctly, but I have yet to make this work with any sort of consistency. During my last playthrough, I got a gun, which has been pretty useless thus far. The weight and impact of your shots isn't there, and it seems like it takes a whole clip to take anything down. In a game where you only get 10 bullets every 30 minutes, that isn't going to cut it. Regardless of what you do to kill your enemy, it doesn't feel like you do anything more than stand in front of your enemy and hit buttons until your enemy dies. All of the tension and fear is lost when it just looks like you and your enemy aimlessly flailing at each other. I've heard that combat in the Silent Hill series has always been an Achilles heel to the point that the latest version of the game removes combat completely.

I'm at a crossroads with this game. I love the music and am intrigued to find out where this game's story goes. But is that enough for me to bear with checking hundreds of doors and having a horrible time beating up zombies and other monsters one at a time? Maybe it's best to cut this homecoming short.

Image from Joystick 101

With the release of Bioshock 2 only days away, I thought I would take a minute to reflect back on my time with the original Bioshock.

I vividly remember reading video game sites and listening to podcasts who were hyping up how amazing this game was. I didn't care. The screenshots looked pretty, but I didn't care that it came from the guy who made the System Shock games cause I'd never played them before. I didn't care about the Little Sister dynamic. I didn't care that you could add elemental powers to yourself to add variety to the combat.

Then I played the demo. Oh, my, God.

The way that game starts has to be one of the greatest openings in video game history. When your plane crashes and you find the pod that leads you to this incredible looking underwater city, it's mind-blowing. Then you get in there, and the world is equal parts beautiful and creepy. Without spoiling the demo (which if you haven't already tried, you really should), it's wonderfully paced to a climactic end that left me saying, "I need this game. Now."

So within the span of 45-minute demo, I went from indifferent to "zOMG!!!111". I bought that game the moment my local Best Buy opened and hunkered down on the sofa to explore the world of Rapture.

Image from SF Gate

Throughout the game, the atmosphere of the game was always my favourite part of the Bioshock experience. I loved exploring the fantastically-designed world that was part futuristic, part historical and part apocalyptic art deco. Each of the different zones brought something slightly different to the table, which made the game wonderful to look at. To add to the experience, the music was spot-on for the environments, as they went with old-time music from the era the world of Rapture existed in before everything crumbled to crap. At the time, the tapes that were left behind added an extra layer of depth to the world by narrating to you what happened before you got there. This idea has been done to death since, but Bioshock really made that popular.

Character design was also a big win for Bioshock. Save for the last boss, everything you encounter in that game from the splicers to the Little Sisters are wonderfully designed to fit that world. The Big Daddy's themselves have become so iconic, that it's hard not to talk about this generation of gaming without mentioning them.

Speaking of the Big Daddy's, these were arguably the best and one of the weaker parts of the game. As a player, I was always intimidated by them initially due to their size and arsenal. But thanks to the chambers where you were brought back to life with little penalty, it took a lot of wind out of fighting a Big Daddy. Knowing that you could die and come back with the Big Daddy at the same health you left him took away a lot of tension once you figured that out. I also did not like the Little Sister choice system. On a base level, I get the concept of either saving a Little Sister to revert her to human or killing a little sister to harvest her energy. However, the game doesn't really reward you for going down the middle, or harvesting all the Little Sisters. The moment you harvest one little sister, you automatically get the "bad" ending and lose out on the achievement points you would have gotten if you saved them all. Maybe I would have ended up a stronger character in the end if I harvested all the girls, but I beat that game just fine.

I don't know if it was just me, but actually playing the game wasn't as great as the world they gave you to play in. I thought it played fine and the combat was fun, but it's not as good as the top first-person shooters on a mechanical level.

One other thing I wanted to say before I wrap this up: the plot and pacing of Bioshock was incredible...to a point. There is a very distinct point in the game where the plot peaks and slowly devolves from there.

At the time of its release, Bioshock to many was game of the year, and to some the best game of this generation. I'm not sure if I could go that far in stating my love for the game, but the overall product was (and still is) excellent. Here's to hoping that they did not ruin the Bioshock reputation with the (in my opinion) unnecessary sequel.



Sonic has had a hard knock life ever since his heyday on the Genesis. He had a ton of problems transitioning into 3D (which most people say the Sonic games never really pulled off well), he's been held back by stupid sidekicks, his old games have been shoddily ported to every platform imaginable, his new games have been riddled with gimmicks, and he's even been subjected to bestiality. Eww.



I'm not going to go into detail as to why Sonic has sucked, but I'll summarize most of it in once sentence.

"The core ideas that made Sonic fun in the first place didn't translate well into 3D."

With that said, the Internet is losing it after Sega just announced the upcoming release of Sonic the Hedgehog 4: Episode 1, which returns to the classic Sonic-only 2D style that popularized the hedgehog in the first place.

Image from Kotaku

I was never the biggest Sonic the Hedgehog guy, but I have a soft spot in my heart for the first two games. Also, he's one of the most recognizable figures in this medium I love. It was downright tragic to see Sega drag the franchise down into the gutter. Even when the fans vehemently asked for a return to the series' roots, Sega would completely ignore their cries and graft on another stupid gimmick to an already bad 3D game.

Image from Neogaf

Sonic the Hedgehog 4 doesn't guarantee us much of anything, other than it being a 2D Sonic game that will be downloadable in episodic form. It could still suck. It could still feature some of the elements that made the more recent Sonic games awful. But I am glad to see Sega finally care about the people it makes games for and at least attempt to create a product with them in mind. Will Sonic rise to prominence on par with Mario like he did back in the early 90s? Maybe that's a bit much to ask. Let's see if we can get a good Sonic game first, then we'll talk.

Image from Fanpop

The original Bioshock came out of nowhere for me. It was a game that was a getting a lot of buzz from the journalists, but from the little I had heard or read about it, I didn't care at all for the game. In my eyes, it was just another first-person shooter. Then the demo came along and rocked my face into another planet. Everything about that game to the spooky atmosphere to the combat and the impressive plot progression of that demo had me sold. It was the first game to ever sell me based on a demo. I rushed out on the morning of release and bought it.

I beat that game in a week and was extremely satisfied with that experience. It had its faults, and I'm not so sure the game deserves the hyperbole it has received since its release, but it was an excellent game that deserved to be as successful as it was.

This is where corporate steps in and makes me feel really weird. It was shortly after the success of the first game that 2K announces a sequel to Bioshock. On there end, of course you make a sequel. The first one made a lot of money, so here's your chance to make even more money. 2K even mentioned possibly making five more Bioshock games on top of the original. I loved the first experience, but never did I feel like that game warranted a sequel. I still don't feel like there needs to be a Bioshock 2.

Image from ztgamedomain

Everything up to this point for Bioshock 2 feels like a corporate cash-in. They put the sequel in motion the moment the money made sense, removed the original team from producing it, and did a bunch of focus tests "to see what people wanted". They keep hyping this up as the sequel to Bioshock. They brag about how the game is a return to Rapture, but who wants to go back there? They say that now you get to play as a Big Daddy. Spoiler Alert: You sort of play as a Big Daddy in the first game. It sucked. I know they're the cool characters on the box, but no, I don't want to play as them. Also, they've decided to put multiplayer into Bioshock 2.

That last point is extremely alarming as it is a clear sign of cashing-in. It actually disgusts me to see all of these games that aren't built with multiplayer in mind have multiplayer jammed into it because the corporate big-wigs saw how many hours gamers were putting into Halo and Call of Duty and figure they can do the same. Games like The Darkness, Condemned and Metroid Prime 2 had shoe-horned in multiplayer modes that didn't fit the game, aren't fun and nobody played. Even Assassin's Creed is getting online multiplayer. Ugh.

Before I go off on a tangent, let me get back to Bioshock 2. The original game was amazing. I will be the first person to eat my words and buy a copy of Bioshock 2 if the game is mind-blowing and respectful of the original. However, I can't help but feel that Bioshock 2 completely ignores the creative vision of the original and only exists to fatten the wallets of executives who couldn't give a damn about video games. It's that principle that makes me reluctant to dive back into the world of Rapture, even if it's good.

Image from Mind Pollution

Due to circumstances beyond my control, today is my first day of being unemployed since I started working in 2001. I will be diligent in trying to get back on my feet, and I hope this spell of unemployment doesn't last for long. I have been pretty good at saving my money and my expenses are relatively low, so I should be able to hang out for a few months if things get that hairy. I pray that they don't.

Because there are a lot more important things in life than gaming, I am putting a voluntary and immediate hold on all video game related spending. Video games are not a cheap hobby to maintain, and for the next little while I'll have 0 income to offset my expenses. I haven't had to limit myself in this department ever since I began making my own money, so it will take some adjusting on my part. It will be a weird feeling let games I want on day one pass by for a while (or for forever), but the ability to eat, pay my bills and maintain my health trumps whatever fun I could have from any video game.

When I'm not hustling towards the next career opportunity, I will still have downtime and still be looking for something to do. Heck, I'll have more time than ever to play video games, technically. So what am I going to do as an unemployed gamer?

Image from Funny City

1. Get a job.

It may seem awesome on the surface to have all the time in the world to play video games, but I can't be one of "those people" who throws their life away by vegging out on the couch with a controller in their hands. I need to focus on getting my life back together first and foremost.


2. Play games I started and never finished.

Off the top of my head, I know that I still have Super Mario Galaxy, New Super Mario Bros. Wii, Boom Blox 1 and 2, Punch-Out!!!, Grand Theft Auto: Chinatown Wars, Mirror's Edge, Silent Hill: Homecoming and Army of Two. Not all of these are great games, but are a lot of games I have that I never got the full experience from. I'll have time to go back and finish the job. In particular, I'm looking forward to finishing the Mario games, because I know I'm missing out.


3. Start playing games to 100% completion.

I'm normally not the type of player that aims to needs to complete everything a game has to do. But desperate times call for potentially desperate measures, and I do have a few games that could fit the bill. In Assassin's Creed 2, I still have a number of side missions left to do. In Borderlands, I'm almost done playthrough 2 with a level 50 soldier, so the opportunity is there to finish the job. Should I really want to go all-out with it, I could try and max out the other three characters too. That process would take up a good 150+ hours of game time. Maybe the most heinous crime against video games I've committed recently is that I've barely played any Modern Warfare 2 multiplayer. There isn't a better time than now to chase Prestige...or get shot in the head repeatedly by 12 year-old kids that are way better than me.

Image from PC Advisor

4. Exercise...video game style.

My mom is a huge exercise video game junkie. Because of her, we have Wii Fit, both EA Active games and Your Shape in the house. I used to be in tip-top shape before my second go-around at college and working full-time ravaged my body. I have gained a notable amount of weight and haven't done much of anything to stop it. Now will be a great time to exercise not just my thumbs, but the rest of my body as well.


5. Start actively playing for achievements.

The last time I wrote about achievements, I said that I was more concerned with playing fun games or new games rather than grinding through a game for points. With the extra time on my hands, now can grind through the Endless Set-list in Lego: Rock Band or whatever other game with achievements to spare. I've only collected about 1/3 of the total possible number of points across all my games, so committing to boosting my score could eat up quite a bit of time, should I so choose to go down this path.


6. Train to be a Street Fighter IV master.

Ever since I began following the professional scene last year, I've steadily improved my abilities in Street Fighter IV to the point where I have 2500+ battle points, over 3000 wins and a winning percentage of roughly 80% by taking what I've learned from the pro scene and applying it to my own game. It's made the game far more fun and exciting than I ever imagined Street Fighter could be. In spite of my personal gains, I'm far from a grand master and I would probably get destroyed at any local competition. There are a number of resources available to help me get there, but I've always frowned upon having to "work" in training mode to get better. Committing to being good at the Street Fighter IV series of games could take potentially years of my gaming life away.


7. Dig into the "Pile of Shame".

Maybe it's time to settle some old scores once and for all. Games such as Metroid Prime 2: Echoes and Wind Waker are among a handful of games I own that I have never played. With no foreseeable games on the horizon for me to purchase due to my work situation, now could be an awesome time to dust off a few old consoles and figure out why I invested in these games in the first place.

Image from Indy Media

With all that written down, it appears as though I have a lot of great gaming ahead of me. Maybe I do. However, nothing would bring me more joy than to get a new job to mend my crushed spirit, career and income. To be honest, I think my video game playing plan is a lot more thought out than my plan to get working again, which is pretty sad. I guess before I tackle anything on this list, I better go update my resume and get back on the grind.