Sunday, July 31, 2011

Review // inFAMOUS 2

No game is perfect, right? There's always something that could've been done better, regardless of the game you're talking about, even if it's just a minor flaw. Sometimes it comes down to personal taste or play style, but you can almost always say, "Yeah, that part of the game wasn't so great."

A prime example is the first inFAMOUS. I absolutely loved it. I've played through it at least three times, gotten every trophy, and came stupidly close to buying a second copy once it became downloadable on PlayStation Network. You know. In case I ever want to play it and don't have the disc with me. Yeah.

But you know what? Parts of inFAMOUS were just not very good. I wrote pretty extensively on its flaws back in 2009. The characters were unlikable, the moral choices were clumsy, and the game in general was a little buggy. And yet I still opened my review with, "inFAMOUS is a game that does so many things right that the things it does wrong cease to matter." I stand by that statement now just as much as I did when I wrote it. That game was fun.

That said, I expected inFAMOUS 2 to be bad. Really bad, actually. Why?

Well, every time Sucker Punch announced something new about it, like Cole's revised character design, his replacement voice actor, the inclusion of zombies with giant lobster claws for arms as enemies, or how the two latest women in Cole's life — Nix and Kuo — would represent the new moral choice system, I got the distinct impression that they were systematically trying to ruin their own franchise. One of my most anticipated sequels ever had turned into one of my most dreaded.

So you might be surprised when I tell you that inFAMOUS 2 is one of the most perfect games I have ever played.

Monday, July 25, 2011

Review // Earth Defense Force: Insect Armageddon

Alone in the center of a desolate city. Skyscrapers loom from all sides, glowering downward. I feel small. There are plain, empty cars scattered on the street around us. Two men in futuristic armor stand near me, silent and waiting. No one else in sight. What happened here?

A small group of people tumble out of an alleyway a few blocks from us, their faces twisted in an unnatural expression that I guess is supposed to represent fear. They scramble along the road as dozens of grotesque, elephantine wolf spiders scuttle and pounce over the horizon behind them. Figures.

I'm having another nightmare about spiders.

Monday, July 18, 2011

Looking For That Special Something: The Uncharted 3 Multiplayer Beta

The Uncharted series and I have had a pretty, uh, complicated relationship in the past. I thought Drake's Fortune started strong, but went completely off the rails about halfway through, piling on unbalanced enemies and eventually ludicrous zombie/monster/things. I went into the multiplayer beta for Among Thieves not expecting much, and didn't find much. There was potential, for sure, but there were still "some significant issues to fix."

Mind you, none of that stopped me from beating Uncharted 2's mostly stellar single-player campaign in one ten-hour sitting later that year, but the multiplayer never managed to hook me. It had its moments, but eventually, I got bored and moved on. But that was two years ago. I just finished playing the multiplayer beta for Uncharted 3: Drake's Deception for two weeks. And you know what?

There are still some significant issues to fix.

Tuesday, July 12, 2011

Is Anybody Out There?: The Journey Beta

From playing its beta, the biggest question Journey seemed to be asking me was, "how do you react to solitude?"

Skimming through the desolate, shimmering ocean of sand in Journey might feel familiar if you played Shadow of the Colossus, a game that cast the player as a young man named Wander as he explored an ancient, ruined land on a violent quest for love. The player often had to travel for long stretches in near-silence and isolation, nothing to keep him company other than his horse, Agro. And in this isolation, many players found a poignant and deeply affecting meaning to the increasing amount of blood on their hands.

While there's no indication that you'll be scaling 50-foot Colossi or engaging in anything remotely close to "combat" once Journey hits for real later this year, the game still struck the same chord in me that Shadow of the Colossus did in 2005.

Journey begins pretty low-key, with you controlling a mysterious, robed character standing in the desert. It teaches you very quickly that you can turn the camera with the SIXAXIS motion controls or the right analog stick and move with the left analog stick. It's not as immediately remarkable as developer thatgamecompany's last two games — flOw and Flower, both controlled entirely via SIXAXIS and one button — but it's much more accessible in return.