Monday, January 21, 2013

Some nice screenshots...

So it seems like it is up to me again to keep this blog alive ;)

Not too much to report though... therefore I present you Red Vs Blue Unvanquished edition:

Well at least that could be fun... anyways, as they explain in their last two weekly updates (1,2), their Demon Engine has seen quite a few graphical updated an bug fixes lately. Furthermore they highlighted an upcoming major change in game-play compared to Tremulous, as Unvanquished will be using a real resource gathering system.

Also a cool new screen comes from the "Modern Warfare" mod for 0 A.D.:

Tanks in 0 A.D.
In their WIP thread on the 0 A.D. forums they have also confirmed that the mod will be "open source" however did not specify this further. It also seems like they have plenty of good artists, but are lacking a bit on the coding side. So if you know your way around Javascript and XML hacking, give them a hand (and secretly lobby for a full FOSS release ;) ).

Friday, January 18, 2013

The Baconing


The Short

Pros
- Basic loot driven action RPG
- It has dialogue in it
- Graphics look cartoony and nice
- Kind of reminds me a lot of the Deathspank games

Cons
- Good thing this isn't a Deathspank game, because if it was it would be the same recycled crap all over again
- I mean, really. It clearly isn't. "Deathspank" isn't even in the title
- As a savvy consumer, I have brand awareness, and based on that alone I can conclude this is not, in fact Deathspank 3
- Because if it was Deathspank 3, it would be one of the laziest, lamest, most unfunny rehashes of an already beaten-to-death game series I've ever played
- And this would be especially bad if it was $15

Thank goodness! A new action RPG from the makers of Deathspank!

The Long

Wow, Hothead is really amazing! After releasing the sort-of-good-despite-itself Deathspank, they followed it up with a really cashed-in, mediocre sequel Deathspank: Thongs of Virtue. I was worried that they'd keep trying to milk this franchise with something like Deathspank 3, probably using a corny subtitle involving bacon that is drawn out and not funny, but I was in luck! It seems Hothead is trying a whole new franchise, completely separate from that other basic Diablo knock-off game with bits of humor (and by "humor" I mean "the one Ron Gilbert wrote was sort of funny" [and by "the one Ron Gilbert wrote was sort of funny" I mean "Deathspank 1"]). I must commend them for releasing two new IPs in such a short span of time, completely different and not at all the same as each other.

So let's take a closer look at this totally unique, not-Deathspank sequel because if it were it would say "Deathspank" in the title: The Baconing.

If you are not a savvy gamer, you may think this is a picture of Deathspank. BUT YOU ARE WRONG, GAMER TROGLODITE! FOR THIS IS CLEARLY NOT DEATHSPANK, YOU CASUAL ANGRY BIRDS PLAYING TARD!

The Baconing has a rich and unique storyline not at all tied to previous Deathspank games. In The Baconing our main character Deathspank (which I assume is a totally unique and new character who just so happens to have the same name as the iconic character from the Deathspank games, which are totally unrelated to The Baconing) has rid the world of all evil (prequel potential?) and is now bored out of his skull. He also wears a lot of thongs, which is also unexplained, though it does seem oddly similar to Deathspank: Thongs of Virtue's ending. Luckily,  I'm smart and know this is not the case.

Anyway, these thongs are evil, so he has to travel the world and throw them into the sacred Bacon Fires in order to stop an uber-Deathspank mech from destroying the world. 

I will say this: I sure am glad The Baconing is its own original IP and not a Deathspank: Thongs of Virtue sequel. Because if it was, it would be one of the lamest, poorest, most desperate attempts to extend an already concluded story (with multiple endings) into a completely asinine premise. 

Also, this game thinks its funny but it really isn't. At all. I'd say something here like "it's somehow even less funner than Thongs of Virtue", but since the two games are clearly unrelated I will refrain from saying something so uneducated an uninformed. I do have gamer blog integrity here, you action RPG peasant. 

This casino includes a delightful new feature: run around a whole lot to get quests far away that do nothing. Once unique to Deathspank, now a part of The Baconing

Speaking of Action RPGs, that's what The Baconing is, if you took everything that made them compelling and streamlined it to the point of extreme boredom. Plenty of gear drops, but there isn't any big decisions to be made here, so much so that you can have an "automatically equip best stuff" button so you don't even have to go into the menu. Brilliant. Why even have armor at all? Who knows. 

This is a similar system that was implemented in Deathspank and, while tolerable there, got extremely boring in Thongs of Virtue, especially once you realized all the little "ticks" that make these grindy-looty type games actually enjoyable were streamlined so much they were completely gone, and you were just playing the same damn game over again. But this is not Deathspank, this is The Baconing, so what would have been an absurdly tired and downright monotonous tedium-fest through the quagmire of boring suckness is now amazingly bright and fresh again. I squealed with glee every time I leveled and the bonuses were so small and gated it didn't matter. I was overjoyed when I kept getting variations of the same weapon that just did slightly more damage, essentially meaning the game never changed. I was enraptured in the throngs of virtue (whatever that means) as I spent the majority of the game walking and eating food on a timer because the potion limit is so obscenely small. All these features, which were tolerable in Deathspank only because it was the first to do it, were magically made fresh because this game was called The Baconing and not Deathspank III. Thank goodness for that.

Also Strong Bad is in this game. COPYRIGHT INFRINGEMENT MUCH?!

This game looks totally and completely fresh, assuming you have never played, seen, or been around someone who has ever played a Deathspank game in their lives. Which, considering this is a new IP, you probably haven't! And a good thing, too, because this is by far way blander than any of those games. While the sort of weird computer world is cool, you only go there for a few brief moments, and the rest of the world is brown and gray. Even sailing (a feature I'd say was lifted from Deathspank II without frills, but this is a new IP so forget I said anything I should just delete this sentence on nooooo) is on muddy looking water with tons of random islands that look bad and have nothing to do on them. The Animal Crossing-esque world rotation is still sort of a neat gimmick, but it's been overdone in the Deathspank games. Too bad games from a totally different series coincidentally had a similar art style that tarnished what would have been The Baconing's unique and lemony-fresh graphical style.

The music, I am sorry to say, is directly ripped from Deathspank. I don't know if The Baconing (as a new IP) was made by a fringe group in Hothead or something, but the Deathspank guys really should sue them, if that's possible within a company. Every song is exactly the freaking same as Deathspank, from the battle songs to most of the roaming music. I mean, come on guys! I know we recycled sound effects and stuff in the NES days, but this is 2013! Get with the program! 

This game has clones in it, which is weird because The Baconing feels like a clone of Deathspank. But luckily it's a totally different game, as I might have said once or twice during this review. 

Thank goodness Hothead knows what they were doing. Had this been a third Deathspank game, one without any notable improvements, upgrades, or even the slightest of changes, I'd have been downright infuriated to have had been forced to play it. It would have been one of the most cashed in, cheapest sequels I've ever experienced, with recycled music, graphics, and even less humor than the already unfunny Thongs of Virtue. Not to mention the streamlined ARPG mechanics, which were decent at best previously, would now only exacerbate the fact that this game is the same monotonous tripe we experienced in Thongs of Virtue, and trying to stretch the idea for a freaking third game would have been abhorrant and downright insulting. In brief, the game would have been literally painful to play, and this reviewer wouldn't even have had finished it, quitting shortly after the 2/3rds mark.

HOWEVER!!!

Since The Baconing CLEARLY does not have the word "Deathspank" anywhere in its title, I am completely sold on the fact is is a new IP and thus everything in this game is fresh, unique, and fabulous. Thank you, Hothead. Thank you for not releasing useless drivel that causes me actual, physical pain to experience. Thank you for not filling me with regret for even installing the game, despite having gotten it as an extra in an indie bundle. Thank you for calling this The Baconing, and distancing yourself completely from the Deathspank IP. 

Because if you hadn't, it would have been beating a dead horse into the ground that had already been beaten to death in Thongs of Virtue. Much like the overrunning joke for this review has been completely and utterly wrung dry, probably back on like the third paragraph.

One out of five stars. 

Editors note: The Baconing is actually Deathspank 3. This review was supposed to be funny as an overexaggurated reaction to the fact they took "Deathspank" from the title, obviously because people were seriously bored of the IP by this point. I apologize if somehow you got to the end of this without understanding, but if you did...maybe The Baconing is the game for you.

Tuesday, January 15, 2013

The Legend of Zelda: Four Swords Adventures


The Short

Pros
- Very fun and furious co-op Zelda experience
- The inclusion of subtle competitive elements causes dissonance between teammembers, which is awesome
- Puzzles and dungeons are, for the most part, great fun with friends
- Controls are reasonable with regards to character management if you can't get the complete set of four buddies together
- Graphics look straight out of the SNES Link to the Past
- "Dark Link" verses mode is weirdly amazing, providing a four-player murder spree using 2D Zelda elements
- Seriously, it's a 2D Zelda game. We never get these anymore. I'm going to take what I can get here.

Cons
- Need at least two Game Boy Advances and the link to Gamecube cables to play co-op
- Playing single player is sort of a rotten experience
- Despite being mostly good, some puzzle elements are sloppily designed, especially for a Zelda game
- I praised the SNES style graphics, but they do look a bit...fuzzy in SD
- Music is all recycled from other Zelda games. As in, directly lifted. Well, there is one remix, I guess.
- Story is lame and forgettable; just a collect-a-thon quest
- Game puzzles get predictable at around the 7th or 8th world
- No real sense of exploration, a major staple of the Zelda franchise

The calm before the inevitable storm.

The Long

When people say Nintendo has never mixed up the Zelda formula since Ocarina of Time, I sort of cringe a little. Yeah, the 3D Zelda games have sort of gotten stale (not "sort of;" they have gotten stale), but there's been a good batch of weird offshoot games since then. The DS Zelda games are a good example of Nintendo using a touch screen to change the Zelda experience, but what particularly stands out in my memory is Four Swords Adventures on the Gamecube.

Please allow me a little self indulgence here. My first experience with Four Swords Adventures was my freshman year in college. A friend had the game but no Game Boys, and I (for some reason) had two Game Boy Advance SPs. We borrowed three cords from a friend, and then hauled my other buddy's portable TV, Gamecube, and Game Boy Player (the attachment for the Gamecube that lets you play Game Boy Advance games on it) into our tiny dorm room. with two friends on Game Boys and one using their Gamecube as a Game Boy, we burned through about half of the game in a night. Let me tell you this: things got violent. Very violent. I believe we had to ban a certain player from ever using the Fire Rod ever again...and I think that player was me. Yeah, I'm kind of a pyromaniac...but hey, that field of bushes needed to be burned! It's not my fault all my teammates were in it when I torched it!

All that aside, I've recently picked up the game as well as a few cables to play with my wife in two-player to see if the experience is still the frantic, at-each-other's-throats co-op experience I remembered fondly in college. Was it? Well, read on and I'll tell ya.

Had this been with my friends, somebody was probably in that explosion.

Zelda: Four Swords Adventures strips the Zelda formula down to it's absolute basic, and changes a good deal of things in order to make the co-op experience work. Gone is any sense of story (though, to be honest, Zelda games are hardly Shakespeare): six (or was it seven?) magic sage ladies have been stolen, as have four mystical gems for some knights or something. When Link yanks the fabled Four Sword (imaginative name, that) from the stone like King Arthur, he splits into four different colored versions of himself that love to fight, bicker, and throw each other off pits out of spite. It's also good that happens, because apparently the whole world was designed around four people navigating it, which seems really inconvenient if you start thinking about it too hard.

In stripping the formula down, you lose a lot of what makes Zelda, well, Zelda to people. There's no exploration here; the game is divided very evenly into nine worlds, each with three levels (hey, kind of like every Mario game ever). These worlds follow the usual themes (forest world, ice world, fire world, etc.), and there is no carry-over between levels. Items you find in each level such as boomerangs, bombs, and the dreaded fire rod, all stay in their worlds after you beat them. It's more "Zelda arcade" than anything.

Ooh...pretty. Now throw Purple over the ledge to get the force gems.

While purists might take offense, I applaud Nintendo for doing this, because Four Swords Adventures, at its core, is not a traditional Zelda game. At it's very forefront it's a co-op puzzle slash action game, and one that Nintendo knew would be hard to get friends together for. Nobody wants to slog through seven hours of Link to the Past on four player co-op; people have lives. Shrinking it into stages that last around thirty minutes to an hour and a half makes it a great "pick up and play" game, which is what it needed. You still get the basic Zelda gist of tossing boomerangs and opening doors with keys, just in bite sized chunks.

And it's good that way, because the puzzle are, frankly, some of the worst in the franchise. Now, let me remind you that this is the Zelda franchise we are talking about here, so even at its worst the puzzle are decent at least. My main issue with Four Swords Adventures is the lack of conveyance. You play a whole temple learning that sinking-sand is bad, adapting tricks to get through it quickly so you don't sink to the bottom and die. Then you have a room where the only way out is to sink to the bottom, with no indication, prompts, or even hints that this is the correct way to go. And that's far from the worst example. Many puzzles involve using items in ways the game never taught you, and only using them that way once. Rooms have levers and stuff you can push/pull that only works sometimes. And don't get me started on the bracelet that "lets you lift anything!" which actually translates into "some trees, sometimes, and only if you come at them from the right angle." But hey, at least you can toss the trees at your buddies.

And there we have the saving grace for this game: the fantastic competitive co-op. 

Game Boy Advance: Now a bomb shelter. 

If you have the resources (meaning at least two GBAs, link cables, and a willing friend), Four Swords is an absolute riot multiplayer. First off, the game is designed exceptionally well when it comes to co-op required puzzles. Enemies, including bosses, often are "color coded," meaning only a certain color Link can damage them. This requires your team to be fast on the draw, as this color can often shift after being hit, and gives each person a time to shine. Puzzles also do this, with certain blocks only able to be pushed by certain colors, and the limited number of sub-items causing each Link to be specialized for a specific thing. You have your guy who has the dash boots and can run across pits, but can't use the fire rod to melt the ice on the other size. You have to work together as a team to pull through most of the game.

But where the game is really fun is the parts where you don't work as a team and instead try to hack each others' faces off. Let me tell you about Force Gems for a second.

Force Gems: Making your friends hate you since 2004

Force Gems are the Rupee replacement in this game. Essentially, they drop all the time (mostly when solving puzzles or killing enemies), and when your team collectively gets 2,000 on tap you unlock a more powerful spin attack. However, where this matters is at the end of each stage you and your friends are ranked. You're given bonus points for killing the most enemies, having the most health at the end, and penalized for dying. And then they add your total Force Gems to the mix, and whomever is #1 gets to be awesome while the rest bow their heads in shame.

Add the mechanic that burning your friends with the fire rod causes them to drop Force Gems, and things get fiesty. 

There's a certain incentive to keep your gems so that you'll reach maximum power (and if someone drops 100 or more at once, Tingle will come from off screen and steal it away, so everybody loses), but depending on your friends the real goal is to beat the stuffing out of whomever has the most. This includes but it not limited to:
- Picking them up and throwing them off a cliff
- Baiting enemies to them so they get hit
- Burning them with the fire rod (my personal favorite)
- Luring them out into a field then burning the field with the fire rod
- Tossing them out of their GBA screen just when an insta-kill bomb goes off
- Grabbing them with a boomerang to pull them off cliffs or into enemies
- Throwing trees at them
- Generally being a butt to your "buddies"

This "co-op but competitive" vibe is what makes the game awesome. And you know Nintendo knew it, because they plan just enough dead time between puzzles that you'll get antsy and start being jerks. Not only that, usually when someone solves a puzzle they are rewarded with a hefty amount of Force Gems, incentivizing people to race to the solution (or just let your friends do it and steal the reward, HAHAHAHA!). 

Or you can all just fight. For like twenty minutes. On the same screen. That happens a lot, too.

I hate all my friends now. Thanks, Four Swords!

So as a Zelda game, Four Swords is just passable. But as a co-op (and, dare I say, "party") game, Four Swords is incredible. The Zelda elements are just icing on the cake, with the somewhat easy puzzles really being there to incite more and more vicious competition amongst friends. It's pretty brilliant, in a way.

All this is completely removed if you play single player, which is absolutely awful. While it's true you don't need a GBA to play Four Swords by yourself (a standard Gamecube controller will suffice), the rest of the Links trail behind you like obedient puppies, and the competitive nature (aka the best part of the game) is lost. Playing this like a normal single player Zelda is, frankly, super lame. And considering it isn't a great Zelda game under there, you'll probably either get bored or frustrated very quickly.

Which brings me to another point: the GBA usage. It's primarily used in two situations: going indoors (caves, houses, etc.) or when you are in the Dark World. And while I admit the game does one or two clever thing with it (you can pick up "light world" buddies while in "dark world," making for a few interesting puzzles), I hardly found it necessary. Splitting the screen might have been cumbersome, but the game probably could have been designed around four-player co-op on just one screen. Having to find four freaking GBAs (or somebody with an extra TV, Gamecube, and Game Boy Player) as well as cords was hard enough back when this game was new, and now it's just as big a pain. While I will say it's worth it if you already have the GBAs (link cords are on eBay for like $5, and the game is only around $20), I think the forced GBA linkage sort of killed this offshoot.

That looks totally safe. 

Graphically, I have mixed feelings. While I like the very obvious Link to the Past throwback, it doesn't look like they did any real graphical improvements except for fire effects. As in, this seriously looks exactly like Link to the Past. You know, the game that came out on a system two generations before the Gamecube. The obvious dissonance between the bits they wholesale ripped and the few new things they added makes it extra weird, and with modern games these days adapting a "retro" look much better, Four Swords feels a bit like a cash-in on the graphics department.

Same goes for the music, which again...mostly straight up ripped from Link to the Past or Ocarina of Time. There's maybe two or three remixes of themes (I like the snow mountain's song, which is Death Mountain with like a flutey, softer feel to it), but stuff like the castle and cave songs are the exact same song, in the exact same midi chipset from the SNES. Dudes, you had a disc. Reorchestrate them or something, seriously. 

Four Links enter, one Link leaves. 

I'll give a passing comment on two other minor features: Tingle's Tower and Shadow Link Battle. Tingle's Tower is a minigame collection that pops up after you beat the second level in each world. It's cute, but frankly crappy. Ignore it.

Shadow Link Battle is actually kind of cool. Basically it tosses the four of you in a small stage, then randomly spawns powerups, bombs, etc. You can even grab a chicken and toss it at enemies to steal life, which is downright awesome. While it's hardly Halo or anything, it's a laugh riot with friends, and helps you blow off steam if your friend was a particular Force Gem robbing jerk in the main game. 

All in all, Four Swords Adventures is a pretty dang great multiplayer experience, with its only real issues being the mediocre Zelda elements and the high bar for entry. All that aside, don't let my negativity bring you down: if you have a Gamecube (or a backwards compatible Wii) and a few GBAs lying around, pick up some cables, Four Swords, and some buddies and have a great time. I should also mention quickly: the game works great with just two players as well. While you have to micromanage Blue and Purple, it still is a lot of fun (if a bit less competitive, at least when playing with your significant other). Just...don't play it by yourself. Really.

Four (swords) out of Five. And hey, Nintendo? This game would work great online, you hear? And since the WiiU doesn't suck online (and also has a big fat screen in the controller), maybe it's time for a reboot that doesn't require four handhelds to play?

Friends 'til the end. Until about five minutes into the game. 

Open Source Handheld Console GCW-Zero: OpenDingux, Kickstarter


GCW Zero Kicksterter is a project to create a spiritual successor to the low-cost Dingoo A320 handheld gaming console.



Thanks to SiENcE for pointing this out!

Fresh versions of Stunt Rally and Warzone2100

Just released today, there is a new version (1.9) for Stunt Rally:

Stunt Rally 1.9
It has a few nice new features, but probably the greatest update is a major change in the car handling physics, including an "easy" mode for those of us not wishing to practice for a career as a professional rally driver ;) and the guys would like feedback in the SR forum so let them know what you think.

A big collection of (partially quite crazy) screens can be found here.

Another great release that surfaced just today is Warzone2100 version 3.1.0. It cumulates all the changes made during the last 2.5 years, however if you tested the RCs already then there isn't too much new. Most notably they mention the new and fully fixed netcode, so that "out of sync" is a thing of the past (unless you have a crappy net connection like me :( ).

Have fun playing!

Monday, January 14, 2013

Homefront


The Short

Pros
- Decent enough shooter...that is, it never really broke
- Premise is interesting
- Multiplayer is stable and has a few unique ideas
- Graphics aren't...awful
- Explosive barrels are yellow instead of red. That's...a good thing.

Cons
- Single player is three hours long.
- Story is bland, patronizing to the intelligence of its audience, and borderline racist
- Shooting feels weak and bland
- Guns, sound effects, and voice acting are all very lame
- Even more "paint by numbers" than other Call of Duty clones on the market
- Controller support works, but only just
- Tons of blatant, in-game avertising
- Playing this game right after Spec Ops: The Line was a bad idea

Objectives: Keepin it simple for the dumb shooter fans

The Long

So let's get something out of the way real fast, despite my scathing reviews of the genre on this blog, I don't mind modern military shooters. I used to be really deep into Modern Warfare 2, and Black Ops, and for the most part I figure if you enjoy those types of games, that's cool and all. I mean, I wouldn't have played Homefront or Medal of Honor or all those other games if I didn't actually enjoy parts of the genre, right?

That being said, Homefront is an absolute disaster. 

I was actually looking forward to this game pre-release, and almost even pre-ordered it. As a fan of Call of Duty who was obviously seeing the series multiplayer (and single player) stagnate, I was more than willing to let THQ start up their own thing that could overcome it. However, after just a few minutes in both Homefront's borderline-offensive single player and shockingly boring multiplayer made me realize that Homefront is nothing more than an inferior clone, and all of THQ's large aspirations to make the game "better" than its competitors completely stumbled out of the gate. That, or died before even leaving the gate. 

So let's talk about Homefront.

Aiming down a red dot site? Never seen that before. 

Probably the worst thing about Homefront is its single player. Again, I felt the story had a lot of promise. It starts by giving you a stylized intro splicing real footage with obvious actors to show a series of events leading to North Korea taking over South Korea, allying with China to take over the majority of Eastern Asia, invading Hawaii, and occupying the Western side of the United States. It's actually somewhat chilling, especially for those who have followed North Korea in the news, because let's be honest...that country can be pretty scary. While the idea of it taking over the US is pretty far-fetched (especially since, I dunno, where the crap is the rest of Europe during all of this?), it's an interesting idea. Set a game in the US where half the country is occupied, and people are having to fend for themselves.

Homefront takes what could have been a decent premise and makes it downright stupid, and borderline racist.

Let me get this off my chest first, because I'm itching to say it: racial slurs for enemies, even if you made them up specifically for this game and are very obviously referencing "North Koreans," is not OK in your game. I get it, you want to show the people hate the North Koreans occupying their country, but having your team toss around racial slurs when you gun down people or using them amidst military jargon is not cool. I wouldn't say I'm one to get all uppity about this sort of thing, since I'm not a Korean-American and thus can't give my opinion on this game's representation of (what I'm assuming, based on the preface) is essentially both North and South Koreans, but still...seriously. There's even a scene in the game where they condemn a group of weird survivalists hicks (out of Utah, apparently  Do they have like ten wives too?) for being racist against your teammate who is Asian-American. Um...but you were all tossing around these racial slurs for the thousands of Koreans you gunned down during the game. But it's ok now because in-game you showed your guys are clearly incapable of racism because they defended your one team member who was Korean (and, also, the brilliant nerdy machine guy. Stereotypes, ahoy! Also, the black guy dies first. Again, awesome.).

First thing I said when I saw this cozy home base: it only exists to be burned in a "dramatic" moment later. SPOILER: I was right. 

Speaking of your companions, none of them are likable (except the Korean, weirdly enough. At least he was sort of witty). You have your rough-neck leader who is supposed to be a role model, but instead he's just a huge dick. You have your sort of hispanic girl ally who has a bare midriff and whenever an explosion happens that launches you all on the ground she somehow lands so her perfectly-rendered, jeans-covered butt is facing you. Classy. And...that's it, actually. There's a black commander but he dies (um...spoilers?) in like the first two missions so...awesome.

But where this game really fries my bacon is with it's attempts to be "edgy." It starts with Koreans busting into your house and putting you out on a bus that drives slowly through town. As you do this, you can watch all the atrocities that the North Koreans are doing to the enslaved Americans. Taking them to labor camps, shooting one that tries to one away, randomly gunning down a set of parents in front of their child (seriously...why?), complete with blood (that looks like bad ketchup, by the way) splattering on your bus window. You know. Edgy.

It only gets worse from there. As mentioned in the image, you find this utopian little self-sustaining refugee house, which exists for you to walk through once and come back to find it burned and everybody strung up and dead. You see them shoveling bodies into mass graves, only to have to "press X to hide in mass grave" later to avoid overhead choppers. You find a bunch of rednecks who just want to linch your Korean buddy and rape the girl, who spend their time torturing everybody they find but especially North Koreans. It's just one obvious attempt to "push the envelope" after the next, and all of it feels so fake and forced it's more offensive for being stupid rather than offensive to have a purpose. 

Seriously? This is the worst. 

[Tangent inbound]
See, I'm all for edgy content, or stuff that makes me thing. But that's just it: edgy content needs to have a purpose. It needs to serve the story, or at least (in a game's sense) the gameplay. The problem is, while books and movies have gotten this right, games rarely do. Mostly we have crap like "No Russian" from Call of Duty, that exists just to be "shocking." It isn't really shocking because it's only skin deep. You can distance yourself from it because there's no deeper story implications, nothing that makes you mull it over and consider how it applies to yourself. Not to butt in on another review, but Spec Ops: The Line has a lot of very similar elements as Homefront, but because it addresses them serious and as the atrocious as they actually are (like using white phosphorous and burning people alive, which you do in Homefront without batting and eye but face some awful consequences in Spec Ops) the story has impact. Homefront is like that punk 12-year-old kid that you know who swears all the time around you and talks about sex or whatever. He's trying his hardest to get a rise and be "adult," but he's so ignorant and blatant it's just him making a fool of himself. Because Homefront doesn't use any of its shocking imagery, it all comes off as weak and bland.

Not to mention it falls into that "shoot thousands of non-white people as a totally white person America #1 Hoo Ra!" problem that plagues this whole genre. Makes me a little sick to my stomach. 

I'd also like to lastly point out that this is the first game where they actually recorded voice for "Take cover inside the Hooters!" and "Regroup in the White Castle!" I'm so glad to see in-game ads playing prominently in video games these days that an entire level is about infiltrating a TigerDirect.com physical store, complete with "half off!" and "killer deals on GPUs!" adds plastered everywhere. Maybe it was because I was playing the PC version, and if I'd done it on Xbox it would have been a Microsoft Store or something. 

Mediocre at best, deplorable at worst. 

It's also worth mentioning the single player is three hours long. No, that's not me exaggerating  I checked my Steam time after burning through the game on easy (including all deaths, menu navigations, me trying to figure out how to make the controller work properly, etc.) and my in-game time was just over three hours. Seven missions, one of which is maybe ten minutes long. What a great value. 

Multiplayer tends to be a bit better in terms of content, at least. It actually is pretty clever. The better you play, the higher your "priority" ranks up. So you get better unlocks (like weapons, scout drones [my personal favorite] that you can use to tag people for your allies, attack drones, etc.) but as your stars get higher and higher the other team sees your general location on the map and gets a massive points bonus for hunting you down. This idea of somewhat penalizing players for doing well (to aid the other team) is actually a pretty decent idea. And, as stated, the power-ups are cool (and there's vehicles in this game), like the scout drones and other stuff.

The problem is the shooting in Homefront is just as bland as its story and copy-cat feel.

Plus, really bad looking blood. 

Guns sound awful, to start, like pea-shooters. While I was annoyed at Metal of Honor for running by the book, at least Dice knows how to make a game sound good. Homefront doesn't. The guns sound bad, as does all the voice acting and everything else in the game. I guess I usually put this paragraph by the graphics section, but whatever.

Shooting is serviceable but not tight. While Call of Duty and Medal of Honor are obviously developed by people who have made these types shooters in the past, Homefront feels lacking. While I'll admit it was hardly bad, when I played on a controller the auto-aim seemed borked, and when I switched to a keyboard and mouse it felt waaaay too imprecise, even after messing with my mouse settings. This is combined by unrealistic and unreliable "kicks" from guns, weird iron-sights that never seem to hit where I point them, and the fact that most SMGs are just straight up underpowered, this game feels like a budget game. Which it wasn't released as, it was released as a Call of Duty killer. Sorry, not gonna happen.

Kills earn points, which you can cash in for one of two rewards. Not a bad system, honestly. 

Graphically this game looks dated. It's hard to describe, though, with static images. The game looks ok in screenshots, with a lot of texture detail, bump-mapping, and despite looking generic at least it appears to be...ok. The problem is this game looks horrible in action, and I'm not talking about the framerate. It just looks...well...the textures look like early Xbox 360 games. You know what I'm talking about, the ones that just discovered HD, so everything looks kind of weirdly shiny, like it was up-rezzed? Again, it's hard to describe, but I played the game both on the Xbox 360 and then on the PC with everything jammed up to max settings, and it looks...straight up bad. Like a budget game.

And "Domination." Woo. 

Homefront is an excellent example of failed expectations. Again, I was looking forward to this game for quite a bit, thinking it could convey a dark and interesting storyline and an actual multiplayer experience to compete with Call of Duty. Instead, we get a game that's a cheap knock-off and feels like it at every turn. It's story tries too hard to get attention and ends up floundering, the multiplayer doesn't do anything that breaks the mold or even matches it, and the game looks and sounds straight up bad.

I've been putting off playing Homefront despite having gotten it on Steam a while back because of what I've heard, and I kind of wish I'd listened. Sure, it was only about three hours of my time I sunk into the single-player, but I'd much rather have spent that time doing just about anything else.

Unless you really like bland modern military shooters, Homefront can remain forgotten. One out of five stars. I'd recommend Medal of Honor over it any day.


One of the worst thing ever.

Thursday, January 10, 2013

Games That Changed My Life Part 1: Final Fantasy IV


"Games That Changed My Life" is a multi-part series on games of particular personal note in my own history. These games have incredible significance to me in one way or another, and I'll be explaining exactly why on each reoccurring episode. 

Final Fantasy IV

RPGs are all over the place today. It seems like you can't shake a stick without hitting one, or at least games that incorporate what was once considered "RPG" (aka "Role-playing game") elements. Experience points make their way into Call of Duty, Halo, Puzzle Quest, and all sorts of genres. But it wasn't really that long ago when RPGs were considered somewhat "niche," and the rift between JRPGs and Western RPGs was that much more massive.

What does this have to do with my memories of Final Fantasy IV? Well...not much, but I needed some sort of intro to make me look reasonably intelligent.

Just roll with it, ok?

I'll be frank here: I was probably the biggest terror ever to raise. Not because I was a bad kid or anything (I always tried to be good), but because I was a super hyperactive one. Say what you want about ADHD and how we overdiagnose, I was the poster child for that. Add that my two younger brothers were probably not the most darling little angels ever, and you have yourself a nice stressed mom and the inability to keep a consistant babysitter for more than two or three sessions. Think of us as Calvin and Hobbes, except there's three Calvins.

The only babysitter that I remember lasting multiple times was Carson (last name withheld to protect the innocent), and this was because he had a tactic. First, he was male (and we were all males) so that somehow made things easier. Second, he let us do anything we wanted until bedtime, then he didn't take any guff. And third, he snuck his Super Nintendo over quite regularly.

The incident in question began when my parents decided to take a day trip to L.A. Carson was the only one willing to deal with the trio of terror for that long of a period, so his skills were enlisted. On the way over he made probably the smartest decision he made that day: picked up a copy of Final Fantasy IV from the Video Rental store a few blocks from my house.

He got stuck on this boss for a while. Didn't know to just use Lit-3 and end it in one hit.

As ADHD kids, we glued ourselves to video games. Hell, I still do (I'll admit it). We never had any systems growing up, so playing on an NES, Genesis, or SNES was a real treat. So when he came over with this new game for us, we were thoroughly engrossed.

I remember everything from that game. He played the game from the beginning all the way up to the point where Tellah died (then got stuck on Barbaricca, the Elemental Fiend of Wind) and we watched over the course of who knows how many hours.

Now, I'd played games before (I don't remember how old I was, but it couldn't have been above ten) on the computer, but nothing like this. Nothing that had a story to it. I remember my brother and I being elated when Palom and Parom were enlisted, and so mortified when they turned to stone to save Cecil and the crew that my brother literally cried and we had to turn the game off for a while to comfort him. Tellah's death was equally impactful, as he was one of our favorite characters because of his awesome magic spells and spiffy attire (or at least, that's why I assume we liked him so much).

Dance for me!

This was the moment when I realized something. Video games aren't just toys. I'd cut my teeth on things like The Incredible Machine 2 and played truckloads of NES and Genesis games as friends' houses, but this was the first time a game was more than just a fun little interactive activity. It had a story, like a book. It had characters. It had emotion. It had memorable scenes (Tellah casting "Meteo" on Goblez was embedded in my mind for nearly seven years as I searched for this game after I'd forgotten the title. It wasn't until the advent of the internet in the late 90s that I actually rediscovered it). It has beautiful music on par with the classical stuff we were learning on the piano. It was more than a book could be, because it had images. It was more than a movie could be, because it was interactive. It was something wholly unique, a means to present story on a plane unlike anything we've ever seen.

Needless to say, it was impactful. We liked it so much we named a truckload of our Lego characters (we were way too big into Legos) after the characters, with the "Tellah Guy" being a mainstay who worked his way into all our of Lego adventures. When Carson got stuck on the three sisters boss for several hours (he couldn't figure out how "Wall" worked) we thought they were, in fact, the final boss of the game (I was relieved several years later when I replayed it and found the three sisters are cake). I remember Edward's girlfriend dying, and Tellah being furious. I remember the hovercraft (and even then I thought it was weird that this was in a medieval setting) and floating over water. I remember "Jump, Kain, Jump!" as Carson got stuck on Barbaricca for forever. And I remember Cid being my second favorite character, if only because of his huge hammer and love of airships.

Never Forget. 

For me, this was an impactful moment in my childhood and my gaming career. It introduced me to RPGs, a genre I would not rediscover until nearly half a decade later. It showed me story in games, with real emotional weight. It blew my young mind on so may levels that video games could be like this, something the industry (and those outside of it in particular) are still trying to comprehend even to this day. It's something I'll never forget.

Fly on, Red Wings



Even as I replay the game today and realize it's...well, let's say "dated," to be nice...I can't help but be completely engrossed and wrapped up in nostalgia as I re-remember and rediscover things buried in my mind. Granted, that only lasts until after Tellah dies (though Carson did load another save on the rental copy that was on the Moon, which lead to mass confusion), but the music, the feel of the game; all of it is still there, buried deep in my brain. It's something special.

As a final, maybe not relevant anecdote, many years later when I went to college I had another weird Final Fantasy IV experience. This was around the time iTunes was starting to get big (2004ish) and they just introduced the network-sharing feature. Naturally, everybody on our dorm shared all their iTunes music so the whole building could see everybody's library. They could also see their playlists, including their "Top twenty-five most played" and playcounts.

The sound of my ruined college.

Due to some freak accident (that or I left it on overnight or something), Hello, Fat Chocobo got something like two-thousand playcount. Again, no idea why. However, this quickly became a huge in-joke that I was unaware of. People from four or five floors above would walk past my room, humming the song loudly. They taught their friends to do it too, so whenever we went to social gatherings somebody would hum or whistle it absently at some point during the visit. To this day I have no idea why the playcount was so high, but it pretty much cursed me for my entire freshman year of college.

That's all for this time, but expect some more trips into Nathan's psyche and personal game history soon. Because that's what you always wanted: to get inside my brain. Yeah you did. Admit it.