Friday, April 27, 2007

Editorial: Lost but Not Forgotten #1

Grim Fandango: Adventure Has Never Been So Deadly

One could justifiably argue that the arrival of the adventure genre spurred PC gaming into creation. You wouldn't guess it with the sparse new adventure title, the rare good adventure title, and the mythic great adventure title in modern gaming. Yes, adventure games could very well be the reason WoW has taken PC gaming by storm and why the Command and Conquer franchise has lasted longer than childsupport from a one-night stand in college.

Thirty-seven years ago, a man by the name of William Crowther developed Colossal Cave Adventure. This was the first text-based adventure game and though a later modified version was what grabbed public attention, this is where it all began. From this single title spawned an entire thirty-seven years of adventure gaming: Zork, King's Quest, Space Quest, Quest for Glory, Myst, Tex Murphy, Leisure Suit Larry, 7th Guest, Blade Runner and on and on. Yes, I have played all of the above.

Unfortunately, adventure gaming has slowly faded from the lime-light of modern PC gaming. Nine years ago, Lucas Arts dared to invest in an adventure game in the midst of this decline. Grim Fandango was released on September 30th, 1998 to rave industry reviews, but smoldering public reception. It won Gamespot's PC Game of the Year Award and IGN's Best Adventure Game of the Year, and yet the public was too busy bashing aliens with Gordon Freeman's crowbar and crushing the Zerg under the mighty Protoss boot. Yea, I did all that but I still found time for Grim Fandango. I had a lot of time on my hands in '98.

Grim Fandango, first and foremost, is an artistic masterpiece. Lucas Arts chose to focus on an elaborate art deco aesthetic throughout the game, as you can see by the screenshot of the Department of Death lobby above. Sets throughout the game consistently fulfill the "Wow" factor, and range from the Department of Death lobby, to a casino reminiscent of Frank Sinatra's day, to the edge of the world. Wherever you travel in the Land of the Dead, you will not leave disappointed. Mix with that the Día de los Muertos (or Day of the Dead) and Film Noir theme that the game is based upon, and you have yourself one hell of a stunning game.

Grim Fandango is not just looks, though I must say it is one classy broad. Enter Manny Calavera, the protagonist to Grim Fandango's storyline: a lost soul with a lot of repayment to do before he can travel to the afterlife. You see, according to Lucas Arts the Aztecs believed that what you do in life echos in eternity (or was that Russel Crowe?). So if Manny was stealing lollipops from babies and farting in public, he would have to work it all off somehow in the Land of the Dead to be able to travel to the Ninth Underworld, the eventual destination of all dead souls. So what is Manny doing to work off his time? Selling travel packages to the afterlife, of course.

That's right, Manny Calavera is a travel agent for the Department of Death (DoD hereafter) for all those souls who did good in the world, selling them packages to the Ninth Underworld, the quality of which depend on the amount of good they did. The more quality the person, the higher the commission for Manny, and the sooner he can travel to the Ninth Underworld. The only problem to this equation is that Manny is consistently stuck with low-commission sales, save for one. Enter Mercedes Colomar, a saint who should be guaranteed a spot on the Number 9 (a train straight to the Ninth Underworld). Only Manny screws it up and Mercedes, or "Meche", is instead sold a walking stick with a handy dandy compass on the handle. And so the story begins, with Manny chasing after Meche to fix his ultimate mistake.

Beautiful scenery, incredible storyline, what else could you ask for? Music for one, but Lucas Arts has it covered. Grim Fandango has the best musical score I have ever heard on a computer game. The music follows closely to the setting and theme of the game, and changes with the scenery you are in. Jazz and Mexican styled music dominates this soundtrack, and was built from scratch for the game. You will be walking down the street 3 years after playing this game and start whistling a big band tune from this game; I guarantee it. To put everything into perspective, I cannot imagine any other game that I would have gone out (gone online actually) and bought the soundtrack. And as I write this, with my trusty iPod to my left, guess what is playing. Spot on, Lucas Arts.

There is one aspect to Grim Fandango that ensures its spot in history, and that is its characters. Manny Calavara as the grim reaper travel agent, Meche Colomar as the cheated saint, Glottis as the speed-hungry demon, Hector LeMans as the greedy villain, and Salvador Limones as the freedom fighter just give you a taste. No matter who it is, the character is interesting. Glottis, for example, is a large orange demon who serves as a mechanic for the DoD. From the start, you can tell Glottis wants to get his large orange fingers under the hood of one of the basic DoD cars but he is holding himself back...just barely. For example:


Manny: Glottis... Glottis... is that a German name?
Glottis: Oh, no. My roots lie not in any Earthly nation's soil. I am an elemental spirit summoned up from the Land of the Dead itself and given one purpose, one skill, one desire... TO DRIVE. *awkward stuttering* Or, to change oil or adjust timing belts if no driving jobs are open.
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When you let him loose, the DoD car becomes the "Bone Wagon" complete with fire-shooting tailpipe, hydraulic systems, the works. Later, you set him loose on a broken down freighter and Glottis' character shines. I'll let you imagine, but just know I laughed out loud.
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Grim Fandango is an all-around great time. If it isn't the scenery that grabs you, it's the storyline. If it isn't the storyline, it's the music. If it isn't the music, it is the little imaginative creations like the sprout gun: the only way you kill a soul, which sprouts flowers when shot. my Pappy always used to say that if it looks, feels, and sounds delicious then it is delicious. Well Pappy, Grim Fandango is all that and more. So as I sit here listening to Track 1, "Casino Calavera" for the 4th time in the last hour, I look forward to loading up my copy of Grim Fandango to do it all over again. "And the moral of every story is the same: we may have years, we may have hours, but sooner or later, we push up flowers." - Membrillo, Grim Fandango

With bony hands I hold my partner/On soulless feet we cross the floor/The music stops as if to answer/An empty knocking at the door/It seems his skin was sweet as mango/When last I held him to my breast/But now we dance this grim fandango/And will four years before we rest. - Olivia Offrenda, Grim Fandango

Monday, April 9, 2007

Review - Battlestations: Midway

Battlestations! Incoming Lag and Short Single-Player Campaign!

I was so jazzed when the Battlestations: Midway multiplayer demo came out. I had been watching the progressively intense trailers for a few weeks, and was roped by the gameplay trailer that was released a week or two prior to the demo's release. I went home the day of, downloaded the demo, and spent the rest of the night playing the Islands of Solomon over and over. Despite a rather unimpressed response from major game review sites, my commitment to spending the $60 did not waver. I bought my copy on February 9th, played single player for two days straight and then, looking at the bright green box, wondered why the hell I spent $60 on a game that just doesn't last.

The answer: marketing. I have to give it to Edios Interactive; their marketing of Battlestations was very well done indeed. Now, that is not to say that we were promised a golden egg and received a straw turd but rather that I would have rented, and enjoyed, Battlestations instead of bought. Gripe all I want, what's done is done so let’s get into the nitty-gritty.

Battlestations: Midway is a breath of fresh gunpowder and flak into the World War II game genre. "Dubeya Debeya Two", as my grandfather called it, has faced a barrage of games, trailing the innovative release of Medal of Honor, trying to bring us the most realistic frontline experience out there. Some have succeeded, most have failed. Battlestations steps away from the overdone infantry charge through mine fields laying down suppressive fire and puts you in charge of naval and air superiority dog fighting with Japanese Zeros, taking on titanic battleships, and depth-charging evasive submarines. As short as it is, Battlestations is a new and refreshing experience.

The single player campaign for Battlestations: Midway follows the US Navy's Pacific campaign during WWII. You play the role of Henry Walker having been recently stationed in Pearl Harbor. Before you know it, surprise surprise, the Japanese are attacking and you and your PT Boat crew are left responsible for saving the day! What, didn't you read your history books? That's right! A single PT Boat was responsible for saving all the ships that survived the attack! And that same PT Boat would have won the war but a god damned Narwhal headbutted it and then sea turtles ate the crew.

Though the single player is entertaining, the realism and engagement leaves a bit to be desired. Realism aside, the player will find it hard to be involved in the character of Henry Walker due to a lack of character development. This is due in part to Edios only developing Henry during cut scenes between missions. We observe Henry instead of playing as him. While I know Gordon Freeman as the bad ass, crowbar toting scientist unwillingly forced into defending himself from an alien race and an oppressive regime or Master Chief as the witty, but tough as nails, cyborg who has no problem taking on an entire planet of enemies, I only know Henry Walker as the Battlestations guy who commands the ships. Honestly, I had to look up his name before writing this.

Where the story is lacking, the gameplay picks up the slack as it is where Battlestations begins to shine. From crewing a PT Boat to piloting a F4F Wildcat, it’s all deadly. Battlestations allows you to play what you love and direct what you consider boring. For example, if taking on a battleship with a torpedo bomber is your thing, go at it and by a quick flick of the Select button you can tell the rest of your fleet to do the things you would rather not be in the front seat of. Similarly, if you prefer to be sneaking around underwater for the perfect shot then take control of your sub and tell your airplanes and ships to do everything else. My one complaint was again in realism: Kamikaze planes do no damage to ships. One of the most challenging elements for the U.S. forces faced was how Japan was willing to throw its pilots in swarms at their fleet, causing unimaginable damage and chaos. What is a WWII Pacific Campaign without a good ol' kamikaze?

Graphically, Battlestations: Midway is nothing to write home about. WWII was a vicious, dirty, destructive war. Pictures and video after Pearl Harbor show flaming ships half underwater. Planes break apart as they fall towards the sea. Kamikaze pilots create devastating damage to carriers. Battlestations is missing all of the graphical realism that made the Pacific campaign as expensive in human life and steel as it was. Little men, 4-5 at most, wander the decks. Ships sink without any major breaking apart; some explosions and immediate sinking. Planes curve downward on fire and explode in a flash and, well, that's that. Edios would have done well to pull a page from Ubisoft's Silent Hunter III in the graphics department; a game that is 2 years old now but still trumps Battlestation's graphics in some ways. There are a few moments in the clouds where you will feel a bit impressed, but overall Battlestations does not look truly next-gen.

Multiplayer is definitely a great time, as it was what first grasped my attention following the demo release. Gameplay is fun, but it is essential to have a mic to win. Teamwork is key in these massive battles as you must coordinate naval and air attacks to successfully sink anything. Lag is a consistent issue and players will often drop from a game, leaving a massive battle to be fought by 2-4 players. 3 out of 5 games I joined had such bad lag that I personally dropped, knowing fully well that it wasn't me.

Overall, Battlestations: Midway is an "arcade WWII naval/air simulator" which holds a great deal of initial entertainment in gameplay but lacks graphical assets, longevity, realism, and story immersion to make it a hit. True enough, this is a refreshing step from typical WWII games but falters in those Wow-factor scenes that make those "other WWII" games so memorable. While the multiplayer holds some weight, you will quickly become bored and grab something a bit quicker paced. Finish that off with the fact that Edios is charging $5 for a recently released extension of the single player via Xbox Live, and you may just shove this in your drawer with gusto. Borrow this from a friend, and assure him he will get it back in 2 weeks.

Saturday, April 7, 2007

Review - Lost Planet: Extreme Conditions

It's Armored Core...but Good!

I must admit that I was a bit skeptical when I saw mechs on the back cover. I cannot even count how many times I got hyped about a game with mechs to be totally let down in the end (MechWarrior not included). But Lost Planet: Extreme Conditions (LP hereafter) not only succeeds as a mech game, but includes some great over-the-shoulder shooting as well.

Whether you are running over a snowy plain or through a lava cavern, the graphics and experience are impressive. The mechs, as usual, leave a bit to be desired. LP did a great job making the mechs feel big and bulky, adding a bit of realism that Armored Core may lack. How fast can a piece of machinery really move? Of course, when the game is set on a completely uninhabitable snow-world where the only life is an alien race that humanity has to rely on as a heat source, fast moving machines is something you can be confortable with. As you advance in the game, you fall upon your ultimate VS (mechs are called Vital Suits). Now this thing is incredbile, but it felt a little clunky for what it was. You can "skate" using your jump pack, jump jet around, and carry two weapons of your choice. I would have liked to have seen more of this though. Perhaps a page from the Armored Core book might have been proper here.

Single-player campaign will take a while to complete, but the multiplayer is the where LP will see longevity. Unfortunately, it is a bit problematic. The interface for finding a game is not the best in the biz. Games can sometimes last too long, but others will be way too short; there is no real consistency. How you win in certain game types can be confusing, and character customization is entirely too limited. I was disappointed that I could only choose from 3 character models and the unlockable content was simply what color shirt they wore. Stepping into this multiplayer customization from Rainbow Six: Vegas' PEC was a major letdown. The grappling hook will be a good time and can save you in a grind. If you can ever get a rocket launcher or shotgun off one of the VS suits, you will begin to really rack up the kills. VS suits are rather infrequent, and you will typically find the more basic, less fun, models on multiplayer maps. I definitely shed a tear at this realization.

I rented LP for 5-days (Blockbuster) and was ready to give it up when I returned it after 10-days (don't you love the lack of late fees?). Though I wouldn't spend $60 on LP, it is definitely a game you will remember playing. Going up against a 10-story worm on a barren snow covered plain is not easily forgotten.

Thursday, April 5, 2007

Review - Crackdown

The Matrix + GTA and Just a Dash of Replay Value


Yes, I know I am a little behind the curve here. You have probably already read plenty of reviews on Crackdown, and have played it already if you were ever going to play it, but Crackdown certainly lived up to the hype and deserves my attention. If you have ever played GTA and wanted your character to be able to scale the buildings like spiderman, pick up cars, leap 50 feet from one roof to to another, and morph a car/truck/SUV into a super car then this is your game. Players will spend most of their time searching for the never-ending supply of green agility orbs in an attempt to make their character jump farther and higher. When you max out at 4-stars, it may be the ability to morph the Agency Vehicles based on driving skill that catches your eye. Or perhaps those 5 ton concrete pipes are just begging to be thrown by raising your strength meter.


Whatever ability has caught your eye, one thing is sure: the storyline will not be the reason you buy Crackdown. That is not to say the story sucks, but rather that the bulk of the game lies in progressing your abilities, racing in your upgraded SUV/Supercar, or leaping around for a rooftop race. You will find the bosses rather easy to kill, and there is not real story connecting them. Realtime Worlds (RtW hereafter) obviously pulled a page from the Mercenaries book on this front. As in Mercenaries, you must take out the lower ranked targets (cards) to get to the head hauncho, or Kingpin. What is different is that by taking out the Kingpin's pawns, your odds against the Kingpin rise in your favor. Each boss controls some aspect of the Kingpin's opperation: weapons, vehicles, recruiting, intelligence, and so on. This idea, though brilliant, is entirely underdeveloped. There is no noticeable difference in firepower, enemy density, intelligence (how do you measure that?) or anything that should be affected.


Story aside, this is a great game worth spending quite a few hours on. RtW did a great job mixing GTA with an RPG, and I was always hyped for my next ability star. I will never forget my first time reaching the top of the Agency tower, gaining my High Riser achievement in doing so, and taking one heck of a plunger hundreds of feet into the ocean below, to receive another achievement. Though I have seen frustration over the commentator/narrator, I loved hearing from him as he offered a bit of needed cheesyness-factor to relax the seriousness of the game. It is sad to say, but when you have hit 4-stars in all 5 abilities you will have to be XBox Live achievement driven to see replay/continued play in Crackdown. You will try desparately to reach 4-stars in agility, thinking how fun it will be to be able to leap from roof to roof, but when you reach that point you will realize that leaping from roof to roof, finding ways to the top of buildings, and looking for orbs is what you have been doing for the past 8 hours. Needless to say, the thrill of 4-stars will drain quickly.


Visually, this is an impressive game. Yes, there are nay-sayers but just climb to the top of the Agency Tower and take a look around you. If you aren't at least a little impressed, I'll eat my manual. The comic-book visuals, a page out of City of Heroes, are limited to the characters and cars fortunately. Buildings and scenery are impressive and the sunset is rather well done. All in all, RtW did a good job finding a balance between the comic-book feel and the GTA feel.


Bottom line: Crackdown was worth my $60 dollars to run through a quick, but entertaining, storyline and perform all sorts of interesting feats to reach my peak ability. Though I was obsessed for a week or so, long time obsession was not meant to be. Crackdown is now in my game drawer, halfway down the stack.


Overal Rating (out of 10): 8.0


Wednesday, April 4, 2007

And so it Begins

I have a passion for video games that began quite some time ago. Though I will not bore you will the details and progression of my obsession, I will highlight where it all began.

When I was a wee little lad, my father purchased the IBM 8088 for $3000. My excitement to get my hands on the impressive 4.6 MHz Intel 8088 was overwhelming, but my brother's surpassed me. Within a week of owning the computer, he had spend his life's savings on Flight Simulator only to find that our impressive 8808 didn't have enough hard drive for it. What did my brother do? Clean out the hard drive, of course. When I say clean out, I mean that our brand new, windows running machine was suddenly a few years behind its own time; only running DOS since Windows was removed to make room for the highly pixelated Flight Simulator. Needless to say, my father was a bit miffed.

I have come a long way since my days of playing Snake, Scorched Earth, Impossible Mission, and, of course, Flight Simulator. My introduction to console gaming was a bit tamer, but I must at least mention that it was the 2nd generation Atari console that drew me in. Lastly, my introduction to portable gaming was none other than the big honker of a beautiful color system, the Atari Lynx. While not entirely true, since I played a friend's GameBoy plenty growing up, the Atari Lynx was the first system I owned myself. I will never forget Ninja Gaiden or APB...*sigh*

My gaming has not calmed over the years. In fact, it has heated up a bit. I currently own an XBox 360, PSP, and a great computer system. My bank account has restricted me from PS2, PS3, Wii, and DS Lite. This blog will, thus, be centered on reviewing 360, PSP, and PC games and though World of Warcraft is taking up an increasing ammount of my hard drive, I assure you I will not be deleting Windows to make room.

Until the first review-
SCP