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April is one of those in-between months when it feels like all my most anticipated games are a good six months away, and no amount of refreshing my Amazon pre-order page will make Bioshock Infinite head my way any sooner. Thankfully, a bumper crop of excellent downloadable titles were released conveniently during this early springtime lull, just when I needed them most.

FEZ, one of the stars of the bunch, is a quirky side-scrolling platformer from Polytron Corporation. At first glance it seems like it might be nothing more than another indie throwback 2D side-scroller with a clever gimmick. However, there are hidden depths to this deceptively simple game, and I think the hype is more than justified. Read on to find out more about this gorgeous little side-scroller.

Read the rest of Review: FEZ (663 words)


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In retrospect, it seems kind of strange to admit that I didn’t quite understand the attraction of LittleBigPlanet at first. I remember playing the demo shortly after I bought my PS3 Slim and coming away a bit underwhelmed. LBP definitely had a unique, quirky style, but at the time I think I just wrote it off as nothing more than Sony’s attempt at staking their own system-exclusive claim on the platformer landscape.

However, I am always on the lookout for a good deal, and a few months ago I was able to get my hands on a copy of the LittleBigPlanet Game of The Year edition for a whopping $2.50 thanks to a handy promo credit. With the full game in my hands, I was finally able to overcome my initial skepticism and give it a fair shake.

The story levels were certainly entertaining enough, but I was most impressed by the robust, sophisticated community levels on offer. Fully experiencing the community aspect of the game is what really made it click for me, and my anticipation for the sequel began growing exponentially soon thereafter. In a very short amount of time, LittleBigPlanet 2 turned into a day one purchase for me. I’ve played it almost non-stop since getting my hands on it, and I feel I can safely say that LittleBigPlanet 2 has secured its position in my mind as one of the best games of 2011.

A lot of the buzz leading up to the release of LittleBigPlanet 2 focused on the improvements made to the sequel’s level creator tool and emphasized the community aspects. However, I think that does a bit of a disservice to the compelling story levels that come packaged with the game. The first game’s story levels were a lot of fun to play, but they don’t really have much tying them together; what storytelling was present largely served only to wave the player onwards to the next bit of platforming.

In the sequel, Media Molecule actually does some world-building, and makes the LittleBigPlanet universe, also known as CraftWorld, feel like more than just a wispy collection of dream-matter. The inimitable Stephen Fry returns as narrator, naturally, but along with him come a cast of actors who bring to life an off-kilter society of level creators known as “The Alliance”. These characters enlist the player in a campaign against a monster known as “The Negativitron” in a series of charmingly goofy cut scenes that play at the start and finish of each creator’s world.

As for the gameplay, it’s generally a more polished version of the first game. The controls are still a bit floaty, but that’s something you get used to after a fairly short time playing. However, there are a number of cool new gameplay additions that build upon and improve the original mechanics. At this point I can’t quite remember what LittleBigPlanet was like without grappling hooks and bounce pads. The story levels also include a few sections peppered throughout that break away from platforming, which does help keep things feeling fresh. However, in my opinion, LittleBigPlanet 2 shines the brightest as a platformer, and the rest is just icing on the cake.

One of the first things you’ll notice when playing LittleBigPlanet 2 is how much it encourages you to play with others, either cooperatively or in the new versus levels. Eddy and I played a few levels together, and in my experience it worked the best when we were playing a race, survival challenge, or versus level. When we played more traditional levels, it was easy to get lost in all the bright colors and hectic movement. In one level, for example, we played through without realizing that we were supposed to herd a group of sackbots to safety. Many sackbots died that day. In their memory, I recommend playing through the story levels on your own first before inviting others to join in.

As for the much-touted level creator, I have to be frank and say that I’m not really the audience for it. I haven’t quite worked up the patience necessary to sit through all 50 tutorials and begin to understand the intricacies of level design. So far most of my time in the creator tool has been spent making wild, impractical doodles that fall over right before I get bored and go back to the main game. I’ve played the kinds of bare-minimum levels that some people publish, and I’m not in any hurry to add my own paltry contributions to that collection of questionable rubbish.

Although I don’t feel the need to run out and start creating levels, I absolutely love the community levels that are rising to the top of the ranks as people really dig into the new creator tools. Some of my most-loved and most-played LittleBigPlanet 2 levels were created by the community. I’ve played community levels that are as good or better than the professionally created story levels in the original and the sequel. I do have to say, however, that the most-touted feature – the ability to recreate any kind of gameplay with LittleBigPlanet 2′s tools – is a bit of a letdown.

Most of the non-traditional levels I’ve played don’t quite hit the mark. Yes, people have created top-down driving levels, but the controls are inevitably terrible (“stop”, “reverse”, or “TOO FAST”). I played through a first-person shooter level last night, but it looked and played like something written in BASIC on a twenty-year-old computer. There are occasional flashes of brilliance, like an extremely faithful recreation of Zelda 1-1, or an entertainingly hectic update of Asteroids, but it seems particularly telling that the best examples are all based on classic games.

However, LittleBigPlanet 2 still has more than enough to recommend it. I finished the story levels in just a few days – probably about eight hours of playtime max, including replays – but almost every night since then I’ve jumped in and played a few random community levels. LittleBigPlanet 2 is perfect for quick drop-in sessions because most of the levels can be completed in 5-10 minutes. I’m also eagerly looking forward to the future development of community levels as creators test and refine the boundaries of the level creator. CraftWorld is definitely an exciting place to visit.

GamerSushi Score:

A

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In this age of constant over-exposure and gameplay trailers years in advance (even if it they look fantastic) it’s refreshing to be pleasantly surprised by a game that comes out of nowhere without much fanfare.

Until I started hearing rumblings about how great the screenshots and trailers looked, Enslaved: Odyssey To The West wasn’t even on my radar. However, I made sure to download the demo as soon as it dropped, and I was quickly hooked by the gorgeous visuals and engaging combat.

I liked it enough that I used some trade-in credit at GameStop to pick up the full game when it came out, and here I am a few weeks later with a verdict. The short version is that I’d love to see more underdog titles like Enslaved come up from behind to provide a bit of entertainment between the garden-variety triple-A sequel/franchise/FPS releases. Read on to find out more.

Enslaved is set in a post-apocalyptic world filled with slave ships and murderous mechs. Our hero, Monkey, wakes up inside a prison pod after being captured by slavers, and is surprised when a mysterious woman breaks through the security on the ship and unintentionally sets him free. He chases after her as the ship starts falling apart around them, just barely manages to escape, and survives a crash landing only to wake up wearing a slave headband.

The woman, Trip, tells him that she needs him to help her journey the 300 miles to her home, and that the slave headband has been hacked to force him to do her will. Monkey grudgingly agrees to do what she wants (with a promise to break her neck as soon as he gets the headband removed), and the story is set in motion.

Storytelling is actually one of the strongest aspects of Enslaved, and with good reason. The story was written by Alex Garland (28 Days Later, Never Let Me Go) and directed by Andy Serkis (Gollum from The Lord of The Rings). Serkis also did the motion capture and voice -acting for Monkey. The voice-acting is solid all-around, and that combined with some stunning visuals makes for a very cinematic presentation. All that would be for nothing, of course, if the gameplay sucked. Luckily, it (mostly) doesn’t.

One of the main mechanics of the game is platforming, usually involving jumping around from handhold to handhold on some wrecked relic of the past. Handholds are helpfully highlighted with a shimmer, which definitely saved me more than once when I got turned around while exploring. On the other hand, this does make the platforming feel a bit simplistic at times. Monkey can’t really fall off of anything unless it crumbles underneath him, and all you need to do to make it to the next handhold is point in its basic direction when you jump.

Later in the game, things get a bit more complex because you start having to time your jumps to avoid hazards, but in general you won’t find yourself struggling to make it to the next platform. Once I got sucked into the game, this didn’t really bother me much. I feel like bad platforming would be a much worse sin – there’s nothing worse than a game too frustrating to play.

When you aren’t jumping around like your namesake, you spend most of your time battling various mechanical enemies with a few basic melee attacks and a long-range plasma blast. One of the especially cool things about combat is that the camera is very dynamic as you fight, zooming in and tilting sideways in a way that always made me feel like I was playing through a fight scene in a movie.

I did find myself wishing at times that Monkey could learn a few more interesting combo moves, but that might just be because I recently finished playing Bayonetta. I think my only really big complaint is that there isn’t really much variation in the enemies. Mechs are either shielded or unshielded, some shoot at you, and some can stun you with a plasma blast, but in the end they’re all basically just robots that can be fought pretty much the same way. Throwing a few human enemies into the mix would have been a nice change of pace.

The boss battles do offer a little bit of variation, but not much, and one boss battle was so poorly designed that I was worried that the game might be going downhill fast. In one of the first few chapters, you’re chased by a huge mech called a “Dog”, which is basically a house-sized mechanical dog-thing. It’s a fairly intense moment, but is completely deflated a few chapters later when you learn how to beat Dog mechs: stun them, bash them a few times with your staff, and then repeat. It’s so easy that it quickly becomes tedious.

I was actually ready to knock off a letter grade based on that boss battle alone, but within another chapter or two, the game had won me over again. Some of the chapters are fairly tough, but rarely in a way that I found frustrating. Most of the time the game is just a lot of fun. The only time I came close to throwing my controller was a chapter near the end of the game when you have to chase after a boss that has captured Trip. The frustrating part is that you have to do it while riding on a hover-device that likes to veer off course into nearby ravines.

Speaking of Trip, one of the nice things about the game is that she usually does a fairly good job of taking care of herself. She has a decoy that she can use to distract enemies until you get past them, and she is able to stun mechs if they get close enough to attack her. I never felt like I had to babysit her to keep from failing a level, as opposed to Resident Evil 4, when I sometimes wished I could abandon the president’s daughter to fend for herself. Scandalous, I know.

To sum up, Enslaved is definitely something I’d recommend checking out. There are 14 chapters (plus a cinematic epilogue), and each chapter takes around 30-45 minutes to play through, which amounts to about 8-10 hours total. It’s a pretty perfect length, in my opinion. None of the chapters outstay their welcome, but the game doesn’t feel too short. Hopefully it will do well enough commercially that we might see a sequel or another story set in this universe. We definitely need more post-apocalyptic games that use something other than “murky brown” as their entire color palette. I’m looking at you, Gears of Fallout.

B

Remember me? I know I haven’t posted here in a while, but I thought I’d pop my head in and share my experiences with the newly launched Hulu Plus on the PS3. For those of you outside the US… I think Anthony wrote something humorous about a videogame!

Weaning myself off of an expensive dependence on cable TV has been a dream of mine for a while now, but the sticking point has always been that I absolutely rely on my DVR. As soon as the Hulu Plus service was announced, I knew that I had to check it out, and I decided that paying $20 for three months of PSN Plus was a worthwhile trade off – it’s still cheaper than what I was paying for cable.

My previous experiences with Hulu on my TV have been thanks to a handy adapter cable and my MacBook. It’s not pretty, but it works. It’s just kind of a pain in the ass to set it up each time. Still, I think it’s fair to compare that setup with the PS3 implementation. After the jump, I’ll run down each method’s convenience, show availability, video quality, and interface.

Convenience: The PS3 wins here, but only by a hair.

The main point where the PS3 wins over my laptop is that it’s already hooked up to the TV, and all I have to do is launch the Hulu+ application to start watching something.

If you want to watch Hulu using your computer, you can’t actually use any of the programs like Boxee or Kylo that are designed to work well with streamed content on your TV, just because Hulu wants to tightly control where their content is shown. I hear that Windows users can currently stream Hulu to their 360 or PS3 using a program called PlayOn, but I do have to wonder how long that will continue working.

In any case, instant access to the TV is about as far as the convenience of the PS3 solution goes, unfortunately.

Show Availability: MacBook

One thing that Plus does right is offer full seasons of recent TV shows, but fewer shows are available than you might imagine. This was actually kind of a surprise, although I suppose it shouldn’t have been. Half of the twelve shows I currently have in my queue can only be watched through the website. Most of the unavailable shows are from cable networks, but there are a few odd cases – for some strange reason The Book Group is missing the first and last episode of its second series on Plus.

This is definitely a bit disappointing because most of the shows I want to follow at the moment are summer shows on USA or Syfy. Once the fall season starts, Hulu Plus should have a lot more going for it in this department. It’s probably also true that better overall availability is something that will come with time, like it has with Netflix’s streaming service.

Video Quality: It’s close, but the MacBook wins here as well.

One of the big selling points of Hulu Plus is that the content is streamed in HD at a much higher level of quality. I definitely noticed an increase in quality on both the MacBook and the PS3 for shows delivered in HD – at least as good as HD streaming from Netflix – but all of the shows I’ve watched on the PS3 so far have had glitchy video.

I’ve never experienced that when watching on my laptop, so it must be unique to the service on the PS3, which is especially worrisome. It’s also occurred on two separate internet connections, so my net provider is not the culprit. I’m hoping it’s just part of the growing pains of the service and that I’ll stop seeing glitches after a week or two.

Interface: MacBook

I think the interface is actually where the PS3 implementation fails in the biggest way.

First off, the interface was designed with a controller in mind, not the blu ray remote. In fact, none of the garden variety remote controls (play, stop, fast forward, etc.) do anything at all while you’re watching a video. It’s bizarre that these functions weren’t enabled, especially since they do work with Netflix streaming.

Secondly, the queue is entirely useless in the Hulu Plus app. I have several hundred videos in my queue (all 10 seasons of Stargate SG-1, for example). When you’re accessing your queue from the web, episodes can be grouped by show, and it’s compact enough that you can easily jump from one show to the next.

On the PS3 you have to navigate through the ENTIRE queue, from START to FINISH, and it is ordered by whatever play count you set in the “list view” version of your queue. On the web your queue works like a collection of bookmarks, but on the PS3 it works like a playlist that you can only reorder online.

Conclusion?

Hulu Plus does have a few nice features, but I think I can only recommend it if you have more than one good way of watching shows from the site, like I do.

I can use the PS3 to catch up on older shows or British TV, but for my regular USA Network quirky detective show fix, I’ll still need to keep my laptop handy. Also, I don’t think that Hulu Plus by itself justifies a PSN Plus membership, especially because I imagine that the service will have improved a good deal by the time the preview period is over.

How about you guys – has anyone else tried out the service? Do you have your own convoluted ways of watching web videos on your TV, or do you just find everything in the dark alleys of the internet and cackle to yourself while you torrent madly?

P.S. Anyone who says that $10 a month is too expensive if you still have to watch 30 second commercials has clearly never paid for cable TV. Get a job, hippies!

I finished playing Heavy Rain last night, and it got me thinking about plot twists and their function in storytelling. Heavy Rain is a game that places itself firmly in the “thriller movie” genre, for better or worse. It’s great at building tension and getting you to care about the characters you meet and control, but it falls into the trap that undermines so many thrillers, namely that its endgame centers around a “shocking” reveal that doesn’t actually make any logical sense.

(Just a quick warning: this rest of this post will contain spoilers about movies that are old enough I will assume everyone has seen them. There will be no Heavy Rain spoilers, however.)

The problem with plot twists, see, is that by nature they should make you jump out of your seat or gasp in horror. You’d never expect that [CHARACTER NAME] was the killer in Heavy Rain, after all, and you are of course horrified that you empathized with the character while playing. That’s the root of the problem, though; in order to make the twist ending truly surprising, the game’s writers decided to fill the story with red herrings and give no real concrete clues about the real killer’s identity. They didn’t want you to figure it out ahead of time, after all.

I think this is why very few storytellers can pull off a truly stunning twist that holds up under scrutiny. If a writer works to make her story internally consistent, she may layer in too many readable clues and people will write off the twist as “predictable” and feel cheated. The easiest shortcut to making a completely unpredictable twist, then, is to make that twist completely illogical or at odds with everything leading up to it. This will at least ensure a visceral shock in the moment, but ultimately… the audience just feel cheated in the light of day. Six of one, half dozen of the other.

There are the occasional successful twists, of course: The Sixth Sense, Fight Club, and The Usual Suspects come to mind. From what I can remember of the first two, clues to predict the twist were layered in throughout both movies. If you go back and re-watch them a second time, knowing the twist reveals the story rather than undermining it. Of course, there may be those of you out there who figured out the twists halfway through because of the clues.

The Usual Suspects treads in kind of dangerous territory, however, in that its twist ending makes you question why everything you just watched even matters. If the entire movie is a lie told by Kevin Spacey’s character, why should I even care what happened? I think what helps Usual Suspects is that it is such a well-made movie we forgive it for playing with such a hackneyed trope. It’s rare that “it was all just a dream!” is used as anything but a cheap gag.

I think the best twists are often so subtle you may not even realize they are there. I would argue that Minority Report has a twist ending, for example, although everyone who saw it with me disagreed with my perspective. My argument was that when Tom Cruise’s character is arrested and put into cold storage, everything that happens after that is a dream, thus explaining why he is rescued and everything works out positively for the characters. The end of the movie doesn’t pull back the curtain and reveal this, however, so it is entirely up for interpretation. The only clues you are given are a few lines from the jailer character about whether his charges dream while they are in storage.

In any case, I’d love to play another game in the style of Heavy Rain, if only the makers could be convinced to forego the showy twists of thriller movies and focus on things like character development and an internally consistent story. Surely there is a way to work in shocking reveals without causing massive inconsistencies and plot holes.

As the cover for BioShock 2 tells you, it is the “sequel to [the] Game of the Year”. Cheeky, that, but in many ways that bit of advertising copy defines this sequel, for better or for worse. BioShock 2 has big shoes to fill, and a lot of people were either full of anticipation that the second go-round would be as inventive and atmospheric as the first, or instantly dismissive of something that could never live up to the original.

The original game has a reputation of excellence from most quarters. It’s actually the first game I played this generation, when I picked up my 360 back in 2008. I had heard so much about BioShock that I just had to check it out. Also, I’ve always been a fan of “horror” games, which BioShock is to a certain degree. It isn’t a full-bore jump-and-scream gorefest, but it does have an evocative setting and deliberate pacing that fills you with tension and certainly creeped me out.

So when a sequel was announced, I was instantly excited. I loved the setting of the original game, and no amount of multiplayer or skeptical friends were going to keep me from picking up the sequel on release day. Here I am a week later to tell you how it all stands up.

My first impression? Disappointment, to be quite honest, but don’t let that worry you. BioShock 2 isn’t as ambitious a sequel as, say, Mass Effect 2, but it does have its subtle charms, which unfolded themselves to me as I continued playing.

My disappointment was mostly based on my memories of the first game’s opening sequence. When you first entered the world of Rapture, it was mysterious and menacing, full of creepy splicers and moaning, lumbering Big Daddies. The second game drops you almost immediately into full-blown action and no longer focuses on creeping you out. Sure, there is the occasional lunging enemy, but it seems like scaring and/or creeping out the player was not a major goal when the second game was developed. As I said above, I’ve always been a fan of scary videogames, so I was a little let down when this one didn’t even really make an attempt to put me on edge.

The good news, however, is that after I got over my mild case of disappointment and started getting into the game proper, I found myself enjoying the experience more and more. Although the developers of the second game jettisoned most of the tension, they did do their absolute damnedest to make the game at least as much fun to play as the original, and I think they readily succeeded. They also added or refined a few gameplay mechanics in subtle ways that don’t make the game revolutionary, but do keep it fresh and entertaining.

The first and most obvious change to the gameplay is that you are now able to dual-wield plasmids and weapons. In the original game, you had to switch back and forth between firing a weapon and shooting a plasmid. Considering most of the battles required using both, it’s a nice convenience to be able to simultaneously shoot from both hands at once.

Near the end of the first game, you find a Big Daddy suit and spend some time taking a Little Sister from corpse to corpse while she gathers adam. As you do this, you have to defend the sister from waves of splicers that come running while she’s defenseless. In the second game, this mechanic is a major part of gameplay. Every time you beat a Big Daddy in BioShock 2, you have the option of adopting his Little Sister. (You can always choose to harvest her instead, but that’s no fun at all.)

Once you’ve adopted a Little Sister, you will spend time searching for glowing adam-infused corpses so that the sister can gather adam from them. Every sister can harvest up to two corpses, and most of the levels actually have more corpses than can be gathered. It’s actually worth spending some time scoping out all of your available options before plunking down and immediately gathering from the first corpse you see.

It’s also interesting because the game encourages strategic use of traps and explosives to help defend yourself during the onslaught of splicers. I eventually got in the habit of stocking up on trap bolts and proximity mines before every gathering, and then I would scope out possible entrances and defensible corners to set myself up in. It was an exciting challenge to try and set up enough traps that I could avoid being damaged at all during a gathering (why, yes, there’s an achievement for that…)

Of course, once you start adopting Little Sisters, you have the Big Sisters to worry about. The Big Sisters are one of the few parts of the game that are genuinely menacing near the beginning. Once a Big Sister appears on the map, she is going to hunt you down relentlessly until you defeat her. If you get caught unawares and are low on funds and ammo, like I was once, you’re going to spend a lot of time in a vita-chamber. The only criticism I have of Big Sisters is that once you know exactly what triggers their appearances, you can plan ahead and set traps, and they become much easier to defeat. I can only imagine what the game would be like if the Big Sisters’ appearances were truly random.

Now, because I am going to discuss plot points from the first game here, this next section might be considered a spoiler if any of you were silly enough to read this review without having played the first game. Many of you may be wondering if the sequel has anything that stands up to the shocking “would you kindly” twist from the first game, which thoroughly deconstructed the notion of free will in videogames by revealing that all of your questing happened because you were brainwashed. Short answer? No.

Instead, BioShock 2 does something far more subtle but no less unique. It is one of the few games I’ve played that doesn’t end immediately after the climax. Instead, BioShock 2 actually lets you play the falling action and finish out the resolution of the story. It also introduces a few cool bits of gameplay near the end of the game that I won’t spoil here. Overall, the storytelling in the second game won’t go down in history as revolutionary, but I think what it does pull off is compelling nonetheless.

Because no review would be complete if I didn’t also talk about the multiplayer portion of the game, let me first say that basically every review I’ve read so far writes it off as a generic afterthought that isn’t even worth discussing. I was completely surprised, then, that when I jumped into a few games I actually had a lot of fun. Now, to be honest, I haven’t played much multiplayer at all. I joined in the community gaming day we had in Halo 3 a few weeks ago and I spent most of my time dying and feeling lost. I also played a bit of Uncharted 2 multiplayer a few months back… and spent most of my time dying and feeling lost.

In BioShock 2′s multiplayer, however, I felt like I could actually hold my own. Eddy pointed out that the best time to play multiplayer for any game is at the beginning, when the curve isn’t too steep and people haven’t figured out exploits. I’m glad I was finally able to get a glimpse of the fun inherent in a multiplayer game, because up until now it just seemed like a good way for foul-mouthed 12 year olds to kill you with a headshot. I’ll be curious to see what more seasoned multiplayer fans think.

Overall I think the game is best suited to folks who were fans of the first one. There isn’t anything here that would convince a skeptic to change their mind about the series, but for those of you out there who loved the world of Rapture and want to see more of it, there’s plenty here to keep you entertained. I know that once the inevitable BioShock 3 rolls around, I’ll definitely be picking it up.

As far as numbers go, I beat the campaign on normal in a week of playtime, probably about 15 or so hours of playing total. I’ve put in about 45 minutes of multiplayer time, and tried out the “Survival of the Fittest”, “Civil War”, and “Turf War” modes. I actually feel like I’ll continue to be drawn to the multiplayer for at least a little while. Although the game isn’t perfect, I couldn’t put it down for the past week, and that really says something in my book.

B

pax-penny-arcade-expo1

My brother, Evan, lives in the Seattle area, so of course he attended PAX. Nick, Eddy and I might have gone, except we were busily working on a Smooth Few Films mystery project. Maybe next year? Anyways, enjoy his extremely detailed report on the con! He only had to fight off a bit of the flu to bring it our way.

––––––

I think I understand what a journalist must feel like at times: There was so much going on that I just want the chance to tell people about it all, because you could go through the entire show for all three days and still not run out of things to see.

5787620070507_212857_1_bigSplinter Cell: Conviction

What it is: That latest in the Splinter Cell series from Ubisoft.
What was shown at PAX: Ubisoft had an hour-long demonstration in the main hall for both Splinter Cell and Assassin’s Creed II. A Splinter Cell booth on the exhibition floor repeatedly showed the same demo.

What I saw: An Ubisoft guy walked us through what appears to be Sam Fisher’s first mission in the new game, and explained some of the decisions around the new mechanics. Storywise, in Conviction Sam Fisher has gone solo to try to get revenge on the man who killed his daughter – but soon gets caught back up in intrigue, as the mission ends with troopers breaking into the room to take Sam into custody and bring him in out of the cold.

Notable:
- The Ubisoft designer colorfully explained that although Conviction is a stealth game, they wanted Fisher to be stealthy like a panther, not stealthy like a wuss who has to hide from everything or get the shit kicked out of him. The designer said, “Well, what if we made it so stealth doesn’t f***ing suck?” Rather than hiding because getting caught out of cover makes you lose, you hide because hiding itself is fun and makes you win. At least, that’s Ubisoft’s hope.
- Part of that hope is the new “Mark and Execute” system. You can pick out targets beforehand while sneaking (“Mark”), then jump out of cover and press a button to have Fisher quickly and automatically drop his targets (“Execute”). I noticed an icon displayed at the lower-left hand corner of the screen as this was demoed – it appears that you get a limited number of “marks” that you can queue up at a time, as there were two icons in a gauge, and the icons changed color and shape as the mark/execute cycle was performed. When Fisher changed weapons the number of icons changed to three, so it looks like the number of targets you can mark and execute at a time depends on your weapon.
- At one point, Fisher snuck up to a door, and small, unobtrusive icons appeared showing that he could either use a tool to look underneath the door crack or open the door normally. It was a nice bit of polish no doubt meant to remind players of their options without breaking the flow of the game.

Read the rest of this entry »

0890bb2779david.jpgAlright, first things first: this is a review of the game itself. If you have anything political to say, please reserve those comments for Eddy’s thread from earlier this week.

With that out of the way, let’s get down to the details, shall we? Shadow Complex is an Xbox Live Arcade game created by Chair Entertainment and released August 19th, 2009. It retails for for $15, whatever that translates to in Microsoft magic money. I’m sure most folks have at least heard of it by now. Per Major Nelson’s site, it was the top selling game on XBLA this past week as well as the #8 most played game on Live. That’s pretty impressive. I suppose this review is for those of you still on the fence about buying it.

One of the first things that hits you when you start playing the game is that the visuals are fantastic. It might seem like an odd choice to base a side-scrolling platformer around the Unreal 3 engine, but it turns out to be an inspired decision, both because the game is one of the better looking titles I’ve played recently and because it makes it possible for the 2d world to feel fully three dimensional.

When you walk through a room, you move along a a strict two dimensional plane, but the enemies exist in a three dimensional world. You might see soldiers standing on a platform 20 feet in the background, or hiding slightly forward in the foreground. Bosses might crawl out of the background or swoop down from the sky. The game has a fairly intuitive aiming system that makes this possible – you simply aim near an enemy in the background and your laser sight auto-adjusts.

Another strong first impression is the voice acting and story. The game begins with a short prologue where you control a fully equipped soldier who squares off against a helicopter. It’s a good introduction to some of the gameplay mechanics you will become familiar with later in the game, and sets the stage for the overall conflict.

Once that scene ends, we meet our hero, Jason Flemming, who is about to go hiking in a cave with his girlfriend Claire. They are barely into the cave before she disappears and Jason starts realizing this cave is more than it first seemed to be. It’s actually a giant underground military complex, and Claire has been captured by soldiers who seem to think she is a spy. The story is continued through cut-scenes as well as little in-game moments that play out as Jason makes his way through the complex.

The in-game scenes are an especially nice touch. You will, for example, be sneaking through a ventilation shaft when you overhear soldiers chatting about their plans to overthrow the government, or you’ll walk up on a group making fun of one soldier having trouble with his armor. You can either sit back and wait to see how these scenes play out, or you can jump in, guns blazing, and kill the conversation (and its participants). Jason also occasionally talks to himself, usually to make a sarcastic remark or point out something he wants to come back to later.

Of course, if you are familiar with the Metroid and Castlevania games, you are familiar with the need to return to previous rooms to find secrets once your equipment has been upgraded. When you start the game, you have limited abilities and no map of the complex, but once you’ve spent a few hours running around, you have much more powerful weapons, armor, and special abilities. One of the biggest draws of the game is finding all of the hidden equipment. Some of it is hidden in plain sight, and some of it seems nearly impossible to get at first glance. There are also a few upgrades hidden in such a maddening fashion that I had to resort to a walkthrough find them.

Although it is possible to beat the game quickly – I’ve heard claims of folks beating it in under an hour – the most rewarding way to play it is to explore the full complex and tease out all of the puzzles. I played through the whole game on “normal” difficulty and managed to find 100% of the items and 100% of the map in 11 hours of play time. That’s pretty amazing for a $15 downloadable title, and doesn’t even include the “Proving Grounds” challenge packs, which took me 2-3 hours to beat. There are $60 retail games that don’t offer that much content, and Shadow Complex has the benefit of being so addictive to play that I started a second playthrough a few hours after beating it.

It isn’t all rainbows and unicorns, however… I do have a few small quibbles. The enemy AI can be a bit lacking at times. You can walk into a room and point your laser sight and flashlight directly at an soldier and they won’t notice anything. Although there are strategies that you are meant to follow in the boss battles, I was usually able to beat most of the bosses in a pinch by simply hanging out and barraging them with explosives. As I noted above, some of the upgrades are so very well hidden that the only way to find them is to throw grenades at everything and then jump around all over the place, which was a bit frustrating. The game did also have a glitch or two – occasionally it would start up with audio but no video and I had to quit and relaunch.

Even still, I have no qualms about recommending this incredibly addictive game. It’s got a rewarding campaign that includes a number of challenging puzzles, and the price point is very attractive. It might take years for a triple-A retail title to reach the $15 bargain bin. To conclude: I already want more Shadow Complex. I can has DLC?

A

elder-scrolls-iv-oblivion-screenshot-_41I have a decent collection of games for the 360 – more than a dozen, if you count XBLA titles – but the game I’ve played far more than any other is Oblivion. At last count, I’ve put in somewhere in the neighborhood of 140 hours. I have a friend who has put in 200+ hours and he hasn’t even finished the main quest line. I think he just likes grinding in dungeons.

Now, I love the game, but I reached a point recently where I started wanting nothing more than to just beat the damn thing. That’s a bit of a herculean task when it comes to an open-world game like Oblivion. It’s not that I haven’t done my best. I’ve completed the main quest-line, as well as the quest-lines for almost all of the guilds and both the Knights of the Nine and the Shivering Isles expansion packs… but I’m not done yet because I don’t have all of the achievements.

You might scoff and say that achievements are just about the size of your e-penis, and, sure, I won’t deny that getting as many achievements as possible makes me proud of my gaming abilities. The thing is… achievements are the only real way of measuring the “doneness” of a massive game like Oblivion.

I have fond memories from my childhood of sitting down on many a Sunday morning and performing a 3.5 hour run-through of Super Mario Brothers 3. I had it down to a science. I knew where all of the warps were, and I loved knowing I could beat the game so quickly. Beating that final boss and watching the credits roll is, in my humble opinion, one of the purest pleasures available in the world of gaming.

However, in these days of high prices and abundant storage space, it seems like one of the most common criticisms leveled at new games is that they don’t have a long enough playtime. We’ve all read the horrified quotes about Resident Evil 5 saying that the game had taken years to produce and could be beaten in a shamefully short amount of time… but the reality is that RE5 is fantastic and has a playtime that hits a nice sweet spot.

Besides, if every game took 100+ hours to beat, when exactly would people find time to play them all? It’s kind of like how I’ll never understand the MMO market. If your demographic is already devoting 30 or so hours a week to World of Warcraft, how is there room for a new and unproven MMO on their calendar? As for me, I’ll never play an MMO, but I do own Fallout 3, which I haven’t cracked open in months because I didn’t want to get caught up in two 100+ hour games at the same time.

I think I’d rather have more 12-15 hour games with definite endings as opposed to ones that you can just keep on playing without end. I do like getting achievements, but I still prefer the feeling of beating a game and wrapping things up so that you can move on to the next adventure. Gotta have that closure.

How about you? Do you demand games that are massive and playable until the end of time, or do you like ones that wrap bows on their endings and call it day? Does the length of a game affect whether or not you buy and/or play it?

1 vs. 100 FailHi folks. Just a quick introduction here… I’m Jeff, sometimes known as JJ, sometimes known as Unsquare. I’m the webmaster of the Smooth Few Films and Gamersushi sites. I’ve been getting back into gaming over the past year ever since I purchased myself an XBox 360, and I’ve been feeling the desire to contribute to this site a bit more now that I actually have opinions on games and such. Hopefully you’ll start seeing posts from me every once in a while. Can’t promise they’ll be as hilarious as Anthony’s Phantasy Star adventures, however.

Anyways, enough about me. Recently, Eddy, Nick and I have been playing a lot of 1 vs. 100 on Xbox Live. It’s a surprisingly addictive game, and if you haven’t already checked it out, it’s a great way to spend a few hours with some friends and seems ideally designed for the party system.

None of us have played it enough to make it into the Mob, let alone the hallowed position of The One, but considering the people who do make it to that top position, I have to wonder what exactly we’re doing wrong. In some ways, The One has been the only really disappointing part of the 1 vs. 100 experience.

Now, for those of you who have never played the game, a short explanation. At its heart, 1 vs. 100 is your basic trivia game. During the week, there is an “extended play” option that doesn’t offer prizes but does help you qualify for the chance to play for prizes during the live shows, which happen on Fridays and Saturdays.

If you play enough during the week and play well enough, you can qualify to be part of the mob of 100 users who have a chance of winning prizes, or if you’re just that good you can be the titular “One” at the top who is pitted against the mob for the grand prize. If the One wins, they can get up to 10,000 Microsoft points. If the Mob wins, the players remaining in the Mob split up the points that the One would have taken.

You might think that this would result in a live show that would be quite thrilling, since the top players of the week would be pitted against each other to win prizes. In theory the players playing as The One should be great players who would at least come close to winning the top prize. In practice, however, most of The Ones I’ve seen have been remarkably lame.

In a two hour show, you can expect half of the users playing as The One to get knocked out within the first three questions. A surprising number of them waste all of their “helps” (options to trust the crowd, the mob, or the top player) within the first half dozen questions, most of which are ridiculously simple.

What this means for players like you and me – i.e. the folks who don’t play enough to get into the prize-winning ranks – is that the live shows aren’t nearly as fun. There’s a lot of waiting inbetween rounds while a new “One” is selected. There are a LOT of Sprint and Insight commercials (for those of us in the US, at least), and because every round starts off with easy or trick questions, there’s a lot of groaning when you have to keep answering some really dumb questions.

1 vs. 100 live is the best when a One is competent enough to keep playing until a high level of points. We’ve only seen this twice. During the first live show we played, one player made it to a fairly high point level and only had 6 Mob members remaining. He was playing a good game, didn’t use his helps too early, and managed to play long enough for us to get some challenging questions. Unfortunately for him, he missed a question and lost it all, but up until that point the game was really shining. It’s possible the live show experience is different for the folks who actually make it into the Mob or play as the One, but since I’ve never gotten to that point it’s hard to say for sure.

Long story short, the extended play sessions are much more entertaining, because the questions don’t reset to “easy” every few minutes. Each extended play session includes 37 questions, and there’s a nice curve to the difficulty. Some of the later questions are really mind-boggling, and it’s really rewarding when you get one of those hard questions right (especially since you get a nice scoring bonus if a lot of people answer a question wrong).

There are some bugs to be worked out, though. The host’s audio cuts out a lot during the live shows, and every few days you will have to download a new version of the game (updates? new content? not sure why). This can be a bit annoying because you’ll make it to the lobby and get an error when you try to join the game because you didn’t actually finish your download before trying to join.

However, overall 1 vs. 100 is a game that I would highly recommend checking out, simply because it’s a game format that pretty much anyone can enjoy and understand, and it’s a nice way to stretch your brain sitting in front of the TV. The best way to play it is with three friends in a party so that you can react to and or make fun of your party members when they miss a particularly simple question.

How about you guys, have you checked out 1 vs. 100? Has anybody played enough to actually play in the Mob, or, wonder of wonders, as the One? I’d love to hear your experiences with the game.

GamerSushi Score:

B

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