Category Archives: Game Logs

Fear of the Dead

Somehow I never played Monolith’s F.E.A.R. First Encounter Assault Recon despite being super into PC games, especially online first person shooters, right around the time it came out. In fact I specifically remember a couple of my old Planetside clanmates playing the online only “F.E.A.R. Combat” pretty hardcore for a time. I suppose I was too into military and sci-fi shooters and snubbed F.E.A.R. for it’s whole supernatural/horror angle, which is odd since F.E.A.R. has arguably more in common with military and sci-fi shooters than most games, but I honestly don’t recall my exact rationale at the time.

Fast forward to 2009 when F.E.A.R. 2: Project Origin was released and somehow it really caught my attention. Some of my friends evidently picked up on that and got me a copy for the Xbox 360 version for my birthday after it had very quickly hit the bargain bins despite generally favorable reviews. You guys know me and my massive backlog by now though, right? Yeah, I never played it though it has been in my “play this” stack since then. Several years later I was aimlessly wandering around in a random consignment store when I happened across a lone copy of the first F.E.A.R. game for Xbox 360 still shrinkwrapped for under 10 bucks. I hadn’t really planned on playing it on the 360 since I was more familiar with it as a PC game, but I figured what the hell and picked it up.

John Woo'ing out with a slow-mo powered firefight.
“John Woo’ing out with a slow-mo powered firefight.”

Given that F.E.A.R. and F.E.A.R. 2 are both relatively short single player experiences and, apart from a few excursions into some really old games it feels like it has been ages since I played a traditional-ish first person shooter, I decided to bump them up on my backlog.

F.E.A.R. First Encounter Assault Recon (ugh, that acronym!) has you cast as the newest member of a secret special operations group tasked with confronting supernatural threats. Imagine if Fox Mulder had his own, dedicated SEAL Team at his disposal and you’re not too far off. As the newbie to the squad you’re of course assigned to be the point man, you know, the guy who gets to scout ahead in front of the rest of the team by himself. I like to imagine that this is some sort of elaborate vetting process by which only the very strongest new F.E.A.R. recruits survive being pelted with anvils by angry poltergeists over and over again to be promoted to full-time members of the team. I mean, none of the other characters in the game seem to think there’s anything all too unusual about sending “the new guy” out to investigate a small army of heavily armed clone soldiers and mech suits lead by a physic cannibal, armed only with a submachine gun and an inability to speak. I digress…

Remember back when nail guns were a thing in games?
“Remember back when nail guns were a thing in games?”

While F.E.A.R.’s mechanics feel more than a little aged to me, remembering 2005 rather fondly it’s easy for me to imagine how this game’s take on Rainbow 6 like semi-realistic first person tactics coupled with a unique enemy AI was actually probably a small but important stepping stone in the evolution of the FPS genre. The noticeably not-completely-linear design of the levels and the occasional focus on gimmicky feeling Half Life 2 style physics puzzles and scripted events were a little jarring to me. Being able to slow down time is neat though, and the Monolith guys went kind of crazy with the destructible objects and particle effects to make an already cool looking effect look totally fucking awesome. From what I’ve seen these effects are a little more subdued in the Xbox 360 version I played, but even there they were eye catching and intense at times, especially against the often incredibly dark spaces in the game. Seriously, this has to be one of the darkest games I’ve played since Doom 3 or perhaps Chronicles of Riddick: Escape from Butcher Bay. Unfortunately the rest of the presentation is a little lacking – environments are mostly empty with far too little variation over the course of the campaign. It feels like I spent half of the damn game in the same office building but come to think of it, maybe I did?

So you’re exploring these extremely dark, often repeated factory corridors, office spaces, and warehouses taking out these clone soldiers who do all kinds of wacky flanking and just generally don’t seem to behave like most FPS foes, when all of the sudden the face of a mutilated corpse flashes on your screen and all of the shit on the shelf you just looted for ammo comes flying off behind you. *gulp* Then you walk a little bit further when all of the sudden you swear you just saw a creepy ghost child in the corner of the room as you swept your flashlight across it, but now your flashlight’s batteries are drained. It’s not until after you empty your entire magazine into said corner that your flashlight is finally charged up again and you can verify that you were, in fact, just shooting at nothing like a total idiot. Ahh, that’s where the horror stuff comes in! Neat.

Alma fucking with me... again.
“Alma fucking with me… again.”

Honestly, while at first I was a little anxious as I made my way through the levels I suppose I got so used to that tension that I found myself pretty much unphased by the vast majority of the jump scares and other horror elements the game threw at me. It wasn’t until the very last chapter that I felt truly creeped out and even that probably had more to do with the fact that I knew the plot reaching its climax than all of the freaky ghost shit that was going down. One nod I’ll gladly give the game in regards to creating an atmosphere of “horror” though, is to the soundtrack. Wow, what a fucking soundtrack! Dark, foreboding, atmospheric? Its rare that a game soundtrack stands out to me while I’m playing it but this one certainly made an impression.

So did I like it? Eh, yes. Probably not nearly as much as I would have liked it back in 2005, but like I implied, it at least feels like a relic of its time that, along with something like Half Life 2, can easily be enjoyed in a vacuum for what it is. The good parts of the game (the sometimes frantic, sometimes almost tactical gunplay against interesting enemy AIs, the dark, spooky soundtrack, and the other weird horror stuff, mostly) didn’t elevate it beyond that for me, but they do have me very curious to finally play F.E.A.R. 2 next.

Oh hey, speaking of short single player experiences! I also noticed that Telltale released The Walking Dead: Michonne and I immediately hopped on that, and I just wrapped up the third and final episode. This is probably the first time I’ve ever played a Telltale game’s episodes as they were released and while I probably still prefer playing them back to back, overall it was a cool way to digest a campaign.

Remembering the not-so-good old days.
“Remembering the not-so-good old days.”

Now, I liked The Walking Dead quite a bit, and The Walking Dead Season 2 maybe even more so, and by and large this Michonne centered spin-off is largely the same quality. Good writing, a cool graphic novel inspired aesthetic, excellent voice acting, and interesting choices. It was short and didn’t necessarily go anywhere too interesting, especially considering how little time we’re given to invest anything in most of the new characters we meet in the game, but it was still a fun little side-story and shed some interesting light on Michonne’s past. It almost felt like an expanded take on the style of side stories we got with the 400 Days bonus episode from the first season in that respect.

That said, I have to say ONCE AGAIN, that Telltale REALLY needs to scrap their aging engine. Maybe this has to do with playing the Xbox 360 build of the game rather than a version for a more modern platform, but this has to be the jankiest of Telltale’s games yet: freezing, major hitching, audio desynchronization and muting… bah! The otherwise polished presentation of the game was utterly let down by this piece of shit engine, especially as action heavy as the Walking Dead games can sometimes be. Again, I’m sure playing this on the now positively ancient Xbox 360 probably didn’t help, but I’ve played much better looking games that ran silky smooth so I can’t really excuse it. I mean, if they didn’t want to put the time into making the game AT LEAST reasonably presentable on the system then they shouldn’t have bothered releasing it on it at all. I’m hoping when I go back and play The Wolf Amongst Us and the Game of Thrones game soon they won’t have quite the same level of problems as this poor game has.

If you’re playing it on one of the current consoles or, better yet, PC, and liked the previous Telltale Walking Dead games I’d say it’s an easy recommendation.

Now, time for some F.E.A.R. 2…

The Unreleased Force

It’s been quite a while since I’ve sat down and played a single player game from start to finish. You know, insert “life” blah blah blah, and my other usual excuses. I’ve continued to play around with the console versions of Tropico 4 and Diablo III and even dipped back into World of Warcraft briefly enough to finally give Warlords of Draenor a fair shake.

Anyway, with all of the recent hype surrounding Star Wars: The Force Awakens in the last couple of months I found myself in the mood to revisit some of my favorite old Star Wars related games. At some point this turned into wanting to play some of the Star Wars games I missed, most notably the GameCube’s Rogue Squadron II: Rogue Leader and Rogue Squadron III: Rebel Strike. This urge coincided nicely with having an entire day off of work with no other plans. Unfortunately I couldn’t find copies of either game locally so I ended up going into my own collection and dusting off a copy of Star Wars: The Force Unleashed II.

Stop! Pleeeassee stop!
“Stop! Pleeeassee stop!”

I was skeptical about the first Force Unleashed but ended up enjoying it overall. Still, I never played the DLC and had totally resigned myself to skipping the second game after seeing it get totally panned by both critics and fans alike. Still, a few positive reviews including one from a co-worker of mine convinced my to toss a cheap, used copy of the Xbox 360 version into my backlog.

So, there I was, a day off of work and an apparently incredibly short (with many people claiming to beat it in about 4.5 hours) Star Wars game queued up to play. So…?

What can I say? Suprisingly, I actually really enjoyed TFU2 and I’ve got to say that right off the bat that it definitely doesn’t deserve its place among those “worst Star Wars games ever created” lists I sometimes see it on.

First, TFU2 dials up the already nice graphics and sound from the first game just a bit, particularly when it comes to the pre-rendered cutscenes. This game will have Star Wars nerds salivating with its aesthetics, for sure. I absolutely cannot complain here – I was impressed.

The rebel fleet running away, as usual.
“The rebel fleet running away, as usual.”

Now, TFU2 plays almost exactly like the first game. The systems have been polished a bit to the point that I don’t really recall running into the issue with accidentally targeting the wrong enemies or objects with force powers that apparently aggravated me a lot during my playthrough of the first game, which is great. Also, this time you start with most of your force powers unlocked and spend the first several levels more or less owning the faces off of all of your enemies without much of a challenge. This I like! Of course, there was a point at which I seemed to hit a bit of a sudden shift in difficulty, with some boss fights and even some normal set pieces being quite challenging. Unlike the first game’s reliance on enemies that were immune to certain attacks (which are here as well but seemingly less prominent) TFU2 seems to delight in challenging the player by simply filling a single area with a large amount of different, averagely difficult enemies at one time. I think this became most noticeable after the introduction of those damn terror droids and the later terror walker boss. Ugh!

Bringing down an AT-ST.
“Bringing down an AT-ST.”

At around the same point in the game the polish gets noticeably turned down just a notch, with environments and puzzles getting more repetitive and checkpoints seemingly placed with less of a generous hand, meaning repeating larger chunks of gameplay and even character dialog upon dying. Oh, and platforming sections – did I mentioned platforming sections? Still, overall the game was a fairly smooth ride and despite TFU2’s reputation for being unfinished and buggy, I actually ran into zero bugs during the main campaign.

The story was one of the things critics panned the most. Yes, there isn’t much substance to it. It’s entirely throwaway, in fact, and it doesn’t fit cleanly into the canon (err, I guess “legends” now!) Still, I remember watching at least one review video that panned the plot for being all about Starkiller‘s emo clone desperately and hopelessly chasing after a woman for no real reason like the plot of some lame 80s teen movie. It definitely looked silly the way it was presented but it turns out that this was largely creative editing. In reality, Starkiller’s clone is understandably emotional and unstable and attempts to flee the empire’s control. His obsession with Juno came across as a desperate grasp towards one of his only remaining, shared memories and not some kind of unrequited crush. I had no real problems with it.

Enjoying the view on Cato Neimoidia.
“Enjoying the view on Cato Neimoidia.”

Despite choosing the lightside ending of the first game, which resulted in Starkiller fucking up both Vader and the emperor, but ultimately dying as a martyr to the fledgling rebellion, knowing how inconsequential Starkiller’s clone was in TFU2 inspired me to strike down Lord Vader which led to a pretty surprisingly result that lead perfectly into my playthrough of the Battle for Endor DLC mission. I gave myself an appropriately dark side looking costume, my trusty old red lightsabers, and headed to Endor with bad, bad intentions.

The Endor DLC was a lot of fun. First, it added some much needed variety to the scenery of the main game – the lush jungles of the forest moon of Endor, of course. It also added two new enemies in the form of rebel troops of various types and, of course, motherfucking Ewoks! Both of these could be surprisingly annoying foes, but brutalizing Ewoks en masse kind of made any difficulty in these sections totally worth it. I especially enjoyed the special grapple attack move which performs some kind of hilarious force punt to the poor little bastards. Also, and this has been spoiled long, long ago so I don’t feel bad by saying so, and it’s totally non-canon in ANY version of the Star Wars universe, but Starkiller’s clone manages to brutally execute both the dynamic duo of Chewbacca and Han Solo AND the inexplicably badass-Jedi version of Princess Leia. Awesome. The end was a little confusing and, ultimately a cliff hanger for I assume further DLC that unfortunately never came out.

Getting all Darth Sidious on Vader's ass!
“Getting all Darth Sidious on Vader’s ass!”

Overall, despite the occasional frustrating fight, repetitive sections, and the throwaway story, Star Wars: The Force Unleashed II was a quick, fun playthrough that I’d recommend for any Star Wars fan who can distance themselves enough from the canon to have a little dark side fun or who enjoyed the first game enough to want more of the same. Just don’t go in looking for anything long or with an engrossing story…

PC screenshots plundered from sources throughout the galaxy by the Knights of Ren.

Dead Presidentes

I haven’t been doing a lot of gaming lately, period, due to work and other responsibilities taking up most of my time, and most of my tiny bits of game time have been spent with some retro titles I hope to review soon. That said, I have found a little time to play some new things.

After enjoying random bouts of trading off the controller for games she’s been playing, like Assassin’s Creed IV: Black Flag and Grand Theft Auto V, my girlfriend and I decided to try finding something we could play together. I suggested she play through Telltale’s The Walking Dead, and that I’d be happy to hang out and watch since I loved the game and had only played it one time, and was curious to see how it might play out differently for her. Long story short, she had a great time and was interested in playing other Telltale games in the future.

Clem is still in panic inducing constant danger.
“Clem is still in panic inducing constant danger.”

The Walking Dead: Season Two was an obvious choice for the next game. We decided to take turns playing the chapters while the other watched which worked out quite well. All in all, the game is more of the same as the first season. Not much in the way of pixel hunting and inventory puzzles, with dialog choices being the player’s main input into the game, plus the addition of occasional action (often quick time event based) sequences. As with the first game, where it really shined was with the story and character development. In fact, I have quite a hard time deciding which game I liked best – a problem I honestly didn’t expect to have.

Lee was one of the most enjoyable aspects of the first game, and likewise Clementine’s struggles are almost equally, if not equally, compelling. Season Two seems to be a little bit more willing to shock the player with unexpected plot twists and the occasional tragic death or random gory moment. While the first game had me invested in Lee and he and Clementine’s fates, the second one had me deeply invested in the story itself – I constantly found myself pining to find out how a foreshadowed event was going to play out, what the next twist would be, and eventually, how the game could possibly wrap up to a nice conclusion with the desperate situation the party eventually finds themselves in.

Well, a wordy reply isn't always required...
“Well, a wordy reply isn’t always required…”

I also felt like the fact that, unlike the first game, Season Two ACTUALLY effectively branches out into various different endings, was much more interesting and satisfying. The first was satisfying in its own way, don’t get me wrong, but overall the second season left me feeling unusually satisfied with my experience. The characters and story are well developed and the switch of lead protagonists to Clementine avoids feeling like it’s just a gimmicky cash grab after the somewhat unexpected success of the first game. Not at all. Awesome! While there doesn’t need to be a season 3, if there is they’ll have to make it look pretty disappointing to not have my interest.

For our next game I decided to pick up the console version of Diablo IIIDiablo, you may remember, is a game series that I like a lot, and I’ve heard nothing but good things about the console ports of Diablo III, especially when it comes to same screen cooperative play. Unfortunately we haven’t had much time to try to play through it since we first picked it up so more on that one later, but at the same time we also randomly picked up a copy of Tropico 4 for the Xbox 360.

Political prisoners in training.
“Political prisoners in training.”

Tropico is a series I’ve had my eye one since the very first game was released. The concept is excellent – a SimCity like city builder game focused a little more on the social and political side of building and running a city, with the tongue in cheek twist that you’re the dictator of a tiny island nation very obviously inspired by Cuba. All the stereotypes are there – does El Presidente try to appease the USSR or the USA? Does he (or she) set up democratic elections, SET UP democratic elections, or simply assassinate any political opponents that come his way? Oh yeah, and let’s not forget rum and coffee exports.

This introduces all kinds of new challenges – since you’re an actual island NATION, not just a city, resource gathering and production are highly important, as are keeping the local political hopefuls and dissidents in check, and keeping the geopolitical powers happy with you too. Managing imports and exports, as well as immigrants and tourists, all while growing you country and your city. This lets the developers add all sort of systems into the game that can allow for some fun and challenging scenarios as you might easily imagine.

Viva la stable economy!
“Viva la stable economy!”

The port is surprisingly well done for a PC-centric strategy game ported to a console with a great adaption of the interface and controls to the Xbox 360 controller, and despite mostly just playing with the sandbox mode so far, both of us have sunk plenty of time into the game and enjoyed it immensely so far. The campaign offers the same gameplay but with a combination of specific goals and artificial adjustments of factions, events, etc. to mix things up a bit. I’ll probably end up picking this (and some of the other titles in the series) up on Steam at some point and playing it the way it’s meant to be played, but this has been a great purchase for something we just happened to pick up on a whim.

More soon!

Screenshots stolen from random filthy capitalist pigs!