Category Archives: Game Logs

Bayonets and Bats

Excuse my absence, and welcome to 2014! Despite the lack of updates I have, in fact, continued slowly slogging through my Xbox 360 backlog.

First, I was feeling like revisiting the World War II theater (most certainly inspired by recently watching HBO’s excellent mini-series “The Pacific”) and had a few selections in my backlog to choose from. I decided to finally check out Call of Duty: World at War’s single player campaign. I knew this was a risky move given my numerous issues with Call of Duty 4: Modern Warfare and Call of Duty: Modern Warfare 2’s campaigns but I remembered it looking really cool when it came out and hey, this was Treyarch this time, not Infinity Ward, so I thought maybe they’d handle things a bit better. I thought wrong.

It's pretty, I'll give it that much...
“It’s pretty, I’ll give it that much…”

As usual this is another Call of Duty campaign filled with insanely annoying “meat grinder” choke-points, infinitely spawning enemies, and less than seamless trigger points. I’d so much prefer to be able to have some freedom to flank around my enemies and use whatever tactics I can come up with to progress through the battlefield but that simply isn’t what Treyarch was going for here. I mentioned this in both my posts about CoD4 and CoD:MW2 and I don’t feel any different about it in WaW.

The PBY mission was a little different, even if it was on rails.
“The PBY mission was a little different, even if it was on rails.”

This may be my last Call of Duty campaign. In the aforementioned games I generally felt like it was the level structure that was bolted on to the otherwise great game systems (that work so well in multiplayer) that was the problem. This time I didn’t even enjoy the underlying systems. They just DO NOT work in single player with the insanity of the infinite enemies and the rest of the chaos going on. It’s always been pretty clear to me that the chaos of large scale battles is part of what they were trying to pull off with all of this scripted tomfoolery but I simply don’t find it fun or otherwise particularly gratifying. It’s cool to see the first few times, sure, but once you’ve seen behind that curtain all of the awe of these big set pieces fades away and you’re just left with trying to muddle your way through the remaining annoyances that make it all tick.

Oh, and I know people bitched about grenades in CoD4 but… what the fuck Treyarch? In many of the missions in this game I felt like the village idiot being pelted by frag grenades from every direction instead of rotten vegetables, and I must have looked like one too as I frantically ran back and forth trying get out of their blast radius or throw them back away like some kind of wildly incompetent juggler chasing his balls across the stage. Seriously, who thought this was fun?

Nazi zombie invasion!
“Nazi zombie invasion!”

I never played any of the multiplayer modes in WaW but they sounded like an odd (read: bad) re-skin of the same systems from CoD4. Dogs instead of helicopters? Okay then. Still, might be fun? The one thing I did do, which is also the most celebrated new thing WaW introduced to the franchise, was “Nazi Zombies” mode with some friends via split screen a couple of years back. Sure, it is a simple take on the now almost ubiquitous Horde/survival mode that was all the rage for a few years there, but it was one of the first ones I know of to introduce some new persistent wave to wave systems to spice up the gameplay. Boarding up windows and managing your weapons as your area of responsibility expanded was pretty compelling gameplay, especially when played cooperatively as intended. Of course this mode was expanded on greatly in later Treyarch CoD games so checking it out now is almost purely for the curious.

Onto bigger and better things, I finally got around to playing through Rocksteady’s Batman: Arkham Asylum despite first playing (and enjoying) the demo way back before the game was released. What can I say? I’m slow. You guys should be used to this by now…

This game could have ended so much more quickly.
“This game could have ended so much more quickly.”

Arkham Asylum is, foremost, the best realized Batman video game ever. I say this for two particular reasons: Despite coming out at around the same time as Batman Begins, Rocksteady’s vision of Batman is unique, taking bits and pieces from all kinds of previous works and compiling them into something that really feels like the Batman that comic, cartoon, and movie fans love. The other is the gameplay, which is at last a good representation of what the character of Batman does. Sure, we’ve had plenty of fist fighting and grappling before, and even a little zip lining here and there, but Arkham Asylum combines fun fighting mechanics with a little stealth, a twist of vertical platforming, and a splash of puzzle solving detective work, all with an appropriate layer of super-inventor gadgetry item use.

While I didn’t grow to love the combat system as much as I suspected I might it’s definitely fun to dive into a huge group of thugs and tear them apart. I also really don’t think of this as much of a “stealth game” despite seeing a lot of people refer to it as one. That’s totally fine, Batman isn’t a ninja after all. He will, on the other hand, stalk you from the shadows until he has the perfect opportunity to suddenly hang your ass from the rafters to turn you into an example to the rest of your gang, and Arkham Asylum definitely delivers there. I wouldn’t have minded seeing a bit more puzzle solving and storytelling blended into the mix but I admit that’s a bit more subjective.

Detective mode + gargoyles. The native habitat of the batmen.
“Detective mode + gargoyles. The native habitat of the batmen.”

I was a little surprised at how blatantly “metro-vania” structured the game was, with the old “slowly gaining unlocks that allow access to previously inaccessible areas that you need to go back to paced out throughout the game” mechanic out in full effect. Thankfully most of the more tedious backtracking is allocated to the multiple item collection tasks in the game. These are completely optional and I chose not to go out of my way to participate in them this time though I definitely think I would have tried to 100% the game if I had played it back at release. That said, while I often really like metro-vania style games I think I’ll prefer the more open-world style of the later “Arkham” games when I eventually get around to playing them.

Overall, the triumph of Batman: Arkham Asylum is that it manages to make the player feel like they’re stepping into Batman’s shoes for a little while. It’s empowering and somewhat unique, but most importantly it’s damn cool. I’ll definitely be putting Arkham City on my shopping list!

As usual, Xbox 360 screenshots are stolen from people much cooler than me. Honestly, even if I had an HD capture unit I can’t imagine going through all of that work just for a few shitty screenshots.

Halloween Spirit

You know, like a lot of kids when I was young Halloween was easily one of my favorite times of year. Insane amounts of delicious, horrible candy, cool macabre decorations everywhere, and of course the costumes… oh the costumes! As an adult I still enjoy all of these things, plus we get the addition of drunken Halloween bashes and the seemingly ubiquitous “sexy” adult costumes to boot. Upgrade!

Still, for me Halloween as an adult has been largely a bust. This year wasn’t going any different so I decided to try to head it off at the pass a little bit and get back in the spirit of the holiday – watch a couple of horror movies and, hey, why not play something Halloween themed too? I could have gone with one of the numerous horror or zombie themed games out there these days but instead If decided to cross Double Fine’s Costume Quest off of my XBLA backlog. I’ve been wanting to play it since the first reviews of it rolled in and what a better time than the week of Halloween itself?

Serious business...
“Serious business…”

Costume Quest isn’t a horror game. It isn’t even a scary game. It is, on the other hand, Halloween… as… fuck! It’s about a pair of siblings going out trick or treating when one of them gets kidnapped by a group of monsters that seem to be in the process of a massive candy heist. The theme of Halloween night and the childhood tradition of getting really hyped about getting dressed up and scoring mountains of candy is pulled off incredibly well. Even better perhaps is the relationship your character has with their sibling – the sometimes apathetic, sometimes love/hate relationship they have with each other really adds an authenticity to the experience. After all, if you had siblings you were sharing your holidays with them, for better or for worse. The writing is great and while I suppose it is kid friendly, this is clearly a game written by adults, for adults, and it’s hilarious.

Spying on some grubbin scum.
“Spying on some grubbin scum.”

The game itself is a sort of simplified take on the classic JRPG. Your party roams around in a top down “overworld” perspective talking to NPCs, collecting and searching for candy, trick or treating (of course) and doing various, simple quests along the way, all with a fun, highly stylized and cartoony presentation. The combat is fittingly styled after traditional turn based party battles, with different costumes (which are collected throughout the course of the game) granting different powers and abilities. When the fight mode kicks in the graphics amusingly shift into a more realistic, gritty style giving the player a glimpse of what the world apparently looks like in the imaginations of our protagonists. Excellent!

Costume Quest has an overall high quality, nicely polished feel to it, which is what I’d expect from Double Fine. Maybe my only complaint here would be the lack of any voiced dialog but honestly I think I’d rather read text than have these snarky kids represented poorly by horrible adult attempts at child voice acting. It’s also a nice, short game clocking in at maybe 8 hours tops which I appreciate as the JRPG mechanics would probably overstay their welcome with me otherwise. There is an expansion, Grubbins on Ice, but it didn’t really sound like it offered enough to justify extending the experience any further so I opted to skip it for now.

You bet your ass I used the Macross inspired robot costume!
“You bet your ass I used the Macross inspired robot costume!”

With what little I’ve written here I hope you can pretty clearly see the appeal of the game. Literally every one of my friends that I’ve described it to since I started playing thought it sounded awesome and I definitely enjoyed my romp through it. Perhaps some of the best praise I can give it is that it succeeded in helping remind me of what I loved so much about Halloween as a kid and rekindle a little of that Halloween spirit. Of course, all of this delicious candy I’m stuffing my face with doesn’t hurt either…

As usual, these console screenshots were stolen from elsewhere…

Escape from Oblivion!

I sure have been slacking on updates lately. Truthfully though, it’s not because I haven’t been gaming – I was simply in the mood to play a little more Elder Scrolls IV: Oblivion after my last Garn update and so I decided to run out and pick up a used copy of the Xbox 360 GOTY version and go achievement hunting. Great plan, eh? Kind of at odds with trying to burn through my backlog though, especially with as little time as I’ve been gaming lately. 4 months later and I’m finally done. Ugh.

This was my first time playing Oblivion on console and I found playing the game with a controller surprisingly comfortable. With that, I also finally understand some of the odd choices they made with the interface in Oblivion – I always knew they were for the benefit of console players but the Oblivion interface actually works quite decently on Xbox 360. I admit it was a little odd not being able to apply mods or use the console for quick fixes but all in all it was quite a smooth experience and it was nice to play the game “pure” again considering my Garn playthrough is stacked with all kinds of mods.

I ended up rolling a female dark elf focused on stealth and archery. First, I don’t usually play females in RPGs, usually opting to make my characters rough approximations of myself, but the whole point of this playthrough was to try doing things a little differently. Likewise, I know the whole “stealth archer” path is extremely popular in the newer Elder Scrolls games but I’ve never found the idea of going with archery as a primary weapon all that appealing. Very quickly into this game my opinion changed, however. While stealthing around and doing most of my killing from afar is definitely a little slower paced, it feels much more empowering than doing traditional melee or magic builds. Stealth headshots for huge damage insta-kills are extremely satisfying though I admit I did find myself using my sword more and more as my character grew in power simply to speed things along.

Into The Mouth of Madness!
“Into The Mouth of Madness!”

I decided to play her as a ruthless (but not quite evil) assassin and brought her through the Dark Brotherhood and Thieves Guild quest lines first. I still find the Arena, Fighters Guild and Mages Guild quest lines to be rather tedious to repeat though, especially after not wrapping up the later too long ago in my Garn playthrough. It was interesting to observe that I was almost shepherded into being a semi-lawful, good character as I went through those later guilds and finally into the main storyline. By the time I was done my character didn’t quite feel like the one I had started out with and I didn’t feel like that change was all too voluntary either. Sure, I suppose I could have stolen everything not nailed down and killed random NPCs indiscriminately along the way but that really isn’t what I was going for with her. Instead I found no real outlet to express my characters “alignment” (if you will) much of the time. Ah well, I suppose that’s more Bioware’s bag than Bethesda’s.

More interesting, this was the first time I played through the Shivering Isles expansion! I enjoyed the campaign quite a bit overall though I think I’m really starting to sour on expansion and DLC packs that feel too much like separate content rather than continuations or additions to the main game content. With Shivering Isles, for instance, the tone of, well, everything about the experience really felt a little “off” after just beating the game’s main campaign. I know the expansion pack was probably intended to be played after the player had already abandoned the game for a while as sort of a “return to the game” experience and I’m sure it works much better that way. Regardless, I had fun stopping the Greymarch and who doesn’t love the mad god Sheogorath?

Well, now that all of that is over with, more Garn posts coming soon!