Category Archives: Game Logs

And I Can’t Deny.

Tonight there's gonna be a jailbreak... somewhere in this town!
“Tonight there’s gonna be a jailbreak… somewhere in this town!”

I beat Grand Theft Auto 4: The Lost and Damned last weekend. I don’t have a lot to say about the ending – it wasn’t disappointing but it wasn’t as good as I felt like it could have been. Still, great game and, again, worth the 20 bucks if you’re a GTA fan. Oh, and I loved the ending credits which showed these slow motion, panoramic, birds eye views of scenes from both GTA 4 and TLAD and how some of them tied Niko and Johnny together. Very enjoyable.

The next game I’ve picked to play out of my Xbox 360 backlog is Battlefield: Bad Company. I’m a big fan of the series starting all the way back with the original Battlefield 1942 on PC but I’ve never really got into any of the attempts to bring the series to the console. I played a healthy amount of the demo of the Xbox Battlefield 2: Modern Combat and watched some friends play the Xbox 360 version when it first came out but these console version just never seemed to be as appealing to me as the PC versions. Bad Company, built from the ground up as a console game with actual effort being put into the single player mode, seemed like it could be a good opportunity to break the mold and indeed reviews of the game were pretty favorable.

The game greets you with an awesome little lounge tune on the menu screen that feels humorously out of place for a war game (obviously intentionally) and brings in some nice cinematic cut scenes as you kick off the campaign. A great first impression. Once I got into the game, however, I was immediately sapped by the odd field of view the game gives you – it seems super narrow and therefore feels unusually zoomed in compared to most first person games. This wasn’t a problem, per say, it just took a little getting used to.

Once I played around in the game a bit I was quite impressed by this new “Frostbite” engine that DICE put together. The graphics look pretty good with some interesting lighting and shadow effects. The maps are fairly large and the draw distance seems quite respectable. I didn’t really notice any crazy pop in or other issues like that either – in fact the only real immersion breaking thing I ran into was the disappearance of destroyed vehicles after a couple of minutes – it seems rather odd for destroyed vehicles and dead bodies to vanish when so much effort has been put on making the environment destructible. You can knock the side off of the building and it’s gone for good, yet the wreckage of the giant heavy tank next to it vanishes into thin air? Eh, that’s a little knit pick I suppose.

Yeah, it's kind of a fixer-upper.
“Yeah, it’s kind of a fixer-upper.”

Speaking of the environmental destruction though… Wow! It’s great. Trees, signs, fences, etc. all (finally!) fall down when your tank goes barreling into them. Some shots even seem to leave craters in the ground. The experience of walking through a forest only to have a group of trees suddenly fall all around you from a surprise cannon blast is totally unique to say the least. The world doesn’t necessarily feel too delicate though – your dune buggy won’t be knocking walls off of buildings and you’re not going to spray your assault rifle into a forest and watch dozens of trees come cascading down.

As far as buildings go I was pretty skeptical at first given that you can’t blow up everything. Indeed, only certain walls will blow out – you can’t completely knock a building down to it’s foundation or anything that drastic but it is an still extremely effective. With tanks firing cannon rounds, helicopter firing rockets, and soldiers lobbing RPGs and grenades all over the place in a lot of these fire fights it is great to actually see some tangible destruction as a result.

There was at least one occasion where a couple of enemy soldiers were holed up in a barracks and the door was on the other side of the building from where I was standing. I decided rather than go around the barracks and risk getting shot at from the windows just to lob a M203 round at the side of the wall and walk straight in. There have also been a few occasions where the illusion of safety presented to me by taking cover behind a wall in typical video game fashion suddenly went out the window as the wall I was hiding behind crumbled down and I was left completely exposed. On the other end of the spectrum during one firefight I was dashing between buildings evading enemy fire when an enemy chucked a grenade at me. It didn’t injure me notably but it did destroy the wall to a building behind me suddenly revealing another enemy who, apparently finding his morning shave to be much less of a priority, started firing on me from my other side. Neat.

Beyond the destructible environment the engine seems to have quite a lot of nice effects that help the action feel more alive. On that front the sound in this game is also great. While I wouldn’t suggest that the sounds themselves are particularly realistic they’re very satisfying. Thumbs up to the responsible parties at DICE.

Guns feel pretty good though I do wish the damage was a little higher. I just hate having to pump half a magazine into a dude to kill him. Vehicles, so far, feel decent enough though the controls took a bit of getting used to. I’ve still yet to climb into a chopper at this point though. The controls for on foot are pretty good though – you can swap between weapons with the right shoulder button and between other gear with the left. The right trigger fires while the left zooms to your iron sights. The other gear I mentioned can be anything from C4, RPGs, and laser designators to your trusty healing syringe. Melee (a knife) has it’s own button but seems to deploy a little too slowly for my tastes, especially after playing Halo 3 recently.

I've got my eyes on you, tree!
“I’ve got my eyes on you, tree!”

The healing syringe system is pretty different – you can switch to this item and heal yourself completely with the press of a button as often as you like. While there is a recharge timer to keep you from spamming your heal it is pretty short. It kind of reminds me of a manual take on the whole Halo shield recharge system that so many games have barrowed over the years. As silly and unrealistic as it is I think I actually like it. Speaking of health, when you do actually die you don’t really incur much of a penalty. You’re basically revived a short distance from where you died, with your squad, with everything you did just before dying persisting. Between those two features you can feel pretty invincible at times even during some of the more difficult sections that have you healing and respawning constantly.

Your squad mates have it easy too. They never really die, they don’t need to be healed, and they’ll even rubber band to your position when need be. In fact as soon as you hop in a vehicle, no matter where they are on the map, they’re in it with you. Pretty unrealistic but it works well enough. On the other hand it does give you the impression that your character is the focus of the game despite the story telling you otherwise – that is, your character is the new guy in your squad and you’re certainly not the leader, yet your squad mates follow you around and never seem to object to any decisions you make. To be honest this stood out as feeling a little odd to me from the very beginning – your squad leader pretty much only actually leads in cut scenes. Ah well, at least these AI squad members are actually capable of killing enemies from time to time.

One last thing to mention is the humor. I honestly thought there would be a lot more of it. Sure, there are a few funny lines here and there but what little comedy is there often fails to impress me and I’m certainly not one of those people who is exceedingly snobby when it comes to humor. Probably the opposite, even.

I’m about half way through the game and looking forward to wrapping it up relatively quickly. I haven’t even stepped foot into multiplayer which is a significant portion of the game, if not the focus. It seems to have a lot of great features and, given the rest of the game, could be great. If I started playing it when it was first released and/or had friends playing it on a regular basis I could definitely seem myself dumping a considerable amount of time into it but most likely won’t even try it during this playthrough.

Ugh, now I’ve got the song “Bad Company” stuck in my head now and I’ve had “Jailbreak” stuck in my head on and off for weeks now thanks to TLAD.

Screenshots lifted from somewhere else since I can’t easily take HD console screenshots.

The Adventures of Tea Lad and Coffee Boy

The current game on my Xbox 360 backlog hit list is Grand Theft Auto 4: The Lost and Damned expansion. Wow, something semi-current?! Yep. I’m only about half way through with it at the moment so don’t expect a full review here but I’m really enjoying it so far. It’s definitely a much more interesting piece of content than I thought we’d end up with way back when I first found out that the 360 would be getting some extra GTA 4 content and it’s definitely worth the 20 bucks if you’re a fan of the series.

Not at all conspicuous.
“Not at all conspicuous.”

As I’m sure almost everyone who is still reading by this second paragraph already knows TLAD is essentially a whole new game – a new cast of characters, a new story, a slight change in focus from GTA 4, and there are even some features of GTA 4 that have been removed from TLAD for various reasons. One of my favorite things about this new side story is that it isn’t very long. While some people might take issue with that for me it means the game’s story should resolve itself fairly quickly and hopefully by that time the repetition of playing the same typical GTA missions over and over again won’t have reached the point of tediousness yet as it occasionally had in past GTA games.

A small change but one well worth praising is that missions tend to have more check points. It’s now much more likely that if you’re doing a long, multipart mission and fail you won’t have to start over from the very beginning. This makes failing much less aggravating – something I complained about in past comments about GTA 4. In contrast I was doing some side missions (the optional missions Stubbs offers, for the record) which didn’t have this feature, in fact they didn’t even have the usual text message retry feature at all and failing those, even a few times, annoyed the hell out of me. These check points should be in every mission, even the ones that don’t feature any real story such as the collection and gang war missions. The number of times I’ve gotten smoked in a gang war is ridiculous (I’m a bit rusty at GTA 4’s combat system, I admit) and the ability to retry one, starting over just after collecting my gang members, would make them so much less painful.

Back to the important stuff though. I’m really enjoying the story and the new characters so far. The whole biker gang angle is something fairly new to GTA and feels pretty fresh. Johnny is probably a more fascinating character than a lot of people give Rockstar credit for – I’ve read a lot of comments accusing him of being a violent, bullying scum and all around low life but, while that might not be completely off base, it is clear from the power struggle between Johnny and Billy, amongst other things, that Johnny is in no way that one dimensional of a character. The same goes for some of the other Lost members as well.

Riding off into the sunset...
“Riding off into the sunset…”

I also dig the bikes. I thought the motorcycles in GTA 4 were more fun and less of a liability than those in past GTA games and would often have Niko nab one for quick runs through the city. Sure, they still hurt like hell when you wipe out on one but it is generally easier to avoid collisions thanks to their small footprint and high degree of maneuverability. I’ve got to comment about the apparently improved physics of the bikes in TLAD though – I don’t see it. They feel more or less the same to me as they did in GTA 4 proper and there are still some physics oddities, maybe even more. While every single time it happens I find it damn hilarious when my bike hits a tiny bump and is suddenly catapulted 50 feet straight up in the air my amusement quickly turns to concern as I realize I’m probably going to take some significant damage as well as be knocked off my bike when I land. If this happens in the middle of a difficult mission you’ll be ready to throw your controller through your TV. Thankfully it doesn’t happen too frequently but it still occurs enough to mention.

On a final note I did make it to the infamous penis scene. I talked about it quite a bit on last week’s podcast. To clarify my level of interest and excitement about the subject I’m not any kind of cock enthusiast, rather I felt like it was somewhat of a milestone in gaming. Male full frontal nudity displayed in such a way in a mainstream game? I think some sort of new barrier has been broken.

Screenshots lifted from somewhere else since I can’t easily take HD console screenshots.

Overdone

I was able to finish up Overlord last weekend, thank goodness. Though I liked the game it felt a little too long to me and I was more than ready to move on.

A few notes about the last bit of the game:

First, whoever cast the voice actors for both the Jewel and Kahn characters needs to be smacked. Acting ability aside the voices don’t match either character to the point of ridiculousness.

I’ve also got to say that having the checkpoint right before the final boss fight require a few minutes of travel, combat, and other dicking around was a little annoying even if I did only die a few times in the attempt. Admittedly this might have been my fault for not taking better advantage of the save system, I’m not positive, but in any case a checkpoint upon entering the final boss battle might have been nice.

Take their women and children first!
“Take their women and children first!”

The plot twist at the end threw me a bit of a curve ball – I didn’t really see it coming (even forgetting having it spoiled when the game was first released) and was pleasantly surprised by it. The issue of the heroes you go after not being all that “good” that I mentioned in my earlier entry about Overlord actually ended up being explained in the end though I can’t say much more than that without spoiling it.

I didn’t really go after the achievements after beating the game. I was going to go for a few but after finding out the hard way that I couldn’t get my 100% corruption achievement after beating the last boss the wind was a little knocked out of my sails. This was especially disappointing since the only reason for doing some of the more dickish things I did was to get that achievement and the one task I lacked was relatively minor and not even related to the story. Ah well…

I am much more curious about Overlord II now though. Will it be a continuation of the same story? They certainly left the door open at the end of the first game. Will the controls be refined? I could definitely use some tweaking when it comes to more precision arrangement of my minions. How about the adventure and RPG elements? Comparisons to Fable 2 are inevitable. We’ll have to see.

Well, that’s one more game in my Xbox 360 backlog crossed off the list. Next up I’m actually playing a relatively recent release. Who would have thought?

Screenshot lifted from somewhere else since I can’t easily take HD console screenshots.