Thursday, December 9, 2010

Less Green, Please

What is up with Drury and its need to make driving/parking a little bit harder with each passing year?  My freshman year driving was just fine; there were plenty of places to park, and getting around was relatively simple.  Then, during my sophomore year, they closed off one of the roads to make way for construction of the O’Reilly Event Center.  Suddenly it was a little more difficult to get to my parking space.  But it was just a minor annoyance and I didn’t think too much of it.  But now this year, my junior year, another avenue has been closed off.  Drury decided the best thing they could possibly do with the empty lot where Turner and Belle halls once stood was make it an empty lot with grass on top instead of creating more parking spaces to make way for the huge load of incoming freshmen.  Not only that, but one of the lanes into Freeman lot has been closed off, effectively bottlenecking the only way in or out of that parking lot.  I discovered this to my ire while driving to my on-campus summer job, and having to turn around in Drury Lane and go around campus to get a parking space.
Are you kidding me?  Why is this such a difficult concept to comprehend: that a campus should be easily navigable?  Not to mention that Drury actually cut down available parking spaces when they closed off Freeman’s entrance (at least twelve).  It also doesn’t help that so far all the new green space has done is just sit there, looking green.  Now, I know, people weren’t allowed on it for a while because the grass was growing, and now it’s all cold and stuff, but you know what?  You know those benches they built for students to sit on?  The ones that have been available to the public since day one?  Never used.  I walk by that space at least four times a day going to and from classes, and I’ve never once seen someone using the benches.  I even had to shoot a story on the green space for DUTV, and I was out there for a full fifteen minutes before someone even walked through the space so I could interview them.  What a waste. 
I can’t help but feel this is nothing but a ploy for Drury to snag another sustainability award.  We won it last year for doing things that actually help, like removing trays from the Commons to reduce the amount of dishwashing, or the slow phasing-out of trash cans with recycling bins.  But this just feels pointless.  So what if we have another field?  How is that helping?  It may make campus look prettier, but, so?  It’s not making campus sustainable, it’s only making it look sustainable.  It’s not the same.

PlayStation Roundup

Semester's almost over.  And yet, so close to the end, my PlayStation 3 sits unused, as it has since I came back from Thanksgiving break.  I haven't been able to touch it because of all the work I've been doing the past few weeks.  Nor have I been able to play any casual online games.  What's a blogger to do?

How about giving a brief judgment of all the games I've played on the PS3 this year?  What better way to wrap up the semester than with one general, overall look at what I've been playing?

Assassin's Creed II-4.75/5: you already know why.

Dead Space-2/5: this was really disappointing.  Everyone who plays this game says it's one of the best (and scariest) things they've ever played.  All lies.  Boring, repetitive, unscary, no surprises, repetitive, cliche storyline, and repetitive.

Metal Gear Solid 4: Guns of the Patriots-3/5: Another disappointment, but this one was much more minor.  It's the end to one of the longest-running game series of all time, and as an ending, it's pretty good.  Too bad a lot of it's rushed, and the gameplay isn't very exciting.

Ninja Gaiden Sigma-3.5/5: They weren't kidding when they said this is one of the hardest games ever made.

Ratchet and Clank Future: Tools of Destruction-4.5/5: I love the Ratchet and Clank series, and after a disappointing previous entry on the PlayStation 2, this game reminded me again of why I love it so.

Resistance: Fall of Man-4/5: This one was a surprise, like Metal Gear Solid and Dead Space, but this was actually a pleasant one.  I was expecting a pretty boring shooter going into it, with nothing really special or defining.  And for the first few levels it was.  But about 1/4 of the way through, it turned into one of the most fun and exciting shooters I've ever played.

Uncharted: Drake's Fortune-4/5: This one's unfinished so far, butr at the moment it's very, very fun.  It has one of the most cinematic storylines I've ever seen, and fun platforming (jumping around) gameplay.  The only problem so far is gunfights that stretch out wayyyyyyyy longer than they need to.  We'll see if that becomes enough of a problem later on to affect its score.

Wednesday, December 1, 2010

Why Aren't More Sequels Like Assassin's Creed II?

Sequels aren't good.  Sorry.  They're not.  Any time a sequel to a popular movie/game/book is announced, caution is always the best approach since usually a sequel, instead of focusing on the continuing stories of the characters, revolve more around spectacle and crowd-pleasing.  I point to Iron Man 2 as a good example of sequel-itis.  That or Pirates of the Carribean.  But sometimes, sequels not only continue the stories set up by the first installment logically, but also manage to go back and pave over flaws that hampered the original.  Assassin's Creed II is such a sequel.


Assassin's Creed was a game full of potential.  You play Altair, a member of a secret society of Assassins devoted to maintaining order in the world.  Basically, you bop around the Crusade-era Middle East and assassinate members of the Templar order, who are trying to bring the Holy Land under their control.  Fun idea, but very fatally flawed.  The gameplay was the main issue.  It was repetitive to the point of annoying: there are nine different assassination missions and all of them play out almost the exact same way: you go to some ancient city, punch a few witnesses until they give you information about your target, go to target, stab, and run away before you're killed by guards.  Fun the first time, but by the final time it's maddening.  In addition, Altair kind of sucked a little as a main character.  He's bland, doesn't have much personality, doesn't go through much growth, and basically just jumps around rooftops like a badass and not much else.  There's also a science-fiction subplot that's more annoying rather than intriguing, the way they were intending.

But the sequel went back and, if not fixed completely, tweaked the problems enough to make it almost an entirely different experience.  In the sequel, you play a noble named Ezio Auditore de Firenze in Renaissance-era Italy.  He is a descendant of Altair (don't ask me how that's possible) who, after his family is betrayed and executed by Templars, dons the Assassin's cape and hunts them all down in a fit of angsty vengeance.

This game should be the poster child of videogame sequels.  Remember that repetitive gameplay I told you about?  Almost non-existent in this game.  The game has a much more narrative-style flow, which means your missions can be escort missions, or tailing missions, or simply walking around exploring the sights.  You even get a chance to fly Leonardo da Vinci's flying machine halfway through the game.

Also, Ezio is everything Altair isn't.  Ezio has depth, and multiple levels to his character, something Altair heavily lacked.  Ezio starts out as a brash womanizer, and even when he starts his revenge, he still has a bit of fun-loving flair to him.  Even his angst is believable.  It's not annoying and not focused on, and his character arc as he slowly begins to accept his birthright as an Assassin is handled subtly and naturally.

I'm not done with this game: unfortunately, since school's started up again, I don't have any time to play.  But so far, I'd say it's the best game I've played this year; even though it came out last year.

http://www.youtube.com/watch?v=rPTAWHywY6E

Wednesday, November 17, 2010

Final Fantasy IX

Too bad there aren't any turkey-related games to do another holiday-themed post.  Oh, well.  This time, let's talk about what I'm playing right now.


Even if you've never played a single game in your life, there's no way you haven't at least heard of the Final Fantasy series.  It's one of the oldest and most enduring game franchises around, second only to icons Mario and Sonic.  It's been around almost as long as console gaming itself, appearing first on the Nintendo Entertainment System in 1987.  Now, twenty-three years later, there are over thirty games in the franchise: fourteen in the main series, and endless spin-offs, compilations, and re-releases that have had a say on pretty much every console imaginable: there's even two movies and a TV series based on the games.

This particular entry, Final Fantasy IX, is my personal favorite (of the ones I've played), and I would even go so far to say it's my favorite video game of all time.  What makes it so great?  First and foremost, the music.  The music in this game is beautiful.  With the exception of a couple shoddy tracks near the end of the game, the soundtrack is flawless.  The music sets the mood perfectly no matter what setting you're in; if you're in a haunted forest, it's tinkly and eerie; if you're in the middle of a chase sequence, it's fast and intense.  One of my favorite tracks is this one, which plays during one of the game's many minigames.

The plot and characters are also awesome.  One of my philosophies of entertainment is, Cliches and stereotypes are okay if you can make them interesting.  This game is Exhibit A.  The story is full of archetypal characters and cliched plotlines.  For example, the main character is a cocky thief who, along with his fellow rogues, kidnaps the princess of Alexandria, one of the world's main kingdoms.  Over the course of the game, he starts to break her out of her royal shell and help her become a better person, and she in turn humbles him and helps mold him into the hero he becomes later in the story.  And, naturally, they fall in love.  Or how about the cold, uncaring loner who lears about the power of teamwork and friendship?  Or the tormented warrior who pines for her unrequited love?  Or the cackling villain who literally "mwa-ha-ha"s when his evil plan is beginning to work?  If it sounds corny, it is, but it clicks so naturally, and the story is paced impeccably, with each character getting their own arc and development (quite a feat with eight protagonists).

The graphics are also fantastic (at least, by PlayStation One standards).  This was made in the days when this was considered good graphics:

Final Fantasy upped the bar and made the graphics look like this:


Granted, it's still very aged-looking at this point, but this was back in 1999, before even the PlayStation 2 had arrived.  The scenery of the game is lush, and a lot of the backgrounds look like paintings.

Even though the game has lost a bit of luster as I've aged (I blame this mostlyon the fact that I've played it at least eight times), there still hasn't been a game to come along to top it.  Even though it's an incredibly long game (40 hours of play time at its shortest), I still come back to play it every now and again.  It's just that good.

Thursday, November 11, 2010

Lazy, I Am

Well, since I've once again found myself up against a wall (it wasn't my fault; my computer broke), let's go back to my go-to fillin-up-space subject: casual games.

Today's genre is room-escape games.  These are fun little games wherein you wake up in an unfamiliar room and you have to escape.  They're point-and-click games, much like Monkey Island.  One of the best versions is Crimson Room.  It's one of the first of its kind, and has paved the way for over 50 others in the genre.  It also has several sequels, including Veridian Room and White Chamber.  There are also a few of them that put a spin on the genre, such as 10 Second Escape, which gives you, as the name implies, only ten seconds to escape the room.  To win that one, you need to play over and over and click on different things until you find the correct 10-second sequence to get out of the room.

Thursday, November 4, 2010

Moby Dick

Well, that didn't take long.  Robot Unicorn Attack has officially drifted out of the conciousness of our theatre department.  Disappointing, yes, but not unexpected.  Eventually, you just can't handle another chorus of "Aaaalways I wanna beeee with you/And make belieeeeve with you."  And once you've finally gotten over 100,000 points, it just doesn't seem worth it anymore.

But, there's another game that's been filling the robotic hole in my heart, if only a little: Moby Dick.  Moby Dick is another endless game, but this time instead of a unicorn you play the legendary whale.  You start off relatively small, eating little fish that swim past you in the ocean.  Eventually, fishermen start to float by above and harpoon you as they pass.  You retaliate by ramming their boats and then gobbling them up as they sink to the ocean floor.  As you eat more people/fish, you grow in size and get more points.  However, the boats also get bigger.  Eventually you go from tiny fishing boats to enormous galleons armed with cannons.  This game is significantly harder than Robot Unicorn Attack, but still fun.  If you're interested, here you go.

Wednesday, October 27, 2010

Best Scary Games

Well, Halloween's coming.  And, naturally, what better blog post to make than one that's Halloween-y?  Since this is a blog based more or less around games, what better option than to talk about some of my favorite scary games and what makes them so scary?



The 7th Guest (1992)


This one is definitely a nostalgic piece for me.  I've owned this game ever since it was first released, back when I was two years old.  I used to watch my mom play this game when it first came out, and then when I was old enough to play games myself, I started playing.  It tells the story of a man named Henry Stauf, who was nothing more than a petty criminal, stealing just enough to get by.  But, one day, when robbing an old woman, he accidentally kills her.  Once he does, he starts to get visions of a beautiful doll while he sleeps.  When he wakes, he constructs the the doll from memory, and sells it to a bar owner to get food and shelter for a while.  Over time he builds more of the strange dolls, and starts up his own business selling them.  The dolls are unbelievably popular among the children of Harley on the Hudson (the town he lives in), and he quickly becomes a millionaire.  However, one by one, the children of Harlye begin to succumb to a mysterious, uncurable disease.  When this happens, Stauf suddenly closes shop and shuts himself away in a big, mysterious mansion on a hill.

Cut to an unknown number of years later (presumably the 1930's, judging by the costumes of the characters), and six seemingly random people receive invitations in the mail asking them to stay the night in the mansion for a party.  They arrive at the house and quickly discover that something's not right: the house is empty, their host is nowhere to be seen, and they have each been left individual letters telling them they are to play a game, one that involves a mysterious seventh guest that hasn't arrived yet.  The letters promise each of them that they will be rewarded with their most secret desire if they win the game.  From there it's a macabre ghost story, filled with murder, intrigue, and of course, lots and lots of spooky occurences.  You play a mysterious entity (named in the manual as Ego) who arrives at the house with no memory of who he is and what he is doing there.  You travel through the house trying to piece together who you are and what happened to all of the guests.  Every cutscene you see is a memory, a projection made by the house that plays back events that occured.

This is a puzzle game, somewhat in the same vein as Monkey Island, but a little more basic.  Instead of being given a series of tasks to accomplish through item collection and exploration, each room of the house has a logic puzzle to solve.  Solving the puzzle unlocks a cutscene which provides another piece of the puzzle of what happened that fateful night.  Some of the puzzles are easy, and some (such as an Othello-style game that pits you against the computer's AI) are insanely difficult.  But all of them can be defeated with patience and a little note-taking.

The problem is: even though I said above that I would be talking about scary games, this game isn't very scary.  The game is very tongue-in-cheek, and is more bizarre than actually scary.  A lot of the ghostly events that occur are corny and silly (such as a skeleton playing an organ) and, especially since the game is nearing its 20th birthday, it's starting to look really dated.  Also, the actors are all really, reaaalllly bad, and add to the game's camp value rather than scare value.  Third, the story makes no sense.  All of the cutscenes are shown out of chronological order, so you have to piece together exactly how the night progressed yourself.  There are some holes in character progression (one character's death is never shown, and it's unclear whether Stauf killed her, or one of the guests did, or if she's possessed, or a ghost; it's weird).  And the ending is random, doesn't make sense unless you look at online forums explaining it, and leaves it very unclear as to how exactly you "won."

Scariest Moment:  Now, given that I said the game isn't very scary, why am I including it in a list of scary games?  While it's true the acting is hammy, the effects are dated, and the story is confusing, there are still a few effective moments.  One that really disturbed me when I was a kid happened about halfway through the game: after doing nothing but solving logic puzzles, you go down into the basement and suddenly find yourself in the middle of a massive maze.  There is no map, and no help.  Your only option is to descend into the darkness and find the exit.  This part of the game really disturbed me as a kid for a number of reasons.  The first is the eerie music that plays, which is ominous and oppressive.  It adds to the sense of isolation the maze gives, and gives the impression that there might just be something waiting for you around that dark corner, or at the end of that hallway.  The second is the maze itself which, with the exception of what's right next to you, is pitch black.  It's a long, thin, dark, claustrophobic hallway, with no end in sight.  It's also huge, and if you aren't prepared for it, you're going to be very lost for a very long time.  The third thing that makes it scary is what happens when you hit a dead-end.  Each time you do, the music becomes quick and panic-y, and Stauf's voice rings echoes through the empty halls, "Feeling.....loooooonelyyyyyyy....?"  Kind of cheesy, but also kind of freaky.  If you want to see the maze, it's here (the maze starts at 4:05).  Now, this is a different version than what I grew up with, and as such there's a couple of unnecessary added effects (skeletons and booby traps), the hallway is better-lit than in my version, and the music isn't the same.  What I recommend is to play the real music track over a muted version of the maze, and you might be able to somewhat recreate the experience.

That, and there's also this moment (6:15 in).
Silent Hills 2 and 3 (2001 & 2003)



















Now these are some scary games.  I first came across these games when they appeared on many people's Best Games list.  Intrigued, I went searching and just happened to find copies at Entertainmart.  I was not disappointed with these games.

These games are in the survival horror genre.  For those of you who don't know what that means, it's basically an action game, but instead of focusing primarily on action, it focuses on unnerving the player.  Weapons and healing items are scarce, and there's a constant sense of dread and menace.  And, of course, some variation of monsters and/or zombies.  These games are the epitome of the genre and, while I can't speak for the first game (I haven't played it yet), they're the most effective horror games I've ever played.

They accomplish this through both physical and psychological means.  There are, of course, the monsters, which are frightening, but the games also employ bizarre, nightmarish surrealism such as impossible spaces (endless staircases, interiors larger than exteriors, etc.), sudden changes in scenery (transition between "light" and "dark" versions of the world), and grotesque imagery (wriggling, flesh-colored walls, to name one example).  The music is also a huge factor in scares.  The music, unlike most horror scores (which are full of blaring trumpets and shrieking violins), is grungy, dark, and industrial.  Also unlike most horror scores, the music isn't meant to startle you, but to unnerve you and make you anxious.  And it works.  It really works.

In addition, the storylines for these games (especiall 2's) are very rewarding.  They're layered, complex, and filled with symbolism.  The characters are all dynamic, flawed, and go through major growth.  The writing is far, far above par for a video game, and almost every line of dialogue is important in some way.  Even though the voice acting is beyond terrible, this is probably the only time I'll say that it's a good thing.  The stilted, not-quite-normal way everyone talks intensifies the dream-like feel of the games, and serves to further unsettle the player.

Silent Hill 2 is about a man named James Sunderland, who has come to the town of Silent Hill after receiving a letter from his wife, Mary, beckoning him to the town.  The only problem with this is that Mary's been dead for years.  Naturally, he's confused, but intrigued, so he goes to the town to find her.  When he arrives, he finds himself sucked into the nightmare of the haunted town.  On his journey he meets many strange people who have also been called to the town for an unknown purpose, and a woman named Maria who, strangely, is an exact doppelganger of Mary.  It'd take too much time to explain every facet of what's really going on, and I've already kept you for a very long time, so I'll leave it at that.

Silent Hill 3 takes a more classical horror approach.  Whereas 2 was more melancholy, a sojourn into James's inner darkness, 3 is more straightforward.  You play Heather Mason, a high schooler stalked by the evil power haunting the town.  Eventually she learns that she is the chosen vessel to birth the God of Silent Hill, that will essentially turn the whole world into a nightmare.  Spooky thought.


Scariest Moments:  Now these scary moments I can actually show you.  The first takes place in Silent Hill 2.  At around the halfway point you're exploring Silent Hill's hospital.  The scene in question takes place at around 8:45 in this video.  At the end of a long staircase you find yourself in a long hallway.  You run towards the camera, so you can't see where you're going.  When you round the first corner, you suddenly hear a low roar and heavy footfalls coming from behind you.  Panicing, you begin to run madly at the camera, but there's another turn ahead.  You take those few slow, painful seconds to turn around, all the while the monster lurches closer and closer.  You can only catch glimpses of it occasionally as it chases you, but you can hear it coming for you, and all the while a low siren is sounding that slowly gets louder and louder as you run faster and faster, and the hall keeps twisting and turning and you can't get away until, finally, the elevator out of there looms out of the gloom.  But it's still not over.  You make it into the elevator, but Maria doesn't.  And no matter how much you struggle, you can't save her from the monster.  It's an absolutely terrifying, frantic chase, and one of the few times that a game has ever made me feel real panic.

Silent Hill 3's scary moment is a bit longer than 2's.  In this part of the game, Heather finds herself in Silent Hill's amusement park.  She wanders into the Borley Haunted Mansion, one of the park's attractions.  If you want to follow along, the sequence starts at about 3:25.  At first the house seems like a typical funhouse attraction, with a cheesy announcer and spooky sets.  But as you continue further on into the house, everything begins to deteriorate and become more sinister, until you're walking through a hellish, bloody, industrial version of the ride.  But, you finally reach the end, and the voice beckons you to exit the ride.  But when you do, there's only more house on the other side.  The voice comes back on: "That was supposed to be the exit.  It seems no one wants you to leave."  This part is very much like Silent Hill 2's chase scene, and carries the same sense of fear and panic, except this time you're chased by a mysterious red light.  One of the few things that legitimately freaks me out is the idea of a funhouse that's actually haunted/dangerous, and this game tapped right into that fear.

Scratches (2006)



This is another haunted mansion story, like The 7th Guest.  You play Michael Arthate, a writer suffering from writer's block, who moves out to the abandoned Blackwood mansion to finish his book.  When he arrives he slowly begins to uncover the history of the Blackwood family and their dealings with an ancient, malevolent African spirit.  And then, there's also the strange scratching noises that echo throughout the house when the sun goes down...

This is quite the chilling game.  It's short, and not very difficult, but it's got quite the atmosphere, and a moody soundtrack to complement it.  The scares are your typical "Boo!" variety, but here they really work, because the scares are actually scary (like an African mask that likes to move around on its own and float behind you menacingly.  Trust me, it's effective). 

It's a puzzle game, like 7th Guest, but this is more about clicking on everything you see until you pick something up, and then using that item on everything you can until something happens.  It's not the most brain-bending of games.

I don't have as much to say about this way, but then there isn't much to say.  It's just a short, sweet, creepy little story.

 
Scariest Moment: The ending.  Pulling off an ending in a horror novel/movie/game/anything that somehow manages to be scarier than the beginning and middle is almost impossible.  Off the top of my head I can think of only one movie to ever pull it off: The Ring.  So it's a real treat when it happens.  Here you go, if you want to follow along.  At the end of the game, you think you've finally unraveled all the mysteries of the house, and you've exorcised the evil spirit.  As you start to leave the house, flush with victory, you suddenly hear the scratches again.  Investigating, you find they're coming from one of the fireplaces.  You go down into a secret door at the bottom of the fireplace and find a hidden room filled with gnawed bones, a table and chair and, most perplexingly, a chewed-up teddy bear.  You notice a large hole in the wall and go to investigate and when you do, out jumps the son of the Blackwoods, hideously mutated and savage from the voodoo curse.  He moans and lunges at you, trying to attack you.  It's sudden, startling, completely unexpected, and absolutely terrifying.  Personally I think the most chilling part of the whole scenario is when you're staring into the hole and his eyes suddenly open, glowing eerily in the darkness.  This ending really stuck with me, and still freaks me out whenever I play the game.