With both the Playstation 4 and the Xbox One releasing last November, 2013 sort of marked the end of an era, although you wouldn't notice from the quality of the games. There was a nice mix of excellent triple AAA titles and innovative independent releases that made the year a fun and exciting experience the whole way through. I know it was a great year because there were so many really good games in great franchises that didn't even make the list.
Best of 2013
10. The Stanley Parable (PC)
The Stanley Parable was originally a free Source engine mod, but in its conversation to full product it was completely overhauled and remade into what it is now. What it is now is a bit harder to describe. You play as (or are) Stanley, an office worker who one day finds himself alone in the building. A narrator describes your actions before you do them, and you can follow all of his directions to quickly reach an easy yet unsatisfying conclusion. But the real meat of the game is in not doing what you're told. There are tons of ways to disobey the narrator hounding your every move, and they usually result in something interesting, be it a new place you can go, a new insight into game design, or just a funny rant. The game's mix of playing with and subverting expectations while commenting on the nature of choice and interactivity in games is never boring, and the sense of humor keeps it light. You'll definitely understand what the game is doing better if you have a greater than average understanding of gaming history and culture, but anyone can pick it up and at least get a few laughs.
9. Saints Row IV (Multi)
Saints Row: The Third is the artistic pinnacle of the Saints Row series, as weird as it is to use the word "artistic" in that context. In comparison, IV sort of feels like a bloated expansion pack or downloadable add-on, taking place in the same city and completely screwing with the series' framework of open world crime game by turning you into a super hero. In case you don't know, the game's basic premise involves (1) the gang's boss becoming President of the United States in the opening sequence, followed by (2) aliens invading Earth, which results in your capture and insertion into (3) a computer simulation of the city, which you are able to hack in order to essentially (4) gain a variety of super powers. It's nuts, in a series which is known for redefining what nuts actually means in video games. It's also incredibly fun to play, which is the key. I like the other Saints games I've played, but for the most part what you're actually doing is driving and shooting. In Saints Row IV you're running at hyper speed, leaping many stories at once, and basically breaking the world for your own amusement. It's just about as pure as enjoyment can be in the medium. As a bonus, they still have a great handle on the characters, and they're still a lot of fun to hang out with.
8. Super Mario 3D World (Wii U)
Along with a couple other releases, Super Mario 3D World justifies owning a Wii U, even if the system's future for anything resembling competent third party support looks bleak. It expands on the core gameplay of Super Mario 3D Land, which mixed elements of both 2D and 3D Mario games into a slick and satisfying experience, adds 4 play support and HD graphics, and basically taps the basic mechanics for as much action as they can handle. It's not the greatest Mario game ever - having to support multiple players of varying skill inherently limits the potential of the game design. But it's still really fun to play, even alone, though with friends or family is certainly preferable. It's amazing how this series manages to still be exciting so many years later with the same core ideas.
7. Tomb Raider (Multi)
The cycle of innovation and imitation in games can be a pretty funny thing. When Uncharted: Drake's Fortune came out, featuring gunplay, climbing through exotic environments, and solving puzzles in ancient tombs, it was hard to miss the influence from the Tomb Raider series. And now with this new Tomb Raider featuring a more down-to-earth take on its protagonist, cover-based shooting, and a focus on quick traversal over thoughtful rumination on your surroundings, it's hard to miss the influence coming from the other direction. But Tomb Raider's isn't quite an Uncharted clone, having as it does a greater focus on survival, backtracking, and an essential desperation that goes a long way to define it. I wouldn't say either approach is really better, and I'm glad we're getting multiple takes on a central concept that is just so darn appealing. The new Tomb Raider still feels like Tomb Raider while managing to stay modern, and I find it hard to say it's not the most approachable and well-executed game in the series.
6. Grand Theft Auto V (Multi)
Grand Theft Auto V is the most fun I've had with the series in nine years. In many ways, the game has problems, from its questionable ethics to some weird design snags that other open world games have already solved to a plot that goes a lot of places that it probably doesn't need to. It's kind of a mess, really. But San Andreas is one of the most fully realized worlds I've ever seen in a video game, from its picturesque winding mountain roads to its gaudy downtown storefronts. It really feels like a huge place. And it's honestly a fun place to hang around in. The main gameplay focuses on driving to different places to shoot different people from behind cover, and in that way it's not much different from the last game. But there's a lot more big moments this time around that you remember for months afterward, and it all handles a little better, and the game's tone matches its content with less confusion. And the heists... well, the heists are awesome. I only wish there were more.
5. Brothers: A Tale of Two Sons (Multi)
People like to make fun of the story in games a lot. And a lot of times they're right. But there are certain things that games can do with storytelling that just aren't possible in film, novels, or any other medium. Brothers is a prime example of that. In it, you control two brothers at once, each hand controlling one or the other. It may sound like that gets confusing or frustrating, and it does from time to time. But for the most part it's manageable. At least enough to get you through the few hours it takes to complete the story. During that time it's a solid puzzle game, with clever and intuitive solutions and some satisfying temporary mechanics. The game's real strength though is the story, which is touching, unforgettable, and much, much more effective because it's a video game. Play it and you'll see why.
4. Bioshock Infinite (Multi)
I was honestly surprised by the tons of criticism this game received starting immediately after and lasting for a long time following its release. The reactions are strong and generally understandable, but I have a hard time agreeing with them. I think people wanted things from Infinite that it wasn't prepared to give them. It has a lot of subjects it touches on without fully exploring, from racism to totalitarianism and all kinds of things that would be hard to do justice to while trying to be an action game and tell a crazy sci-fi story. And ultimately, Bioshock Infinite wants to be an action game that tells a crazy sci-fi story. The shooting at its best provided some of gaming's best thrills this year, the world of Columbia and its inhabitants are well-conceived and fun to look at, and the main characters are excellently conceived and portrayed by the writers and voice actors, anchoring a plot that at times is over the top but ultimately serves its primary goals well. Infinite is messy, but I think it's a pretty wonderful mess.
3. Gone Home (PC)
Gone Home's designer and writer Steve Gaynor actually worked on the Bioshock series for a while, but he left it to do something smaller and more personal. I'm glad he did, because Gone Home is special. It's another game that tells a story in a way only a game can, having you uncover its details through examining an environment rather than actually seeing anything play out in front of you. People talk about it not being a "real game", whatever that means, and saying that the story would be better as a book or a movie. This is nonsense. A video game is the only thing Gone Home could possibly be. It shows that you can use the familiar mechanics of looking at and touching things to tell a story you don't see in mainstream games, and reveals how silly it is that you don't. There's no reason every game has to involve killing hundreds of people to get a point across, and yet there are still people out there insisting that there is. Gone Home gave me one of the best and most authentic emotional experiences I had in 2013, and I wish more people were open to seeing it the way I did.
2. The Legend of Zelda: A Link Between Worlds (3DS)
My friend mentioned that whenever a new Zelda game comes out, a lot of people crap on the previous one. This is mostly true. I don't think it will happen with A Link Between Worlds though, because it seems like almost everyone who has played it describes it "the best Zelda in X years", where X is the number of years since the last Zelda game they truly loved. In my case, A Link Between Worlds is my favorite Zelda game since Majora's Mask, and since that's my favorite video game ever... yeah, I like A Link Between Worlds a lot. It takes the basic framework and world design from A Link to the Past, a fan favorite, and modernizes it with the best controls the series has ever had (yes, ever (except for the 3DS' terrible form factor)) and many updates to the functionality. It's also the least restrictive Zelda game in a long time, letting you wander around the whole world after the relatively brief tutorial and letting you tackle most dungeons in whichever order you desire by letting you rent or buy whatever items you need to get through them whenever you want. The dungeon design is fantastic, the boss fights are a blast, and the ability to flatten and move along walls really opens up the possibilities for getting around. In short, it understands what people love about Zelda better than any game in over a decade, and just lets them have that. A bit pandering maybe, but it works.
1. The Last of Us (PS3)
There are two types of The Last of Us players: those who love the gameplay and story, and those who only love the story. I'm one of the former. I have a hunch that people who didn't like the gameplay were going about it the wrong way. I don't usually like using the "you're playing it wrong" argument, but with The Last of Us, it's easy to approach it from too much of an action or stealth direction, when your best bet is to blend the two. It's a game where you don't want to be mobbed by enemies, and the best way to do that is to both avoid being detected and actively take out any enemies you can without them noticing in order to thin out their numbers. You have a variety of tools at your disposal to get the job done, from improvised weapons you can use up close, to traps you can build and use from a distance, to guns in case you get desperate. Some people like it on easy, some people like it on hard, but if you can make the combat in The Last of Us work for you, it's among the most satisfying that you can experience. And as I mentioned, the story is awesome too. Assisted by fantastic graphics and sound design and great voice acting and mo-cap work by the cast, they take something as tired as yet another zombie apocalypse and wring it for all it's worth emotionally. It has all the weight and power of The Walking Dead while still having a robust action/adventure game behind it. It's just one of the best games to come out in years.
Delayed Entry
This is the best game that wasn't released in 2013 but I didn't play until then.
Super Mario Galaxy (Wii)
With all due respect to Super Mario 3D World, Super Mario Galaxy is the real deal. Despite being six years old when I played it, it was amazing how good it was. It takes what I loved about Super Mario 64, improves on its faults, and brings it way into the future with its take on how crazy a platforming game can act while still being comprehensible. While some areas resemble a typical Mario environment, it really shines when it takes the "galaxy" part literally and has you hopping between interstellar objects floating in space with their own gravity. It's incredibly disorienting when you first start running around on what appears to be the ceiling, but once your mind reorients, you'll find yourself doing all sorts of crazy things and not thinking twice about it. As a bonus, playing it after watching Gravity gave me multiple opportunities to freak myself out by nearly floating away into the endless void. The motion controls are merely competent and I wish I could have played it in something higher than 480p, but I can't blame the game for Nintendo's issues with hardware.
Monday, January 13, 2014
Best Games of 2013
Saturday, October 23, 2010
Grand Theft Auto: Chinatown Wars
If nothing else, Rockstar Leeds should be commended for bringing the Grand Theft Auto experience to handheld systems while keeping the spirit totally intact. The regular gameplay translates in a playable fashion, and the new elements they introduce with the touch screen are actually some of the best ideas the series has had in a while. Holding down a couple buttons to blast everyone in sight isn't as interesting as a real combat system, but there's actually more variety in the mission design than there was in Grand Theft Auto IV, and the story seemed to last the right amount of time before wrapping up in the right over-the-top kind of way.
I think what makes the game work is that the touch stuff actually sells the whole being a criminal aspect of the series. You don't just jump in a car and watch a quick animation of Huang hotwiring it, you do so yourself with one of a number of methods based on how advanced the vehicle is. Bashing a lock or planting an explosive requires your active input. You can make your own molotov cocktails and manually turn over a stalling engine. It just adds to the verisimilitude of being a thug in Liberty City despite the extreme overhead camera angle. The driving is surprisingly decent, it's a bit easy to collide with stuff that you didn't see coming until too late, but the cars handle well enough to make your way around without too much trouble.
So you're Huang, and you arrive in Liberty in unceremonious fashion, left for dead and robbed of a valuable heirloom you were meant to deliver. What follows is standard GTA mission structure as you do the bidding of various scum around the city trying to track down who betrayed you. Liberty is recreated pretty accurately from its depiction in IV, with no shared characters but a recognizable layout and gang infrastructure. Those gangs are as important as they've ever been in this series, because they're key to the biggest addition to the gameplay - drug dealing. I'm surprised there was never any controversy around a game for this system providing a fleshed out mechanic for buying and selling coke, heroin, and other narcotics for profit. You will occasionally have to bring some drugs to a meet to continue the story or receive some as a reward, but you can spend all day tracking down leads and flipping goods if you want to. It's a surprisingly enjoyable distraction from the story, in addition to old standbys like rampages and checkpoint races.
The story doesn't really do anything the series hasn't before, but the writing is actually pretty good, to the point and often humorous, often breaking the fourth wall which is a new thing for them. One of the issues with Rockstar's open world games is that they often get too far from the main plot thread at a certain point, having you work for seemingly random people who hardly have anything to do with what the protagonist would actually care about. They do a good job of avoiding that here, tending to bounce you back and forth between the same superiors through the whole story, and even the more tangential characters have a reason to be talking to Huang. Obviously the tightness of the story is helped out by it being an acceptable for a GTA game's plot to only last six hours if it's on a portable system, but it still felt like a worthwhile experience. Not everything translates perfectly to the platform, but it really did work better than I expected, and deserved the Grand Theft Auto name.
Monday, April 26, 2010
Grand Theft Auto: Episodes from Liberty City
I actually played these as downloaded content for Grand Theft Auto IV rather than on a separate disc, but there's not much of a difference besides an alternate selection of radio songs and it's a bit too substantial to shove onto a DLC post, so... I'm doing this.
What was most interesting about these two episodes was the way they tied into Niko's story from GTA IV and wrapped up loose ends from that story. Johnny Klebitz and Luis Lopez are both characters that appeared or were referenced multiple times in the game, and seeing how their journeys interwove with Niko's was pretty cool. The gameplay is starting to feel dated by this point, but purely from a storytelling perspective these episodes enhance each other through their interplay and show that Rockstar can do dramatic scenes as well as anyone in video games.
The Lost and Damned
Niko had a couple encounters with the Lost biker gang, but now we get to see how they actually operate as a group. This episode reintroduces a lot of the gang warfare bits from previous GTA games, and some of the best missions are ones where you and your buddies are chasing down rival bikers and taking them out of commission. Unlike the main game, where it seemed like I was just taking whatever car was nearby, your bike is actually important to you in The Lost and Damned, and while yeah, you can get replacements, for the most part you can just ride around on and take care of the same vehicle throughout the story. It's just a different feeling in the series actually giving a crap about what you're driving.
A lot of the missions didn't seem terribly inspired, a complaint I also had with vanilla GTA IV, but the story of brotherhood and betrayal is a good one, as I spent most of the time actually caring about what I was doing instead of just listening to whatever mobster currently had me by the short hairs. There were a few nice additions to the gameplay, like some new, extremely powerful weaponry, and an actual checkpoint system so a misstep during a job doesn't force you to do the whole thing over again. This might be the most cohesive and structurally sound story in the series, with little to no padding in its roughly eight hour completion time, and tonally similar to Niko's, generally heavy with only a couple moments of excess.
The Ballad of Gay Tony
As the name might suggest, this episode is a bit sillier than the other GTA IV games, and it does remind me of the PS2 ones a lot in some ways. A lot of the missions definitely feel ripped from a different era in the series' history, with such scenarios as a high speed pursuit with golf carts, BASE jumping out of buildings onto the backs of trucks, and interrupting a diamond exchange with a gold plated military prototype helicopter. It's really pretty ridiculous put next to the other GTA IV stuff, but in some ways that was a breath of fresh air. It doesn't add much that The Lost and Damned didn't already have besides a few more new weapons (although they're good ones) and a couple mini-games, but there's a certain energy to a lot of it that its counterpart lacks.
Where it does stumble a bit is the story. Luis is a decent, likable character in a vacuum, but it's not easy to be sympathetic to him when he seems to make nothing but bad decisions. He's sort of forced into a lot of his criminal activity by all the debts his business partner Gay Tony has taken on, but there are occasions where he bows to the whims of clearly insane bad guys for no reason other than the money, and his stated desire to just live his life comes off as false. There's a lot of exciting and funny moments sprinkled around the plot, but the general arc isn't really as satisfying as the other ones, and it's also a bit weird how Luis steals Niko's primary antagonist. Still a fun eight hours though, and it does tie the whole GTA IV saga into a neat bow.
Thursday, January 21, 2010
Characters of the Decade: Part 3
Let's keep this crazy train a-rolling. A couple video game characters break through this time.
Scott Pilgrim
Scott Pilgrim series
"The future? Like... with jetpacks?"
What's great about Scott is how awesome and totally not awesome he is at the same time. I mean, he's mostly an idiot. He's a bit inconsiderate sometimes about others' feelings and doesn't actually talk to girls that well. They like that though, so it works out for him. Just like most things seem to in the wacky version of Canada they all live in. Despite his faults, there's nothing malicious about him. He just wants to have a good time with his girl, and if that means battling seven evil exes to do it, he's up to the challenge. His combination of genuine skill and dimwitted resourcefulness is endearing, and he's well on his way to being the best 24-year-old ever.
John Locke
Terry O'Quinn - Lost
"Don't tell me what I can't do."
Locke is something of an enigma, but part of what makes the show consistently compelling. If there's anyone who likes the show and wasn't totally convinced by the pilot, then the reveal at the end of his first flashback episode is what hooked them for good. He's one of the more frustrating characters on this list, with his motivations and actions frequently in question. But that's par for the course with Lost characters, and Locke is still always among the most interesting. The last season finale really turned what we should be expecting from O'Quinn on its head, and seeing how the rest of his role plays out will be intriguing for sure.
Carl "CJ" Johnson
Young Maylay - Grand Theft Auto: San Andreas

"What can I say? I'm a bad man."
Ever since Grand Theft Auto: Vice City the GTA series has had good protagonists, but so far I've liked CJ the most. One of the good things about him is that your version of him might look nothing at all like the one pictured above. They took out a lot of the customization stuff when they jumped to current gen consoles, but making CJ whatever you wanted him to be was a lot of fun. And he's an interesting, sympathetic person as well, with a really good performance from Young Maylay. There's always a bit of a disconnect when you're doing these action games, with the player guilty of usually hundreds of homicides by the end of the story despite its attempts to make you like them. But if you can just accept it for what it is, they did a really nice job with it.
Alyx Vance
Merle Dandridge - Half-Life series
"Dr. Freeman, I presume?"
There's a difficult balance with Half-Life 2. In the first game, the only characters besides the voiceless protagonist were interchangeable, disposable scientists and security guards. It was very much a game. But with the sequel, they tried to sell you real people that you should be interested in and care about, despite Gordon Freeman's continuing non-functional vocal chords. Alyx was introduced as a frequent companion and possible love interest for Gordon, and despite the odds, it works. Part because of Dandridge's great voice work, and part because of the impressive skill with which the character is written and integrated into the world. There are moments where you wish Gordon wasn't so constricted, but for the most part you forget the limitations and just exist in the game's world with Alyx by your side. Maybe my favorite character in all of gaming.
Dwight Schrute
Rainn Wilson - The Office (US)
"If I were buying my coffin, I would get one with thicker walls so you couldn’t hear the other dead people."
Dwight works in two different ways. The first is bringing a character to the US version that's as suitably nuts as Gareth from the UK show without just copying him, and making him uniquely American. The other, as developing into an actual person over the course of the series' much longer run time. For the most part, Dwight is totally ridiculous. But he has enough scenes that could feature a real human that ingratiate you to him and prevent him from being too over the top. Yeah, right now he has a "diabolical plan" to get Jim fired, but it's all based in genuine desires someone might have. It's a fine line to walk, but I think Wilson and the writers do a good job.
The Doctor
Christopher Eccleston/David Tennant - Doctor Who
"People assume that time is a strict progression of cause to effect... but actually, from a non-linear, non-subjective viewpoint, it's more like a big ball of wibbly-wobbly... timey-wimey... stuff."
I generally preferred Tennant's portrayal of the venerable time lord, but Eccleston did a good job too. The Doctor is one of Great Britain's most beloved characters, and his revival a few years ago seemed to go off without a hitch. It's the mix of good humor and pathos that make him work, as he puts on a happy face when dealing with new situations and foes, but it's really just hiding more demons than any soul should bear. He's a bit of an enigma, because you wonder if the moments where the world is weighing on his shoulders are just moments here and there, or a constant hindrance that he only occasionally lets show. Either way, he's usually a lot of fun to watch, and I look forward to seeing what a new actor can do with the character.
Marv
Mickey Rourke - Sin City
"Would you hurry it up? I ain't got all night."
I don't think the movie really held up that well, but Marv is still pretty great. We know Rourke has a lot of range, but I think I like him most as this sort of cocky tough guy with a good heart. He's uncompromising in his ideals and prone to lapses in judgment, leading to his ultimate doom, but hey, that's what prequels are for. His only concerns are loyalty to people who give him a chance and destroying those who go after the ones he likes. And he's pretty damn funny in a morbid sort of way. I've read all of the comics, and his first story is still the best one.
Charlie Kelly
Charlie Day - It's Always Sunny in Philadelphia
"Because I cut the brakes! Wild card, bitches!"
Dennis was definitely my favorite character from the most recent season, but Charlie has been a consistent fan favorite for the show's entire run, and for good reason. He's probably the only cast member you can like as a person, because while they're all idiots, the rest are still functioning idiots who do bad things, while Charlie really is too intellectually stunted to know better. He's sort of like a live action Phillip Fry, somehow able to cobble together a working consciousness despite lacking fundamental mental faculties. He provides most of the show's most over the top moments, and is almost never not up to something funny.
Titus Pullo
Ray Stevenson - Rome
"I was only following orders. Bloody good orders, too!"
In a show filled to the brim with larger than life personalities, Pullo stands the tallest. He's more or less a psychopath, but that's acceptable when you're part of the Roman legion. It's very enjoyable watching him eviscerate an enemy, but he's a lot of fun in a normal life context too, just passing time between battles. Stevenson seems to be building a career out of being violent, but he can do subtle when he needs to, demonstrated admirably in a number of scenes. In fact, my favorite moment with the character was hardly violent at all besides a single murder. Rome thrived off the decadence of its sex and violence, and Pullo was an eager participant in both.
Harry Lockhart
Robert Downey Jr. - Kiss Kiss Bang Bang
"Doesn't that suck? I just hit you for no reason. I don't even know why."
A Scanner Darkly was the first movie I saw Downey in, and I was very impressed with his work there. But this is the film that convinced me I should watch anything he's in. I could almost give the nod to Val Kilmer here because he has so many damn great lines, but Downey's is the better performance and more interesting character. As far as stars of detective stories go, he's among the most flawed, not really knowing what the hell he's doing and ending the case much worse for the wear. His ineptitude is what makes it fun, and his occasional successes make it all worthwhile. He's also probably the worst narrator in film history, and that's another part of why he's great.
Kazuma Kiryu
Takaya Kuroda - Yakuza series
"When you don't pay your debts, I'm what you get."
Other video game characters have more developed personalities or more physical prowess on an objective scale, but none of them are bigger badasses than Kazuma. He's not confrontational by nature, protective of those he knows and willing to discuss things calmly before they get out of hand. But if you insist on violence, he will utterly destroy you with his bare hands. I mean, the guy fights two tigers at once in the second game. His only weakness is an extreme sense of loyalty, which will occasionally get him in situations he can't punch his way out of. But he embodies the sense of respect and honor that makes the Yakuza seem more interesting than the standard mob.
Benjamin Linus
Michael Emerson - Lost
"You guys got any milk?"
I've avoided multiple people from the same thing, but it was too hard here. Ben was only supposed to be around for a couple episodes but he stayed on because the producers liked Emerson so much, and the show hasn't been the same since. One of the most consistently beaten up characters in history (he has to have spent at least half his scenes in bruise makeup, right?), he's still a good villain because of the respect he commands among his allies. Also, because we're never quite sure how much of a villain he really is. He's always creepy and intimidating, but does he maybe have everyone's best interests at heart? We're still not sure yet, but either way he's among the show's most consistently fascinating people.
Continued tomorrow.
Monday, January 12, 2009
Best Games of 2008
I guess I'm making it a tradition to start these lists on the second Monday of the new year. I thought it was a good year for games, a lot of people were disappointed by some of the bigger games but I didn't have much of a problem with any of them. A couple big ones I didn't get around to included Gears of War 2, Resistance 2 (still gotta play the first!), and Mirror's Edge. Sam and Max had the second straight year of funny, enjoyable episodic adventures, Mercenaries 2: World in Flames was fun but sadly unpolished, and Price of Persia was an interesting reboot that didn't quite live up to its heritage.
Best of 2008
7. Ratchet and Clank Future: Quest for Booty (PS3)
Many faulted it for its brevity, but that's really the point - I'd love to see more of my favorite series have more manageable and economic installments now and again, especially when they're so affordable and allow newcomers to get a taste without a huge investment. Not as good as a full, "real" Ratchet game, but not many things are.
6. Bionic Commando: Rearmed (Multi)
I don't even have nostalgia for the original NES game, but I didn't need it - the arm makes the combat and platforming some of the most fun I've ever had with a side-scrolling game, it looks and sounds awesome, and it's pretty funny too.
5. Fallout 3 (Multi)
Did we ever get official word from Fallout's insane fanbase on whether Bethesda's take on their favorite series really was the abomination they assumed it was from the beginning? Whatever the case, even though it may just have been The Elder Scrolls IV: Oblivion with a coat of post-apocalyptic paint, that's enough to keep me interested for a long time.
4. Braid (360)
Lots of download only games were great this year, but this one definitely takes the cake. The combination of wonderful production values, unique and mind-bending gameplay, and at times brilliant storytelling make it definitely worth playing however you find a way to.
3. Left 4 Dead (PC)
I haven't played it as much as I would have liked, although that always seems to happen with me and primarily multiplayer games. But when you are playing it, it can be one of the most thrilling shooter experiences imaginable, and the presence of your friends backing you up just makes it better.
2. Grand Theft Auto IV (Multi)
These last two games both got a lot of backlash, but screw that, they helped make for one of the best non-Fall gaming seasons ever. A lot of people prefer GTA's freedom and wackiness over their attempts at something more, and for them there are games like Saints Row 2 and Crackdown. But the direction they took with the first current gen entry in the popular series was probably the one they needed to take to keep it ahead of the curve. It's still a lot of fun to screw around, but it's nice to see someone trying to do more with the medium.
1. Metal Gear Solid 4: Guns of the Patriots (PS3)
Yeah, Kojima went a little overboard trying to explain every loose end, turning nanomachines from an interesting plot device into a joke. But for the most part it's the most fun to play that MGS has ever been, it's nice to see a famous game character's story actually come to a real end, and it really doesn't hurt that the game looks amazing. I'd be lying to myself if I said it wasn't my favorite game of 2008.
Notable Exception
LittleBigPlanet (PS3)
I was enjoying this game quite a lot and it most likely would have made the list, but under absurd circumstances I accidentally broke the disc and couldn't get a new one in time, and I don't like speaking definitively on a game when I haven't seen all it has to offer.
Sunday, June 1, 2008
Grand Theft Auto IV
Rockstar has succeeded again in creating one of the biggest, most ambitious games ever, and managing to keep it fun in the meantime. With making the leap to the current generation of hardware, they had to step up the technology, as by now the PS2 games look ancient. They did so in a big way. There's slowdown in the more chaotic moments and some texture popping when you're driving quickly, but it's overall a good-looking, polished game. Faces sometimes look a bit weird, but the overall presentation is miles beyond previous installments. The radio is pretty solid, with good songs usually in reach even if you don't recognize them, and a few funny talk stations. The voice acting is generally at a very high level. Everyone with a real part does a decent job at the least, and the throwaway voices on the street are usually funny.
The series always did a good job with the cutscenes besides a couple awkward moments, and they really shine here, with many scenes matching the quality of a good movie or television show. The story is good, with Niko being far from innocent but still a sympathetic character. The plots are always so long in these games that they tend to lack a real focus or arc, but most of the time he's working towards his goal in some way, if not directly then in hoping whoever he's working for can help him. This is the first GTA game to feature choices, as several times you decide whether someone lives or dies and make a big decision near the end that determines the ending. I wish these choices had more bearing on what happens in the story, but they do have gameplay consequences as well.
The gameplay is improved, but there are still some issues, and the different sorts of missions you do have gotten pretty typical at this point. Sometimes you'll tail people, other times you'll chase them, other times you're running from cops, and quite often you're just shooting them up in a warehouse. It might just be selective memory, but I remember San Andreas being more creative with some of the bigger jobs. The driving has been changed in this game, as the handling is now much rougher than it used to be. It seems impossible to consistently get good corners. You get used to the new mechanics, but it's more of an understanding-your-limitations used to it than a actually-doing-it-well used to it. There are some cool things you can do with it, but it's hard. Thankfully, the shooting is much better. The auto-targeting still isn't great, but it's easier to aim freely and the ability to use cover makes shoot-outs an exercise in skill and not a crapshoot. It can get rough in tight areas, but you're usually better off than you used to be.
There are lots of little side missions you can do as diversions, and the expansion of girlfriends more into the story makes things interesting. Not just ladies anymore, you can hang out with various people you meet in game, and go out and have fun with them. You can see Ricky Gervais or Katt Williams do standup, go bowling, or my personal favorite, go drinking. When drunk, characters will wobble around and fall over in hilarious ways, demonstrating the game's excellent body physics. One of the best additions to me honestly was how well people interact with explosives or quickly moving vehicles. It's like ragdoll physics except it doesn't look idiotic. Anyway, friends or girls that aren't introduced by the story confer special bonuses if they like you enough, like selling you weapons at a discount or providing a couple thugs for backup. Cruising with a buddy between missions and then getting his help when you need it really add to the game's immersion. It's the most complete GTA yet, it's just not as exciting an idea as it used to be. The multiplayer's a lot of fun too, as soaring down the highway and gunning down opponents is even more fun with a friend. I haven't spent much time with it, but I'll definitely play it more during the summer.
Wednesday, May 7, 2008
Grand Theft Auto: San Andreas
The third game in the trilogy, and flat-out one of the biggest ever.
With San Andreas, Rockstar full subscribed to the idea that bigger is better. The world is massive. It covers an entire state, containing not only three cities, each bigger than the ones in previous games, but also quite a lot of real estate in between, including forests, a desert, and many small towns. The soundtrack isn't as good as Vice City's, but still included a large variety of enjoyable music. They also improved the streaming technology, allowing you to go from anywhere outside to anywhere else without a single loading screen. It's quite an impressive feat, and really increases the scale of some of the bigger chases you can get into. There's a larger variety of vehicles you can use, including special ones like bicycles, tractors, and jetpacks, and there are many more indoor locations you can explore. The biggest gameplay change was the addition of a variety of role-playing elements, giving you full control over your character. CJ is always the same person in the story, but you can work out to make him buff or eat a lot to make him fat. There are several different clothes stores you can use to change your look (and how people react to you), and multiple girls you can befriend and date, giving you various bonuses for doing so. At the beginning, CJ is pretty bad at driving and shooting, but using the different kinds of vehicles and guns improves his performance with both.
With so much to do, the game could have gotten too big for its own good, but fortunately it didn't. It does an excellent job of balancing everything and easing you into it, keeping you focused on one major issue at a time. What was interesting was the distinct feeling and atmosphere in each of the three cities. The take off of Los Angeles is where everything starts and ends, and is full of the gangland warfare prominent during the time period. A lot of people can't get into that, but I thought they pulled it off pretty well. Taking over territory was an interesting diversion (as long as you didn't do too much of it the first time around, since all of your progress gets erased), and some of the things that happen near the end, like a riot in the city, are handled pretty well. Even if you don't like that culture, there's some more traditional Grand Theft Auto stuff in the other cities, where you tend to deal with other sorts of criminals, like a blind Yakuza in the driving-focused fake San Francisco and Italian Mafia in their version of Las Vegas, which includes a really cool, optional casino subplot.
CJ is a really well-rounded, likable character. He's not as independent as Tommy Vercetti, but he's a more sympathetic guy. The story follows him as he tries to help his family and rebuild his gang's status, while going after a pair of corrupt cops who have wronged him from the start. Some familiar faces show up, and the cinematics felt even more authentic once the developers learned they could get away with cussing. The missions are more elaborate than ever, and the game is filled with great moments, including countless spontaneous ones just screwing around with a friend in co-op. Some people complained that the RPG elements got in the way of the game, but that simply wasn't true, they almost always felt like an enjoyable addition, becoming a hassle on only a few small occasions. San Andreas was as big as it could get, but now it looks like Grand Theft Auto IV will be a more contained, tighter experience.
Tuesday, May 6, 2008
Grand Theft Auto: Vice City
The second game in the vaunted trilogy. It didn't make the same leap from 3 as 3 did from 2 or San Andreas did from it, but it was still an important addition.
After 3, some wondered where the series would go from there. Not many expected it to go back in time. 3 was basically contemporary, but you didn't get that much of a feel for the setting or main character. That was probably Vice City's biggest contribution to the series. Instead of a nameless, voiceless criminal, you played Tommy Vercetti, a person with goals and opinions. It was refreshing to play someone who could think for himself and often took matters into his own hands instead of just taking orders. Sometimes he was still doing grunt work, but he was in charge of his own fate. Along with the character, the game's radio played a huge part in placing you in the world. Instead of some generic house and pop music, there was a variety of stations playing a bunch of real music from the 80's. It set the mood about as well as it's been done in a video game. The music, along with the general aesthetic of the city and people in it went a long way. I don't have that much nostalgic attachment to that decade, being three years old when it ended, but it still made the experience more entertaining. The talk radio wasn't quite as good as 3's Chatterbox, but there were two stations and they were both good.
There were a lot of small gameplay tweaks and improvements that made the experience better. The addition of motorcycles might not sound that significant, but they were quite useful, and I still usually pick them over cars unless I know I'm going to be taking heavy damage. They're more maneuverable, allow you to fire straight ahead, and can be bailed from without injury. The only problem is that crashes can be pretty hazardous to your health, especially when you go flying over a railing and into the river, which Tommy still couldn't swim through. There were much better boats though, and helicopters and planes were a fun way to get around quickly. The variety of melee weapons instead of just the bat was cool, although it stifled the more dangerous part of your inventory quite a bit. There was more freedom progressing the story, too. You had to build up a criminal empire by taking over and improving various businesses like a club or marina, And it was cool buying up safehouses all over town. The story was more interesting than 3's, easy when your protagonist is so much deeper, and the missions featured more variety and complexity. My only problem with the gameplay was the design of the city itself. Part of the fun is always the car chases, either pursuing traitors or evading the cops, banking around tight turns and barreling down hills. There just weren't that many hills to be found. There were nice jumps sprinkled around, but it was all just a little flat in places. Still, it was a fine game that improved over 3 in almost every way.
Monday, May 5, 2008
Grand Theft Auto III
In anticipation of Grand Theft Auto IV, which I should be getting my hands on soon, I'll talk a bit about the Playstation 2 trilogy that made me love the series.
Around the Christmas of 2001, there was a bit of a rivalry brewing between the PS2 and the new Xbox. Both systems had a high-profile game coming out. The PS2 had Metal Gear Solid 2, and the Xbox had Halo. But a lesser known game came out of nowhere to far more commercial success than either, a 3D sequel to a kitschy top-down driving series. It was GTA3, and it was a lot of fun. I remember playing it for the first time and being amazed by what I could do. It was the first true open-world game of its kind. The freedom was incredible. Going anywhere in the city, getting into fights with the different gangs, uncovering street races or secret jumps, listening to the hilarious talk radio station.
Of course, what we ended up doing a lot was just causing mayhem, recklessly plowing through pedestrian traffic with a semi truck and getting as many cop cars as you could to chase you. It was a revelation when we realized the best way to rack up stars on your wanted level was to attack people on foot instead of just running them over. And of courses, you could pick up prostitutes to heal you in exchange for money, and if you so chose, kill them afterward to get it back. Money was never an issue in the game, it was just a darkly humorous way to beat the system. Unfortunately, this single aspect of a huge, often quite intelligent game was focused on by media watchdogs and overzealous parents. They warped it, trying to make the game out to be training kids to be brutal killers, with the mistreatment of women in the forefront. Never mind that the series has never once instructed you to harm a prostitute, or any other person who could be considered an innocent bystander. It just allows it, letting you make yourself into any character you wanted. The game also allows you to use an ambulance to deliver people to a hospital and rewards you for doing it well, but I guess that doesn't sell newspapers as well.
Beyond the sandbox mayhem, the game also started the series' trend towards interesting storylines set up by very professionally handled cutscenes. The main character never spoke, but you still felt sympathy for him when he was betrayed and wanted to help him set things right. Working your way up the ladder, interacting with all the different movers and shakers in the criminal underworld, and having a hand in the direction the city takes was a hell of a lot of fun. Everybody latches on to the primitive technology and unsatisfactory weapon targeting now, but it wasn't that big of a deal back then, when you had so much choice in how you took care of things. Other games let you decide between picking off foes from a distance or getting in their face and making them explode, but few let you set up a barrier beforehand and block off their escape route. It started the trend of making the last couple of missions in the game a little too difficult, when you're faced with tons of guys with automatic weapons and the bad targeting really rears its ugly head, but finally getting it done is all the more satisfying. There were too many technical flaws, but when you just consider the scope of it and what it did for gaming as a whole, Grand Theft Auto III was a masterpiece.
Sunday, July 29, 2007
Grand Theft Auto: Vice City Stories
This is the fifth GTA game I've played on the PS2 using the same engine, and I have to admit I'm pretty glad to admit it's the last. A new GTA game used to be an event, and the new games were always impressive in their scope and what they added to the series. But the gameplay has gotten tiring, and these ports of PSP titles don't do much to stay fresh. A lot of the allure of the "Stories" PSP games is that you get to play GTA on a portable system. When you put the same game on PS2, that allure is gone. Liberty City Stories had the same problem, but it wasn't as long, and so it didn't wear out its welcome as much as this does. There's nothing that really makes Vice City Stories inferior to LCS, it just feels even more played out. The city is familiar and Lance Vance is as irritating as ever. He's seriously one of the worst game characters in existence. He has no redeeming qualities. He's an idiot, not funny, and doesn't help. All he usually does to a mission is make it harder than it needs to be. His brother, the guy you play is, is better, but not by much. As a person he's not unlikable, but his motivations are a little messed up and it's hard to care knowing he's going to die in a couple years. That's a big problem with both Stories games - finding the will to try when half the characters you're protecting are going to get killed anyway. The biggest problem was right in the game - an extremely frustrating mission, the entire point of which is to save someone, which results in that character dying anyway. Gee, great.
VCS does offer some stuff the original game doesn't. Helpful additions like swimming, trip skip, being able to buy back confiscated weapons, et cetera make the experience less frustrating. Despite some shitty characters, the story is pretty decent and well-written, the radio stations are still hilarious, and they're filled with lots of great 80's songs. Visually, it's improved a bit, with nice draw distances and lighting, plus the blur effect they introduced in San Andreas that happens when you're going extremely fast. The load times are much better than the original games, but I wish they could have taken out the load between parts of the city. If they can stream all of San Andreas, they should be able to stream all of Vice City. There are some creative missions, but as usual, as it goes on it all devolves into a lot of shooting and exploding. The targeting continues to be terrible, and it's just disgusting to see the final battles always playing out with you sprinting away a little bit to protect yourself and just holding down target and fire. I can't wait for Grand Theft Auto IV, which looks to be more realistic, and hopefully will have a decent combat system. VCS is annoying sometimes, but it's definitely not a bad game for $20.
Wednesday, April 4, 2007
Game Update 1
I got Call of Duty, its expansion, and its sequel on Steam for pretty cheap a while ago. I wrote about the first game a while ago (I haven't decided whether to throw all that stuff up here), but didn't get around to the others until recently.
Call of Duty: United Offensive (PC)
The expansion to the first game doesn't really add much to the experience and seems a bit weak because of it. They added the ability to cook grenades, which is nice but doesn't seem necessary. They added the worst sprint in the history of video games, which takes you out of the realism because of its implementation. The speed boost is only slight, but worse is that it only lasts for about a second before you have to slow down again and let the meter charge back up. One second seems like a reasonable amount of time for a highly-trained, elite soldier to be able to run, doesn't it?
The British campaign was probably my favorite part, with a cool change of pace being a gunner in a bomber plane (although the series' penchant for making you do all the real work became horribly exposed when two other gunners were killed and I had to man three positions while performing maintenance as the other survivor stayed stuck to his gun) and then later joining in some covert operations. The other sections are less inspired, as they rely on just throwing huge, overwhelming battles at you, and as fun as it is to shoot nazis, it just gets ridiculous somewhere along the way. It's an enjoyable expansion but doesn't bring much to the table.
Call of Duty 2 (PC)
The best change to the formula from the first full sequel was switching to a heal-over-time approach instead of littering health packs everywhere. It's just as unrealistic (and even seems a bit more plausible if you don't think about it too much), and works better for the kind of gameplay they're going for, where you have to stay in cover, make your shots, and then move on. If you charge the enemy, you're probably going to die, although it's fun to try.
The level design is also a little different. Often you're given multiple objectives at once, and you can tackle them however you want. Usually, you're clearing out buildings, which is fun for a while, but sometimes I would have preferred a little more variety like in the first game. There's enough interesting set pieces to keep you going, and it rarely strays into the annoying territory where it puts you in a weakly fortified position and sends endless waves of enemies at you until the cavalry comes (although it does still happen). It's still fun, although I wonder how much longer it will be.
Grand Theft Auto: Liberty City Stories (PS2)
A new GTA game for 20 dollars new sounds like a great deal, and it is if you keep expectations in check knowing that the location is a rehash and it's a port from the PSP. It doesn't have the oomph of a normal new GTA game, since you already know the city, few gameplay innovations are present, and the story and missions are slightly dumbed down for a portable system. It's still a lot of fun though just to be in Liberty City again. The storyline missions aren't as meaty as we're used to, but it's still a good diversion. I basically used it as a backup game for a while, playing it for a bit when I didn't have anything else to do. Not a bad use of money. I got the sequel recently, I should finish it some time soon.
Marvel: Ultimate Alliance (PS3)
I'm not sure how well it works playing by yourself, but it's definitely a fun party game. Playing with three friends, working together, using your powers to help each other out, and ganging up on helpless enemies can be a blast. I got pretty far in the game on the Xbox, but we ended up never finishing that game, and I didn't see the end until I played it with a mostly different group on the PS3. It was just as fun, and looked better (besides the always horrid in-engine cutscenes), but the added SIXAXIS tilt functionality didn't add anything and seemed broken. Not only did it not seem to work at times, but a diagram with the controller and arrows showing where to tilt just isn't as easily recognizable as a color-coded button. It can be turned off though, so it didn't really hurt the experience. It's not the best or most polished game, but with a good group it can be an enjoyable, lengthy experience.