Completed Games (Click to view all of the game's related posts)


Incomplete Games with Progress

Sunday, March 28, 2010

Progress for March 28, 2010 - Final Fantasy VIII

I've been playing this one very slowly over the course of the last week or so. I'm only about 3 hours in; just finished the SeeD exam and got a rank of 8. I really don't know what to say about this game. This is one of those games that is so deep and complex that a "perfect playthrough" is almost impossible, especially the first time through. I've also found that trying to do these things perfectly really kills the fun of any game. So what if you can't get the super-awesome spell by collecting all of the randomly scattered chess pieces around the world and arranging them on the chess board in the final boss's room? Does it mean you can't beat the game? No, of course not, it's just for the insane completionist. I find it just more fun to play through based on my own mood and decisions and just let the game adapt. Unfortunately there are a good number of games that CAN be rendered unbeatable by this method; more an oversight on the part of the designers I suppose.

I am in fact having a lot of fun naming all the characters weird stuff.

Squall = Spoony
Quetzalcoatl = Lugia
Shiva = Cold Tits
Ifrit = Mr. Burns
Siren = Paris (Hilton)
This resulted in the somewhat amusing line:

Hooray for juvenile humor! ^^

Anywho.
Time: 3:01
Place: About to go down to talk to Quistis in the training area.

Thursday, March 25, 2010

Clear Ring of Death

I really don't know what to say as I write this. My 360 has betrayed me. Look at what it did to my beloved Fallout 3 GOTY disc!

Earlier today, my foot caught the memory card hanging over the ledge of the entertainment center as I was moving, which caused the console to make a terrifying clattering noise as it was jolted around, but I immediately took the disk out and inspected it for problems and there weren't any scratches like this. I continued to play, but about 3 AM this morning the dreaded "Disc Read Error" message popped up. I pulled it out, fearing the worst, and absolutely wanted to murder myself when I saw those ring-shaped death-scratches.

I don't think my xbox is still under warranty, and I don't know what to do. I don't know how to fix the disc, I don't know how to fix the system, I don't have the money to get a new one, and I don't trust this thing anymore to put any more of my game discs into it to test it out. So that means no BioShock, no Assassin's Creed, not even any Mass Effect, which I haven't had a chance to play yet. I'm now limited to my downloaded games, which leaves Fable as the only "full retail game" I can play on it.

FUCK!

Wednesday, March 24, 2010

Progress for March 24, 2010 - BioShock (Take 2)

It took me a while to get back into it, but I'm glad I did. I really liked the plot twist in the middle of Hephaestus. It almost averts the idea of having objectives in a shooter. Why are you doing these things? Well, the game told you to. Okay then!
The difficulty spikes are so strange, but even when the game kills you, there are absolutely no consequences; you just revive at a vita-chamber. In a way, this keeps you playing because you WILL be able to finish the game, simply through pure perseverance, but it does cripple the immersion factor and tension of being low on life. Others have criticized the game for this design choice, but since there's an option to turn it off, you can't really fault them. Personally I prefer to have the option than to simply have it nonexistent by design; it allows more players to play through the game, even if they're not good at shooters, or just not good at console controls.

Seriously, fuck console controls in shooters.

Thursday, March 18, 2010

Progress for March 18, 2010 - BioShock (Take 2)

Well, that was hell. I had to kill about 5 big daddies in this level, even though it only has 3 little sisters in it. For some reason those bastards just hated me and started attacking me due to some collateral damage. I suppose I could have let them kill me and just rezzed at a vita-chamber, but that feels like cheating, doesn't it?

Wednesday, March 17, 2010

Progress for March 16, 2010 - BioShock (Take 2)

I played just a few hours today, I made it through the whole jungle mission and now I'm going on to.... whatever the third area is. I don't have the game on right now as I'm writing this, so I don't know the name of it. I'm really just trying to get to where I was when I stopped playing last time, that way I can actually start analyzing the story again.

An all-rescue run is hard to do on medium or hard... Sometimes I just want to rip one of those little girls open so I can get all the Adam I need. Too many tonics. Not enough slots.

Monday, March 15, 2010

Progress for March 15, 2010 - BioShock (Take 2)

I started all over again, this time on Medium difficulty. It does add a lot of much needed challenge to the game compared to Easy. I'm still not going to turn off the vita-chambers, though.

I made it through the first couple of levels. I just got to the part where the submarine explodes, and I'm rapidly running low on things like first aid kits and eve hypos. I'm trying to get the good ending by rescuing all of the little sisters, since you're rewarded with a bunch of Adam anyway with the care package, so I'm not sure what the big deal is.

The game feels very similar to Fallout 3, but a bit less open. I do like the fact that BioShock rewards you for killing your enemies in creative ways, since you save on ammo and health, whereas Fallout 3 punishes you by not giving you experience for enemies that your hacked turrets and satellites kill. Saving ammo and health isn't as important in that game, since it is very easy to come by.

Saturday, March 13, 2010

Legend of Zelda: Majora's Mask - Retrospective

If you were to twist my arm, I could probably expand this list to a nice round 50, but I've already spent more time on this game than I should have.

30 things that suck about Majora's Mask:
  1. The fish that constantly spawn just within range to hit you, and can't be killed without coming to a complete stop.
  2. the slow as hell vertical movement of zora link underwater
  3. the zora boomerangs that take 2 years to come back to you, leaving you unable to attack or even effectively move until they do.
  4. the third combo attack of Goron Link and Zora Link, which never seem to hit anything, and takes 3 times longer than the other attack animations
  5. that magical woosh animation that plays EVERY time you change your arrows
  6. the inability to equip more than one type of arrow at a time (see #5)
  7. jumping puzzles in a game with no jump button
  8. the fish boss who stays stunned exactly 2 seconds less than is necessary to sink, attack, and get back to safety (see #2)
  9. enemies that hit you with an inescapable 8 hit combo of 1/4 heart per hit, rather than simply dealing 2 hearts of damage to you
  10. the lack of any type of camera control outside of completely recentering the camera
  11. The lack of any way to center the camera if any enemies are in front of Link
  12. the overly eager bank teller that looks like he's jacking off whenever you talk to him.
  13. The unreliable "automatic" method of getting Epona to jump over a fence.
  14. being told every time what every item you get in a chest does, including items that you pick up multiple times in every dungeon like keys and rupees.
  15. The 4 pages of text that appears every time you talk to the bank teller, which inevitably leads to the player selecting the first option as a result of button mashing.
  16. Getting a measly 5 rupees for putting 1000 rupees in the bank, which you generally only do when you're about to turn back time, forcing you to decide whether to deal with #15 again, or lose the 5 rupees.
  17. the way rupees are never used to buy actual supplies, since bombs and arrows can be found in grass and pots all over the world, and thus just end up maxing out your wallet until you deal with #15 again.
  18. Riding Epona. If you get near a wall. Any wall. At any speed. At any angle. Epona flips out and you have to wait 3 years to regain control.
  19. Watching the same unskippable cutscenes over and over because you have to get a key item again.
  20. Bubbles that curse you for too fucking long. Seriously, I timed it. it takes 60 seconds to regain the use of your sword. In game time, this is an entire hour.
  21. that 1 second of ocarina time between when you can start playing, and when the game will actually start listening to the buttons you press.
  22. inability to move up or down on the owl quick-travel map
  23. how slow Epona moves, even with carrots
  24. waiting for carrots to recharge.
  25. Tingle. just... Tingle.
  26. having to listen to Tingle's diatribe every time you want to buy a map
  27. birds and bats that swoop down from above and behind link, which don't even deal any significant damage, but continually respawn.
  28. that music that plays whenever an enemy is near that sounds like the trolley from Mr. Roger's Neighborhood
  29. how slow link walks when charging his spin attack
  30. being unable to pause when any message is on screen, even messages that are unskippable, but do not pause the game.
I won't officially go on record to say I hated this game, but it did piss me off many, MANY times. This is the kind of game that was developed to sell strategy guides. In most Zelda games, you are given a full heart container after beating a boss, and there are heart container pieces spread all throughout the world for you to hunt for. Even if you don't find these heart pieces, you tend to have enough containers just from beating the bosses; 10 in Ocarina of Time, 11 in Link to the Past. But in Majora's Mask, since you have only 4 bosses, you would be forced to go up against Majora with only 7 hearts. This makes Heart Pieces a very important commodity and creates a meta-game out of hunting them down. In a way, this is very innovative for the series, which makes the game not only free roaming in terms of location, but even to an extent the order in which you do sidequests.

The only downside to this is that many sidequests are VERY cryptic in terms of how you have to do them. Perhaps the dozens of Gossip Stones around the world give insight into this, but even obtaining the Truth Mask in order to talk to them is a completely optional task. While having this many optional sidequests works in a game like Fallout 3 or Grand Theft Auto 4, Majora's Mask kills it with the addition of the running timer. With that timer always running, and the clock always counting down to the time you'll be forced to start all over. Couple this with the fact that many of these events are linked to a particular time, or even a specific time AND day, and it brings echoes of Night Trap in terms of exploration and memorization.

While I praise Majora's Mask for taking risks with a series that has, let's face it, grown very, VERY repetitive in its age, there are a lot of design choices that prevent it from being hailed as the best in the series.

That award still goes to Zelda II: The Adventure of Link.

Monday, March 8, 2010

Progress for March 7, 2010 - Legend of Zelda: Majora's Mask

Well, there goes Twinmold. I don't really know what it is about this game. I guess it's a pretty standard Zelda game, but when a game is about exploration and puzzle solving, having a constantly running timer can be rather cumbersome. I'm quite glad they never did it in other Zelda games. I think tomorrow I'll go around helping some people, get some last heart pieces, and take on Majora. However that works.