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Jun 9th, 2012 at 11:51:21 - Dead Space: Extraction (Wii) |
I don't think I knew this game was a rail shooter, or really even what it was like to play a rail shooter, and certainly not how dizzying rail shooters with a Wiimote could be. I used to play Typing of the Dead on Dreamcast, but that's about it...that was a great party game, for real.
So first of all...Dead Space on the Wii. Looks terrible compared to the PC games. The game is very dark. I turned the brightness most of the way up but then the contrast was obviously off and it just looked even shittier. I also watched a few short gameplay videos online and it looked dark and shitty on every one of them too. Like I had trouble seeing enemies until they were right in front of me. The character would turn like I was supposed to be shooting at something and I might see something barely, like BARELY, visible in the blackness. Then it would eat my face. And the Wiimote aiming reticle jiggled all over the damn place, and the character kept looking up and down and the camera was moving on its own and I know that's what a rail shooter is but noooo I didn't like it! If you want to pick up ammo, maybe you'd see it as the character turns, but I at least was too slow to pick much of it up. Definitely felt like it was moving too fast for me to keep up. Maybe if they'd had a slower difficulty or something would have been a little better there.
On the plus side, the story seemed neat. It takes place before the events of Dead Space, so it's about the discovery of the Marker on that one planet, and follows some of the miners and other people living on the surface there, just the beginning of Convergence, people starting to go nuts, all that. And I watched the ending on Youtube, and it's really cool how they tied the ending to the beginning of Dead Space.
Oh well! I tried!
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Jun 9th, 2012 at 11:41:37 - Red Steel 2 (Wii) |
Opened and closing a bunch of these right now. Funny story. P is out of town and I'm making use of his Wii. I figured I'd bring over all the Wii and Gamecube games I've collected over the years (6 in total, 4 Wii 2 GC). These were supposed to easily last me the month he was gone. But it's been like 4 days and I'm done with the Wii! What madness is this?! Turns out I didn't like 3/4 of the Wii games, this Red Steel 2 being the only one I enjoyed. And then I had bought a knockoff GC controller for my GC games, and turns out the yellow joystick is stuck to the right. I loaded up a Tales game and the camera just spun round and round and round...so both GC games are currently unplayable. Today I brought my PS2 over here. Glad I never bought a Wii. Wii is a weird system. I've played just a few Wii games, like these 4, MarioKart, Super Mario Galaxy, Wii Sports, maybe one or two others a little bit, and they vary wildly in how they make use of the technology! Some go all out with the motion sensor and nunchuck, for better or worse, some use a few features, and others oddly don't use a thing (Fire Emblem, I'm looking at you) and might as well have been Gamecube games. Anyway, will comment on some of this in other entries. For now, the one Wii game I liked...
Red Steel 2 is the sequel to the much-maligned Red Steel. I accidentally bought Red Steel instead of Red Steel 2 last year. I remember being excited when Red Steel came in the mail, then I went to look up a couple reviews again and get a time estimate for it and realized I'd mixed them up and bought the one with like a 60% on Metacritic. Woops! I sold it back and bought the one I'd meant to.
Red Steel 2 is a samurai Western shooter. Samurai clans hunt each other down in the wild west and the lone hero must find the villain who murdered his entire clan, retrieve his clan's fabled katana, restore his honor and get his vengeance. The story was simple and sweet, characters not too interesting. The art style is incredible. It's got a comic book look to it, less gritty than Madworld and with pretty colors. The animations are fluid and the game looks really good. I especially liked the backgrounds of the desert, burning oil, clouds and dust, and other slowly drifting/moving/blowing in the desert wind canvases.
As the hero, you wield both a katana and a gun, so there's swordplay and gunplay. The katana is definitely featured more and is more useful (although I annihilated the last boss with a gun, in a bizarre twist of simplicity). The game makes excellent use of the Wiimote and nunchuck for attacks. The wide range of attacks included A A DownSwing for a nice leaping charge attack that was my primary move most of the game. Later on you learn some moves that break enemy armor, A DownSwing and Back A HorizontalSwing. Another I used a lot was this defensive block move. You hold A when enemies attack to parry. If you push the Wiimote and the nunchuck forward while parrying just before an enemy attack, you kind of counter-stun them and can attack. The one I killed the final boss with was Cobra Strike, which is the very last thing I learned and it's just a gun charge by holding B and then moving the Wiimote to place 'marks' on enemies, and it just fires off bullets on targets for however many marks you put on each one, up to 6 I think. I'm still surprised I wasted the last boss with that. I was having a lot of trouble defending against him and hitting him, and I just tried shooting at him for the hell of it and it knocked a chunk off his HP. He was dead a minute later, yay.
So you encounter waves of enemies and you just kill them one by one. They start off very easy but get a bit trickier over time, and you end up having to deal with multiple enemy types at once, which depending on the mix could get interesting. There are 3 samurai clans and each had strengths and weaknesses. Ok well the first clan definitely had more weaknesses than strengths, but you have to figure out what works against each enemy type. Each clan also has a miniboss type enemy who comes out occasionally and could post a challenge, especially if they threw out two at once. Winning battles is all about keeping your cool, remembering which moves work best on which enemies, and executing. Again, the controls were phenomenal and so perfectly responsive. Obviously I have to compare these Wii games to one another, and Red Steel 2 just kills them for Wiimote accuracy and motion smoothness.
There are merchants and lots of gold, like any good Western game. The gold is in barrels and tables and boxes and...payphones and vending machines. These destructibles are scattered everywhere. There are also safes and lockers to open. The safe cracking minigame was cool. You put the Wiimote up to your ear and turn it like you're turning a safe dial. When you hear it click you push A. Get a few correct clicks and it opens. Safes always have $3000 in them. There are also hidden Sheriff's Stars and some kind of token that give $3000 and $5000 respectively. The Sheriff's Stars are always hidden somewhere out of range and you have to spot them and shoot them. The tokens are usually behind boxes and other out of the way places you have to walk to and pick up. The game progresses by quests on a bulletin board. There are main quests and optional quests like destroying wanted posters that all net you extra cash. You need all this money because there's a lot of stuff to upgrade. There are a few NPC shopkeepers who function as your allies, intelligence, support. You can buy guns, weapon upgrades, armor and health upgrades, new moves...I bought everything except most of the weapon upgrades, but I definitely had cash to buy most of the rest of them at the end, and would have done so if there had been a weapon store anywhere near the end of the game. There are 4 guns to switch between, but I used the pistol pretty much exclusively. When I bought the machine gun and shotgun, I immediately used up their ammo, but then oddly didn't find anymore ammo for them until hours later. I was wondering whether or not I had to buy ammo for those or what was the deal. Turns out it just...didn't drop yet. Only pistol ammo for like half the game.
One of the only criticisms I can level at the game is its linearity. There's 0 exploration, no NPCs to chat with, the side missions all involve just backtracking to look for wanted posters or comm stations or something. I didn't mind too too much because it was a fun ride, but the environment was so damn pretty I wanted to be let loose somewhere or just discover something interesting. Those side missions I said you have to backtrack because you can't like destroy the wanted posters or activate the comm towers UNTIL you get the quests for them, which are given linearly. So you might not get the wanted poster quest until like the 4th quest in the level, and by that time you've seen and been unable to interact with a few posters, so you have to go looking for stuff you already found if you want to do the quest. Quite annoying and not really worth the time, especially since I pretty consistently missed 1 thing in the side quests. 9/10 posters, 17/18 trucks destroyed, 5/6 bandit treasures...where are the last ones of all these hidden?! Also, as much as I enjoyed finding and shooting Sheriff's Stars, those things became annoying too because I was compelled to look for them everywhere I went. Walk into a new area, scan up down and all around for glinting yellow stars. Looking for those kind of killed the excitement of going to a new area after a while. But, easily enough ignored, and you certainly don't need to find them all.
Fun game, definitely recommend.
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Jun 5th, 2012 at 11:08:22 - Madworld (Wii) |
I bought this because it looked awesome. Black and white, gory as hell, reminded me of Sin City...none of those things are off the mark, but I went from being like "oh my god, awesome!" to "yawn, this suuuucks" pretty fast. I didn't finish it, just played for 2.5 hours tonight.
First of all, I stick by the way it looks. The comic book style is sweet, even if the black and white (and red) makes it kinda hard to see things, like where a floor ends or something. Actually the game made me kinda dizzy, maybe because of the fact I couldn't always differentiate things due to the thick lines and only 3 colors, but DEFINITELY because I didn't like the camera. It wouldn't follow behind me, so like I'd turn and my character would whip around but the camera would slowly turn a little bit and I'd get disoriented and try to turn again, and then maybe the camera would snap around this time...and there was a button, the C button, to center the camera behind me, but pushing that all the time just made my head spin and seemed unnecessary. Why doesn't the camera follow the character? This was also really annoying when I needed to lock on to an enemy like a boss, which you also do by holding C. I'd think I was holding it long enough, let go, the camera whips around, and now the boss is behind me because my character turned and the camera whipped around and the boss moved and it didn't lock on, and now I'm getting hit. sjfhsfkjh.
I actually feel like the black and white kinda took away some of the detail. I'd find myself having to stare at enemies or environments to pick out like am I looking at somewhere I can jump or is that just a wall? Or what type of enemy is that? Bosses for example looked like they might look cool, but with color they would have been way more impressive. It seems like the main reason to have the game feature black and white is to highlight the red of the blood and gore, of which there is aplenty. This is mostly what I thought was so awesome at the beginning. I also thought the particular gruesome weapons and traps and environmental kills were pretty awesome in the beginning, but they soon become just variations of the same thing. So for example, the first time I was introduced to the Rose Bush, a big wall with spikes on it to impale enemies, I was like 'holy shit, this is hilarious and awesome,' but then in the next level there was a train with spikes and then another wall with spikes in the next level, then a tree with spikes...it's just spikes and it's the same impaling.
The environmental kill challenges were pretty amusing, like Human Darts (hurl enemies onto a giant dartboard of death), the crusher one where you have to throw enemies into a pit and a giant slab crushes them, or the one where you have to stuff as many enemies as you can into fireworks barrels and they shoot into the sky and their blood makes hearts and the word 'love.' That one was pretty funny.
Enemies just got harder (more annoying) though and you didn't really get any new ways to kill them. The game very quickly became just beat up rooms of enemies to get points, unlock the boss, kill the boss, beat up more rooms of enemies to get points, unlock the boss, kill the boss, repeat. I really think the camera was my major issue here. Oh yeah, but also the sound and commentary. I got pretty tired of the same rap soundtrack over and over, and it was irritating that I had trouble making out what the commentators were saying because they music would just overshadow them. When I did hear them, they were usually being real vulgar...you know, sometimes funny, sometimes not, but overall them talking about scrotums and dropping a ton of F bombs wasn't anything I wanted to keep listening to...but it was STILL annoying that I couldn't hear it. I turned down the music and turned on the subtitles, which kept turning off or just not showing up for some reason. The music settings stayed changed.
Yeah so, this game. Just kind of funny for being so over the top and does not interest me in the slightest after playing it a bit.
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Jun 5th, 2012 at 10:41:20 - Tom Clancy's Rainbow Six: Vegas (360) |
Feel like closing a couple of these...
Typically not a fan of squad-based tactical shooters, but Vegas was pretty sweet. Picked it and Vegas 2 up last year due to some really high reviews, so thought I'd give them a shot. I haven't played one of these types of games in a long time, since the first SWAT (I think that was squad-based...), and immediately I noticed how intuitive the controls were. That's an issue I always had with squad games, too many menus and commands and micromanaging AI. But this, this control scheme is magical. If you want to change add-ons for a gun, you just hold the gun's button and hit left, right, up or down to select whichever add-on. It's SO EASY. And giving orders is just done with the D-pad, and when you see a context-sensitive object, a rope or door or something, the D-pad commands change so your squad interacts with that object. There are clear pictures and it's just very very easy to understand and use.
There's also not the prerequisite of years' worth of interest in weaponry and military gear to understand the guns and grenades and tactics. It's simple enough for me, which I really appreciate. I actually think about my loadout and use most of the options available to me, which I rarely do even in games that I fully understand.
My AI teammates are also not suicidal or (too) dumb, which I also really appreciate. Sometimes they won't listen to move commands or one will get stuck somewhere, but generally they listen up, take good cover, make good decisions, and don't aid the enemy in bringing about my demise. They are especially useful for sending into the middle of a firefight because they can hold their own. If I'm scared to go forward, like if I think there is an enemy hiding, I'll just send them out in the open. Sure, they get shot, but they'll draw fire, and if they don't see the enemy and shoot him, I can. Usually my two guys are an even match for any outnumbered situation. But a weird thing, if they get shot down, I can go heal them or order one to heal the other, but if I get shot down, I die and it's game over. Why can't they heal me on their own? Reminds me of Gears of War, perks of playing with others (even if they're AI) -- you can heal them.
The level design is excellent. All levels have multiple pathways, flanking routes, many are vertical with 2 or 3 levels. I mean, staging a shooter in Las Vegas is just brilliant! The first time I had to infiltrate a casino that the terrorists took over was incredible, blasting enemies and slot machines, money flying everywhere, the ding ding ding of jackpots, the blinking casino lights, smoke grenades temporarily obscuring vision, AI yelling to one another...seriously cool stuff. I must say I could care less about the story, but the game is so fun and urgent that I was happy to go rescue a scientist, and then go rescue another scientist, and then save a hostage, and then infiltrate another glitzy casino like I cared about saving Las Vegas from terrorists instead of wreaking havok throughout it myself.
Unfoooooortunately I got stuck :( I'm kinda near the end and I still have Vegas 2, so I don't really care, but it's too bad I'm not good enough to beat this part! I'm in a theater. One of my squad mates needs to hack this computer there on the stage while the other squad mate and myself defend him from incoming enemies who pop out from the balconies to snipe (which I shoot like whack-a-mole) and who stream in from the hallway outside. Those are the deadly ones since they all just run and take cover behind the rows and rows of chairs, tossing smoke grenades so I can't see them. My hacker teammate just keeps on dying every time. I went to walkthroughs for tips and I still couldn't get it. The walkthroughs make it sound like an easy enough fight (and all refer to some ominous 'hardest part of the game' later on), just hide behind a box and shoot enemies, maybe throw a grenade here or there. I really can't do it though. So on that note, I'll just put Vegas back on the shelf and pull down Vegas 2 when I feel like some more Sin City shooting.
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