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Game Diary 03: 03 June 2010


[Game Diary is a semi-regular column reflecting on the games I am currently playing, articles I have recently read, and writings I am currently working on.]

It has been quite some time since my last Game Diary entry. I can put this down to one major excuse: Red Dead Redemption. Though, ModNation Racers as well as cheap copies of Mass Effect 2 and Final Fantasy XIII have not helped matters either. I now find myself in the unenviable position of having three hundred-plus hour games to complete along with plenty of articles and essays to write, and great articles to read.

Games I Played
Red Dead Redemption. Where to begin? What to say about this game that you have not already heard? While I know many of you will disagree with me, I feel Rockstar are doing some of the most exciting work out there in terms of incorporating mature, intelligent stories into videogames. I know Red Dead Redemption is created by a different team than Grand Theft Auto IV, but Dan Houser is still a major writer (if the opening credits are to be believed), and it certainly shows. The entire game drips with intelligent satire and knowing nods to the Western genre--staying true to the aesthetics and iconography while also critiqueing it with a contemporary eye. Rockstar's biting satire remains but the potty humour and mention of titties has (thankfully) largely been left in Liberty City.
The map is sprawling and vast, yet full of things to do. I rarely feel the urge to quick travel; this is the kind of world that begs you to take your time exploring. Shooting is more fun than in Grand Theft Auto IV, and actually quite challenging once you turn off auto-aim. My only major criticism is that every mission is basically the same predictable structure (ride somewhere, shoot stuff, ride back), but there are a few delightful surprises. But even when the missions are all the same, the scriptwriting and presented fiction are all so tight that I hardly mind galloping into Armadillo one more time.

ModNation Racers. I won't repeat everything I have already said in my post on this game, suffice to say that it is an excellent, enjoyable racer hidden behind a horrible mish-mash of laggy, un-navigable menus.

Mass Effect 2. I made the mistake of walking past EB Games the other week just as their stocktake sale was commencing. Before I knew it, I had picked up half-price copies of Mass Effect 2 and Final Fantasy XIII--both games I intended to play "one day" when they didn't cost $100. I guess it is that day! 
I have something of an allergic reaction to BioWare games, I admit. I don't know what it is. Every since Knights of the Old Republic, I have started a game with high hopes after hearing nothing but positive things, and then I just get... over it, I suppose, quite quickly. Perhaps not 'bored' so much as 'intimidated'. Perhaps BioWare's stories, which I really do have some control, scare the crap out of me and, afraid of the responsibility, I run back to my more predictable, linear games. Well whatever it is, I am glad to say that Mass Effect 1 was the exception to my BioWare fallacy, and Mass Effect 2 seems likely to continue the tradition. i am glad that they have stripped back (or hidden away) the role-playing elements; though, it would have been nice if they had fine tuned the combat a bit more to make up for the lack of number-crunching depth. But it is early days yet, perhaps when I stop relying on my pistol and single tech skill it will get a bit more involving. That said, the graphics are still slick, the voice acting is still incredible, and the world(s) are still beautiful. I'm looking forward to putting a heap of hours into this one when I get the chance.

Final Fantasy XIII. Okay. I admit I have not actually played this yet, but my girlfriend has, and I have been sitting nearby for the five-ish hours she has played so far. So far it seems to be exactly as every review and article I read about it says: one incredibly slow grind that drips abilities and options to the player at the slowest pace imaginable, as though the game is afraid the player could not possibly handle two 'new' concepts at once (as if anything in Final Fantasy is new anymore). Though now, after five hours, the combat is looking a lot more compelling and I am more tempted to start up a game myself.
The scriptwriting and voice acting, while still not amazing, seems a great deal better than any previous Final Fantasy. I particularly like all the tensions and strains between the various characters. And all the nods to Final Fantasy VII are enjoyable and appreciated.


Some Things That I Read.
"I'm Your Huckleberry" at The Brainy Gamer. An entertaining and well-written little piece telling the tale of one player's perpetual fight with an anti-Semite shopkeeper in Red Dead Redemption.
"Groping The Map: Pauper's Drop" at Groping The Elephant. Justin Keverne has set himself a huge challenge of writing these massive, multi-part articles that thoroughly walk through specific game levels and explore how those levels use space and their mise-en-scene to guide the player. His first installment, on the Bioshock 2 level Pauper's Drop is nearly all up (five out of seven sections!) and certainly worth the read. Justin has a great critical eye for the ways the level manipulates and directs the player, and how the player understands the world through the level. As someone who has a great interest in videogame level design but absolutely no formal education in the matter, I'm finding these posts as educational as they are interesting.
"Video Games, I've Let You Down" at Kotaku. Leigh Alexander's piece about the difficulty of trying to explain why videogames can be great to non-gamers strikes pretty close to home. A good read.
Practically all of EDGE E215. Alas, my subscription to EDGE ran out at E214, and then E215 has a whole bunch of great articles. So I went and bought myself a copy from a shop, once they finally got it imported, and then went home and renewed my subscription. The retrospective on Halo is especially interesting, as it is a far greater version of a piece I have wanted to write for some time. Halo is a spectacular game, fanboy-love aside, and I think this piece does a good job at justifying why. The Time Extend on Sim City 4 made me pick up a cheap copy (I haven't played a Sim game since SimCity on SNES), and the LittleBigPlanet2 hype article was, well, successful. Oh, not to mention the extensive interview with Shigeru Miyamoto.

Some Things That I Wrote.
Most exciting for me since I last posted a Game Diary: Kotaku Australia published my reader review of Metro 2033. Apart from that, I have written a rambling review of why I hate to love ModNation Racers, an article to pay tribute to the heroes of the Moscow Metro that risked their lives for me, as well as a reluctant, hesitant piece defending the cut-scene as a valid mechanic of interactive storytelling. The same old university writing is continuing at the same old pace.
And that is about it.


Game Diary 02: 16 May 2010



[Game Diary is a semi-regular column reflecting on the games I am currently playing, articles I have recently read, and work I am currently writing.]

Games I Played

I've moved on from every game I was playing in my previous post. I completed Pixeljunk: Shooter (though, I still have more scientists to save); I am stuck on the same boss on Dishwasher; and my veteran-difficulty attempt of Call of Duty 4 has stalled about 1.5 levels from the end. Instead, in the past ten days I have bgan exploring yet another apocalypse in Metro 2033; returned to Liberty City and Nico Bellic in Grand Theft Auto 4; I was lured back to Borderlands by some unresolved achievements; and I belatedly discovered the LittleBigPlanet water update.

Metro 2033. I entered the Moscow Metro with trepidation. I had read such positive things about the game's storytelling ambitions, but such poor things about the gameplay. Overall, though, my fears were for naught. The gunplay is nothing to write home about, and the generic mutated monsters are nothing exciting, but the snapshot of humanity clutching onto survival like it has no right to is beautifully captured. Every little detail expresses a society adapted to this existence. The most enjoyable moments of gameplay have been simply walking through the stations (or sneaking through the hostile stations). The characters look and act beautifully, and the comradeship with npcs is heartfelt. The game is far from perfect, but the overall sense of atmosphere and place is great.

Key Moment: Crossing the front line of a war between communist and Nazi stations. Just as in Fallout 3, it is depressing to see that even the apocalypse won't stop us from killing ourselves, but witnessing the fantastical ways in which war might be adapted to play out between two subway stations feels like something out of a Neil Gaiman or China Meiville story--horrible and beautiful in equal measure.


Grand Theft Auto IV.
A paper I am currently writing for uni about the relationship between player and character has been focusing greatly on Nico Bellic, and has lured back to my third playthrough of GTAIV. This is my first playthrough since completing The Ballad of Gay Tony, and I am really appreciating the coherence of the fiction. It's the little things, like when Ray's man, while driving the garbage truck to pick up the diamond stash, says, "Ray got the bikers to steal the diamonds off some nightclub owner." I had always known the DLCs would tie in closely to the original story, but that the original story ties into toe DLCs is great. How many other stories are criss-crossing Liberty City?

Key Moment: So, so many. But just from recent play, seeing Luis Lopez interrupt the diamond deal, and this time knowing exactly where he came from this time.


Borderlands. I thought I was done with Borderlands. I hadn't finished my second playthrough, but I was more powerful than anything Pandora was throwing at me so the challenge was gone. However, after a spontaneous motivation to get the few achievements I was missing (or rather, an apathy towards all my other games), I decided to wrap up my original character, for tidiness sake. This only took a couple of hours, but then I discovered how utterly powerful every enemy became afterwards. I was no longer the most powerful being on Pandora. This could not be. So forgetting any promises I had made to myself on the contrary, I purchased The Secret Armory of General Knoxx solely for the raised level cap. The new levels and enemies of the DLC are nothing special so far--just a lot more driving, but driving itself is no more fun. So Borderlands has its teeth into me again, and probably won't let go until I am once again the most powerful mercenary on the planet.

Key Moment: Borderlands doesn't have moments. It is just one long, long grind.


LittleBigPlanet. On account of being in French-Canada at the time, I completely missed LBP's water update. I knew it was coming eventually, but up until this week, I was still (somewhat embarrassingly) still eagerly anticipating its release. My girlfriend had the genius idea of googling its release date, and we discovered it was part of the Pirates of the Caribbean DLC, months ago. So we spent a good night working through the awesome new levels and squeeing as we watched the cute little sackboy and sackgirl gasp for air as they broke the water's surface. And then we were lured back to the level editor and made a giant, bizarre, crossdressing-sackboy paddle-steamer.

Key Moment: Water!


Honorable Mention: The Humble Indie Bundle. So I grabbed the Humble Indie Bundle, as everyone should, but am yet to really explore it. Penumbra is interesting, but strains my poor, old laptop. Waking up two days after purchasing it to discover I now also had Samorost 2 was a delightful surprise, too.


Articles I Read.

"Who Killed The High Score?" (Part One and Part Two) at RedKingsDream.
Fraser Allison's two-part, thought-provoking article addresses a question I have only every asked rhetorically, one that is repeated in Part One's comments: "Why can’t you do it for yourself and not because someone simply slapped some numbers down on the bottom of the screen?" It turns out, this is actually a question it is seriously worth asking. While we may feel that games have 'transcended' the need for numeric scores, they are still in fact everywhere, and we as players still rely on them to gauge our experience.

"Why Won't You Let Me Be Stupid?" at EDGE. Chris Dahlen's piece is an excellently written criticism on the tendency of modern games to not let the player figure things out themselves.

"Characters: The Building Blocks of Your Reality" at GameSetWatch. Christian Nutt's piece relates very closely with my current work on the shared agency between player and character. This article demonstrates why blank-slate characters can only exist in blank-slate worlds. If you want your game-world to be meaningful to the player, then the character must have a meaningful existence.

"Reflections of a Five Year Vet" by Manveer Heir. Manveer's blog, Design Rampage, has been hibernating for some time, yet I never removed it from my RSS feed. Now I know why. This massive, heartfelt, at time rambling piece provides a rollercoaster montage of Manveer's first five years in the industry. It makes me feel regret and relief that I gave up on my own interactive entertainment major when I did.


What I Wrote.

I wrote two pieces in Critical Damage this past week. I started another semi-regular column called Moments where I am trying to use my creative writing a little bit more and record some of moments of my gaming that have stuck with me. This week I looked at a highlight of my Far Cry 2 days. I also wrote a piece about disempowered play in Call of Duty 4 that I am less pleased with. I don't think it could decide if it was academic or personal. Either way, it tries to figure out why I enjoyed the game's story so much when by any right it was not really a story worth enjoying.



And that is what I have been up to. By the time I write another Game Diary, I imagine my time will have been taken up almost completely by Red Dead Redemption, but Mod Nation Racers might get in there as well. Time will tell!