Monday, March 31, 2008

Resident Evil - Finished the game with Chris

After quite enoying my playthrough of the remake of the original Resident Evil, I thought to myself, "Self, let's play through it again as the second character to extend the experience and get a little more of the story."

It wasn't worth it.

I felt like I was just going through the motions. The whole horror movie vibe that I had enjoyed the first time through didn't do anything for me because I knew what was coming. Zombie in this corner, dog in that hallway, ape men will chase after me here. It lacked the spark and the creepiness and genuinely positive feeling of my first playthrough.

And the additional story? Nonexistent. Clearly the story was written to be played through as Jill. There was about one new thing I learned about the universe.

Oh well, at least now I know I can put this game away and concentrate on some of those games I've started but haven't seen to fruition.

Wednesday, March 26, 2008

Mystery Dungeon: Shiren the Wanderer - Released the Golden Condor

Roguelike games lend themselves to stories. Sure, the games themselves have some sort of plot (retrieve the amulet of Yendor in Rogue, find the golden condor in this game), but since the levels, items, and enemies are randomly generated, each new game is a new story. Different things happen to your character each time you play and sometimes you have some narrow escapes and sometimes some spectacular failures. Nethack, one of the most famous of the genre, has created a trend of posting "ascension stories" of beating the game and YASD stories (Yet Another Stupid Death).

Last night, I finally made it through the main dungeon of the game and so, for those interested, here is my ascension story (my game save file is Gertrude, so I used that name for the story character):



Gertrude had made it to the Ravine of Illusions (level 26) on her last five journeys, twice getting beyond it only to die before reaching the Plains of the Sun. With two Big Riceballs in her pack, she began her new attempt. Things didn't look auspicious for her.

Right away, the fortune teller gave her a particularly grim fortune telling her that she would not get the help she needed. But who believed in those silly fortunes anyway, Gertrude thought. Ignoring the warning of Riva, the God of fate, she pressed on.

Despite finding all three companions, they all died prior to reaching the town of Cryptic Rock Valley. While feeling sad at their loss, she was sadder that her strategy would now be completely changed. She now wouldn't be able to send them off to take down enemies she didn't want to get near in the swamps. These enemies could confuse her, put her to sleep or rust her weapons. Especially because she had found precious few arrows up to this point, not having any companions would make things difficult.

She did manage to make it through the swamps relatively unscathed. All she lost was one item to a copter bird and a point of strength to a leech bug. She was lucky to always see purple slimes coming so she could unequip her stuff (pathetic as her Hide Shield +1 and Polearm +3 were) before taking them on.

Once in Table Mountain, without the help of any companions she took a lot of damage from the Great Hens and Chain Heads. She had found one Chiropractic Pot (which heals her) with 5 uses and it was quickly down to 2 after three dungeon levels. Due to her Hide Shield and plenty of rice balls found in her journey, she was able to use the tactic of hiding in a corridor and resting to restore hit points. Little did she know this would be her survival tactic from hereon out because she would never find another Chiropractic pot.

It took until floor 25 before she could upgrade her equipment. There she found a Master Sword +2 which she upgraded to +3 with an Air Bless Scroll. She now had that and (when she needed it) an Armor Ward +2 to help her out. Learning the lessons of previous adventures, she used a Power Up scroll immediately upon reaching the Ravine of Illusions and used a staff of postponement and eventually a dragon herb to take down the one Skull Wizard she saw. The Death Angels were slowed or shot at from afar to lessen their effect. The Armor Ward was now her default shield.

She progressed through floor 27, making judicious use of equipping the hide shield and waiting until her hit points were back over 100. Floor 28 was a huge monster house (is it always? it was the last time she made it there) She was relatively close to the exit so she decided running was the best option. A Death Angel would have gotten in her way, but she used a Switching Staff to switch places with it and made it to the next floor with 2/3 of her hit points.

On floor 29, she started in a room with five monsters and so used her last scroll of confusion. This allowed her to take down the monsters one by one. Every time she faced more than one enemy at once, she had to use an item like a Dragon Herb, a Staff of Postpone, or Bufu's Staff to even the adds. After every battle she needed to hide in a corridor and wait while she healed. She had a very close call when she was fighting a dragon and an Armor Knight came along and knocked off her sword and shield. She used two blasts of a Staff of Postponement to deal with the two of them.

Despite her lacking of healing items, she made it up the stairs to the plains of the sun! Where was the gold that was supposed to cover the city? Where was the Golden Condor that would grant wishes? She found markers left by the former inhabitants, explaining how a terrible evil had come and eaten the gold and trapped the condor. Exploring and heading into the final floor, she double-checked that she was ready. She took down the first two tigers she encountered with Dragon Herbs. Suddenly, she heard a clicking sound behind her and turned to find what must have taken down the Plains of the Sun - the tainted insect! When it got near her, she wasn't taking any chances and threw the Running Egg meat at it that she had picked up in Stream Village, turning it into a harmless egg with legs. Without that to worry about, she picked off the rest of the tigers before finishing the egg and ending the curse on the Golden condor.

Checking the back of the hall, she cleared the webs away and encountered the Golden Condor. On its back, she returned to Canyon Hamlet, looking down at the caves, woods, and villages she had passed along the way.




Now I'm really curious to change my Wi-Fi encryption so I can use my DS on it and see where I rank (I'd imagine not too high - I got about 1.5million points on that run)

Monday, March 17, 2008

Resident Evil - Finished the game with Jill

I've always wanted to see what all the fuss was about. When Resident Evil was originally released in 1996, it was extremely popular, was hailed by critics, and basically defined the "Survival Horror" genre. It was also known for its tropes of extremely limited ammunition, limiting the amount of times you could save, possessing ridiculous puzzles, and having clumsy controls that make it much harder than it should be to shoot at or run away from the enemies. But the remake of the original game for the Gamecube was supposed to be well done and now that I have a Wii and can play Gamecube games, I might as well check it out.

The game is quite enjoyable.



I guess maybe I wasn't expecting that. I think I assumed that this game had a lot of fan nostalgia going for it, but that it wasn't actually that great. I think this was because I had played one of the many copycat series, Fear Effect, and found it decidedly mediocre. But I guess Resident Evil is such a popular franchise for a reason. This game gets it pretty much right.

What I found most interesting is that it wasn't exactly the gameplay that sold me on this game. As it has been since the original, you still control your character like a vehicle. And while being able to quickly turn around means this isn't so bad, the control scheme is by no means intuitive and can still be frustrating. The puzzles are fine. It takes you a bit out of element that a mansion would have such bizarre and convoluted locks and traps, but at least the puzzles themselves make sense and are all done "in-game".

What makes this game work is the atmosphere. It absolutely conveys the mood of being in a creepy mansion with zombies running amok. The fact that your character isn't a badass means that you do indeed feel very mortal. The ammunition is limited enough to make you worried that you'll run out and won't be able to defend yourself, but not so limited as to be frustrating. The sound, graphic, and gameplay design come together to make you feel like your in a horror movie.

Not just any horror movie either. I played Silent Hill for the first time two or three years ago and it was genuinely scary as well. But Silent Hill felt much more like a psychological horror movie with the monsters and the world playing on the characters' psyche and inner demons. Resident Evil falls more in line with the slasher tropes of monsters popping out of nowhere, sounds that mislead a character as to where the danger is, and "quick cuts". The thing is, it does all of those things really well creating a very satisfying mood.

I had originally thought I would just give this game a shot then go on the even more universally loved Resident Evil 4. Now, however, I'm thinking I might go through the entire main series on my way there. At the very least, I think I'll try playing through it as Chris.

Saturday, March 15, 2008

Mystery Dungeon: Shiren the Wanderer - Made it to level 20

Rogue is one of the most venerable of computer games. Created back when computers (mainframes) didn't have any graphical capabilities, it relied entirely on the ascii character set to display its dungeon-crawling adventure. But the use of pure ascii text isn't necessarily what defines Rogue as a game. No, what is more important are the three main characteristics of the dungeons it generates: 1) They are randomly created every time. Their layout is never the same twice, nor are the monsters or items that populate them though you can generally count on the fact that tougher monsters and better items occur in lower dungeons. 2) Items found in the dungeons are not immediately identified. Weapons and armor are obvious in their application, but any curses or blessings they may have are not known. Wands and potions give less information - all you have from them is a descriptor such as brass or murky and their function can only be determined by magically identifying them or taking a risk and trying them out. 3) When you are dead, you are dead. You can save your game, but once you resume it your save is gone so you cannot go back to an old save. Once you die, you must begin again at the top floor of the dungeon at level one and with no items.

As brutal as this sounds, Rogue has spawned many imitators over the years (called roguelikes, naturally). Quite a few have been released for consoles and Shiren the Wanderer for the Japanese Super Famicon (SNES) is generally considered the best. It was recently re-released for the Nintendo DS and I snapped it up quickly.



I am totally digging this game. It is hard for me to describe it better than Jeremy Parish did in his review and blog post follow-up.

I've played several roguelikes in my time (mostly Nethack) and so far this is my favorite. The big problem I have with Nethack is one of its selling points - there is so much going on. Too much for me to wrap my head around and remember all the item interactions and resistances and monster traits, etc. Shiren, still has all the trappings of a roguelike, but it seems tractable to me. There are only eight different types of items and they each only have about eight different types within them so it all seems managable. Unlike in Nethack, I feel like I am actually making progress and learning what to do as I go.

That's really the key with roguelikes. The more you play them, the more you learn and master the mechanics. Parish made the analogy to Super Mario Bros. in that you refine your basic gameplay skills each time you play and each time you get a little further. Of course, here you can't memorize the level layout, but that's okay. You learn how to deal with each type of enemy, and when to use the right pots, wands, and herbs.

I also love the innovations this game adds to the roguelike genre. While your character starts anew each time he dies, the world is affected by his actions. You can cause new shops and rooms to open and new items to appear in the game by undertaking different actions. You can even help others and have them join you as companions.

I don't know if it is the cute graphics, the beautiful music, the deep but not overwhelming variety of objects and monsters, or a combination of all of them but this game has had me hooked since I picked it up a week and a half ago. I keep wanting to play thinking that next time I can finally make it to the golden condor at the top of Table Mountain.

Saturday, February 9, 2008

Dark Castle - Beat the game on Beginner and Intermediate

The Mac was never a gaming platform. It never had a large userbase and Apple was uniformly awful at courting game developers (and sometimes the developers themselves are a little unreasonable). But, despite having far fewer games than its early Commodore 64 and Apple ][ brethren and later the industry juggernaut PC, it did have some gems.

One of those gems was released early in the Mac's life in 1986 and was called Dark Castle. This game, like many early Mac games was fairly revolutionary for its time.

First, the animation was incredibly smooth and life-like. It was a pleasure to watch the protagonist, Duncan, run, jump, and fall. This was three years before Prince of Persia with its rotoscoped animation (but after Karateka which had similar animation principles). Duncan's walking, running and jumping animations were quite realistic, but the game also had a good sense of humor by adding cartoon-like "hovering over a pit, then looking down and falling" and "banging your head and getting dizzy and
spinning around" animations.

The second major innovation to this game was its control scheme. The game is a platformer and the character is moved around using the keyboard (with WASD as the default keys). The character's main attack is throwing rocks and this is accomplished by aiming with the mouse. Yes, that's right - moving with the keyboard and aiming with the mouse, the same control scheme used by all PC-based first-person shooters today was pioneered by this game back in 1986, almost ten years before the system was first used in a first person shooter (Marathon, which probably not coincidentally was also for the Mac).

So, the announcement that the third Dark Castle game, Return to Dark Castle is finally coming out (it has spent 7-8 years in development) inspired me to go back and replay this game.



It is still a lot of fun, but like many games of my youth, it is a lot harder than I remembered it. I seem to recall being very good at this game and having no problem beating it, but I must have only been playing it on Beginner difficulty. I jumped right back into this game on Advanced difficulty and got my ass-kicked hard. Humbled, I started back at Beginner and relearned the game. I was able to beat Beginner and then Intermediate modes without much difficulty. Advanced is still insane. It took me luck, using all of my ammunition and about 16 tries to finally get the shield. I then died while attempting to get the fireball.

Still, this game brings back great memories. The sound effects are ingrained in my brain - Duncan's grunt as he jumps, his "Whoa, whoa, whoa, wrmmmbrblblblblblb" when he smacks his head, the mutant's taunting, the raven's caw, and the wizard's mumble. Despite not having many games, the early Mac had some good and unique ones.

Monday, February 4, 2008

No More Heroes - Finished the game

This game was an incredible experience. Someone said it best that this game is sort of like Blaster Master or Ninja Gaiden for the NES - games that weren't perfect but that were incredibly fun to play and everyone had to have. The difference is that both of them games had really compelling gameplay (okay, so Ninja Gaiden also sold itself on its story) to go with them. Here, the visceral feel of the gameplay is great, even if it isn't necessarily deep. But the story and game execution and details are what sells it.

I mentioned previously that the city of Santa Destroy feels lifeless. More than that, I share the opinion of other that is one of the worst level-select screens ever. While there are some neat details scattered around Santa Destroy (references to other games and punk music), having to drive in your bike from one location to the next is just tedious. Especially when you just want to earn some money at the side missions.

It is also probably a good think that the game doesn't try to pad itself out too much. The combat feels great. The graphics show your character performing all sorts of neat combos. The kills slice guys in twain and send blood splattering everywhere! You can mow down entire groups of enemies! You can send them to their doom with professional wrestling moves! Despite all that, the combat isn't very deep. There's high and low attacks and dodging and occasionally throws, but there isn't much meat there. You start feeling this a bit on the later bosses that have a ton of health where you just have to do the same thing over and over in order to defeat them.

All that said, I really enjoyed this game. Any adult who has a Wii and is more of a core gamer should check this out. The game is fully of crazy action and over-the-top entertainment. It is a send up of action movies and video games and just absolutely feels right. This is like one of those movies you start talking about immediately afterwards with your friends and say, "Did you see that? It was amazing!"

I usually don't hesitate to post spoilers because it is assumed here that I will be talking about my progress in a game which can include anything I have seen. But since so much of the enjoyment of No More Heroes is discovering the story and references in it, I feel I must put in this intermediate paragraph.

That said, there were so many great moments I experience in playing through this game and encountering all the bosses:

Destroyman was hilarious. A postal worker that thinks he's a superhero, complete with nipple guns and crotch rockets? And the way he makes Travis fall for his obvious tricks is a delight.

The death scene where Holly puts the grenade in her mouth and her head explodes is a classic 'oh my fucking god I can't believe that' moment.

The hilarious brain machine contraption in the next fight was just classic and sort of reminded me of Terry Gilliam or Jean-Pierre Jeunet. I knew that this fight would end before it started, but I figured Travis (or the machine itself) would be the one to do it.

Rank 4 might have been my favorite fight. Half the level is a dream sequence where your character is the space ship in a shoot 'em up sequence. And the boss fight was probably my favorite in the game (only Destroyman comes close). It is just staged so well. From the set up as a date at the theater between Travis and Sylvia to the boss performing an on-stage magical act and you acting like an actual member of the audience to the fight itself which involves the magician turning the screen upside down and includes an interlude where you are put into and escape from a magical trick box, to the cinema after defeating him. As I said, it is staged incredibly well.

My favorite answering machine message from the video store is the one where they say that instead of returning the porno you rented, you instead returned a copy that cuts off two minutes into it.

If I had my suspicions that the boss fights in this game were a send-up of Metal Gear Solid, the final boss fight confirmed it. First, the games finishes demolishing the fourth wall by having Jeane comment on how if she told you her story, it would increase the game's rating which could delay it... and then they might have to call the game No More Heroes Forever (a classic video game in joke). Then Travis says to just fast forward through it. So you literally get a fast forwarded scene through tons of expository dialogue where Jeane reveals a life of abuse, incest, whoring herself out, training to be a killer, and getting her revenge. It was great.

Then in the "real ending" after defeating Henry, Travis argues that he can't reveal new plot now since the game is over and they have a great conversation about how the game should end to some totally kick ass music.

As you can tell, I found No More Heroes to be a great experience.

Sunday, January 27, 2008

Zelda vs Metroid vs Contra

A friend of mine asked me very politely to do a post on my blog. His first two topics were things that I'm just not inspired to write about and similarly am not really inspired to play their games (except maybe a brief rant on how can New York suck so much in Double Dribble). But the third is definitely deserving of a topic:

What is your favorite between Metroid, Zelda and Contra? And why.

This is a great question. Especially because the answer changes depending on exactly how you look at the question.

All three of the original games are great and all made my list of Top 50 NES games when I made it way back when. That list would change now. Contra might move ahead of Zelda or it might not. You see, if the question were which of these games (NES originals) has the best memories for me, the answer is hands down, Zelda. I received Zelda with my NES for Hanukah of 1987 and that game was my world for many months and filled me with such joy and excitement. I played Contra at a friend's house and enjoyed it, but didn't actually own it for myself and play it through until 1997. Metroid I played a few times at friends houses, but didn't actually own that cartridge until 2002. So of the three original games, Zelda has my favorite memories.

If, though, the question is which of the original games is my favorite to play, then the answer is easily Contra (I'm talking about the NES games here as the Contra arcade game wasn't as good). Contra is the game of the three that has aged the best and is still a lot of fun to play today.

Metroid and Zelda were both revolutionary when they were released. Indeed, they both pioneered open-ended exploration and tantalizing glimpses of areas inaccessible without possession of the proper equipment. But they both have what, by today's standards, would be considered horrible design flaws. Metroid has a huge, open world that is easy to get lost in. Games back then did have automaps so this is somewhat forgivable. But unlike Zelda which also didn't automap the overworld (and did automap the dungeons and come with a mostly complete map in the box), the rooms and corridors weren't on an exact grid so mapping the game with graph paper or the like was and is extremely tedious. Of course, today you can just get a map off the internet, but that takes away from the exploration aspect of the game. Another flaw both the original Metroid and Zelda share is that they have no easy way to end the game and save your progress without dying (Zelda did have an undocumented way to do this, but it was roughly equivalent to dying except it didn't increase your death count). Unfortunately, when you died in Metroid you started back at the beginning with very low health and low missiles. Since there was no easy way to recharge these, you had to waste a lot of time not only backtracking, but also getting your health and items back to their correct status. In Zelda, this problem was mitigated by only having to restart at the beginning of dungeons when you died and by having less total health and enemies more generously dropping it. Zelda did suffer more from one problem than Metroid did: having to bomb random areas. Bombs were a limited resource in Zelda and many vital resources were located behind rocks that needed bombing. There were no clues as to where these bombable areas were so a player would have to randomly bomb places and then restock their bombs and then try again. Burnable areas were almost as bad if all a player had was the blue candle.

Contra, being in some regards a simpler game than either of the above, doesn't possess such flaws. It wasn't really revolutionary. There were certainly other platformers were you ran, jumped, and shot at things. But none were quite as polished as Contra (including its sequel). It is difficult, but features few cheap deaths and can be beaten without memorization. It is amazing that few run and guns even through to today have matched its balance. The fact that two players can play simultaneously makes it even better.

Okay, so question answered right? Well, the wording is kind of vague so maybe he means which is my favorite series of Zelda, Metroid, or Contra?

Well, Metroid is the series that has my favorite game to play of all the games in those three series: Super Metroid. Despite coming out on the SNES in 1993, the game holds up today as being nearly perfect. And that's not hyperbole as I only played it for the first time last year. Super Metroid gets free form exploration with new areas begging to be explored when you acquire a new item absolutely correct. It takes place in a world that seems natural and organic. It gives you a map and save points, but doesn't hold you by the hand instead gently nudging you in the right direction with level design. It's an amazing game and I would recommend it to everyone.

The other series have had great games. The Legend of Zelda: Link's Awakening is my favorite in the series and there is a lot to recommend in Link to the Past as well. And I haven't even played any of the 3D Zeldas and I know many hold up Ocarina of Time to be one of the best games ever (of course they also tend to be at least five years younger than me). I'll get around to trying Ocarina at some point, but I highly doubt it can usurp Super Metroid. As to the Contra series, the first three games were all very good, but the original is probably still the best (granted, I haven't tried the recently released Contra 4) and I know it doesn't reach Super Metroid's level.

Finally, the question could be asking which series overall is my favorite?

There my answer once again goes to Zelda. With the exception of the CD-i games, every Zelda game has been good - at least at the time of its release. The first two Zeldas may not hold up, but every 2D Zelda since then has and Zelda made the transition to 3D very well. The series has always oozed quality and has what is probably the most quality and the most average quality of any series.

Metroid comes close to the Zelda series as all of its games are good except Metroid II which I think is only above average (though some think much less of it). Super Metroid is probably one of the best games of all time, but the original Metroid doesn't hold up, Metroid II barely does, and Fusion is fun, but flawed. Zero Mission is a great remake of the original game that is worth playing, but is also "merely" good. I have no experience with the 3D Metroids. All of them are supposed to be good, but not amazing and so while the Zelda series probably averages out to very good, the Metroid series only averages out to good.

The Contra series had three good to very good games and then unfortunately the PlayStation Contras came along which were awful. The PS2 Contras were good, though Shattered Soldier was ridiculously difficult and Neo Contra didn't feel like a Contra game. Contra 4 is by all accounts very good, but that still puts Contra at a notch below the other series.

So there you go, a very long-winded explanation of which among Zelda, Contra, and Metroid is my favorite and why.