Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Sunday, March 21, 2010

Ghost Busters (The Game)

If you are a fan of the Ghostbusters series of films in a holistic sense of the word, if you are a consumer of them in the truest sense, if you bought the Limited Edition Gift Set with Collectible Stay Puft Marshmallow Man, Ghoulish Trading Cards, Goofy Slime, Filmmakers’ Commentary, Deleted Scenes, Behind the Scenes Featurettes, Storyboards, and 2 Animated Episodes, then this game is for you. If you are one of the rest of us, it's probably not.

The game is a trudge to say the least. You are the nameless new GB recruit and that's about as deep as your character will get. Playing the game is more like watching a new GB movie, that happens to be a really weak rehash of the older flicks, except intermittently you take stop watch and play a really bad third person shooter that also has ghosts in it, as if to supplicate the film watching experience.

The one thing the game has going for it is a nerdgasm of voice acting, virtually every role is voiced by the actor that originally played the character. After that the list of things this game has to offer evaporates. Starting with gameplay, the control scheme is confusing and movement is clunky. The tasks set before you are repetitive at best. The game will tell you that there are lots of enemy types and you need to scan them in order to know what to do. Really there are 3 enemy types, ghosts that you can damage enough to disperse, ghosts you must trap, hulking boss types that are basically one of the other types but you must do something to them first to make them killable, you know break a crystal or something. The environment looks good, but you will see two identical doors, one you will be able to open and one you will not. Sometimes you can open the door, but only if one of your cohorts comes over and kicks it. The entire game is plagued by loading times. When you die, and you will die, a lot, mostly because your AI buddies are akin to mentally challenged toddlers with no eyes, you will be treated to at least a 20 second loading screen.

All of that I could forgive for the entertainment value of the game, except that the game fails to deliver on the level that you expect out of a game. As I said before the game is a trudge, and I've trudged through game before for the sake of being part of the story. The biggest problem with GB is that your character isn't even relevant in the smallest way. You are expected to be the medic for the group, and to find the secret path every time there is a dead end. and to kill every enemy, and to trap every ghost, and to break the boss ghost's defense (whatever task that may entail), all so that in the end Peter Venkman get's the girl, the rest of the GB's get the recognition and you get, well I don't know what the hell I got. It was like I was the Red Uniform on the away team, except that when I died the entire universe ceased to be.

The game is completely without any story element that makes the horrid gameplay you endured with the effort. It's like a big practical joke, and your the one with egg on your face.

Overall: D-, it was playable but not enjoyable. Oh oops, I meant to say, in a land where toasters are kings and pigeons are pawns, this game is a - look just don't play this game, for your own wellness, don't play it.

Sunday, March 07, 2010

Brütal Legend

I finished up Brütal Legend yesterday before I went to work and now I'm scurrying around trying to grab a few more achievements before I drop it back in the mail. BL is a Drama Comedy Parody Open World Action/Adventure Hack and Slash Racer Shooter RTS with RPG elements. At least I think it is. It's sort of like being in control of a more story driven version of This is Spinal Tap but in a medieval fantasy world. You might be thinking that if the game is going to try to be all these things then it can't deliver quality on all fronts. You'd be right, sort of.

It's not that the game can't deliver, it just doesn't really try to. The Hack and Slash parts of the game are VERY simple two button mashing combos, the world is open in conception, but linear in execution, the RTS is in real time but not strategic. The story is hokey, though comically entertaining and for a game that seems to have the main objective of not taking itself too seriously it succeeds quite well. The main character, Eddie Riggs (Voiced by Jack Black), is a old school roadie stuck working for a band of prima donnas, longing to have lived earlier when Metal meant something. What like the 70's? No earlier, like the early 70's. The whole experience has the feel of the Rock Metal movement: Why does that guy have a spiky wrist band? Because he thinks it's badass. Take that same template and apply it to an entire medieval world and you get pine trees that grow beer, woolly mammoths with stainless steel tusks, tree trunks made of rock stage scaffolding, shrubbery that sprout car parts, huge stone obelisks of outstretched "rock hands," and an entire race headbangers that have been headbanging for so many generations that they have evolved over developed neck muscles. Why? Because they thought it would be badass, or at least they thought they could bank on that idea being comical enough to carry they entire effort. In my opinion they were right.

Listen you won't walk away feeling like you just played through some one's creative master stroke, but if you play games to be entertained, then here friends is some quality entertainment. BL is sort of like getting a quarter pounder with cheese. Sure it isn't a bone in rib-eye, but a quarter pounder with cheese sure is good sometimes. It's not trying to take itself to seriously, and I suggest that if you play it you don't either, just sit back and enjoy.

Overall: B+, err, I mean, on a scale from Goodyear Tires to Hot Air Balloons, its better than Two Stray Dogs, but it's obviously not on par with a Trip to the Circus.

Thursday, February 18, 2010

Bioshock 2

The following contains major plot spoilers, read at your own risk. I finished up BioShock 2 last night and I feel pretty good about the overall experience. I will say though, that out of the gate I had to overcome a bit of disappointment. The game tells you from the that you are one of the first Big Daddies, dubbed "Delta," which means that you aren't regulated to carrying one weapon and you can also use the same plasmids that are available to the rest of the Rapture world. I read that to say that I would be much more powerful this time through Rapture, and much harder to kill. Alas, I was not. Somewhere between the second and third train stop I got the notion that my character was not unlike the frail protagonist from the BioShock Sr., and there fore my gameplay should perhaps mirror that style. When I made that decision the game immediately became immensely more enjoyable. Now, I may be splitting hairs to be complaining about this learning curve, but I guess I just don't like being lied to when it's unnecessary. As you play through the game, and specifically, as you listen to the diary records, you find out in a round about way why it is that everything can still beat the crap out of you as if you were an ant among gods. I really don't mind that the random Leadhead Splicer can drop me in 3 shots, as long the game didn't tell me that I'd be a Juggernaut, it could have just told me I'd be an ant.

Okay that's out of the way. After I made the realization that I would have to start playing this iteration much more like I played its predecessor, I was able to get into the groove of the game and start experiencing the rich world and deep story arc it offers. I'll say first that I wish I had already been a father before playing this game, because the story affected me at the emotional core that I have already built for my future children. My assumption is that it hit much harder for those who are already fathers. This is the game's real value in my opinion. Most efforts in this industry seek to entertain your mind; distract you. Bioshock 2 seeks to engage you on a more human emotional level. When I walked up to the quarantine room before the final act of the game, the plot twist that I expected right down to the ground, was that the next set of circumstances would force me fight my daughter. But, as it turns out, I had already had my fight with my daughter, and it was a fight that rang much more real to me than I have seen in this media. She had been watching me, and learning, you know, like children do. My actions had shaped her, my decisions had informed her conscience. When the game revealed this to me, I had that panicked moment that you get when you think someone has found you out. I frantically inventoried the decisions I had made, wondering if I was the right kind of example, or if I had steered her wrongly, and all the while knowing that whatever I had done it was too late to change it. I wonder what it would have been like if I actually had a daughter and this game I was playing held that mirror up to my face....

The game also made for me an, I think, inadvertent comment about what it might take to create a Utopian society. Lamb is the perfect example of that old proverb, "The path to Hell is paved in the best intentions." She believes that in order to achieve utopia, that one must sacrifice not only self but sense of self and with it conscience. "Conscience is a curse," she says to Delta. I disagree with her, and since she is the antagonist, the game seems to disagree as well. She is proposing to create and individual with not even the slightest propensity toward evil. I would argue that good must be chosen of free will. I think that the greatest gift that God ever gave humanity was the freedom to choose. Humans have in them a great potential for good, and in order for that to have any value they must also have in them a great potential for evil. The power that we have to choose gives good its value, it can only be defined in reference to its opposite, other wise it is neither good nor evil it just is.

So, that's my piece on Bioshock 2. Overall I give it an A-.