Showing posts with label Humour. Show all posts
Showing posts with label Humour. Show all posts

Sunday, 3 April 2011

Mass Effect 2 (PS3)

I want to talk about Mass Effect 2 because it's the first seriously long game in ages that I've been thoroughly engrossed in and wanted to play non-stop. Heavy Rain was probably the last title that had that effect on me, but it really didn't take too long to get through, and according to my save game files I've spent over 40 hours playing Mass Effect during the last three weeks... There's another post I'm thinking of writing about my gaming habits and how game-play fits into my life but first I want to reflect on why this game sucked me in as much as it did.


I was interested in the first Mass Effect when it came out but I didn't have an Xbox 360, and my laptop wouldn't have been able to cope with it. I'd also heard a lot about it from my friend Paul, who went on to enthuse about the second installment. So when I heard it was coming out on PS3, I was already excited. An action-RPG set in the future where I get to command a space ship and my choices affect the way the narrative progresses? I was definitely intrigued. I've not seriously played an RPG since Baldur's Gate years ago (and no, I don't think the tongue-in-cheek Deathspank really counts...), but I guess that was the last time I got this involved in a game story. Incidentally, Baldur's Gate was also created by Bioware. Mass Effect is the kind of game where narrative really does count, but I think it's the relationships you have with the rest of your team that make the narrative matter. I was utterly engrossed in Heavy Rain but it didn't take long to play through (plus there is some debate on whether it actually is a game or not). And while Deathspank was engaging in an amusing sort of way, I didn't really care about what was going on, not enough to try and finish it or even to spend that much time playing it on my own. But in Mass Effect 2, I had to make all sorts of choices along the way in terms of how I interact with people and what I do next which I knew would affect how the development of the plot.

So I finished it last weekend, and even now I'm still wondering whether I made the right decisions. Obligatory SPOILER ALERT as I'm going to go on discuss some of the plot and how it panned out. I think one of the moments that surprised me was how I ended up interacting with a character called Grunt (see below). Grunt is a member of the Krogan species who was genetically engineered in a vat by a scientist who was trying to create the "perfect" Krogran.


Soon after awaking/recruiting him, it's clear he's having some sort of difficulty dealing with his rage (hardly surprising since, despite being fully grown, he's only been out of the vat for a short while - experiencing the Krogan version of teenage angst perhaps?) so off we go to his homeworld to figure out if there is anything wrong with him and he ends up having to go on some sort of rite of passage. Now the Krogans are a pretty aggressive race (I guess sort of like Klingons but more animal like) and even though I've played most of the game so far by choosing the paragon (i.e. good guy) options, I start to play it differently now. Because Grunt is Krogan, and I want the others to respect him (and his choice to be part of my team) - in fact I want to encourage Grunt to be the best Krogan he could possibly be. It's odd, but he sort of felt like my adopted child and I wanted him to connect with his culture... I know the plot is a little bit ridiculous (but it did start with me being resurrected from being dead), and I know that is an odd feeling to have about a character I regularly took into battle but I'm really not sure how else to explain why I started acting all tough and aggressive all of a sudden. The only other thing I can say in my defence is that behaving how I did just sort of made sense, it just seemed like the best way to communicate with the Krogans. When in Rome...

So that's one team member. There are several others, and after a while you start to realise you like some of them more than others. I would find myself going to visit people, after missions just to hear what they had to say, some more than others. For instance, I enjoyed both serious and hilarious conversations with Mordin (the Salarian scientist who sings Gilbert and Sullivan). You can even have pursue a romantic relationships with one of them, though this part of the game impressed me less. Partly because while you are allowed to have inter-species relationships with alien team members, you can't pursue same sex relationships (except perhaps with the Asari who, though they look female, do not have a gender). If you choose to play a female Shepard, you can still flirt with human Yeoman Kelly Chambers (but there is definitely no man-on-man action), even have dinner with her (after which she will feed your fish and so stop them from dying when you are off ship, lol) but it's not considered pursuing a relationship - so it's all sort of implicit (until perhaps the end of the game, where it just gets weird). What I mean by it's not "considered a relationship" is that don't get the paramour achievement for pursuing this, but you will if you get together with one of your team mates. The problem I have with this side of the game, isn't that you can engage in this sort of things or even that it's reduced to an achievement (pretty much all of the game is tbh). It's that after a certain period of time, it's the only way for you to interact with your team mates. If you are female, the women just keep saying they are busy, and if you don't pursue the romantic options the men start to do the same. I guess the only way to continue to talk to someone is to become physically intimate with them.

The other aspect of the relationship system is that certain options are only available if you have received enough paragon or renegade points. You get these points based on how you act within the game, and on how you interact with people. This seems to presume we either want to be "good" or "bad" but  sometimses situations are more complex than that and seem to call different kinds of behaviour, regardless of what you might actually believe. I know the game usually allows you to choose different responses but in order to unlock different options later on, it forces you to generally pick one mode over the other. At one stage, I sided with one character over another in an argument and I just didn't have enough points to resolve the issue. I kept trying to get more paragon points, just so I could try and sort things out, but that felt like a strange thing to be thinking during the game - I realised that I was considering my choices on the basis of whether it would give me enough points to convince Miranda to talk to me again. Perhaps the real problem here is that there were consequences to me not managing to get those points. You see, after the argument, Miranda was no longer loyal to the team, I guess she stopped trusting me. And so after the final mission, Miranda was the only person who didn't make it back alive... I really ended up feeling like I had failed her. Seriously, when did games start getting me to feel guilty about the choices I make within them?!

Even now I'm thinking about the decisions I made. Maybe I shouldn't have decided to kill the heretic Geth (an AI race, but some of members had sided with the bad guys in the first game). To me it seemed like the more ethical option - the other was to reprogram them i.e. brainwash them, but I figured they should be free to make a choice about what they believe, just as I made a choice about defending myself  and the galaxy against their beliefs. The game didn't agree with my logic, so I got renegade points instead of paragon ones, and so I still couldn't resolve the argument. Maybe I should have taken Miranda with me on the final battle, at least that way I could have protected her, instead of her dying with the other team. Or maybe I should have sided with her in the first place, instead of Jack - who honestly started to irritate me after a while.

So that's one of things I was going over after I played it - the other was about the decision I made to pass on the Reaper technology to Cerberus. The Reapers are the big bad in the game - they are a threat to the entire galaxy and it is clear I will have to face them again in the third game (the decisions I have made will also influence the story of Mass Effect 3). Cerberus is the organisation I work for and who resurrected me, led by the Illusive Man (voiced by Martin Sheen) but it is clear they are a bit dodgy and perhaps worryingly pro-human. I decided to pass on the technology because I thought it would give me an advantage next time, but now I'm wondering whether I've really just given Cerberus the tools to make humans the dominant force in the galaxy... Lol, I'm still debating whether to play the final level again so I can save Miranda and destroy the technology!

There were other moments in the game that got me thinking about moral issues - the genophage the Salarians created in order to try and restrict the Krogan birth rate, the decision by a human scientist to use his autistic brother as a subject for an experiment etc - and I think this is the sort of thing that had me hooked. I wanted to get to the next cut scene and find out what was going to happen next, but I also had to seriously think about the issues the game raised and what sort of character I wanted the Shepard I was playing to be. I guess this was the first game in a while where I thought I might be doing some of that projective identity thinking that Gee talks about. 

The actual combat was fine, not as hard as I thought it might be, and helped by the fact that I could essentially pause it whilst I picked my team's next attack/weapon. I actually started the game on the easiest option because I thought my lack of experience with shooters would stop me from progressing - but I changed this back to normal after the first couple of fights. Ultimately, it was the story and the choices I was presented with that I really cared about. And it is these things that will ensure I play the next installment. It wasn't all done perfectly, I actually kind of wish I hadn't chosen to go back to my ship and talk to people after the final mission. I was disappointed nobody had anything to say about Miranda's death (all there that happened was a little cut scene, showing a solitary coffin - her office being empty actually seemed more poignant). I also got annoyed with Grunt because he contradicted himself by telling me I shouldn't have given the tech to Cerberus, despite the fact that he encouraged me to take it at the time. Hmm, in fact they pretty much all seemed to think I had made the wrong decision, is that why I want to re-play it? And then there was Kelly. She was really visibly shaken after having been rescued from the Collector ship so her showing up in my cabin later in a revealing outfit to do a bit of "sexy" dance just seemed bizarre and out of character... Like a reward for horny teenage boys for having finished the game, rather than a genuine part of the story.

Despite a few small niggles, I seriously did enjoy playing Mass Effect 2. It was mostly very well put together, and there is something about knowing your actions will have meaningful consequences that makes makes the experiences all the more powerful. Will I replay it? Probably, but I haven't decided whether I'll redo the last level with my current character or try it again with a new one where I'll act completely different to how I did.  I also have the option of playing it again with the same character but now I'm all levelled up. All I know for sure is that I'm looking forward to Mass Effect 3 :-)

Monday, 9 February 2009

Social gaming

I had a couple of friends come round last weekend so we could have a go on a some games I'd been wanting to try out. The first one was World of Goo, which I already knew I was going to love as I'd already played the PC demo. At first we were looking for some sort of multi-player mode, but then realised that all you had to do was point another wiimote at the screen to join in the puzzle solving. World of Goo is seriously easy to pick up, and we enjoyed it pretty much from the start. It follows the usual approach of starting you off with relatively easy tasks which get grow more and more difficult the further you progress - achieving a nice balance between your developing skills and the challenges you have to face. I also really like how you gradually start to become more and more curious about the goo and what exactly is going on in the game world. Who is the mysterious Sign Painter who leaves cryptic clues around the place? What are goo balls used for? What's with the random giant frogs? And so on. While I quite like this sort of randomness, one of my friends did point out the self-referential humour employed by the game might get annoying after a while. It was quite interesting to try and solve each puzzle with someone else though, especially since the experience seemed to have much to do with who you are playing with! While it made sense to cooperate and establish some sort of strategy together i.e. "you do the bridge and I'll do the balloons" (see image below), there was also the occasional competitive moment of "stop stealing my goo balls!". We didn't try it with three wiimotes but I have a suspicion it would have been quite hard to break down the puzzles into different tasks and it would have just turned into who can solve the puzzle fastest!


In contrast, de Blob supports multi-player play with a party gaming mode. The game is essentially a single-player adventure where you have to bring colour back to Chroma City by acquiring paint and bumping into things. It's amusing enough but not very engaging in the long term to be honest - I think I'm more intrigued by World of Goo's Sign Painter than the de Blob story. I had hoped the party mode would be a bit more interesting, but it essentially consists of three mini-games (which you have to unlock by playing the story mode) where you can compete against another player (actually up to 4, but while I do have 4 wiimotes, I've only got two nunchucks). The image below shows the split screen for two-player mode. We played it for a bit and it was entertaining but to be honest there wasn't much there to keep us going for long. The party mode just ended up feeling like a bit of a simplistic add on thrown in to try and tap into the Wii's success as a party console. Which is fine, if you don't want to invest much effort into it, or if you're playing with people who don't have much gaming experience.


If you want something a bit meatier though, there is Little Big Planet on the PS3, which I would seriously encourage anyone to have a go on. I'm going to ignore the user-generated content side of things for the moment as I think I want to do a separate post on this later on, and focus on the going through the levels, which you have to do anyway to unlock materials to design your own levels. I have played it on my own, and while it's incredibly cute and you could spend ages customising your little sack person, I found it a lot more fun to play it with someone. I first tried it back home at Christmas with my sister, and it brought back memories of how it used to feel playing together on my Mega-drive as kids - a sort of nostalgic bonding experience! The game encourages you to play with someone else by providing challenges you can only solve with the help of another player. I didn't realise until I was helping out at the Digilab stall in the Learn About Fair on campus a couple of weeks ago that you can play with up to four players. This was quite cool in terms of getting as many people to try it as possible but did get a little complicated trying to keep multiple sack boys and girls on screen at once (if your character disappears off to one side for too long you end up losing a life).


So, I think two-player mode works best, but while the game starts out easy enough some of the later levels can be quite difficult! Or at least they require a level of coordination and timing from both players that isn't always easy to achieve. The fact that there are frequent save points throughout each level means reduces the consequences of falling off a cliff or into crocodile jaws, being burnt to death etc but you essentially get four chances at making it to the next checkpoint, and that's between the number of people playing. So if there are two of you, and one of you has died twice, and the other once, the pressure is on for the second player to make it to the next check point in one piece, otherwise you have to go back to the start of the level It's an interesting mechanic, but it can get a little frustrating when things don't go very well. Plus, I tend to want to rush into everything when presented with a new level (I'm going to blame this on growing up playing Sonic...) when perhaps a bit of patience would work better. I also think that while de Blob and possibly World of Goo could quickly be picked up by any player, and played quite happily by a single player, Little Big Planet requires a bit more investment from two people to really reach it's potential as an engaging platformer. At the end of the day, I guess what you choose what you want to play based on the energy you want to put in and the experience you want to have.

Tuesday, 23 December 2008

Overdue games update

I'm on a break for the holidays so thought it was about time I wrote something about what I've been playing over the last couple of months. I've left Spore off this list as I've only recently gotten in to playing it again and want to post about it in more depth later on.


Since September, I've managed to complete two games. The first is episode two of the Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness (PC version) developed by Hothead Games. You join Gabe and Tycho again on their quest to find the giant robot destroying New Arcadia (and which destroyed your house in the first episode). Basically, it was more of the same as the first episode but I'm not convinced it was quite as fun. At least in terms of the turn-based combat, I got more out of the mimed attacks and colourful clown blood spatter, than I did of beating up rich snobs and mental patients (cue ethical discussion here...). I did enjoy it though, because of the humour that comes with it and I think I quite like the episodic format - it doesn't take more than a few hours to complete. I also think I'm driven more to complete games like this by a desire to get to the end of the story than by a sense of challenge, as I'm not sure I want to go back and do it all over again in "insane mode". I mean, you'd have to promise something a lot more than the same thing again but a hell of a lot harder.



The second game I completed was Lost Winds, developed by Frontier Developments for the Wii. Available on WiiWare (as opposed to in shops) where you play Toku, a young boy who has to save his homeland from the elemental spirit Balasaar with the help of the Wind spirit Enril. You control his movements with the nun-chuck but also use the Wiimote to control the wind in order to help Toku jump higher and further. Apparently a second player can use an additional Wiimote to help Toku jump further but not higher (similar to the co-op mode in Super Mario Galaxy) but I haven't tried it. I really enjoyed Lost Winds, again because I could complete it in a few hours (as opposed to weeks) and also because it is one of the few games I've come across that actually integrates how you use the Wiimote into the story and gameplay. It's also easy to pick up and very pretty. It might be a little too short (I think it might be best to think of it as an episodic game, as a sequel seems to be in the works) and it could definitely have benefited from a map, or some sort of spatial representation of where you were and where you could go, since I seemed to spend a fair bit of time retracing my steps. If you have a Wii though, I would definitely recommend downloading it and it is only 1000 points (only £7).



I've also been playing a point-and-click adventure game called A Vampyre Story about an opera singing vampire named Mona who was kidnapped and turned into a vampire by the rather pathetic Shrowdy von Kieffer and is now trying to escape back to Paris. Developed by Crimson Cow I had high hopes for this as I'm a big fan of the genre and while it looks pretty, I'm finding the characters a little annoying, especially Mona's sidekick Froderick the bat, and the dialogue you have to sit through can be a little tedious (and just isn't that funny). I'm not sure the interface works that well either and in general I'm just not enjoying it as much as I thought I would. I think it might go on the back burner for a bit while I play Spore...



Lastly, there is World of Goo developed by independent games studio 2D-Boy. I played the PC demo a while back but have been waiting for it to be released on WiiWare in Europe - which should be soon - to see what it's like on the Wii. I absolutely loved this game. Described as a puzzle/construction game by it's developers, the player controls balls of goo which you can attach in different ways to form bridges and structures so the remaining goo can exit the pipe (a bit like Lemmings). It's not only easy to learn, but also clever and engaging. But if I have to wait too much longer I think I'll end up with the PC version.


Ok, think that's it for now at least!

Monday, 26 May 2008

On the Rain-Slick Precipice of Darkness: Episode One (PC)

Ok so I'm not sure if this counts as a seventh generation game as such, but it has only just been released and I did really enjoy playing it so I'm going to write about it.



Created by Mike 'Gabe' Krahulik and Jerry 'Tycho' Holkins from Penny Arcade, in conjunction with Hothead Games, On the Rain Slick Precipice of Darkness allows you to enter the 1920s world of New Arcadia. After a bit of a random intro sequence where your house is crushed by a giant robot, you get to join Tycho and Gabe as part of their Startling Detective agency in order to figure out just what is going on. Then you're off of on an adventure involving Tycho's niece Anne Claire (who has been recast from the comics as some sort of scientific/engineering genius), battling various hobos, robotic 'Fruit Fuckers', clowns, mime's and barber shop quartets with your trusty rake, exploring Desperation St, Hobo Alley and Pelican Bay on a quest that will ultimately involve destroying a god.

It's all a bit random and thoroughly enjoyable because of it. It reminded me of when I used to play Lucas Arts games like the Monkey Island series, and Grim Fandango, which is not surprising given Ron Gilbert's involvement in the project (he helped create the first two Monkey Island games). Partly this was due to the look and feel of it, but also because the game has a sense of humour. It's funny in that 'it makes you smile' kind of way because it treats you as someone who gets the joke. Maybe it helps to be familiar with the characters from the web-comic, or the tongue in cheek humour of Monkey Island but I'd like to think most people would appreciate this is not a serious adventure game. It seems that some of this will depend on whether you do get the in-jokes or not, which in turn depends on what knowledge you bring into the game in the first place. I wonder whether the role of humour has been examined with respect to games and learning? Is it really just another way of making things fun or does it have a more fundamental role to play?

Another familiar aspect of the game was it's player friendly design. It's very hard to die, but if you do the consequences are pretty much negligible. Plus, you can save whenever you like. The combat scenes may seem a little confusing at first, especially getting the hang of each character's special moves, but you quickly get used to the turn based combat and rolling of the 12 sided dice, and start to enjoy the amusing fight sequences that often ensue. Oh, and you can pick up various exploding items, power ups and downs during your travels that can aid you during a fight. Then there is the Detective Agency screen where you can examine case logs, check your inventory and look at the files which contain info on pretty much everyone in the game.

The language in the game - fighting Fruit Fucker robots and looking for somewhere to live in the Shithole - and it's M rating makes it clear has not been aimed at a young audience. There are also pools of blood in certain areas, and a subplot involving the selling of hobo meat to a charity worker (which sounds a lot darker than it is and the hobos attacked us first - honest!). However, it's not supposed to be a disturbing game, so you also get mime's fight moves like 'pretending to throw a grenade' and clown's blood that looks like paint, which means you get fight scenes that end up looking like an over enthusiastic round of paintball. The humour might be a little dark in places, but I guess I quite like that.

Most of the time you do feel like you are running around inside a 1920s comic book world of robots, the occult, while meeting some very odd individuals in the process. The look and feel of the Penny Arcade comics are especially preserved by the polished cut scenes. But there were a few glitches that need addressing. There were silly things, like the fact one of my eyebrows always appeared in front of my hair in the cut scenes. There were also more annoying things like needing to click on an object three times before my character would actually go to it. Then there was the most annoying thing ever - during the final battle, if you called the cat (T. Kemper from the comic) to perform a supporting character attack, the game crashes and you have to start the battle again. So I hope they figure this sort of stuff out by the next installment.

See the other thing about the On the Rain Slick, is that it is an episodic game. That means it's short. Short enough, and entertaining enough, for me to finish within a few days. There is something about this that appeals to me as it means the game is broken down into distinct yet manageable chunks which I stand a chance of completing. However, it will probably end up costing me more as I will have to buy and download the rest of the episodes from Greenhouse Studios. Worst of all though, I now have to wait four months for episode two.