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Alex_V

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My Thoughts On Left 4 Dead 2



There's a lot of uninformed nonsense passing for criticism of this newly-announced sequel.

Is it 'just an expansion pack'? Clearly not in my opinion. But surely we can't make that judgement anyway until November. It's a lazy accusation based on nothing that could actually be irrationally thrown at any sequel.

Could it be packaged as simple DLC for the original? It depends. If the engine is updated so that the existing content is no longer playable, then you have problems. The existing levels may not be able to be simply amended for melee weapons or the new zombie designs or infected. And the new AI director may simply not be compatible with the content for the original game. This is all very likely - making it DLC, and having to amend the original game to take it all into account may add many months to the development cycle.

But the real question is whether a year is an acceptable amount of time to create a worthy game. We can only judge that in November. As much of the content, including the narrative, is dynamic, then I would argue that it probably can be improved substantially in a year. It's much more comparable to the idea of a updatable sports game than a content-heavy traditional story-based adventure.

I certainly don't see that Left 4 Dead has been unsupported by Valve, which is the accusation that many are making. A major update added a new multiplayer mode recently. And nothing was charged for this update, which is very unusual in today's triple-A game marketplace. It seems to me that nobody has any right to really criticise Valve on that issue - we should be applauding their continued commitment to their products, in the light of the recent updates to Team Fortress 2.

The other criticism that's going around seems to be blaming Valve for ignoring their other titles - fans are obviously eager for new Portal and Half-Life installments. This seems to me a ludicrous accusation with little merit - we are blaming them for not rushing out Episode 3, but criticising them for a quicker sequel for L4D? It makes no sense. There is no evidence that work on L4D is at the expense of other titles.

Personally I'm much more interested in Left 4 Dead than Valve's other titles. Portal seemed like a perfectly-formed masterpiece that simply doesn't necessarily require a sequel. Much as I love the Half-Life series, the first-person shooter is a tired genre that needs some reinvigorating - witness the lack of FPS at E3 this year! Left 4 Dead is pushing new boundaries with its AI Director and its approach to dynamic narrative - I'm delighted they are pushing in that direction.

http://www.dontshootfood.com
14 Comments

Tomb Raider - Underworld and under-par

Newsflash: Newspaper and magazine editors are deeply cynical and manipulative professionals. They pore over subscription and sales figures. They quickly gain a simple checklist of things that sell in the media. And the biggest of these is flesh - a female in either a low-cut dress or a bikini. If the dress isn’t low-cut enough, they will photoshop it. Because it sells newspapers and magazines.

This single fact is the reason why Lara Croft is such a figurehead for videogaming. The media will publish pictures of her, even in-game, and give her games column inches. There’s even the vague idea that she is some sort of empowering female role-model - yeah right!

In Tomb Raider: Underworld you get a fully customisable Lara, ie you can decide whether she starts a level in shorts or pants. I chose shorts, just so you know where I’m coming from with all this. My daughter laughs at the way Lara wiggles her bottom, and my daughter knows nothing of what Ms Croft represents.

There’s the prevailing idea that Tomb Raider games are rather harmless mid-level entertainment - sub-Uncharted but good enough to while away a few hours on. There’s a vague story here but it’s papered on so thinly that you’ll have forgotten it by the time you’ve swung across your first chasm, or negotiated your first moss-covered climbing wall. Yes the mechanics work quite nicely, and there are nice set-pieces (a brilliant escape from a sinking ship) and a very cool bullet-time feature that kicks in allowing you to act split-second heroic at crucial moments. As usual the gunplay is awful, the puzzles get frustratingly oblique, and the whole thing is lifeless and linear.

What stays with me most is what you cannot do. You will get to a ledge that looks very scaleable and simply won’t be able to grab onto it, simply because the game doesn’t want you to. It wants you to scale the wall its way. It’s a crushing metaphor for everything that Lara Croft stands for - fall in line and follow the crowd, get behind the marketing machine and swallow these sub-par action games. And yes, I could easily grind away and finish this game in a few hours, and some of the set-pieces I will genuinely enjoy, but all it leaves me with is a frustration over how uninspiring it all is. It’s the gaming equivalent of cabbage.

NOTE: I picked the frontal shot of Lara above as I feel it shows her sultry side. Apologies to fans of her ass.


http://www.dontshootfood.com

1 Comments

Two Media Myths Debunked...

Two media lies have been debunked to some extent in recent days. It appears that everything we read and heard in the gaming media was wrong in two key areas. One is PC gaming and the other is piracy.

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According to 2D Boy, the piracy rates for World Of Goo were essentially no different to any other release. This simple fact has huge implications for the games industry, particularly the PC games market.

For the last 6 months, the gaming media has been parroting the rumour that World Of Goo has been suffering at the hands of pirates. With no copy protection on their PC or Mac releases, 2D Boy were inferred to have suffered a sort of commercial suicide, with pirates once again blamed for the ills of the games industry and particularly the independent sector.

Now the truth comes out, and it appears the gaming media is ‘full of shit’. No big surprise there. But the truth reveals more than that.

First of all, copy protection appears to be worthless. As 2D Boy noted in their speech at GDC, no copy protection exists that hasn’t been cracked within a few days. It’s incredibly bad news for the copy protection industry, whose livelihood probably depends on the idea that their products are actually the only hope of keeping the PC market alive.

Bujt anyone who has struggled with the increasingly annoying copy protection on some games won’t be shedding a tear. Treating every gamer like a potential criminal is annoying, and apparently has achieved no real results anyway. As 2D Boy note, playing a cracked copy of a game is a better experience than coping with copy protection.


Which brings us to the second lie – the idea that PC gaming has been dying. Not so according to the latest survey which suggests that the PC outsold even the Wii as a gaming platform last year. Again, for the last 18 months the media has been saying the exact opposite.

The first thing to note is that this survey is from the PC Gaming Alliance, a group set up to promote PC gaming – let’s take their findings with a pinch of salt. But if they are even vaguely near the mark, the gaming world as we know it is rather a different landscape to what we were promised.

There are a number of reasons why the PC market is underplayed in the media. Firstly it is in competition with the big businesses promoting their consoles, who wine and dine journos and provide a steady stream of pro-console content for the media. The PC, meanwhile, is promoted by exactly nobody for the most part. PC games are often aimed at niches which the general games media struggles to cover efficiently. The media would prefer us to play a regular drip-feed of triple-A titles on consoles, so they can review them easily, not worry about technical specs and issues, or have to employ a ‘PC strategy’ or ‘MMO’ or ‘flight-sim’ specialist.

But hold on, if the PC market is relatively healthy, and games with no copy protection are facing no real disadvantages in the marketplace, how is piracy killing gaming? As we know piracy is most prevalent on PCs, certainly according to the media, and piracy rates of ‘90%’ are often estimated. Quite how they settle on the 90% figure is totally unclear, and since the media and the gaming industry has a vested interest in overestimating such a figure we can be justifyably suspicious.


The answer, it seems, is that piracy actually doesn’t matter all that much. People who pirate games wouldn’t necessarily buy them. It has existed throughout gaming history without ever dealing a fatal blow to the industry. Just as video recorders didn’t destroy the film industry, or tape recorders destroy the music industry.

Which platform has the biggest problem with piracy behind the PC? Why it’s only the biggest-selling handheld device in history, the DS. Perhaps DS gaming is dying because of the terrible threat from these pirates? The figures don’t seem to back that up either. And it certainly wouldn’t suit Nintendo to start peddling that theory would it? And thus you never hear about such a ‘problem’ in the media!

Of course piracy will continue to tick off the industry, who miss out on money that could be in their pockets. And rightly so. But using the issue to try and stamp out the incredibly diverse gaming platform that is the PC is unjustified and underhanded. People need to read between the lines of these media scare-stories.


http://www.dontshootfood.com

9 Comments

Fairy Tale Beginnings - Dragon Quest V

The thing I like about Dragon Quest V is that it doesn’t muck about - it’s a simple, slightly old-fashioned RPG that is quite happy to simply play to the traditional strengths of the genre. A decent storyline but nothing overwrought, some character tweaking but not enough to get boring, and some combat shenanigans without ever getting over-complicated.

My pet hate in gaming (and particularly in JRPGs) is over-fussy, long-winded dialogue, and this game is great at simply setting up characters with a couple of lines of spoken text, and usually leaving it at that. I don’t want to hear everybody’s life story in a game like this, any more than I want to hear it in a movie or TV show. The shopkeepers here are basically shopkeepers, with the merest of tweaks just to keep it interesting - it’ll be a travelling salesman rather than a shopkeeper, or the shop is in a cave rather than a building. The game is very good at keeping the variety up without the game losing its focus.

And the game succeeds at doing the standard JRPG set up without too much fuss. Each area seems open-world but is artificially gated - your dad is ill in bed so you can’t venture too far, or something like that. Within these areas is a different aim, the equivalent of a different dungeon to explore in the world, and you tool up and then take it on. If you fail, a day passes and you try again. It works very well. The more you fail, the more chance of you levelling up in the meantime and getting better gear, so there’s no real pressure to succeed first time around. Very user-friendly and non-stressful, but addictive enough to keep you playing.

The presentation is really nice, with the option to spin around in full 3D - it gives the game an interesting visual style, because essentially it is still a top-down traditional JRPG. Praise to the production team on this, because they seem to have tweaked a classic game to give it a real boost for the DS, without killing what was essentially great about the original game itself. It feels modern, but it’s a vintage effort. It feels like we’re paying homage to games past, which gives me a fuzzy feeling in my hardened gamer’s heart.

I’m about 4 hours in, and things have really taken a turn for the worst. 10 years have just passed in my life and I feel slightly bewildered and disorientated, but I’m pretty determined to see things through, presumably to my death as an old adventurer, with all the rights wronged and justice served. It feels much more like a genuine life story than Fable II, which felt too contrived and obsessed with ‘emergent gameplay’ to be really genuine. This is just the story of a life lived in fairy tales, and I’m happy to accept the simplicity of it at face value.

1 Comments

Postcard From The Far Cry Wilderness

Playing Far Cry 2 has become a dreadful ordeal – it is draining me emotionally. I don’t want to play it any more, but I feel like I have to. I suspect that this is actually an awful game, but its effects are actually quite profound. Maybe it’s curing me of my gaming addiction. Or perhaps it’s proving that I am incurable!

At first you feel different to the ranked masses of gunmen populating this African country – after all you’re the protagonist in a first-person shooter, surely that alone makes one abnormal. You are Clint Eastwood in A Fistful Of Dollars, or Toshiro Mifune in Yojimbo. You are to play off the warring factions against each other, using them to get closer to the grandmaster. You are one step ahead of the game, like all great heroes.

But gradually you feel less and less important, and less and less of a hero. What begins as a singular quest, to find the legendary arms dealer and kingpin ‘The Jackal’, soon descends into a chaotic morass of violence and hatred among in-fighting militias in a sprawling desert region filled with… other mercenaries, other people just like you. It becomes increasingly hard to focus on the repetitious mission at hand, or on your uberquest to find The Jackal – it simply becomes a rather meaningless meander from one kill to the next.

There is nobody to love here. Even your ‘buddies’ are merciless mercenaries, for whom your friendship is only a means to an end. The streets are empty save for gunmen – the only innocents are the animals (and even nature is cruel). Pleasure is fleeting – you know the next minute your gun will jam, or the effects of malaria will kick in, or another jeep will turn up with another wave of gunmen. It is relentless and depressing, humourless and charmless.

Soon the realization strikes – I am not a good person here. I am not a force for good. I am not Niko Bellic, faced with surviving in a brutal world. I came to Africa to be part of this, and I am more brutal than the enemies I encounter. I don’t think I’m solving anything or even getting anywhere – I’m just indulging in the only thing I know – violence and brutality.

Freedom is an illusion here. Many missions have built-in choices, but the result is always the same – mayhem. The world is open and free to explore, yet you can’t travel far without encountering combat. There are plenty of side missions, and cases of diamonds to search for, yet the basic mechanics of the game are the same. Drive a bit, get out and shoot, find another car, drive a bit further, get out and shoot etc. At least in Liberty City you are free to move at will, as long as you don’t break the law – what I wouldn’t give for an internet cafe here in the desert. Here the freedom is notional, because you are forever trapped between one set of gunmen and the next. It’s the most claustrophobic open-world game yet invented.

Perhaps the first-person shooter has become a boring cliché. The basic game mechanics are too familiar now – the experiences in this game prove it. One sets fire to the undergrowth just for variety’s sake. The real enjoyment comes from the rising sun, the herds of zebras or antelopes one encounters, the flicker of the water – the simple pleasures. One hopes to not have to shoot for just a minute more. Just let the game go away, and let me be alone.

I haven’t reached the very end of the game yet, where I presumably will meet the jackal and fates will be decided. I’ve listened to the Jackal’s taped interviews with a journalist, and he seems like the same sort of fatalist as I have become – any notion of hope or justice or morality drained, just being is all there is. The belief is almost that it is normal civilisation that have lost the plot, looking the other way while people are dying – the jackal seems to understand all this and more. Life has become a rather meaningless first-person shooter.

Maybe I will join the jackal, or maybe I will just replace him myself. Maybe I already AM the jackal!!!

http://www.dontshootfood.com

2 Comments

Boy, Girl, Worm, Poop

What I love about Noby Noby Boy is that you can play it for an hour and still be wondering “WTF is this all about?”. It’s like nothing else, it’s totally crazy, and it’s great fun - what more can you ask for? Especially when you consider that it’s one of the cheapest PSN releases yet.

So what do you do? You’re a snake called BOY, but you control both your head and your bum with the dual sticks. Pull them apart from each other and you will stretch out - press the sticks and they will pop back. Eat some stuff and it will travel through your snake body, and be pooped out when you’re full. Eat a pear and a human, and sometimes a human with a pear-head comes out! Each time you stretch out, you gain points for length which can be transferred to GIRL, another snake-like creature who is wandering through space trying to discover new planets - this is done by a visit to the sun. You can visit these planets to find new zones to play in. Simple, right? No, it’s actually incredibly hard to control your snake/noby/boy.

At first I just liked popping inside my BOY house and transporting to different zones on Earth - each one seems kind of random, and will have a slightly different colour scheme and things to see. One was full of chefs riding on bears, another had lots of crabs and weird red webby structures, another was full of footballs and basketballs, another had big swingy swings throwing everyone about. Each level is a flat Earth with some weird gravity going on, so you can push things off the edge or up into the air for kicks. I enjoyed biting the legs off big robots and seeing them trying to stay upright without them. I liked knocking people off the bikes and cars they were riding around on. I liked taking pigs for a ride - somehow pigs seem to like that more than any other animals. Actually you start to notice traits in all the things you meet - the chefs, for example, would be drawn over to me but would just stand and stare at me, whereas other people either run away, ignore me, or jump on for a ride.

So you start to realise that whether or not this is a game or a plaything or just a piece of garbage, there is a lot going on in here. There’s a mad-hard control system, a huge bunch of AI controlled characters, a myriad of different zones to play in, and a vague metagame set in space. Also, if you want there are a bunch of trophies to discover if you need some extra motivation to just do stuff.

But WTF is it? It’s partly like some sort of dreadful interactive art exhibit, but yet it is totally unpretentious. As a game it is intentionally lacking in terms of progress, excitement, achievement, motivation - the designers knew this but yet they didn’t care, and it ends up brave, original and totally unforgettable for that. It’s almost a parody of what a game should be like - you can learn how to control your worm as much as you like, it certainly ain’t gonna get you anywhere. What it does well is the attention to detail - the in-game manual, for example, is absolutely wonderful, you can fly through it with a 2D snake, eat the words and poop them out, and it even turned into a mad upwards-scrolling colour cascade at one point and started making weird noises and playing the music from Metro-Cross I think. It’s a game to be confounded by, and in a good way.

http://www.dontshootfood.com

2 Comments

Gettin' Tired Of Hanging Around

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A common thread in a lot of recent games - a smooth climbing mechanic in the game. Having loved the climbing about in Assassin’s Creed, and enjoyed the smoothness of Uncharted, I’ve recently seen their influence in the recent Tomb Raider: Underworld, in the latest Prince Of Persia, and now in Mirror’s Edge. Climbing has now been officially done - I’m not sure I could take another one for at least another year.

Assassin’s Creed absolutely nailed the idea, that despite the rough and unfamiliar textures of the architecture, that your animated character would find a way to negotiate it with smooth flowing animation. I think the key to this being satisfying is the idea that you don’t have to think about it too much - just throw your assassin across a rooftop or off the edge of a building and he will find a way! The satisfaction is that you move around a landscape with a flow that makes it look more like ballet than ‘platforming’ - you feel a one-ness with the environment, and you are immersed.

Prince Of Persia seems the exact opposite to that. The walls you are to run along have pre-worn scratches in them to indicate their readyness, and no pole, nodule, ring or divot exists without some reason for being there - in this gameworld, why would anything exist unless you had to swing on it? It’s about as immersive as a climbing frame in a children’s playground - fun to swing around on for a while, but with no real integrity or sense of actual being. The so-what factor felt very strong as I tried to dip into PoP - the only reason to keep playing is because it is there, and it isn’t too difficult. There’s no sense of real exploration, or any real motivation.

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And now I’m playing Mirror’s Edge, with the X-factor of the game being first-person - the sense of this game just being different is so palpable that it dominates every breathless moment. At many moments I get the sense that if I stopped running around the rooftops a lot of the frustrations of falling off would be removed, but the game is all about the adrenaline rush of not-stopping, the feeling of heightened awareness where you just try to keep moving and letting your body find its own way among these highly dangerous environments. It’s a feeling I’ve rarely ever felt in a game before, and at its best Mirror’s Edge is an absolute edge-of-the-seat thrill-ride. There’s been a lot of criticism in reviews of the slower, puzzley elements to the game, but I like the change of pace and the chance to improve on precision jumps and moves - things I have learned about the control system in playing the game have improved my movement enough that I can’t wait to replay the earlier levels for ’style points’. It plays like nothing else, and for that alone should be celebrated for its originality.

At the same time, I feel that I’m about done shinning up pipes, swinging off roof beams, or scraping down rock faces. I’m not sure this is an enduring gameplay mechanic. Obviously games have and always will involve some climbing about, but I think the idea that games can survive alone on such ideas should be nipped in the bud. The criticism of all the games I’ve mentioned here was that once you stop climbing, the game suffers - it’s time to take the lessons learned from these games, and apply it to games that use such fluid climbing as just part of the package. I'm done climbin'.

2 Comments

The Year In MMOs

It’s been a busy year for MMOs. It’s a genre almost totally dominated by one title, World Of Warcraft, which continues to go from strength to strength. But the success of WOW also makes the genre a tempting proposition for other developers - succeed with an MMO and the potential profits are not only mind-boggling but also seemingly endless.

The two major releases of the year were Age Of Conan: Hyborian Adventures and Warhammer Online: Age Of Reckoning. The perception seems to be that both were essentially failures, with attractive-looking initial sales, followed by a near-inevitable falling away of subscriber numbers. It seems that there is a definite appetite for a potential wow-beater, but after the initial launch it seems that people just drift back towards WOW. I’m not sure that sales of near a million for both titles constitutes a failure, but the fact is that the games just couldn’t get players to stick with them.

Age Of Conan in particular was a valiant attempt at a more adult-themed MMO. The presence of grisly ‘fatalities’, scantily-clad females, and the air of brutality that surrounded the Conan universe really gave the game a fresh appeal. Shit-brown-themed badly-designed zones made pathfinding virtually impossible at times, but the landscapes themselves are probably among the most beautiful ever presented in a game. But you just cannot make excuses for a game that is launched essentially broken - PVP simply didn’t work, and the content simply fell away at higher levels. Given a year or so, Conan could be a WOW-beater, but the future looks fairly bleak after the initial lead designer fell out with Funcom, and the game looks set for a grisly demise. Such a shame.

Warhammer Online, in comparison, simply tried to compete with WOW on its own turf, turning out a similar-looking, similar-feeling MMO. One might be forgiven for wondering if you could transfer your characters between the two games. I felt this game was a pretty major misfire - why ever play Warhammer if one could play WOW? Why launch an MMO with so few distinctions from Blizzard’s title - it just comes across as a very cynical attempt, rather than a genuinely creative attempt to move the genre forward. Add to that some terrible problems with zoning - one wanders through a multitude of desolate empty PVP zones on servers that are apparently chock full of players. Criminal, and a really cheap attempt at a WOW clone.

The little bit of time I spent with EVE Online soon cheered me up about the future of MMOs. At their best, incredibly deep and complicated games like EVE seem to be able to thrive without the millions of subscribers in tow - niche MMOs seem to be able to survive on less than a hundred thousand subscribers, and I think this type of achievement is far more appealing, if less lucrative, than the WOW model. EVE is incredibly tough to enter, the tutorial is pretty awful, and the appeal more mystifying than most, but those who inhabit its universe love it dearly and that’s great.

I also looked briefly at Ultima Online this year - 11 years after its 1997 release there is still a small band of subscribers to the game, alongside a good amount of unnoficial retro-shards playing tweaked or vintage versions of the game for free. I don’t actually think MMOs have developed very far since the liked of UO - WOW simply took the best ideas from the series of games that preceded it, and presented them with a polished and easy interface. Indeed, look back at the best MUDs that preceded the first MMOs and they offer an almost unprecedented level of complexity, and many of those are still running.

So while WOW, with its latest expansion, continues to dominate in terms of subscribers and profits, there are many MMOs that can still offer an alternative without having to compete with the market leader. While high-profile failures like Tabula Rasa and Hellgate London make it seem like the MMO is a graveyard, that couldn’t really be further from the truth. I think the lesson this year is to stop trying to chase WOW players - WOW has a 4-year headstart on the competition and will dominate for years to come. Try something different and you could create a new niche - talk of MMO FPS’s seems to be gathering steam, and the console market is surely ripe for an MMO.

3 Comments

My Faves Of '08...

These are what I think were the best games of ‘08, of the games I have played.

Unbelievably Cute Sack Boy
Unbelievably Cute Sack Boy
LittleBigPlanet. I think this will have the longest legacy of any game this year. The simplicity, beautiful design, and endless scope of this platform game cum worldwide sandbox is just unlike any other game this year, or perhaps ever. The seamless integration online is so easy and pleasant, it also makes the game an MMO in style. No other game has ever been so wholeheartedly encouraging to the creative minds of its players - it’s almost an artistic medium on its own. It’s a thing of wonder and I will always love it.

Braid. Probably my favourite game of the year, simply because it has a kind of integrity - it is perfectly formed from the sum of its parts, not artificially extended or developed - it grows with its story and ends when there is nothing more to say. It is the best puzzler I have ever played bar none - it is ingenious on an entirely different scale to any other game I have ever played. Add in the expressive watercolour graphics, the charming score, and the platform mechanics, and you have a wonderful, original whole that suggests that games can and will go arthouse one day.

Left 4 Dead. I wouldn’t expect any less of Valve - they only make wonderfully original, utterly fresh games, and this is no different. The AI director gives a game experience that never gets tired, the co-op gameplay is like nothing before (with a nod to the zombie counter-strike mods), and as usual with Valve every last corner of the game is beautifully and intelligently designed for the perfect gameplay experience. Killing zombies rocks in co-op - a new universal truth!

Fable II. I don’t think there’s anything genuinely great about Fable II, but it is more than the sum of its parts. Easy to pick up, simple combat system, a deep world to explore, all the usual RPG tweaks, and just that feeling of control - the idea that whatever you do is changing your world. It’s something that games rarely manage to express, but with Fable II it forever presses those buttons that make you feel like an individual playing your own unique game in your own unique way. Humour, design, gameplay - all top notch and un-put-downable.

Geometry Wars 2. I’m surprised not to see this show up in more end-of-year lists, because you can be damn sure that everyone who knew about it was playing this game relentlessly when it came out. It has become the new standard for dual-joystick shooters, is hugely addictive, and I just can’t imagine a day when I won’t want to pick this up and give it a blast for 20 minutes. I don’t know why that sort of quality has gone out of style - this game absolutely rocks, and nobody who has ever played it would disagree.

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World Of Goo. This is simply a wonderful puzzler, with cute and clear presentation and a game mechanic that just intrinsically works brilliantly. Like Braid, there’s a real feeling that this is a perfectly formed game - there is little familiarity from one screen to the next, and you always feel like the next challenge is fresh. An absolute joy to play.

Grand Theft Auto IV. Like the rest of the gaming world (it seems), I’ve gone through a sort of love-hate relationship with this game. At its best I felt it was the best game of all time, at its worst it felt like a pale shadow of the past excesses of GTA, but having distilled it for a few months now, I think I can say with some sense of certainty that Niko Bellic is the character we will remember from this year, and that his story in this game is still one of the most affecting and memorable in the history of the genre. Yes the shooting mechanic is still poor in this game, and the driving is okay at best, and the cityscape isn’t as pretty as Burnout Paradise, but somehow put together the game manages to be utterly compelling. I can’t think of a better satire of modern city life in any medium.

3 Comments

The Bioshock Downloadable Content - What a waste of man-hours

So PS3 owners can get their dose of Bioshock now? Terrific, it's a great game that everyone should have the chance to play. I hate console-exclusive titles, limited to one platform for reasons entirely connected to MONEY and not at all for the benefit of gamesplayers. So that's already one reason why I hate the idea of exclusive downloadable content for the PS3 Bioshock.

It's a gimmick that excludes people who loyally bought the game on other platforms. My advice is to NOT BUY the initial releases of 2K games in the future, because you are likely to get stiffed when they come out for another platform with extra exclusive content. There is a rumour that 2K games also plan to visit everyone who bought Bioshock on Xbox or PC and personally piss on their bonfires, block up their sewer pipes with rolled up newspaper, and spit on their pizzas before delivery.

The content itself looks servicable but slightly drab, and very familiar to anyone who's played the game - the video preview explicitly states though that the extra content has no connection to the actual story of Bioshock. Wow, great - I always thought the story was a drag in the actual game, if only they could have taken out the one element that made the game great before now!!! Terrific news - it's like the main game only a whole lot worse BY DESIGN!!! Guess what - you get to shoot things some more, in some new areas that look kinda like Bioshock. I guarantee that you could load up any area of Bioshock once you've completed the main story, and that if you look around you will find rooms and whole sections that you didn't visit on your first run-through of the game.

In short, I feel like this content is an utter waste of time. A sizable group of 2K game-creators have spent their time working on some servicable 'rooms' for an existing game, when they could have been working on something even faintly original and different. What next? Bioshock World Tour with another set of drums to buy?

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