Archive for the ‘PC’ Category

More L4D in Response [PC]

Wednesday, November 19th, 2008

The game they were mentioning in the podcast was Gears of War 2. I agree with that being kind of cool, but at the same time, we were all trying to really push ourselves and play the most challenging version of the game. Even if Simon had more experience, I still don’t think we would have been able to make it through the whole campaign on expert, it’s just too hard.

The game is $60 on xbox, $50 on PC, but it’s not as short as it seems. There may only be four campaigns, but you’d be missing the point if you thought that was all it had to offer.

Valve has gone on and on (and so did 1UP Yours) about the AI Director being an integral part of the game experience. Sure, there are only 4 campaigns (five maps each, so twenty levels), but no two playthroughs are identical. Item locations, zombie placement, even boss zombie placement is all set by the AI Director who analyzes current player healths, ammo levels, difficulty level, and how well you’ve been doing so far, ensuring a dynamic playback experience.

Also worth mentioning is that even just playing the first campaign, No Mercy, I’ve found myself thoroughly enthralled by a game and feel its $50 price tag is well warranted. If this was all that was there, I would play it ad infinitum (not literally, other games will pop up soon), but it’s not. Three more campaigns whose length will be extended by my refusal to play below Advanced and strong desire to conquer each on Expert (achievement points are great motivators) and a mode I haven’t even talked about will extend this.

That mode: Versus Mode. In versus mode you have two teams of four. Four are the survivors, four are the mutated infected. The object is for the survivors to do just what they do in the single-player cmapaign, only this time they’re being dogged by actual players instead of the AI. The players will be respawned on a timer and are able to antagonize the surivors using coordinated attacks. I’ve yet to play it, but it looks promising.

I think it’s more than worth $50, but I’ve heard some complaints from reviewers about it. My guess is that they were playing on Normal or Easy to try and get through as fast as possible for the review, giving a total playtime somewhere near three or four hours. I’d love to see all those editors and reviewers try that on Expert. Without some serious experience, that’s not possible.

Day 2 Impressions of the Zombie Apocalypse [PC]

Wednesday, November 19th, 2008

It’s the second day of the zombie apocalypse.

No zombie can stand against Chicago Ted. How long does it take to turn after infection? Two weeks? Two days? 2.5 hours!?

That’s some of the flavor text littered around the safe rooms in L4D to add to the atmosphere and, despite never seeing another human being in the game, they effectively make us all feel like the world is actually lived in. Like there just might be other immune survivors roaming around, seeking help too.

Day 2 impressions is kind of a misnomer, since I played at midnight of launch day and at night the same day, but who’s really counting? Hasn’t society been wiped out by the Horde already?

I was actually able to play with my friends this time, but since some of us were newer to the experience than others and we actually wanted to pass missions, we dumbed down the difficulty to the penultimate difficulty level: Advanced. While still hard and rough to get through to Mercy Hospital (in the appropriately named campaign: No Mercy), I must admit that not being incapacitated and killed after two hits from a tank kind of irks me as a person who played many hours on Expert. I guess I’ll have to continue to build up my skills.

The final two missions that I’d yet to witness were both quite cool. The hospital proper and the rooftops both offered numerous challenges, especially the rooftops.

After fighting through wave after wave of zombies, it becomes time to take on a tank. This process is repeated three times. Fighting one tank is bad enough, thank you very much. Fighting it on the roof of a 30+ storied hospital is worse. Our first attempt featured me getting knocked by the tank, no big deal on our difficulty level, until I saw that there was no longer any floor below me as he had knocked me clear off the side of the building. perspective flashed to an exterior shot of the hospital as my body was flung clear. There is no resurrection on the roof. RIP Zoey.

Many unsuccessful attempts later, we found ourselves at the final tank. My friend SimonFrancis was dead, smashed by a tank. We silently thanked him for his strategy that helped us get this far, but grit our teeth with the knowledge that grief doesn’t kill tanks, bullets do. As EricBill (DarekLouis’s friend) and I ran around the rooftops pausing to shoot at the behemoth, I heard a silent cry from DarekLouis.

“Smoker.”

Little did we know that he meant to say “HEY GUYS I’VE BEEN NABBED BY A SMOKER!”

Only once Eric and I noticed the Tank had been felled did we spot DarekLouis having the last of his life choked out of his poor body. DarekLouis, I didn’t know you well, but it was great to have you aboard. You always kept me from trying to snipe witches in the head. A wise idea.

The copter began its descent. EricBill was closer to the pad and began to make a run for it. The zombies swarmed him. I ran up the ramp behind, shooting zombies as I ran, but full of the knowledge that stopping means death. The Horde wants brains. We want escape. Conflict is inevitable.

As I rush past EricBill I beat away some zombies, shoot a few, jump and securely crouch in the helicopter. I shoot some of the zombies surrounding EricBill, but the damage is too much, he goes down. Before I can hop out and pick up the incapacitated EricBill, the copter decides to high tail it. I am the only survivor. The only one left to tell the tale. EricBill, you were good at finding new explosives, but freedom and safety come at the cost of running away sometimes. Sure, flight before fight isn’t glorious, but dead men tell no tales. Your thirst for battle was your end.

The copter flew away, the screen faded to black.

In loving memory of:

unarmed_gunman (SimonFrancis)
itsdareklol (DarekLouis)
strike (EricBill)

flashed on the screen. It’s brilliant, just like a movie whose casualties were my fellow players. The cast list followed.

ElCapitan BSC as Zoey
itsdareklol as Louis (deceased)
unarmed_gunman as Francis (deceased)
strike as Bill (deceased)

Some stats came by, many of which I led, but many of which I was second or third.

Finally, the closing message I leave to you, scrolled up on screen as we all laughed:

4,907 zombies were hurt in the making of this film.

Left 4 Dead Impressions [PC]

Tuesday, November 18th, 2008

Hey Dan, did you stay up until around 0300 today playing Left 4 Dead after it went live last night?

Uh…yeah…

But oh man, where to begin?

Valve does not rush a product. They don’t ever release a game that hasn’t been thoroughly playtested and optimized for consumption. It’s why the L4D demo is so brilliant, it allowed them to take a look at the last few things that needed to be tweaked and then release accordingly. Take the difficulty level. There was quite a bit of outcry about the difficulty of the computer version being far too easy compared to the console version. In fact, I’d been refusing to play any levels that were lower than the highest difficulty, Expert. Let’s just say that last night we were stuck on the second level for somewhere around two hours, endlessly being mauled by the zombie hordes.

All the stops were pulled out on this one. The first level used to be devoid of tanks and witches. I’m pretty sure we got rocked by a witch right at the start. Placement is BRUTAL. The tanks just rock everyone’s socks off, the only real valid way to kill them being to molotov and RUN LIKE HELL! It’s so tough that it’s super fun. Who can resist trying to kill these zombie bastards?

Then there was the greatest loop that Valve could possibly throw us. After a particularly difficult part in the second level involving waiting for a door to open and a Gatling gun, the second level usually had a safe room directly following it. Imagine our surprise as we limped into…any other room. They moved the safe room outside to the pawn shop. Naturally, we were rocked over and over again until finally, on the last playthrough, this one guy and I were the only two survivors alive and we scrambled into the pawn shop screaming as Hunters and Smokers chased us, my heart beating at an intense 1000 BPM all the while. The tension is so masterfully created it’s ridiculous.

The other huge heartbeating moment for me (not common in video gaming for me, by the way, I’m generally more sturdy, having seen just about everything) was within the third level (the farthest we got out of the five in the first campaign). There was a Tank and we accidentally aroused its ire. I threw a molotov at it, setting it on fire (and one of the other survivors, but his life was forfeit after seeing the Tank anyway, and began hightailing it back to the start, closing doors behind me all the way. I could hear the Tank lumbering behind me until it died. At this point, I was the only survivor left alive. I’d climbed jumped down the lift, but now I had to get myself properly to the other survivors to rescue them since they’d all respawned in a room nearby. As I make my way back up the lift, I hear not just the Hunter growl, but the Smoker fanfare. I’m thinking “I’m fucked…” After my heart just exploded out of my body running in abject terror from the tank, now I had to face these two zombies who could incapacitate me in one hit via pounce or tongue and cause us to restart.

I first spotted the Hunter. My group kept imploring me to ignore them both and just try to rez them, but I knew that if I did, they would get me, without a doubt, and make it all in vain. After a dodge and some great rifle fire, I’d dispatched the Hunter, but the Smoker used that time to get good position on me. He was above me where I’d never be able to see him until it was too late. Time to make a break for the hole in the floor where I would find my compatriots. Running, jumping, falling through the hole, my partners said that the tongue just barely missed nabbing me as I fell through the final hole in the floor and freed them. It was exhilarating.

One last thing about my first night of playing: Valve is great at using the visual medium to tell a story. In most safe rooms you can find little notes from other people who have passed through warning you to evacuate the city, looking for family, claiming that there’s no survival, assigning blame for the plague. It’s brilliant.

Yesterday as I left work, I saw a license plate in front of me. It read Zombied.

PC: Fallout 3

Sunday, November 2nd, 2008

Been playing Bethesda’s post-apocalyptic first-person RPG epic Fallout 3 this weekend and I’m quite pleased with it so far. Here are some quick thoughts about random things that stick out:

The game is very buggy. Apparently this was a problem with Oblivion too. I’ve gotten a few hard freezes that I was able to start mostly avoiding just by updating my graphics card drivers, but still…I shouldn’t be having this much problem playing a game that’s been approved for final release.

That being said, the game is tons of fun. VATS is a great system and I love targeting individual body parts. I’d say my absolute highlight moment goes like this:

I spots three raiders in the distance. I’m accidentally spotted by one of them as I tries to sneak in for an attack, so what do I do? I throw down a frag mine and start running backwards. The two who were close to each other approach in just the right direction, so one of them steps on the mine first and is blown to absolute pieces. The other is heavily damaged, but pushes through the smoke…only to have VATS activated on him. I target his head with my hunting rifle, get a hit, and instantly decapitate the bugger. Feeling quite smug with myself I celebrate a bit until the third guy tosses a grenade at me, giving me a concussion and nearly killing me. I shoot him dead too…good times.

I think the other main gripe I have with Fallout 3 is that it was designed primarily for consoles. Who can blame Bethesda for this? It makes absolute sense to release your game on as many platforms as possible and it’s insanely easy to port to each. Unfortunately, this leaves the PC player with an incredibly awkward interface to muddle through. Why do I have to access my Pip-Boy 3000 with a button and then manually swap to the Map screen? Any real computer game would allow me to do that, but would also have a binding that would automatically take me to my map screen. It’s only frustrating in very specific occasions, but I hate how clunky it seems on the PC. With a controller it would be quite nice, but they should have kept the functions more open for those of us playing the game on a real platform.

In case you were wondering, no, I didn’t blow up Megaton. You sick bastard.

One final note: a search string for “Does Crono love Marle” apparently lead to either my site or my host’s site. The answer is yes. Yes he does love her.

Game Overview/Food For Thought: Odds and Ends

Tuesday, October 21st, 2008

I tell ya, it’s been a good long while since I’ve had to write a post that’s not really about baseball and it’s got me rather at a loss of what to do. Instead of focusing on one topic today, instead let’s look at a variety of things going on that I care about:

Peter Molyneux has got a problem. You see, he’s one of the movers and shakers in video game design and his ideas have more or less shaped the industry as a whole. For example, while you can argue that Ultima or Fallout did it first, Peter and his boys at Lionhead popularized the whole good vs. evil aesthetic that so pervades the medium right now with his landmark title Black & White. You can’t really argue that his game made it cool for the visual look of a character to change dynamically with alignment that Bioware eventually used in their epics Knights of the Old Republic and Mass Effect.

The problem though, comes when you realize that Peter is more of an ideas man. Black & White sold tons of copies, but was generally tepidly received or remembered due to its feel as more of a sandbox game or a tech demo. Its unfocused nature. The idea was gold, the game wasn’t there. Fable was promised to be an epic story where things you did from day 1, like planting a tree, would radically change the future. It didn’t. The list of things promised for Fable that weren’t delivered was so long that it became a media point to say that what Peter says doesn’t necessarily get into the game, no matter how enthusiastic and brilliant he may sound saying it.

Today I’ll be picking up my pre-order of Fable 2. Will it satisfy or will it fall short of his promises? You can be sure that I’ll let you know here once I have a solid conclusion.

Also on the table for today: I tried adding some Just Bunches to my Honey Bunches of Oats and I’d have to say the result was stellar. The addition of more bunches really makes the cereal better without overpowering the other elements. A great idea, but not one I’ll be repeating by buying another box of Just Bunches in the future.

Little Big Planet, if you hadn’t already heard, was delayed until next week due to a controversial music track included in the game. The game had, I should say, a track in which passages of the Qur’an were recited in the background. Muslims claim that it is offensive to include passages in the Qur’an in art, so Sony decided to push back the game’s release date and Media Molecule, the game devs, removed the track from the discs. Some say that Muslims need to learn to chill out if they want to be respected in the global, free world, others say that they’re in the right to ask that their religious texts not be used. I agree more with the former, but I also understand why Sony did what they did and I do think that they at least made a good business decision, since they get pretty good sales in the Middle East.

PC: What Would People Do If They Knew That I’m A…

Thursday, August 28th, 2008

In what is probably the most interesting news story I’ve seen in a while on Kotaku, it seems that there is a new game called Guitar Praise - Solid Rock that revolves around the Guitar Hero concept, retooled to have a tracklist of entirely Christian music.

It’s both a hilarious and good, I suppose, to have such a popular gameplay mechanic ripped off (stolen, if you will) and put in play for God. It’s (religious games) been done before with hilarious result and mocking by the AVGN here and here.

Regardless of how you feel about the religion, I suppose it’s not so bad after all. It’s a market whose fans might not get to play the other versions because they don’t like the music, so why not broaden it and allow them the fun of music they enjoy. Those of you at home keeping score realize that I’m just waiting for someone to independently make some sort of ska music game and realize that I know this is a good sign, even though it could be a cheap knockoff. Follow the link for the full tracklist.

Big N/PC E3: The Return of a Classic

Saturday, July 19th, 2008

It seems that one of my favorite PC games from way back when is about to make a return with The Humans: Meet the Ancestors. A Lemmings-style game in which you guide a tribe of cavemen to the goal, trying to have them not die, The Humans provided hours of fun for me back on our junky Packard Bell until we lost the anti-piracy copy card.

I can’t say that I like the new Humans art style. Here’s a peek at the way the old game looked from some foreign TV station:

The new style is similar, but lacks some of the character of the old style. Oh well, I just might pick up the game anyway when it comes out.

DS Trailer:

PC Trailer (very similar, but spiffier in graphics and with concept art at the end):

PC: In Case You Hadn’t Heard, the New World is Being Found Again

Saturday, June 28th, 2008

In case you’ve been living under a rock or just don’t really follow PC news, everyone is abuzz about the announcement of Sid Meier’s Civilization IV: Colonization. As many have pointed out, that’s quite the epic title, but I suppose it’s appropriate considering the epic nature of new-world colonization.

Ryan Davis of Giant Bomb posted a great article as an uninitiated player of the series. All I can say on the matter is that I sunk SO MUCH time into the original Colonization that I can’t wait to get my hands on this new game. It’s gonna be…wait for it…legendary.