Diablo III: Ultimate Evil Edition (PS3)

I remember Diablo 2 quite well. This is because I recently turned 18, was a senior in high Box artschool, and was looking for something new to play on my computer at the time. I wasn’t exactly coming out of gaming shell, so to speak as I was looking for something new to expand it. I recently beat the living daylights out of Soul Reaver and loved its gothic universe. It felt oppressive. It was dark. And it was well told. This was the beginning of something new in gaming to me. It was the fact that games could begin to use their powers to tell potently emotional stories. Diablo 2 wasn’t one of them. Man, was it fun.

However, this is about the third installment of the series. The story, while taking things very seriously, is very simple. Diablo and his bretheren have returned and it’s up to your hero to stop him. End of story. Full stop. Forget any potential plot twists.

I played through the game [up to Act 3] as the Wizard. It’s interesting how they tried to give him a personality. Yet they failed. He didn’t feel human to me. I felt more connected to the Druid and Sorceress from the second game than my Wizard because they didn’t talk. Furthermore, he just isn’t interesting. I have no clue if this true for the other character classes. There’s something wrong when Leah, Deckard Cain’s “niece,” is more interesting than the protagonist.As such, this made the world feel contrived to me. I didn’t want to play as my Wizard. I wanted to play as Leah. I wanted to customize her to my play style. I wanted to hear her story because she seemed real to me. Especially since she seemed to be the most consistent thing in the world. (Major spoiler: the barbarians of Mt Arrat are no longer barbarians. No wonder they die so easily.)

Picture 1

This doesn’t mean that the gameplay is bad. Or the controls don’t work for the system. This couldn’t be any further from the truth. Using six of the buttons on the controller for skills, and the L1 for potions makes playing the game a breeze. In fact, this is better than the PC version of Diablo 2 as it let me use skills on the fly. The trade off is simple: I can’t assign more than six. Furthermore, since the X button is also the investigate/talk button I “clicked” out of a dungeon a few times more than I would have liked. It isn’t game breaking, just annoying.

Picture 2Since this is a Diablo game, you can expect a decent amount of customization. I’m very thankful that the patched version that I played had loot geared for my hero. This made grabbing gear and feeling properly prepared very easy. I’d actually call the game “easy.” Diablo games, at least the first two games, have their legacy based upon “hard” monsters and “hard” decisions. These two concepts fed off of each others. It was “hard” because stats could be customized however one desired. Does one make transform the mage into a warrior? A balance between magic and melee? The second game made it even tougher with the three different skill trees.

Speaking of skill trees, they’re gone. Seriously. Gone. Each time the hero levels up, he (or she) gains access to at least one new skill, no points required. Each skill is assigned to one of the six buttons on the controller and represent different skill sets (direct attack, or defense, or summoning). And while there is a decent amount of mixing and matching (especially with powering up the base skill with a different learned rune), you can’t have all the armor sets assigned, or  a few different base attacks of magic missile saved. Or have all the buttons assigned with summons.  Due to the lack of skill points powering up the character’s skills, this makes what weapon the hero wields all the more important.  It doesn’t make the skills chosen any better or more important than any other. I think the purpose was to allow players to customize the hero to fit their personality.

This breaks the second reason mentioned about the previous game: hard monsters. In Diablo 2, how one powers the skills and boost stats determines how difficult the area could Boss fightbe for the class. Thus when the legions of monsters were crushed and the boss was defeated, there was a sense of accomplishment and relief. There was this rush of euphoria for conquering a foe of insurmountable odds. I liken it to beating a boss from Demon’s Souls/Dark Souls. Diablo III skips that. I found it easy on the standard difficulty. Just press the appropriate button, hit everything with disintegrate [Wizard skill], recharge, and repeat. To me, that’s sad. This doesn’t fit the legacy that Diablo created from all those years ago.  I challenged the hoards of hell and they fall this easily? Someone’s not training their hoard correctly. Or the guards for that matter. This isn’t a Diablo game. This is a Skinner Box with the only reward of grabbing more loot and even more effective manners of destroying the enemy. Forget finding a reason to fight demons or discovering that perfect skill build. Just press R2 and watch the supposedly epic boss fight (on normal!) be finished in under three minutes.

Graphically, the game looks dark and gritty. This is leaps and bounds above what the second installment offered all those years ago. And it’s glorious. Horrific zombies, translucent ghosts, imposing demons, skeletal remains of animals from long ago littering a desert….It may not look as detailed as the PC version, it gets the job done. I have 2 main complaints. The first is that the brightness is on the dark side, so it’s very difficult to tell where I can go and see what I’m doing. This feeds into the second problem: I feel like I can’t read anything. Is it because I own a modestly sized wide screen TV or is the game’s camera just too pulled back to be of use? The world may never know. It’s just hard on my eyes.

So is this game worth your money and time? I’m somewhat split. On the one hand, crushing hoards of demons feels satisfying, and the loot system is almost as addictive as the original games. The environments are varied and interesting to look at for the time spent in them. I’d be lying if I said it wasn’t nice to crush hoards of demons after a hard work day.

On the other hand, this doesn’t feel like a Diablo game to me. This feels like one of the generic clones that the first two games inspired all those years ago. It’s mainstreamed the fighting to make fast progress for those of us who don’t have the willpower or energy to devout to a 30 hour campaign. The complexity that kept me coming back to Diablo 2 off and on for years is gone. In other words, the drug is delivered faster and the crash comes just as quickly. Yeah, it scratches that hack and slash itch.  Something is missing. And I think it’s because it lacks a soul. If you find it on the cheap, grab it. Those looking for a more complex game on any level, look elsewhere. It shouldn’t take an entire game for it to become complex and rewarding.


ReviewTechUSA misogyny

 

Say it with me folks, “No S*$!, Rich!”

Okay, guy, deep breath. Let’s go through this blow by blow.

Sarkeesian’s video essays greatly intrigue. And the reason for that is pure and simple: it’s literary criticism applied to video games. She looks at all the different publicized and brings out the different themes (archetypes/tropes) that developer’s draw upon to create their characters. Any good feminist and/or queer theorist would state that art or creations reflect the viewpoints of not just the creator, it also reflects society as well. An easy example would be LBGT inclusion in a television show. There’s a reason why Laverne Cox’s character in “Orange is the new black” has gotten massive recognition as of late compared to Sean Hayes’ character in “Sean saves the world.” To some it might appear to be comparing oranges to apples, it highlights that great writing, premise, and actor help make a show great not just the actor him/her/sieself.

So why is she so hated, along with prominent women in who are making comments about video games? According to ReviewTechUSA, it’s because she is a “feminenizi”–a woman hellbent on taking the rights of men and turning all women into lesbians.  This is not the perspective she presents on the Colbert Report:  http://thecolbertreport.cc.com/video-playlists/j0zpbx/the-colbert-report-11015-highlights/wr7hqq.

What she argues on the Colbert Report is that she isn’t out to take games away from people, she’s out to encourage players to examine what they’re digesting. She asks Stephen at the end if he believes women should have the same rights of women. He said “yes.” She called him a feminist.  This makes the statement up above useless.

As such, I agree with the critics of the movement that this is about misogyny. This is plainly seen on Wikipedia (yes, “citation needed”) (http://en.wikipedia.org/wiki/Gamergate_controversy#Presence_of_misogyny_and_inclusiveness) and on Do Ask, Do Tell (http://www.simplysyndicated.com/shows/doaskdotell/).

So the question remains: why is she hated? Is it because she is taking a critical view on what is typically seen as a “male” hobby? Is it because she’s a woman? Or could it be because she’s hitting on something, the proverbial elephant in the room, that no one wants to talk about? I think it’s the latter because it means a massive shift is taking place. And as everyone knows, change is scary. It’s sort of like playing the original Metroid: awesome gameplay with the surprise that the hero is a woman.

I’m just as guilty as everyone else for having an opinionated perspective on things, I’m calling it as I see it: ReviewTechUSA, you’re being misogynistic right now. Knock it off. This is not helping your case. Instead, you’re adding fuel to the fire.


Do ask, Do Tell and Gamer Gate

Do Ask, Do Tell released a new webcast! Woo! You can find it here:

Do Ask, Do Tell homepage

 

The podcast isn’t really about queer issues in gaming or gamergate. Instead, the focus is on women and discusses the main issue of alternative voices being silenced in the gaming community. It’s a great episode and worth a listen just to understand the issue.


Might and Magic 8 (reflection)

Box artOff and on over the past 2 weeks, I have started to replay Might and Magic 8: Day of the Destroyer.  I’ll be perfectly honest: I loved Might and Magic 6. Heck, I can completely lose myself in it for a few hours when I’m in the mood.  And while I haven’t played it’s sequel as much, it’s another game I can lose myself in.  I would argue that Might and Magic 7: For Blood and Honor is perhaps the most balanced and accessible game out of the games from the series I’ve played.  So why can’t I get into Day of the Destroyer?

First things first, you don’t create a party like the old games. Instead, you create a single character.  They range from the foundations of the series (Knight, Cleric) to more exotic characters (vampires). This is what makes the game so…interesting. There’s a sense that there are cultures crashing against each other and yet they don’t get along. The problem with this is that there’s nothing short of the general atmosphere to show off their differences, how they get along, what brings them together. Thus, the lands feel downright monoethnic to me. For example, everyone lives in a house. Not just any house, the perfectly square ones with perfectly manicured lawns of dead corpses of your enemies. While this is definitely an hyperbole, the feeling isn’t. Wouldn’t trolls live in something else than a perfectly square house? Vampires living in something a bit spookier? Maybe a hole in the ground or mountain? Or the Dark Elves living in something more grand since they’re mostly known as merchants?

 

Gameplay wise, it’s the same as the previous entries: Run around and explore the environment, merciless beat monsters (okay, get mercilessly beaten from enemiesAlvar), grab loot, level, place skills. It’s tried, it’s true, and it’s still on display here. Yet there’s something about this game that just doesn’t click with me. First of all, most of the character classes seem very similar. Minotaurs are like Clerics are like Vampires; Knights are like Trolls and Minotaurs. And necromancers are similar, though not the same as Necromancers are stronger spell casters.

Furthermore, characters all share the same portraits. So instead of your crew being different from every other time you play (provided you create a balanced party), the parties mostly feel the same as well.  Sure, some classes wield skills better than others; some of the classes could have been better balanced.

 

I think that’s what drives me away from the game: it’s too similar. It’s too bland. The locales feel to similar, too bland. It hasInventory all these great ideas and…doesn’t seem to go anywhere with it. Sure, I can get into the other games–the sixth installment at a drop of a hat, there’s something missing from this one. I think what’s missing is the creativity, attention to detail, and a unified world. When it was mostly just humans, everything felt cohesive. Heck, even the elven village in 7 felt more “real” than the Necromancer Guild. Again, for a game that is about different cultures, it seems quite monoethnic.

This leaves the most important question: Is this game still worth your time now in 2014? When I originally picked this game up three years ago, I had some fun with it. It then quickly ended up on my digital bookshelf. It wasn’t because I was burned out like after playing Morrowind. I was bored, like after playing Fallout 3. Sure, it’s a solid RPG. It’s just a void with no personality. It only costs 6 bucks, so it won’t break the bank. On the other hand, there are so many better classic games to play.


Re-view on Digital Devil Saga Volume 1

Back in college, I picked up the Digital Devil Saga for two reasons: first, the box art looked cool. And second, it was a Megaten game-the second one I’ve ever seen. I loved Nocturne,

Digital_Devil_Saga_Dvd_ntsc-frontso this had to be good. Right? I enjoyed this game a lot. I didn’t like it as much as Nocturne, though it held my attention through to completion. Over the past month, I’ve struggled with putting in the hours to play this game because I was in the mood for it. This is not a review per se, it is more of reflection and revisiting of the game.

I remembering it being a lot harder than what it was for me now. Granted, I had a walkthrough FAQ near me in an attempt to save time.  Having the proper skills was essential back in the day and that’s still true. For around the last third of the game when exploiting weaknesses and protecting the party’s own downfalls becomes more important when fighting Samaels, Tatianias, and Lakemis which have a nasty habit of plowing the party down. Boss fights were easier than I remember for whatever reason. I think it’s because I “leveled up” in the RPG department and grinded a bit more than I did back in the hey-day.

By far, the plot and opsis were what pulled me back into playing.digitaldevilsaga-2 The theme of reincarnation slowly becomes present. It asks the question of what it means to be truly alive–what do we fight for? The concept of “devouring” ones foes feels downright Jungian as it questions the concept of the “hero.” Furthermore,  it reminds me of a concept by Nietzsche: if you were told that you would be stuck living in the same life for all eternity, would you accept it or fight it? The game’s answer seems to be the latter.

This doesn’t mean the game is plot heavy–it’s no Xenosega that overpowers the player with 15 minutes of cutscenes  that require popcorn to sit through. Instead, one gets these little snippets that hint of what’s going on inside the characters and the world around them. It’s one of those games that slowly worms its way inside the player and stumbles through the unconscious layers as it challenges the notions of the afterlife (Nirvana/hell/heaven). And the source material of Hinduism amplifies the themes.

As of this writing, I have spent 50 hours in this game grinding, digesting the plot, and trying to finish all the sub-quests I can. I’m around 10 hours from actually completing the game at the rate I’m playing: getting close to the top of the Karma Temple (a Tower of Bable allusion) and then able to defeat the 4 elemental beasts.. Then there’s completing Part II (a different post).avatar-1

I think this game has held up quite well. It’s standard RPG mechanics and some flexibility in gameplay. And it still has something to say, on its own and as a series today. How much of it one hears is a topic of debate. If my odd ramblings inspire you to play the game, you can pick up a copy of it digitally (pun not intended) on PSN for $10.


Guise of the Wolf (PC review)

Lycanthropy…. Perhaps I can blame the Twilight Series for bringing werewolves in the public spotlight. And they’re downright fascinating as a concept: the wild side that can overpower a “normal, sane” person. To me, the concept of the werewolf has to do with balancing out impulsiveness and control. So that’s what makes Guise of the Wolf such an interesting game.guise-of-the-wolf-pc-1390513234-001

Guise of the Wolf is a standard first person adventure game. The protagonist, who’s name escapes me, is an alchemist who is called to a castle in the middle of Hungry during the 17th century to take care of a “wolf.”  While the plot is basic, it slowly builds to a sense that something is really wrong with the castle. The protagonist will narrate some thoughts at the beginning of each “chapter,” providing insight into his character and the events in the game. The down part with this plot, while it feels like an old horror film that something is lurking in the background, is that it is a let down. There’s no build up. Bang! There’s the werewolf and run for one’s life! Bang! There’s a creepy old guy. Bang! The game’s over.

As previously mentioned, the game is a first person adventure game. This means that unless you’re used to poking your head around and exploring every nook and cranny, you’re bound to miss something. Heck, you can miss something even if you do find a hidden nook as there is nothing to help highlight an item. This means that if an item is missed, you’ll have to backtrack to the [opposite] end of the castle. Furthermore, the map included in the game is bad. If this was released 10 odd years ago it would have been okay. By today’s standards of not having an arrow of some sort noting the player of where s/he/sie is in the game’s world and, potentially, a fog of war is downright odd. I found it odd that I had to use a key each time I opened certain doors and that I needed to steal from guardsmen by holding the control key. xv9EUD7 Many of these complaints can be overlooked because it the game design is meant to evoke a sense of isolation. What I can’t overlook is the save system which relies on checkpoints and there’s no manual saving. This means that in order to save my game, I had to work my way through to the next checkpoint. While most of the checkpoints are not too far away from each other, they can be when I needed to backtrack to find a certain item. It feel even longer when I started to feel dizzy from playing from time to time (I don’t handle the first person perspective very well).

On the bright side, the game is wonderfully responsive and the puzzles are easy to solve because the clues are literally in the environment and follow logical thinking. For example, the lock picking segments (picture on the left) require the player to figure what lever does what to unlock it. I found it to be a nice change of pace.

By far, the lure of the game is to play as a werewolf. While the segments are few and far between, they are incorporate easy platforming and dodging segments. Furthermore, the werewolf form is needed to unlock certain doors.

Graphically, the game’s vision is solid. The castle is done in a cel-shaded form (or at least it looks that way to me). None of the areas really stick out in the game’s frigid realm. It’s essentially a basic castle. Music is the same with two tracks playing throughout the game. They’re not bad, just forgetable. Same is true of the voice acting.

If I was to describe the game in one word, it would “unfinished.” Guise of the Wolf 4The Guise of the Wolf has an awesome premise that is rarely tapped into by the gaming community. It was those ideas that kept me interested, it had a little hook that somehow grabbed my attention and wouldn’t let go. At the same time, the game is short and can be beaten in 40 minutes if you know what you’re doing (there’s a video on YouTube to prove it). It’s easy for me to say “add content.” At the same time, that’s what the game needs: increase the characterization so the player can identify with the protagonist, add lore in the form of journals and letters to make the world  believable and to help immerse the player in the game, make the castle bigger and increase the tension utilizing some of the information mentioned above, and really play with the alchemy concept. Maybe some riddles would work.

As such, $15 is a high price for admission. I lucked out and got it as part of an indie bundle. If  you’re looking for an easy adventure game, then try it. If you want to try a seriously flawed game with great ideas, it’s for you. As much as I complained about this game, I enjoyed most of the 2 hours I spent playing this game. Plus, it shows the potential of the developers. If nothing else, this game shows that they’re on the right path.


Tomb Raider (2013 Reboot) (Review on 360)

I loved the original Tomb Raider games on the old PS1. What I loved about them was the simple fact that I felt like I was exploring the world, discovering elements of a forgotten civilization. I felt like a globe globetrotter. After the the original trilogy, the series fell out of favor. Yet there’s no denying Lara Croft’s influence. Sure, there was Samus. She slowly gained popularity due to Metroid Prime. Lara gained her 15 minutes of fame not only as a sex object, she was one of the few female leads in video games. What made her interesting was the mixture of polygons, her overpowering agility, and intelligence. So how does the Reboot of the Reboot of the Tomb Raider series hold up? And it’s really good.

This version follows Lara as a fresh out of college archeology major with her best friend Sam (who’s a young lady, by the way) in search of the lost land of Yamato. Instead of it being a simple “treasure” hunt, it turns into a fight for survival and Sam, of course, gets kidnapped. So what will happen? Will Lara, a timid and proper young lady in this installment, become a hero and save her friends from certain death? And the answer is yes! It thankfully doesn’t feel overbearing a la Revelation; it feels organic. I heard in the World 1, Stage 1 podcast that her turning point is when she falls into a pool of blood. While that may absolutely be true, one could feel her transformation, so to speak, coming.

Gameplay is a mixture of a 3rd person shooter and platformer. Lara responds exceedingly well and whenever I failed, I knew it was my fault 95% of the time. There are some puzzles in the game, though they are mostly platforming puzzles: how does Lara get from one space to another? The rest of the “traditional” puzzles are hardly there, thus making the game move rather quickly. And thankfully there is a map that keeps track of all the major items of interest.

It’s also important to note that there are several moments of spectacle: sliding down massive rivers, holding onto a parachute for dear life, and quick time events. Unlike other games, such as Resident Evil 4 where QTEs and gameplay were connected, here it’s just used for dramatic effect. Hence the concept of spectacle. As previously hinted at, it leads to all sorts of cool moments. However, it takes away from the gameplay and makes certain parts, especially the end moments of the game, feel less satisfying.

Graphically, the game looks great. There are areas of it being a lush jungle, forests, forgotten monastery, and a raging snowy mountain. The main problem with the graphics/level design are the bugs. Lara hit the rocks while falling and look like she climb on them before she resumes falling. Or the confusion of what is climbable and what’s not. For example, I got caught in a waterfall’s pool, close to it’s top, and couldn’t climb back up nor fall to her doom. Another example is when I hotkeyed a location that also happened to be a plot point. Ordinarily, when a place/item is found it is removed as a hotkeyed location. In this instance, it didn’t.

Music is solid and atmospheric. While it didn’t hold my attention like moments from the previous games, it is solid.

So those are my thoughts on the game. I really enjoyed my time spent with it. I’m planning on wrapping up the remaining challenges. Other than that, this is a game I’m planning on leaving alone for awhile. It isn’t one of those action games that I want to play again right after completion. This version does show a promising future for Lara. A solid plot, an interesting women, and lots of culture. What more can a fan of the series want?


Review: Thomas was Alone (PS3)

TWA 1Clever game exploring existentialism/human condition

 

Before Feminist Frequency posted her videos exploring female identified characters on YouTube, I’ve never heard of Thomas was Alone. Obviously, despite following the Indie Games Blog the game didn’t hit my radar. And that’s a shame because it’s a really good game.

 

TWA 2On the surface, Thomas was Alone is a simple puzzle platformer. It’s not too hard for the casual player and not too easy for the hardcore audience as the game quickly builds upon concepts presented in previous levels: Build “stairs,” bounce around, float in acid water, time your jumps…and the traditional platforming tropes go on. It’s not going to win any awards for it like Klonoa, Rayman, or Landstalker. It’s just clever enough to make things interesting as one figures out how the characters support each other.

There’s no need for crazy button presses. The X button jumps, the analogue stick/D-pad control movement, and the right analogue stick lets one look around the current level. Switching between characters means hitting the L/R1 buttons. And thankfully, the game is quite responsive. As previously stated, the level design is not as obtuse as it could be and frustrate the gaming populace save for puzzle addicts.

What steals the show is the plot. It starts off very simple: Thomas was alone. And he was sick of it. So he goes on a quest to not be alone. Every level has narration, little blurbs here and there that solidify the characters’ personalities and what’s occurring on screen. What really makes it interesting is that it is a quest into the unknown of the psyche.  The platforming just solidifies what is going on with the themes of the story: seeing things from a different perspective and how that impacts life (having a character on the ceiling), recognizing one’s skills and, ultimately, purpose. It’s about how similar objects cause them to “bleed.” It’s a game about finding meaning and the game’s answer to it is simple: finding out what connects individuals together and how individuals are supposed to help each other.

I’m making the game sound convoluted and feel like high art. This isn’t the case. It’s a simple game that works its way simply into the psyche and slowly explodes into a leap into the unknown. This is what makes the game worth hard earned hard drive space.TWA 4

 


Accessibility Jam

I checked out Indiegames.com this morning and found out about a jam about being inclusive to individuals with physical limitations. I haven’t checked out any of the games yet, though it sounds like an awesome concept. You can check it out here:

 

http://jams.gamejolt.io/accessibilityjam


Review: Kirby Triple Delexe (3DS)

I love Kirby games. Period. End of story.  And maybe we can just go home now with the phrase “It’s great!” It’s also really short. On the plus side, it’s the most memorable Kirby game since Super Star [Ultra].

Yeah, that’s saying a lot. And to be fair, I haven’t played Mass Attack or Canvas Curse so maybe I’m pushing my luck with that statement.

 

Nintendo-Direct-2013-Kirby-Triple-Deluxe-029-1280x720Anyway, the story is practically non-existent until the very last level. Essentially, Kirby runs to the right and destroys (eats) everything in his path to save King Dedede (why!?).  Taking more of a nod from other platformers like Mario, Kirby now has to gather sun stones to unlock the boss stage. However, if you’re diligent about poking your head into every nook and cranny (which is easy, by the way), all 100 stones can be easily found with most levels only needing to be played once.

The main lure of Kirby games since Kirby’s Adventure has been the puzzle elements, which let one find hidden areas. Finding these areas are basic at best as they rely on optical illusions, keeping the required power-up in the same screen, and minimal fancy foot-work. Even the vacuum ability that got showcased in commercials is used, on average, once per world. At least the game looks pretty and the soundtrack is very solid, though no one part stands out.kirby_td_01_thumb

The game boasts having a few different game modes: main, Dedede Tour (a downgraded version of the story as you play as King Dedede through the game and is designed as a speed run instead of rearranging the levels for him), Arena (boss rush), Kirby Fighters (a downgraded though slightly fun version of Smash Brothers), and a beat game. None of the mini games mentioned are really that incredible.

For some odd reason, my mind keeps going back to Super Star [Ultra} and the Great Cave Offensive. In that game, there were some really neat power ups, local co-op (computer and player), and some really tough challenges. It showed that exploration and Kirby could go hand in hand–a major source of inspiration for the Amazing Mirror. Is it wrong that I want something like that? A massive labyrinth, tons of treasures, and creative puzzles?

That’s what bugs me: the overall lack of creativity. Yeah, it’s a fun romp. At the end of the day, like Squeak Squad, it’ll end up back in the mail /Redbox (whatever you use to rent games) for a different game or placed on the shelf until next year when one replays it. There’s little that makes it truly stand out outside of the game’s “promise” of Kirby becoming a living vacuum cleaner. There’s a reason I keep writing, in essence, “nothing stands out:” it’s average as average can be. As die-hard as I am for his games, I feel no reason to keep playing. The down part for Kirby, I’m okay with that.kirby-triple-deluxe_1