Tag Archives: Adventure

Fear of the Dead

Somehow I never played Monolith’s F.E.A.R. First Encounter Assault Recon despite being super into PC games, especially online first person shooters, right around the time it came out. In fact I specifically remember a couple of my old Planetside clanmates playing the online only “F.E.A.R. Combat” pretty hardcore for a time. I suppose I was too into military and sci-fi shooters and snubbed F.E.A.R. for it’s whole supernatural/horror angle, which is odd since F.E.A.R. has arguably more in common with military and sci-fi shooters than most games, but I honestly don’t recall my exact rationale at the time.

Fast forward to 2009 when F.E.A.R. 2: Project Origin was released and somehow it really caught my attention. Some of my friends evidently picked up on that and got me a copy for the Xbox 360 version for my birthday after it had very quickly hit the bargain bins despite generally favorable reviews. You guys know me and my massive backlog by now though, right? Yeah, I never played it though it has been in my “play this” stack since then. Several years later I was aimlessly wandering around in a random consignment store when I happened across a lone copy of the first F.E.A.R. game for Xbox 360 still shrinkwrapped for under 10 bucks. I hadn’t really planned on playing it on the 360 since I was more familiar with it as a PC game, but I figured what the hell and picked it up.

John Woo'ing out with a slow-mo powered firefight.
“John Woo’ing out with a slow-mo powered firefight.”

Given that F.E.A.R. and F.E.A.R. 2 are both relatively short single player experiences and, apart from a few excursions into some really old games it feels like it has been ages since I played a traditional-ish first person shooter, I decided to bump them up on my backlog.

F.E.A.R. First Encounter Assault Recon (ugh, that acronym!) has you cast as the newest member of a secret special operations group tasked with confronting supernatural threats. Imagine if Fox Mulder had his own, dedicated SEAL Team at his disposal and you’re not too far off. As the newbie to the squad you’re of course assigned to be the point man, you know, the guy who gets to scout ahead in front of the rest of the team by himself. I like to imagine that this is some sort of elaborate vetting process by which only the very strongest new F.E.A.R. recruits survive being pelted with anvils by angry poltergeists over and over again to be promoted to full-time members of the team. I mean, none of the other characters in the game seem to think there’s anything all too unusual about sending “the new guy” out to investigate a small army of heavily armed clone soldiers and mech suits lead by a physic cannibal, armed only with a submachine gun and an inability to speak. I digress…

Remember back when nail guns were a thing in games?
“Remember back when nail guns were a thing in games?”

While F.E.A.R.’s mechanics feel more than a little aged to me, remembering 2005 rather fondly it’s easy for me to imagine how this game’s take on Rainbow 6 like semi-realistic first person tactics coupled with a unique enemy AI was actually probably a small but important stepping stone in the evolution of the FPS genre. The noticeably not-completely-linear design of the levels and the occasional focus on gimmicky feeling Half Life 2 style physics puzzles and scripted events were a little jarring to me. Being able to slow down time is neat though, and the Monolith guys went kind of crazy with the destructible objects and particle effects to make an already cool looking effect look totally fucking awesome. From what I’ve seen these effects are a little more subdued in the Xbox 360 version I played, but even there they were eye catching and intense at times, especially against the often incredibly dark spaces in the game. Seriously, this has to be one of the darkest games I’ve played since Doom 3 or perhaps Chronicles of Riddick: Escape from Butcher Bay. Unfortunately the rest of the presentation is a little lacking – environments are mostly empty with far too little variation over the course of the campaign. It feels like I spent half of the damn game in the same office building but come to think of it, maybe I did?

So you’re exploring these extremely dark, often repeated factory corridors, office spaces, and warehouses taking out these clone soldiers who do all kinds of wacky flanking and just generally don’t seem to behave like most FPS foes, when all of the sudden the face of a mutilated corpse flashes on your screen and all of the shit on the shelf you just looted for ammo comes flying off behind you. *gulp* Then you walk a little bit further when all of the sudden you swear you just saw a creepy ghost child in the corner of the room as you swept your flashlight across it, but now your flashlight’s batteries are drained. It’s not until after you empty your entire magazine into said corner that your flashlight is finally charged up again and you can verify that you were, in fact, just shooting at nothing like a total idiot. Ahh, that’s where the horror stuff comes in! Neat.

Alma fucking with me... again.
“Alma fucking with me… again.”

Honestly, while at first I was a little anxious as I made my way through the levels I suppose I got so used to that tension that I found myself pretty much unphased by the vast majority of the jump scares and other horror elements the game threw at me. It wasn’t until the very last chapter that I felt truly creeped out and even that probably had more to do with the fact that I knew the plot reaching its climax than all of the freaky ghost shit that was going down. One nod I’ll gladly give the game in regards to creating an atmosphere of “horror” though, is to the soundtrack. Wow, what a fucking soundtrack! Dark, foreboding, atmospheric? Its rare that a game soundtrack stands out to me while I’m playing it but this one certainly made an impression.

So did I like it? Eh, yes. Probably not nearly as much as I would have liked it back in 2005, but like I implied, it at least feels like a relic of its time that, along with something like Half Life 2, can easily be enjoyed in a vacuum for what it is. The good parts of the game (the sometimes frantic, sometimes almost tactical gunplay against interesting enemy AIs, the dark, spooky soundtrack, and the other weird horror stuff, mostly) didn’t elevate it beyond that for me, but they do have me very curious to finally play F.E.A.R. 2 next.

Oh hey, speaking of short single player experiences! I also noticed that Telltale released The Walking Dead: Michonne and I immediately hopped on that, and I just wrapped up the third and final episode. This is probably the first time I’ve ever played a Telltale game’s episodes as they were released and while I probably still prefer playing them back to back, overall it was a cool way to digest a campaign.

Remembering the not-so-good old days.
“Remembering the not-so-good old days.”

Now, I liked The Walking Dead quite a bit, and The Walking Dead Season 2 maybe even more so, and by and large this Michonne centered spin-off is largely the same quality. Good writing, a cool graphic novel inspired aesthetic, excellent voice acting, and interesting choices. It was short and didn’t necessarily go anywhere too interesting, especially considering how little time we’re given to invest anything in most of the new characters we meet in the game, but it was still a fun little side-story and shed some interesting light on Michonne’s past. It almost felt like an expanded take on the style of side stories we got with the 400 Days bonus episode from the first season in that respect.

That said, I have to say ONCE AGAIN, that Telltale REALLY needs to scrap their aging engine. Maybe this has to do with playing the Xbox 360 build of the game rather than a version for a more modern platform, but this has to be the jankiest of Telltale’s games yet: freezing, major hitching, audio desynchronization and muting… bah! The otherwise polished presentation of the game was utterly let down by this piece of shit engine, especially as action heavy as the Walking Dead games can sometimes be. Again, I’m sure playing this on the now positively ancient Xbox 360 probably didn’t help, but I’ve played much better looking games that ran silky smooth so I can’t really excuse it. I mean, if they didn’t want to put the time into making the game AT LEAST reasonably presentable on the system then they shouldn’t have bothered releasing it on it at all. I’m hoping when I go back and play The Wolf Amongst Us and the Game of Thrones game soon they won’t have quite the same level of problems as this poor game has.

If you’re playing it on one of the current consoles or, better yet, PC, and liked the previous Telltale Walking Dead games I’d say it’s an easy recommendation.

Now, time for some F.E.A.R. 2…

Dead Presidentes

I haven’t been doing a lot of gaming lately, period, due to work and other responsibilities taking up most of my time, and most of my tiny bits of game time have been spent with some retro titles I hope to review soon. That said, I have found a little time to play some new things.

After enjoying random bouts of trading off the controller for games she’s been playing, like Assassin’s Creed IV: Black Flag and Grand Theft Auto V, my girlfriend and I decided to try finding something we could play together. I suggested she play through Telltale’s The Walking Dead, and that I’d be happy to hang out and watch since I loved the game and had only played it one time, and was curious to see how it might play out differently for her. Long story short, she had a great time and was interested in playing other Telltale games in the future.

Clem is still in panic inducing constant danger.
“Clem is still in panic inducing constant danger.”

The Walking Dead: Season Two was an obvious choice for the next game. We decided to take turns playing the chapters while the other watched which worked out quite well. All in all, the game is more of the same as the first season. Not much in the way of pixel hunting and inventory puzzles, with dialog choices being the player’s main input into the game, plus the addition of occasional action (often quick time event based) sequences. As with the first game, where it really shined was with the story and character development. In fact, I have quite a hard time deciding which game I liked best – a problem I honestly didn’t expect to have.

Lee was one of the most enjoyable aspects of the first game, and likewise Clementine’s struggles are almost equally, if not equally, compelling. Season Two seems to be a little bit more willing to shock the player with unexpected plot twists and the occasional tragic death or random gory moment. While the first game had me invested in Lee and he and Clementine’s fates, the second one had me deeply invested in the story itself – I constantly found myself pining to find out how a foreshadowed event was going to play out, what the next twist would be, and eventually, how the game could possibly wrap up to a nice conclusion with the desperate situation the party eventually finds themselves in.

Well, a wordy reply isn't always required...
“Well, a wordy reply isn’t always required…”

I also felt like the fact that, unlike the first game, Season Two ACTUALLY effectively branches out into various different endings, was much more interesting and satisfying. The first was satisfying in its own way, don’t get me wrong, but overall the second season left me feeling unusually satisfied with my experience. The characters and story are well developed and the switch of lead protagonists to Clementine avoids feeling like it’s just a gimmicky cash grab after the somewhat unexpected success of the first game. Not at all. Awesome! While there doesn’t need to be a season 3, if there is they’ll have to make it look pretty disappointing to not have my interest.

For our next game I decided to pick up the console version of Diablo IIIDiablo, you may remember, is a game series that I like a lot, and I’ve heard nothing but good things about the console ports of Diablo III, especially when it comes to same screen cooperative play. Unfortunately we haven’t had much time to try to play through it since we first picked it up so more on that one later, but at the same time we also randomly picked up a copy of Tropico 4 for the Xbox 360.

Political prisoners in training.
“Political prisoners in training.”

Tropico is a series I’ve had my eye one since the very first game was released. The concept is excellent – a SimCity like city builder game focused a little more on the social and political side of building and running a city, with the tongue in cheek twist that you’re the dictator of a tiny island nation very obviously inspired by Cuba. All the stereotypes are there – does El Presidente try to appease the USSR or the USA? Does he (or she) set up democratic elections, SET UP democratic elections, or simply assassinate any political opponents that come his way? Oh yeah, and let’s not forget rum and coffee exports.

This introduces all kinds of new challenges – since you’re an actual island NATION, not just a city, resource gathering and production are highly important, as are keeping the local political hopefuls and dissidents in check, and keeping the geopolitical powers happy with you too. Managing imports and exports, as well as immigrants and tourists, all while growing you country and your city. This lets the developers add all sort of systems into the game that can allow for some fun and challenging scenarios as you might easily imagine.

Viva la stable economy!
“Viva la stable economy!”

The port is surprisingly well done for a PC-centric strategy game ported to a console with a great adaption of the interface and controls to the Xbox 360 controller, and despite mostly just playing with the sandbox mode so far, both of us have sunk plenty of time into the game and enjoyed it immensely so far. The campaign offers the same gameplay but with a combination of specific goals and artificial adjustments of factions, events, etc. to mix things up a bit. I’ll probably end up picking this (and some of the other titles in the series) up on Steam at some point and playing it the way it’s meant to be played, but this has been a great purchase for something we just happened to pick up on a whim.

More soon!

Screenshots stolen from random filthy capitalist pigs!

X-com Versus the Zombie Menace!

Brace yourself for another shocking tale of my crippling case of backlogitis…

I pre-ordered XCOM: Enemy Unknown for PC back in 2012, anticipating the ever-loving fuck out of it after not having a turned based tactics game come close to the experience I had with the original X-COM back in the 90s, and here I am, finally playing the goddamn thing just after the release of its expansion pack over a year later… and I’m playing the Xbox 360 version to add insult to injury. I’m goddamn despicable.

The decision to go with the console release of XCOM: Enemy Within came about because I had never purchased the game on console and had heard repeatedly from various sources that playing with the controller was fine. Not only fine, but a lot of people preferred it to keyboard and mouse. Yes, even PC gamers. At first I found this unfathomable but I eventually accepted that it might just be true. This is 2014 after all. When Enemy Within was announced I figured it was my opportunity to pick up the complete “commander edition” version of the game in one package and play from the luxurious comfort of my couch. My only disappoint with this decision is that now I’m sure I’ll play through this game several more times in the future and when I do it’ll be on PC, so I’ll need to pick up another copy of the Enemy Within expansion pack regardless. Ah well.

MEC troopers, never leave home without 'em!
“MEC troopers, never leave home without ’em!”

So yeah, I’m not going to go into why I loved the original XCOM: UFO Defense because I plan on putting together a retro review of it sometime in the next 20 years. Let’s just say that several aspects of the game struck me as more or less perfect and I wanted another experience that recaptured its glory. I watched all of the discussion regarding the various spiritual successors but always passed, played some other games inspired by its mechanics (such as Silent Storm, another game I need to revisit and review) but never got too far into any of them, and when I heard about XCOM finally picking up a biggish budget sequel I was thrilled. Finally, when the Firaxis game was announced and the first details were released I was quite hopeful that they’d finally put together a worthy sequel.

XCOM: Enemy Unknown isn’t really a sequel or a spiritual successor, but a full on, faithful re-imagining of the original game, updated with modern mechanics and presentation. While that sounds like a description for any update of an old game, it’s really quite literal with XCOM. It’s like they made a check list of everything that made X-COM “X-COM” and put it into this new version, only changing and (usually somewhat modernizing) the systems underneath to make the still very customizable, and still very brutal game more accessible in today’s market. To put it another way, it is almost as if the 2012 development team took the original design documents and concept art and made a new game without much knowledge of the previous one. Sure, a lot of the little details about how the mechanics work and whatnot are all quite different but on the surface it’s the same damn game. At the risk of losing some friends here, I’d even dare say that this new imagining of XCOM might even be better than the original in many aspects. It’s just that goddamn good! Awesome, dynamic squad based tactics, persistence through leveling soldiers, strategy via managing the XCOM program and researching technology trees on the geoscape. It’s all here!

Despite what the suits back at base, sometimes you just HAVE to use high explosives.
“Despite what the suits back at base say, sometimes you just HAVE to use high explosives.”

I played through the entire long campaign with the worthy additions of Enemy Within and the other DLC, and despite only playing on normal difficulty I still found the game to be challenging at times and damn rewarding to boot. I tried to avoid “save scumming” but there were a few times where I reloaded to avoid losing senior soldiers… oh, and I abused the hell out of it to beat that damn whale mission. The Xbox 360 build had a couple of hard locks and other odd bugs but nothing to truly ruin the overall experience. I could go on and on about this game, and if I had written about it while playing I probably would have, but for now that is all I want to gush over it about. Perhaps more the next time I decide to play through?

To cross another one off of my pile of shame, I finally played through the first of Telltale’s The Walking Dead seasons. Being both a fan of the show and of adventure games in general, I’ve been wanting to play this game since I first heard about it and since then I’ve only heard more and more good things. Are they true? Yes, mostly…

I wanted to post an example of TWD's excellent, well written dialog system. So, yeah...
“I wanted to post an example of TWD’s excellent, well written dialog system. So, yeah…”

The Walking Dead is a classic adventure game in most respects. Sure, the UI is stripped down and most of the puzzles probably barely qualify as being such in the traditional sense, but at its core it still plays unmistakably like the graphical adventure games of old. While there is still a lot of environmental exploration and “pixel hunting” for items, the items mostly serve to move conversations forward and add the occasional context sensitive action – there’s no tedious inventory management and item combination voodoo to deal with at all. The core of the gameplay instead focuses around the conversation choices you make and how those choices affect your story – who is in your group and how they feel about you, which in the end largely comes down to differences in dialog. That sounds a little simple but it works surprisingly well and while the ultimate outcome is more or less the same, your choices at least feel like they carry some real weight.

Not everything works well though. The action sequences are pretty much all god awful. I was almost shocked to even see them here at all – people have been complaining about crappy action and arcade sequences in adventure games since the 1980s. While there’s some variety there, mostly my problem with them has to do with my second complaint: the engine is pretty bad. There’s all kinds of issues: long loads, flickering, clipping, and general bugginess. It just generally feels clunky. This only really started to affect my enjoyment of the game when it came to those action sequences, especially when they resulted in a sudden death or fail condition. That leads directly to the final point, one I really wasn’t expecting, but instant deaths/fails galore! Really? I’ll fully admit that I’m a Sierra apologist but I thought the dudes at Telltale were big LucasArts fans. I figured they would detest this kind of thing. Ah well, at least they’re generous enough to automatically restart the gameplay right at whatever sequence killed you.

Home improvement time!
Home improvement time!”

Anyway, back to the good. The hand drawn, graphic novel inspired art style is good (sometimes even strikingly beautiful) even if the engine and some of the animation lets it down a bit. The voice acting is mostly fucking brilliant, with the main cast being among the best I’ve heard in a game. Telltale absolutely nailed the desolation, the desperation, and the overall feel of The Walking Dead setting too. Finally, the writing is great. I quickly found myself caring about the characters and, probably more telling, when I think back on my jaunt through zombie infested Georgia, I remember it more like I had read a novel or watched a good movie than I had played through it in a game. The more I ponder it, I’d have to chalk it up to a tricky combination of the basic setting and plot, the character development, and the agency the player is given behind how the story appears to unfold. It’s not just an infatuation with the excellent Lee and Clementine either, even the tiny stories from the 400 Days episode made an impact.

If you’re a fan of the Walking Dead show and/or comics and don’t completely detest graphical adventure games, please do yourself a favor and put this on your wishlist if you haven’t already played it. It’s brilliant. I played through the aforementioned “400 Days” extra episode and can’t wait to play through Season 2 when it is finished being deployed later this year.

Screenshots are PC not Xbox 360, as I swiped from the Steam Community. Thanks, glorious PC gaming master race!