Tag Archives: Xbox Live Arcade

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…

Exploring the Decay

It’s been ages since I last did any serious gaming – I’ve been moving, changing jobs, and generally just very busy with other “real life” things. I’m all settled now though, so here’s a little about the last game I completed before I dive into something new…

State of Decay
“State of Decay”

Perhaps my favorite aspect of The Walking Dead (both the comics and the TV series) is how human-centric the story is – more than any other zombie movies, shows, books, or games I’ve experienced, The Walking Dead is about the people trying to survive this radically altered world. The struggle really isn’t about the zombies, and as the show’s many, many detractors have pointed out, it’s really *barely* about zombies at all, but it’s instead against a world whose infrastructure has been gutted, where the rules of society have crumbled, and where only those who can successfully adapt, for better and for worse, can make it. Be it a nuclear war or a zombie plague, this is the key to a good post apocalypse story in my opinion. Imaging survival in such a setting is what I find most captivating about the genre. At this point there have been more zombie related games than I care to try to count but few of them even attempted to capture this essence. Instead, most zombie related games resemble the zombie movies of the 80s (even the good ones!) where zombies are simply a specific variety of antagonist that needs to be defeated. State of Decay, by Undead Labs, changes all of that.

Scouting from up high.
“Scouting from up high.”

State of Decay’s basic gameplay loop is what is so damn good: it’s all about that survival. In this case, “survival” simply means establishing a base where you can hole up and scavenging for enough supplies to maintain it as well as meet your character’s own individual demands. The most compelling part of this, for me at least, is the exploration involved in that scavenging or, really, anything else in this setting. While the process can become rather laborious and repetitive (more inventory room, please!) exploring and “clearing” all of these old abandoned and dangerous buildings never really gets old. There’s always a sense of creepiness as you sneak around in the dark trying to locate lootable containers, never knowing when a zombie might show up. Sure, a zombie probably won’t put you in much dangerous unless it’s one of the special “freak” class zombies, but sometimes getting mobbed by too many, in just the right way, can still put you in a very bad spot very quickly.

A good pair of wheels is essential for exploration. Planes? Not so much.
“A good pair of wheels is essential for exploration. Planes? Not so much.”

Back to the subject of establishing a base of operations though. One thing State of Decay does to make this interesting is that you don’t just play a single character. You can, sure, but you can also switch to almost any of the other survivors that are part of your enclave and play them too. The injury and fatigue systems in the game actually actively encourage it, even, as do the RPG like skill leveling and item systems. This also makes the addition of permadeath without entering into a total fail state a thing – your character can die, permanently, and the game keeps going. Speaking of keeping going, like other open world games, the world also exists as somewhat of a “simulation” with all kinds of systems in play that do not necessary tie directly into what is occurring to or around your character. More dramatically, some of these systems continue on when you’re not in game. It’s not uncommon to log in a day or two later to find that one of your survivors has died or that there are new missions waiting for you. All of these systems together alter the focus of the game from being about you killing zombies to being, like The Walking Dead, about you and your group of survivors getting by in this strange and twisted version of life.

Did I mentioned the skill system? Oh yes!
“Did I mentioned the skill system? Oh yes!”

At this point my main criticism of the game is that it really doesn’t push far enough in either direction – as a more directed, story based experience, or as a sandbox open world game where you make your own goals. I feel like most people are probably drawn more towards the open world nature of the game but the systems in place don’t really allow for a huge amount of freedom or variety playing in a pure sandbox way. More potential base locations, more possible customization of them, more variety of item and resource types, and possibly more dangers (unlike The Walking Dead, fighting other groups of human survivors is almost entirely absent from State of Decay) might go just far enough to fix this though. As it is though, it comes quite close.

I know an enhanced Xbox One port of the game came out just a couple of months ago, and who knows, I may tackle the DLC for the original Xbox 360 and PC versions someday too, but what most people seem to want from the series right now is some type of co-operative gameplay experience. At first Undead Labs were pretty loudly toting that the next State of Decay game would feature co-op or maybe even be an MMO of some sort but lately they seem a little bit more coy on exactly what their next project is. Intriguing for sure!

Xbox 360 screenshots swiped from Google image search, and probably actually PC screenshots. *shrug*

Orc Slaying and Other Extreme Sports

Since I’ve been making a concerted effort to go through my Xbox 360 backlog I’ve been sneaking an Xbox Live Arcade title between every game or two. Having just completed Orcs Must Die! I figured I’d also go ahead and mention a couple others I put some time into recently.

Not pictured: imminent painful death.
“Not pictured: imminent painful death.”

First, I ended up buying and giving Trials HD a whirl. For those unfamiliar with the series (who are you?!) the game is kind of like a modern day Excitebike, only using an amped up physics engine and courses designed by total fucking sadists. You play an anonymous motocross rider negotiating various obstacles (that aren’t necessarily based in reality) as quickly and smoothly as possible. It’s not really a “race” in the traditional sense but you’re always racing against the clock to beat pre-defined goals. There’s also a nice feature that lets you easily compare your scores against your XBL friends’. I knew this game had a reputation for being brutally difficult but that it was also built from the ground up on that premise, making restarts and retries convenient and forgiving. It definitely delivers there, instilling a “just one more try!” attitude on even the least addictive personalities. Personally, while I feel like I could play this game forever, attempting to gold medal every race, unlock all of the achievements, etc. I honestly have too many games on my backlog to justify subjecting myself to the kind of frustration that started rearing its head once I got into the “hard” and “extreme” rated levels for too long. Yeah, I shamefully put this one down before completing it. If I had bought it when it came out I might have finished it but I just can’t force myself through it right now.

Promance? Nope.
“Promance? Nope.”

Speaking of which, I also ended up picking up Tony Hawk’s Pro Skater HD during a XBLA sale at some point. Thinking of the first three Tony Hawk games causes an almost instant nostalgic flashback to my college years, with just about every one of my punk rock, wanna-be skater friends that owned a Playstation or Dreamcast at the time totally addicted to the series. I owned the barely adequate Nintendo 64 port of the first game myself and was totally addicted to it despite its shortcomings. How does it feel to go back? Eh, kind of shitty actually. The game looks pretty good and, at first play, controls more or less like what I remembered the series playing like. Unfortunately those positive impressions didn’t last long as I began to notice that the controls didn’t quite make the translation to the new HD engine which itself “feels” totally different and is chalk full of some now rather infamous physics bugs. Most offensively, the classic THPS soundtrack has been totally gutted. Licensing issues, most likely, but it still changes the experience drastically. While I wouldn’t necessarily tell any fans of the original to totally steer clear of this remake I’d definitely suggest giving the demo a shot first. Personally, after clearing about half of the levels I’ve decided to put it down.

Finally, an XBLA game I couldn’t even start to put down early was Orcs Must Die! Holy shit, I love this game! I’ve talked very fondly about both Toy Soldiers and Defense Grid on this blog in the past so it probably comes as no surprise that I’m raving about yet another highly polished tower defense game. Orcs Must Die! probably more closely resembles Toy Soldiers, as it gives the player the ability to participate in the action themselves rather than just hover above the battlefield like some kind of micromanagement obsessed deity. Actually, this game goes even further with the third person action component being a much more fleshed out and indeed, important part of the game. Some of my strategies actually centered on my reinforcing one or two paths with traps while guarding the other with my character’s selection of weapons and spells.

Step into my web, little orcs...
“Step into my web, little orcs…”

Let me back up for a second and explain the premise a little better – you play as a sarcastic apprentice “war mage” who has been tasked with guarding the magical portals from one world, apparently occupied by all manner of nasty orcs and other stereotypical fantasy monsters, to your own. These portals are all inside of dungeon-like fortresses, some of them fairly elaborate, though unlike a lot of tower defense games their layouts never really get *too* complicated. As per usual, your enemies come in various “waves” of different combinations of enemies with breaks in between in which you can use the money you’ve earned by killing enemies from previous waves to shore up your defenses. In this game your “towers” actually consist of various types of dungeon traps – spiked floor panels and wall dart launchers to kill your enemies, swinging maces and crushing ceiling tiles to maim them, and sliding walls and springing floor panels to send them hilariously flailing off of ledges and into lava pools. There’s even placeable archer and paladin NPCs to help guard your paths. Unlike some tower defenses games, you can also place them just about anywhere they’ll fit. The traps and other defenses are rolled out to you steadily as you progress, which means back tracking in the campaign can be helpful to improve your score, and there’s even an optional (and ultimately very useful) skill tree system that gets introduced a little further into the campaign.

No good shots showing the UI, unfortunately.
“No good shots showing the UI, unfortunately.”

I ended up working my way through the entire War Mage campaign (normal difficulty) with 4 or 5 skull ratings on every map. I highly considered going back and chasing 5 skull ratings on every map, or playing through the campaign on a higher difficulty, but again, too many games too little time. It’s a shame that the sequel never got released on Xbox 360 but I MOST DEFINITELY plan to pick up Orcs Must Die! 2 on Steam. Robot is also apparently working on Orcs Must Die! Unchained now which turns the whole thing into some kind of weird, Team Fortress 2 inspired 5 vs 5 competitive game. Intriguing!

Per usual, Xbox 360 screenshots stolen from wherever possible.