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Red Dead Redemption

July 14th, 2010 Rick No comments

Playtime: 23hrs 58min

Completion: 55% no credits rolled; but I’m savoring the 100% completion.

This game is a box of toys. Gameplay elements that are just set out in the world for you to discover. I can spend hours simply roaming through the game world. Hunting for wild game, an American Standardbred horse to tame, looking for some beautiful vistas, or just the next stranger to aid.

In this the game is one hell of a western story generator. The writing woven through the game is spot on beautiful, the characters they created can be both despicable and interesting. Situations you find yourself in generate their own stories as well; for example: I decided to take a shortcut off the trails and was ambushed by a pack of wolves that killed my horse. They were too quick for my pistol and repeater, but the knife made quick work of them. Leaving their corpses unused seemed a waste so I skinned the pack of four wolves, then another pack appeared, and another, and another. By then time I made it back to the trail I have carved a bloody path through twenty wolves. My wife now refers to my character by the name “Twenty Wolves.”

The only drawback I found With Red Dead Redemption was with the controls. This is nothing as bad as the targeting issues that were in Crackdown. Its getting use to their setup; the speed controls of the horse specially. The issue is rooted in my lifetime of playing with vehicle controls that used ‘a’ and ‘b’ as accelerate and brake. So my root reaction is to mash ‘b’ instead of the right bumper when I need to slow down my horse, which usually ends with me leaping off a cliff. My darling wife also calls him “Falling Brick.”

Castlevania: Symphony of the Night

July 6th, 2010 Rick No comments

This is a good game. The statement is something that you already know, since the game has been out since 1997. It created the formula and mold that all following Castlevania games attempted to follow, and yes I am ignoring the missteps into the 3D realm they were on the N64 which only had 6 good games.

Castlevania was responsible for introducing RPG level up and equipment management elements to Super Metroid’s open exploration theory. Anyway, back in ’97 what made this game so great for me was the fact that it was the first Super Metroid clone I owned. Let me set the scene.

Back in my formative gaming years the system of choice were the Sega Genesis and the Game Boy before that The only exposure to the Metroid idea of gaming was in Metroid II for the Game Boy, and short play times of Super Metroid at my friends house. The game that really illustrated to me how much I enjoyed gaming as a hobby was Metroid II for the Game Boy. Yes it was a horrible iteration of the series, since they zoomed in the game screen so tightly. But, hey, it was all I had. No other game I got my hands on until then allowed me to roam and explore the world openly. I had to copy maps out of Nintendo Power to figure out how to get to the end of the game. When Super Metroid was released I was only able to beat it after a rather cutting deal to borrow a SNES and the game for a month.

So, when I played Castlevania: Symphony of the Night (SotN) I was quite excited that I was allowed to explore the game world with the same openness and on a PlayStation, a system I actually owned. Upon seeing the fluid animations of the highly detailed characters, I was puzzled why more games went perusing 2D options in the 32bit age. But I digress.
Playing SotN was the first collaborative gaming experience I had. Needing to talk with other gamers who were farther along in the game to progress further myself was a new experience. Just as the Metroid games had done before, I was out of my depth on how to get beyond the bad ending, and starting to resent losing an hours worth of progress because of an inopportune boss fight. This all resulted in me taking home scribbled notes and waiting until a copy of the map was published in a magazine to answer all our remaining questions.
So honestly I am biased when I say that SotN is a great game. Having gone back through the castles and exploring 200.6% of that castle again I know nostalgia is adding to the game experience. Though it still is, and has always been, a great game.
Now, I have just finished earning the last achievement for SotN’s Xbox incarnation. All that is left for me is to climb to the top my friends high score list in the conquering of the castle. Please excuse me… Important work to do…

Burnout Paradise: Where has my Crash Mode gone?

June 22nd, 2010 Rick No comments

Playtime: 20hrs (credits have rolled)

Picked up the game during Steam’s EA sale for about nine dollars, with the suggestion of a friend who has quite enjoyed the game on both xbox and pc.   My first play session lasted five hours since the game play was easy to grasp and succeed in, and the reward system encourages the just one more race mentality. Dangling the sweet candy of a new car or a license upgrade just in front of my nose.  It was this reward system that kept me hooked and playing  when the novelty of the arcade racing had warn thin, plus I could catch up on some series while still winning events in the game. Though restricted open driving world has made me loose more events I wish to admit, roam anywhere games like GTA have left me thinking that wooden guardrails can be broken through to cut corners (Paradise disagrees).

Though I was winning and progressing through the game the mode that endeared the Burnout series to me was missing, “crash mode” was gone.  It was only after the credits rolled I pulled up the Burnout wiki to discover crash mode’s fate.  This mode is indeed gone, and replaced with “Showtime”.  A mode triggered on any road that flings your car forward then uses the boost meter as jump fuel so you can hop your car’s burning wreck into traffic.  It was more like playing the inverse game of Frogger, where your trying to hop onto every car on the roadway, than the original chaotic physics puzzle that made crash mode so great in previous games.

In the end I still need to put time into the multiplayer aspect of the game, but with the removal of Crash Mode I think my time with this game has come to an end.  It was a little entertaining time sink while it lasted.