Caught Up Edition
November 9th, 2009 by ironsoap
With my completion of Fable II this past week I officially caught up with the glut of Xbox titles I had acquired from Goozex mid-summer before my Xbox broke. Granted, not all of those games ended up being completed (notably Kane & Lynch which I found to be tedious) but in any case I’m now kind of in a semi-looking phase where I do have a few games I could play so I’m not dying for something new but nothing that is on my plate presently really has me excited so if something better came along, it wouldn’t be unwelcome.
Let me back up before I get into the post-Fable realm and talk a bit about Fable II. I can summarize the game thusly: It offers you plenty of opportunity to engage in a wide variety of largely uninteresting role-playing activities. Fable II is a big game that feels very small, and by that I mean the way the game is divided up into various regions set apart by loading screens and existing in no kind of cohesive whole (i.e. there is no world map per se nor would it matter a lick if there were). As a result each region feels like a self-contained mini-sandbox in which there are a lot of things to do but once you start classifying your available activities you realize they boil down to four fairly simple categories and each activity is just a riff on one of them. The categories are: Fight Stuff, Social Interactions, Tracking and Numbers Fiddling.
The Fight Stuff part is where most of the questing lies and you also encounter random enemies as you travel around the various regions. The game’s combat isn’t bad necessarily but it isn’t good either and I found that for the most part you can win nearly every battle by spamming on your most powerful attack, be it ranged (Skill), melee (Strength) or magic (Will). Since specialization is wholly unnecessary I would flip back and forth depending on which weapon or spell I had acquired most recently and once you can afford the level 5 Inferno spell there is little reason to use anything else especially if you combine it with a low-level time spell first to allow the Inferno a chance to charge without taking too much damage. The variety and finesse of the combat system is cool in theory but in execution it seems like it’s appeal lies principally in the effectiveness of the game engine’s animation system and, well, let’s just say that animation shouldn’t be Lionhead Studios’ top bullet point on the resume.
But you will have to fight a lot to make it through the main story so the best I can say is that it’s never frustrating, just a little tedious so you more or less learn to ignore it as you go through. On the other hand the second category of Social Interactions is frequently frustrating especially without a strategy guide since the in-game cues are almost universally—and perhaps intentionally—vague to the point of near uselessness. Trying to figure out what people want from you so you can get what you want out of them is time-consuming and irritating and almost never yields enough reward to be worth the effort. In the end the bizarre AI logic of NPC interactions simply becomes too much to deal with especially if you decide to change your demeanor halfway through the game or you take a series of inconsistent actions for a short time for whatever reason. I found that as I tried to pull myself off my initial Saintly path I would perform some evil deed in the presence of others and end up with characters who had big loving hearts floating over their heads screaming and running in terror from me, blending sound bytes that suggested they wanted to flee from me and yet marry me at the same time. But again, none of it really matters except as a novelty.
The third thing you can do is Tracking, by which I mean wandering around either following the ubiquitous Glowing Trail which leads you exactly to your next destination as determined by the AI (making the games relatively low number of fetch quests dead simple but also completely pointless) or you can head off the GT track and look for “other stuff.” The other stuff is usually treasure but there is also an easter egg hunt using Gargoyles that you can engage in if you wish. I can’t really say one way or the other whether this stuff is really fun since my own inclination to engage in this type of trivial game-hours padding is directly proportional to my enjoyment of the game’s other merits (for example I did a lot of orb hunting in Crackdown and flag hunting in Assassin’s Creed because I liked those games but I certainly didn’t find all the jumps in Burnout Paradise and I didn’t bother with the collectibles in The Darkness). If hunting stuff down is your thing, you’ll enjoy this. For me, I found the simple act of walking around to be too awkward to have much patience for it: Fable II’s camera is sloppy and the run controls make you a clumsy, ill-controlled train wreck so I found myself following the GT whenever I needed to physically traverse an area and using fast travel as much as I possibly could.
The final aspect is Numbers Fiddling which means doing various mini-games in order to increase your stats. This is the shopping stuff, the job system, gambling mini-games and real estate manipulation. Some of it is okay: The gambling mini-games are reasonably fun for a short time and a couple of the jobs are interesting for a minute or two but of course Fable II wants you to do all of it to excess and it wears its welcome out quickly. What’s especially annoying is that a lot of these systems are tied into the other game elements in small but significant ways such as trading being largely dependent on your social standing with the merchants only, again, it’s not always completely clear why an NPC is having a particular sale or opening up a given option. It generally easiest to try to get everyone to like you but then again you can also make everyone fear you and get similar or in some cases preferable results. When it’s all said and done it hardly matters since you can get more money than you’ll actually need pretty quickly and the only real reason to engage in furthering your financial or experience needs is just to speed up the rest of the game or earn a few achievements.
If it sounds like I hated Fable II, it’s partially because in a lot of ways I should have hated it. Aside from the base problems listed above the main story arc is cliched and fairly drab plus it suffers from limp characterizations of the principal NPCs and has one of the worst ending sequences of any game since BioShock. Actually, BioShock has a downright revolutionary and brilliant ending compared to the eyebrow-raising dud that Fable II fizzles into. Which all adds up to an awful lot of negativity about the game. Somehow, in spite of itself, Fable II does manage to remain just interesting enough to be playable. The first 30-45 minutes of the game are wonderful, a cheeky sense of humor runs throughout which somehow works to match the tone to the game’s breezy gameplay mechanics and while each individual activity can be broken down into a larger recurring category individually there is an awful lot to try and plenty of options to play around with. I could never go so far as to recommend the game but if you liked the idea of Oblivion but found it too stiff and serious and felt it was so wide open as to feel rudderless you might find that Fable II is more your speed. For everyone else I’d probably say stay away—but, if you’re determined to play it, don’t be surprised if you find yourself shaking your head a lot and saying “ooookay…” but also not putting the controller down. I know exactly where you’re coming from.
Having finished Fable II I was left more or less with Bionic Commando as the only Xbox game left in my stash that was yet (mostly) unplayed. So I decided to pop it in and give it a go. Up front I need to make clear that this game in no way should be considered good. The flaws aren’t always immediately obvious, though. You can certainly pinpoint the game’s corny dialogue and sort of labored storyline but—hey—this is a video game, after all. As much as I’d like to say it was the exception, we all know it’s really the rule. Beyond that though it’s hard to tell what Bionic Commando is really doing wrong. The controls aren’t great, relying on contextual actions more so than dedicated mappings but they are responsive and precise which is an improvement from some other Capcom games this generation (I’m looking at you, Dead Rising). The level design isn’t bad although it does get repetitive once you start returning to Generic Post-Apocalyptic Street Scene or Generic Craggy Canyon for the second or third time. The combat doesn’t completely suck despite the enemy AI being lackluster and the enemy varieties being ridiculously limited. No, for the most part the game is what I’d classify as moderately above average in every sense that games usually get measured.
What’s really the most off about Bionic Commando is the nebulous sense of cohesion and—let me try to avoid too much irony here—purpose. In the end there really is no need for this game to be doing so much of what it does. It doesn’t need to have such a convoluted backstory; why not just try to build a narrative from the original NES game’s loose story and re-imagine it in 3D much the way Rearmed re-imagined it again in 2D? There isn’t any purpose to Spencer (the protagonist) to be the reluctant super-hero especially since the overwrought plot depends on him being decidedly not unique in his bionic capabilities. There just isn’t any logical or even gameplay reason to make checkpoints separate from save points or to have six or seven sections where you have to swing from “mines” which are really just balloons over frustratingly non-instant-death water. The contrivance of the pockets of radiation that create the linearity of the levels are unnecessary, the length of the game is far beyond what’s needed. I could go on. The point is they took a half-decent game and made it crummy by trying way too hard to make you think the game is more expansive or deep or clever or interesting than it was ever going to be. The bottom line is that the original NES game was fun because it was simply an enjoyable game: It was a platformer with a singular unique mechanical twist and that’s it. It worked on just that level. Rearmed understood that, I can’t fathom why Grin missed the mark so badly.
Aside from the Xbox games I also dipped back into Kongregate a little for reasons that I’m not completely clear on. I had shied away from the site for a while after I changed jobs because it’s very addicting but not the best thing in the world to be doing when you’re supposed to be earning your paycheck. I’ve mostly kept it to break times and off-hours this time around but I’m prepared to exit the site again if it gets out of hand. The game I spent the most time with was Toss the Turtle, which is a sort of physics toy/maze/puzzle/upgrade thing in which you launch a cartoon turtle out of a cannon and try to see how long you can keep him going. Aside from a loss of momentum which can be combated by maneuvering the turtle toward springy obstacles, using various bits of equipment like rocket packs and nukes, or shooting him with your gun to juggle him upward, you have to contend with various spiky obstacles that halt your progress immediately.
I was able to earn the 3,000,000 feet achievement after several hundred tries and I thought I’d share how I did it in case you were stuck the way I was: First, you need to upgrade to the tank, the missile and the golden gun. This is not an easy feat in itself but it can be done with a bit of patience. I found it helps to upgrade each step of the way rather than try to save up for the top model since each increment drastically increases your average launch distance to the extent that it boosts your payout per launch exponentially. Once you have the top gear, start by buying a chest bomb (you’ll need to do this for each and every launch; don’t worry $2,000 will start to be meaningless) and then fire the turtle upwards at about a 45° angle. He should soar up past the top of the screen into space about an additional 700 ft before hitting the pinnacle of the arc. Wait for him to come down and bounce twice: The first time he’ll bounce back up over the top of the screen, use this time to set up the cursor an inch or so above the bottom edge and just slightly offset to the right from being vertically aligned with the arrow at the top. On the second bounce he’ll get up toward the top but won’t actually disappear. As he’s on his decent wait for him to get into your crosshairs; the color of the background sky when this happens should be roughly twilight (between 800-900 feet). Then shoot him with the golden gun. This should send him flying back up over the vertical limit by about 1,200 feet. Let him fall and bounce twice again, making sure to only shoot him when his bounce momentum doesn’t carry him out of the screen’s range and repeat until you’ve used all 10 bullets.
It’s unlikely that at this speed you’ll hit any spikes but if you do your chest bomb will save you once. I was able to make it over 2,000,000 feet with a single clip in the golden gun and no chest bomb. The next 1,000,000 feet are a little harder, but at 2 mil you can relax a little: The payout is so high at this point that each time you don’t make it you can just load up on nukes and try again. I’d recommend not bothering to actually use the nukes until you’ve amassed at least two dozen but you’ll be surprised how fast you can pick them up when you’re earning over $100K per launch. To get the last million feet I used my last bullet from the golden gun to send the turtle over the screen and then hit the missile to get his momentum going a little more horizontally. Then I let him bounce maybe four times before I hit the nuke button. The reason is that at this speed you can’t really react quick enough to avoid the spike mines attached to the balloons so you have to more or less just angle your bounces around them. They tend to cluster about 75 feet, 150 feet and again at 700 feet so with four bounces post-nuke you ought to avoid them most of the time. Also if you get lucky and hit an ammo clip return to the two-bounce-shoot pattern until all the bullets are gone again. The biggest pitfall to avoid is waiting too long to drop the nuke: There is a delay between when you press the button and when the nuke effect actually takes place, if your momentum is too low or you have a spiked wall or something in front of you it may not be the quick save like the missile can be. If you want to ensure you don’t get to like 2,950,000 and then splatter on a bed of spikes you can also save the missile: Theoretically you don’t need it since it doesn’t propel you far enough to really make a significant difference in your overall total and may be better used as an emergency bail out. The biggest thing is to let your cash pile build up to a level your comfortable with (I decided on $1,000,000) and make sure to buy as many nukes and a new chest bomb after every unsuccessful run. My second best effort happened on a round I forgot to buy the chest bomb and I made it to 2,460,000+ feet before I found a spike balloon. If I’d remembered to visit the shop I probably could have saved myself 30 minutes.
There are, aside from the usual minor variations and exceptions that prove the rule, two ways for self-sufficient adults to play games: One can either be particularly selective about which new titles to pick up on or near launch day using previews, reviews and any number of buzz-tracking social mechanisms to determine potential enjoyment from an upcoming or newly released game or one can intentionally trail the release curve in order to maintain a steady diet of sub-retail priced software. Budget will play a significant role in either path, but I submit it is impossible to choose the lower-priced path without at some level playing a bit of a waiting game.
At last I pushed through the end of Fallout 3 and I think it’s safe to say I’ve had my fill of that particular title for the time being. Technically there is still another DLC pack (Mothership Zeta) but frankly I need a break. One last note I wanted to bring up about Fallout 3 before I stop talking about it for a good long while is that I’ve been considering the choice to adjust the scaling enemy model from Oblivion into the somewhat-scaled but also genuine pockets-of-danger approach Fallout takes. In Oblivion the whole world scales to your relative strength: As you become stronger the world around you grows stronger as well so you are consistently challenged. In Fallout it seems they do some of this: There seems to be a class type set in various locations (a dungeon containing Ghouls, or an overworld area that spawns mutated creatures for example) and within that class there are relative ranks (Feral Ghouls up through Glowing Ones or Molerats up through Giant Radscorpions for example). As you advance you see fewer of the lower level class instances and more of the stronger which allows the developers to have themes within various locations but still scale based on the player.
Let me describe to you a conversation I’ve begun to loathe that occurs in gaming circles: Someone says “I love playing video games, but I have this girl now and she doesn’t like games. What can I do to get her to play with me?” Now, the subtext of this feels an awful lot like “My girlfriend gripes at me for playing too many vids, how can I trick her into the hobby so she crawls off my back?” Perhaps that’s not always the case, but it’s hard for me not to cynically attribute that as the motivation. I can’t help feeling like most often the notion is that if you get your significant other hooked on the same hobby you don’t have to adjust your behavior to adapt to a relationship, you can adapt your relationship to your activities. Then the ensuing conversation describes the lack of understanding gamer guys have of the fairer sex better than I ever could as they generalize and stereotype so badly it borders on misogyny citing ignorance as fact along the lines of “Girls’ hand-eye coordination is worse than ours so that’s why they only like games with simple controls.” What’s frustrating is seeing this same thread repeated over and over again and no one notices that it keeps coming up because no one seems to have much luck with it: By and large girls who will play games probably already do and those who might play some games cannot be assumed to like any particular suggestion. After all, how could you recommend a game for a friend of mine if the only information I gave you was “he’s male”? In this case fellas, I hate to tell you, you actually have to get to know someone to know what they’ll like.
I can’t quite decide how I feel about the fact that I used Goozex to acquire the
Before we get started this week, I need to bring your attention to a site:
Maybe you’re not aware but I have this
When presented with an opportunity to play games, I either seize it or I do not. In some cases, as of late, not wins out with a greater frequency and the explanations behind this are laborious and, for our purposes, irrelevant. Let’s make the most of the time we have, hmm?
I realize I’ve been absent for a few weeks, but for one thing there hasn’t been a whole lot of gaming to speak of and for another many of my endeavours have prevented me from writing about what games I have gotten in. I’m not making promises about any sort of triumphant return here, but if I find a moment to compose a new Edition I surely will.
Kyle Orland of