Turns out Rochelle and Francis have a little more in common than they thought. A great trailer for “The Passing” DLC for Left 4 Dead 2
It’s been a while since I properly did one of these, but yesterday heralded the arrival of both Pro Yakyu Spirits 2010 and the latest campaign for L4D2, The Passing. Both are super fun. Impressions below:
Pro Yakyu Spirits 2010
The comforting thing about sports franchises is that you always know what you’re getting year after year. PYS 2010 doesn’t try to reinvent the wheel, it just makes slight interface changes that all feel sharp and look great. I’m getting back into the groove, getting spanked by the AI, and having fun with this one all over again.
It’s good to have the new lineups and players, but I fear that I’m going to get killed as the Carp in this year’s game, haha.
Left 4 Dead 2
The Passing adds in all sorts of new goodies. New Uncommon Common, new melee weapon, new heavy weapon, foot lockers, and, most importantly, L4D cameos. How great are those? I loved seeing the old crew back again. Their lines were amazing and everything just felt right. I can’t wait for the companion Left 4 Dead DLC to come out too!
Last month I found myself worrying about a friend of mine who was going through a tough time. Kim had just lost a friend and was headed to Louisiana for the funeral, so I wouldn’t be hearing from her for a week. I told her I was sorry and that I was there for her and then she left. Funny thing is, I’ve never met Kim. I only know her because I love to play Left 4 Dead. I’ve never even seen a picture of what she looks like and I’m only 98% sure that Kim is even her name. With all those layers of abstraction, you’d think it would be difficult for me to call her a friend, but I’ve come to realize that there can be value in the tenuous, ephemeral online friendship, so long as it doesn’t replace the ones you have in your physical life.
The first friend I ever had who I never met was back when I was about twelve. My family had moved back to Florida a year prior and I had finally overcome the intense social barriers of being the new kid and starting a new level of school at the same time. The circle of friends I had developed was, oddly enough, composed almost entirely of people who used to torment me at every turn the year prior. One of those friends, Josh, had an elementary school friend who had moved away to Connecticut right before middle school started. I don’t remember the circumstances behind it, but I somehow because friends with Abbe (that was her name) through an e-mail chain and eventually started chatting with her on a regular basis.
It wasn’t the great friendship that defined my life and I don’t think I’ve talked with her since I was 14, but for someone who I’d never actually met in the flesh, we had a pretty decent friendship. She and a friend called my house and we talked on the phone once or twice (she told me once my voice was sexy (for a 13-year-old)), but beyond that most of our conversations took place over AOL Instant Messenger. I don’t remember much about what we talked about, aside from a particularly strange health teacher she had, but I do know that she was an interesting friend in my life who I’m surprised I’ve never forgotten, considering I have no idea what she looks like anymore (I saw a picture once).
I don’t think I made any strictly online friends again until I was 20 during my junior year at Cornell. At the encouragement of my friend Chris, I started playing World of Warcraft again (I had quit the year before the first time Ashley broke up with me) on his server with the intention of hanging out with him and his roommate in-game. My character, Torvalds (named after the Master of Penguins himself), was able to power level up to level 60 during my fall semester and start attempting to join guilds not long after. I eventually managed to make my way into my guild of choice, Revelation (which, sadly, no longer exists on Cenarion Circle), and started working working on the last bit of endgame content before the expansion pack, slowly building up a group of friends on the way.
After winter break, the expansion pack came out and, as one of the junior warlocks in the guild, I was assigned to the B team, which also happened to be the West Coast team. Thanks to my luck, this meant that I was raiding Karazhan twice a week starting at 2300 and going to 0300 the next morning on days when I had an 0800 class. Needless to say, I missed a lot of class that semester (and my grades suffered from it), but the crummy conditions and B-Team status combined to form a strong sense of camaraderie. We used to get yelled at for not completing the dungeon fast enough, but that’s probably because most of our nights were filled with laughter and jokes instead of serious boss planning as we cleared our way up to our weekly boss wall.
Whenever I think about going back to WoW, it’s because of these guys: Moonsbreath, a school nurse from California by day and a Tauren Resto Shaman by night, Samuwen, our Orc Hunter team leader and a copy store employee by day, and Emil, our Undead Warrior tank whose profession I did not know, but whose infant child often made nightly cameos during our raids. On nights when we were mixed in with the entire guild, you could bet that we’d still be joking around with each other either over Ventrilo (we were easily the most talkative bunch outside of the guild leader) or through the in-game whisper system. The night that our guild leader, Athen, disbanded the guild to leave WoW was a devastating blow to everyone. We all tried to hold it together for a few nights, but the loss of direction caused our merry band to disperse to the winds. More than one of us quit the game, myself included, which spelled the end for our friendships since none of us knew each other in real life.
When thinking about these virtual friendships, it becomes clear that the worst part about them are their delicate, ephemeral nature. Their very existence often relies on the medium within which they are created. Just like that, our guild disbanded and I lost three cool in-game friends. When I returned to WoW for a month or two last year, some of these guys were still around, but the construct which formed our relationship was gone and it just wasn’t the same.
When I met Kim I thought it was actually going to be kind of different. My roommate, Darek, and I liked to play Left 4 Dead online with an old friend of his from university named Eric. One day Eric invited Darek and I to join a game that Kim was in. Her general friendliness with Eric and Darek, both of whom seemed to know Kim, made me assume that she was also a former classmate. Since she was associated with real people I knew, that made her a more “real” friend than the other ones I had made online. I later found out (nearly a year later) that Kim randomly met Eric playing a different zombie video game and that they’d been playing together since.
I wouldn’t say that Kim and I were best friends or anything, but we’ve got enough of a rapport that people who play with us for the first time assume that we actually know each other in real life. We both know what the other does for a living, but beyond that, I’d say that the only two things we know about each other are our personalities and how good we are at Left 4 Dead.
Thanks to the more robust communication tools available through Steam, I don’t worry so much about losing touch with Kim if I were to stop playing Left 4 Dead, but it does worry me that, should she decide to quit games forever, I’d probably never talk to Kim again. That’s where the other boundary with online friends rears its ugly head again. I don’t even know her name, so I couldn’t just friend her on Facebook. If I were to visit Texas (where she lives) would it be normal to hang out with her?
It’s clear that the world of online, anonymous communication can be socially interesting and rewarding, but it’s also full of strange perils and confusing social conventions that seem like they could be just as paralyzingly complex to the socially inept. The lack of real life contact is perhaps the most pressing issue with online friendships. Sure, I can hear the voices of all my friends thanks to fast, cheap VoIP, but with no real way of contacting each other, we could, I dunno, die, and no one would be the wiser. We’d just assume that the other person left our online space for greener pastures.
That’s no way to have real, lasting relationships, in my book, but as the relationships with my former classmates become increasingly digital due to distance, it’s becoming clear to me that many of my relationships are facilitated primarily through 1′s and 0′s, not any kind of human contact. It’s mostly thanks to her job that I find myself seeing Kai so often, but 75% of our interaction comes from blogs, tumblr, and twitter. Some of my other friends, like Lee, Yin, and Duffy, I see far less often and talk to only through gchat. I’m kind of losing my way here with respect to any point I might have, but suffice it to say that I’m infinitely glad that technology has allowed me to make and keep all of these friendships.
Despite the growing number of female gamers and older gamers, the larger audience in gaming does lie within the 18-35 (or whatever the range is supposed to be), male demographic, which means that games are made primarily for that audience (fortunately (for publishers), most 14-17 year-olds respond to the same marketing techniques). It follows that what comes out of the industry revolves around heavy action and sex appeal. For every indie game that attempts to take a mature look at female sexuality like The Path, there are at least five games where women are two-dimensional characters wearing ridiculous apparel meant to emphasize their unnaturally oversized assets.
Again, it’s not that surprising, right? Sex sells. It starts getting strange when you look at the results of a recent study by Carrie Lynn Reinhard (Hypersexualized Females in Digital Games: Do Men Want Them, Do Women Want to Be Them?). The results of the study showed that men prefer to play as more realistically proportioned women when they play games. They’re also more likely to recommend the game to a female friend if the avatar is more realistic. Meanwhile, women are more likely to enjoy playing as hyper-sexualized avatars and more likely to recommend these games to their male friends. It’s definitely not what I’d expect, but it makes sense given the cultural assault on women to be hyper-sexual and the empowerment the might feel, while it seems that playing as a hyper-sexualized female makes a man feel emasculated.
I guess I can kind of support those conclusions, at least with the way that I see other people play online. My entire character selection strategy is primarily geared toward emasculating and embarrassing my opponents. In almost every game where such a choice is available, I will always make my avatar either pink or female (or both) for the simple reason that it riles up the competition when they lose. I think that perfectly sums up most of the gaming landscape: sexist and immature.
Leigh Alexander is fond of saying that the immaturity of the gaming landscape is mostly due to the immaturity of the men who run it. In article she wrote titled “Bang Bang, Is Creativity Dead?” she quotes:
“There is a cycle in game development. People making games usually make games that appeal to themselves, and choose from a narrow set of inspirations — Star Wars, Aliens, Blade Runner, Tolkien, World War II, super-hero comics, and a few more. Then, those games appeal to a certain set of fans, and some of those fans will eventually grow up to make games themselves, and those games end up looking like the previous generation, because they were made to please a similar bunch of people. That loop just repeats and stays the same size forever.” -Tim Schafer
“There is a cycle in game development. People making games usually make games that appeal to themselves, and choose from a narrow set of inspirations — Star Wars, Aliens, Blade Runner, Tolkien, World War II, super-hero comics, and a few more. Then, those games appeal to a certain set of fans, and some of those fans will eventually grow up to make games themselves, and those games end up looking like the previous generation, because they were made to please a similar bunch of people. That loop just repeats and stays the same size forever.”
-Tim Schafer
This concept has appeared many times in her work when talking about mature games versus “mature” games. Something like the upcoming Dante’s Inferno game is rated mature because it contains gobs of bloody gore and bare breasts. A game like Mother 3, which is outwardly cartoony in appearance, is actually mature because of the way it deals with death, family, and its themes of community and isolation.
I’m not saying that there’s no place for immaturity in art, but when it’s all your work has to offer, it’s almost insulting to me as an adult gamer. Take Team Ninja’s Dead or Alive Xtreme Beach Volleyball, released on the Xbox back in 2003. Never mind that calling it “xtreme” is already ridiculous, but the game itself is pandering to an extreme degree. The most clear cut goal in the game is to raise the friendship levels of the beach volleyball teams so that you can give your partner as revealing a bathing suit as possible to wear. I was 17 when this game came out and even then I was too old to be amused by such obvious attempts to catch my attention.
The first great hope that we were making progress came in Valve’s 2004 epic, Half-Life 2. Not only was Alyx Vance a smart, capable sidekick to the mute Gordon Freeman, she was realistically proportioned, wore jeans, only barely showed her midriff, had no cleavage showing, and donned a jacket that covered her arms to her elbows. To this day Valve continues to render its female characters in a realistic fashion. Chell, of Portal fame, was also not sexualized and Zoey and Rochelle, the two female leads in Left 4 Dead and Left 4 Dead 2, respectively, are also both modestly attired and realistically proportioned, but Valve is in the minority in this industry.
Also in the minority in the industry are women with positions of power. Video game development is unsurprisingly male-dominated (I say unsurprisingly because, in my experience, most computer scientists are men), but there are a few relatively famous women with positions of power. The first really famous woman I can think of is Jade Raymond of Ubisoft. I know I’m about to be super unfair, but Jade Raymond is known more for being hot than for her roles at Ubisoft. I’ve never played Assassin’s Creed, so I can’t really speak to its quality, but, despite her role as producer of the game, I couldn’t help but feel that Ubisoft was using Jade Raymond as the face of the game for more insidious purposes. I know that almost every video I saw where she was talking about the game was filled with immature comments by viewers about how good looking she is. Again, my statements are not saying anything about how good she is at her job. She’s clearly great at it, since she’s been named president of Ubisoft Toronto,but the immaturity of the medium has prevented some from really taking her seriously.
The other famous woman I can think of (probably because I’m such a fan of her work) is Amy Henning, the Creative Director at Naughty Dog. It makes sense that Jade Raymond has a wiki page, but Amy Hennig doesn’t, yet I feel that Amy Hennig has done way more for women’s portrayal in gaming than Jade Raymond has simply because of the characters that Amy Hennig has created for the Uncharted series.
Like Valve, Naughty Dog’s female characters are strong, confident, and able to take care of themselves. Nathan Drake, the star of the series, does have to rescue them from time to time, but both Chloe and Elena are more than able to handle themselves in the face of danger and both have saved Drake a fair number of times as well. While it is true that Chloe is a more sexualized character thanElena, she’s neither a ridiculous piece of eye candy nor a woman who trades exclusively on her sex appeal to get what she needs. It’s almost incidental that she’s hotter than Elena and, no doubt, a creative choice meant to emphasize Drake’s character arc in the second game as he is forced to choose between being selfish or doing the right thing.
It’s clear through the many interviews and videos of Amy Hennig I’ve heard/seen that she was the driving force behind forcing the moderate and respectful portrayal of women in the Uncharted series. No longer content to continue to watch women being objectified and marginalized in her medium, she was a vocal supporter of the idea that people will still like these games and characters even if they’re not all T&A. To her credit, I’ve never heard anything but praise for the characters of the Uncharted world. T&A or no, I still get hits on my blog on a daily basis looking for dirty pictures of Elena and Chloe. Could it be that men are just as happy with women who are real too? Does everything about a video game have to be a ridiculous empowerment fantasy?
I’m hopeful that the maturation of the field will yield more Zoeys and Elenas and fewer Lara Crofts and Bayonettas (new game set to come out this year focused entirely on the lead character’s sex appeal). It’s not that every game has to have realistic characters, I mean the men of Gears of War are no more realistic than Lara Croft in their own way,not to mention that even popular, respected, mature mediums feature plenty of shallow characters, but it would be nice to start seeing real people in our games.
New Super Mario Brothers Wii is marriage poison. -Gabe (AKA Jerry Holkins). “The Fullness of Time“
In the past two months I’ve learned one very important truth about my friends: they’re complete jerks. Not in any friendship kind of way, but in the if-it-came-down-to-it-would-they-have-my-back kind of way. It all started with New Super Mario Bros. Wii. Nintendo made an important design choice with the game by giving each character physical impenetrability with each other and allowing (almost) the entire moveset to work on fellow players. In a nutshell, you can push, run into, and jump off of your buddies and you can pick them up and throw them around, but fireballs pass through other players. The result can be total (accidental) chaos or it can devolve into actual, sincerely evil behavior toward your fellow players.
The evil doesn’t have to be obvious, like picking up fellow players and throwing them into a chasm, it can also be little things like taking multiple power-ups “by accident” or “inadvertently” getting in the way of jumps or platforms. In our case, we started off our first session for the night in the first world of NSMBW with a somewhat cooperative nature about us. I showed the other two how we could affect each other’s gameplay (I’d been practicing some a few days earlier at my brother’s house, which I’m not sure I’m welcome in anymore after playing, haha) and then popped us out really quick to play one of the legitimately competitive multiplayer modes. As I expected, putting us into a competitive mode for a few levels carried right on over to the cooperative experience and we were at each other’s throats for the rest of the game. Sometimes the sabotage was deliberate. I distinctly remember Darek picking me up and throwing me into lava when I least expected it. Since we were high up, it was torture to watch my avatar tumble for a few seconds before burning to death. Another time saw us all standing on a narrow platform. Ian suddenly jumped up and butt stomped me, sending poor Mario flying helplessly into a chasm. There was a glimmer of hope late in World 8. Faced with obstacles too tough to tackle while at each other’s throats, a temporary truce was effected and we were able to traverse the level after many attempts. That goodwill continued into the final battle against Bowser and we were finally able to conquer the game.
There is a drastic shift in tone when you go from NSMBW to Left 4 Dead 2, both in how vital cooperative play is and how devastating griefing can be to a team’s chances at survival. Valve crafted the game experience to almost ensure 100% failure when a player is by himself. Every time one of the four survivors is too separated, dead, or incapacitated, the chance of failure rises dramatically, especially on the higher difficulty levels. Playing this game gives you a feel for how your friends might react in a true zombie apocalypse. Consider that there is zero risk to a person’s real physical health in this game. Death just means you have to restart the level. That means that reckless behavior is far more likely, but Valve has crafted a game that still seems to encourage cautious, self-serving behavior in most. Let’s take a look at how some of my friends play to see what their personalities are like.
Nolan
If there’s one thing that you can be sure of when you play a game with Nolan, it’s that he knows what he’s doing. How can you tell? He will loudly tell you at every chance what you’re doing wrong. Nolan is also very focused on winning at any cost. Exploiting the death system (when you die, you start the next level with higher health, but none of the weapons you had) and optimizing weapon load outs are his main strategies. Unfortunately for me, I can also count on him to let me die if he’s within running distance of the safe room. I could be just outside the door with only two zombies beating on my incapacitated body and I’m pretty sure he would just shoot me to help me die faster. Ruthless.
Ian
You know that one guy in a horror movie who’s always too far ahead or behind or too inquisitive? I’m sure you also know who tends to die first in those movies. Ian is always just out of reach or eyesight, which is devastating when you get pounced on by a hunter and it takes him so long to get back to you that you’ve been incapacitated. The opposite situation is also often true, with Ian so far ahead that the team gets there just in time to see him shuffle off of this mortal coil. Like Nolan, if you’re surrounded by zombies near a safe room, he will run inside and bolt the door shut. Expect the only help you might get from him to be a molotov cocktail…thrown at your still upright body, killing all the zombies and incapacitating you before you can escape the flames. Sometimes it’s better not to help…
Min
A player who I feel has developed along the Dan Mesa path of Left 4 Dead playing, I can count on Min to risk life and limb to save me in any situation, provided I don’t tell him to just continue on without me. Min likes to stick with the group and remains mostly aware of the status of the other three players. When the going gets tough, you can count on him to at least try to save the team (or blow them up by accident with a grenade launcher), but if you’ve been getting on his nerves, he may just leave you to die.
The funny thing is that these gameplay styles mostly translate to the personalities of the friends involved. I can’t tell you how many times we’d be walking home from dinner and Ian would suddenly be missing because he was playing with a giant snowball or rushing ahead to beat us somewhere. As to whether or not Nolan would truly let me die in a zombie apocalypse, I can’t really be sure about it without the zombpocalypse occurring, but I’m not that optimistic.
You may notice some games that are missing from this list and are on every other list. Well, I didn’t play everything because I didn’t have the time or the money, so that accounts for some of the big misses like Pyschonauts or Resident Evil 4. Other games are deliberately omitted :cough: HALO :cough:
This list is also way long, but I didn’t want to limit myself to an arbitrary number like 10 or 20, so here it is:
Half-Life 2 (2004, 2006 – Episode 1, 2007 – Episode 2)
There are two divergent paths for shooters in the aughts. Halo and Half-Life. In the first corner you’ve got everything on the consoles since then: Regenerating health, aim assist, silly physics, and general jackassery. In the better corner you’ve got everything that’s come out of Half-Life and the Source engine: more realistic weaponry, realistic physics, and a much better legacy. Say what you will about the future of shooters and the PC market being antiquated, but this is a damn good shooter. I’d call it the best I’ve ever played. Valve has completely mastered the art of environmental storytelling and player manipulation. They can make you look where they want you to look and feel what they want you to feel all without ever wresting control from the player or relying on cutscenes. This game has brilliant pacing and amazing characters that you actually care about. Who’s ever heard of an NPC sidekick that you don’t hate? H-L 2 and its episodes are among the greatest gaming experiences I’ve ever had.
Rock Band 2 (2008)
Ok, so rhythm games are kind of saturated now, but Rock Band 2 is the pinnacle (only because The Beatles: Rock Band doesn’t let players bring their dlc in) of music gaming. It hits at just the right sweet spot, four players, and its filled with music from all kinds of genres. Better yet, the interface and note tracking isn’t sloppy like that other franchise and it’s a fantastic way to get people together for a fun time and even grow as a person. It’s probably the game I’ve played the most since 2008 and a ridiculously fun time.
Left 4 Dead (2008) and Left 4 Dead 2 (2009)
There are a lot of Valve games on this list. The Left 4 Dead series is on it because it has done cooperative, first-person multiplayer right in a way I’ve yet to see done better elsewhere. Everything about these games is top notch, tons of fun, and worth returning to time and time again. Beyond the mechanics, the games also feature great environmental storytelling and fantastic voice acting putting it at the top of my list for the best games of the past two years. Zombies may be getting old, but this series will always feel fresh.
Braid (2008)
Jonathan Blow didn’t revolutionize video gaming when he released Braid last summer. What he did do was bring indie games (and XBL games, in general) firmly into the spotlight for consideration. A self-funded and self-made game, Braid proved that one man (and one hired artist) could still create a top-notch, professional caliber game. Braid is deep and complex and tons of fun to play, especially when you’ve figured out a tricky puzzle.
Phoenix Wright: Ace Attorney (2005)
OBJECTION! This game should be higher on the list. Overruled, this list has no numerical ordering.
The Japanese sensation that brought visual novels and a resurgence in adventure games to America may have a niche audience and play real loose with the legal system of the real world, but it’s tons of fun. Just think quirky anime and you’ll get the idea of what playing this game is like. It just feels right to present a damning piece of evidence while Phoenix screams OBJECTION!
Shadow of the Colossus (2005)
I have yet to beat Shadow of the Colossus, but I absolutely love what I’ve played so far. Ueda is among the genius game designers in how well he understands presentation. The game world feels absolutely empty, as it should. All you come across, as the player, are the giant Colossi and man, they are wild. Each one is a dungeon/level to itself and the player is tasked with taking them down to save his love. But what have these giants done to you? Each one I take down makes me feel sad inside and a little empty. I usually find myself thinking What have I done? What did he ever do to me? The best art makes you think.
Final Fantasy XII (2006)
I had my choice of any Final Fantasy game between 9 and 12 for this spot, but I really couldn’t go with anything but the best. X was definitely a close second, but there are just so many things that XII did right in its evolution of the series that I couldn’t pick anything else. Maybe it’s because I’m in love with the world of Ivalice, but everything about this game just grabs me in a way I hadn’t been grabbed since VI. Maybe it was because I wasn’t being assaulted by too many belt buckles and leather by Nomura. It was probably because the story was mature, the characters way less annoying than before, and the battle system was finally revamped and moved into the 21st century. In any case, the best FF game of the decade.
Portal (2007)
Portal really does everything right. The game gets you acquainted with its mechanics quickly, gets you doing neat things with them right away, and then finishes up with a climactic and cool boss fight all comfortably within the span of 5-8 hours, if you’re slow. With mechanics and dialogue that are beyond brilliant, the only thing that could make this great game better would be to give it a hilarious end credit song penned by Jonathan Coulton. Oh wait, you’ve gone and done that already, haven’t you Valve? Bravo.
Burnout Paradise (2008)
Realistic racing games are kind of boring to me. Until Burnout Paradise, I would have said that I only enjoyed Mario Kart games, and those were starting to wear on me too. Then Criterion put out the first open-world racing game (that I can think of). Burnout Paradise would be tons of fun if all we had to do was run into walls and other cars. The fact that the game is so easy to get online and play (and purchasable as a digital download on the PSN) is brilliant and makes for tons of fun.
Mass Effect (2007)
Shepard. Wrex. It’s brilliant. It really is. Hard science fiction is always tons of fun to me, but when you go and flesh out this world to the nth degree, you’ve got me drooling already. Add in characters I genuinely cared about and enjoyed having in my party and a morality system that was finally free of cheap moral choices and I’d say that Bioware had a genuine hit on their hands. I anxiously await the sequel in January.
Eternal Darkness (2002)
I’m really not a big scary games guy. It’s simple: I’m too jumpy and I’ve got an overactive imagination. Those things don’t combine to make a pleasant gaming experience. Now you want me to play a game that’s actively trying to mess with my head to freak me the hell out? I’d normally say “No thanks,” but I was eventually convinced to try this Lovecraftian horror game and I found myself loving it. The plot is interesting and the characters are neat, but the insanity effects are what stick with me to this day. I can still see that image of Alex lying dead in a bathtub filled with her own blood when I think about it and it still gives me the chills.
New Super Mario Bros. Wii (2009)
You know what? I really loved the old-school Mario games. Those 3D ones are way too easy. This game does it right. What makes it even more awesome is that you can play it with four dudes, making it both infinitely harder and easier while also making it more fun and frustrating. Use the multiplayer mode at your own risk, it may start fights.
Rhythm Heaven (2009)
Scratch-O, HA! The Rhythm Heaven (Paradise in Europe) series is loosely based on the bizarre Wario world, which is totally obvious after three minutes of play, which is great, because that series is brilliant (if stale by now) too. This game features simple rhythm mini-games, but man are they fun AND catchy. As I write this I’ve got the Moai statue song stuck in my head. Go play this.
Metal Gear Solid 3: Snake Eater (2004, Subsistence – 2006)
I love this game. MGS 2 may be the biggest practical joke (and most significant of the four), but this is undoubtedly the best. The epic cycle of the Metal Gear universe is made clear in this game that does its best to subvert war in every way possible. I do truly find it significant that in a Cold War game focused on stealth action, you can make it through from start to finish without killing one person. Well, almost. Metal Gear Solid 3 is almost heartbreaking when you play it non-violently and the ending still has a strong effect on me to this day. Definitely Kojima’s finest work.
World of Warcraft (2004)
I would give anything to get the time I spent playing this game back, but I definitely can’t deny how truly great it is. We’re talking about a bona fide phenomenon here. The absolute refinement of social engineering to such a degree that escape is nearly futile. Blizzard has truly outdone itself with this one.
Team Fortress 2 (2007)
What a surprise, more Valve. The Orange Box was a groundbreaking offering in value and Team Fortress 2 continues to be a huge part of that. I bought this game at launch back in 2007. Since then they have added achievements for nearly every class, new weapons for nearly every class, new game types and maps, hats, and an item crafting system. I’ve never seen so much free support for a game in my life. It’s no reason that Valve is my favorite developer of all time. They really know how to treat their customers and put out a great game.
The Sims 2 (2004)
Yes, I did create Sims of my friends and family. You’d better believe I killed some of them, turned one into a vampire, another into a werewolf, one into a zombie, and bargained with death to revive another. The Sims certainly don’t feel as relevant as they did at the start of this decade, but man were they a success and tons of fun. Sure, I should feel a little guilty that I spent so much time in what amounts to a digital dollhouse, but I really don’t. It was fun.
Super Smash Bros. Brawl (2008)
If you don’t think that this is the best in the series, you’re wrong and you’re clinging to the past. Tons of characters, great level design, fantastic music, and all the right refinements to the battle system are what makes this great. The fact that I can listen to Snake Eater or the Love Theme from Mother 3 is just icing on the cake.
The Legend of Zelda: The Wind Waker (2003)
I honestly can’t stop gushing about L4D2, it’s that good. Since I last wrote I’ve played through the Swamp Fever campaign (still haven’t beaten any on expert) on cooperative mode too and every map but The Parish (final map) on versus and I’ve been enjoying every minute. BULLET POINTS ARE GO!
- As predicted, the special infected were able to do a good job in the hotel, but it wasn’t as imbalanced as I thought. I’ve since learned that a charge toward the abyss or a jockey ride off of the building would be a better choice than a drive down the ledge.
- Speaking of Chargers, those guys are brutal. In the first map of Swamp Fever, the survivors have to call a slooooooooooooooooooooooooooooooooow boat over to them to cross into the swamp. Guess where you shouldn’t stand: with your backs to the water. I got charged right on the edge and the charger and I went flying into the river where I drowned. Jockeys are dangerous here too, since they can run you off the edge. I wonder if Smokers can stand on the other side and pull you in too?
- NEVER gather your entire team into a small, enclosed space if you even think that one of the special infected is a Spitter. She will decimate your team. I watched my team climb underneath a truck to fight off a horde for some reason. They were trapped down there because the horde kept advancing and one spit knocked the three of them out. It was embarrassing.
- Adrenaline is the best new item in the game, but I always forget to carry it with me. Increased run speed and zombie slowdown resistance are nice, but the real draw is how fast it allows you to pick up incapacitated survivors. If I can remember to keep some on me, tanks will have a real hard time keeping us all down.
- The AI Director 2.0 hates humanity even more, if that’s even possible. I don’t know what malicious code they put in there, but spawning three special infected all at once seems cruel. Even worse, the AI knows when they don’t have to use their abilities. I tried (in vain) to kill a charger as he jumped at me in a house and punched me in the face. He didn’t even properly set up a charge because he knew he didn’t have to. Meanwhile, the AI Jockey won’t bother with its pounce move either if it knows it can sneak in with a horde and melee your health to bits.
- The Sugar Mill level goes something like this the first time you play: “HOLY CRAP, TANK! I’ll run around the edge of this…AH WITCH!” and then you die.
- Hard Rain’s weather effects are fantastic. That thunderstorm REALLY comes down and the Burger Tank finale is a really sharp place for a finale crescendo.
- The new scoring system for versus make a whole lot more sense. I’ll miss health bonuses, but it’s great to see the status bars and understand more of where the scoring comes from.
- Dark Carnival is my favorite campaign so far. One of the maps has you running along a roller coaster and the finale has you starting up a rock show to attract a helicopter. There’s a level that takes place in the Tunnel of Love! You can play Mustachio games! The only downside…clowns. So many clowns. They’re so evil looking.
- The new finales are all really interesting and cool. I like that there’s so much variety between them and even some neat ideas with the campaigns. Doubling back over slightly modified versions of the same maps in Hard Rain (with accompanying weather) is super great.
Can’t wait to get back into the game tonight.
Last night was most definitely a game night, the likes of which I haven’t had in ages. Ian and Darek were both over to play some New Super Mario Bros. Wii and I was curious about whether or not I could ruin more friendships, so I started the evening with tomfoolery in mind.
In our marathon session (from about 1800 to 2300) we played through worlds 1, 2, half of 3, and 6-8. Like most Mario games, the first two worlds were pretty simple and there were few instances where we all died that weren’t caused by stupidity, so we really started to let our jerk flags fly. Some things we discovered while being tools:
- So long as there is one player physically interacting with the course, it will continue. That seems obvious, until you realize that at any time a player can press A to go into a bubble. Having taught that little trick to Darek and Ian, Darek was quick to learn a use for it that I hadn’t even considered. If I threw him off the level or he was about to die, he’d bubble up right away and float back to me. Ian and I picked it up soon after, but there were cases where we were all about to die, so we all bubbled up. Guess what, that’s a fail state. All players are returned to the world map, no lives are lost, but all power-ups are now gone.
- You can butt stomp another player off of their Yoshi to steal their ride. The stomp knocks them off and the continued downward momentum puts you in the saddle.
- While we’re still talking about Yoshi, he can eat almost anything. Shells, fireballs, hammers, other players, enemies, and berries. He can also hover.
- Butt stomping is a great way to kill a buddy. Depending on their reaction time, they probably won’t be able to bubble up in time to avoid falling off the platform you just knocked them into.
- Pounding down a chain chomp’s stake will launch it at full speed in the direction it was facing. Make sure it’s facing someone else.
- Fireballs are dynamic light sources in dark, cavernous levels. Great news, unless your partners are shooting fireballs alongside Fire Brothers and it becomes too confusing to tell which balls are safe and which aren’t
- The music in the game is so infectious that the enemies dance to it at certain times. Be aware of this if you’re trying to time a tricky jump.
That’s it for random things I noticed that aren’t completely obvious. A quick break for a coin battle after World 2 honed our competitive edge, but we quickly found ourselves teaming back up as we got closer and closer to World 8 and its mega-tough levels. One level, 8-5 or 8-6, had waves of lava obscuring platforms that we had to get across. A complex system was developed because I refused to just bubble up and let one person carry us across, so we ended up all trying to make our way as we lost tons of lives, but we had a lot of fun doing it and victory was sweeter at the end.
I won’t spoil anything about the final boss, but let me just say that it was appropriately awesome. We plan to team back up to take on the rest of the levels we skipped (along with the bonus world) soon. It’s just too good not to.
L4D2
I got less play time with this than I hoped, since Valve’s releases went in waves and my copy of L4D2 wasn’t activated until 0130. Since I had work today, I didn’t want to stay up too late, so I booted up a single player game (less chance of me continuing all night if there aren’t real people to guilt me into staying) and started in the first campaign, Dead Center. It’s been widely mentioned that there’s more of a narrative arc to this game and what I’ve seen so far seems to support that claim. There was no opening cutscene for the campaign, like I thought there might be, just the survivors all on the roof of a hotel watching a gunship leave them behind. With that, it was time to climb down to the ground floor of the hotel.
Unlike Left 4 Dead, the survivors start with next to nothing available to them. The opening weapons table contains only health, melee weapons, and a pistol. No submachine gun. No shotgun. In fact, this entire first campaign seems like it will be an exercise in absolute domination by the special infected. I think that the best move in this situation is probably to let the best marksman in the group dual-wield pistols by having the worst marksman sacrifice his pistol for a melee weapon.
The hotel plays out a little like the Mercy Hospital from the No Mercy campaign of L4D in that it’s littered with tons of rooms to explore and search for ordinance. There are some neat little easter eggs peppered throughout about the special infected, but not much beyond that, until things start to get real. Not content with letting the survivors calmly climb down to the ground floor, players are eventually forced to traverse the outer edge of the hotel by climbing through a window. The reason: fire. Somehow this hotel keeps catching fire in various places, conveniently blocking easy exits and forcing you onto ledges. I’m not sure how this will play out in versus, but it seems terribly unbalanced. A charger could easily knock guys off the edge, a jockey could ride them off, a smoker could pull one off, a hunter’s pounce could knock them off, or a boomer’s boom. Not to mention the tight spaces make the survivors easy bait for the spitter!
After finally spotting a working elevator, the survivors enter and introduce themselves. It’s kind of a neat moment and it shows how the whole narrative arc will play out (if I’m right). No cutscenes, just moments of calm where personalities will be expressed and fleshed out. Then I started to notice smoke creeping into the elevator…
That’s right, the entire bottom floor of the hotel is burning down. Escape is hindered by flames blocking paths and thick, suffocating smoke. I’m pretty sure the smoke does no damage, but it makes it almost impossible to see much of anything down there. It’s a special infected playground, provided they don’t set themselves alight. They’ll be murdering survivors like it’s their job.
The second map in Dead Center takes place in Savannah proper and has the survivors wandering through the city in the daylight, headed to a gun store that Ellis knows about. There’s a neat moment where Nick is a jerk and Coach tells him off and we’ve had our storytelling for the map. This level plays out a lot more like a traditional L4D level, but in the daylight. I suppose the increased visibility lowers the tension somewhat, but that doesn’t mean that it’s any easier. Witches wander in the daylight and AI partners are typically too dumb to leave them alone.
Broad daylight hurts the special infected more than anything for versus mode, so it seems that Valve compensated for this by creating tons of nooks, crannies, and tall buildings for the infected to ambush the survivors from. All that said, I still think this shifts the balance back in favor of the survivors after that first map. The gun store features plenty of tier 2 weapons to have some fun with and even a gun modification in the form of a laser sight. I’m pretty sure that these will randomize some, but it was a neat little thing to have with my burst-firing rifle. This is also where Valve is able to highlight their first “new” crescendo event. L4D had you mostly hunker down and defend against the horde until the craziness wound down. L4D2 makes you progress or the craziness will NEVER wind down. So call the horde I did and all to get soda for the guy who owned the gun shop so he would let me pass. Not the best motivation, but I guess it works ok.
The third map takes place within the aforementioned Center. Malls are a staple of the zombie repertoire, so it’s no surprise that Valve finally sent some survivors in to check things out. To recap: the first map seems horribly imbalanced in the special infected’s favor. The second feels pro-survivor, but the new crescendo events have the potential to end many a playthrough. This third level is definitely a special infected wonderland. Aside from a few spaces where a skylight shines in, the entire mall is pitch black. I’m pretty sure that a zombie could slowly follow you the whole way through and you’d never know it if he kept quiet about it.
Halfway through we found that we had set off a security alarm and had to climb to the third floor to turn it off. AI Director 2.0 must have been feeling particularly malicious, because she sent us a tank to help us get there stress free. Hoping that my buddies would survive long enough, I made a break for the room and was lucky enough to not get pounced along the way. As I made my way back, one of the computer-controlled players was dead, one was incapacitated, and the other was low on health. He was incapped soon after and I got pounced with a tank running right at me. Map over. Time for bed.
If there’s one thing I can tell you with certainty, it’s that Valve has not hit a sophomore slump with the L4D series. Dead Center is full of great new ideas and amazing refinements on the first game, which is a lot like NSMBW, when you think about it. Who would have thought that there were still so many good ideas left in both series to do such great work? The only complaint I have about the new campaign so far is that getting soda feels like an uninspired catalyst for a crescendo event, but I guess the apocalypse brings out the crazy in everyone.
More impressions as I actually play with people tonight. Maybe I’ll even try Realism mode.
Deep from the trenches, it’s time for your Monday video feature: Embedded Reporter.
What did I spend most of this weekend doing? Playing Dragon Age: Origins and watching The Wire. Only one of them is new and only one of them has a fancy new video review to watch.
As a special bonus, watch the Giant Bomb guys Quick Look the demo for Left 4 Dead 2 and miss the best graffiti in the first safe room.
The holiday rush is nearly over. We’ve only got a few more huge games coming down the pipeline before the Christmas lull, but the rush will be back in force come January once everyone feels that Modern Warfare 2 is no longer going to kill them in sales.
We’re back to everyone’s favorite day of the week: Monday. This week I’ve got a few selections for you to watch and enjoy.
First on the agenda is the latest in my favorite ad campaign in a long time, the Sony VP of [Insert VP Title Here] ads.
I really hope this ad campaign sticks around for a while, it’s the first time that I think Sony’s really “got” it. Too often their ad campaigns are unnecessarily arty, bizarre, and alienating. I’m sure the idea behind those campaigns was to get people thinking about the product to look it up themselves, but it’s really more effective to have a solid, funny, VP of Epic Footage to help sell the system.
I really hope Han shoots first…
Our next video comes from a really awesome fan project:
Star Wars: Uncut Trailer from Casey Pugh on Vimeo.
In case you didn’t understand or didn’t watch the video, the idea is that each fan will get to film his or her own interpretation of any scene in Star Wars and the project will then cobble together all of the results into a full version of Star Wars. It’s a brilliant idea. This is why the Internet was invented. Wow…that’s kind of a depressing thought, isn’t it?
I think power is getting to his head
We here at I Bring Nothing to the Table love a lot of things made more awesome by the virtue of us loving them. In that vein I bring you the latest in a series that we have always vigorously promoted, Auto-Tune the News.
I really have no idea what Chavez is doing there, but it seems like too much power is going to his head. In other Chavez-being-strange-related news, it’s kind of awkward to say that you “smell hope,” but maybe that awkwardness comes from my mostly English, partly Spanish brain not recognizing the phrase.
It looks like a lawsuit waiting to happen…
Now, I’m not typically one for rap and hip-hop nowadays, but this video is great. I even kind of like the song too.
Sneaking it in…
Oh? What’s this video here? I didn’t even notice it join the crowd. Well, we may as well show it, right?
This Tuesday the demo goes live to pre-orders. I can’t wait to get my hands on it, I’ve already pre-loaded the demo on to my hard drive.