I’ve been so busy lately that I haven’t had a chance to write about any recent games. With so much going on lately, I think now’s the time.
Between writing about and playing Deadly Premonition and starting Vanquish (I promised I wouldn’t forget about it) I forgot to mention that Musim and I recorded another edition of RPG Love, this time covering 2007-2008. I can’t even express how much fun I’ve had reliving our respective histories in our favorite genre. There’s still at least one more episode (or more since we’re such Chatty Cathies), but we’re talking about continuing something with the two of us. We have fun doing those episodes, listeners seem to love them, and there’s always RPG topics to chat about. Whenever we do something I’ll be announcing it anywhere that I can get my hands on, so keep an eye/ear out for further details.
E3 2011
E3 was, of course, the big news of last week and I’m a bit torn on how I feel about the show overall. I look forward to the show each year, especially with it being one of the times where gaming can shine in the popular media. Typically we see gaming in a negative light, with Portal 2′s fat jokes being taken out of context, Sony being hacked, or another person dying, sitting in front of some MMO. But E3, that’s our time.
This year’s E3 was odd, though. A show of known quantities, really. Whether it’s a downside of no company being able to keep a secret with the internet around or pre-E3 PR craziness, there didn’t seem to be too many surprise announcements. That’d be alright if there were some huge game announcements to balance that out, but known quantities kept popping up. The majority of the show was concentrated on showing games that are either coming out at the end of this year or have been teased to death before.
I wish I knew where to lay the blame. Was it a weak year, one where we’re building to new home console announcements? Does the PR cycle start to early now? Has the internet killed all excitement for games? It may be a combination of all those things.
The silver lining, though, is that all of those games we already know about still look great. Uncharted 3 looks amazing, SSX finally looks like it’s on the right track, Catherine still looks amazing (yay, Atlus!), and there was a near avalanche of great looking HD remasters. In the end, it’s still a great time for games. And I’m still excited about games.
Well…except for the few new ones I’m playing now.
Three New Games, Three New Attitudes
At the top of the list is inFAMOUS 2. I loved the first one and I really, really enjoy the second one so far (I’m about 3/4 of the way through). The first game dropped on the PS3 with a very clear agenda of clearing up some of the wonky issues that gamers deal with when we play open world games. I don’t think it was always successful (especially with enemies that felt overly powerful), but it was fun as hell to play. With inFAMOUS 2, Sucker Punch took the solid core of their first game and iterated in small ways. Sure, there’s the user generated content, but that’s not core gameplay stuff.
My internal struggle so far has been about sequels that doesn’t have major improvements. I may be spoiled by the Assassin’s Creed series, with huge changes in each entry, but there isn’t necessarily anything wrong with a solid game getting a sequel that continues to do things right. More of a good thing is never a bad thing.
The second new game, however, is Red Faction: Armageddon (which I always keep misspelling). RF:A has the unfortunate fate of following Red Faction: Guerrilla (spelled that one wrong, too), a game that I fell in love with quickly, warts and all. I was initially very concerned that RF:A’s change in locale, from the wide, sprawling surface of Mars to the tunnels below. It felt like that decision could work, possibly returning to the original games that fans loved so much.
A few, small things save RF:A from being a complete disaster, but barely so. The magnet gun is the clear front-runner, with the ability of linking one item (no matter how large) to another, bringing the two together. The possibilities are nearly endless, with the option of bringing down an entire building on an enemy being just one. But the magnet gun feels like it’s in the wrong game. RF:A is corridor-based, a march from point A to point B, with a baffling cutscene between. Had it been in a game that encourages exploration and playing around with the environment, RF:A could have been an entirely different matter. But without that, it all feels like wasted potential.
The last struggle I’ve been facing is Child of Eden. I love Rez with an undying passion and since last year’s E3 I’ve been counting the days until what appeared to be Rez 2 would release. Child of Eden is an impressive game, most notably its graphics; if you have a new, gigantic TV that you want to show off, pop in Child of Eden and fire up it’s second level. The space whale will blow you away.
My initial reaction to the amount of content in the game (what appears to be five levels) was semi-negative. I was worried that five levels wouldn’t be enough content for a new game. One I started to replay the earlier levels, however, I remembered how much I love replaying Rez and experiencing the music, the visuals, the whole package. Rez and Child of Eden are opposed in their styles, which I find incredibly interesting. I love Rez because it’s harsh and borderline aggressive, with its style of music and straight lines while Child of Eden is organic, both musically and graphically. They’re great companion pieces to each other, two sides of the same coin. And there’s still tons of stuff for me to unlock, so I should enjoy this game for a good, long time.
Before work gets crazy these next two weeks, I should go enjoy some more games. Until next time!