Thursday, December 12, 2024

Beaten: James Bond 007 (Game Boy)



That Analogue Pocket I brought earlier this year is so good, it keeps begging for more use. While I've been tapping my existing library of games so far to enjoy on it, I've also done some research into any Game Boy "hidden gems" that I might have missed. People post those sorts of lists all the time these days.

One game I saw appear while looking for Game Boy role-playing games was James Bond 007, another licensed Bond game, but not based on any movie past or present. It's a top-down action-adventure similar to The Legend of Zelda Link's Awakening, featuring travel to multiple global locations, cool gadgets, and cameos by some previous Bond villains like Oddjob and Jaws. Early in the game, as in the movies, James returns to headquarters and gets to interact with Moneypenny, M, and Q.

Items are assigned to the A and B slots, which was pretty standard, and weapons run the range from bare hands to rocket launchers. Gadgets include the classic watch-with-laser, a primitive mapping tool, a grappling hook, shields, and so forth. 

Combat involves using whatever item one has equipped with whatever button it is assigned. There is also a basic but important block ability that can be equipped and used, body armors, and even shields. It’s pretty basic but gets complex when pixel perfect timing is required in a certain boss fight.

Speaking of those, there are a few boss fights scattered around and they’re all unique and fun. Health packs are plentiful enough that being mostly thorough in exploring the game will give the player an ample supply, although it was really really close for me at the end of the game. Searching for hidden items is just a matter of pressing A or B when near it, then it loads itself into the player's inventory. There are no visual cues about what is to be searched, though, leading to just walking along every wall and object in an area pressing A and B to see if something pops out.

I was worried as the first few areas were relatively small, but when the player gets to Marrakesh the map gets really big and meaty, with maze-like city streets and tunnels to navigate. Opening parts of the map may require items and side missions to get there as well. The story unfolds as one explores and plays, and it's standard James Bond stuff. That's a good thing, though, as NPCs are lively and helpful with tips and items. There is humor and innuendo, as one would expect in a James Bond experience. Sound effects are good, and hearing the James Bond theme throughout the game was a treat.

There is also a casino that has Blackjack, Baccarat, and some other basic card game to gamble on. Upon completing the game, these open up to free play. There is one part of the game where James must get to a certain amount of winnings, but the ability to save anywhere (both built into the game by design as well as the option to use the Analogue Pocket to save) allows the player to simply bet everything and if they lose, reload and try again.

It's almost mind-blowing that Goldeneye 007 came out for the Nintendo 64 in August of 1997 and then this Game Boy title followed in February of 1998. One was a state-of-the-art shooter that was a commercial and critical success and has been lauded ever since. The other came out for a nearly decade-old monochrome portable system at the end of its life cycle. These were developed by different companies and had no connection to each other that I could discern. Nonetheless, James Bond 007 on the Game Boy shines as a fun adventure, and those who made this game should be just as proud as the team behind Goldeneye 007.

Spoiler alert: James gets the girl at the end.

 


Thursday, November 28, 2024

Beaten: Stubbs the Zombie in Rebel without a Pulse (One)

 There was a brief few years in 2004-2006 where I actually had an original Xbox and played a few games for it but I was mostly playing PC MMORPGs then, along with a few handhelds. I had already missed the PS2 console era pretty much, except for a seldom-played Nintendo Gamecube, so the surprise XBox gift opened up that console generation’s library a little. 

One of the titles that caught my eye was Stubbs the Zombie in Rebel without a Pulse, a third person action game where the player plays as the zombie, rather than the other way around as seen in most games that involve the undead. The hook is that your victims become your horde and the player can sort of herd them ahead into attacking police and other living entities. 

 I got pretty far in my old play through, but quit in frustration when the game had a Simon-like dance off minigame that I couldn’t get past. 

I will say, in addition, my play style was less, uh, completionist(?) than it became a few years later with the XBox 360/PS3 era. That era got me up to speed on modern campaigns and what it took to actually commit to beating a game.

In 2021, the game was re-released with improved controls and a few other bells and whistles like achievements, so I recently decided to revisit it. Like my recent play through of Alpha Protocol,  I was hungry enough for the concept that I could overlook the issues.

This was a re-release and not a remaster; a distinction I have learned in recent years, meaning the look and the feel are the same, but a few quality of life improvements were added. Fortunately, one of the improvements was to skip the dance minigame entirely, meaning the studio that remastered it was well aware of how much that part of the game sucked.

In fact, that studio also acknowledged that the tutorial level was awful, as the achievement awarded for beating it was called “That Didn’t Age Well” and was described as “Complete the painfully slow, forced tutorial “. 

None of it aged well, so a discerning gamer will surely turn away from the old graphics and janky gameplay. There are different things to do in the game and a few fun boss fights, so it really doesn’t get monotonous. 

Stubbs also has a fun revenge story and the game’s undead humor shines. I’m glad I returned to Stubbs the Zombie in Rebel without a Pulse, and I’m glad I got to skip the dance minigame and see more of it than my previous attempt to beat it. It’s unique and fun enough, and these days that’s enough for me.

Wednesday, November 27, 2024

Beaten: Alpha Protocol (PS3)

 I really really need to write these reviews immediately after finishing a game, and not months later.

Alpha Protocol was released in 2010 at the height of the XBox 360/PS3 era (which I call generation nine but the world says is eight) and there was a lot of anticipation for it. It is a full on espionage role-playing game, so a lot of us were thinking "Mass Effect meets James Bond", what could go wrong?

The reviews hit and it appeared that a lot went wrong. There were bugs and glitches of course, but for the most part the consensus was that the action - shooting, hiding in cover, and so forth - was very bad, even if the storytelling and character conversation options were great. So Alpha Protocol came and went, lost to the ages as many much more better games came after. 

There has been, however, an internet wave of nostalgia towards this game that had so much promise, but for me the question was - it is playable enough? Keeping with my recent PS3 love, I choose that version and dove in. 

After enjoying all the conversation options in my recent playthrough of Rise of the Argonauts, I was prepared for it in Alpha Protocol and was not disappointed. It really is deep and complex with options to be a nice romantic bond type or a total douchenozzle. I choose the cold professional but helpful agent. I just did my job and took some weird satisfaction in shooting down all the characters that were clearly hitting on me. "Uh, thanks for the intel, and no I am not interested in a romantic subplot with you" seemed to happen a lot.

The plot is pretty standard - agent gets burned and goes underground to uncover the plot. I loved that the villains are basically flimsy corporate caricatures and the company is basically Halliburton, and that there were little parts of the game where the TV is on talking about world events. There are a lot of small touches here and there that add depth. 

So the reviews were right - the story, characters, and conversation choices represent a part of the game that was clearly designed very well, and for multiple playthroughs. The action though, is so poor that most players wouldn't bother. The player plays in third person, and the aiming is sketchy at best, and the stealth is broken. Crouched behind cover, since Gears of War, usually means the player crouched behind an object is sort of stuck to it, and hidden. In this game, you just crouch near it an obstruction and hope for the best. If a single pixel is sticking out, a guard a hundred feet away will see you.

I had fun in my playthrough, and with a few cool boss fights to break the monotony, even the substandard action was bearable. The concept of an espionage RPG is still out there, but this attempt in 2010 called Alpha Protocol was a step in the right direction. Hopefully, someone will take that concept and run with it someday.

Friday, November 8, 2024

Beaten: Wanted Weapons of Fate (PS3)

Videogame adaptations of movies have earned a pretty bad rap, even though some of the earliest known such games were pretty good (see Star Wars: The Empire Strikes Back on the Atari VCS).  Goldeneye 007 in the late 1990s was certainly a high standard, and the first time that I can recall a videogame making me immediately want to see the movie. It should be noted that the movie is adapted from a comic book.

I remember when the movie Wanted came out in 2008 and adding it to a list I had of "get around to seeing it eventually" movies. It had the star power of Angelina Jolie, James McAvoy, and Morgan Freeman, but the wife and I never got around to checking it out, even when it appeared on streaming services we had. I had also heard about the tie-in videogame but it was of course also forgotten about.

That is, until my recent hunt for XBox 360 and PS3 hidden gems, as I am coalescing around the idea that that specific console generation was the highpoint of the entire hobby. I picked up the PS3 version for this as my 360 has been getting plenty of attention this year. Reviews had warned me that it was fun but short, and my expectations were prepared.

Wanted: Weapons of Fate is a third person shooter that takes place five minutes after the movie ended. Having not seen the movie yet was not a hinderance as the game caught me up pretty fast on what was going on. The story revolves around a secretive assassin's guild and the main character's quest to understand both his abilities and history. 

The big hook of these assassins is that they can slow things down and curve bullets, and the game delivers on that cool mechanic. It's really fun once the player gets it going and the controls work well. Other than that, it's third person combat with a story that is a great continuation of the movie - which I watched a few days after beating the game. The movie is also really good.

After finishing, part of me wanted Wanted Weapons of Fate to be a little longer, but that's a minor quibble. Over the last few years I've come to value shorter game experiences, so maybe it was the perfect size. If you're a gamer that can appreciate that too, then this game is recommended.





Beaten: Rise of the Argonauts (360)

 Another XBox 360 game that has turned up in my hunt for games on the system I missed is Rise of the Argonauts, an action adventure depicting a story that, while not necessarily based in existing Greek mythology, was nonetheless an interesting and unique take on all of it.

The player is Jason, and he’s after the golden fleece as usual, assembling his crew of Argonauts on his ship the Argos. From there the story diverges as Jason’s crew features a lot of familiar names like Hercules, Achilles, and so forth, with the goal of getting the golden fleece per legend. In this telling though, Jason is really on a quest to resurrect his fiancĂ©, by getting the golden fleece and using it on her corpse. He unravels a conspiracy of evil behind it all and sometimes does some hacking and slashing to get it done. 

The game unfolds in a linear fashion, with Jason and his crew of Argonauts expanding at each port. At one point the player has a choice of which part of the quest to take on next but after those sections of the game are completed, it’s linear again. 

While it appears this game is just another hack-and-slash, there really is not the same proportion of action to conversation as in other games. Conversations with people one meets and members of the crew are absolutely essential to getting through the game. In a unique twist, conversational choices align with various Greek gods, where Ares might prefer the confrontational approach, Apollo might prefer a more compassionate choice.

Greek mythology is ingrained not only in these conversations and their choices, but in an absolutely unique quest and challenge menu that consists of constellations that, with the completion of a quest or a challenge, add stars to show it. Upgrades to abilites take place in another menu where the various gods grant powers based on the player's actions and conversation choices. In addition to combat and conversation, stopping and praying to those attention-starved gods here and there also adds up. 

The combat is nothing noteworthy but there are a few decent boss fights along the way. No, this game is more about conversation and getting steeped in the mythology as a unique story unfolds, and that part of the game shines. I'd definitely classify this game as an XBox 360 hidden gem and recommend it to any player nostalgic for those simpler times.


Thursday, November 7, 2024

Beaten: Ultima Runes of Virtue (Game Boy)

 Talk about a pleasant surprise. At some point in the past I picked up a loose cartridge of Ultima Runes of Virtue for the Game Boy, knowing that it would not be a full Ultima-style RPG, and tried it out. It seemed at first to be more of a dungeon puzzle game than even an action adventure and I didn’t fiddle with it much.

Then I plugged it into my new Analog Pocket and really dug in. Having beaten it after a few weeks of portable fun, I can gladly say that this game stands shoulder to shoulder with Final Fantasy Legend, The Legend of Zelda Link’s Awakening, and Final Fantasy Adventure as must-play Game Boy RPGs and action RPGs. 

So yeah, puzzles. It is a masterpiece of a dungeon puzzle game, with lots of monster combat thrown in. By that I mean, stepping on a floor plate might remove a wall and unleash a horde of spiders. That’s just one example though and fails to describe the gloriously crazy variety of such puzzles and traps.

Once again, playing this on an Analogue Pocket allowed me to save anywhere, eliminating the frustration of multiple repetitive dungeon runs. No, only my own lack of thoroughness and attention to detail resulted in multiple repetitive dungeon runs. None of these puzzles are insanely hard, and if I remember correctly, most can be solved within the same dungeon, with the items you should have, through trial and error and observation.

The game takes place in a standard, classic Ultima top down world. The player starts on a single continent with a few castles, shops, and dungeons, and opens up other sections of the world as the game progresses. Boats act as ferries to get to and from these landmasses, with the final continent only reachable through a dungeon at first, but a ferry opens up once the player has made it through so the dungeon trip does not have to be repeated.

With such complex and clever puzzles in the dungeons, the designers had to come up with a way to get players unstuck if they did the wrong thing. It is possible to get stuck in a lot of situations, so there is an item in the player's backpack to instantly teleport them out of the dungeon and back to Lord British's throne room for a quick healing and reset. It's an ugly solution that forces a complete dungeon restart, but with the Analog Pocket and its save states, I did not need to utilize it often.

There is not much in the way of NPC conversation and interaction, but the player does level up attributes and equipment to a basic degree. And it bears repeating that the player must explore every tile of every dungeon to avoid missing important items. While the goal of each of the eight dungeons is to recover a rune, there are also important items hidden that will be required for the player to advance.

In this sense, the game requires some level of backtracking if the player is not paying attention (like me), and some level of grinding to save up money for some of the more expensive purchases available in shops. Fortunately, it was easy to find places to quickly grind gold, and even some of the more useful items.

It's always a good feeling when a game gives you more than you were expecting. I was expecting a half-assed dungeon crawler that was just cashing in on the Ultima name. Instead, this is exactly what one would hope for in a portable adventure and it was a joy to explore and solve over a few weeks. I guess I had better start looking for the sequels to Ultima Runes of Virtue for more pleasant surprises.



Tuesday, September 3, 2024

Beaten: Two Worlds (360)

 The summer of 2024 has been bittersweet for fans of the Xbox 360 as Microsoft has pulled the plug on the online store for the console, ending a long era of support for the legendary system. It had to happen but it’s still a bitter pill to swallow.

The sweet part is a wave of nostalgia across the internet as many gamers post videos and social media posts recollecting the glory days of the console. I’ve never stopped playing on my old XBox 360, which has survived the red ring of death, a lightning strike/power surge which took out its ethernet connector, and a hard drive upgrade. As of this writing, the disc drive door is scting fussy.

In addition to a wave of last-minute downloaded games arriving on my 360, my physical disc collection is once again growing thanks to a local mom and pop video game store near my office. One game that has languished in my 360 backlog for too long is Two Worlds, a full action RPG released in 2007 by Polish studio Reality Pump.

Oddly enough, I had played and finished Two Worlds 2 on the Playstation 3 back in 2011 but at the time dismissed the idea of going back and playing the first game as the reviews were pretty mediocre. It was a good, solid RPG too, if not quirky and a little “off” in a delightful way indicative of a non traditional game studio.

That right there is the rub of my love of games from this era. For every Grand Theft Auto IV or Elder Scrolls Oblivion, there were dozens of full-effort, packed with loads of content and story games released by studios trying their best, and sometimes failing.

Two Words was surprisingly stable, with only a few crashes during my play through. It’s really a sprawling open world RPG with good combat, lots of NPCs with quests, factions, and everything one could want. The graphics are what one would expect from the early XBox 360 days, but I found them good enough.

The voice actor who voices the player’s character was thankfully in this one too, as his snarky comments here and there were a source of amusement. 

As usual, I did not dig too deeply into the complexities of character development. Nor did I scour the map for every scrap of content; but rather I completed enough side quests to level up my character enough that, when the path opened up to the endgame, I was ready.

Two Worlds is a different enough, functional enough, and fun enough game to recommend to those with a taste for a unique studio’s take on the action RPG. Even though this game was lost in the crowd of XBox 360 releases back then, it can certainly stand out as a hidden gem in one’s 360 library to this day.



Thursday, August 29, 2024

Beaten: Farcry 6 (Series)

I'm currently sort of stuck on a few games and while taking a break from them, I decided to try Farcry 6 since it was there on XBox Game Pass for free. After several recent open world games bogging me down for months, I was thinking I would avoid them for awhile in favor of more focused, linear games.

What I wanted for the break was a game that I could play and make regular progress, feel some sense of accomplishment, and mostly have fun. So I took on Farcry 6 with the caveat that I would not necessarily care about beating it and just enjoy each little piece of it. If I got bored and abandoned it, that would be fine.

I hadn't read any reviews and only knew that that one actor who is showing up in almost every science fiction show was playing the bad guy. I know Farcry, and Ubisoft, its publisher, so I had expectations. I was surprised as I started playing that the game, while presenting a huge map, seemed smaller than recent Farcry and Assassin's Creed games I've played. It seemed even smaller when I found a helicopter and did some aerial reconnaissance, but also smaller in terms of side missions and optional collection quests.

Dare I say, Farcry 6 was optimized in some way to make a more approachable experience for those of us who don't want to dedicate 3-6 months of our playtime? Or was my own perception of it all altered by my attitude in approaching the game, by only going after bite-size pieces of content without the goal of beating the game present in my head.

I started, of course, with the tutorial island, and told myself if I wanted to keep going after that, I could. Once completed, there are three factions across the map to recruit for the overall revolution. I had enough fun in the tutorial to head to the first faction I choose.

There was nothing different here. The player is a part of a revolution against an evil dictator, who being backed by an evil foriegn corporate dude, is enslaving his own population to grow some weird cancer-fighting tobacco or something. The main story missions explain this situation really well, and the side missions are no longer cookie-cutter repeats but rather more focused "stories" usually relating to one of the NPCs encountered.

I've always loved the capture-bases-to-liberate-the-country model since Just Cause, and Farcry 6 delivers that. And since I had fun with that, and the characters, side missions, vehicles, I found myself picking at little pieces of the cake until six weeks later I had beaten the game and liberated the country.

I had fun and did not feel overwhelmed and stressed or rushed to get to the ending. Oh there are some complaints that come to mind, but nothing stands out as game-breaking. It is 2024, so if I am carrying a rocket launcher and you're suddenly throwing me into a cutscene and it shows me holding a pistol, congratulations Ubisoft, you're several steps back from where games I've recently played from 2008 were.

So was Farcry 6 an optimized improvement on their open world design, or am I optimized to not get overwhelmed at giant open world games? I guess I'll find out the next time I take one on.





Sunday, July 28, 2024

Beaten: Little Kitty, Big City (Series)

 In recent years, I've been loving games that let one play as a regular animal and mess up human stuff, like Goat Simulator, Untitled Goose Game, and of course Stray. I think of that as my role in this world anyway (to mess up human stuff), so these games really appeal to my itchiness for anarchy.

Since Little Kitty, Big City was on XBox's Gamepass, and I needed something light to play while stuck in other games, I dove in and started checking it out and found myself enjoying it more that I had suspected. 

In terms of gaming habits, this year I’ve shifted from an absolute determination to finish each game one at a time, and instead, when I get stuck, move on to another game for a break. I'm currently stuck in Gears 5(One) and A Boy and His Blob Trouble on Bloblonia (NES), so after perusing the contents of Xbox Game Pass, I found Little Kitty, Big City and dove into it's cute, fun adventure.

The cat you play is living the good indoor cat life up in a highrise home, when sudden circumstances bring the kitty down to street level, with a quest to just get back up there again. The viewpoint is third person, with a fairly large few blocks of city making up the map. The graphics are colorful and simple, and the city looks great. 

Kitty's quest takes him around a few blocks with some things the kitty can jump up to, which is easy as a prompt appears onscreen when a jump is viable. At first I thought that this prompt made it too easy, and then I remembered that such jumps are instinctually easy for cats, so this was accurate.

There's lots of exploring to do, and little surprises along the way including encounters with other cats who help the kitty, and dogs that can be bribed with a bone to allow access to areas.

I don't have much else to say about Little Kitty, Big City except that it was a light, short, and fun game that was a nice break from the usual fare I play. It's not sophisticated like Stray, nor does it have as many things to do as Goat Simulator 3, but for the cost (free with Gamepass), it was just the break I needed.





Sunday, May 12, 2024

Beaten: Operation C (Game Boy)


 Oops I did it again.

Playing Operation C, the Game Boy entry into the Contra series on my shiny new Analogue Pocket, I was just hoping to see how far I could get. 

I’ve never beaten a Contra game before, but have fond memories of trying, especially those Contra 3: The Alien Wars co-op sessions I had in 1992 or 1993 with my friend Dave Frye.

The difference, as one can tell from recent articles I’ve written, is that the Analogue Pocket can create a save state anywhere when playing an old Game Boy, Game Boy Color, or Game Boy Advance cartridge. If the cartridge has its own save battery option, that still works too.

These games are still difficult, don’t get me wrong. The save state option merely eliminates the repetition of having to play through everything over and over again when attempting to get through a difficult part.

A game like Operation C has no built in cartridge save of the player’s progress, so when first all the players’ lives are gone, and then a limited number of continues are used up, it’s back to the beginning of the game, not just back to the beginning of the level or the boss fight.

Operation C is a great, five stage sampler of Contra, containing every bit of that game’s run-and-gun shooting action. The player starts with a rapid-firing machine gun that has unlimited ammunition, starts running and jumping to the right as waves of various enemies attack.

There’s no time limit, fortunately, but few places where one can stand still without endless respawning enemies running up from behind. Occasionally a power up will fly by with a big letter on it indicating what it does. “S” for upgrading the gun to a spread of bullets rather than a straight line, “F” for fire, and a few others.

“H” is for homing bullets that home in on enemies, curving their trajectory, and other than the save state was my key to victory in this game. I had the spreading fire first, then picked up the homing bullets, and then took care to not pick up another power up at any point after that.

In addition to scrolling and jumping right and sometimes up, some stages are viewed top-down and scroll up. This certainly adds to the variety, as does several mini-boss type of encounters scattered here and there. The boss fights are likewise challenging, but patterns exist in their attacks for players to discern.

I had a perfect playthrough going on at the final boss fight, meaning I went into it with five extra lives. I failed to beat it with my first life and his homing bullets. Since the game at least puts the player back in the midst of the fight for their second and subsequent lives, I was able to burn through those extra lives to victory.

I can now cross “beat a Contra game” off of my videogame bucket list.