Almost a quarter century ago, I was enjoying the first Ghostbusters videogame on my Commodore 64. At the time, the graphics, gameplay, and especialy the sound were all impressive, and it certainly conveyed the feeling of actually being one of the ghost bustin' crew.
And here we are again. I picked up Ghostbusters : The Video Game for the XBox 360 at its midnight release at Wal-Mart last week (which got me a code for an in-game gold proton pack and a CD of three songs) and can happily say that this modern title once again puts the player fully into the jumpsuit of a Ghostbuster for a great ride.
Players assume the role of a new recruit to the team in a whole new story, written by Harold Ramis and Dan Akroyd, who, along with Bill Murray, Ernie Hudson, and several other stars, round out the fantastic cast. It takes place in 1991, and offers much in tribute to the two movies, as players get to re-create the battle with Slimer in the hotel and the iconic Stay Puft Marshmallow Man in Times Square.
The story is good and flows well, and the laughs are certainly there. Bill Murray's character style stands out once again, as it did in the movies, but the player will enjoy some one-on-one time with each of the other team members in turn throughout the game's progression. While the script and vioce acting are great, the synching to the in-game talking of the characters themselves is not, often resulting in a Godzilla-movie sort of look.
The gameplay in Ghostbusters is generally pretty good. One of the plot points established early on is that the player is not just a new recruit, but one hired to help test out some new equipment. The good old proton packs that the Ghostbusters have been using get a few upgrades along the way, selected using the d-pad. Some of them are even used for a few minor environmental puzzles, which was nice.
Actual busting of a ghost is a surprisingly fun and unexpectedly more complex game mechanic than I thought it would be. Players zap the ghost with the proton pack and wear it down, and then switch on the capture stream, and then wrangle it into the trap. And since they put up a fight, the whole expereince really feels like wrangling a ghost.
In addition, the proton pack is a piece of equipment prone to overload, so players must be careful to vent the thing lest it overload and be out of commision for a few seconds. The pack also is used like the suit in Dead Space, to convey the player's health bar and equipment status meter, which works well since the game is played in a very good third-person viewpoint.
Another pleasant surprise is the complexity of the PKE meter device. During gameplay, it is used to track and scan ghosts and ectoplasmic residue. The device is held out in front of the player, who then dons goggles to assist in the scanning. When the game is paused, the PKE meter is pulled up and viewed like a PDA, with access to game save features and options, as well as the lore of each scanned ghost. It's a good place to check for each ghost's weaknesses, and the lore itself is entertaining.
The game has some spooky environments to explore, but it's honestly very short. There are seven levels, essentially, and it took me less than ten hours to beat the game on the normal setting. There are checkpoints throughout each level, making starting over not too bad.
However, there are points of high frustration in the game where I found myself dead quite a few times. When a fellow Ghostbuster falls in battle, the player must run to them to revive them, and if they're alive they will return the favor. Sometimes the action is so fast an frenetic that players can get locked into a cycle of 90% revival (you revive them, they revive you, repeat, with little time to do much else like, say, bust some ghosts), and this can get quite tedious.
In spite of these few shortcomings, the game delivers on exactly what I'd hoped for - I got to go on a whole new adventure with the classic Ghostbusters and had a great time doing it. There's online multiplayer available, too, but I have yet to try it out. I hope Ghostbusters does well enough to warrant a sequel, because if the game's developers took what was here and improved on it - more levels, less teammate healing, driving the Ectomobile, better voice-synching - they'd have a real winner.
As it stands, Ghohstbusters The Video Game delivers what any fan of the movies would want, and I found it well worth the price. As for gamers who don't necessarily geek out on the Ghostbusters but are looking for something fun to play, I'd recommend keeping in mind the brevity of the game when considering a full-price purchase.
Thursday, June 25, 2009
Condemned 2 : Bloodshot's Unforgivable Lost Save Bug
After thoroughly enjoying the first Condemned game for the XBox 360, I decided shortly thereafter to pick up the second one, Condemned 2 : Bloodshot, when I saw it in the twenty dollar bin at Wal-Mart. I got in a solid day of playing with the game and haven't touched it since thanks to what I consider a catastrophic, unforgivable bug.
I had just started the fifth level when I decided to quit for the day. As I often do, I simply shut the system off, knowing that the game was saved at the end of the fourth level. The next morning when I started up the game to resume playing, all my save data was either lost or inaccessable.
It was there, on my XBox's hard drive - save data for the game. But the game program itself didn't acknowledge it. Four levels, a whole day of play, lost. I felt sick to my stomach, because an entire day's worth of playing - some of it very hard - was lost.
The consensus on the internet I found when searching for other cases of this bug was that the player MUST end their play session through the game's own menus, not by simply shutting the system off, to prevent this bug from happening. This seems so insane in light of the fact that every other game, including the first Condemned game, doesn't seem to destroy entire save files or access to them when the player just shuts the system off.
Damn, I wonder if a power outage during a play session would do the same? Scary.
An email sent to the game's creators, Monolith Productions, has gone unanswered for over a week. I asked them if they were aware of this bug, and if so, why hasn't it been patched in the last year-plus following the game's release. I also suggested that, if a patch was too much, then why not a simple warning message to keep players from exiting their games as I did? The lack of response has said volumes about what the company considers as support for their products post-release. Shameful, I'd say.
I consider the ability to wipe out one's own saves a completely catastrophic, unforgivable bug of the highest caliber. This should not have made it past testing, and certainly not to release. Once released and reported, this should have been fixed with all haste.
Monolith's failure to fix or even acknowledge this bug calls into question their other products for years to come. I enjoyed Condemned : Criminal Origins, and was having fun with Condemned 2 : Bloodshot up to this point. Both games were good and scary. Continuing to play this second title with the ever-present fear of losing all my saves, though, is really pushing the horror genre just a bit too far.
I had just started the fifth level when I decided to quit for the day. As I often do, I simply shut the system off, knowing that the game was saved at the end of the fourth level. The next morning when I started up the game to resume playing, all my save data was either lost or inaccessable.
It was there, on my XBox's hard drive - save data for the game. But the game program itself didn't acknowledge it. Four levels, a whole day of play, lost. I felt sick to my stomach, because an entire day's worth of playing - some of it very hard - was lost.
The consensus on the internet I found when searching for other cases of this bug was that the player MUST end their play session through the game's own menus, not by simply shutting the system off, to prevent this bug from happening. This seems so insane in light of the fact that every other game, including the first Condemned game, doesn't seem to destroy entire save files or access to them when the player just shuts the system off.
Damn, I wonder if a power outage during a play session would do the same? Scary.
An email sent to the game's creators, Monolith Productions, has gone unanswered for over a week. I asked them if they were aware of this bug, and if so, why hasn't it been patched in the last year-plus following the game's release. I also suggested that, if a patch was too much, then why not a simple warning message to keep players from exiting their games as I did? The lack of response has said volumes about what the company considers as support for their products post-release. Shameful, I'd say.
I consider the ability to wipe out one's own saves a completely catastrophic, unforgivable bug of the highest caliber. This should not have made it past testing, and certainly not to release. Once released and reported, this should have been fixed with all haste.
Monolith's failure to fix or even acknowledge this bug calls into question their other products for years to come. I enjoyed Condemned : Criminal Origins, and was having fun with Condemned 2 : Bloodshot up to this point. Both games were good and scary. Continuing to play this second title with the ever-present fear of losing all my saves, though, is really pushing the horror genre just a bit too far.
Sunday, June 14, 2009
One Year With The XBox 360
One year ago this evening I was enjoying dangerous amounts of alcohol with my closest friends who honored me with a bachelor party. It was at this event that they presented me with my XBox 360, a most generous gift that I've certainly gotten a lot of play out of since then.
One year with this generation's, um , well it's not the best selling console(that's be the Wii), and it's probably not the most powerful console (that'd be the Playstation 3), so let's just call it this generation's coolest console, yeah. Anyway, one year with the XBox 360 has taken me to so many worlds and given me so many memorable gaming experiences that it seems like a whirlwind.
I blasted through this generation's most epic and cinematic first-person shooter when I played Call of Duty 4. I fought through City 17 and its surroundings in Half-Life 2, Half-Life 2 Episode One, and Half-Life 2 Episode 2, a gaming experience rife with moments of absolute joy. And Portal, ah Portal. Original, refreshing, innovative, challenging, and fun, with such a devious twist at the end, and then an end credit sequence that brought tears to my eyes it was so awesome. Portal alone justifies the price tag of the XBox 360.
I tried Bioshock, and it was cool, but didn't grab me. Perhaps because it was a game a co-worker insisted I try. I bet I'd like it if I bought my own copy, and I might yet do that. Then it was Grand Theft Auto 4. Nothing ever made can compare to its size and scope, its accomplishment as an entertainment product, and its sheer amount of fun-to-play gushing from every screen. Four months, on and off, to beat it, and then later, it's downloaded spin-off The Lost and Damned.
The XBox Live service itself has been a highlight, especially when they offer up titles like Duke Nuken 3D, perfectly translated and still a blast. My wife Monique has found plenty of puzzle games on the service, which suits her preferred gaming genre.
Dead Space was another highlight. Dark, moody, challenging, with stunning visuals and well-made gameplay innovations, my romp on the Ishimura was very memorable. As was my trip to Albion for Fable 2, which had some flaws, but not enough to keep me from playing both of its subsequent downloaded expansion packs.
And then there was Left 4 Dead. From the makers of Half-Life 2 and Portal, this pure action game threw hordes of zombies at players, alone or online, with fantastic results. Of all the fleeting online expereinces I've had on XBox Live, the time spent with Left 4 Dead was the most memorable.
From the zombie apocalypse I headed to Africa for Farcry 2, another gorgeous first-person shooter, this one combined with the sandbox play of Grand Theft Auto 4. It's a formula that worked quite well and offered weeks and weeks of gunfights and exploration. Next, I was pulled aboard another alien spaceship for Prey, and after that it was off to a vast island nation for another sandbox masterpiece, Just Cause.
I spent some time in the shaky future of Fracture, and after that I returned to Africa for an all-new Resident Evil epic (the 5th one). What worlds were left to conquer at this point? Quite a few worlds, actually, as I took off for the stars in Mass Effect, a game where the whole galaxy is the friggin' sandbox. Size and scale are relative, it seems.
Most recently, I enjoyed some more lighthearted fare with Guitar Hero III : Legends of Rock and The Maw, and for more sandbox fun I headed for the city of Stilwater in Saint's Row. The crusades were the setting for the stunning and original Assassin's Creed, a game of strange designs yet memorable gameplay. Finally, I've wrapped up my first year of XBox 360 with the spooky first-person melee masterpiece Condemned : Criminal Origins.
Currently I've taken a dive into a deep and massive RPG with The Elder Scrolls IV : Oblivion, and started on the sequel to Condemned, called Condemned 2 : Bloodshot. Oh, and tomorrow night at midnight I'm hoping to score a copy of Ghostbusters at Wal-Mart, because bustin' makes me feel good.
Many worlds behind me, and many more beckon. The XBox 360 has been a gateway to some of the best game experiences of my life, and I can't wait to where it takes me next.
One year with this generation's, um , well it's not the best selling console(that's be the Wii), and it's probably not the most powerful console (that'd be the Playstation 3), so let's just call it this generation's coolest console, yeah. Anyway, one year with the XBox 360 has taken me to so many worlds and given me so many memorable gaming experiences that it seems like a whirlwind.
I blasted through this generation's most epic and cinematic first-person shooter when I played Call of Duty 4. I fought through City 17 and its surroundings in Half-Life 2, Half-Life 2 Episode One, and Half-Life 2 Episode 2, a gaming experience rife with moments of absolute joy. And Portal, ah Portal. Original, refreshing, innovative, challenging, and fun, with such a devious twist at the end, and then an end credit sequence that brought tears to my eyes it was so awesome. Portal alone justifies the price tag of the XBox 360.
I tried Bioshock, and it was cool, but didn't grab me. Perhaps because it was a game a co-worker insisted I try. I bet I'd like it if I bought my own copy, and I might yet do that. Then it was Grand Theft Auto 4. Nothing ever made can compare to its size and scope, its accomplishment as an entertainment product, and its sheer amount of fun-to-play gushing from every screen. Four months, on and off, to beat it, and then later, it's downloaded spin-off The Lost and Damned.
The XBox Live service itself has been a highlight, especially when they offer up titles like Duke Nuken 3D, perfectly translated and still a blast. My wife Monique has found plenty of puzzle games on the service, which suits her preferred gaming genre.
Dead Space was another highlight. Dark, moody, challenging, with stunning visuals and well-made gameplay innovations, my romp on the Ishimura was very memorable. As was my trip to Albion for Fable 2, which had some flaws, but not enough to keep me from playing both of its subsequent downloaded expansion packs.
And then there was Left 4 Dead. From the makers of Half-Life 2 and Portal, this pure action game threw hordes of zombies at players, alone or online, with fantastic results. Of all the fleeting online expereinces I've had on XBox Live, the time spent with Left 4 Dead was the most memorable.
From the zombie apocalypse I headed to Africa for Farcry 2, another gorgeous first-person shooter, this one combined with the sandbox play of Grand Theft Auto 4. It's a formula that worked quite well and offered weeks and weeks of gunfights and exploration. Next, I was pulled aboard another alien spaceship for Prey, and after that it was off to a vast island nation for another sandbox masterpiece, Just Cause.
I spent some time in the shaky future of Fracture, and after that I returned to Africa for an all-new Resident Evil epic (the 5th one). What worlds were left to conquer at this point? Quite a few worlds, actually, as I took off for the stars in Mass Effect, a game where the whole galaxy is the friggin' sandbox. Size and scale are relative, it seems.
Most recently, I enjoyed some more lighthearted fare with Guitar Hero III : Legends of Rock and The Maw, and for more sandbox fun I headed for the city of Stilwater in Saint's Row. The crusades were the setting for the stunning and original Assassin's Creed, a game of strange designs yet memorable gameplay. Finally, I've wrapped up my first year of XBox 360 with the spooky first-person melee masterpiece Condemned : Criminal Origins.
Currently I've taken a dive into a deep and massive RPG with The Elder Scrolls IV : Oblivion, and started on the sequel to Condemned, called Condemned 2 : Bloodshot. Oh, and tomorrow night at midnight I'm hoping to score a copy of Ghostbusters at Wal-Mart, because bustin' makes me feel good.
Many worlds behind me, and many more beckon. The XBox 360 has been a gateway to some of the best game experiences of my life, and I can't wait to where it takes me next.
Thursday, June 4, 2009
Beaten : Condemned : Criminal Origins
Condemned : Criminal Origins was a very early XBox 360 release, which is why I got it for a very low price at Gamestop back in April. However, its age is no indication of its quality - Condemned is an excellent first-person gaming experience with a lot going for it, and one I'm glad I took the time to explore.
The game excells at many things. First and foremost, I can proudly say that, unlike any Resident Evil since the first, Condemned actually made me jump a few times. It has the music, it sets the mood, and it provides the environment for all-out creepiness. There are levels here not seen before in my gaming memory, such as an abandoned department store where some of the mannequins may be more mobile than you'd expect, and a derelict school with a demented lunch lady chasing around with a cleaver.
In addition to the creepiness factor, this game has some of the best first person melee combat I've ever seen. All sorts of things are used as melee weapons - from pipes to sledgehammers to flaming 2x4s, and the scarcity of guns and ammo in the game makes learning the melee combat a must. Hitting with the right trigger and carefully timed blocking with the left are the essentials. The block in particular is tough to get right, because it's a temporary block - you only hold the block for a second before it pulls back, so you have to time it so that your foes' shots connect with it.
All hope is not lost, though, as melee combat is made somewhat easier with the assistance of a taser that you get for much of the game. Using the left button activates the taser, which when properly aimed can stun an enemy, giving you a chance to land a hit, or even take away their weapon while they're stunned. You have to know when to use the taser, though, because it's got a long recharge time.
But wait, there's more. As a detective, you've got some cool crime scene tools to use, too, at certain points in the game. You get to scan walls and floors for stains and prints, collect samples and send them back to the lab, zero in on decaying bird coprses with a sort of smell detector, and take pictures with a digital camera.
The decaying birds, along with metal pieces, make up the game's two collection quests, and these items can be very cleverly hidden. Learning to look around carefully becomes a key skill, not just for getting these items, but just to find a way through a level.
Condemned has a great story that builds to an epic confrontation at the end, and that last level is quite difficult. I had played through every other level using only melee weapons, but had to pick up a machine gun during my penultimate battle of the game. There are some environmental glitches that can get a player stuck, but autosaves once again take some of the pain out of restarting once this happens.
I even encountered a glitch which gave me an achievement that I really didn't deserve, but I'm not about to feel guilty when they've had over two years to patch the damn game. There are also some primitive videogame anachronisms, like obstacles that really shouldn't be obstacles - a shin-high fence that I can't step over, for example.
All of this is forgivable, as Condemned : Criminal Origins joins an ever-growing list of XBox 360 classics that I'm just now catching up to - and yes, like Saint's Row, there is a sequel already out there, and already available at bargain price, so it may not be that long before I revisit the creepy world of Condemned.
The game excells at many things. First and foremost, I can proudly say that, unlike any Resident Evil since the first, Condemned actually made me jump a few times. It has the music, it sets the mood, and it provides the environment for all-out creepiness. There are levels here not seen before in my gaming memory, such as an abandoned department store where some of the mannequins may be more mobile than you'd expect, and a derelict school with a demented lunch lady chasing around with a cleaver.
In addition to the creepiness factor, this game has some of the best first person melee combat I've ever seen. All sorts of things are used as melee weapons - from pipes to sledgehammers to flaming 2x4s, and the scarcity of guns and ammo in the game makes learning the melee combat a must. Hitting with the right trigger and carefully timed blocking with the left are the essentials. The block in particular is tough to get right, because it's a temporary block - you only hold the block for a second before it pulls back, so you have to time it so that your foes' shots connect with it.
All hope is not lost, though, as melee combat is made somewhat easier with the assistance of a taser that you get for much of the game. Using the left button activates the taser, which when properly aimed can stun an enemy, giving you a chance to land a hit, or even take away their weapon while they're stunned. You have to know when to use the taser, though, because it's got a long recharge time.
But wait, there's more. As a detective, you've got some cool crime scene tools to use, too, at certain points in the game. You get to scan walls and floors for stains and prints, collect samples and send them back to the lab, zero in on decaying bird coprses with a sort of smell detector, and take pictures with a digital camera.
The decaying birds, along with metal pieces, make up the game's two collection quests, and these items can be very cleverly hidden. Learning to look around carefully becomes a key skill, not just for getting these items, but just to find a way through a level.
Condemned has a great story that builds to an epic confrontation at the end, and that last level is quite difficult. I had played through every other level using only melee weapons, but had to pick up a machine gun during my penultimate battle of the game. There are some environmental glitches that can get a player stuck, but autosaves once again take some of the pain out of restarting once this happens.
I even encountered a glitch which gave me an achievement that I really didn't deserve, but I'm not about to feel guilty when they've had over two years to patch the damn game. There are also some primitive videogame anachronisms, like obstacles that really shouldn't be obstacles - a shin-high fence that I can't step over, for example.
All of this is forgivable, as Condemned : Criminal Origins joins an ever-growing list of XBox 360 classics that I'm just now catching up to - and yes, like Saint's Row, there is a sequel already out there, and already available at bargain price, so it may not be that long before I revisit the creepy world of Condemned.
Monday, June 1, 2009
The 2008 - 2009 TV Season Wrap-Up
It's been awhile since I've blogged about television, so I thought it'd be a good time to take a look back at the 2008 - 2009 season and share a few thoughts. There were plenty of good shows once again, and sadly some of them didn't make the cut. Stupid network executives.
Reaper
Still the best show on TV, it was tragically cancelled last week when the CW announced its horrifically shallow fall line-up. Reaper, if you didn't know, told the story of the son of the Devil, sold out by his parents at birth, who is forced to hunt down escaped souls on Earth. Sharp writing and stellar cast chemistry made Reaper a unique and special treat every week. There's a slight hope that this show may survive in syndication, and if it does, I'll be watching it once again.
Life On Mars
First there was Journeyman, and at the same time, the BBC had on a show called Life On Mars, after the David Bowie song. It was about a modern-day police detective who, after being hit by a car, wakes up as a police detective in 1973. It was touted by some TV critic at the time as "a smarter Journeyman", although the two shows were very different.
So, ABC decided last fall to make an American version of Life On Mars, this time with New York police detectives, and scored Harvey Keitel and Michael Imperioli for the cast. This show kicked total ass. Each week was a detective story of its own, usually, and the overarching story of how the main character found himself back in 1973 was also there. Its ratings stunk, so the network cancelled it, but gave it the chance to finish out the season with an absolutely mind-blowing series finale. Life On Mars was, by far, the best new show of the year.
Battlestar Galactica
Battlestar Galactica wrapped up its final season in grand style this spring with an awesome, epic ending. Overall the shows pace picked up in the second half of its two-year-stretched-out final season, and all actually was revealed, I think. It finishes remembered as one of the best sci-fi shows to ever grace our television screens, and will hopefully inspire future makers of such shows to remember that while spaceships and explosions are indeed cool, its the characters that make it all a good story. Farewell, Battlestar Galactica, you will be missed. The spinoff movie (or possible miniseries), Caprica, airs this fall, I think.
Heroes
Heroes had grown very stagnant during the first half of its season, but the episodes that aired in the winter and spring showed some promise. The problems I have with the show are the endless "there's some terrible future that we have to stop" plotlines, and the fact that it's totally unrealistic, given the prevalence of cell phone cameras and other such devices in modern times, for someone, somewhere, to NOT have posted a YouTube movie of someone flying, or shooting lightning, or SOMETHING. Basically, after all this time, the whole damn world should know that there are super-powered people running around.
Heroes returns this fall, and while the characters are interesting enough to keep me watching, I'm hoping for some dramatic new stories or some new direction to make me glad I tune in.
Chuck
Chuck consistenly proved entertaining throughout the year, with the same elements that made its first season so much fun : a great cast, cool stories, and evolving characters. Guest stars at the end of the season included Chevy Chase and Scott Bakula, and it wrapped up with an ending that could make season three very interesting. This show barely got renewed for a half-season, starting next March, and with a smaller budget, so hopefully it will still be good.
Terminator : The Sarah Connor Chronicles
It's hard to feel too upset about the cancellation of this show. It wasn't all that bad, really. It had a second season that just got bogged down with too many characters and too slow of a plot. I fell asleep a lot when trying to watch it. But they were trying - too hard, I think - to make this a smart and complex show. The problem was that it's Terminator, and when you veer this far from the established continuity of the movies and then add a bunch of extra stuff, it's hard to really get into it.
The fourth movie, which I saw a few weeks back in the theater, is pretty good. Why they makers of both the TV show and the new flick didn't get together and use the show to build up for the movie is one of those things I'll never understand. I think they call it "synergy" or something.
24
Jack Bauer was back, this time kicking terrorist ass in Washington, D.C., and it was actually a really good season. Some of the old characters were back, and were good to see again, and the plot that unfolded genuinely kept me guessing until the last episode. They even - briefly - hinted at a larger plot that has been going on over the entire show's run, which kind of made sense. But it was a brief hint - will the writers remember it next year and expand on it, or let it go and just start a whole new thing?
They did fall back on some of their old story crutches that I had hoped I'd seen the last of. There was a - gasp - MOLE at the FBI office! Wow, never saw that one coming. And, once again, Jack's daughter is threatened by his enemies and used as leverage against him. At least THIS TIME she acquits herself well in that situation and kicks some ass of her own. Hopefully the writers will read this and not put those two things in the next season of 24.
The XTacles
This excellent and hilarious spin-off of Frisky Dingo only aired two episodes as a experiment, and after that it was cancelled, and so was Frisky Dingo. Both shows were just plain funny, and very original, and will be sorely missed.
All Those Cartoons
The Venture Brothers had a great third season last summer, and is slated to return in November of this year. As is the Boondocks.
The usual Fox Sunday night line-up was consistently funny - The Simpsons, King of the Hill, Family Guy, and American Dad all provided sporadically - scheduled laughs. Joining them late in the season was a new cartoon from the creators of Arrested Development called Sit Down Shut Up, and it was a pretty decent addition to the lineup.
King of the Hill, sadly, has enjoyed its 13th and final full season and has been (somewhat) cancelled, as far as I can tell. There are two to six new episodes to air, but when and where they will air has yet to be determined. In its slot this fall will be The Cleveland Show, a Family Guy spin-off, which I'm sure will be funny as hell.
South Park as well continued to be over-the-top and hilarious in its thirteenth season. And although it looks like Code Monkeys won't be returning for a third season, overall it's never been better for animated comedy on television.
And there we go. Tune in next year for another annual TV season wrap-up, and find out what you should have watched.
Reaper
Still the best show on TV, it was tragically cancelled last week when the CW announced its horrifically shallow fall line-up. Reaper, if you didn't know, told the story of the son of the Devil, sold out by his parents at birth, who is forced to hunt down escaped souls on Earth. Sharp writing and stellar cast chemistry made Reaper a unique and special treat every week. There's a slight hope that this show may survive in syndication, and if it does, I'll be watching it once again.
Life On Mars
First there was Journeyman, and at the same time, the BBC had on a show called Life On Mars, after the David Bowie song. It was about a modern-day police detective who, after being hit by a car, wakes up as a police detective in 1973. It was touted by some TV critic at the time as "a smarter Journeyman", although the two shows were very different.
So, ABC decided last fall to make an American version of Life On Mars, this time with New York police detectives, and scored Harvey Keitel and Michael Imperioli for the cast. This show kicked total ass. Each week was a detective story of its own, usually, and the overarching story of how the main character found himself back in 1973 was also there. Its ratings stunk, so the network cancelled it, but gave it the chance to finish out the season with an absolutely mind-blowing series finale. Life On Mars was, by far, the best new show of the year.
Battlestar Galactica
Battlestar Galactica wrapped up its final season in grand style this spring with an awesome, epic ending. Overall the shows pace picked up in the second half of its two-year-stretched-out final season, and all actually was revealed, I think. It finishes remembered as one of the best sci-fi shows to ever grace our television screens, and will hopefully inspire future makers of such shows to remember that while spaceships and explosions are indeed cool, its the characters that make it all a good story. Farewell, Battlestar Galactica, you will be missed. The spinoff movie (or possible miniseries), Caprica, airs this fall, I think.
Heroes
Heroes had grown very stagnant during the first half of its season, but the episodes that aired in the winter and spring showed some promise. The problems I have with the show are the endless "there's some terrible future that we have to stop" plotlines, and the fact that it's totally unrealistic, given the prevalence of cell phone cameras and other such devices in modern times, for someone, somewhere, to NOT have posted a YouTube movie of someone flying, or shooting lightning, or SOMETHING. Basically, after all this time, the whole damn world should know that there are super-powered people running around.
Heroes returns this fall, and while the characters are interesting enough to keep me watching, I'm hoping for some dramatic new stories or some new direction to make me glad I tune in.
Chuck
Chuck consistenly proved entertaining throughout the year, with the same elements that made its first season so much fun : a great cast, cool stories, and evolving characters. Guest stars at the end of the season included Chevy Chase and Scott Bakula, and it wrapped up with an ending that could make season three very interesting. This show barely got renewed for a half-season, starting next March, and with a smaller budget, so hopefully it will still be good.
Terminator : The Sarah Connor Chronicles
It's hard to feel too upset about the cancellation of this show. It wasn't all that bad, really. It had a second season that just got bogged down with too many characters and too slow of a plot. I fell asleep a lot when trying to watch it. But they were trying - too hard, I think - to make this a smart and complex show. The problem was that it's Terminator, and when you veer this far from the established continuity of the movies and then add a bunch of extra stuff, it's hard to really get into it.
The fourth movie, which I saw a few weeks back in the theater, is pretty good. Why they makers of both the TV show and the new flick didn't get together and use the show to build up for the movie is one of those things I'll never understand. I think they call it "synergy" or something.
24
Jack Bauer was back, this time kicking terrorist ass in Washington, D.C., and it was actually a really good season. Some of the old characters were back, and were good to see again, and the plot that unfolded genuinely kept me guessing until the last episode. They even - briefly - hinted at a larger plot that has been going on over the entire show's run, which kind of made sense. But it was a brief hint - will the writers remember it next year and expand on it, or let it go and just start a whole new thing?
They did fall back on some of their old story crutches that I had hoped I'd seen the last of. There was a - gasp - MOLE at the FBI office! Wow, never saw that one coming. And, once again, Jack's daughter is threatened by his enemies and used as leverage against him. At least THIS TIME she acquits herself well in that situation and kicks some ass of her own. Hopefully the writers will read this and not put those two things in the next season of 24.
The XTacles
This excellent and hilarious spin-off of Frisky Dingo only aired two episodes as a experiment, and after that it was cancelled, and so was Frisky Dingo. Both shows were just plain funny, and very original, and will be sorely missed.
All Those Cartoons
The Venture Brothers had a great third season last summer, and is slated to return in November of this year. As is the Boondocks.
The usual Fox Sunday night line-up was consistently funny - The Simpsons, King of the Hill, Family Guy, and American Dad all provided sporadically - scheduled laughs. Joining them late in the season was a new cartoon from the creators of Arrested Development called Sit Down Shut Up, and it was a pretty decent addition to the lineup.
King of the Hill, sadly, has enjoyed its 13th and final full season and has been (somewhat) cancelled, as far as I can tell. There are two to six new episodes to air, but when and where they will air has yet to be determined. In its slot this fall will be The Cleveland Show, a Family Guy spin-off, which I'm sure will be funny as hell.
South Park as well continued to be over-the-top and hilarious in its thirteenth season. And although it looks like Code Monkeys won't be returning for a third season, overall it's never been better for animated comedy on television.
And there we go. Tune in next year for another annual TV season wrap-up, and find out what you should have watched.
Saturday, May 30, 2009
Beaten : Assassin's Creed
My tour of old XBox 360 classics has brought me to Assassin's Creed, one of the more interesting and refreshingly unique games I've encountered during this generation. It's a graphically gorgeous adventure game with combat and stealth elements, as well as collection quests, and a bizarre, bookended storyline that's just plain goofy as all get out.
Let's start there, with the story. One might look at the box or the screenshots of Assassin's Creed and think that it's the adventure of a medieval-era assassin. A safe assumption, until you begin playing and find out that you're actually a hoodie-wearing slacker in the near future being held hostage by a gruff middle-aged scientist and a hot assistant chick.
See, you're the descendent of an assassin. Yeah. Apparently you're also a disgrace to the bloodline, because you don't even try to snap the scrawny scientist-guy's neck and escape, you just accept your imprisonment and do what they want you to do, which is lie back on a table that allows you to play the real game.
The real game is that of the assassin Altair, who is sent by his guild master to take out a bunch of supposedly bad guys who are all plotting some evil thing together. You ride to one of three stunningly realized ancient cities - Jerusalem, Damascus, or Acre - and do all sorts of side missions in order to learn what you need to know to make your assassination.
You can spend a lot of time just sneaking about, trying not to get noticed at all by the guards, who get really pissed if you do anything wrong, like running through the streets or climbing up the side of a building. When the stealth aspect of the game fails, you'll have to fight, and the combat in Assassin's Creed is another one of its innovative designs.
Simple button-mashing will end the game very quickly. No, this is the antithesis of button-mashing, as you must watch the combat very carefully and execute precisely timed counter-moves. It took me awhile to figure this out, but once I did I was fine for the rest of the game. The guards get increasingly complex moves as the game progresses, and will in many cases break your attempts to block thier blows, but still, that counter move was all I needed for the remainder of the experience.
It's very satisfying to pull these moves off, and once you're good you'll find yourself enjoying the flow of battle, and not being afraid of any number of guards you encounter. And you'll encounter them a lot, as the sheer size of the game's nine main missions means you'll be doing all sorts of things to piss them off.
Another cool aspect of the gameplay is climbing the towers in each area to get an overview. Some of the vistas seen from up there are breathtaking, and doing so adds icons to your map for that area. When you're done looking you can make a safe dive off your perch and into a pile of conveniently-placed hay. The climbing and jumping of this game are also revolutionary and spot-on. Instead of pressing a button to jump, Altair knows when you're running along a rooftop and you come to a ledge, that it's time to jump. If you're not running, he'll stop. A great design choice.
To gain information about your assassination target in each area, you'll interrogate, pickpocket, and eavesdrop on the townspeople, and you'll do jobs pawned off onto you by other members of the assassin's guild. Apparently Altair is the ONLY member of the guild who's not afraid to do an honest day's work. Every other assassin you meet is a lazy, cowardly piece of crap. On top of that, all the jobs they give you are cheap-ass time limit tasks - like, say, kill the three guys the lazy assassin was supposed to kill in three minutes, and he'll give you a tip about the guy you're supposed to kill. We're all in one big happy guild, huh? Right.
In addition to the frustrating time-limit missions, there are tedious flag-collecting missions everywhere, with no apparent reward, so I only did the first and easiest one of those. Repetitiveness premeates this game's design, as tasks like saving citizens from pushy guards, pickpocketing throwing knoves, and hell, everything else basically repeat nine times, forming the body of the gameplay.
All of these gameplay aspects are enjoyable enough, but for individual gamers I suspect that their mileage may vary, and some won't find the repetitiion enjoyable all through the ending. I did, though. Barely. The ending was cool, and not difficult at all, having mastered the previously mentioned counter moves.
At least the ending of Altair's story was cool. The ending of the hooded slacker descendent of Altair, cowering in the future, was however completely unsatisfying and thoroughly stupid. Only a sequel could alleviate some of the lingering questions of the unresolved future-story, and fortuantely, one's coming this fall.
A few minor complaints do come to mind. This skilled assassin and acrobat I'm playing can't swim? Seriously, a dive into a shallow river in town means death? What is this, 1993 all over again? And there was once a window ledge I found that, once I'd grabbed onto it, I couldn't let go nor climb up on it. I was literally left hanging and had to restart at my last save point. It wasn't too big of a deal, as the autosave system, unlike, say, the SWIMMING system, is modern. Loading screens are also a bit on the slow side.
In spite of the repetitive gameplay and some very odd design choices, Assassin's Creed works and is a visual and gameplay masterpiece. Enough of it is so refreshingly unique - the controls, the setting - as to offset any of the inherent tediousness of the tasks presented over and over. I am looking forward to the sequel, if only to answer the many lingering questions about the unfinished story that bookends the tale of Altair and his fellow assassins.
Let's start there, with the story. One might look at the box or the screenshots of Assassin's Creed and think that it's the adventure of a medieval-era assassin. A safe assumption, until you begin playing and find out that you're actually a hoodie-wearing slacker in the near future being held hostage by a gruff middle-aged scientist and a hot assistant chick.
See, you're the descendent of an assassin. Yeah. Apparently you're also a disgrace to the bloodline, because you don't even try to snap the scrawny scientist-guy's neck and escape, you just accept your imprisonment and do what they want you to do, which is lie back on a table that allows you to play the real game.
The real game is that of the assassin Altair, who is sent by his guild master to take out a bunch of supposedly bad guys who are all plotting some evil thing together. You ride to one of three stunningly realized ancient cities - Jerusalem, Damascus, or Acre - and do all sorts of side missions in order to learn what you need to know to make your assassination.
You can spend a lot of time just sneaking about, trying not to get noticed at all by the guards, who get really pissed if you do anything wrong, like running through the streets or climbing up the side of a building. When the stealth aspect of the game fails, you'll have to fight, and the combat in Assassin's Creed is another one of its innovative designs.
Simple button-mashing will end the game very quickly. No, this is the antithesis of button-mashing, as you must watch the combat very carefully and execute precisely timed counter-moves. It took me awhile to figure this out, but once I did I was fine for the rest of the game. The guards get increasingly complex moves as the game progresses, and will in many cases break your attempts to block thier blows, but still, that counter move was all I needed for the remainder of the experience.
It's very satisfying to pull these moves off, and once you're good you'll find yourself enjoying the flow of battle, and not being afraid of any number of guards you encounter. And you'll encounter them a lot, as the sheer size of the game's nine main missions means you'll be doing all sorts of things to piss them off.
Another cool aspect of the gameplay is climbing the towers in each area to get an overview. Some of the vistas seen from up there are breathtaking, and doing so adds icons to your map for that area. When you're done looking you can make a safe dive off your perch and into a pile of conveniently-placed hay. The climbing and jumping of this game are also revolutionary and spot-on. Instead of pressing a button to jump, Altair knows when you're running along a rooftop and you come to a ledge, that it's time to jump. If you're not running, he'll stop. A great design choice.
To gain information about your assassination target in each area, you'll interrogate, pickpocket, and eavesdrop on the townspeople, and you'll do jobs pawned off onto you by other members of the assassin's guild. Apparently Altair is the ONLY member of the guild who's not afraid to do an honest day's work. Every other assassin you meet is a lazy, cowardly piece of crap. On top of that, all the jobs they give you are cheap-ass time limit tasks - like, say, kill the three guys the lazy assassin was supposed to kill in three minutes, and he'll give you a tip about the guy you're supposed to kill. We're all in one big happy guild, huh? Right.
In addition to the frustrating time-limit missions, there are tedious flag-collecting missions everywhere, with no apparent reward, so I only did the first and easiest one of those. Repetitiveness premeates this game's design, as tasks like saving citizens from pushy guards, pickpocketing throwing knoves, and hell, everything else basically repeat nine times, forming the body of the gameplay.
All of these gameplay aspects are enjoyable enough, but for individual gamers I suspect that their mileage may vary, and some won't find the repetitiion enjoyable all through the ending. I did, though. Barely. The ending was cool, and not difficult at all, having mastered the previously mentioned counter moves.
At least the ending of Altair's story was cool. The ending of the hooded slacker descendent of Altair, cowering in the future, was however completely unsatisfying and thoroughly stupid. Only a sequel could alleviate some of the lingering questions of the unresolved future-story, and fortuantely, one's coming this fall.
A few minor complaints do come to mind. This skilled assassin and acrobat I'm playing can't swim? Seriously, a dive into a shallow river in town means death? What is this, 1993 all over again? And there was once a window ledge I found that, once I'd grabbed onto it, I couldn't let go nor climb up on it. I was literally left hanging and had to restart at my last save point. It wasn't too big of a deal, as the autosave system, unlike, say, the SWIMMING system, is modern. Loading screens are also a bit on the slow side.
In spite of the repetitive gameplay and some very odd design choices, Assassin's Creed works and is a visual and gameplay masterpiece. Enough of it is so refreshingly unique - the controls, the setting - as to offset any of the inherent tediousness of the tasks presented over and over. I am looking forward to the sequel, if only to answer the many lingering questions about the unfinished story that bookends the tale of Altair and his fellow assassins.
Thursday, May 28, 2009
Beaten : Saints Row
Last week I finished a three week long tour of duty in Saint's Row, an early XBox 360 release that yeah, I'm just getting around to playing. Yes, my blog has become, for the forseeable future, a site that reviews old XBox 360 games. Everything I write about a game like Saint's Row has probably been scribed by much more timely bloggers years hence.
Anyway, Saint's Row is another great sandbox game, like Just Cause and Grand Theft Auto IV. It seems as if I'm getting fixated on that genre. Saint's Row is really a lot like GTA IV, with some new aspects that make it far more than just a clone.
Sure it has vehicle theft, driving, shooting, violence, a huge city, missions, side missions, and lovable sociopaths as characters, just like GTA IV. But Saint's Row has a vibe and feel all its own. It's fun, colorful, and so over-the-top as to be a nearly satirical look at its competitors.
The game has a great gang mechanic, with players doing things to help establish their street gang as the major player in the town. There are three competing gangs, and missions act as a framework for the all-out turf war that wages between your gang and theirs. Neighborhoods are taken, and have to be defended, in a play mechanic similar to Just Cause's guerilla war.
The side activities range from the standards like street racing and car theft to innovative and hilarious ones like escorting hookers around with their clients, making sure to keep away from pesky news vans and paparazzi, and others like collecting insurance fraud money by falling in front of cars in traffic. These missions are all fun and get very challenging in later levels.
Another interesting design choice is that these missions - at least some of them - must be done to fill up the player's respect meter. Once the meter is full, the player may take on the next story mission. So there's really no bypassing the side content (although there's so much of it that players can skate through the game doing only the tasks they find easiest) and just running through the story mode.
The game has a challenging but not impossible vibe throughout its play. There are no mid-mission checkpoints, so failing a mission can mean restarting, driving to the mission, and facing some parts of it over and over. It's not too harsh, though, and the game is so much fun that it's worth the struggle.
Derivative in many ways, innovative in others, Saint's Row is just simply another enjoyable game world to explore. The music throughout the game is utterly fantastic, and the ending is epic - so good in fact that it's got me thinking about picking up the sequel, Saints Row 2, which came out last fall. Hmmm, maybe after the price drops a bit.
Anyway, Saint's Row is another great sandbox game, like Just Cause and Grand Theft Auto IV. It seems as if I'm getting fixated on that genre. Saint's Row is really a lot like GTA IV, with some new aspects that make it far more than just a clone.
Sure it has vehicle theft, driving, shooting, violence, a huge city, missions, side missions, and lovable sociopaths as characters, just like GTA IV. But Saint's Row has a vibe and feel all its own. It's fun, colorful, and so over-the-top as to be a nearly satirical look at its competitors.
The game has a great gang mechanic, with players doing things to help establish their street gang as the major player in the town. There are three competing gangs, and missions act as a framework for the all-out turf war that wages between your gang and theirs. Neighborhoods are taken, and have to be defended, in a play mechanic similar to Just Cause's guerilla war.
The side activities range from the standards like street racing and car theft to innovative and hilarious ones like escorting hookers around with their clients, making sure to keep away from pesky news vans and paparazzi, and others like collecting insurance fraud money by falling in front of cars in traffic. These missions are all fun and get very challenging in later levels.
Another interesting design choice is that these missions - at least some of them - must be done to fill up the player's respect meter. Once the meter is full, the player may take on the next story mission. So there's really no bypassing the side content (although there's so much of it that players can skate through the game doing only the tasks they find easiest) and just running through the story mode.
The game has a challenging but not impossible vibe throughout its play. There are no mid-mission checkpoints, so failing a mission can mean restarting, driving to the mission, and facing some parts of it over and over. It's not too harsh, though, and the game is so much fun that it's worth the struggle.
Derivative in many ways, innovative in others, Saint's Row is just simply another enjoyable game world to explore. The music throughout the game is utterly fantastic, and the ending is epic - so good in fact that it's got me thinking about picking up the sequel, Saints Row 2, which came out last fall. Hmmm, maybe after the price drops a bit.
Monday, May 25, 2009
Beaten : The Maw
The Maw is a cute little 3D action-puzzle game released a few months back for the XBox 360 via the Live service, and it's really a great, quick, and low-frustration diversion from the usual fare found on the system. I took a few days off from playing Saints Row to visit the world of The Maw and had a fun time.
Players play as a small alien guy who, like the Maw, has been captured for reasons unknown by faceless alien soldiers and thrown into a cage on a spaceship. The adventure begins with the ship crashing and the alien guy and Maw finding themselves together at the crash site. A believable bond of survival and friendship quickly forms between the duo as they begin to explore their surroundings. The alien guy drags the Maw around by a sort of energy leash, and the Maw starts to eat everything that moves, including cute little pink blob critters.
As the Maw eats, he has growth spurts, increasing in size throughout the game but remaining loyal enough to the alien guy to not eat him, too. In addition, certain creatures that the Maw eats grant him differing abilities, from breathing fire to stampeding over foes, and these new talents are required to navigate the game's environmental puzzles. Level after level unfolds this way until the climatic finish with the now-gigantic Maw.
It's a blast. There's exploration and discovery throughout the game, and no death. Saves are made after every level for convenience, and the levels can be revisited at any time once they are unlocked. I forget how many Microsoft Points this game cost, but it wasn't that much and it was totally worth it. There are three "deleted scenes" also available for the Maw (extra levels to download) that I will probably be checking out at some point as well.
Players play as a small alien guy who, like the Maw, has been captured for reasons unknown by faceless alien soldiers and thrown into a cage on a spaceship. The adventure begins with the ship crashing and the alien guy and Maw finding themselves together at the crash site. A believable bond of survival and friendship quickly forms between the duo as they begin to explore their surroundings. The alien guy drags the Maw around by a sort of energy leash, and the Maw starts to eat everything that moves, including cute little pink blob critters.
As the Maw eats, he has growth spurts, increasing in size throughout the game but remaining loyal enough to the alien guy to not eat him, too. In addition, certain creatures that the Maw eats grant him differing abilities, from breathing fire to stampeding over foes, and these new talents are required to navigate the game's environmental puzzles. Level after level unfolds this way until the climatic finish with the now-gigantic Maw.
It's a blast. There's exploration and discovery throughout the game, and no death. Saves are made after every level for convenience, and the levels can be revisited at any time once they are unlocked. I forget how many Microsoft Points this game cost, but it wasn't that much and it was totally worth it. There are three "deleted scenes" also available for the Maw (extra levels to download) that I will probably be checking out at some point as well.
Tuesday, May 12, 2009
Fable 2 : I've Seen The Future, and It's Still Dogged By Bugs
I downloaded the Fable 2 : See The Future expansion pack this morning and played through the whole thing in a few hours. It's got more of the same kind of things in the same kind of places, with a few new elements, but unfortuantely nothing that addresses the game-dampening glitches that have dogged my experience.
Those readers who have not played Fable 2 or its two expansion packs yet, skip this article. It's going to be spoiler-heavy, a regrettable but necessary function to elaborate on the issues I have with the game. If you're just wanting to know if See The Future is any good on its own merits, I can safely say that yes, it is enjoyable and well worth the price if you've enjoyed everything about Fable 2 so far and want more.
Okay, on with the spoilers then. You've been warned.
At the end of Fable 2 the player has to make a choice of three possible conclusions, two of which (including the one I took) leave the player without the remarkable pet dog that has accompanied the hero through the game. At the time it was a hard sacrifice to make, and the storytelling impact weighed heavily on me, as I'm sure it did to other players.
The problem with all of this is that there can still be things to do in the world of Albion after completing the main game that require the dog. There is a Demon Door in Rookridge, for example, that can only be opened with dog tricks. The designers clearly thought of this, though, and when players go to that area, they encounter the ghost of their dog, who can indeed do the tricks required to open the door.
Inside the door is a ghostly realm called Memory Lane, and from that point on the ghost dog resides there. If you get a book with more dog training or tricks, you can go there and teach him, but the ghost dog can never leave. So, if there are still dig spots out there (buried treasures that can only be discovered with the dog), or if the player hasn't completed the Archaeologist Quest, then they are out of luck.
To me, this was at the time an acceptable loss as a consequence of the choice I had made at the end of the game. However, when the first package of downloadable content was released in January, things changed. In my short review of that expansion, I mentioned one cool thing that I didn't reveal, and that feature in particluar was, for me, certainly worth the price of the deal. On Knothole Island, you could resurrect your dog. I was once again able to explore and dig with my faithful companion.
However, shortly after writing that review and then setting out with my dog to explore the world anew, I made the mistake of taking him to Memory Lane. At which point he returned to ghostly form and could not leave the area. Returning to the doggie resurrection thingy, I found it no longer functional - it was a one-time use item, it seemed.
So my dog was dead a second time. I forgot about Fable 2, disgusted by such a terrible glitch. I searched the internet to see if this had happened to anyone else, and only found one other person who stated that the same thing had happened to his dog, but no one seemed to have any solutions.
And this new package of content didn't fix it either. Some of the new items available are breed-changing potions, so I took the bloodhound one to Memory Lane and turned my ghost dog into a ghost bloodhound, hoping that maybe it would snap him out of ghost form, to no avail.
See The Future was short-lived fun, and more of the same, but I'd sincerely like to see Lionhead Studios spend the next few months working on bug fixes rather than more content. I've still got a glitched home that I can't sell or rent, too, so all I see of the future are unfixed bugs and content I can't fully explore with a forever-danmed ghost dog.
And no, I don't like the game enough to start over and lose my castle and four million in gold, thanks very much.
Those readers who have not played Fable 2 or its two expansion packs yet, skip this article. It's going to be spoiler-heavy, a regrettable but necessary function to elaborate on the issues I have with the game. If you're just wanting to know if See The Future is any good on its own merits, I can safely say that yes, it is enjoyable and well worth the price if you've enjoyed everything about Fable 2 so far and want more.
Okay, on with the spoilers then. You've been warned.
At the end of Fable 2 the player has to make a choice of three possible conclusions, two of which (including the one I took) leave the player without the remarkable pet dog that has accompanied the hero through the game. At the time it was a hard sacrifice to make, and the storytelling impact weighed heavily on me, as I'm sure it did to other players.
The problem with all of this is that there can still be things to do in the world of Albion after completing the main game that require the dog. There is a Demon Door in Rookridge, for example, that can only be opened with dog tricks. The designers clearly thought of this, though, and when players go to that area, they encounter the ghost of their dog, who can indeed do the tricks required to open the door.
Inside the door is a ghostly realm called Memory Lane, and from that point on the ghost dog resides there. If you get a book with more dog training or tricks, you can go there and teach him, but the ghost dog can never leave. So, if there are still dig spots out there (buried treasures that can only be discovered with the dog), or if the player hasn't completed the Archaeologist Quest, then they are out of luck.
To me, this was at the time an acceptable loss as a consequence of the choice I had made at the end of the game. However, when the first package of downloadable content was released in January, things changed. In my short review of that expansion, I mentioned one cool thing that I didn't reveal, and that feature in particluar was, for me, certainly worth the price of the deal. On Knothole Island, you could resurrect your dog. I was once again able to explore and dig with my faithful companion.
However, shortly after writing that review and then setting out with my dog to explore the world anew, I made the mistake of taking him to Memory Lane. At which point he returned to ghostly form and could not leave the area. Returning to the doggie resurrection thingy, I found it no longer functional - it was a one-time use item, it seemed.
So my dog was dead a second time. I forgot about Fable 2, disgusted by such a terrible glitch. I searched the internet to see if this had happened to anyone else, and only found one other person who stated that the same thing had happened to his dog, but no one seemed to have any solutions.
And this new package of content didn't fix it either. Some of the new items available are breed-changing potions, so I took the bloodhound one to Memory Lane and turned my ghost dog into a ghost bloodhound, hoping that maybe it would snap him out of ghost form, to no avail.
See The Future was short-lived fun, and more of the same, but I'd sincerely like to see Lionhead Studios spend the next few months working on bug fixes rather than more content. I've still got a glitched home that I can't sell or rent, too, so all I see of the future are unfixed bugs and content I can't fully explore with a forever-danmed ghost dog.
And no, I don't like the game enough to start over and lose my castle and four million in gold, thanks very much.
Dead Space : Downfall DVD
I picked up Dead Space : Downfall, an animated prequel to last year's survival horror masterpiece, during the Circuit City closing a few months back. I recently watched it again and found it to be really quite good.
Perhaps I'm starting to jones for more Dead Space, and with the next game slated to be a Wii title this fall, and a rail shooter at that, it might be awhile before I get to really stomp around like I did last year. So, this movie is all I have.
As stated, it's a prequel that picks up the story at the point where the marker is found on the planet's surface that will eventually drive everyone nuts and turn them into those life-of-the-party necromorphs. It's soon after that when the Ishimura arrives to crack the planet - which is a cool sequence that we get to see - and the action begins.
The main story revolves around the Ishimura's security chief, a standard sci-fi tough chick, who leads her team against the transformed members of the crew. In futility of course, since anyone who has played the game knows how it ends for them all.
Still, it's a good ride - action packed and gory. We see some familiar locales like the bridge and the mess hall, and some familiar enemies, who they soon figure out need to be shot in the limbs to slow them down. There are also references to the lore of Dead Space, such as the Unitologist movement and their designs on the marker, but noting revelatory beyond what was told in the game. It all ends with one final heroic act, just as the rescue ship from the game arrives, signalling the start of the game.
Dead Space : Downfall isn't oscar-worthy, but for fans of the game it's a recommended dose of more Dead Space that can hopefully sustain them until we see more, and hopefully learn more, about this fascinating and well-crafted universe.
Perhaps I'm starting to jones for more Dead Space, and with the next game slated to be a Wii title this fall, and a rail shooter at that, it might be awhile before I get to really stomp around like I did last year. So, this movie is all I have.
As stated, it's a prequel that picks up the story at the point where the marker is found on the planet's surface that will eventually drive everyone nuts and turn them into those life-of-the-party necromorphs. It's soon after that when the Ishimura arrives to crack the planet - which is a cool sequence that we get to see - and the action begins.
The main story revolves around the Ishimura's security chief, a standard sci-fi tough chick, who leads her team against the transformed members of the crew. In futility of course, since anyone who has played the game knows how it ends for them all.
Still, it's a good ride - action packed and gory. We see some familiar locales like the bridge and the mess hall, and some familiar enemies, who they soon figure out need to be shot in the limbs to slow them down. There are also references to the lore of Dead Space, such as the Unitologist movement and their designs on the marker, but noting revelatory beyond what was told in the game. It all ends with one final heroic act, just as the rescue ship from the game arrives, signalling the start of the game.
Dead Space : Downfall isn't oscar-worthy, but for fans of the game it's a recommended dose of more Dead Space that can hopefully sustain them until we see more, and hopefully learn more, about this fascinating and well-crafted universe.
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