It’s been a while since the last post. In the interim, I played a bunch of games — some good, some bad. Here are some impressions.
Final Fantasy XII
My enjoyment of role-playing games is erratic. I enjoy them immensely for a while. But then it starts to feel repetitive and the grind really gets me bored. Fighting the same monsters over and over in generic randomly generated combinations really gets old fast for me. I very much prefer designed fights in environments specifically designed to be interesting — as in shooters or fighting games.
I had these same problems with FFXII. I was a complete newcomer to RPGs — well, other than Diablo II, which I didn’t realize was an RPG at all — when I started playing FFXII sometime in early 2008. It was a weird experience. You had effeminate heroes, schoolgirly heroines, and worst of all, cute monsters. I hate cute monsters right now, partly because I’ve also been playing the incredibly repetitive Dragon Quest VIII. I played it about 3/4 of the way through, then got too bored to continue. For about a year. Then sometime in September 2009 I picked it up again and finished it.
One thing I did like about FFXII is the gambit system. I hate fights in most JRPGs — the gambit system frees you up from the drudgery of continually pressing the same button during ridiculous turn based fights.
Speaking of boring, repetitive RPGs, Oblivion tops the list of those for me. The fighting in Oblivion is much better than in most JRPGs — you actually do some real hack & slash. But I found Oblivion boring for other reasons, maybe because I was too eager to play the weird leveling system.
Bioshock
This game is supposed to have all kinds of awesomeness. I’ve come back to it three times so far, and I don’t know why but I find it extremely boring. The atmosphere, art direction, voice acting are good, but I find the gameplay boring, the controls unresponsive, the graphics muddy and uninspiring. The story is good end-to-end but drags in specific places. The game is far from a write-off, but I’m having some serious boredom issues with it.
Ninja Gaiden Sigma
This was a game I picked up soon after I got my PS3 Dec 2008. I started playing it, amazed by its ridiculous, bewildering difficulty level. Had to give up after a while — I wasn’t in a place where I could deal with that level of aggravation over an extended period of time. So, had an 8-month hiatus, then started it up again recently. I’m only in chapter 5, but man, I’m feeling the pain. My thumb feels a sympathetic twinge of pain everytime it hears the starting music. So I’m playing it on and off.
I don’t hate this game; it’s fair even though hard. And that’s more than can be said for some other games. The MGS series is one. I love the series, but it just doesn’t play fair. The difficulty there comes from some clumsy, unintuitive controls with an artificial lag. Other games have combo animation freeze that make it hard to fight. NGS has some of that animation freeze, but overall it all feels fair. When you die, you immediately perceive that it’s your fault.
Resident Evil 5
I had the misfortune to play this game right after Uncharted 2.
That statement needs some explanation, maybe. See, RE5 was touted as a game with fantastic graphics. ”One of the prettiest games of this generation. Lighting, textures and landscapes are often stunning.” This was how IGN described the graphics. When I played it for the first time, I would not have said this. I would have used “muddy, uneven textures, blurry graphics, and an overall lack of production values” to describe the graphics. (I believe Microsoft is dragging these standards down — MS will not permit a higher quality PS3 release, something which would be quite easy to pull off given the additional storage and processing capability of the PS3. Anyway.)
But that would have been unfair to Capcom. After playing it for a while, I got used to the graphics. This game is a real mixed bag. The character animation is really good, the graphics, though not remotely in the league of Uncharted 2’s, are actually very good too once you get used to them. The gameplay is classic Resident Evil 4. Very enjoyable, very tight. Replayability is high. It’s a lot of fun playing with different weapons, infinite ammo, and costumes. The Mercenaries minigame is pretty awesome.
On the bad side, the menu and interface design is a dinosaur, something out of the mid-90s. It’s clunky and frustrating. Infinite ammo is great, but once you unlock infinite ammo on a weapon at a certain level, you get infinite ammo even at harder levels. This makes it possible to beat the game real easily on the second playthrough at the harder levels. Having a partner can be a pain at times — when playing as Chris, Sheva tends to take out too many of the baddies (the AI is a really good shot). When playing as Sheva, Chris is a huge pain in the ass. He always wants to get ahead of Sheva and block up the whole view. Sheva uses about a third of the screen real estate, and Chris always positions himself so he uses up another huge chunk so you can’t see anything. Especially irritating during fights, when he makes it nigh impossible to aim.
Uncharted 2
This is of course the big enchilada. The fact that it makes RE5 look like a previous gen title says something. The graphics are polished, but also bright, colourful, beautiful with a fully varied palette. No sepia brown or grey-green sheen here. About the graphics, I do think they could have done with a little bit of antialiasing. This was also true in the first Uncharted: Naughty Dog seem to have decided to go without antialiasing rather than use AA and potentially spoil some of the visuals. The result is a super-sharp, super-crisp look that’s great, but I did occasionally feel some textures looked too sharp or too textured. Now this is only a complaint within the league of games that it’s possible to compare with Uncharted 2. At this point, there are only 2 such games: the first Uncharted and Killzone 2. It’s very hard to compare Killzone 2 and U2, since their art direction is very different. But overall, I tend to prefer the Uncharted look, if only because of the more varied and positive colours.
It’s not just the graphics, of course. Every single aspect of the gaming experience has been fine-tuned here to remove any ounce of tedium and let the player focus purely on the gaming experience. The fabulous checkpointing means that, barring one or two places, you don’t need to worry about dying and keep saving periodically, interrupting your gameplay and distracting you from pure enjoyment. Of course, the reduction of load times to ABSOLUTE ZERO during gameplay contributes hugely to this too. All of the controls, the menus, are designed with this in mind: that they should help the player, not get in his way.
U2 is sometimes described as a platformer, but I think this is a bit misleading. It lacks any of the precision that is needed in platforming games. Instead, the game actively assists the player, adjusting for any miscalculations he might while jumping or traversing the environment. The platforming elements and environmental traversal here are purely atmospheric elements. They are not meant to provide any kind of challenge; there is zero difficulty and/or skill involved in these. In that sense they are not really part of gameplay. Instead, they simply move the story along, playing a bit like an interactive movie, and add a sense of vertigo or wonder.
The designed firefights are truly awesome. I wish there was a way to pick a particular fight and go through it without actually having to play the entire chapter (or having to remember which save game is which). The world is so traversable in all directions that trying different strategies during firefights is immensely enjoyable and rewarding.