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The Orange Box Valve Corporation, 2007 Xbox 360
I was pretty late to the party as far as ‘modern’ First Person Shooters go. I think this had to do with the fact that the rise of Halo and similar games seemed to happen during a time when I was paying a lot less attention to gaming. However once I did finally get exposed to Half-Life a year or so ago, I was very surprised at how much I enjoyed it. A few months back I played through Half-Life in its entirety for the first time ever and that only led me to start delving deeper into more of Valve’s output. So what better place to do that than The Orange Box - a single disc with three full games as well as two add-on episodes?
The first game I decided to play was Portal. Although I had started it (and enjoyed it immensely) a year or two ago, I had never managed to finish it. So I figured I’d just start it over again from scratch. Although I knew the good old ‘cake’ meme, what I didn’t know was how long the game was. This created a really cool experience, always wondering how close I was to the end. And although it only took me two sittings to play through, I had an absolute blast.
[img width=700 height=525]http://image.gamespotcdn.net/gamespot/images/2007/186/934384_20070706_screen005.jpg[/img] I’ve just realized that I’m writing this with the assumption that everybody in the world got around to playing Portal before I did. Just in case that’s not the case, you should know that Portal is basically an FPS without the ‘S.’ Or to be more accurate, the shooting you do is not a gun filled with bullets that are taking out aliens, zombies and soldiers. Instead you’ve got the ingenius Portal-gun which shoots - you guessed it - portals. Enter one and exit there other. Simple, right?
This is the sort of game that offers up puzzles that you might breeze right through, or then sit there for fifteen minutes trying to make sense of everything and then feel like the smartest person alive for doing so. It’s also full of hilarious personality. And although deaths can happen in Portal, for the most part it’s a first person game with very little action. It’s a game that encourages you to move around slowly and explore and think. And although it’s a short game, I can honestly say that the last level alone is just as much fun as everything leading up to it.
[img width=700 height=393]http://image.gamespotcdn.net/gamespot/images/2007/165/934384_20070615_screen001.jpg[/img]
Arguably, the star of The Orange Box would be Half-Life 2 which is included here with its Episode 1 and 2 expansions as well. This was my first experience with the game. The original Half-Life I had played a year or so ago for the first time, and only actually beat it earlier this year. But in that time I grew to really love the game, and consider it one of my favorite FPS games of all time. With that in mind, I was certainly looking forward to playing the sequel.
I’ve yet to actually beat Half-Life 2 (which means I’ve also not played the expansions yet either), but the solid time I have spent with it has been great. I will say however that I’m not yet convinced that I like it better than the first game. Although HL2 definitely improves upon its predecessor in many ways, it’s also hard for me to shake the excitement of experiencing the world of Black Mesa for the first time. I also think I lean towards liking the claustrophobia of the research facility more than the more open-world given to you in the sequel. I’ve also noticed that Half-Life 2 feels a lot more “survival horror” than the first game. Ammo seems a bit more limited here for instance.
But all that aside, Half-Life 2 is an incredible game as I said. It looks glorious and runs smooth on the 360. And of course this is just personal preference, but the 360 pad is definitely now my preferred way of playing FPS games. Sorry keyboard & mouse purists. One thing that really stands out in the second game is the writing. The characters definitely have a lot more personality than in the first game. Oh, and the barnacles still creep me out.
Interestingly enough I had recently started playing Halo for the first time ever (seriously). And one thing that really stuck out to me about Halo was just how bad the driving sections were. I just could not grasp them and constantly found myself crashing when I should have been cruising. As it happens I hit the driving (a boat) part of Half-Life 2 around the same time and it was night and day compared to Halo. Thankfully the driving section there was actually really fun, even if a bit longer than need be.
One addition to the sequel that’s really nice is the Gravity Gun. This thing lets you pick up and shoot objects that would otherwise be far too heavy or too far away for you to do so. In that regard, Valve successfully incorporated puzzles into a true FPS similar to what would be come the standalone game of Portal. It definitely makes you think about how to approach certain sections. For instance in one area I was low on bullets, but there were saw blades all over the place stuck in walls. Turns out you can suck up a saw blade with the Gravity Gun and send it violently shredding through a zombie (these are zombies, right?).
[img width=700 height=393]http://image.gamespotcdn.net/gamespot/images/2007/165/934384_20070615_screen023.jpg[/img]
As a bit of a diversion I figured I should at least see what this Team Fortress 2 game was all about. So I hopped on the XBLA server one weekend morning and to my surprise, there were several games going on. What started as a simple capture-the-flag game with a red team and a blue team quickly turned into a pretty decent time-suck. A half hour or so later I realized the appeal to such a game. And now that I was feeling at least somewhat comfortable controlling an FPS, I could even enjoy such a game! Of course I was only playing with strangers, and I’m sure that a much bigger bit of enjoyment would come from playing with a group of friends. Something I’ll have to look into in the future.
And speaking of the future - not only does this mean that The Orange Box has this online game that I can enjoy indefinitely (or until the servers are shut down), but I’ve still got Half-Life 2 to beat and the expansion episodes to delve into. When you look at the number of quality hours of gaming that are on this single disc, it becomes quickly apparent that The Orange Box is one of the finest compilations you get on the 360.
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Question: When's the last time you sunk fourteen hours into a game, lost, and felt good about it? That's what just happened to me with XCOM: Enemy Unknown. In this day and age there seems to be a lot of bitter gamers who have various views of game-worth. I remember when my wife got me Lollipop Chainsaw as a gift the clerk told her to keep the receipt. "It's only a six hour game. He might be disappointed." But I've always been happy to take six solid hours of gameplay over twenty boring ones.
I was first introduced to the X-COM series via its second installment, Terror From The Deep. I was about fourteen or so, and my step-dad was working at a big-box electronics store and brought home a promo copy. I was obsessed with this game, but I was terrible at playing it. I doubt I ever made it past the second mission. Truth be told, I may have spent all my time on the first. But it was a blast. Many years later I'd discover a GBA spiritual successor developed by series creator Julian Gallop called Rebelstar: Tactical Command. It was great. But then out of the blue it was announced that X-COM proper would be making a comeback... as a First Person Shooter.
Well as you may know, that hasn't happened. And won't. Instead that game was shelved in favor of a proper Tactical game: Enemy Unknown with The Bureau turned into a Third Person Shooter (sigh) coming out later this year.
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Enemy Unknown turned out to be a tremendously brilliant game however. It's basically everything you could want from the series, in high-def, and with excellent controller support. But more than anything else, it brings the drama. Sure your barracks can hold up to 99 soldiers, but your squad can only consist of six. This means lots of leveling-up and growing attached. It's an emotional rollercoaster of a game that I've chronicled in bits as I've played...
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I had one of those four-legged bastards that turns dudes to zombies come slink out of a building and land ONE SPACE away from my "team captain." (I call this guy the team captain as he's one of the more leveled-up skill-wise, and probably has the most kills of anyone on my squad right now.) The team-captain had already moved, and so my next character's turn was enough that even if I dashed I still wasn't super close. Instead, I moved just as far as I could while still having the ability to take a shot. 29% guys. 29% that the shot would connect. And there was the decision. Do I take the shot, miss and hope I can get someone else over there before the four-legged bastard's next move? Do I dash as close as I can get to set up a good shot on next round and hope that I can get the team-captain out of harm's way in the meantime? Well dear friends, I took the shot. 29% and it was CRITICAL. Mission ended with that kill, and a sigh of relief.
Let me tell y'all about 'Coney.' For the last 5 hrs or so, Coney has been my star. Her real name is Charlotte, but the squad calls her Coney (presumably as she's from the Coney Island area, though I've never asked). She started out just as nondescript as any of my other soldiers, but quickly rose through the ranks in 5 hrs thanks to her sharp-shooting. Even as snipers go she seemed to have a can't-miss nature about her. A little extra luck that goes above mere statistics.
In the first mission where we encountered these grunt front-line soldier aliens she was caught off guard. She had set up post looking through an open train cargo cart when one of them surprised her and positioned himself a single space away. Apparently he had dashed to get there as he didn't take a shot at her, but she had nobody covering her. I got my closest guy over in her area and he took the best shot he could. It hit, but not hard and the grunt remained standing. Coney's turn was next and she could run, get safe and take the shot - risking that the grunt would go after the soldier who had just defended her. Nah, Coney point-blanked him. Grunt goes down. Mission over.
So imagine my horror when Coney was fragged by a Thin Man during a bomb-deactivation mission. She had been holding down behind a car when he surprised her. Hit her hard and she started bleeding out. Luckily - so luckily - I had a soldier with a medkit close by. I got her over to Coney on the next turn and healed her up, and followed that by parking a third soldier with them behind that car and put him on overwatch to protect them. A sigh of relief as my turn ended and I realized that a close call had happened, but Coney would continue running up her tally of kills.
And that's when the car they were behind blew up. All three of them KIA'd while exhibiting tremendous teamwork. They had done everything right - they just couldn't do it fast enough. The squad will miss Coney. She won't be an easy part of the team to replace.
So the above should stand as back-up to just how sucked-in you really get. Which is all the more reasoning that seeing this screen was so sobering:
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Yup. After putting it two or three hours a night for a week, I lost. Seriously, I lost a game. How often does that happen anymore in games? Usually you just start from your last check-point and continue on. And in fairness, I was playing on Normal which meant I could technically start from before my last mission. But it's a lost cause. My base-management skills were terrible. My troops were a joke at this point. Many countries had pulled out of the XCOM project. It was rough. It's reason to start over again. Which is definitely a rather difficult thing to fact, but it's true.
I probably won't do so immediately. Not tonight. But Enemy Unknown is one of the most addictive games in a long time, so I can totally see myself starting over again in the near future. And more importantly, even though I didn't "beat" the game - I have fourteen amazingly enjoyable hours. The journey outweighed the destination. No matter what your outcome may be, I highly recommend you log some hours into this one.
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There's been a lot of talk this year about Aliens: Colonial Marines. Like Duke Nukem in 2011, it's been the game to hate. In fact this unanimous disgust for this game was so intense that it only amplified my desire to actually play it. And what I found was a game that was so enjoyable to me, I'm not even sure why I'd need to defend it. But then again I'm going by nothing but base reaction. Meaning I'm looking at this just as 'a game' rather than 'a highly anticipated game based on a license with rabid fans.'
Let me start by pointing out a few things that might make more sense out of my enjoyment for this game. First of we should discuss the First Person Shooter genre. Though I'm slowly learning to enjoy FPS games far more than I ever did in the past, I'm still far from seasoned. I've played very few of the modern staples. So in reality, I don't have all that much to compare this to that's been critically acclaimed (save for perhaps Borderlands).
I should also point out that while I am a huge horror fan, the Alien films have always been a bit closer to sci-fi (mixed with horror) to me. This means that while I am a fan, I'm not an obsessive fan. I don't rush out to see each film. I haven't even seen them all yet. And so the story here - supposedly cannon - really doesn't matter to me as far as how well it gels with the film series.
And lastly, I didn't follow this game's hype leading up to its release. I didn't pay much attention to the overly long production schedule. I didn't see the demos shown prior to release, so had no anticipations. Add to this that while the game was released this year, I didn't pay $60 for it on day-one, but instead picked up for $10 when GameFly was having a sale.
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Now that we got those disclaimers out of the way I can start to tell you about my own experience playing. I delved in blindly, and to my surprise I found that the game was actually very linear. Whereas this might turn off other, more-seasoned FPS'ers, it was just fine for me. Earlier this year I played through Half-Life for the very first time. And while I fell deeply in love with that game and everything new it showed me about the genre, it was really nice to now play through a modern FPS where I didn't have to constantly resort to checking a walkthrough to figure out what my next move was.
Graphically, I thought the game looked excellent on 360. It was well detailed, ran smoothly (save for some glitches I'll get to later) and had excellent lighting. Of course I've since watched videos on Youtube comparing some of the demo footage shown before the game's release compared to the finished product, and certainly the final release has been compromised. But that said, the atmosphere always seemed to work really well for me.
[img width=700 height=933]http://i.imgur.com/upxksF4.jpg[/img]
As far as the aforementioned glitches, well they were around. As seen above is a screen shot I took on my phone camera. At one point I was being fired upon by turrets and wondering where my cover, O'Neil was. He should have been right behind me, but wasn't. I decided to backtrack a bit and found him two rooms earlier... stuck in a wall.
These NPC AI glitches were by far the ones I encountered the most. Sometimes one of your partners would seemingly forget he was even alive and would just stand frozen doing nothing for five minutes or so. Other times he would shake violently as if hopped up on uppers. At least twice I ran out in front of my squad only to find them suddenly waiting for me two rooms ahead. And once O'Neil even materialized in front of me out of thin air. So yeah, in that sense Colonial Marines feels a lot more like a budget title. And who knows, had it been released as such maybe we'd all think of it more akin to Earth Defense Force and wink-wink-nudge-nudge at these sorts of shortcomings.
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But despite all that, I still found the game compelling enough to find time for it consistently over the last two weeks until it was beaten. And there were plenty of moments that really stood out to me. For example there's one section where you must escape from a rather large Xeno and find yourself sneaking around under his floor. At various moments he angrily bursts through your ceiling attempting to grab you, and the scare was effective enough to genuinely make me yell out startled. (My wife later took it upon herself to burst in to the game room screaming to shake me up a second time).
At another point you come across these aliens who can only see movement, so you must stay still when they get to close. And right as I got to an exit three of them came extremely close to me and I swore I was detected. It was actually tense enough of a moment that I caught myself holding my breath in real life.
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The truth is that the game's eleven missions were actually quite well peppered with such moments that really made me enjoy every hour of gameplay. Although I'm still baffled at the ball-drop that was the final boss fight against the Queen. I genuinely have no idea why my squad of marines would think it was cool to let me handle her on my own. And I'm further baffled by the decision to make the boss encounter in a room so filled with barricades to keep her away from me, and so obvious as to how to defeat her. It did seem pretty anti-climatic considering how many more difficult sections had come before it.
But at the end of the day I'm glad I played this game. I don't regret purchasing it, and in fact I'm even bummed at the reception it got which would pretty clearly say "no sequels dudes." Considering its sunken price tag, I'd at least suggest some of you out there with some interest and open minds give it a shot. I'm certainly not saying it's the best game out there, but it's certainly not the worst either - no matter what it is you've heard elsewhere.
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Even if you know nothing about it, you probably already know if you'd like Lollipop Chainsaw by looking at its cover. If you can answer a question as simple as "would you enjoy playing the role of a high school cheerleader who must rid her town of zombies with the aid of a chainsaw and her decapitated boyfriend's head?" then you can clearly decide if this game was developed for you or not. And for me it was a no-brainer for a very long time before the cover art had even been released. Suda51 has certainly become a favorite developer of mine this generation. Though I arrived to the party rather late - though I did play a bit of Killer7 years ago now, it wasn't until the 2011 PlayStation 3 re-release of No More Heroes that I started playing close attention to Goichi Suda and his Grasshopper Manufacture. In fact I've since investigated much more of his work. And though the half-dozen or so Suda games I've played have all been really intriguing, Lollipop Chainsaw is probably my favorite at this point. However instead of just talking about the game itself, I thought I'd talk about its parts. That is to say, while No More Heroes felt like Suda's Kill Bill with its plot and themes; Lollipop Chainsaw is more along the lines of his own original work in the vein of Tarantino's mixtape-approach to creation.
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The first piece of the puzzle is James Gunn. Gunn wrote much of the dialogue, and it really shows. For those unfamiliar, Gunn is responsible for fun but morbid films as diverse as Slither, the Scooby-Doo reboot, the Dawn of the Dead remake and perhaps most importantly, Tromeo & Juliet. Yes, although Lollipop Chainsaw had a pretty decent budget there was a definitely a lot of Troma spirit in there. Be it the humor of Juliet (ooh, I just noticed the name!) saying that her friends considered her dad a "DILF," or any number of low-browish jokes that seem to stradle the line between 'fun' and 'offensive.' One of the lines that actually made me laugh out loud was when Nick, the decapitated head looks up at the final boss and says that yesterday he had stubbed his toe and thought to himself 'man, this is the worst day ever.' And (presumably) Gunn's taste in horror and b-movies finds its way into the script as well with references to everything from George Romero and Lucio Fulci in abundance.
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Speaking of movies, I think it's safe to assume that there's at least an inkling of Buffy the Vampire Slayer in there. That said, early screens of the game could have certainly worried folks that this would be too much a rip-off of Buffy. Thankfully the game has so much of its own personality that it's also miles away. Sure Juliet is the pretty cheerleader doing all the dirty work, but it's also far more gory and vulgar. In a sense it's a bit like taking the best ideas from Buffy and combining them with the schlock of Oneechanbara and coming up with a game that's better than any game in either of those franchises.
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Retro gaming itself is also a strong influence on the final product. In one of the absolute best stretches of the game it becomes overly apparent that this is a game made by folks who grew up loving games. Indeed, Fulci's Arcade will find you hopping from cab to cab playing bits of the level based on classic arcade titles such as Pac-Man, Elevator Action and Breakout. It's an aesthetically incredible section that never falls into the trap of "being retro to be retro," and instead just feels like a very natural part of the gameplay wrapped up in wonderful homage.
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And much like a Tarantino movie there's layer upon layer further to be discussed. I could spend time on the wonderful soundtrack mixing new bands I've never heard of with a score by Mindless Self Indulgence and a bevy of interesting licensed material from the classic "Lollipop" or cheerleader-associated "Hey Mickey" or girl-with-edge "Cherry Bomb." It's all so perfect. Or we could get into the No More Heroes-ish fondness for subarban samurai with the introduction of Juliet's sensei. We could wax philosophical about the symbolism of Juliet's boyfriend being reduced to just a head that she carries and controls at all times or the boss battle where misogynistic words are literally a weapon used against Juliet. Hell, we could ponder the design decision of making the final action in the game a simple and unchallenged Quick Time Event.
And perhaps that's what makes Lollipop Chainsaw so great. As brief as it is, and as shallow as it may appear to outsiders, actually experiencing it is exploring a whole world of awesome shit that you want to experience again and discuss with others who have as well. And for that I say bravo.
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