So my mile-long backlog has just gotten worse with a few recent acquisitions and different games started. As I desperately try to reach the end of the original Devil May Cry (right now on Mission 20), the following giants stand in my way.
Hitman: Blood Money
Thank heavens for GameTap, and thank heavens for Metaboli, the European company onto whom Turner is unloading GameTap so that the awesome service doesn't die a grisly death. Among the games I recently downloaded "to try" (Age of Wonders: Shadow Magic; Warlords Battlecry II and III; all the Hitman games), Hitman: Blood Money is the one that caught my eye the most in terms of, "Ok, I'm going to sit down and play this seriously now."
I missed it back when it came out in the first year of the 360's life and when it later came out in that Triple Pack. Right now, I find successfully completing a mission "the right way" (low body count, low notoriety) extremely satisfying, but I also feel that it's a WHOLE LOT of trial-and-error. It's not that stealth games aren't normally trial-and-error, but rather that when you go into something like this, you kind of expect someone to lay out a plan for you. You are performing hits for an organization, you know. Anyway, I thought some rudimentary Rainbow Six: Rogue Spear type of briefing might be in order, but no such luck. I had to play these first two post-tutorial stages several times to find out guard routines and the schedules and habits of my marks.
In the end, though, that's not so bad. It's not entirely realistic -- playing a level again and again and again to figure out what everyone does -- but then, who cares in the end? For me, it's part of the fun to discover some new thing that could ultimately aid you in your mission, and then saying, hey -- let me start over and see if that works.
In the Opera level, where I was supposed to assassinate Delahunt and the star of the show, I ended up dressing up as the costar, shooting the actor in the dressing room, placing a mine on the wall adjacent to Delahunt's box seat, and then detonating it right when I was at the exit. However, I could have tried playing the part of his costar and shooting him on cue (the co-star is an executioner and has a fake WW1 pistol; you're given a REAL one if you go to coat check at the outset of the level) and then detonating the mine while on stage, but I was actually late to the scene so the actor was shouting, "Idiota!" at me. :) I could try planting the mine on stage, then sniping Delahunt from an alcove on stage. Or, I could see if I could leave the real WW1 pistol in the co-star's dressing room for him to pick up and unwittingly use. It's got a lot more possibilities than I thought at the outset. On the podcast, which will go up tomorrow night, I originally said that the game felt rigid; I should have just said that it's a little too trial-and-error instead, because it's not rigid once you know everything about the level.
Anyway, I'm glad I decided to check this game out. It's come a long way since the original Codename 47, which had a fantastic premise that was marred by brutal, exacting difficulty and weird control. I still own the original disc... or do I? I'm not sure, but since it's on GameTap, it doesn't matter -- I can go back and see how bad it is today.
Viking: Battle for Asgard or whatever the hell the subtitle is
I just picked this up for $18 for PS3. Aaron Thomas didn't have too many nice things to say about it, but Slunks seemed to enjoy it, and I was looking for some mindless hack-and-slasher to enjoy on my PS3. So far, it's decent, and it's enjoyable, but the combat is a little laggy. By that, I mean it feels more like -- well, here's an analogy: It's more Crystal Chronicles than it is Zelda. It's not as responsive as God of War, to which it's often compared. But I like the overall look, and it's brainless fun in a quest-driven "nearly open-world" environment, which gives it a different feel. I just hope the combat gets a little more intricate as the game moves along.
Also, it's weird to see a lot of Viking-types speak in accents from the UK. I've never heard a Viking speak like a Welshman.
...then again I've never met a Viking.
Yakuza
Garnett Lee over at 1up Yours has been raving about this game nonstop, so I had to see what the fuss was about. I'm a fan of beat-em-ups, but I wasn't expecting a beat-em-up in quasi-roleplaying clothes. I think it's novel how they wrapped up random battles in the guise of street punks who want to shake you down for money, or con artist ladies who allege that you grabbed their butts to have some "savior" try to accost you and -- again -- shake you down for money.
Now, the combat feels great. Mostly. Your character fights in this sort of graceful-yet-clumsy way, with the clumsy aspect making it actually feel more hard-hitting. There are Virtua-Fighter-esque punch-punch-kick combos, and there are also circle-button throws. The delicious thing about the throws is that when you double someone over, and then grab them, you can walk them over to a wall or table and smash their face in it. There's something about the walking-over part -- it really adds to the anticipation, for one thing -- that just makes it feel so cathartic (I referenced this on last week's podcast).
The only problem? It's really annoying to try to hone in on an enemy because the movement controls don't feel entirely tight. It's hard to directly face the dude you want to doof up, and so sometimes you'll see your combo attacks flailing into the wall. It gets highly annoying when there are like only two or three relatively strong foes around you; at least with more foes, you're bound to hit something.
Regardless, Yakuza is quick, simple fun wrapped up in an interesting story and presentation, and I'm looking forward to seeing what comes next.
Log in to comment