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Still, my PSP lays dormant.

Since God of War: Chains of Olympus, I got Space Invaders Extreme for PSP as a kinda filler until something really good came out for PSP. And since then I've been waiting. And waiting. And waiting...

Now, I know "really good" is subjective and some people might consider Secret Agent Clank "really good," so I guess I should be more specific. I've been waiting for a new PSP game to really get me excited. (I also guess I could consider playing Crisis Core: FF VII, but I'd want to play the original first and I'm having an impossible time finding a copy anywhere--isn't this a prime opportunity for the Playstation Store?) What I mean by "really good" is a great fighting game or action-adventure or action-RPG or something that will breathe some life back into that system that still has so much potential. Where's the PSP's answer to Portal? Where's the PSP's answer to Virtua Fighter or SoulCalibur? Where's the PSP's Okami or Shadow of the Colossus? Tecmo did such a great job with Tekken, but that was ages ago. Where's the follow-up?

I've been actively, faithfully browsing the Playstation Store every Thursday, close to desperation, just looking for an excuse to spend my money on downloadable games, but they keep posting the most obscure, lame-looking PS1 games (Why not FF VII?). The Classic PSP games are overpriced (I'm talking about the UK PS Store) and I already played them the first time around.

Thankfully, Loco Roco 2 and Patapon 2 are on their way to relieve my PSP ennui (although actual release dates are still pending), but that appears to be it as far as I can tell. How is it that the PSP, that has only recently released its 3000 system, is almost completely dry as far games go? Why not a PSP version of Super Street Fighter II Turbo HD Remix (I know, I know, the PSP is not HD, but something equivalent for the PSP) or Street Fighter IV (or even Street Fighter III!). Some PSP games to match the best games the DS has to offer. Why have developers given up on the PSP?

Well, until Loco Roco 2 and Patapon 2, I guess my PSP will continue to serve as my too-large-and-clunky MP3 player...

Got my twenty bucks worth in both cases.

So in my last entry, way back in August, I said I got a laptop (which continues to rock) as well as Portal and Titan Quest: Gold. Each game cost me $20 Canadian. Each game was worth every freakin' penny, including the 13% tax in Ontario.

I played Portal first. I beat the game in under four hours. Then I played it again with the developer commentary. That took another two hours and a bit. Then I played Titan Quest. And played. And played. And thankfully the game itself keeps a tab of how long I've been playing, because I wouldn't otherwise have been able to figure out that I clocked over 48 hours of play, taking my Guardian across Greece, Egypt, East Asia, and down through the depths of the Underworld, left-clicking badguys to Hades... or right back out of Hades, when I started shoving my weight around down there too.

Buying these two games at the same time for the same price really brought to my attention how different two games can be, particularly lengthwise.

Portal has received tons of flak from fans and reviewers for being too short. Pretty much every review I've read sums it up with, "Awesome game! Too short!" On the other hand, long games like Titan Quest frequently garner praise largely because they promise players a certain guaranteed minimum number of hours of gameplay. I've seen God of War II criticized for being too short, because it could be finished in under 15 hours--despite the fact that those 15 hours are solidly brutal and fun. How long do games have to be to be "long enough"?

I can understand some instances where it would be disappointing for a game to be shorter than expected--if it were a comparatively expensive game or if it ended before the story were reasonably resolved. Or if it were obvious that the game's ending had been rushed because the developers ran out of time. Those I would understand.

But I have no problem with Portal's length. In fact, I think it is an ideal length for what it is and for what it does. Because it is a relatively short game, Portal's story remains tight, no frills, no dross, no excess. You are left wanting more--not just because it is short, but because every moment of it is just so freakin' good and fresh. More than any other game I've played, Portal was the closest thing I've experienced to an immersive movie. And it was the game's tight story as much as anything else that contributed to that effect.

Additionally, I thought it smart that Portal was kept short because of the fact that your character does not develop new abilities or acquire new weapons that switch up the gameplay. Sure, you learn new ways to work with Portals as you go (and the game crafts brilliant ways to teach you how to use Portals gradually), but you're still working with the same Portal gun and nothing else. Also, with the fact that the whole game takes place in a single building--how much longer would it be worth making? How many more sterile grey labs should Chell slip her way through? How many more corroding catwalks should she climb? I think that Portal comes off that much stronger because of how much it has to offer in such a compact package.

Those who maintain that Portal is too short and demand a longer game have options: With quality user-generated content, like Portal: The Flash Version mappack and Portal: Prelude, available completely free for PC, there's plenty of stuff out there to extend the Portal experience. I'm readying myself to play Portal all the way through once more--and then I'll follow that with these two new mappacks to see how they compare.

Titan Quest on the other hand was long. Very long. Super-freakin' long. And it is hard to sustain a compelling story for such a long time. (Yes, I know it's not impossible. Lord of the Rings did it. Many others have done it. It can be done.) So much so with Titan Quest though that I didn't even bother following the story. I'd stop listening to most characters before they finished speaking because what they said wasn't all that interesting--and it usually pretty much amounted to "Go to point X and kill monster Y". I wasn't sucked in the same way I was with Portal.

Which is not to say I didn't have fun. I enjoyed Titan Quest for what it had to offer. Adventure. Treasure. Items. Abilities. Battles. More adventure, treasure, items, abilities, and battles. Endless hours of adventure, treasure, items, abilities, and battles. I defeated over 16,000 foes, playing the game through on Easy. And as the game uses ragdoll physics, no two foes fell quite the same way. (A largely entertaining thing to do in Titan Quest is build your character up past level 30, then return to the early levels of the game, and just watch the satyrs and wild boars fly when you whack them.). But having finished Titan Quest once, all the way through, on the first difficulty setting, I'm ready to set the game aside and have a long break, and I'm left with that kind of gross feeling of overindulgence like I get when I eat too many Doritos. Did I really play that much just to beat one game? And although Titan Quest was incredible value, it has not left nearly the same impression on me as Portal. For me, Portal was one of those amazing gaming moments, like when I first saw a Nintendo Entertainment System. Like when I first learned how to throw a fireball in Street Fighter II. Like when I first played DooM. Like when I first played multiplayer DooM. Portal was one of those landmarks.

And at $20, it was by far the least expensive.

New Lappy!

Oh yeah! This past weekend, I picked myself up a new lappy to replace my old one that died before I left England. Along with the laptop, I picked up a copy of Portal, which I've been dying to play for months, and Titan Quest Gold, to tide me over until Diablo III (as well as StarCraft II) comes out.

Awesome!

Changing Regions

After 2 years of living in the UK (with its late game releases and inflated prices), I'm moving back to Canada tomorrow! I'll once again be able to plug in my PS2 without worrying about the power transformer's 2-hour time limit. And I already have a convertor for my PSP's power cable.

Blasting the Past and Changing Perspectives

The blog title refers to two new games I'm playing on PSP.

Blasting the Past: The first game, kinda new, kinda not, is Space Invaders Extreme, a 30th anniversary revisioning of the original spaceship game. I'm really surprised by how much fun Extreme actually is! I was never really a huge fan of the original. I would play it on occasion on the Atari 400 for a change of pace from Miner 2049er or Pengo, but I preferred Galaxian with its better graphics and sound and enemy dynamics. However Extreme pushes Space Invaders into overdrive, playing out dozens of imaginative variations on the original's otherwise monotonous theme. I find the resultant effect somewhere between the original Space Invaders and a prototype of a Gradius or R-Type with power-up weapons and bosses. Good stuff!

Changing Perspectives: The second game, all new, is Echochrome, the perspective puzzler that takes a cue from the artwork of Escher and the idea of impossible objects. This game has been growing on me steadily since I've downloaded it from the PSN and started acclimatizing myself to its unique world: purely stripped-down black-and-white graphics, classical music one might more readily expect to hear in the background at a fancy cocktail party than a budget download, terrain features determined by what the camera reveals and conceals (This is yet another game that ties into a previous entry on indirect control. In this game, you do not control the mannequin itself. You control the camera angle which changes the shape of the world to determine where the mannequin can and cannot walk on its own). At first striking me as better-in-idea-than-execution, the way the game actually works has won me over and I am fascinated with figuring out how to navigate the mannequin through each impossible world as efficiently and gracefully as possible. I'm curious to see how user-created levels will be made available in NA and the UK. Will they be free? Or will there be a fee?

Tempus Fugit

Pardon the snobby topic title. Just wanted to state that time flies but sound more original and intelligent while doing so.

I just checked out my last post and was surprised to see it talking about Patapon. It seems to me like it's been ages since I've played Patapon, yet I simultaneously did not realize that so much time had passed since my last post. In game-time speak--and please realize that I am a married 30-year-old with a full-time job who does not spend inordinate amounts of time playing video games--I've had the time to play through:

  • the rest of Patapon
  • LocoRoco all the way through (cuteness overload!)
  • Final Fantasy: War of the Lions all the way through (strategic overload!)
  • God of War: Chains of Olympus all the way through (radge overload!)
  • God of War II all the way through for a second time
  • Lumines II enough to get absolutely sick and tired of all the music and skins I've managed to unlock
  • The opening prologue of Okami for a second time (the opening to the game, before you even get to start playing, is 20 minutes long!)

On top of that, I've had the time to once again grow bored of the games I own and start itching for something new. If I had an ulimited budget, I would stock myself up with the following to keep myself satisfied:

  • a PS3
  • SoulCalibur IV
  • Virtua Fighter 5 (or, even better, Virtua Fighter 5 R if they port it)
  • Tekken 6
  • Street Fighter IV
  • Super Street Fighter II Turbo HD
  • WipeOut HD
  • God of War III
  • maybe FaceBreaker
  • a new PC
  • StarCraft II
  • Diablo III
  • Portal
  • a new PSP Slim & Lite
  • echochrome

Wishful thinking. Wishful thinking. But I guess what I've got will have to keep me satisfied until I move back to Canada at the end of the month (woo hoo!) and maybe get a new PC good enough to play some of the PC games I've missed out on over the past three years.

Indirect Control

Having throughly enjoyed the Patapon experience (though somewhat bemoaning what I see as the game's limited replay value) I recently picked up the-other-cute-PSP-game: LocoRoco, for more of the similar. I have no idea why I held out on this game for so long! LocoRoco cracks me up and it's a freakin' brilliant, brilliant game.

But, cuteness aside, these two games have drawn my attention to another brave stroke in both their designs: the games' controls, or rather, what it means to be in control in these games, or rather, the indirect control you have in these games.

What I mean by this is that in both LocoRoco and Patapon you do not directly control the characters. You do not use the directional buttons or the analog stick to move the game's title characters forwards or backwards or whatever. Instead, you indirectly control the movement and behaviour of the characters, more so in Patapon than in LocoRoco. With LocoRoco, you control the planet that the LocoRoco are on, and you tilt your surface one way or the other to get the little globs of jellied cuteness to roll this way or that. In Patapon, all you can do is play rhythms on your drums, and the Patapons will respond accordingly, but only to certain drum beats played at a consistent, patient rhythm.

This lack of direct control comes most to light when the title characters are in danger. When a Moja swoops in to eat your LocoRoco, you can't immediately make the LocoRoco run away; you have to tilt the planet away from the menacing Moja so your guy (or gal) can roll off--hopefully, fast enough, or you can use the two shoulder buttons at once to create a minor seismic tremor, firing your little spheroid friends at the Moja like rubbery cannonballs. And when a Dodonga opens its smelly maw to scarf up a foolhardy Patapon, you can't immediately draw the one-eyed guy back with the analog stick. Instead, you need to--steadily, calmly--pound out the PON-PATA-PON-PATA call to "Run away!", and wait for your little cycloptic friend to make fast tracks on his own lest he pay an intimate visit to the monster's digestive tracts.

It's just an intriguing--and slightly masochistic--concept. I mean, we typically play video games so that we can control the action, so that we are a part of it. That why I often prefer games to movies, at least. But when we play games like LocoRoco and Patapon that innovate on degrees of control, we are complicit in allowing those game to restrict how much influence we actually have. I mean, imagine an FPS where you didn't actually control the movement and aiming of your character, but instead directed his action by, for example, somehow altering his moods or calling specific details to his attention. Imagine a sports game where you controlled the fans, rather than the players, and the degree to which your fans chanted and lauded their team--possibly carried out as sets of mini-games--would determine how well your team would fare. What kind of response would these games garner from players? And where would the limit lie? How far would we be willing to give up control for the sake of new gaming experiences?

Pon-Pon-Chaka-Chaka!

So, I recently got Patapon for the PSP and not since Tetris (and that goes wa-a-ay back) have I had a game so stuck in my head. Variations of the Patapon tune have been playing in my brain's background for over a full week now. And I've been punctuating my actions--not always subvocally--with the corresponding Patapon rhythm: PATA-PATA-PATA-PON when I'm walking down the street. PON-PATA-PON-PATA when I'm retreating from work at the end of the day. And, my favourite: PON-PON-CHAKA-CHAKA!!! when I'm charging up the radge within!

To come back to Tetris... I remember when that first came out and everyone I knew who played it experienced the same thing: at night, when they went to bed, their mind's eye would be filled with Tetris blocks, and they would 'play' Tetris in their heads until they fell asleep. It happened to dozens of people that I knew. I started calling it Tetrisitis. (And I've just read on Wikipedia that it's officially called the "Tetris Effect".)

Apart from Tetris and Patapon, the only other game I can think of that has commandeered my brain for days or weeks has been Dr. Mario. Oh, and Qix! (Man, that goes wa-a-ay back even beyond Tetris!)

So, here's the count so far:

  • Patapon
  • Tetris
  • Dr. Mario
  • Qix

Can you think of any other games that get stuck in your head when you first start to play them?

Wipeout Pulse: 100,000 Loyalty

I've been having 2 solid red-letter months of gaming. I haven't had this much fun since Okami.

Wipeout Pulse

Coinciding with the North American release of Wipeout Pulse, nearly two months after it arrived in the Europe, I finally attained 100,000 loyalty points with Assegai, my initial ship of choice. Plus, I clocked over 30 hours of gameplay (actual racing time, that is, not time waiting around for the game to load or messing about with menus).

I like the idea of the loyalty system in Pulse, that sticking with the same team will unlock new ship skins, but what's happened to me is that I've gotten so used to using Assegai, so accustomed to how it handles, that now, when I try to use another team, I literally can't handle it! I crash into walls non-stop and make the most awkward turns and it just doesn't feel right. Now, if I ever want to get good with another team, I have to unlearn most of those 30 Assegai-centric hours and relearn with... I don't know... Mirage maybe.

I've spent a long time looking at the relative stats of the different ships and found that Assegai is the only ship that really satisfies what I'm looking for: mild concern about speed, less concern about shields, mostly concerned about a balance in handling and acceleration. No other ship provides that to any satisfaction. It looks like I'm not alone in this preference either, as for the first while at least, Assegai dominated the loyalty board on wipeout-game.com (now it looks like Pirahna has taken the lead). Soon, Harimau will be released, but it has identical stats to Assegai, minus one point in handling. What's the point of releasing a ship that's inferior to an already existing one? I'm still curious to try it out and see.

Also coinciding with the NA release, and my maxing out on loyalty, is the release of the Wipeout Pulse download packs and the big upset surrounding the fact that Sony is charging solid-cash-money for them. I was a bit dismayed initially to find out that the packs weren't free, but not outraged as many gamers were on wipeoutzone. I mean, I'm more than able to afford the packs--it's only a couple of pounds each after all. Video games are a luxury for all of us. By no means are they a right, and there's nothing wrong with being required to pay for luxuries. (Sure, there's the argument that Sony is a huge greedy corp. that needs no more money. However, Sony is, after, making games to make money--not for charity.)

What I think was most upsetting about the whole event was the initial silence of Sony, not letting people know ahead of time that the packs did in fact need to be purchased. No wonder gamers felt betrayed, having been given no hints at all that they'd have to pay for the Pulse packs, and having had the awesome free Pure packs as a precedent leading them to further assume that the Pulse packs would also be free. What seems to be adding to this frustration is how complicated it is for gamers who are willing to pay for the packs to actually buy them: they have to be living in the right region and be in possession of a credit card (although my UK debit card is working just fine on the PSN) and have a PC with Internet access, etc.

In any case, I have two download packs so far, and they've been a welcome addition to the game. (I think the weekly release of the packs--rather than, say, monthly--somewhat makes up for the fact that you have to pay for them and that we waited so long in the dark to find out the score surrounding them.) I like the new ships, and the new tracks integrate nicely into the look and feel of the whole game, adding just a bit more play-life to the game.

If Pulse was the only game I'd played so far in 2008, that would have been good enough, but it gets better.

God of War and God of War II

I got these two games over the winter holidays, and they've provided me with about 18 hours of action, adventure, narrative, and mythology. It's been great to have a couple of games with solid storylines, having been playing mostly Wipeout and Tekken and Virtua Fighter for the past year, yet I still find I clock more game-time with these repetitive, replayable games--rather than the linearly-progressing games. (These days, I don't have the patience to replay a long adventure game through a second time--even if there are more unlockables and incentives--if I already know how the story will unfold. But, contradictorily, I will fight over 2000 matches in Virtua Fighter to unlock everything for one character. Or race thousands of Wipeout races to unlock every last skin. Weird.)

So much has been said already about GoW that I'm sure I have nothing more to add to the discussion (although I don't care, because the blog medium lets us put our mundane and unoriginal ideas self-importantly 'out there', doesnt it?--and really, I know no more people are reading this than are reading my pen and paper notebook sitting on my bookshelf at home--so on I go on my isolated soapbox). Still, while I do find it enjoyable to play an anti-hero who embodies power and fearlessness, I don't really go for Kratos's over-the-top behaviour. Just calm down a bit, guy. He spends so long lusting after more and more power. He attains it. He's still not happy. Although he has it, he just doesn't get it, does he? I'm curious to see how GoW III plays out. I wonder if Kratos ever finally realises that jockeying for more power--at least of the type he's pursuing--has no end.

What I find most compelling about Kratos, and most frightening, is how creative and quick-thinking he is with his violence. He makes snap decisions to topple pillars on his foes, gracefully leap over an attacking enemy and decapitate him from behind, chain a creature and slowly tug-o-war it until it's impaled upon it's own spear. Imagine if that creative brilliance was applied to something other than killing? Now that would be frightening!

The Coke Side of Life

Which bring me to a brief aside about one of the most brilliant ads I've seen in a long time. I have to admit, I am usually very critical of Coke and its advertising attempts. I find it disgusting when it runs ads of animated polar bears and penguins drinking Coke. And its other campaigns that try to make the drink seem like a life-enhancing event, rather than fizzy, tooth-rotting, liquid sugar and caffeine, just leave me cold and disdainful.

However, the recent ad I've seen on Gamespot has really impressed me with its sending-up of pop-culture and its accompanying social message. Presented as though taken out of Grand Theft Auto, a tough-guy with shades and leather jacket squeals up to a convience store and, instead of robbing the place, grabs a Coke, pays for it and leaves. He then continues to give people Cokes, money, his jacket--recklessly racking up good deed after good deed the same way a GTA player racks up felonies.

I was just really impressed with the ad's combination of parody, audience targetting, and social message. Why couldn't there be actual games like this, where it's just as cool to save someone's life or help someone who's down and out, as it is to shoot them or slice them to ribbons? And I'm not talking about games like Zelda, or traditional heroic adventures, where you do save a princess, or even the world, but only after slaughtering hundreds of thousands of enemies (be they monsters or armed guards or whatever) with an entire armoury of equipment. I'm talking about games where you do good things, without having to do bad things (like killing) to get those good things done.

Some games do have elements of this, or consciously bring in explorations of morality, like Okami, Fable, and the game I am currently playing (but I'd still like to see much, much more):

Shadow of the Colossus

This game is awesome. No wonder GamesRadar can't shut up about it... When I'd initially read about SotC, I never thought I would like it: 16 boss battles and nothing else (well, that's not really true, because the game just gushes melancholic atmosphere from every orifice). No other monsters or anything. But the game has me mesmerized with the ethically questionable quest of the hero: slaughter 16 unique behemoths, minding their own business in an abandoned land, to save a single dying woman. The gamer's actions are even more ethically questionable than the hero's, because he or she controls the hero without any knowledge of his story or the woman's story. Who are they? Why should she be saved at the expense of the colossi?

But, it's a game, right? That's what you're supposed to do is play the game, right? The experience reminds me of those experiments where participants were asked to press a button to give electric jolts of increasing strength to an unseen person in another room, who would respond vocally to the shock (really, an actor). Many participants would continue to administer shocks causing evidently excrutiating pain, only because the administator of the test told them to keep going and ignore the cries and pleading of the person being shocked. Similarly, in this game, you go on killing colossus after colossus because that's what you're supposed to do. You may question why you're doing it, but you keep doing it all the same. Guilt may become a part of playing, which I find a fascinating dimension to the experience: I find it so tragic when a cutscene plays, showing yet another massive being so-slowly collapsing in death like some condemned building knocked down. But, again, you keep playing. Maybe you will get answers to your questions at the end... but what if they aren't the right answers? What if you don't get any answers? You can;t take your actions back, and will it have been worth the cost?

Whoa.. long entry. Guess I had a few thoughts on what I'd been playing lately and wanted to get them down. Now, I've got a dozen more colossi to render extinct.

New Year of Games

Been so busy playing Wipeout Pulse (and other games) that I haven't bothered blogging.

I received more games this Xmas than I ever have before. I have glutted on games this year. And I am 30 freakin' years old. Shame on me.

Here is what has been keeping me busy since 2007 ended:

PSP:

  • Wipeout Pulse
  • Guilty Gear Judgment

PS2:

  • God of War
  • God of War II
  • Shadow of the Colossus
  • + as stocking stuffers: Max Payne
  • some offroad buggy game
  • Fantavision

Wipeout Pulse has been taking up about 85% of my game time, because it is awesome, but that is beginning to flag, as it really feels like SL is dragging out the release of the download packs and neglecting the upkeep of Wipeout-game.com. It gives me the impression they're treating the UK release of the game as a dry-run, and that the US release will be the "real" release. I feel like I should forget the game for a few months and then come back to it; with any luck, the download packs will all have been released by then.

I played God of War all the way through on easy. It was a compelling enough story. Although the game is overly violent--and I usually try to avoid such games--the high acclaim the game has garnered, mixed with the fact that the game treats on Greek mythology made me make an exception. Now I am playing God of War II through, and so far am finding it more visually breath-taking, but much less interesting story-wise. I guess that's the common pitfall of the sequel though, isn't it?

Shadow of the Colossus is proving to be an amazing experience! 16 boss fights in a row with no other piddling monsters to get in the way. A game overloaded with melancholy atmosphere. A mysterious hero with ambiguous intention as he is willing to destroy 16 massive beasts, apparently not harming or threatening anyone else, to save a single woman's life. I've brought down 3 colossi so far with mixed feeling of satisfaction and regret, and I can't wait to discover how the game ends.

I seem to be out of the main gaming loop as I don't have a fast PC or a next-gen console. I haven't played any of the top games of 2007, except for God of War II. However, I still feel I'm engaged in some amazing gameplay experiences with what I've got going now. Soon, I hope to turn some of these gaming sessions around into some more reviews. We'll see.