***DAMMIT, GS***
After realizing that I was at the wrong gate for my flight and moving to the correct one in the bowels of Philadelphia's airport (gate F is waaaaaay in the boons. I even had to take a bus to get to it), boarding another plane, and resuming my work on this with an altitude of 10,000 feet in a small, but well under-filled Dash-8 plane, and a fresh glass of cranberry juice at my side, here we are, sorry for the delay.
El Shaddai
Victim of my frequent misspelling and of inevitable oversight by mainstream gamers, El Shaddai is Ignition Entertainment's latest gem. The crew of Deadly Premonition has banded together again with Swery65, one of the remaining great and innovative developers in the world besides my beloved Suda51 (what's with Japanese developers and nicknames with numbers in them?) and Valve, to produce something which I am really, really excited for.
El Shaddai, as the developer was discussing with me, is loosely based off of the Dead Sea Scrolls, and is about how Enoch, what seems to me like a fallen angel, and his compatriot Lucias, the pre-fall-from-Heaven name taken by Lucifer, try to save Enoch's lady friend.
The art $tyle is the main focus of this beat-em-up. I guess the best way to describe the game is "abstract"; Enoch and Lucias are both fully rendered, voiced, animated, but the landscapes are almost indescribable. The start of the game had me in a completely white area. The only lines or color were of the blonde Enoch and as I walked forwards, the game began to unfold before me. Ripples in the floor quickly became a fountain, flowing through the area; trees grew up and sprouted full leaves; fences popped up through the ground and I beat the crap out of them to get money and more armor, as you would do in real life, of course.
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Then a few battles ensued with what can only be described as monsters, the controls were sharp and responsive, combo attacks looked impressive, mechanics of the game worked brilliantly.
The hook of the game is the act of "purifying" enemies. When an enemy is weakened, you hit L1 (or LB) and Enoch will perform an attack and disarm the enemy. He'll charge up holy power and then the enemy's weapon will glow the same color as Enoch's armor, making it available for you to use in combat.
The two (three, sorta) weapons available in the PAX demo were melee attacks, which Enoch was easily able to perform, a halo that gave you several daggers you could control in a number of different ways to perform several impressive attacks, and what looked like a bow that you held at the string and what would typically be held was a big-ass blade.
Platforming sections were relatively common between combat sections. None were particularly difficult with the double-jump ability possessed by Enoch. Additionally, his ability to float for a brief time after each jump in the double-jump helped for the player to adjust to the jumping situation.
Occasionally, the game would go all artsy on you and it'd switch to a 2D platforming section. These sections were filled with incredible detail in both the foreground and background; rivers and clouds and trees were abundant. The game may not be a graphical giant but it was truly beautiful.
Another really neat aspect about the game is the lack of any and I mean ANY form of health bar or ammo counter. You literally will never see a health gauge, magic bar, ammo counter, or any form of HUD on your first playthrough. The developer was telling me that once you complete the game for the first time you unlock the option to play through with the various HUD elements. He was telling me that their goal was for the player to focus on the game.
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Fear not, my fellow gamers, for there is at leastsomeform of indication as to when you are running low on health. As you take hits, your armor begins to break off until, eventually, Enoch is just in jeans and a t-shirt. Not even shoes. Just jeans and a t-shirt. When your health gets really low, the corners of the screen will begin to flash red, but not really in an obstructive way. It's more along the lines of when you take a hit in a traditional shooter and you have an indication of where the shot is coming from. Think more screen tint than Call of Duty's obnoxious red screen of death (RsoD).
The combat in the gameisdifficult. I died more than once in my playthrough. Enemies arenotcheap, they have a lot of health, they'll block your attacks, counter you, gang up on you, defend each other, and more tactics that should by now be standard in games. To combat (haha) the difficulty of the combat, you have infinite lives BUT with a catch. Every time you "die", the screen appears to be "shutting it's eyes". In order to respawn you need to shake the two analog sticks and, if performed successfully, Enoch will jump back to his feet, assemble his armor magically, and assure you, "It's nothing, everything is fine" and be ready for battle once again.
I'm really not doing the game justice but trust me, it looks awesome. Kind of like Bayonetta/Devil May Cry meets the abstract art $tyle of Killer7 or No More Heroes, only less "defined" than either K7 or NMH.
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Duke Nukem: Forever
Ah, what you were all waiting for! This was the very FIRST thing I did once I got to the show floor. In fact, even though I was at the about 50% mark of people let in due to one security guard moving myself and my companions to another line (still angry about that), I was in the second wave of players to get to try Duke Nukem: Forever.
For those of you who don't know Duke Nukem, you were probably born in the second half of the 1990's, if not, go watch John Carpenter's They Live with Rowdy Roddy Piper and Keith David. It's a brilliant movie with a fantastic ending. If youhaveheard of Duke and haven't seen where half of Duke's inspiration comes from, go watch They Live right now, we'll wait for you.
Now that you're back, go watch Evil Dead and Army of Darkness if you haven't. That's the other half of Duke. I'll wait.
Right, now that you've caught up on who Duke is, you need to understand that Duke Nukem games are not necessarily particularly incredible in terms of entirely original gameplay. What Duke Nukem games are all about is shooting things, having fun, and 1-liners. If you can't enjoy a game that focuses less on graphics and makes a really, really fun game instead, avoid this one.
Dammit, I have to put this away to land the plane, I'll finish this later.
Right. Damn, that took a while. I'm at my dad's house in Williamsburg, Virginia for the weekend; I haven't seen him for more than a few minutes since, well, about this time last year, only he lived about a mile and a half from my house at the time. I'm fresh off of about 75 wasabi drenched peanuts, a pint of Schtaten (or some other beer), the second half of the Fifth Element, and the latest episode of Archer so bear with me as I try to push on through this.
Duke! Duke Nukem: Forever is kind of the spiritual equivalent of a No More Heroes $tyle FPS. Focus is more on the experience of the game than what most of you have been accustomed to as of late. There are no infinitely-respawning enemies, no "stamina" (though you do have "ego" which can get bruised but you can recover it by collecting yourself or by doing things that Duke would do like punching guys in the balls. Not even joking.), no "quick scoping". Duke Nukem is a man's man who likes to shoot aliens in the face and have sex with twins and drink beer and shout 1-liners. If that image doesn't sound like the greatest thing in the world to you, Duke Nukem: Forever is not for you.
In all seriousness, Duke Nukem: Forever may not technically be a "good" game, but what sets it apart from all of the other mainstream shooters is that it is aton of fun. I wanted to keep playing. When they told me my time was up (approximately 30 minutes), I was really bummed. For once, a company has focused more on the gameplay being enjoyable than just slapping together another mediocre followup for a game.
I know some of you get sick of me bashing Call of Duty but bear with me, I'm nearly finished.
Duke Nukem: Forever doesn't really do anything particularly unique. It has shotguns, handguns, machine guns, rocket launchers, a rail gun that is fun as hell to use; it has pig monsters that abducted all the hot women on Earth, to whom you punch in the balls and make one liners at when you're done beating the snot out of them; it has hot twins; and Duke Nukem: Forever has$tyle
Really, Duke Nukem: Forever isexactlywhat 3Drealms promised us back when I was 9 years old.When I first got to the booth, I had my photo takenby Randy Pitchford. Yes, the CEO of Gearbox Software. He took my picture with his iPhone and sent me a text message with the photo. Right now I have Randy Pitchford's, CEO of Gearbox Software, cell phone number. That's how much Gearbox loves this game.
When I picked up the controller for the first time, immediately I started grinning. The game greeted me with a fun "Tips" text at the bottom, something about beer making you stronger or something, and Duke music began blasting through my headphones. Game starts, Duke is being pleasured by blonde schoolgirl twins. You've seen the trailer, it's friggin' awesome.
**** starts blowing up, Duke's lady friends are kidnapped, and you gain control. Navigating your way through the Stadium you apparently live in to a group of a few soldiers in a room full of bloody, beaten, corpses of men. All but one move out and the remaining one invites you to share your strategy with them. You walk up to a whiteboard and begin drawing on it. I circled the monster on the board's right arm and he began to praise what I did. "Woah! WOW! OH, MAN! That's just incredible, Duke! I mean, I have no idea what that says but...I bet if I did, that guy over there would probably have both of his arms still...and at least one testicle..."
Do you see what I mean about DNF? It's pretty much the game that will save us from the monotony of shooters. I'm thoroughly excited for Duke. Hail to the king, baby.
Here it is, actual static proof that Duke Nukem: Forever exists!
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Super tired for this photo
Well, there you have it. Those are the games I could remember on my 2,000 mile journey. For those of you who are knew to my...eclectic...writing $tyle I apologize for making very little sense. For those of you who have been here for the near-150 different posts on this here page, thanks for putting up with my bull**** for over 6 years. If you have any questions please let me know.
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(C) DCM 2011. All opinions expressed here were my own, which you probably figured because I'm the only person in the whole friggin' world who doesn't like Call of Duty.
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