Man, it's been way too long since I posted a blog without actually deleting it on GS (I promise I won't delete this one @_@ ). For those that are closest to me, or know me enough to have witnessed my annoying habits, they'd be fully aware of the fact that I'm somewhat of a lazy perfectionist. If I don't like how something looks or sounds, I won't hesitate to trash it and start all over and alternatively, if I feel like I can't give 100% for any reason, I don't just bother. So forgive me if you've seen blog titles appear and suddenly disappear from GS's databases, it's my own damn habit that's to blame.
Putting that all aside, let's talk about some games for a change. It was exactly June 11th, 2010 since I "casually" wrote about any video game title I was currently playing, so it's high time.
Killzone 3:
(token turret gun sequence #1)
Ok listen, from a technical standpoint, Killzone 3 performed like a perfectly sound game. It had all the visual flare commonly associated with a next gen shooter (sharp textures, lively and sporadically explosive environments, awesome set pieces) and from an auditory standpoint, it offered up a worthy accompaniment of background noise with a musical score that set the tone pretty well (although, I was getting a heavy Star Wars vibe at certain points which was just plain weird o_O).
But despite all these technicalities, KZ3 still felt very hollow to me. I've been on this roller coaster ride several times before (plow through faceless enemies on a linear map, get placed in an on the rails shooting mission, proceed to stealth mission, get sent on a loan suicide mission, etc. etc.), all missions taking place from the perspective of two gun ho soldiers (as if more than one or two people couldn't save the world for a change). This entire game felt like one giant typecast, with a lazy ending that sealed my opinion permanently.
Infamous:
I love this title and I'm not entirely sure why. It probably has something to do with my love for the Super Hero. Since I was a kid I've always loved the super hero mythos (I even have a giant marvel, framed poster in my spot to let everyone know this), having godly powers and being able to do what you wanted with it, absent of all restraints. Infamous fulfills this need but not to the ridiculously limitless degree that Prototype offered.
Powers come gradually so this puts you on equal footing with your enemies for the most part. I began to appreciate the minimal differences as I experimented and began to use the environments to my advantage (blowing up cars, electrifying nearby water, using elevation). The missions are pretty repetitive and drab for the most part, but for some reason I didn't mind. The solid gameplay is taking precedence over the narrative for me (which still isn't bad) and so far I'm having a blast.
Dead Space 2:
A lot of people love to equate survival horror with the following conditions; less guns bundled with terrifying enemies. This is flawed; survival is survival regardless of the kind of ammo you're packing or lack thereof. The real physiological difference stems from the difficulty. Regardless of whether you have more or less guns, if I can breeze through an enemy without a sweat, any potential fear is immediately removed as a result.
With Dead Space 2, survival became a pretty repeated process for me as I kept dying thanks to a steeper difficulty level. I suddenly found myself a lot more on edge, walking slowly (instead of running), constantly checking my ammo and planning ahead for conservation purposes, and deciding how I should deal with an incoming threat.
We have titles like Silent Hill and Fatal Frame which have been branded true survival titles based upon these so called conditions, but it's a misplaced entitlement. These games provided an element of horror through a selection of imagery and environments that were designed to disturb you rather than out right scare (enemies however were laughably avoidable). It was that constant feeling of being uncomfortable throughout the experience that helped these two franchises stand out, and I felt a similar response with DS2, which had more to do with general caution than anything else - just as prime of an element when it comes to horror.
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