One of my first reviews on VGL, all the way back in august of 2012, was The Getaway. I claimed the game was a diamond in the rough, with some strengths (the general ideas and the voice acting) and a lot of weaknesses (the driving, the shooting, the ambiguity). Now, I've played the sequal - The Getaway: Black Monday. Did Team Soho learn from their mistakes in the first one? Is Black Monday even a full game or is it a mission pack? Read on and find out.The game starts off with us in control of Mitch, who is a fucking dipshit. I'm sorry, but he really is insufferable. It's his first day back in the police force since, supposedly, shooting a kid in the back. Every exchange between the cops is boring and needlessly macho. Mitch also has a weirdly large head for some reason... Anyway, it's of course the same sort of affair as the first game - an open world adventure in third person with driving and shooting. After a few forgettable missions meant to introduce the controls and lay the foundation for the things to come the game finally shifts focus and lets us control Eddie, a criminal boxer, instead (and to some extent a teenager thief called Sam). The general formula is similar to the first game as well, in that we follow the chain of events slightly chopped up and through various points of view. Story progression and mission briefing is also happening in the cutscenes, like before, and sometimes over the car radio - which can be hard to pick up on since the voices are lower than all other audio and subtitles only work in the cutscenes. When they give me orders over the radio I hear one word in ten and then that's it.
"The game starts off with us in control of Mitch, who is a fucking dipshit."
The driving is also the same as in the previous game, where there's often a hidden timer and your only means of navigation is to look at your blinkers that signal left, right or "fast" depending on where you need to go (fast blinking means you've passed your turn). Well, I could technically bring up the rudimentary map and plan my route a bit but who wants to pause the game and double check the map all the time? The controls are very clunky as well, because of course they are.
So, when we've suffered through the ordeal that is getting to where we need to go it's finally time to leave the vehicle and have some on foot action. There's a heavy emphasis on all the moves we can do (as both Mitch and Eddie), such as rolling, taking people hostage to use as shields, carefully aim from behind cover, using the gun's butt as a melee weapon and in Mitch's case even use teargas. But since the controls are so stiff and awkward (yes, on foot as well) nine times out of ten I ended up just using the "snap aim to enemy" and kept the shot button down. But even then, again just like its predecessor, the game frequently picked the wrong enemy to focus on making me take a lot of unnecessary damage. There was simply no time for finesse, fiddling about with awkward controls and a thousand different options to go about a situation when the CPU emptied magazine after magazine right at me whenever they were on screen.
"the game frequently picked the wrong enemy to focus on making me take a lot of unnecessary damage"
What about the open world experience then? Well, I'm going to sound like a broken record but like with the first game, the sense of urgency is always present. There's no real opportunity to explore anything at all - it's always 'go there, more speed, do this, hurry up, the clock is ticking, move it'. And the traffic is doing its best to be an obstacle. Cars that are freaked out by you driving towards them never turn left and up on the sidewalk, they turn right and try to go in the middle - exactly where you want to drive. And there's cars cutting you off in every single crossroads in the entire game, you can never just speed through one without ending up in a crash. And I'm sorry but I don't really enjoy the city. There might be some cool vistas for people living in London to look up but for me it's just a gray and anonymous city that I try to speed through as best I can as to not run out of time. The feeling of "realism" as it were is much more tangible when inside and all the textures and small details are available to look at in a slower pace. There were times when I felt "this looks almost like an early PS3/360 game". Well, at least if I didn't move my character or tried to do anything else, because then it really felt dated again.
I'm not very positive about this game as you might have noticed, and that's not really due to the shortcomings I've described. It all comes down to the story which isn't that interesting. It has its moments, but they are few and far between. Where the gritty story and setting made up for cumbersome gameplay in the first game, here it doesn't. This means Black Monday isn't a diamond in the rough, but rather just a curiosity for the fans, or perhaps the completionist. Team Soho clearly didn't pick up on what made The Getaway "good despite its flaws", they just carried on and made another flawed game but without the saving grace.
I initially struggled a bit to get into the game, every session felt like a newbie session (what's that, who're they, am I in the past or the future, was it Zanarkand I came from and Spira I'm in now, why should I care about any of these places or the characters in them, the main protagonist is a boring douche etc) so I tried to let go a bit of my strategy guide and just let the game show me the ropes organically. I immediately missed the Rod of Wisdom, an incredibly useful weapon for Yuna, so I went back to following the guide more or less to a T - and boy did I think I needed it. There were a lot of useful items hidden with NPC:s appearing on already visited places, who - with no hints or pointers - just casually gives them out after exhausting their dialogue a second time. I didn't want to hunt down every last single NPC and go through their oftentimes boring/useless dialogue multiple times "just to be sure" so I stuck with the strategy guide at every turn.
Several years ago, when it was common to have a chipped Xbox and some burnt discs, me and my girlfriend started playing Shaolin Monks and got to a point where it was evident it was a bad iso and we couldn't advance anymore. Some time later I bought the real deal with the intent of finally beating it. We gave it a try and for some reason we stopped pretty early on. Our memory of why differs so I'm going to go with mine: we got lost (we didn't pay any attention to what the characters were saying and therefore lost track of the objective) and subsequently bored. It would pass a good 10 years before I finally decided to go back to it and give it another try - this time alone. (I'm still together with my girlfriend though!)
October is upon us and I thought I’d play something with a bit of
Halloween flair. I chose Oogie’s Revenge (yes, I’m going to call
it just that instead of the full title).
I've played this game a few times before. The first time was on a bad copy on an old Xbox. About four hours in I reached a mission that couldn't let me finish it due to a glitch most likely caused by a corrupt image of the disc. I later on bought the game legit (as one does) but I opted for the PS2 version since that was cheapest at the time. Me and my girlfriend then tried to beat it in co-op but it was just too hard for us. Eventually we gave up. This was at least 10 years ago, and thus I now felt ready to tackle it again. This time I had my mind set on beating it once and for all.
Originally a Taito arcade game, Alfa System's Castle Shikigami 2 found its way onto a couple of home consoles, the PS2 being one among them. With atrocious voice acting, pretty bad music and generally good gameplay it quickly gained a reputation for being a mixed bag. However, the PAL port of the game was treated differently and is by many concidered to be the worst version out there. I've played it for about a week now and my verdict is as follows.
I was heavily into survival horror games on my PS2. I loved the genre and played just about anything I could get my hands on. Eventually I picked Forbidden Siren up. It was supposed to take a whole new turn and bring stuff to the survival horror table that no one had ever seen before. To some extent they were right, but not in a good way. I actually ended up not playing any more survival horror games for quite a while after this. I recently gave it another go and here's what I think.
Ah, Manhunt. Now this is a game I hold close to my heart.
Here’s one of those ”this is why I got an Xbox”-games that I have never really beaten, but started so many times. I don’t really know why I haven’t played it all the way through because I remember I was utterly impressed with the graphics and the amount of fun stuff to do. Anyway, I’ve beaten it now. Here’s what I think. (Note: I’m skipping the explanation of the formula, if you’re reading this blog you probably already know about the franchise.)
The Bard’s Tale is a self-aware humorous action RPG with a witty brittish narrator and a randy main character that is only after ”coin and cleavage” as it were. Sounds like a simple concept, right? It is. It’s perhaps even a bit too simple.
Disclaimer: I haven’t seen the movie so I went in to this game without any expectations.
Oh, so Master Chief did talk after all? I thought he was a silent hero… Well, I never did care much for the Halo series. In fact, I only got half way on Halo and beat Halo 2 on a burned disc off of a chipped Xbox ”back in the day” and played the later installations of pure duty. Anyway, where was I going with this? Oh yeah, I played Halo. On my new original Xbox (I recieved a clear cased one as a gift from a friend recently). My old Xbox has been broken for many months now, hence the lack of Xbox content on this blog. Well, not anymore my friends. Let’s take a brief look at one of the most important FPS games in later years.
One of the earliest decisions I made in my PSP career was to pick up a copy of Motorstorm: Arctic Edge. I'd tried it before and was blown away at the graphics and pure quality of the game and the controls were spot on, so it was only a matter of time. Little did I know it'd take me several years before finally getting around to it. Let's just say I tripped over a deal I couldn't resist.
Resistance: Retribution takes place a few months after the events in the first game, Resistance: Fall of Man. We take on the role as a insufferable douchebag named James Grayson that are making exceptionally bad decisions based on the need to revenge his brothers' death and that he feels let down by the army and his country. When awaiting his execution (yeah, he eventually is sentenced to death) he gets a visit from this french woman named Raine Bouchard who gives him an opportunity to extract said revenge after all. And I guess this also is the seed to what can evolve into the road to redemption, if you will.
When I first purchased my Playstation 2 (I worked an entire summer to be able to afford it) I did it because I had heard of the new Grand Theft Auto and that it was in 3D. The thought alone was enough for me to work my butt off and come autumn I had enough to buy a console and a few games. I bought it second hand, so I did not get to choose which games came with it but I was happy as long as Grand Theft Auto 3 was part of the deal. Hiding among the other titles was this mysterious game called Silent Hill 2. I did not care to look closer at it and instead I invited some friends over and fired up GTA 3. We played it for an entire weekend and had a blast. When sunday came one of my friends stayed late to see what this Silent Hill 2 was all about, so we tried it out. Suddenly, the night was over. We played the game through the night and when the sun came up we were done. What. A. Ride.
Risk and reward. A concept often used in shoot 'em ups. But Psyvariar was one of the titles that brought it to a whole other level. This collection consisting of Psyvariar: Medium Unit and Psyvariar: Revision once upon a time paved the way for me in to loving this genre. Let me tell you about it.
I have finally spent some time with the, for me at least, highly anticipated shoot 'em up Ghost Blade. The word beforehand was that the game was too easy but otherwise alright. It seems to be a pretty accurate description of Ghost Blade actually, but it also seems a bit unfair to write it off just as an "easy shoot 'em up". It has a lot more going for it, I would argue.