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Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Wednesday, 23 May 2012

Journey: A Lasting Impression

Journey is the kind of game which makes ripples in the background, but doesn’t jump out at you unless you really look into it. Going for just £10 on the PSN, I figured for all the good things I’d heard, it was worth the investment. I glimpsed it whilst wandering around Eurogamer last year – I was far too interested in Guild Wars 2 to give it the time it deserved - but I noted that it was made by the same developers as Shadow of the Colossus and Flower, so I knew it came from good stock.

The following review is based upon my first play through, starting at about 1:30am and finishing approx 3am; Journey is the kind of game which is infinitely improved when played in such a susceptible and sleep-deprived state. It is certainly the kind of game to be experienced before forming an opinion, rather than read about – so, instead of giving you my opinion, I’m going to tell you my story.

I knew very little about what to expect when I dropped into the world. The game doesn’t really give you any direction, I was told how to move (either by tilting the controller or, the more sensible option, using the right thumbstick) and pushed out into the desert – the only real indication I got was the distant visage of a glowing mountain.

As I trotted around the landscape, sliding down sand-dunes and blinking into the sun, the sand rustled softly under my feet. The musical score in these first few zones was gentle and serene, and gave off a sense of curiosity rather than adventure – encouraging me to move from distant landmark to distant landmark, discovering more about my purpose and the history of the world as I went. I moved primarily by scurrying along the sand, but early on I discovered a ball of magical energy which gifted me a scarf which allowed me to jump/fly for a short period, each time I encountered one of these swirling masses of light my scarf got longer, the longer the scarf, the longer I could fly for. I could “recharge” my scarf in a number of ways, chiefly by finding and touching the flying pieces of fabric which move in schools about the landscape.

Almost everything in the world seemed to have a friendly and playful nature – when I jumped, I spun in the air and cartwheeled to the ground, the benevolent scraps of fabric which recharged my energy swirled and gently buffeted against me when they bestowed their power.

The second zone was much larger than the first (the score expanded into a sweeping and rising crescendo as the sun-glare faded and the land spread out ahead of me before dropping down to a gentle hum as I began to explore). This area was punctuated by sand flowing like water over cliff edges, rocky outcrops with frayed scraps of fabric blowing in the wind and a series of gigantic stone pillars which jutted out the sand. As I moved around the area, the sand would ripple and flow like water under my feet.
In the distance I saw the glinting visage of one of the scarf-lengthening balls of energy, so that’s where I headed first. As I absorbed the power and turned to survey my surroundings, I heard a soft thud and the sound of the energy being absorbed again – I turned and saw another traveller gathering his scarf. We signalled each other with a note – by pressing O you can let out a shout which indicates your location with a sing-song cry and a wave of energy (which, incidentally, also recharges surrounding player’s scarves). There is no other way to interact with your companions; you don’t even know their names - you're just each assigned a unique symbol, which is printed on the front of player's robes. My new companion shot off in the other direction, he seemed to have purpose where I was lost, so I stuck to his tail – we moved from rock to rock, singing to the fabric and releasing clouds of scraps which danced up into the air and eventually reformed into bridges which connected the gigantic stone pillars. When the bridge was fully formed, I signalled to my companion – partly as thanks, but also as an indication that I was moving on - encouraging him to follow, but he was content to linger in this area, so I spurred on ahead, over the newly-made bridges, through the cut scene and into the next zone. My first in-game interaction was brief and practical, we were both a little confused, but together we worked the puzzle out and then went our separate ways.

My next interaction was one which would last the entire game.

As I entered into the next zone I stood and looked out over a seemingly endless and featureless desert. Figuring that one way was much the same as any other, I simply headed off in the direction I was facing. I hadn’t even reached the top of the first dune before I heard a note from behind me. I turned to see a player shouting to me in the distance. They seemed pretty insistent, so I headed over (indicating my compliance with a smaller note). When I reached my new friend I saw that their robe was far more ornate than mine (indicating that they had completed the game already), they mirrored my little “boop” with their own and we headed off together. They led me to a part of the desert I would have never found – it contained an energy ball and a trapped fabric-bird which we were able to free by singing. I sang my own thanks to my friend, and we followed the fabric-bird across the desert – singing to each other as we went to make sure we didn’t get lost.


Over the rest of the game my friend and I skated down sand-slides, crept through enemy infested temples, climbed flooded towers. Every time I fell behind they were waiting at the next platform; every time we had to hide they sang to signal to when to stop, and when to go; they showed me every secret they knew.

The final few zones took us through the snowy slopes of the sacred mountain. The more the icy winds blew, the more our scarves would be depleted – the friendly scraps of fabric were few and far between, and those that did exist and required a lot of singing to get them to thaw and bestow their power. My friend and I had to stay close together to keep our energy up, we scurried from cover to cover – dodging the enemy spotlights and the blustering winds which threatened to blow us off course. I was spotted by the enemy a couple of times, and suffered the consequences (being totally smashed and having my scarf left in tatters), my friend was patient and waited for me to recover and catch up.

The home-stretch involves a final push up the mountain, battling against winds and snow – our scarves being gradually worn away to stumps and then to nothing. We kept warm by huddling together and pushed towards the summit, as the darkness fell and we became more and more weak we kept singing to each other in weaker and weaker voices until, finally, with the sparkling mountain peak still a long way away, we collapsed - overcome by the elements.

I won't reveal the end. Needless to say it is (in the truest sense of the word) awesome - afterwards my companion drew me hearts in the snow.
After I put down the controller I was in a state of sleep-deprivation induced wonder. I felt exhausted. As an indication of the type of game this is, in my head, as I got further into the game, the "shouting" which you can use to communicate became "singing" the ability for the players to "jump" became "dancing", I found myself huddling together with my companion for warmth when the winds blew, and singing with my last breath when we both struggled up the mountain. The combination of the beautifully crafted landscapes, the excellently weighted score and the novel and endearing interactions had left me absolutely shell shocked.

If you have a PS3 and you haven't yet played this game I advise... no wait, I demand that you try it out. I can guarantee that you won't regret it.

Thursday, 21 April 2011

GLaDOS brings down PSN

In a freak turn of events; GLaDOS has turned Tulpa (Slenderman stylee) and has borked the PSNetwork (not the PSN network, people. The N stands for network).

I, for one, am sitting here doing this:

SELL! YOU ITALIAN BASTARD
 and this:

Please, someone tell me its back online!

So, what are you doing with your giant black doorstop tonight? I'm going to tape it to a wall and use its pointy corners to scratch the lower part of my arse cheeks.

Tuesday, 8 February 2011

Human Week at ArenaNet

Today marks the first day when we'll be getting some juicy info from ANet on the Human race for GW2. Hopefully, a little later today the writer John Ryan will be revealing some of the background and ambient audio which our characters will be party to in Human cities. ANet plan to make Guild Wars 2 cities feel like living, breathing places; rather than the static and ostensibly dead places they are in most games.



In other Guild Wars related shinanigans; I reached Legendary Cartographer over the weekend! Turns out I was scraping around the edges of the Elonian map to reveal as much as possible, I got within 0.5% of 100% before going to my ace in the hole - the Dynastic Tombs. I knew I'd never been there and I was hoping it would be able to chomp off the last .5%. Turns out the Tombs are worth 1.8% and I could have completed the title last week...

Having achieved Legendary Cartographer, that puts me at 26/30 titles maximised. I'll hopefully be maxing out my Luxon Allegiance title later this week (9.92m/10m), putting me at 27. From then on its consumable titles all the way: Sweet tooth, Party Animal and Drunkard. Its not going to be easy as I don't have a lot of money and the Sweet tooth title alone (if I bought it all right now) would cost me 750 000g. So, got any spare sweets for a poor toothless lad?


Other than Guild Wars'ing; I've been working my way through the DC Universe Online world. I'm having quite a lot of fun with it, but I'm not sure I'll play past the free month - I'll be discussing my reasons for this in a blog post later in the week. In the meantime, if you have a villain on the Absolute Power server, feel free to add me and we'll hunt some Heroes together. My character name is Stormenghast.

Friday, 4 February 2011

I am Why we Haven't Invented Hovercars

It's strange - I'm always one step behind the wave when it comes to technology. When we moved into our new flat a year ago I was the big-kid on campus, strutting around my new domain with my chest all puffed up because I was on the front line, I had a freaking HD telly. I plugged the PS3 in and marvelled at how crisp the picture was, it made me all warm and fuzzy inside. About 2 weeks later they announced that 3D TV was the next big thing, and would go on the market asap.

3D? But! But.. I've only just got HD - we've moved on to numbers now?! I must have missed G through Z...

Well... I wouldn't want to bother with those silly glasses anyway. So ner!
It will be a good few years before me and the Girl choose to splurge out on a 3D TV. We are happy with our 32" dealio, any bigger and our eyes wouldn't physically be able to handle the screen; plus our flat doesn't really have any more space (especially if the image is going to intrude into the area in front of the telly; we've got a coffee table there - it might knock the beer over).

I'm reminded of an XKCD comic from a while back:

(do you have any idea how long it took to find this particular one? This man needs to stop writing comics...)

If I get a 3D TV they will bring out smellovision - it will revolutionise the viewing experience and once again I will be on the pile of losers who are behind the times. Having said that, perhaps if I DON'T get a 3D TV, I'd be holding back technological advancement. Perhaps the invention of anything more immersive than 3D would only be spurred on by the need to keep me perpetually in the technological dark ages. Who's in the drivers' seat now, eh? Steve Jobs and Apple TV? I think not. My lackadaisical approach to buying a car is the only reason we aren't driving Delorians around the skys.



ps. Pepe at Please Make it End has been blogging about how Michelle of And Lilly Makes 3 has mentioned her breasts in her last three consecutive posts. Well, I shall endeavour to mention my bottom for the next 10 posts, it will be a decade of derrieres, a bunch of bums, a whole sack of seats. Just you wait.

pps. Lifehacker keeps suggesting I get a standing desk. Sure would help the pain my arse.


Wednesday, 26 January 2011

Black Ops News 26/01/11

Recently received a glimpse of the game play involved in the new map pack for Black Ops. Pretty excited, even though I'm not a sniper myself I'm hoping the maps will give more scope (*snigger*) for long range combat to keep the whiny snipers happy. I'm also hoping that the darkness in the Kowloon map will give a greater viability to infrared scopes, which have seen little to no play since the game was released (compared to Modern Warfare 2, where they were relatively common for snipers).

I have to say I was hoping that the "stadium" map would include the ability to fight across the large plain of the hockey rink. There are no maps with large open plains (again, unlike Wasteland and Derail in MW2) in Black Ops - the closest, in my opinion, being the central street in Havana and the Snow field on Grid. Still, can't wait to get to grips with the new features such as the zip line and the collapsible bridge.

Other Black Ops news: the 1.06 patch came out last night.
Notable changes:
  • When you down an opponent into Last Stand, if your team mate finishes them off you will be credited with the kill and they will get an assist, this was sorely needed. It doesn't remove the pain in the arse that is Last Stand from the game, but it does at least make it less frustrating.
  • Adjustments to the AK74u and RCXD - both sorely needed, although I'm not sure which changes have actually taken place.
  • Changes to PSG1 sniper attachments.
  • Tweaking the Silenced Sniper rifles.
  • Numerous fixes to connectivity problems - although I believe I still crashed a number of times last night...
Full list can be found here: Gamrfeed on Black Ops 1.06

Finally, Wired.co.uk tells me that Gamers' Voice are reporting CoD to trading standards for not delivering a stable online gaming platform for PS3 and PC gamers. I have to agree, it is incredibly frustrating being kicked out of a game when you are doing well, and probably even more frustrating being kicked out when you are doing badly and so are given no chance to redeem your K/D ratio.
From wired.co.uk: http://cdni.wired.co.uk/620x413/a_c/bloppy.jpg
Whilst I'm hoping the latest patch will fix most of the problems; I don't believe the problems are game breaking. For the most part I can play full games and get a decent connection; but that won't stop me trying to twist my controller into a turkey twizzler if I d/c in front of 3 angry enemy players.

I'm still thoroughly enjoying the game and am improving my play style with every day. I'm at 5th prestige now! Wooo!
Next weekend I have some friends coming over and we will be partaking of some "Buzz! Music Quiz!" action, I'm quite looking forward to it. Seeing as, with the exception of Becky and possibly Sam, they are all completely clueless about popular culture - I'm quietly confident.

Anyone tried Buzz? What do you think of it?

Tuesday, 18 January 2011

Cross Platform Portal 2 for the PS3!

Yes please, thank you and goodnight. Nice work Valve, I am always torn about which platform to buy games on as it limits the people I can interact with in the game world (so, buying an MMO on the PS3 would be difficult to interact with people due to the lack of a keyboard), but with the new release of Portal 2, all players will be able to interact with players on PS3, Mac and PCs and it doesn't matter which platform they're playing on. Awesome.

Full story can be found at wired.co.uk juuuuuuuuuuuuuuust here.

Picture from http://cdni.wired.co.uk/620x413/o_r/portal2.jpg on www.wired.co.uk/
Plus, if you buy the PS3 version you'll be able to download a free PC/Mac version through Steam. Even.Freaking.Better.
Its another example of how Valve is one of the most community-savvy developers out there. Kudos Portal 2 team, ku-freaking-dos.

Monday, 17 January 2011

Battle of the MMOs! DCUO, SWTOR, GW2!

I fear very much that I will be torn this summer. My MMO allegiances and fantasies will be stretched thin across a number of platforms. There are three seperate MMOs for 2011 which are vying for my attention, and I'm not sure whether I'll be able to satiate them all, I'm just not that manly! Firstly, there is DC Universe Online, then Star Wars: The Old Republic and finally Guild Wars 2.

DC Universe Online is a game which actually came to my attention through the adverts before YouTube videos on Machinima. The idea of a superhero MMO appeals to me (although I've never tried City of Heroes, DCUO's closest comparitor), and I can imagine the modern backdrop would provide a nice break from the ordinary fare of medieval style hack and slash. I've watched a fair number of videos over the past couple of days, including the pre release teasers and now some of the "Let's Play" style ones on Machinima and other YouTube directors, and from what I can see there are some things which draw me to the game, and some which sort of put me off.
Firstly, I love the character creation and design, you seem to have a huge amount of freedom when it comes to character creation and I can imagine spending a good couple of hours creating my hero to look just right.

From http://media.ps3.ign.com/media/755/755358/imgs_3.html
 In addition, the world in which the game plays out seems pretty expansive - the videos often show characters clambering to the top of buildings and looking out across the city. Similarly, using their various powers (acrobatics, flight, super speed) characters have a nice amount of freedom of movement, scaling buildings and rocketing across the ground.

from http://pcmedia.ign.com/pc/image/article/109/1098846/dc-universe-online-20100616102956875_640w.jpg
However, my Guild Wars background has made me automatically wary of P2P games - I worry that I'll spend the money and then have no time to get the full use of it - this is exactly what happened with Aion (well, that and Aion was terrible after about 2 months). I have other concerns, I read an article by Aitch at CNN where he says:
It’s a straight forward button masher and if this is what you like, then this is for you.
I kinda don't like button mashers - I want my game to feel immersive and intricate. I suppose thats why I've always leaned towards the skill-based MMOs such as GW. DCUO is on the fringe of my mind and I might buy it and try the first couple of months to see how I feel.

Secondly, we have Star Wars: The Old Republic. Now, just to add to my geek-cred, I am a huge Star Wars fan. Having grown up with the first three movies (the first three, he adds with a knowing eye), it is a universe which holds a lot of nostalgia for me, but its not an area into which I've explored my gaming passion (short of buying the first Force Unleashed game on PS2, and a demo of one of the X-Wing piloting games I got from a Playstation magazine when I was a kid).
From what I've seen of ToR, it looks pretty varied. There are a number of different classes, on the light side of the force we have Troopers, Smugglers, Jedi Knights and Jedi Consulars and on the dark side there are Bounty Hunters, Sith Warriors, Imperial Agents and Sith Inquisitors. If you have a sharp MMO mind you can fairly quickly divide them up into the holy trinity which come hand in hand with MMOs. I don't know nearly as much about this game as I do the other two addressed in this post - but that adds to the mystery of it.
Watching the videos for this game it just feels more rich and immersive than DCUonline, it will definately be a contender for my final game...

Guild Wars 2. Now, lets not beat around the bush - this will probably be my 2011, 2012, 2013 and if they do a good enough job 2014, 15, 16 and 17. I've already gave a good summary of what I think of this game - but, comparing it to the other releases of this year (particularly The Old Republic) I think its going to have to compete for my affection.


She can have my affection anyday - http://static2.videogamer.com/videogamer/images/pc/guild_wars_2/screens/guild_wars_2_20.jpg
 As I've said before, the art in GW2 is quite astounding and I fully expect the finished product to be a truly beautiful game, I just hope they pull off the combat in a real-time non instanced world to the highest quality. Out of the 5 races - Human, Charr, Norn, Sylvari and Asura - I am totally flummoxed about who to choose. I'm waiting on a bit more information before I make my final choice, but I am so excited about this game I squee a little whenever the slightest bit of information is released. There is supposed to be a new class reveal early this year and the whole community is holding its breath - myself, I am waiting to see which class can dual wield pistols.



Ultimately, each of the other two will have to truly astonish me to beat GW2 into my heart - I'm a true GW enthusiast through and through. DCUO looks a bit flimsy for me atm, and SWTOR needs to give me a bit more info on the "day to day" play which the game will involve before I'll invest my time in it.

Sunday, 16 January 2011

Marble Hornets: Entries #28-32

There are a couple of things I want to talk about re: Marble Hornets today, so I reckon this is probably going to be a long one - first I'm going to talk about the Entries #28 - #32, and second how a really well constructed narrative like Marble Hornets can affect your life/sanity/wardrobe. For your delectation, Entry #32:


So, #28-32. If you haven't seen them, head here for #28, #29, #30, #31, aaaand #32 - do it now - the story is just getting juicy and I like where they are going. Troy and the gang have resisted the temptation to jump straight back into the sequence of normal vid, slendy reveal, TTA response, normal vid. They are ramping up the tension and its not until #32 that the intrigue really kicks in. There are chekov's guns galore going on in the Entries up to #32 (the pills, the safe, the blood on the stones etc). Jessica, Jay's neighbour in the hotel, is slipped in as early as #27 as just a passer by, but its not until #31/#32 that you really get to grips with the role she's going to play in the story.
Talking of Jessica - the acting in the series so far is really top notch. Troy (on his blog) talks about how he's attended a really good acting class between the shooting of the previous series and this one and I believe its really payed off. In addition, watch #32 - Jessica's acting in that scene is excellent, she looks genuinely haggard and scared, desperate for Jay to affirm to her that she isn't going insane. There have been some complaints on unFiction that the smirk which comes in a little to the end is an acting tick, but I like to interpret it as a result of her relief that maybe Jay is in the same crazy ass boat as her.

#29 is an interesting one, seemingly showing Jay discovering the scene of some bloody massacre in a tunnel out in the wilderness. Its not clear yet whether this has occurred yet (as there are some thoughts as to whether Slenderman can manipulate time/space), or whether it happened in the 7 months between the two series. All I know is that when this happened, I crapped myself:

#30 shows Jay freaking Jess out by showing up at her door in the middle of the night with a camera. Smooth moves ex-lax. He feeds her some awkward lies, and retires to bed in a grump. #31 has Jay heading out to the nearest park to see if he can find the location from #29, he doesn't really find much more than a rolly-polly hoody dubbed "trailguy" by the community. #31 is actually very well shot, you really begin to feel Jay's paranoia as he darts through woody groves and goes prone in piles of leaves to try to lose this clearly confused rambler.

#32, well - I won't talk too much about it, just commend Jess's acting and the "tired eyes" make-up she had applied. The story is really hotting up now, I'm not sure whether they'll go down the dynamic duo route quite yet - but I'm very excited about where the story is going and I can't wait to see if TTA/Masky is going to make his grand entrance soon.

Click here to view the article on Entry #27

Wednesday, 10 November 2010

Tactical Header!

So, Black Ops. I went into Tesco yesterday on my way back from work fully expecting to find empty shelves, lathered with the grease from Doritos bags and the cold dew which forms on new cans of coke. To be honest, thats exactly what I found - a great black display with nothing but a few copies of the Wii version and a rather sorry PC version, not a PS3 one in sight.

Its probably for the best, I've mentally invested the next few months into maxing out my Hall of Monuments for Guild Wars. That won't stop me checking again on my way home today.

Lo' and behold the oldest of old video game chestnuts was wheeled out this morning on BBC news. Do video games make children violent? And, furthermore, are they addictive? Now, I must tell myself that these are the kinds of stories which are rolled out every once in a while and that they rarely hold any purchase amongst those with half a brain. But still, theres the niggling little bit in my mind which goes: HOLD UP!

These arguements see gamers as braindead slaves to colourful objects, twitching in the corner of a darkened room with a can of red bull in one hand, and a strangled kitten in the other. Now, I'm not saying this isn't the case for some - but what I am saying is that isn't it rather patronising to assume that people cannot make the fundamental separation between what is real and what is virtual? Between what is right and what is wrong?

For the most part, I believe that games are escapism, they allow you to live lives which you would never be able to live in the real world. It is behind this veil of anonymity that a lot of people find the release they would not in real life and it is something they enjoy. So, having escaped from the real world - why on earth would we want to drag our pure online lives into real life for them to be tainted and spoiled by "reality"?

You do not see Mario fans going out and jumping on turtles, or getting themselves lodged into drainage pipes. Admittedly, often gamers will grow facial hair like Mario, but more often than not it will migrate south of the chin rather than forming a manly mo'. Video games are an easy target for people who do not understand that it takes more than a few pixels exploding in red to make a person into a killer - it takes social degradation, alienation, emotional distress and neglect. If we find a rise in violent crime, perhaps there is something more fundamental to examine in society, rather than the games we play?

One of the most infuriating of all the statements made against video games is that kids "waste their life away in front of the machine" - I say, if you enjoy something, then do it, and who are these people to tell their children what they should and shouldn't enjoy?

But yes, I must remind myself again of the hacknied nature of this arguement. The dead horse is well over-flogged, chestnut well old, etc. Just a quote for your interest:

"Dancing, is, for the most part, attended with many amorous smiles, wanton compliments, unchaste kisses, scurrilous songs and sonnets, effeminate music, lust provoking attire, ridiculous love pranks, all which savor only of sensuality, of raging fleshly lusts. Therefore, it is wholly to be abandoned of all good Christians.

Dancing serves no necessary use, no profitable, laudable, or pious end at all. It is only from the imbred pravity, vanity, wantonness, incontenency, pride, profaneness, or madness of man's depraved nature. Therefore, it must needs be unlawful unto Christians.
 
The way to heaven is too steep, too narrow for men to dance in and keep revel rout. No way is large or smooth enough for capering rousters, for jumping, skipping, dancing dames but that broad, beaten, pleasant road that leads to HELL. The gate of heaven is too narrow for whole rounds, whole troops of dancers to march in together."
Histriomastix (1632), Puritan William Prynne

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