Been off the blog for a bit, but back with a bang (or more of a crunch as I've fucked my knee again)! Whooo hah as Al Pacino said in Scent of a Woman!
Firstly finished Killer7 a couple of nights ago (was half way through on the previous post). It was great, as mentioned before made as much sense as any Manga/Anime storyline, but stylishly and engagingly done if slightly mysogenistic. I'd recommend it, especially as you can pick up the PS2 version for next to nothing on e-bay. Am still half-heartedly playing the bonus Killer8 game (essentially the same game but in ultra-hard bloodbath mode), to get some more plot pointers, shame they didn't do a sequel, but it didn't sell much and from comments on message boards it seems to be gaming Marmite.
Here's a clip that about sums it up without giving anything away, you need to give this game a spin to see which side you're on. I destroyed the US rather than Japan btw:
OK a break while finished coursework (still no results), but as a treat bought (pre-owned online for £3 from Gamestation) and started (once coursework was finished) the awesome PS2 game Killer7.
Firstly, this PS2 version is supposedly inferior (in terms of graphical resolution and controllability) to the Gamecube version (also playable on Wii, so I did think about that). Eventually the cheapness of the PS2 version, due no doubt to the deadness of the PS2 as a console, won the day, and I'd have to say it's controllable enough, and looks fine so no big loss.
What kind of game is it? Well primarily it's a first/third person action shooter, with some puzzling. It has been criticised for being completely "on rails", which is true - your only movement options are forward on pre-designated routes or turn 180 degrees back the way you came. While this limits your chances to explore the game's "world", it does away with any camera dilemmas, and you get no "white wall screen" or "I can't see what's coming towards me 'cos the fecking camera points the wrong way". So my take is that while what you're left with IS linear, it also works as a pseudo-interactive Anime movie, and is way more involving that other "on rail" shooters I've seen.
The plot is as bizarre and somewhat impenetrable as any anime I've seen. You play assassin Harman Smith and his seven split personalities (all with Smith names of their own) who have been made flesh to combat terrorist forces. The main opponents are the "Heaven Smile", virus infected humans who have become suicide bombers. It is bizarre, but great, a real overlooked gem. Puzzles are nicely placed (if linear), enemy balance is good, the controls take some learning, but once you're there, they work intuitively, and the cel-shaded in-game graphics are really nice IMO. The anime cut scenes are really good too, if you like that world.
Last thing is it IS an 18, features scenes of violence and a sexual nature, so keep the kids away. Nothing you wouldn't expect in a Tarantino movie though, so not too perverse.
There were comic tie-ins planned (shelved after 3 issues as the game just didn't sell), figures (pictured) and there is a thriving online community (here (Japanese), here and here last including fan-fiction here and here) [sorry about annoying audio clips on some of those sites, it does slow them down a whole lot], as well as Suda 51 writing a book to explain the pre-game relationships between some in-game characters (text version here).
On the whole, I'm hooked (Con and Dan are my two favourite characters) and would recommend it to any GC/PS2/Wii owner over 18 into Tarantino splatter and Japanimation. Clips follow (Trailer, then a gameplay clip which includes spoilers if you're going to get the game, so think on).
But before that just a quick description of De Montfort Uni's new way of allocating places at free concerts. First, do not advertise the show widely, sensible really as you don't want a Uni facility mobbed (although I don't think Merzbow is that much of a draw in the UK). Second get people to ring a number off of the one website advertising the show, then put an answer-phone on the end. Thirdly do not ring people back to let them know if it's OK to come. Finally, see who shows up on the night, leaving one thirties-ish woman with a clipboard to manage a crusty noise-philic bunch (including big skinhead) alone. She was quite scary though so well done her. Anyway we got in as we were "on the list" despite not being made aware of that beforehand. Two reviews follow:
Plain Face I was really nervous when I saw that everyone in the ensemble had earplugs, I've scoffed at people going to see Sunn o))) and ear-defending, but here it felt like it was me who'd missed a trick. I was half smiling half grimacing throughout, but a lot of it was just fucking painful, like listening to someone tuning a radio, while the dentist drilled away at my own molars and someone played Pong on God's old Atari system...for an hour and a half. Some smug arty twats were doing the deep philosophical head-nodding during the "performance". Man, that's annoying (and inappropriate), other electronics-wiz John Richards was doing it too, but at least had an excuse being part of the show. It hurt and nearly broke my ears. Quite a few people walked out.
Defaced Side This was an experimental journey (hate that use of that word), not intended to be pristine, precise or for general release. It's road testing, trail blazing and exploration. There is a fair element of chance to the sound created, and that makes for some intimacy of a unique shared experience for those present. The volume was pretty high, and that washed some folk away, but the sheer visceral thump and scrape of the sound-scapes made for a real whole body experience that had me grimacing with real pain and smiling with some joy. There were waterfalls, stone monoliths metalwork shops and Frankenstein's lab.
I certainly will remember it for some time (for both reasons), Palmer has his say here liked the "support...none" bit, like you'd need some emotional back-up after the aural trauma.
Following on (sort of) from the previous post, nice pro-games piece in the Observer at the weekend (web version here).
Dunno if even the most wide eyed and credulous game-ophile could support the "teaches more than school" headline really, but hey it catches the eye and raises the dander of Major Knee-jerk of Middle England, so who cares if the truth is something less sensational but actually an interesting talking point.
No mention of Leisure Suit Larry though, thank fucking christ. Let's keep that one very quiet. (image from Gamespot)
I feel I may need to eat some humble pie, dear reader. Anyone who spoke to me about the proposed review of the effects of video games and the Internet on children being spearheaded by Dr Tanya Byron will know that I was less than approving. I feel slightly threatened professionally by Dr Byron, something about her different model of practice, assertiveness (almost bossiness) and sureness in her rightness, in a black and white way, that gets my hackles up instantly; allied to what I saw as a hunger for publicity evidenced by her numerous appearances on TV.
Anyway, the review is out now, and I have to say it is very difficult to find anything in the summary (I haven't had the time to wade through the full report I'm afraid) that I disagree with. At the worst I find voluntary Internet agreements to be a bit of a rose-tinted idea, and I also have anecdotal doubts that parents can truly claim to be unaware of the unsuitability of certain games (and DVDs for that matter) for children below the classification recommended age. Finally, the increased role for schools and teachers in e-safety is a laudable idea, but knowing some teachers and their IT skills I don't know how "safe" this will be (Frolix_8 has a series of posts re teachers e-incompetence one of which is here hehehehe).
It's also made me think about what I think about blanket country-wide censorship per se, but this isn't a criticism of the report as it lays much of the responsibility for appropriately allowing access to games and the Internet at the doorstep of parents.
So (deep breath) sorry Dr Byron for my denigration of you, the report is actually a fine piece of work, let's hope it has an effect. Also sorry to anyone (particularly Keith) who had to hear my ill-informed ranting about the report before I'd read it, a lesson to be learned there maybe?
Summary of the report here (worth reading) Full report here (probably worth reading too but long!)
This is the level I'm stuck on on Osu! Tatakae! Ouendan! on the DS at the moment. I can get to the first break, but always so low on the mojo meter that I die almost instantly it resumes. It's not the spinning, it's the off beat section just before it. I love the game, but it's getting dangerously near a chore repeating this, especially with the very long intro (found myself wondering how many minutes closer to death I've got watching the intro waiting for my chance to start, although it seems longer in "real life"). Video is a perfect execution of full level by sports-person of the year (in my book) Alkaliph whoever he/she may be.
Not many posts lately, and it'll carry on that way for a while, mainly due to the awesome, but life-robbing laugh-fest that is Osu! Tatakae! Ouendan!!!
It'd be worse if we didn't have a big dead spot in our DS screen, whihc has stopped our progress. Goes to show how great the game is that I'm considering buying a new DS just so we can crack on a bit with it.
And then there's the sequel Osu! Tatakae! Ouendan!!! 2 and Western version Elite Beat Agents. YouTube it for clips, great fun and as much fun to supply alternative commentary for the cartoon intros as we can't read Japanese.
Just finished (co-playing with Rhi, me at the controls [her suggestion]) Ico the 2002 Sony game released for the PS2 in 2002. I'd picked it up a couple of weeks ago in Leicester pre-owned for £9. There've been a lot of plaudits for the game and my interest was rekindled when it's successor (not really a sequel/prequel) Shadow of the Colossus was released last year. When I saw it for less than a tenner I couldn't resist.
It's a medieval platform puzzler (if such a genre doesn't exist, then it needs to for this and, apparently, SotC), that is aesthetically beautiful (despite the age of the game the graphics look great although there is use of shadow and fog which makes some paths unclear in the game) and has some perfectly designed puzzles and block shifters. It is a great skill to leave you having to think, but not signpost too much or make the solution so unlikely or unpredictable that you have to screen wipe to find stuff. Here you're always kinda aware what you need to do, and don't feel cheated when the solution emerges.
The game is short-ish (we had a game-time elapsed time of 12 hours 35 minutes on completion) it took us about 2 weeks of low intensity playing, and does leave you wanting more. It was also amazing how attached you become to the initially irritating Yorda, and the ending is very sad (or is it, you'll need to wait 'til after the credits finish for the true full ending).
All in all one of the best games I've ever played, I'll be on the lookout for Shadow of the Colossus next. There are loads of fansites and clips on YouTube (spoilers ahoy!) for the game, the best of which, IMHO, is here beware of story spoilers though! Enjoy that site and track the game down if you can, must say having played it I'd not have felt cheated at full price (and that's saying a lot for me).
OK so finished Fahrenheit (US title Indigo Prophecy) on the ole PS2 a couple of weeks back, and I've decided what I'm going to write now.
On the whole the game was engaging enough (though the fact I was able to put it to one side for 4 months says a lot as to how gripped I was by it). Supposedly an attempt to make a free range interactive psych-suspense movie by developer Quantic Dream, it's a different enough attempt to be worth giving a spin (an upgraded updated Day of the Tentacle if you will). The first couple of set pieces in the game are very effective (particularly the opener in the cafe). At various points you have to play as one of the three main characters (suspect Lucas, or cops Carla or Tyler [although once or twice you briefly play as Marcus, Lucas's priest brother]), giving an interesting conflict where you are potentially both hunter and hunted. Physical tasks are achieved by Simon like analogue stick repetition where dexterity is needed or L1/R1 button mashing where stamina is the issue. Saving the kid from the lake being a good use of this, and it does
become tiring and make ensuing dexterity challenges more, well,
challenging. Dialogue choices are made by analogue stick as is direction of movement, and some action initiation.
The problem is that the game is still very much "on rails" your dialogue choices don't make massive differences to the outcome and the game makes sure you get at least the minimal amount of information in order for you to progress. Some of the "Simon" tasks are very frustrating (maybe a criticism of the PS2 analogue sticks?) and a bit overlong. Also the end comes very suddenly with minimal exposition so it feels a bit of a let down (particularly as the penultimate task is very tricky, the last task a pushover in comparison). I'm still not fully able to explain what was what story-wise clearly. There is an obsession with female character's breasts, and two laughable sex scenes. I'm quite a lusty man, but I felt a bit sordid pushing the analogue stick up in rhythm to give Lucas his thrust in the sack.
So on the whole a mixed bag. Not great, but a bold enough try to maybe encourage some different directions for gaming.
While I'm on I've since started Grand Theft Auto San Andreas. Boy what a repulsive game it is (I'm trying to persevere as the bloody thing was bought at full price). Liked Vice City and GTA 3, but this is a whole different kettle, have wondered if the Compton style 90s homeboy setting, and my negative reaction is some sort of repressed racism, but I don't think so, it's just that it seems (so far) to be without redemption or anything that will engage me to it. Soundtrack is ok though not as good as the previous 2. I'm getting old, maybe I should start acting it.
Arcade video games aren't what they used to be writes 1,000 year-old Gilbert. My poisons of choice were Missile Command and Moon Cresta in the eighties arcades (UFO in the Con Club side room [dodgy licensing surely, no wonder they closed it], it's later location opposite Aberdare Market [now a bingo/bandit hovel] and the big M C cab in the one armed bandit joint on Commercial Street fact fans, It Must Be Love by Madness eternally spinning on the jukey, [it weren't me, honest!]).
YouTube has loads of guys cock measuring with their game playing dexterity, and I'd have to say (having singularly failed to ever get the hang of it since the early eighties) that the video which follows of a guy playing Defender is one of the greatest achievements man has performed (that's very badly put eh?). Watch it and weep Keith-o.
Newer games such as Ikaruga are harking back to the old-skool and Ikaruga also demands co-operative play, dammit. Except if you're this guy. Fuck. We have a winner? Wish I could find some M C clips (from the coin op not the emulators).
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