Category Archives: first impressions

FIRST IMPRESSIONS: Bayonetta demo

Bayonetta, created by Hideki Kamiya, the brains behind Devil May Cry, is a videogame that seems to have folks in Japan going love-crazy. Me? Not so much.

Downloaded the demo last night for the Xbox 360, and without knowing much or anything about the game, dived right into the mix of things. It starts with some random bits of story, which really tell you nothing, and then opens the demo up to three areas: training, the Falling Clock tower level, and the Angel’s Metropolis level. Each section involves a ton of button-mashing and motion sickness.

First, Bayonetta is a weird woman. Her entire outfit is made from her hair, and she has guns on her feet. The amount of combos she can do–at least in the demo–is impressive, but good luck trying to really see each one in action. Your best bet for staying alive is to constantly hit the Y and B buttons while dodging left and right to initiate bullet time witch time. Do a combo just right and you might get to torture your victim, which provides for some fun, original death moves.

Anyways, training is training. Just an empty space where you can learn some moves and a bit of the basics. The Falling Clock tower level is just that, a cinematic piece of jumping from tower-chunk to tower-chunk while taking out bird enemies. I wish there had been time to admire the background details or even Bayonetta herself as she pulled off a bunch of sick moves, but alas, it all goes by in a blur. The game has a frenetic pace, and once your life bar starts to deplete you will just smash ATTACK, ATTACK, ATTACK, and pray you make it out alive.

The best part of the Bayonetta demo, however, is the final section: the Angel’s Metropolis. After falling through the sky and fighting giant bird-freaks, Bayonetta is suddenly on a train. I have no idea how the two scenes connect, if they even do (was it a dream?). We’re then in a hub world, with most of the other worlds block off for now. Head straight down the path, fight some more enemies, earn coins and pick up colored gems (?), and then you’ll get to do two boss battles. These are fun and not completely frantic, which is nice because you can then work on some strategy.

The demo lasted for about 15 minutes and was somewhat fun. However, the button-mashing, one million things on screen happening at once sort of gameplay left me nauseous and unimpressed. Controlling the camera is problematic, too. I did, however, get a Gold trophy for all my butt-kicking. Not sure what that means though.

IMPRESSIONS: Left 4 Dead 2 demo

left3dead2demo

I try not to judge a book by its cover. Similarly, I try not to judge a videogame by its…heck, they are different beasts than books and by the time a game is released the public has already been spoon-fed screenshots, trailers, previews, demos, and a landfill of hype. So a videogame’s retail cover means nothing in actuality, but what I’m trying to say is that I normally shy away from the crazy, fast-paced shooters of this generation because I feel like they are just not my kind of game. I’m talking about the Halos, the Gears of Wars, the Call of Dutys, and the Left 4 Deads. Last night, I put that theory to the test.

Left 4 Dead 2 comes out on November 17, and a demo for the zombie shootathon went up on Xbox Live at the end of October. Y’know, to gets folks excited. However, being a lowly wielder of the Silver account, I had to wait until yesterday to download it. Oh, lowly me.

The demo offers up two modes of play–single player and online campaign–within one of the game’s five episodes, The Parish, with the first two sections of that episode available for exploring. There’s no story introduction, and you’re dropped off a boat next to, magically, a table of weapons. Grab your gear and go. Go where? Forward. Then the zombies swarm (or maybe not, thanks to the clever and always thinking AI director), and here’s where the problems started…for me, at least.

One, nervous and unsure of how to play, I hung back and allowed my three other teammates to dole out punishment. A single zombie did not get through so basically I just stood in a corner watching. This is equivalent to watching an in-game cinema. I did nothing.

Second, when I finally did decide to shoot some zombies I ended up hitting my teammates more often. They scolded me, and I retreated to hiding in a corner, popping off a shot only when it was clear who what I was aiming at. This only worked in the open areas, like the park and streets. Inside buildings was a no-trigger zone. Was there a button for zoom? I couldn’t figure it out.

Anyways, you’ll travel down streets, through a dark kitchen, across a shrub-heavy park, all while shooting a variety of zombies. They are fast zombies, too, some jumping on your head and others spitting Ecto Cooler at you. The graphics are colorful and strong, and the physicality of everything is pretty impressive, especially how zombies fall differently under gunfire versus melee weapons. In dark areas, the light from your flashlight makes for eerie gunfights. I had no idea what I was supposed to be doing with some of the items I found, and I just moved from place to place when it go too quiet until eventually the demo came to an end.

Then I played the demo a second time, and the entire scenario was different, which was nice. Very nice, and I slowly improved on shooting zombies. So I’ll pass on the full retail game, as I don’t have anyone to play with (and I’m assuming this is a great game for friends and such) and just replay the demo when I get a hankering for a zombie massacre.

At least now I can say with total authority that Left 4 Dead 2 is not my kind of videogame experience.

Nintendo Announces the Nintendo DSi LL

Nintendo announced at a Tokyo press event there will be a revised version of the Nintendo DS, dubbed the Nintendo DSi LL.

500x_dsill

Great. Cause at this point, the world needs one more iteration of the DS. Here’s how it’s gone down over time:

  1. The DS
  2. The DS Lite
  3. The DSi
  4. The DSi LL

Evidently the “LL” is in reference to the new, larger screens, which fans have been asking for since the 207 B.C. It’s mostly there for those using the system to listen to music and surf the Interwebz though I wouldn’t mind seeing my tiny Animal Crossing: Wild World items better represented. Anyways, the new DSi LL also comes with two styluses, three in-system games, the DS Easy Dictionary, and three snazzy colors (Dark Brown, Wine Red, and Natural White). There’s probably a stronger battery life in there, too. No U.S. launch date or pricing yet.

For what it’s worth, I love the color wine red, but really feel that things need to slow dooooooown.

Kotaku has a comparison up of the DSi LL to the DSi and DS Lite.

Fallout 3: Status Report (Level 10)

fallout 3 city

I just hit level 10 last night in Fallout 3 and figured this would be an excellent place to stop and talk about my experience so far in post-apocalyptic United States.

First, I’m pretty surprised at how–I don’t want to say easy here–fast I got to level 10. If this was vanilla Fallout 3 (meaning no DLC), the level cap would be 20 (whereas it is now 30 thanks to Broken Steel), and I’d be halfway to the max. I’ve only done the first two main storyline quests so far, as well as all of Operation: Anchorage. There’s been little exploring on my part, and most of the experience I’ve gained came from shooting Commies in VR Alaska. I kind of actually hope the next twenty levels are a bit harder to get to. We’ll see.

Anyways, the reason I did Operation: Anchorage first is because I am roleplaying as a sneaky thief, and I heard there was some wicked apparel to pick up there: Chinese Stealth Armor. Wicked doesn’t even come close to describing it. I’d have liked a little more background on the events within Operation: Anchorage, but it was enjoyable and quick–and less stressful knowing that I didn’t have to worry about loot and weapon conditions and using up too many stimpacks.

At this point, I just finished fixing up the radio signal for Three Dog. Rivet City is my next destination. There’s some sidequests I’ve picked up and haven’t done yet, and that’s okay. Truly, I’m having a blast. I’m definitely enjoying the RPG side more than the shooting, as I’m now able to sneak past ghouls and super mutants with ease, popping them in the face from a safe distance. Fallout 3 is much more lax about the amount of loot you can carry than Oblivion, and the amount of things to do, things to see, and things to tweak is just staggering. I know I’ve barely brushed the surface, and already I know this is a game worth replaying and replaying and…well, replaying.

To end on an excellent note, my character has the bushiest of beards, which my victims will never witness. I kind of like that. See y’all again at level 20!

IMPRESSIONS: WET demo

wetdemo

WET is, from what I can tell, an homage to a number of things: Quentin Tarantino flicks, Max Payne/Matrix bullet time, and the 70s. Highly stylized, the demo covers three aspects of gameplay, and has us in control of Rubi, a gun-toting, sword-slashing assassion on a mission that is not really explained. Also, she drinks Jack D for health boosts.

All right, the first section seems to be a run-of-the-mill action scenario. You’re in a room with bad dudes, and you must eviscerate them all to continue on. The difference? Shooting them sufficiently is only gained by entering “slow-mo,” which happens when you slide, jump, or run against walls, allowing for better precision and multiple targeting. It takes a bit getting used to the fact that you can never just jump normally, that every jump is like pushing off from the bottom a swimming pool, but eventually all Generic Bad Guys crumple to the ground and you’re ready to move on to the next part of the demo.

Rage mode is next. Or maybe it is better dubbed Red mode. That’s what you’ll see most of: red, with some white splashes of blood. Neat look, but it’s just a hectic run from one end to the other, slashing with your sword (don’t bother trying to shoot anyone at this part as it is just unfeasible). The music, however, totally rocked, and for that Red Rage mode was worth it.

Lastly, the car-hopping stage. Quick Time Events are never my favorite thing because I generally have to fail five or six times before I can figure out what is needed. Do I hit the X button once or continue to mash it in? Rubi is riding along car tops, shooting bad guys and avoiding exploding trucks. Visually, it’s amazing. Gameplay-wise, it leaves very little in your control. I’d have liked it more to be the one doing the jumping from car to car rather than pushing a button, but one can’t get everything.

That said, WET isn’t really my sort of game. Too much mindless action, not enough open-ness. And if it’s all just run-and-stab, well, that is something that quickly becomes boring, even if there’s a rockin’ soundtrack to back it up. Oh wells.

First Impressions on Magician’s Quest Mysterious Times

magician

So, I’ve had this for a few days now, and though my play-time with Magician’s Quest Mysterious Times has been very limited, I’ve schlepped around the village/school/whatever long enough to express some thoughts on the Animal Crossing: Wild World clone. Now, let’s see…if I want to post my first impressions I have to select…incantation, cranium, and videogame.

Woo, success!

Things I like

  • The variety of life on-screen, from the vibrant mushrooms to the buzzing bugs to wandering classmates.
  • More storage space means more looting from dead bodies.
  • Collecting bugs and fish actually earns money/rewards, much more than AC: WW ever did Making money is a lot easier, which means no more frugal spending, just buy what you want.
  • “The Nutcracker” plays during Mystery Time, which is surprisingly fitting.

Things I hate as deeply as Voldemort hates Harry’s never faulty haircut

  • While having a magic wand that contains many things (shovel, fishing pole, net, watering can) is nice, whenever you switch to a new screen or enter a door you revert back to being empty-handed. This is stupid. And a waste of time as now I have to cycle through the items again just so I can catch a butterfly or cast a spell.
  • You can only take three classes a week. Once they are done, be prepared to be bored. This week I’ve learned the “treasure hunting” and “cloud hammock” spell, the incantation for “love,” and that when you talk to someone their name is added to your list of name-names. I now have to wait until Sunday to learn anything else—it better be worth it.
  • Spells—I already know it’s going to be such a pain later on to have to manually add them every time I want to use them. They should do that upon first usage or maybe set a limit, like after five times manually entering them now you can just select it from a list.
  • What’s the difference between a wig and a hat? (This is not a joke, there is no punchline coming.)
  • Mystery Time is not all that exciting. It’s just a special section where you can collect weird bugs and fish; it is after Mystery Time that is most important because that’s when you go investigating the weekly whodunit.

So yeah, at this point, I’ve only solved the first mystery. I have the generic staff and hat, very little furniture in my room, some Ritch, a couple of lessons under my belt…and that’s it. I kind of have to wait for real-life time to pass just to enjoy some aspects of Magician’s Quest Mysterious Times more. Hopefully, it’s worth it.