Category Archives: just beat

REVIEW: Limbo

When I think about limbo–the speculative idea about the afterlife condition, not the videogame–I think about The Twilight Zone‘s “Five Characters in Search of an Exit,” which, while not the scariest of episodes, is the most disturbing in my book. It’s certainly had a lasting effect on me. The episode’s title really says it all: five characters want out. They are each unique–a clown, a hobo, a ballet dancer, a bagpiper, and an army major–and they find themselves stuck at the bottom of some foreign place with seemingly no escape. Together, through talk and trial, they begin to gather clues about where they are and, more importantly, why they are there. As expected, there’s a twist ending, and it’s a good one, but it’s the musings of the clown and the heated passion of the army man that really stick out in my mind here. One accepts, and the other challenges. Is this place their limbo? Their lingering spot before heaven or hell or something entirely new? It could be; it’s confined and maddening, bleak with little hope, and there’s strange noises and happenings taking place just out of reach or sight; and there’s a clown, and if ever a limbo existed, it existed with clowns.

When I think about Limbo the videogame, I also think about The Twilight Zone‘s “Five Characters in Search of an Exit” and…spiders and eyeless children and death and loneliness and buzzsaws and gravity flipswitches and pain and torment and colorless cityscapes and and and…and so much more. This game has a lot to offer, and it’s an amazing little package that is all about the gutpunch. Glory is for suckers.

Though it’s never openly said, the plot in Limbo consists of a young boy waking up in a mysterious forest and then going out to find his missing sister. That’s basically it, and that’s what you’ll read if you skim the product description before downloading this XBLA title. Though this trek won’t be easy. The world–or state of being–in which Limbo takes place is full of dangers, and a sharp eye and ear are your best bets for survival. Quick fingers, too. Though you will “die” a lot because, sometimes, that’s the only way to learn. At first, the dangers are very organic, but as you progress they will change to man-made devices, which, honestly, was a little disappointing. I’d rather run from a creepy-as-creepy-gets spider than jump a dozen buzzsaws any day.

Limbo is twofold: a puzzler and a platformer. Each go hand-in-hand with one another, but neither outshines the other. The puzzles start out really great, with spiders and beartraps and spiked pitfalls, but they slowly turn into very, hmm, puzzle-like puzzles, with switch flipping and gravity zones to master. Like stuff pulled more from Braid or The Misadventures of P.B. Winterbottom. Didn’t feel as natural, more forced than anything else. Then there’s the actual hopping about; it works for the most part, but it’s awfully difficult to judge jumping distances, as well as the fact that the boy is a bit slow on climbing. He’s a slow runner, too, but that’s not as big of a deal…except when giant spiders are a-chasing.

Where Limbo excels is, obviously, its presentation. Hard to miss its unique take on afterlife noir. This is no The Saboteur, with black and white and some color; it’s totally void of anything vibrant, and there’s just blackness and the white eyes of the boy and a lot of gray in the background. It’s stark and unnerving, as well as hard to navigate at times. Some ledges and traps are difficult to make out just because it’s black on black, causing too much frustration and wandering back and forth. A lot of the set pieces are well done, especially the HOTEL sign and forest, and there has to be something said about the use of music within. Or should I say lack of music. It’s used sparingly, but to great effect. Seriously, play this game in total darkness with the sound turned UP. You’re welcome.

Limbo‘s game length has been already discussed at length. Many feel that, for its $15.00 price tag, it is too short. That three to four hours is not enough. However, it can last someone as long as they’d like it to, really; me, I probably played it for a total of five to seven hours before seeing the ending. And I’m satisfied with that amount. It was an engaging game, sucking me in and not letting me out until I hit a puzzle that stumped me, but I was pleased to have those breaks. It made it more enjoyable returning to continue on. There’s a bunch of Achievement eggs to collect too, and most of them are not very obvious so, after seeing some online vids, I have them to go back and get. There’s not much replay value after that, but I would like to play the game again for Tara (or get her to play it)…just to see the spider in action. So, yeah, there’s that.

To close, Limbo is a wonderfully haunting experience, something that must be played and conquered, and I recommend it wholly. Expect a lot of clones to hit over the next year, and expect none of them to do what Limbo did best: be memorable.

So far, 14 games beaten in the year 2010

Technically, this is the sort of post I should have done around the end of June, but I’m a bit slow with these things, and so here it is nonetheless. We’re now definitely halfway through the year 2010, and I thought it’d be neat to stroll back through time and count up the number of games I’ve beaten at this point.

Beaten.

Sometimes, in the world of videogames, that concept is hard to pinpoint. I mean, at what point does someone beat an MMORPG like World of Warcraft? Is it when they reach a level cap or actually run out of in-game missions? How would one define beating UNO, a multiplayer-heavy arcade game that has no main quests to complete? So, for a lot of these games, I think I have to just use my better judgment and decide if completing enough of a game equals beating it. One easy clue is that, most often, a game on the Xbox 360 will have an Achievement tied to beating it, and so if that’s unlocked I will definitely check it off (there’s one exception to this, which you can read about below).

Not surprisingly, all games beaten in the year 2010 for me were either on the Xbox 360 or the Nintendo DS…

Xbox 360

  • LEGO Indiana Jones 2: The Adventure Continues
  • Serious Sam HD: The First Encounter (something wonky happened and the “you beat the game!” Achievement never popped, grrr)
  • BioShock
  • SEGA Superstars Tennis (I basically played every single thing on this so it’s considered beaten)
  • Dragon Age: Origins
  • The Misadventures of P.B. Winterbottom
  • The Saboteur
  • Peggle (um, I completed the main campaign, just not all the side challenges yet)
  • Street Fighter II’ HF
  • Borderlands
  • Limbo

Nintendo DS

  • Hidden Mysteries Titanic: Secrets of the Fateful Voyage
  • Pokemon HeartGold (I beat the first region and the Fab Four or whatever they were called, and have now unlocked the second region, as well as a lot of post-game material)
  • TouchMaster 3

14 if my math is correct. That’s okay, but for some reason, I expected more in the Nintendo DS category. Maybe I’m just going crazy. Or forgetting a bunch. Oh wells.

There’s a couple of games I’m really close to beating, but still need more time with. Namely, The Legend of Zelda: Spirit Tracks, Picross 3D (I’d like to get over the 200 puzzles mark for this one), LEGO Harry Potter: Years 1-4 (this is going slower than many might have expected from me, but that’s because I’m playing the whole thing co-op with Tara), and ‘Splosion Man.

Gamers often fall into the trap of buying more games before completing the ones they’re already working on, and yes, I’ve hit that hump too. However, with money and time becoming a bigger issue right now, I’d really love to work on clearing out more of the backlog. There’s pretty much only two games on my must-buy list (Scott Pilgrim VS. The World: The Videogame and Fallout: New Vegas), and so I will climb this backlog mountain, hand over foot, until sweet victory washes over me like a morning breeze, and then–and only then–will I strike my victory pose.

The Saboteur ends on a quiet, sad note

Unexpectedly, I flew through the remaining missions in The Saboteur, unlocking 9 Achievements in one gaming session, and experiencing one of the more sobering, psychologically haunting endings to a videogame in some time. Also, it was extremely sad, and not just because we came full circle with Dierker and the Nazi empire, but mostly because of this:


The Legend Begins (100G): You completed The Saboteur.

See? Sean Devlin was going places. That is, until Pandemic Studios became liquidated after the game came out, cementing that there’d not be another game from them. So, the legend begins…and the legend ends. No more sneaking around for Devlin, no more planting bombs and walking casually away as things go boom in the background, and no more telling cohorts that “things are about to go tits up.” I have to wonder what exactly the name of this Achievement means. Did they actually plan for more…or is it implying that everything done in-game–and that’s a lot of one-upping the Nazis–was done by one man, and that his actions will now live on forever? It’s kind of hard to tell. Companies do love their franchises and sequels, and I’m really wowed over by how much fun The Saboteur turned out to be, especially for its now low price. I guess it got lost in retail murk, but it was a refreshing WWII adventure, with really fun and varied main story missions.

I want to talk about the ending, but I don’t really want to spoil anything because I know at least one person that reads this blog is still chugging away at the game. So I won’t say much or go into specifics. It’s unexpected and totally a 180 spin of everything else thrown against you, and yet it works. It’s quiet and methodical, haunting and creepy, far from gimcrackery, all about a punch to the gut. It gives you a choice, and though the choice is obvious and ends the same way, I’m thankful the devs put it in there. It allowed me to enter Sean’s shoes and act accordingly.

The legend begins, the legend ends. The game ends…and yet it doesn’t really. After the credits roll, you’re right back in Paris, that map full of white dots (also known as ambient freeplay events) much more than an eyesore now–it’s Sean’s truly final mission, to rid Paris of all things Nazi, bring color back to the world, and maybe unlock some more Achievements. The only ones that will be really tough is getting all the Gold perks and completing the numerous ambient freeplay events throughout the map.

It’s gonna take awhile, but we’ll get it done…one explosion at a time.

I destroyed the Destroyer and all I got to show for it was this t-shirt

I’m going to be talking about the ending to Borderlands here so I’d like to mention two things up front: 1) spoilers and 2) that it was totally lame.

After you make your way safely through the Eridian Promontory, which is definitely one of the hardest areas yet thanks to the numerous flying Guardians, you’ll come across a transition map-screen that reads THE VAULT. Oooooh. Truthfully, I was a little hesitant to press X and cross over into the place my guardian angel had been talking about non-stop since I got off the bus way back in, uh, April 2010.

It’s not like the game built up the hype about the Vault too much, but rather I did. See, in my mind–and maybe this is Fallout 3‘s fault–a vault is a place that holds…stuff. Most likely important stuff. In my mind, orange-colored weapons danced like happy CL4P-TPs! I mean, I’m a treasure hunter. I want treasure.

Upon entering the Vault location–which is an odd mix of a snowy landscape and fiery mountaintop–we’re treated to a cutscene. Some woman named Steele says the contents of the Vault is hers, but no worries…a giant tentacle jumps out of the Vault’s portal door and turns her into a Siren shish kabob. Then it’s time for a big baddie boss fight. This thing is large and unmoving; it’s mostly a horribly disgusting bean bag chair with tentacles and an eye for shooting for critical hits. Did not take me long (and remember, I’m playing solo) to whittle it down; my turret threw corrosive rockets, I hid behind pillars and took pop-shots when I could, and my shields, health, and ammo all recharged as I waited. Just took patience, which I have in droves, and then kablooey, it’s dead:


Destroyed the Destroyer (50G): Killed the Vault Boss

Sweet, with the Destroyer dead I now get to loot the Vault, right? Mmm guns, guns, guns.

No. Roll credits.

I watched the credits for a bit and listened to the music, but then I hit some buttons and I was back in the game, still at the Vault’s now broken portal door. I picked up some loot from the dead Destroyer, as well as the Vault key, but there was nowhere else for me to go. Checking my questlog, I saw I had a new quest to bring the key to Tannis. So I did. And she paid me money. And then I was officially out of jobs to do. I wandered around for a bit unsure of what to do next; I even returned to the Vault to see if I’d missed a door or something. I thought there’d be treasure or something. What happened with the Vault? It opened once and out came a demon and I killed the demon and now, what, we have to wait another 200 years to try again?

If so, laaaaaaaaaame. So, so lame, Borderlands.

I know you aren’t all about story, but you most certainly are interested in rewarding the player. Except when it comes to the final payoff. Then you’re out to lunch or something.

I didn’t even know how to get into playthrough 2. Had to look it up on the Interwebz. Grrr. Basically, you just quit the game you’re in currently and when you select your character again, you get the option to continue playing in playthrough 1’s world or start again in playthrough 2. Not sure why anyone would return to a quest-less Pandora though.

Oh, and I forgot to mention that, in the end–and I assume this was supposed to be a twist or cliffhanger for Borderlands 2–one of the CL4P-TPs becomes an evil ninja assassin thanks to your guardian angel. I traveled back to Fyrestone–as that’s where it looked like it was from–but that CL4P-TP was fine and dandy, chilling at the vapid bounty board. Some things never change.

Two videogames beaten, but not over with yet

Over the past couple of days, I beat two videogames. Namely, Dragon Age: Origins and Pokemon HeartGold. Both will be getting full reviews from me in the near future, one most likely here and one most likely over at The First Hour, but I still want to talk a little bit about them at the moment…since their deaths are so fresh in my mind.

Both of these games are now beaten. I have seen the end credits roll. And yet, against my power, both of these games demand I continue playing them. In different manners, of course.

For Pokemon HeartGold, they are asking me to play the same game again. The only difference is a new skin to it with new Pokemon to collect, but the fundamentals are all the same: explore the land, collect pocket monsters, defeat gym leaders, and rise to the top of another league for ultimate bragging rights. I’m going to do it, but considering that I just did exactly that for 49 hours…well, I’m not terribly excited for déjà vu to set in.

For Dragon Age: Origins, it’s all about playing the game as drastically different as possible. Because what’s done is done. My Grey Warden character defeated the darkspawn (I don’t consider this a spoiler as, duh, you knew it was going to happen) and now there’s nothing else to do. Can’t reload and venture about Ferelden to do sidequests until the cows come home. Instead, thanks to the numerous origins and different classes and varied dialogue choices, one can play BioWare’s fantasy RPG a second time and experience the complete opposite of what they did before. That’s nice. And also, I didn’t do that Achievement boosting trick where you save before you make a big decision, unlock the Achievement, reload, and then unlock the other one. So I’ll be heading back in to side with the werewolves and help the mages in the Circle Tower and so on. To be honest, I’m looking forward to experiencing it all over again.

Now…about these games’ endings. They were totally lame, especially considering the hours spent to get there.

Pokemon HeartGold tossed an extremely tough battle in your face unlike anything your Trainer ever fought against, and I suspect a lot of players were in the same boat as me. Meaning…lots of grinding to catch up and be halfway formidable. And once that’s said and done, you’re treated to a short scene stating your awesomeness and then credits with little animated Pokesprites running around and being silly. Fade to black. Reload to discover you basically only “beat” 50% of the actual game. Laaame.

Talking about the ending in Dragon Age: Origins is a bit more challenging. I don’t want to spoil specifics, but I really felt like there was a lack of imagination in the final battle. Honestly, your team just moves from zone to zone, fighting wave after wave of darkspawn until you make it to the archdemon, and then you fight it and it releases wave after wave of support enemies and then you kill it and then you’re done. And treated to–and I’m not kidding here–static paintings with some tiny text boxes telling you about what happened to people and places in the years to come. BioWare couldn’t even shell out for some voice actor here after all the speaking that when down during my 41 hours of gameplay. Sigh. There may or may not be more to the game’s ending though depending on some choices you previously made. Time will tell in that department. Either way, it felt kind of lame. Like, that boss battle with that giant tentacle-wielding woman-thing was much more exciting (and original) than this. Oh well. Maybe my second playthrough will reveal something else.

But yeah, despite the fact I’m still going to be playing these for some time, they’re definitely getting crossed off the backlog list as completed.

Just beat BioShock, still processing it all

I’m happy to report that I just beat BioShock, a pristine example of gaming and genre mixing done excruciatingly well. One-word summary: wow. Three-word summary: kinda crazy game. More words summary? Well, that’ll come later because there’s a lot to talk about, both good and meh. And trust me, I understand how late I am to the party, but I’ve brought everyone their very own ADAM-flavored cupcake…so don’t bite my head off.

I unlocked 42 out of 51 Achievements during my playthrough. I did not actively use a guide, but I did skim a list of things to keep in mind as I explored Rapture to potentially unlock all I could. Going in, I immediately knew that I wouldn’t harvest any Little Sisters, supposedly making Jack’s trek that much harder. I guess it was? I did miss some Achievements though, as shown below:

  • Weapon Specialist (20G, Acquire all upgrades for all weapons.) — In order to get this, you must upgrade all your weapons, but I did not find all the Power to the People stations to do. Only was able to upgrade three in the end, namely the pistol, the machine gun, and the crossbow. Mmm…love that crossbow and its trap bolts.
  • Research PhD (20G, Max out all possible research.) — I missed fully researching the Nitro Splicer to get this. Any time those dudes would show up, my main concern was to shoot first, snap pictures second. Guess that didn’t work out too well.
  • Historian (50G, Find every audio diary.) — Hahaha no.
  • And two secret Achievements — One I won’t spoil here, but it was my fault because I axed a certain someone prematurely, and the other requires beating the game without using a single Vita-Chamber. Not to repeat myself, but hahaha no.

BioShock is definitely a game I’ll remember, but don’t suspect I’ll replay. The only moral decisions are harvesting or rescuing Little Sisters, which ultimately determine how much ADAM you get and whether a certain character is nice towards you or not. Otherwise, it’s the same beautifully detailed Rapture swarming with splicers, gun turrets, and Big Daddies, which is not a bad thing, just not a different thing.

Full review forthcoming. Would you kindly wait for it?

REVIEW: Hidden Mysteries Titanic: Secrets of the Fateful Voyage

Developer/Publisher: Activision
Platform: Nintendo DS (also available for the Nintendo Wii)
Genre(s): Point-and-Tap Adventure
Mode(s): Singe player, assisted suicide
Rating: Teen
Time clocked: Three to four hours

If Hidden Mysteries Titanic: Secrets of the Fateful Voyage could be considered a videogame then I’d consider it the worst videogame ever crafted. But it’s not a videogame; it’s an exercise in excessive tapping. And you’d probably have more fun going down with the iconic sailing vessel than solving these puzzles.

Continue reading

REVIEW: Serious Sam HD: The First Encounter

Developer/Publisher: CroTeam/Devolver Digital
Platform: Xbox 360 [reviewed], PC
Genre(s): PEW PEW PEW/Samicide
Mode(s): Single player/online co-op
Rating: M
Time clocked: Around 10 hours or so

Last week, I won a free download code from That Videogame Blog, and all I had to do was follow them on Twitter. My prize? Serious Sam HD: The First Encounter, a shooter à la DOOM that is hardly serious and was seemingly inspired by a combination of sugar rush speedtrips and masochistic tendencies.

I’ve voiced before on here that I’m just no good at first-person shooters. Let me clarify that more. Fallout 3 is the kind of shooter I’m decent at because it’s not really a shooter at all. I did moderately okay in the single player modes for games like Red Faction and Killzone, which were slower, zone-to-zone sort of adventures, and I have many fond memories of taking down Nazis in Wolfenstein 3D. However, scenarios where you have to be quick on your metaphysical feet and spinning like a madman while still shooting with precise accuracy as hordes of enemies barrel down on you—yeah, not my favorite dish to order.

That said, with numb hands, I recently completed Serious Sam HD: The First Encounter. It wasn’t a good time. Continue reading to find out why.

Continue reading

REVIEW: LEGO Indiana Jones 2: The Adventure Continues

Developer/Publisher: Lucas Arts Entertainment\Traveller’s Tales
Platform(s): Xbox 360 [reviewed], Playstation 3, Nintendo Ds, Nintendo Wii
Genre(s): Action adventure
Mode(s): Single player/two player co-op
Rating: E
Time clocked: About 10 to 15 hours

Having never seen Indiana Jones and the Kingdom of the Crystal Skull, I was pleased to not find it included in LEGO Indiana Jones: The Original Adventures. The previous game instead focused on the true film trilogy, giving each movie a solid set of levels to play through and explore. It followed the same formula that won many fans over in the LEGO Star Wars games, and though it had some problems and didn’t tackle every key scene possible, it was a fun game all in all, with plenty to see and do despite no one being able to Force push droids.

And here we are now a year later with LEGO Indiana Jones 2: The Adventure Continues, a sequel that is both surprising and a great step forward for the LEGO game franchise. But not all is shiny LEGO blocks.

Click below to continue on with the review!

Continue reading

JUST BEAT: MySims Agents

Developer/Publisher: EA Redwood Shores/Electronic Arts
Platform: Nintendo DS [reviewed], Nintendo Wii
Genre(s): Mystery Adventure Game
Mode(s): Single player
Rating: E
Time clocked: The main storyline took less than 6 hours to complete, but game continues afterwards

Ultimately, this is a shame. Now, that’s not the best way to start a review, but it’s the truth. This game will let you down no matter what your expectations are, and considering I could only find one or two DS-only reviews online…well, I had zero expectations. The only thing I knew going into MySims Agents was that the Wii version was pretty good, that it involved solving mysteries and questioning townspeople and so on, as well as incorporating the standard Sims-like customization gameplay. Sounded like a great mix of things.

That is not the case here. Pun intended.

In MySims Agents, you play an agent visiting a town, there to unravel the mystery of its secret treasure. I named my town Megaton, but alas, the secret treasure was not an A bomb that I got to detonate and rid the world of these gibberish-speaking buffoons. Plot-wise, this is not a direct port of the Wii game. In the Wii version, you must stop Morcubus and his corrupt company MorcuCorp from stealing the Crown of Nightmares. In the DS version, you must stop Thief V from stealing the secret treasure. Seriously, it is written as secret treasure until the very end of the game when you discover what it actually is. SPOILER ALERT: it’s lame and insensible and…a giant bell. I’m not even kidding. Just goes to show the different level of care and love between the two iterations.

Gameplay involves receiving a mission from HQ, talking to townspeople, playing a minigame, waiting, waiting, waiting, solving a riddle, and then doing it all over again. In between all of this is the collecting of house blueprints, essences from in-game items, furniture, and fish, as well as redecorating your room and town. Repetitive, but the fun is left up to you, as I challenged myself to collect all things Japanese, which made it a little more exciting when dealing with the synthesizer and such.

The mini-games…they are uninspired. Granted, I still need to unlock three or four, but the ones I’ve played so far are either frustratingly challenging or just a rip-off of something else (hi, Diner Dash!). Kite surfing is extremely unforgiving (two hits and you basically have to restart), identifying the suspect is pretty fun but grows stale, and the one where you unearth mines in the ground has some wonky control issues. None of them stand out, really, but I am interested in seeing how the gem-themed one featured on the back of the box turns out.

Graphically, MySims Agents is pretty good, full of colors, all of them bright and playful. I particularly liked seeing my town during sunset with a wash of reds and oranges. That said, some of the furniture/clothing is just the same item with a different skin.

The biggest problem MySims Agents has going for it is that it’s a lie. You do no real detective work or anything close to what I imagine a secret agent might do, and truth be told after I changed my character into more casual clothes (instead of a suit) I completely forgot who he was supposed to be all along. It’s the bare bones of a good game, and could have been so much more. I understand that it is targeted at a younger demographic, but when the credits started to roll after 6 hours I thought someone from EA was going to jump out of my closet and yell, “Gotcha!”

The little coverage found for MySims Agents DS should have been my first clue that this game was a bit of a failure. It is tedious through and through, and I only hope this here review will help others steer clear.

4 out of 10