Category Archives: review

REVIEW – GameSpite Quarterly 8, the PlayStation Era

The Sony PlayStation was a system that got me through high school and carried its weight during the early college years; it was a system that seemed to be everything anyone could need, with a library certainly bigger than anticipated, and the power to steal hours upon hours away from my life. Many of my favorite titles call home to the 32-bit console that could: Suikoden, Suikoden II, Jumping Flash!, Blood Omen: Legacy of Kain, and so on. It holds a special part of my soul beneath its silver lid, and that’s me being as honest as possible via a blog post. The dang thing means a lot to my growing up, my dealing with problems and friends and loneliness, and it was also a ton of fun to play, to invest in. I even decked it out with special stickers that came with early issues of PSM, a magazine that I subscribed to for a super long time because I enjoyed reading about my new toy and what it might be handling in the future. It’s been some time since I’ve read anything PlayStation-related in print form, too, which is my way of transitioning to the next paragraph.

The latest issue of GameSpite Quarterly, a simultaneous print and online zine by Jeremy Parish and pals, is all about the PlayStation, making it an instant buy for me, and I’m all the happier for it. The book arrived, and I at first couldn’t tell if I’d ordered, y’know, a book or…a brick. At around 435 pages, this is actually a tome, and there’s plenty of content to absorb, which is what I did over several days. It’s got that potpourri feel to it thanks to numerous authors writing varying articles about strikingly different titles and subjects. In the span of a few pages, GS8 goes from talking about how “mature” Sony got with its advertising to coverage of retro games like The Raiden Project and Final Fantasy Anthology. Content flows in a loose chronological order by game release dates, but at times feels a bit of a mish-mash effort; I’d have preferred a section devoted to game reviews and another to musings and features, but that’s just little ol’ me and my need for everything to be ordered and grouped and properly connected.

As previously mentioned, the library for the Sony PlayStation is huge, and it’s no surprise that not every game gets covered in GS8. I’m sure many frog fans are going to be saddened to learn that there are zero words devoted to Frogger 3D and Frogger II: Swampy’s Revenge. And some titles that I actually wanted to read about deeply, such as Star Ocean: The Second Story, Metal Gear Solid, and Chrono Cross, were only given a single paragraph of love. Disappointing, sure. Blockbusters like Final Fantasy VII and Tomb Raider get the expected amount of coverage, and I particularly found myself immersed in Tomm Hulett’s “The 7 Deadly Sins of Xenogears,” a religiously in-depth analytical look at a game I never got to play. For the most part, the majority of the games covered get a small amount of text to go along with a huge, pixelated screenshot. Sometimes this works, and sometimes it doesn’t (Baby Universe).

Not surprisingly, Parish’s love for quirky and less-loved titles takes the limelight here, with games like The Misadventures of Tron Bonne receiving eight pages of praise. Missed out on that game way-back-when, but it sounds pretty neat and has me only more excited for the forthcoming Mega Man Legends 3. My only other complaints are minor, but a second round of copyediting would have done wonders; as I read, I spotted a number of typos, as well as a lot of inconsistencies (if you’re devoting an entire issue to the PlayStation, you should stick to one spelling of it only). Otherwise, GS8 is so full of content and pages to flip through that the good outweighs the disappointing, and even though the entire book will make its way online over at GameSpite eventually, the printed form is still worth pursuing. Seeing that much content bundled and bound is impressive, and if you were at all a fan of the PlayStation it’s a no-brainer buy. Cracking GS8‘s spine is the easiest way to time-travel back to the good ol’ days of 3D polygons, memory cards, and games built around FMVs.

30 Days of Gaming, #15 – Post a screenshot from game you’re playing right now

I’m gonna take advantage of today’s topic train from the 30 Days of Gaming meme to also link to a new review I did for The First Hour. It’s of Harvest Moon: Grand Bazaar, the most recent iteration of the seemingly popular farming sim games. I covered the game’s first thirty minutes, and most of that time was spent in a slow tutorial downpour. I’ll be back at a later point in time to dig deeper into the game because–no matter what–I’m going to at least get through an entire year of this slog.

Here’s the image I’d like to present to y’all to represent the game, and the reason I’m picking it is for the absurd amount of G this character has:

I think the highest I’ve accumulated at this point is around 15,000G, and that’s after selling everything I owned–including my very soul–at this week’s bazaar. Oh, and Antoinette is totally snobby to me, too. Why anyone would want to pursue her for marriage is beyond me. I’m going after Sherry, but at this point, it seems like it’s easier to get chickens to like me than actual people. Sad and disturbing, but also very true. Ah, the life of a farmer…

Take the Dead Money and run

Man, Dead Money, the first DLC add-on for Fallout: New Vegas, had the potential to be great, to sit somewhere between Fallout 3’s Broken Steel and Point Lookout in terms of quality and content for the right price point. Alas, it does not get to sit on such a pedestal, but rather in a dark, desolate corner where it will wait to be slowly poisoned to death by an unforgiving toxic cloud.

My first go at exploring the canorous Sierra Madre and its nefarious surroundings did not go well. The DLC is tough, like end-assault-on-the-dam tough, and seems to slant more towards stealthy players that use melee and unarmed weapons, as well as having a high survival skill. Alas, my initial playthrough character relied too much on guns and stimpacks to make it very far. I quit out to an old save before even leaving the Villa, which is where roughly half of the DLC takes place. I would not experience the second half for awhile, waiting until my second playthrough character was high enough in skills and levels to tackle Father Elijah’s cruel maze once again. Having already played this part made it much easier to progress through, and there were new surprises here. The only thing I did differently was let Dog out of his cage, keeping the voice locked away inside; he ate a lot of Ghost People, except for that one time when he glitched across the screen and ate a trash can instead. Sigh.

Once inside the actual Sierra Madre casino, the Courier needs to locate the three companions used to help get inside and…deal with them. You may interpret that any way you want. To spoil, I ended up murdering Dog/God and Dean, but kept Christine alive. Zelda probably felt some kind of connection with her, I guess. Only after you’ve dealt with them can you sneak beneath the casino to find Father Elijah’s vault and the secrets its holds. And sadly, it’s nothing too exciting.

Each of Fallout 3’s DLC gave the player something to look forward to. Operation Anchorage strayed too far from the path of familiar gameplay, but rewarded the player greatly at the end with some unique weapons and armor; The Pitt plays home to some cool melee weapons like the auto-ax; Broken Steel introduced a new level cap, harder Super Mutant enemies, and removed the game’s ending; Point Lookout gave players a huge new place to explore; and Mothership Zeta, despite its linearity, showcased some fine alien tech. You will most likely leave Dead Money for the Mojave Wasteland empty-handed. There’s no amazingly unique weapons or gear to be found here, and much of the secrets inside Father Elijah’s vault is moot, weighing too much to be properly carried out. A dang shame. Seems like the greatest thing Dead Money gives players is a new level cap of 35, and they don’t even need to visit the Sierra Madre to get it.

Dead Money is not fun to play. Yup, it’s true. There is always something to stress over: broken limbs, lack of food, poison toxic cloud, Ghost People, setting off traps, crazy deadly holograms, radios and speakers setting off your explosive collar. It’s a hefty list, and I’m sure one Obsidian guy was like, “Hey, do you think we could throw in some Deathclaws, too?” I felt immense relief upon returning to Arizona’s colorful sky, and stood still outside for some time, taking it in, and not just because I had to wait for the game to recount, one by frakking one, every single thing it was adding back into my inventory. I couldn’t fast travel to Gun Runners because I was overweight, but the walk there did a lot of good for Zelda, and the air had never tasted sweeter.

Oh, and I saved and then reloaded to get both of these Achievements at the end because I truly never want to go back to Dead Money:


Cash Out (30G): Confronted Father Elijah in the Sierra Madre’s Vault


Safety Deposit Box (40G): Trapped Father Elijah in the Sierra Madre’s Vault

The Courier, signing off!

Games Completed in 2011, #9 – Torchlight

Back in the day, ranging somewhere between my senior year of high school and my sophomore year of college, I played a lot of Diablo and Diablo II. However, I never beat either game, and constantly restarted new characters. My absolute favorite aspect of these now legendary dungeon-crawlers was organizing my inventory. See, Diablo and Diablo II strived for a more realistic inventory system, meaning if you couldn’t fit it in your bag with your dozen of other goodies, well…you’re not taking it with you. Simple as that. Here, let me show you:

Oh man. That image is beyond delicious. It’s like a puzzle minigame!

Anyways, I mention this because Torchlight, despite being heavily influenced by its Diablo big brothers, does not support this kind of inventory. At least not in the XBLA version. PC players get to enjoy this deliciousness:

Instead, us Xbox 360 doods get lists. Lists after lists after lists. Many of which are unreadable. And that makes it difficult to even determine if your character is fully armed. Oh boy.

What’s the story? Well, it all revolves around a mysterious ore called Ember, which is the essence of magic, as well as the keystone in alchemy. Deep below the small excuse for a town called Torchlight, miners dig, searching for the coveted ore. However, these miners quickly discover that there’s more below Torchlight than shiny, special rocks: a dangerous labyrinth of caverns and ruined civilizations, brimming with monstrous creatures. Evil begins to surface, and a champion is needed. Players can pick between three classes–Destroyer, Alchemist, or Vanquisher–and then begin slaughtering evil enemies, collecting loot, defeating bosses, and progressing further below the town. It’s a pretty typical storyline, with 100% shallow characters; in fact, the most creative character exists only to hand out sidequests, and yes, I’m talking about Trill-Bot 4000, that one-man band/aspiring bard/robot. Why can’t I have him as a pet?!

Like its Diablo brothers, Torchlight‘s greatest appeal is its loot. Killing special enemies drops a ton of gear, most of which will need identifying scrolls to truly get, and it’s an addicting thing. Grabbing loot, selling loot, grabbing loot, harboring unwearable loot for later–it’s truly what drove me forward, the promise of an even better staff for my Alchemist. What’s also nice is that, much like Dragon Quest IX, you can see everything your character is wearing or wielding, which gives reason for trying out a lot of odd gear. The graphics are colorful and cartoony, taking a page from World of Warcraft, and they seem right at place in Torchlight‘s less than serious world.

And now let’s discuss what I passionately disliked about Torchlight. We’ll start small. Whenever your pet loses all its health, it will flee from battle until it heals itself. You know this is happening because the voiceover dude goes, “Your pet is fleeing.” He says it even flatter than I’ve typed it. The problem is, sometimes your party is surrounded by enemies, meaning your pet is fleeing from one group to another, and the voiceover guy will just not shut up. “Your pet is fleeing,” he says, and then nine seconds later he says it again. Oh, is it? WELL, FLEE ALREADY THEN! GO AWAY! Sheesh.

I also discovered a sharp increase in difficulty from the Black Palace (levels 31-34) to when you have to fight the final boss in the Lair of Ordak (level 35). Playing on Normal difficulty, I have never died until then, and rarely had to use health potions as my Alchemist knew a Heal All spell which did the job just fine. However, towards the end, I found myself guzzling bottles of red faster than probably possible.

Lastly, my biggest gripe about Torchlight is its love for tiny text. Most of the dialogue between characters is readable, but when a weapon or special piece of gear comes jam-packed with abilities, the text drops to really tiny, making it hard to figure out what is what. Does that armor require my defense skill to be 27 or 29? It gets even worse if you try to compare it with another piece of armor in your inventory. I ended up selling most of my gear because I couldn’t read what it did. At the top left corner of all items is either a green dot, a red dot, or both. Green means it is greatly better than what you’re currently using; red is worse; and green plus red means it’s a mix of both. I used this as my guideline on what to wear, what to sell. A shame really, as I know I missed out on a lot of strong purple-colored loot.

Hate tiny text, too? Good news for you then! I’m working on an article about it for The First Hour. Stay tuned, fellow blind people.

So, is Torchlight worth getting on consoles? I’d say no. It’s a good game, but better suited for a mouse and keyboard, as well as a screen mere centimeters from your face.

Games Completed in 2011, #7 – Scott Pilgrim VS. The World: The Game

I grew up on a decent diet of beat-em-up titles, such as Streets of Rage 3, Double Dragon, and Battletoads in Battlemaniacs. This genre was perfect for me at the time, a boy not very interested in reading or learning about stats, as well as a kid often mooching off friends’ systems on the weekends, and brawlers like such were made for two players. Beat-em-ups are as simple as their namesake, and all I knew was that there were some bad guys that needed beating up and mashing the buttons often worked well. Good enough for me, and–many, many years later–good enough for Scott Pilgrim.

Scott Pilgrim VS. The World: The Game is, besides a mouthful, a downloadable 2D side-scrolling brawler. It’s based way more on the book series that inspired the movie than the movie itself, which is a golden surprise to many, I’m sure. Bryan Lee O’Malley’s Scott Pilgrim series is brimming with videogame tropes and nods, even more that Edgar Wright could fit into the theatrical release, and a good number of these references make their way into the game. And what a game it is. First, we have sprites and animations done by the legendary Paul Robertson; second, we have a bouncy, chiptastic soundtrack from Anamanaguchi; and third, we have a strangely fun mix of River City Ransom and The Simpsons Arcade Game.

SPVTWTG is also extremely difficult. I think that should be evident from the fact that I downloaded this around the time the movie dropped (early Fall 2010), and only got around to finishing off Gideon last week…on the EASIEST difficulty. The game starts out really hard, gets easier once you’ve gotten some EXP and food to go, and then gets hard in a cruel way for the final boss battle. Some of the designs in here are pretty retro, like having to start an entire level over again if you lose all your lives. It’s not enjoyable, but it makes sense.

SPVTWTG, like many brawlers, features co-op play. This is good and bad, and I’m speaking from experience here, as playing with a second character does not necessarily make things easier. Why? Well, Scott can punch Kim or accidentally pick her up or have to constantly reanimate her fallen body. It can be a distraction, and yet it can also be a blessing, but the majority of time the two characters end up hurting each other more than helping. We can also blame the lackluster d-pad on the Xbox 360 controller, which doesn’t make manuevering like sailing on butter. Because of this, the final boss level became extra frustrating, and I eventually had to tackle it solo (sorry, Tara!) after I had leveled Scott up as far as he could go and discovered the secret code for the Sword of Love.

I still don’t understand or love the RPG elements here. Gut Points and Heart Points and shopping for EXP instead of getting it from kicking evil henchmen’s asses. It’s a little odd, and sadly encourages grinding for coins. Thankfully, the punching and kicking and throwing and hyper combos are a lot of fun, and the enemy designs extremely varied. I personally loved all the crazy robots in the Techno Base level, even if I was sick of fighting them at that point.

So, I’ve beaten this once, with Scott. Supposedly, if you complete the game with the remaining characters (Kim, Ramona, Steven) you’ll unlock Nega-Scott as a striker. Don’t know if that’s enough incentive for me to try again, especially considering how long it took me to do this one time. We’ll see…

FIRST HOUR REVIEW – The Hobbit

If you’re an attentive Grinding Down reader, then you’ll clearly remember me picking up The Hobbit (GameCube version) recently. Well, I’ve now played the first sixty minutes of it, and you can read about all the exciting stuff that happened during said time over at The First Hour: http://firsthour.net/first-hour-review/the-hobbit

When asked if I’d continue playing, I answered “yes.” Alas, I’ve yet to dive back into The Hobbit and sneak past those three trolls, but I will. All in due time. Hey, Frodo didn’t destroy the One Ring in a day after all!

Games Completed in 2011, #5 – Assassin’s Creed: Brotherhood

Developer: Ubisoft Montreal
Publisher: Ubisoft
Platforms: Xbox 360 [reviewed], PlayStation 3, PC
Genres: Stealth, action, historical timefunk, silent stabby stabfest
Modes: Single-player, online multiplayer
Hours clocked: Around 15 to 20 hours

Well, I honestly didn’t expect to complete Assassin’s Creed: Brotherhood as quickly as I did, but basically once you’ve reached DNA Sequence 7, the game pushes forward at a tremendous pace, allowing no pauses or breaks or wild meandering across Roma. Sucks to be Ezio, I guess. Sucks even harder to be Cesare Borgia.

Anyways, Assassin’s Creed: Brotherhood is a direct sequel to Assassin’s Creed II, a game I did not play, and I think I suffered a little bit from missing out on Ezio’s original adventure. Not a ton, mind you, but enough to get me wondering what some of his remarks meant and why he trusted person X or distrusted person Y so vehemently. A string of events take Ezio to Roma (or Rome, as I call it), and it is here that he will begin to build his own guild of assassins to take down the continuing Borgia threat and steal back the Apple of Eden from Cesare Borgia. On the flipside, Desmond and the other Scooby-Doo people are trying to get a password out of Ezio’s memories to find out where he safely hid the Apple. It’s a decent story with some possibly interesting characters, but a lot of folk are dropped and forgotten about after their sole mission. A shame, really, especially when concerning Ezio’s sister.

There’s a lot to do in Assassin’s Creed: Brotherhood. I’ve discussed this before. In fact, there’s so much that I did not get to finish it all before being forcibly pushed forward to complete the game. Thankfully, after the credits roll, you’ll be able to return to virtual Roma to continue burning Borgia towers, collect flags, and open up shops. This is good; this is very good. Now I can play and run around the world without quests getting in the way. That might seem like a weird thing to say, but the worlds Ubisoft constructs for its Assassin’s Creed games are just so wonderfully dense and detailed that it is fun just living in them. Don’t need to do anything special. Heck, that’s why some of my favorite missions were when Ezio had to follow a person around the city without being detected; sitting on benches never felt so great.

Having never played Assassin’s Creed II, I can only compare this new outing to the original. The controls are much smoother, but having Ezio jump in a specific direction is touch-and-go; sometimes he does a cool leap, and sometimes he just leaps to his death. The fighting…has actually been made easier, which is a letdown. Once a killing animation begins, Ezio can basically chain together five to ten more instant kills with the touch of one button. Sure, it looks freakin’ fantastic and shows off the uniqueness of every weapon, but it makes fights a little on the bland side. I failed more missions from being detected than from dying in a fight, especially since you can loot medicine from fallen soldiers’ bodies.

Upgrading Roma is an addicting thing. The minute I see a closed shop, I need to buy it so I can increase my income. If it’s under the shadow of a Borgia tower, down goes the tower. Some shops even have quests, which require you to find a specific number of items from hidden treasures and rewards from assassin contracts. And speaking of contracts, man…having your own brotherhood of assassins is great and crappy. The great comes in from summoning out of nowhere to do your bidding; the crappy refers to the, uh, text-based minigame of sending them off to do contracts to gain XP and level up. It’s a neat idea, but it’s presented uninterestingly in menu form only, and I can guarantee that people stop actually reading contract text before long.

So I have a few flags, shrines, and Borgia towers to unearth yet, as well as Subject 16’s puzzles. After that, I probably won’t head back into Roma, but I definitely will give the Assassin’s Creed: Brotherhood multiplayer much more devotion. Currently, I’m a level 7 and loving it. Have only played the Wanted mode, which is a cat-and-mouse game of hunt and be hunted, but it’s a blast. Unlike anything else I’ve ever played online. Considering I love just walking around and blending in with crowds, it’s perfect for me. That said, I’m not great at it. Haven’t figured out how to do a stun yet, but I was able to assassinate a target from hidden in a hay pile. Will write about that and more multiplayer musings in another post.

All in all, I was surprised by the quality in Assassin’s Creed: Brotherhood, as well as the amount of things to do. It may be a sequel to a sequel, and even just a torso for the multiplayer legs, but it’s still a wholly entertaining experience. Considering I got it for sale at $39.99, I’m pretty satisfied. So, Assassin’s Creed III…where’s Ezio off to next?

Games Completed in 2011, #4 – Dragon Quest IX: Sentinels of the Starry Skies

::deep exhale::

If I had cool technology, a better cell phone, or awesome lighting, I’d take a picture of my Nintendo DS screen that listed all my stats for Dragon Quest IX: Sentinels of the Starry Skies at the time I kicked the end boss to the mortal curb. Alas, I failwhale in that department. You’ll just have to lovingly accept what I give you here as proof that I worked–and am still working–hard to do everything possible from Angel Falls to the Realm of the Almighty:

Time spent playing: 103: 39
Time spent in multiplayer: 01:35
Battle victories: 3,071
Times alchemy performed: 170
Accolades earnt: 43
Quests completed: 41
Grottoes completed: 12
Guests canvassed: 2
Defeated monster list completion: 74%
Warddrobe completion: 37%
Item list completion: 56%
Alchenomicon completion: 33%

Hmm. I know. It’s not as pretty as a screenshot, but it is, as a whole, a wonderful way to sum up my experience with Dragon Quest IX. My fab four, Hadwynnn, Tarla, Kingsley, and Juniper, who I’ve pretty much had since the very beginning of the game, have done a lot; conversely, there is still a lot yet to do. “Beating” the game is a hollow experience. Sure, there’s an end boss, some loose plot resolution, and an ending eeriely close to Legend of Zelda: A Link to the Past‘s, which shows us how all the famous locations are going about their days now that true evil has been vanquished. But it’s only then, after the credits roll on by, that the game really opens up.

New quests unlock, and there’s also the bonus content gained from using the DQVC and such. I think I have over forty quests titled ????? just sitting pretty, waiting for this day to come. More grottoes to clear, more clothes to collect, more fiendish thingies to make, and I’m also contemplating changing my main character’s vocation now that he is capped at 100 in his whip skills. Maybe something that lets him wield a boomerang? Evidently the new story-related quest I’m on now, the first post-game one, will net me my own personal flying train to let me travel around the map kind of like the magical phoenix form from Dragon Quest VIII did. That’s gonna be sweet because I know a few unreachable spots on the map have been teasing me for far too long.

Unfortunately, this quest is a bit of a mindmess to put it politely. Let’s take a looksie at what exactly we’re being asked to do:

Quest #039 – Follow That Fish
Location: Porth Llafan
Request: Summon Lleviathan by wearing a Watermaul Wand, Flowing Dress, and Silver Shield and then defeat him.

Yeah, sounds simple, right? It’s not. Two of the three items require rare ingredients to create. Thankfully, I already acquired a Watermaul Wand earlier on. I was able to use the Krak Pot and make a Flowing Dress. Really hope my male character doesn’t have to equip that to bring about Lleviathan. The problem I’m having now is that I don’t have enough items to make a Silver Shield. My next best option is to buy it new from the upgraded shop in Stornway, but it’s around 30,000 gold. So, my options are as such: 1) grind until I get 30,000 gold or 2) grind until I get enough alchemy items to make it myself. Either way…uh, grinding.

At least this game continues to keep me busy, keep me interested. That said, I’m really not looking forward to battling Lleviathan…again. But yeah, this is going on the “2011 games completed” list because 103 hours is far too many hours to devote to a single piece of media and not feel like you’ve done far and above what was set. I can’t ever imagine re-playing Dragon Quest IX a second time, but the good news is I never will have to…I can just keep on playing it from my very first time, from way back in July 2010!

Games Completed in 2011, #3 – Sonic’s Ultimate Genesis Collection

This collection of just under 50 Sega Genesis games could’ve used a better title. As is, Sonic’s Ultimate Genesis Collection is misleading. I mean…is this a gathering of only Sonic games? Or are these games handpicked by the speedy, blue hedgehog himself? And if that, where is Toe Jam and Earl or Mortal Kombat or Boogerman: A Pick and Flick Adventure? Okay, maybe I don’t really give two cares about that last one…

Regardless, this is a good deal. You get a lot of games for an excellent price ($18 used, I think?) rather than buying a lot of them individually on XBLA for 400 MP a pop. Eek. However, for a lot of these games, no one should waste their money. Going in, I’d heard of a good number, played a few in my childhood over at friends’ houses, and experienced the rest as brand new things in 2010/2011. A lot are just meh. Can’t say it any straighter. Bonanza Bros. is ridiculous and a mess strategically. Sonic 3D Blast should come packaged with Advil. Controlling the helicopter in Super Thunder Blade is broken. I jumped to my death quickly in Space Harrier and never went back to it.

I only had a good time revisiting more familiar titles, such as Streets of Rage, Golden Axe, Sonic II, Beyond Oasis, and Ecco the Dolphin. Tara and I played some of these together, but as is usual with older games, frustration reigns supreme. We’d get more mad than glad during split-screen Sonic the Hedgehog 2 versus adventures. I was most surprised to find myself really enjoying generic platformers like Dynamite Headdy and Kid Chameleon.

Honest disclaimer: I have not beaten every single game in this collection. Not even close on most of them, nor do I really want to. So, the reason I’m considering this one completed for 2011 is based off its Achievements. I’ve unlocked them all. Woo-hoo? Woo. They’re split down the middle between super easy and soul-crushingly difficult. I’ll discuss them greater in another post, devoting way too many words to the Achievement for Dr. Robotnik’s Mean Bean Machine. How I will forever hate that one.

If you’re looking to do some retro gaming and have everything you wanted from the SNES generation on your Wii or Nintendo DS, then this one’s worth a spin.

Games Completed in 2011, #2 – Fallout: New Vegas

Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Platforms: Xbox 360 [reviewed], PlayStation 3, PC
Genres: RPG, FPS, Western
Modes: Single-player
Hours clocked: Last save slot says around 55 hours

::exhales::

Well…it’s done. The final battle for the Hoover Dam is over, and the Courier, my Courier, made his choices, and then just before the credits rolled a series of end-game screens showed how great or not-so-greatly the Mojave Wasteland was affected by my presence. That idea worked, but its execution fell short; I was really hoping for something bigger, something better in the end. I guess the same could be said of Fallout: New Vegas, which might go down in history as one of the most frustrating games ever.

Set many years after the events in Fallout 3, Fallout: New Vegas opens with a bang. Or a pew. Or however you like your gunshots to sound like. You play as the Courier, a man or woman that ends up getting shot in the head by a mysterious man in a tacky suit because he wanted something you were carrying very badly. Lucky for you, a robot drags you out of your new grave and brings you to the local doctor in Goodsprings where the game truly begins. And that’s the carrot on the stick–revenge. On your journey to find out who shot you and why, you’ll eventually stumble upon a number of factions all striving for control of the Hoover Dam, which is the mega power source keeping New Vegas functioning. That’s all well and good, but the heart of Fallout: New Vegas pumps from its love of sidequests and companions and a thousand other things to do than actually play through the main storyline. I mean, at least in Fallout 3, chasing after someone meant something unequivocably personal–it was freaking Liam Neeson your father!

I actually found myself rather indifferent to tracking down my killer. Sure, he shot me, he stole from me, he left me dirt-deep, but I knew very little of the situation to begin with to even care. Granted, if I had continued after Tacky Suit Man from the get-go then a lot more would’ve been clearer, but for me, waking up alive in Goodsprings was more than enough. I ventured out into the unknown, explored, leveled up, collected stuff, made some friends, made some enemies, and was somewhere around level 17 or so before heading towards the bright lights of the City of Sin.

I never used a companion in Fallout 3, but they’ve been greatly improved for Fallout: New Vegas. A control wheel helps keep them active, healed, and armed. Plus, each companion has a strong personality, as well as their own quest. My two favorites, when they worked, were Boone and ED-E. There’s also a slew of new weapons, outfits, and food items to search for, making it harder to carry everything around. Wish there were more “home” options though as traveling back and forth to the Lucky 38 was a hassle. Perks are only gained every two levels now, which adds actually a lot to the game, forcing you to really think about what ones you pick.

Where there’s Vegas, there’s gambling. Players can enjoy some blackjack, slots, and roulette, as well as Caravan. However, I found I didn’t need a lot of help making caps in the Mojave Wasteland so I never got into this aspect. Or the Survival skill. Or even test the waters with Hardcore mode. Too much to do! That’s the desert motto.

Alas, as we all know, Fallout: New Vegas is not a good game in terms of being a videogame. It is bloated with bugs, glitches, freezes, and wonky design choices. It uses the same engine as Fallout 3, and it shows. Dialogue action screens are still locked in limbo, companions get lost and stuck with the greatest of ease, and for some reason, when wielding a rifle, my character likes to randomly lift his arms. For the final battle, I found myself frantically saving as the game would freeze when going into V.A.T.S. four times out of ten, probably because there was a lot going on what with Centurions getting shot up and ED-E fritzing out. Grrr…

Yet…I loved the time I spent in Fallout: New Vegas. And I can’t wait to do it again, this time as an evil redhead with a deep love of animals and melee weapons. Please suggest names for her in the meantime.