Monster Hunter Tri

If at first you don’t succeed ha ha ha ha. This is now the third attempt at a review of Monster Hunter Tri. Before I start can I just say that it isn’t actually a review. My inner critic has been blinded by adoration. It is more of a love letter? Hmmm. Maybe more of a state of the union of gaming as exemplified through this one game? Who knows what it will be? I don’t. But it begins now in any case.

I wasn’t a fan of Monster Hunter on the best PlayStation. I remember playing the demo that came with Devil May Cry and being a bit underwhelmed by it. Then later I was given a copy of the game and still not really swung. →  Beyond Read & Evil

Review – Half Minute Hero

Half Minute Hero is a wonderful little game, but it is also one which, in my experience, was  poorly described upon release. It features several modes of play, but one of them, labeled “Hero 30”, compromises at least fifty percent of game time.  As a result, this one mode received the majority of attention from the media, and this skewed perspective is what caused me to lose interest in the title.  I couldn’t believe that its core concept could sustain itself for any length of time, and when it comes to Hero 30, I was correct in that belief.  Yet while the other modes are significantly shorter, they’re also a lot of fun, and their existence makes the whole package worthwhile. →  All the lonely gamers, where do they all come from?

Digitally Delivered

Since I spent the first half of 2010 doing my part to keep Bioware in business, I recently decided I could stand to play some smaller, but nonetheless worthwhile titles.  I have a running list in my head of all the creative and fun downloadable games I would like to play, and finally set aside the time to follow through on a few of them.

NyxQuest: Kindred Spirits

Spanish developer Over The Top Games could teach a master class on developing with the strengths of the Wii in mind (they could not, however, teach any kind of class on the English language).  NyxQuest is primarily a platformer with a few sections that combine light-gun-style-shooting or some other novel mechanic with the core jumping and navigating obstacles formula.   →  The post still burns.

Medal of Honor and Today’s Market

The new Medal of Honor game is out this week.  The reviews have been wishy washy at best, the sales will probably not reach Call of Duty levels, and once again, we should have all seen this coming.

A game like Medal of Honor is frustrating for me.  I can see what it is striving to achieve (aside from make EA money), and I know it is an impossible goal.  The most heavily hyped aspect of the project was how it was made with input from elite soldiers who took place in some of the earliest operations in the current war in Afghanistan.  There are stories to be told there, and I believe that the developers wanted to tell them. But at the same time, they had to ensure that their single player campaign was long enough to satisfy consumer desires, and flashy enough to emulate that Hollywood movie feel.  →  Did I do that?

Ken Levine’s Secret Notepad of BioShock Ideas

  • BioShock — A city under the ocean (not Atlantis) is populated by murderous psychopaths. Everyone here also has superpowers. A little girl and her dozen twin sisters wander around needing to be rescued. Andrew Ryan talks to you about why his city is so great. After you kill everyone in the city the moral of the story is that killing children is bad. (Chance to prove that videogames can have moral messages just like movies?) I think this game could give people a lot to think about, like how it’s dangerous to give everyone in a city inherently destructive superpowers.
  • BioShock Infinite–A city in the sky is populated by an evil Tea Party analog (to prevent moral ambiguity make sure their eyes burn and they roar like monsters so there’s no confusion over who the bad guys are).
 →  Europa Universalis IV: Articles of War

Opinion – Final Fantasy 13

For weeks, I have been trying to write something, anything, about Final Fantasy 13, but the task has proven difficult.  One reason is that anything worth saying about the game has been stated already, and by better writers.  Another is that I continue to suffer from the longest period of writer’s block I have ever encountered.  Recently, I came to a third conclusion about my struggles; you can’t say much about a game that itself has no point. That’s the best way I can describe FF13.  It exists as multiple pieces and components, none of which work together to create a unified experience.

This problem runs throughout the entire product.  Take the environments, for example.  They serve no purpose beyond offering the player a new color palette every few hours.  →  Game. James Game.

Extra Lives Review

Tom Bissell’s latest work, Extra Lives: Why Video Games Matter, doesn’t include much discussion on the subject of why video games matter. This has very little weight on the text itself, but I think every reader should be aware of that fact before opening a copy. Extra Lives is about Bissell’s fascination with videogames and videogame developers, and about his own experiences playing games. The basic point of the book is, well, I can’t really say. Any central thesis has gone far over my head because as far as my reading comprehension extends I couldn’t find any real point to the book. Each chapter is tied to the others by the fact that it’s about videogames. Videogames: that’s basically the point of the book. →  You reading at me?

Review – Burger Island

I recently [not recently – Ed.] spent a good portion of my Memorial Day weekend remembering our fallen soldiers by playing Burger Island with my daughter.

“Do you want a turn making milkshakes, daddy?” she asked in a cute manner.

“I will do it! I will do it for those that died at Normandy!” I cried.

And thus began my nightmarish decent into the maddening world of Burger Island.

Burger Island, I learned the hard way while simultaneously paying tribute to the ultimate sacrifice of others, is a lie.

The island in the title is not a gigantic delicious hamburger. It is not a Burger Island. The point of the game is not to gorge your stranded survivor on the island itself in the name of survival, slowly eating the very piece of juicy, flame-broiled land that also keeps you safe. →  Welcome to the Fantasy Zone.

Review: Final Fantasy Crystal Chronicles: The Crystal Bearers

Presumably, there is a design doc at Square Enix that defines what defines a Crystal Chronicles game.  A character called Cid, cactuars, marlboros, flans, chocobos, airships, trains and magical jewelery are all borrowed from the main series. What makes a Crystal Chronicles game seems to be an obsession with talking about crystals, carrying things above your head, real time combat and a world populated by four different races. What I didn’t know until I hit the Final Fantasy Wiki is that all of the Crystal Chronicles games are set in the same universe but thousands of years apart. Which is nice and explains the obsession with crystals.

In my little world at least, Final Fantasy: Crystal Chronicles titles are always released with little in the way of fanfare, especially when compared to the main series of games, and often received a mixed reception. →  Assassin’s Read

Review – SSX Tricky

In the early days of the GameCube one of the first games I made sure to get was SSX Tricky. It was awesome and I played it endlessly until I had mastered every single trick of every single character on every single course. Eventually I got bored of it because, well, it stopped being fun after doing the same “über trick” for the umptillionth time. It burned out my brain and I couldn’t take it any longer. From whatever was left of those brain cells lingered a memory of an incredible experience. Sometimes SSX Tricky would wander back into my daydreams and I would reminisce about how much fun I had. So you know what I did? I decided that nine years later it was time to play it again. →  Holy crap, show me more!