Tuesday, August 6, 2013
Tomb Raider: A Survivor is Born
Wednesday, April 4, 2012
I'm Commander Shepard and this is my favorite blog on the Citadel.
At the end of the first and second Mass Effect games, I felt a mix of success and apprehension. I was happy because I was close to the end and about to see what conclusion my choices would bring upon the galaxy and its inhabitants. I was also scared, because with another Mass Effect game coming to its end I knew the black hole that had continued to reside in my heart would do so once more.
Describing Mass Effect’s absence as a black hole does seem a little extreme. However, I have never in my life become so attached to a game and been so upset when it was over. Sure, I get a little sad when I finish a Legend of Zelda or Nancy Drew installment, but they are both franchises that will continue to spin out game after game.
With Mass Effect, there was always a looming gloom that hung over the games because I knew, along with other fans, that eventually it had to end. The game’s protagonist, Commander Shepard, was one of the most human and realistic characters I have ever played. Since Shepard was so human, Shepard was also mortal to me. One day Shepard’s story would be over and I would have to let a character that I had put hours upon hours of my life into go.
As with every game before it, the third was no different when it came to its overall quality. The dialogue was satisfying, cut scenes breathtaking and the storyline compelled you to keep playing until 3 a.m. even though you knew you had to be up for work at 7.
This game hit home for a lot of fans (including myself) not only because it was the end, but also because you were fighting to save your own planet—and there was a very good chance you would not be able to.
To be honest, the game itself was kind of like eating your absolute favorite meal and then being left with a sour taste in your mouth. Bioware has been the pioneer for file-transfer-gaming. The choices you made in the first and second games completely affected the third and everything in it.
However, with no spoilers, the end of the game just seemed disappointing. I had worked for over 140 hours of my life to get to the final chapter and—nothing I chose seemed to have an effect. For two and three-quarters of a series everything I did had some kind of consequence that was unique to the choice I made. Yet, no matter which path you took in all the games, somehow every player would end up in the same place.
I might just be an unhappy gamer, upset that the game is over and realizing that there is no Mass Effect 4; only, I was not the only fan left dissatisfied with the ending to the series. There are actually so many that have complained to Bioware that the company is actually going to change the ending. That is almost like everyone being upset that Bruce Willis was really a ghost the whole time in “The Sixth Sense” and M. Night Shyamalan rewriting and redirecting the movie.
I will be replaying the Mass Effect series and the third game by itself. I want to replay the third game with my original fem-Shep and not only change my final decision but also change my relationship with Kaidan. Yes, I chose the whiney guy every straight man who plays the game loves to hate. And I really have liked Kaidan, all along—until Bioware ruined his appeal for me by making him bisexual out of the gosh-darn blue (but that rant is a whole other story).
Honestly, I’m going to go back and get with James, mainly because he is voiced by Freddie Prinze Jr. Even though I’m a girl who loves games and all that is nerdy (which usually puts me with the boys) I’m still a girl…and he’s Freddie Prinze Jr.
As a fan, the most I hope for is that Bioware will continue on with the Mass Effect universe. They have created such an amazing galaxy full of unique worlds, species and characters that it would be a waste not to create a new story (or prequel) of some kind.
Although I will miss sleepless nights and tired mornings after playing the last game, I am glad to have had the experience. The gameplay, dialogue, character development and story were as always, amazing. I smiled at the screen like a goof the first two hours I played, cried when I lost friends and laughed my ass off when Garrus and James talked shit. The unloved conclusion was my only real issue with the game and if Bioware wants to replace it with DLC gamers everywhere will probably complain about having to pay. But, as always, we’ll buy it.
Sunday, September 18, 2011
Catherine the Great
Atlus’s newest puzzle-platformer adventure game had gamers pining just to play the demo. Players take control of the protagonist Vincent, a regular-Joe kind of guy who reminds one of Wesley from Wanted or “The Narrator” from Fight Club. He is a man who is coming to the part of his life where he must choose what he really wants and settle down with those ideas. Vincent has been steadily seeing the seductive and smart Katherine for years since reconnecting at a high school reunion. The plot develops when Vincent, unnerved by Katherine’s advances toward marriage and children, visits his favorite local bar and gets drunk with his friends. A chance meeting with the alluring, yet adorable Catherine leads to a black-out night that opens up to a white-out morning with Vincent waking up next to the beautiful blonde.
The drunken affair sends Vincent spiraling into a nightmare of chaos in which he must choose how to resolve the situation and how he ultimately will decide what course his life will take simply by choosing which letter to begin “atherine” with.
Catherine features an interesting combination of gameplay that includes platform action-puzzles in which Vincent must make his way up a tower of blocks before time runs out or the “boss” of the night has caught up to him. The other ingredient is the dialogue which takes place during the day while Vincent’s nightmares take place during the night when the player sends him home. Although the dialogue is diverse in the fact that players can choose certain options, gamers should not go down the same path I did and expect Mass Effect type consequences. As amazing as Catherine was, I was completely let down by the fact that the dialogue options that players chose did not truly influence the end of the game.
Throughout Vincent’s ordeal, a morality bar appears that is left blank and up to the player to decide what it actually stands for (right or wrong, stability or chaos, etc.). There are two main parts to controlling the bar—the major component is how players answer a series of questions that are asked at the end of each nightmare level and the minor factor is the dialogue. In fact, a lot of the time I could not tell just by reading the answer choices which way I would set the bar during conversation based on what I chose. This can be perceived as unique in its own way because of the mystery aspect, but a pain in the ass for anyone who is trying just to play through the game again to get a different ending.
Many reviewers have raged over the nightmare puzzles in their entirety, either unsure of their point in general or frustrated with their difficulty level. Personally I dreaded every night that I would send Vincent home after the first few levels. However, I would also begin each night with the determination to get through to the next day. Vincent was my bro and by God I was going to get him through this. I learned to appreciate the difficulty of the puzzles because they kept me completely enthralled in the dialogue and story. I also believe that puzzles were a good choice on Atlus’s part as a metaphor for the confusion that Vincent experiences during the day.
After being trained to expect masterfully optional storylines thanks to companies like Bioware and the new player-chooses trend, Catherine was a let-down in the fact that players are funneled along very set paths that lead to the alternate endings. While I knew the dialogue did not play too majorly into my ending, I still embraced it happily and fell in love with each individual character. Catherine is truly a breath of fresh air and deserves (and will receive) more than one play through on my part.
Tuesday, July 12, 2011
Monday, April 11, 2011
Veridian Dynamics and Blue Sun
First, during a monologue, the following exchange occurred:
Thursday, February 24, 2011
Firefly Fans, I Gotta Bone to Pick with You
Monday, November 29, 2010
Back, Bitches!
XTankyTankX
Possibly changing that shortly. I'll keep you posted :3