(500) Deaths of Autumn: My Week with Dark Souls

The following article was originally published last fall on a gaming blog that I used to write for. Unfortunately, the site has since removed it from their archives, so I am reposting it for the benefit of my beloved readers. Enjoy!

A deafening smashing noise splits the silence of the ancient church I am investigating. Terrified, I turn around to see an enormous black behemoth of a knight towering over me, and barely leap out of the way as he brings his mighty mace down on me a second time. I retaliate with my own trusty broadsword, but my attacks merely glance off of it. The knight swings a third time, and this time I’m not so lucky, as the force of the blow knocks me back into a column. I know I won’t survive another hit, and, picking myself up, I retreat to a nearby flight of stairs. As I flee from the great figure lumbering towards me, my progress is halted by an unseen figure from behind. It’s another knight—surely he wasn’t supposed to be there! Between the hulking brute with the mace and his smaller, rapier-wielding accomplice, I don’t even have a chance, and am relentlessly picked apart.

This is Dark Souls. You will die, and you will die often.

Dark Souls is developed by Japanese developer From Software, most renowned as the talent behind the Armored Core series. In an age of rebounding health meters, frequent save points, and other concessions to make games more accessible, Dark Souls (and its predecessor, Demon’s Souls) has been a breath of fresh air to gamers clamoring for more challenge in their titles. And challenging it is; Dark Souls hangs its hat on the appeal of its difficulty, and trusts that, despite the punishment, its fans will come right back to it saying, “Thank you, sir, may I have another?”

For the uninitiated, Dark Souls is an action-RPG for the Xbox 360 and PlayStation 3, tasking players to crawl through dungeons, defeat enemies and bosses, loot the place clean, and repeat ‘till all are one. Gameplay combines third-person melee fighting, ranged attacks, and magic spells, both offensive and defensive. Combat is a much more measured affair than in most games, though—weapons generally need a wind-up to properly swing them, and spells take time to cast. In this way, design-wise, Dark Souls feels like Diablo by way of Monster Hunter.

Dark Souls does offer more than the promise of epic bosses and sweet drops. Dark Souls makes use of a persistent online feature, giving players the ability to interact with the community of players, sometimes in less-than-expected ways. For example, certain items can summon other players to your side, aiding as you clear a dungeon, or do battle against a gigantic boss creature. You can also leave messages for others to find, which range from helpful warnings like “Weak against fire,” to trollful advice like “Treasure ahead” at the end of a yawning chasm. Lastly, players can gain the ability to “invade” others’ games, with the potential to defeat them and steal their experience points—this does work the other way, though, if you are able to repel your invader.

Dark Souls‘ most infamous feature, though, is its extreme level of challenge. Regular enemies can, and often will, kill you, and will take advantage you if you underestimate them. Certain dungeons harbor more death traps than Dragon’s Lair, and large, fearsome boss monsters can appear from nowhere and promptly hand your ass to you. You also forfeit your experience points/currency (the titular Souls) upon death, though the game offers you one chance to find them and reclaim them—after one more death, however, they disappear forever. Check points are few and far between, with some areas requiring a ten- or fifteen-minute slog back to its respective trouble spot. Dark Souls never quite feels nasty insofar as making the player suffer, but it absolutely refuses to coddle anyone who dares pick up the controller.

Regarding Dark Souls‘ much-hyped difficulty level, I’m a bit ambivalent towards how I feel about it. Sometimes the game feels like the challenge level is deserved, and that every death you experience comes from your own mistakes, rather than any particular shortcoming of the game. At the best of times, Dark Souls feels like an 8-bit Mega Man game: absolutely punishing, but predictable in its challenges, and with enough practice, its previously-unbeatable segments can be cleared with ease. Alas, whenever I started to feel this way, like the game’s hardships were all by design, the controls would fail to react the way I wanted them to, or the camera would swing a direction that made the action hard to see, or the targeting would stubbornly refuse to pick up the charging skeleton warrior barreling towards me. At its lowest points, Dark Souls feels sluggish and cheap; an absurdly high challenge level only feels rewarding when I’m learning from my mistakes and acting on them accordingly, rather than spinning my wheels until I “get it right.”

Because the game is always challenging, though, Dark Souls is afforded an atmosphere the likes few games can achieve. The player is constantly aware of their own mortality, making each new area seem newer, stranger, and more frightening than nearly any other title in memory. Dark Souls‘ penchant for throwing great, powerful monsters at you from nowhere also adds to the sense of dread and mystery about the game, helping to sell the idea that, hey, this is a nasty, unforgiving place, and only the mighty survive. I can think of no title that sells the idea of its medieval, Excaliber-esque world better than Dark Souls.

Presentation-wise, the game is a mixed bag, with the balance tipped in favor of the good stuff. Dark Souls incorporates a deep and wholly-convincing dark fantasy aesthetic, and is far dingier and grimier than many Lord of the Rings-inspired settings that make up today’s fantasy landscape; fans of Conan the Barbarian or Disney’s The Black Cauldron will find the visuals rather appealing. The game also boasts a grand sense of scale, with large, expansive vistas, huge castles, mountains, and dungeons to explore, all presented without loading times. Some of the creatures can be rather epic in scale, as well. On the other side of the coin, enemies regularly clip through the environment, and, on occasion, I ran into some pretty severe pathfinding hiccups. There’s also a bit of slowdown when the action gets too frantic, which can spell death if a rogue skeleton gets a cheap shot in. Sound design is largely positive, with fearsome calls from incoming enemies, clangs and swishes of weaponry, and decent, if campy, voice acting throughout—the only thing missing is a good score, and as a result, Dark Souls is a largely silent experience, though surely it doesn’t hurt its ambiance.

You’re probably wondering why I’m not calling this a “review.” The truth is, after nearly eleven hours of play, I am still on roughly the third hour of content (near the middle of the Undead Parish, for those keeping score at home). Dark Souls is a massive game, with ten character classes and numerous lands to explore, leaving this not-quite-taster of an experience feeling unrepresentative of the game as a whole. In a podcast I listened to last week, Game Informer editor Phil Kollar mentioned that he put nearly sixty hours into his review build; I do not have that kind of time, especially on a rental, so consider this write-up to be more of a sampler than a definitive description.

Undoubtedly, many will be turned off by Dark Souls; its nearly impenetrable difficulty, high fantasy setting, and decidedly Japanese feel to the gameplay given the whole proceedings the unmistakable air of a game destined for “cult classic” status (though if first week sales are any indication, Dark Souls‘ success is anything but “cult”). However, for gamers looking for a different experience, greater challenge, or simply something to tide them over until Skyrim comes out, Dark Souls is a well-put together piece of gaming craftsmanship, keen on keeping players coming back, even as they beg for mercy.

PAX East 2012: Quantum Conundrum (Gamer’s Guide to Life – 4/16/12)

The Square Enix suite turned out to be a treasure trove of great games at this year’s PAX East. I was pleasantly surprised by the polish of Sleeping Dogs and the hack-y, slash-y fun of Heroes of Ruin, but the real prize, and my favorite game of the show, turned out to be Quantum Conundrum, the newest game from Airtight Games and Kim Swift. Swift was also the designer behind a little-known game called Portal, and Quantum has echoes of that game all over it.

I try to stay away from deliberate Portal comparisons when talking about Quantum Conundrum, but it plays so much like a spiritual sequel to the adventures of Chell and GLaDOS that a few references are inevitable. Like Portal, Quantum is a first-person puzzle game with a heavy emphasis on physics. Quantum also captured one of my favorite aspects of Portal: while most puzzle games make me feel like I’m being shepherded towards one “correct” solution*, both Quantum and Portal made me feel like I was finding a solution where none existed at all. It is a testament to Swift’s direction, as well as the rest of the team at Airtight, that I felt like I “broke” their game whenever I completed one of their challenges.

Quantum Conundrum was easily my favorite game at PAX East, and while it would do well for me to temper my expectations before its full release (something Jason Schreier of Kotaku noted in his preview), I’m still going to crow about this game to anyone who hasn’t had time with it all the way up until its ill-defined summer release.

Title: “PAX East 2012: Quantum Conundrum”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

Amid the usual greys, browns and cover mechanics of many modern games comes Quantum Conundrum, a first-person puzzle game of incredible whimsy and ingenious design.

Developed by Airtight Games and spearheaded by Kim Swift, the creative mind behind the original Portal, Quantum Conundrum is a pleasing mesh of reflexive first-person action and brain-prodding puzzle gameplay.

Players control a twelve-year-old boy who has gone to stay with his eccentric uncle, the inventor Professor Fitz Quadwrangle (what a name!). Unfortunately, the Professor Quadrangle has gone missing and it’s up to the player to find out what happened to him and bring him back.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Borderlands 2 (Gamer’s Guide to Life – 4/16/12)

You want to know an awkward feeling? Playing a sequel to a game you didn’t play instead of thousands and thousands of others who did. The whole time you’re wondering to yourself, “Man, this is pretty fun, but I wonder what my fit of ecstasy would be like if I had played it as much as almost every other gamer in the world?” Yet another reason I subscribed to GameFly.

Anyway, disregarding the small pangs of guilt that I DID NOT LISTEN TO, I had fun with Borderlands 2, though I couldn’t tell you about any “improvements” it made over the previous game because, as we’ve discussed, I played the first Borderlands for a solid fifteen minutes before going back to something more pressing at the time; say, a large pitcher of margaritas, or what have you.

I did have a great time playing with a gentleman from Press Play named Nick Hawryluk, who spent probably 45% percent of the demo reviving me. Nick, if you’re reading this, I owe you a beer.

Shoot, loot, read on!

Title: “PAX East 2012: Borderlands 2″
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

The original Borderlands was a huge surprise back when it released back in 2009, expertly combining twitchy, satisfying FPS action with stick-and-carrot loot collection à la Diablo and Torchlight.

Here in 2012, 2K Games knows that it has a hit on its hands, and gave Borderlands 2 one of the largest booths at this year’s PAX East. With so many gamers frothing at the mouths for a one-way ticket back to Pandora, will Borderlands 2 be enough to satiate diehard fans of the first entry whilst still gaining new ones? I went hands-on with the game in an attempt to find out.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Spec Ops: The Line (Gamer’s Guide to Life – 4/16/12)

2K games occupied a rather large portion of PAX East real estate this year, with a few of their booths representing some of the biggest on the floor. One such booth was for Spec Ops: The Line, with rows upon rows of TVs, Xbox 360s and PlayStation 3s, and happy gamers trying out the publisher’s new third-person shooter from Yager Development.

Also in the booth was a bombed-out wreck of a bus, which helped demonstrate some of game’s themes, e.g. there will be lots of blowed-up stuff to hide behind. It was impressive nonetheless.

At any rate, my colleague and I were able to swap back-and-forth between playing the game and watching, and I came away with enough of a feel for the game to write a preview. Enjoy.

Title: “PAX East 2012: Spec Ops: The Line”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

The Spec Ops franchise has long lain dormant, with its most recent entry, the budget-priced Spec Ops: Airborne Commando, releasing all the way back in 2002.

2K Games and Yager Development are gunning to breathe life into the ailing license with Spec Ops: The Line, a follow-up and reimagining of the tactical shooter series.

Read the rest at Gamer’s Guide to Life.

PAX East 2012: Sleeping Dogs (Gamer’s Guide to Life – 4/15/12)

Ahoy there! Now that I’m finally recovered and situated from PAX East last week, I can start posting some of the previews I wrote on games I covered. There’ll be time for a recap what went on during the show, but for now I’ll content myself with going through my posts for Gamer’s Guide to Life. Not to worry, though; I have a good, solid plan of how to chronicle my experiences at PAX, and it won’t be too far down the pike. Who knows, these previews may even help provide context.

Anyway, let’s dive into it. One of my first major bouts of hands-on gaming came during the first day with Square Enix. Unlike other studios in attendance, Square had rented out two adjoining suites in the hotel next door to the convention center, and was using the space as a sort of press room, inviting game journos in to try out five or six games and help themselves to hors d’oeuvres. “How is your show so far?” I asked a particularly tired-looking PR fellow. “Depends on how much you like hotel rooms,” he replied with an exhausted-looking grimace. As a former housekeeper, I could relate.

The first game I looked at was Sleeping Dogs, developed by Canadian developer United Front with help from EA Black Box and Rocksteady Studios, who assisted with the game’s driving mechanics and hand-to-hand combat, respectively. I had a good time running the game through its paces, and heard a bubbling-under of positive word of mouth throughout the show. Hopefully it’ll do some business when it drops this August.

Title: “PAX East 2012: Sleeping Dogs”
Outlet: Gamer’s Guide to Life
Publish Date: 4/15/12

After nearly four years and two name-changes, United Front’s gritty open-world action game, Sleeping Dogs, is finally nearing release.

Inspired and influenced by works of Hong Kong cinema, Sleeping Dogs offers a stylish, story-focussed take on the open-world genre already populated with heavy-hitters. I got a chance to go hands-on with Sleeping Dogs during PAX East, and came away impressed at the game’s polish and ambition.

Sleeping Dogs’s main narrative follows Wei Shen, a San Francisco cop tasked with infiltrating the Triad gangs of Hong Kong. As Wei Shen further penetrates the Triad ranks, he begins to encounter more and more emotional friction and toil over the decisions that he’s forced to make to keep his cover, making the story unusually character-driven for an open world action game. Where many sandbox games – Saints Row, or Just Cause, for instance – keep the proceedings light and humorous, Sleeping Dogs features a plot which is straight-forward and hard-boiled, heavily drawing cues from Infernal Affairs, the film that informed the 2006 Best Picture-winner, The Departed.

Read the rest at Gamer’s Guide to Life.

Thirty hours and counting with Kingdoms of Amalur: Reckoning (Gamer’s Guide to Life – 3/6/12)

Kingdoms of Amalur: Reckoning has been a sort of pet gaming project for me during the past few months. I always get excited whenever a big publisher ike EA or Activision decide to start a new gaming franchise, and the closer Kingdoms of Amalur got to launch, the more my anticipation mounted. After spending close to a month with the game, I am more than satisfied with how it turned out, and continue to fire it up whenever I feel like absolutely throwing my evening in the trash in lieu of questing, grinding, and oogling at gorgeous high-fantasy environments.

In fact, I liked the game so much that I wrote an extended impression piece for Gamer’s Guide to Life. Not quite a review, but far more than a garden variety preview, I think it bears closest resemblance to the write-up I did on Dark Souls back in October, in that I write about the game with my reviewer’s cap on, but without the benefit of having played it to completion.

At any rate, I still feel like this article summarizes the game well, and helps shed some light on why this game is positively dominating my social life. Enjoy!

Title: “Thirty hours and counting with Kingdoms of Amalur: Reckoning
Outlet: Gamer’s Guide to Life.com
Publish Date: 3/6/12

I try to stay away from open-world games.

I appreciate the charms of their huge, sprawling environments, and I understand what attracts people to them, but they’ve never held sway for me. I prefer my games focussed, linear and respectful of my time. I want bang for my buck, and I like moment-to-moment gameplay that keeps me on the edge of my seat. After resisting the likes of Red Dead Redemption, Fallout 3 and Grand Theft Auto IV, I’ve finally met my match with EA’s newest fantasy RPG, Kingdoms of Amalur: Reckoning.

Except it isn’t for the reasons I thought. Whenever a game gets into my head, as Kingdoms of Amalur has, it’s because the story has firmly snared me in its tendrils, or because I’ve bought so heavily into the game’s world. Instead, I’m counting down minutes on the clock until I leave work, raring to go home and fire up my Xbox 360, because Kingdoms of Amalur is so bloody fun. It’s both exciting to play and engrossing to explore, and it renders me incapable of playing for less than two hours at a time.

Read the rest at Gamer’s Guide to Life.

My love for JRPGs, via Tales of Vesperia

Last summer, after much research and poking around, I bought Tales of Vesperia, an action-RPG from publisher Namco Bandai. My reasoning behind the purchase was simple: I hadn’t played a traditional, non-Pokémon JRPG since I started Lunar 2: Eternal Blue two autumns ago, and wanted desperately to see if the current generation of consoles could hack a new, quality take on the genre. After six months of play, I’m still only eleven hours in, but the time I’ve spent so far has satisfied my craving for J-gaming experiences, and helps me remember why I love the genre in the first place.

My love for JRPGs began when I was much younger, after hearing one of my friends raving about Super Mario RPG: Legend of the Seven Stars. Being a lover of all things Mario, I went out of my way to go to Hastings and rent the game, only to be incredibly perplexed by it when I got home. “Where’s the action?” I cried, confused at the isometric perspective used by the game. “Where are the Goombas? Why can’t I jump on anything? This is boring!”

After learning about the game’s mechanics and taking my time to look around, though, I found myself intrigued by this new way to play. The emphasis on talking and learning about the game’s story fascinated me, and I grew to appreciate roaming around the environments and exploring, chatting with townsfolk and discovering hidden treasures. If there’s one thing I love about JRPGs, it’s getting caught up in the game’s universe and imagining the world, places, and characters outside of the main storyline.

From what I’ve played so far, Tales of Vesperia does a good job of world-building, and, after a convoluted start, establishes itself as well as any other JRPG in my “favorites” pile. Vesperia follows Yuri, a cocky ex-soldier from the kingdom of Zaphias’ lower quarter. A magical object used to purify the quarter’s water is stolen, and Yuri must track down the thief before his home becomes unlivable. Along the way, he is joined by almost every hoary JRPG character cliché, including the Princess In Disguise, Mysterious Loaner, and Plucky Kid, though expressive voice-acting and pleasant, conversational writing help keep the eye-rolling to a minimum. While the story is somewhat familiar, at least in the early goings, Tales of Vesperia‘s world has an established and involved backstory, though the game never insists on too much lore. I’m enjoying discovering new towns, as well as each place’s role in the world—always a good sign when I’m playing a JRPG.

Probably my favorite aspect of the story, compared to other, more modern takes on the genre is how simple it is. Tales of Vesperia has a light, pleasant tone to it, and avoids feeling as laborious as seemingly every JRPG released after Final Fantasy VII, with main characters constantly plagued by self-doubt and dark secrets and blah blah blah. Vesperia realizes there will be plenty of time to fill in character details of Yuri and crew over the course of the game, and wisely avoids front-loading its cast with any heavy baggage at the outset. That’s not to say that that everyone is devoid of personality—they’re simply not over-encumbered by so-called “characterization.”

Another aspect of classic JRPGs I love is the combat. True, at its worst, JRPG combat boils down to staid menu selection screens, standing idly by and watching characters take turns hitting each other. Personally, though, I like the pacing change-up in JRPGs, and how different turn-based or active-time systems feel from other game mechanics. Plus, there’s something inherently satisfying about beating a monster about the face and watching the damage numbers pile up.

The Tales series has always eschewed turn-based battles in favor of real-time ones, and Vesperia is no different. Like past games, players control the party on a 2D plane, running back and forth whacking the crap out of enemies with weapons and casting spells called Artes. Vesperia follows the precedent set by the GameCube’s Tales of Symphonia and adds the option to run into and out of the background, changing the angle of the fight while still keeping it 2D. It’s faster than other JRPGs, and gets a bit button-mashy, but Vesperia‘s combat is still more leisurely than other action games, and feels like a welcome change of pace from so much shooting and frantic quick-time events.

In fact, this is my favorite aspect of JRPGs: they feel like a break from most other games. Sure, JPRGs have frustration points that other genres don’t (random battles, experience grinding, etc.), but the moment-to-moment gameplay often feels relaxing for me, like I’m playing the game to unwind, rather than to further tense up. My favorite JRPGs heavily focus on story, with a de-emphasis on gameplay, and I find the differences liberating.

Though it’s more action-packed than the likes of Final Fantasy VI, Tales of Vesperia hangs onto this leisurely feeling, with its tonally-light story and slower-paced gameplay. Indeed, when I first bought it back in July, I played it exclusively on weekend mornings to wake up, getting me acclimated and adjusted to the real world while I met new characters and learned new spells. Sure, that kind of pacing is a terrible way to expediently finish a game, but it’s my preferred method of play by a stretch.

So far, I’ve had a great time with Tales of Vesperia, which hangs on to my favorite JRPG tropes while still creating its own identity. Surely, my affection for the genre comes from a nostalgic place, but Vesperia manages to tap what I love about the genre so much, and for that I’m grateful. They say you can’t go home again, but with Tales of Vesperia, I always feel like I have a room at the inn.

Replay Wednesday: Battlefield: Bad Company

If you’ve paid close attention to my post tags, you may have noticed one called “grim shootin’,” which I generally append to games that put on a big ol’ Serious Face under the pretense that it makes the game more fun. Most modern FPS fall under the grim shootin’ banner, which is a shame, because it didn’t always used to be so. Heck, I don’t even have to reach all the way back to the 90’s, when Quake and Doom showed gamers the simple joy of circle-strafing and comically over-large weaponry—I merely have to go back to 2008, when one of my favorite shooters of all time graced store shelves, Battlefield: Bad Company.

Bad Company was Battlefield developer DICE’s first hand at making a Battlefield game specifically for consoles; prior entries were crappy PC ports that failed to capture what made the PC series so popular, or understand what makes shooters work on a console. Bad Company, makes a few choices atypical of modern FPS, several of which dumbfounded critics and audiences back when it was first released, but those quirks combined with the game’s large-scale action give Bad Company a distinctive, enjoyable vibe that I find preferable to nearly every other shooter on the market today.

Unlike previous console Battlefield games (or, as I understand it, Battlefield games in general), Bad Company has an actual, honest-to-goodness single player campaign. You play as Preston Marlowe, a rookie to the Army’s B Company, a division comprised of delinquent troops meant to act as cannon fodder before the “real” soldiers enter. During the middle of an unspecified conflict with the Russians, Marlow and squadmates stumble upon a horde of mercenary gold and, hoping to leave B Company in the filthiest, stinkin’ richest manner they can, strike out to track down the source of the precious bullion.

Bad Company’s story favorably reminds me of every bad 80’s B action movie I’ve ever seen. Characters are given broad, over-the-top personalities, and it’s hard not to warm up to such defined (for an action game) personalities. In addition to Marlowe (who’s more of a blank slate, the better to act as an audience-surrogate), there’s Haggard, an explosion-happy redneck who keeps going on about Truckasaurus Rex; Sweetwater, a neurotic tech specialist with more than a small hint of Steve Buscemi; and Sergent Redford, a no-nonsense CO whose tough-guy attitude and long-suffering demeanor are plucked from so many Police Chief-type characters. Also heard, but unseen, is Mike 1 Juliet, field operator for B Company, whom everyone refers to as Miss July for her attractive-sounding voice. The cast is miles away from the anonymous grunts populating most modern shooters, and give the proceedings a comic, anarchic kick.

Of course, Bad Company does more to stand out than simply act as a haven for broad characters and stolen gold. Bad Company was already deep in development when Call of Duty 4: Modern Warfare altered FPS games forever in November of 2007, and does not follow its now-ubiquitous structure of linear levels and heavily-scripted setpieces. Instead, Bad Company’s campaign plays like a very literal adaptation of classic Battlefield gaming: players are dropped onto a large, expansive map, and must fight their way to the objective using whichever route they choose. Though Bad Company’s tension never becomes as drum-tight as the Modern Warfare series, it’s easy-going exploration is much more befitting of the game’s tone, which is heavy on jokes and light on self-serious military jargon.

Level design isn’t even the biggest way Bad Company divorces itself from other modern shooters. Battlefield employs a respawn system similar to the Vita-Chambers in BioShock, letting players respawn after dying while keeping the mayhem they wreaked before death intact. Simply put, if you shoot two dudes and then kick the bucket, the two dudes you shot stay down after you come back. This effectively neuters the game of any stakes, never causing players to worry about their mortality, but it allows the gameplay to continue uninterrupted, and encourages experimentation with different forms of play.

Perhaps the most distinct element of Bad Company’s gameplay is its emphasis on destructibility, provided by the Frostbite engine (making its first appearance here). Every building in the game can be blown up, with walls and window sills crumbling from rockets or under-barrel grenades. It’s this last element that elevates Bad Company to something special; if a guy is shooting at you from behind cover, remove it with some C4 and move in for the kill. Bad Company distributes explosive ammo frequently and freely throughout the campaign, practically encouraging players to relax, play around, and have fun blowing stuff up real good.

This, in a nutshell, is why I love Bad Company. From the surf guitar music during the loading screen to the constant banter between Haggard, Sweetwater, and Sarge, Bad Company is no less of a lark than the corny, over-the-top 80’s action movies I know and love. This levity of tone and lack of frustration completely hooked me during my junior year of college; I played it for a week straight during break, spending every day casually working my way through the campaign, losing track of time and missing several meals.

Stellar, too, is Bad Company’s multiplayer. Present and accounted for is Conquest, Battlefield’s signature mode involving the capture of control points. Far more satisfying, though, is Bad Company-original Gold Rush (renamed Rush in later, more Serious sequels), with two teams alternating between attacking and defending two crates of gold. If both crates are destroyed, the defending team retreats further into the map to protect another two crates, and the game continues until either a) the attackers destroy all of the gold, or b) the defenders destroy enough attackers. Gold Rush was my obsession for a good six months after I bought a subscription to Xbox Live, and the mode still holds up well today. Incredibly, Bad Company‘s multiplayer runs faster and more-responsively than either of its sequels, with online play practically lag-free and performance feeling buttery-smooth.

I was in a good place when I first played Bad Company, and nostalgia could easily be clouding my judgment regarding Bad Company. Still, I think its structural differences from most modern action games (Vita-Chamber respawns, huge open levels, and massive explosions) make it a must-play for shooter fans looking for a fun, leisurely way to experience Battlefield.

Why I love Bright Falls from Alan Wake

I was late to the party with Alan Wake; though I listened to discussions about the game on G4′s Feedback and Game Informer’s The GI Show during the summer of 2010, I didn’t make the plunge until later that year, when a friend gave it to me for Christmas. So far, I’ve completed only four episodes of the game’s initial six (like I said, laaaaate to the party), but I’ve enjoyed the crap out of its paranormal thrills, satisfying combat, and heavy focus on story. My favorite part, though, is one that hits me particularly close to home: Alan Wake‘s rural, Pacific Northwest setting, Bright Falls.

I’ve lived in Montana for about 21 of my 24 years on this planet, and there are enough similarities between my mother state and Bright Falls to give me deep feelings of comfort each and every time I play Alan Wake. Having lived my whole life around pine trees, roughshod mountain paths, and downhome, small town values, I find little mementos of home around every corner, whether it’s the cozy log cabin on Cauldron Lake, or the local greasy spoon, the Oh Deer diner, whose interior reminds me of so many similar restaurants around the Seeley Lake area. Bright Falls reminds me of what I love about my area of residence, despite the over prominence of demented, possessed killers on the loose ’round every corner (in Alan Wake, mind, not Montana), and after playing so many games set in New York or Los Angeles analogues, setting foot in Snoqualmie, Washington feels oddly liberating.

Yes, I realize Alan Wake is basically a video game tribute to David Lynch’s Twin Peaks, a TV series also about an out-of-towner investigating paranormal happenings in a quaint, almost too-chipper Pacific Northwest town. Bright Falls’ startling resemblance to Twin Peaks‘ titular town is merely another part of Alan Wake’s efforts to recapture the show’s design and appeal; note the game is also structured episodically, like a TV series. Still, I’m not sure if Remedy realized what a breath of fresh air Bright Falls would be in modern gaming when development for Alan Wake commenced sometime in the 1950s 2003. Perhaps not everyone feels overloaded by the glut of post-apocalyptic cities, snowy outposts, and dense jungles found in today’s modern action game, but I’m grateful for the opportunity to play in such a rarely-explored, specific setting, especially one so close to my heart.

Bright Falls isn’t just a catalyst for my nostalgia-fuelled gaming tendencies; it’s also constant, concrete boon to Alan Wake‘s atmosphere. Just as Resident Evil capitalized on the terrors of being alone inside a dark, empty house, Alan Wake hangs its hat on the fear of the unknown in nature, when fell beasties can spring out from behind a tree or appear from the mist with little warning. The use of road flares and hunting rifles in the game’s main arsenal, all mainstays of backwoods Montana communities similar to Bright Falls, help give Alan Wake‘s armaments more of a distinct flair (heh) than the typical subset of pistols, submachine guns, rocket launchers, etc. Heck, even the game’s overly-friendly locals and idyllic-looking businesses add a small sense of vague unease to the proceedings.

If I’ve oversold the game’s setting in this piece, I hope it’s not to the detriment of everything else that makes Alan Wake wonderful: I love its taut atmosphere, episodic structure, and the “crapcrapcrapcrapcrap” nature of watching your flashlight die while a big goon with a scythe bears down on you. For me, though, Alan Wake‘s expertly-chosen Pacific Northwest locale is easily my favorite thing about the whole game. Bright Falls is like when a famous band shouts out the name of the crowd’s home town onstage; it’s a small gesture, one that no one but the locals will appreciate, but makes all the difference to the little guys living there.

A different shade of red (dawn): Three hours with Homefront

As you are no doubt aware, North Korean dictator Kim Jong-il died earlier last month on December 18, 2011. I rented Kaos Studio’s Homefront on December 19, 2011. I did so partially because I was curious to try out THQ’s much-hyped title from April, and see if the single player was worthwhile compared to other big 2011 shooters, but mostly because I’m an ironic twerp.

Homefront, if you’ve forgotten by now, is a first-person shooter taking place in an alternate future where a newly-united North and South Korea conquer the United States. Penned by Red Dawn screenwriter John Milius, Homefront is the tale of average Colorado rising up against invaders on foreign soil.

As an aside, I remember playing through Call of Duty: Modern Warfare 2 back in 2009, and goggling at the first half of the game and its then-unseen-in-gaming spectacle of suburban America being caught in a modern war zone. Now, in 2011, they’ve made a whole game about it! That’s inflation for ya.

Anyway, the circumstances for this takeover are all detailed in the game’s opening cinematic, giving a timeline leading from 2010 until 2027 and highlighting several important events, including oil shortages and economic woes. It’s engaging and semi-plausible, and helps give context to how North Korea, with its economic woes and smaller population than Texas (and, let’s face it, Texas probably has just as many guns as North Korea), conquered at least three countries in less than four election cycles. Beats the hell out of using four or five title cards.

Once the game proper starts up, you take on the role of Robert Jacobs, a former Marine helicopter pilot who helps stick it to the North Korean government in Colorado, and creates hope that one day, the United States will dust itself off punch Jerry (or whatever name they have for the occupying forces) square in the jaw.

At least, this is my understanding of what happens. Unfortunately, I picked perhaps the worst week to rent through a game with the intention of completing it: the week right before I was scheduled to leave home and visit relatives (in Colorado, oddly enough). This left me with one (1) solid night to play through it. Big deal, I though, I’ll just power through it in four hours the way seemingly everyone else in the gaming press managed to. Well, I didn’t play it to completion, but I did get enough time in to formulate some general impressions.

I count myself as a fan of the uber-linear design popularized by Call of Duty 4. When used correctly, developers can deliver countless polished, explosive water cooler moments, like the Aftermath mission in Call Of Duty 4, or the Gulag extraction in Modern Warfare 2. When done poorly, however, the gameplay becomes hollow and mirthless, with the thrill of being expertly guided being replaced with the annoyance over lack of control. The amount of game I’ve experienced is still too slight to judge the entire experience against, but if I had to guess, I’d say that Homefront falls on the wrong side of the formula. Many of the events in the three missions I played (and nearly all of the very first one) were completely out of my hands; everything from the camera control to the speed of my movement was dictated by the AI, and I felt stifled rather than exhilarated. Infinity Ward’s success with this design comes from the illusion of choice they offer, allowing for interaction in even the most stringently scripted moments, which causes players (i.e. me) to feel as though the story is happening to them, rather than some dude they control.

Shooting is decent, but nothing special. Aim assist through the iron sights, pull the trigger, guy dies in a hail of bullets, proceed down the hall to do it again, yadda yadda yadda. Homefront has a wealth of different gun types and weapon attachments, but they all feel weak, lacking the deadly kick found in other genre contemporaries like Battlefield or Call of Duty (new rule: drink every time I mention Call of Duty in this post, including the previous thirty-six times).

One aspect that sets Homefront apart is the Goliath, a heavily armored, unmanned robot that assists you in several missions. Goliath acts as a futuristic attack dog—target a vehicle or soldier with a pair of binoculars, and Goliath wails on it with machineguns and missiles. Of the little that I’ve played in Homefront, nothing is as satisfying than getting a Jeep in my sights and saying “Sic ‘em, boy.”

This one bright spot aside, nothing about Homefront was memorable enough to inspire me to rent it again, despite Only getting a few hours of playtime out of it. Homefront has a neat concept (defend the US on our own soil), but the execution is too similar to myriad other games clogging up the shooter market, and while it certainly wasn’t shoddy, neither was it spectacular. Kaos Studios was closed shortly after Homefront launched, but the series is now being developed by Crytek. THQ was banking on Homefront to be their killer, triple-A franchise; hopefully the next entry will fulfill on the first game’s promise.

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