So, I have an embarassing admission. In my younger days, I was apparently foolish enough to purchase Bloodrayne. The movie.
I know.
I played the video game, Bloodrayne, and enjoyed it quite a bit. I've since re-read some reviews, and thankfully, time has blurred some of the frustrations that I half remember when reminded. Interestingly enough, I played Bloodrayne on the Gamecube. I was a Gamecube owner, and that was my sole gaming console for most of the previous generation of gaming. So, when it was announced that Bloodrayne 2 wouldn't be making an appearence on the Gamecube, I was pretty upset.
Where is this going? Read on!
When I made the shameful purchase of the HORRIBLE Bloodrayne movie, it came with the PC version of Bloodrayne 2. At the time I didn't have a computer that could handle it, so I let it sit in the case. Then this month comes along. I've incurred some automotive expenses recently (no wrecks or anything) and as such I need to save a little money. I still have the video game itch to scratch though. The time was ripe for a revisit to the world of Bloodrayne.
I installed the game. Being used to the PC genre, I did a quick search for patches, and came across an unofficial patch, which added some graphical improvements to the game. Bonus! I started it up and began playing. The graphics were a bit dated, but much improved by the patch. The dialogue was a bit stilted in the cutscenes. I know that Bela Lugosi popularized the "I never drink... wine" turn of phrase for vampires, but does every piece of contemporary vampire fiction have to feature this "homage?" Anyway, I enjoyed playing the game. It was pretty short, maybe around 8 hours or so. But it was fun. If you read the reviews it has repetitive combat and some very oddball puzzles that often times I only solved by chance. It has all of these negatives, but still, I thought it was fun.
The strange thing about this game is that it seems to want to be taken somewhat seriously, but... BOOBS. I guess not just boobs, most of the female anatomy. The titular character runs around in skintight leather, with ample cleavage and a bare midriff. One of the primary enemies is a bondage queen, and the other is naked with artistic shading and moving tattoos. I know, I know, Vampires are sexy, it's part of the genre. To me it seems like there was a director or producer for the game with some great artistic vision and plot in mind, but the only people he could get to work with him were pubescent boys.
Now, I am such a geek that, given the flimsiest threads of story and hints of a larger worldspace, my mind somersaults into action creating a deep backstory and lavish surroundings in fictional works. This game was a bit strange. Throughout the whole game, the dialogue is pretty focused on what is happening in the here and now. As far as we can tell, this city that Rayne is in, is the whole world. Kind of a Matrix or Dark City kind of thing. SPOILER ALERT! But then, at the end, suddenly there is a big budget full motion video showing the vampires from another part of the world upset with events in the city. It also shows the Brimstone Society's current situation. The whole thing was very strange. Of course it set the game up for a sequel, and maybe that was the only point. I don't know.
I guess I have to put the Bloodrayne games up as guilty pleasures for me. They are certainly not great games. I'm sure that many would call them bad. But I found fun in them, and perhaps in some future installment we will get more than just an excuse to see a "hot" half-vampire slashing her way through mindless foes. And if you are very good Virginia, a movie not directed by Uwe Boll.
24.4.09
9.4.09
Aquaria and wide open spaces
I've put a few hours into Aquaria by now. The game is beautiful. The art is amazingly done and just a pleasure to see. The controls with the mouse are intuitive, and using the Xbox 360 Controller is pretty good as well. I have to play with the controller and mouse in tandem to use some of the menus, but that is not a deal breaker.
The only problem that I have is how open the game is. The rhetoric among gamers is that we want open worlds where we can explore and move around freely. But do we really?
The first night I played, I was able to progress pretty naturally through the first few portions of the contiguous world. Much like a Zelda game, you are kept from moving into areas you would be unable to survive in by the abilities you have. Acquiring new abilities frees you to explore more of the world. The progression was very smooth at first. I gained a song that let me move rocks, so hole covered by rocks were places I now needed to explore. Then things got tricky. I spent hours exploring the world of the game, and started to feel like I was getting nowhere. The game's creators have requested that people not make guides or FAQ's, and oddly enough, the internet seems to have obliged. I started to get frustrated, which is not a fun feeling at all. Finally, in some obscure blog I learned where I needed to go.
Exploration is enjoyable to a point. But there comes a time when if I am not feeling that I am progressing, frustration sets in. The beautiful new realms lose their lustre if I can't do anything new in them. I intend to get back to the game this afternoon, and I did enjoy it once I started progressing again. But wow, frustration is a strong emotion when you are trying to relax and have fun.
Perhaps we are too coddled by games right now. I recently played Portal, then replayed it with the commentary. That game is so smooth, and the guidance so subtle that you feel extremely clever for figuring out each puzzle. Then you play through with the commentary and realize that essentially, Valve has held your hand and guided you through the game step by step. It is a wild experience. Most games these days have a "linear" element that keeps you moving forward steadily. Am I spoiled by this now? Perhaps I am. Where is my joy of exploration?
Games are a study in psychology. Companies like Valve have honed their psychological tools to create intuitive environments that seem very free while at the same time guiding you along a track you must follow. Most successful games have the carrot and stick mentality. You see your reward and what you must do in order to get that reward. This has happened so much in recent times that playing a game like Aquaria leads to frustration. I'm not sure how I feel about this.
The only problem that I have is how open the game is. The rhetoric among gamers is that we want open worlds where we can explore and move around freely. But do we really?
The first night I played, I was able to progress pretty naturally through the first few portions of the contiguous world. Much like a Zelda game, you are kept from moving into areas you would be unable to survive in by the abilities you have. Acquiring new abilities frees you to explore more of the world. The progression was very smooth at first. I gained a song that let me move rocks, so hole covered by rocks were places I now needed to explore. Then things got tricky. I spent hours exploring the world of the game, and started to feel like I was getting nowhere. The game's creators have requested that people not make guides or FAQ's, and oddly enough, the internet seems to have obliged. I started to get frustrated, which is not a fun feeling at all. Finally, in some obscure blog I learned where I needed to go.
Exploration is enjoyable to a point. But there comes a time when if I am not feeling that I am progressing, frustration sets in. The beautiful new realms lose their lustre if I can't do anything new in them. I intend to get back to the game this afternoon, and I did enjoy it once I started progressing again. But wow, frustration is a strong emotion when you are trying to relax and have fun.
Perhaps we are too coddled by games right now. I recently played Portal, then replayed it with the commentary. That game is so smooth, and the guidance so subtle that you feel extremely clever for figuring out each puzzle. Then you play through with the commentary and realize that essentially, Valve has held your hand and guided you through the game step by step. It is a wild experience. Most games these days have a "linear" element that keeps you moving forward steadily. Am I spoiled by this now? Perhaps I am. Where is my joy of exploration?
Games are a study in psychology. Companies like Valve have honed their psychological tools to create intuitive environments that seem very free while at the same time guiding you along a track you must follow. Most successful games have the carrot and stick mentality. You see your reward and what you must do in order to get that reward. This has happened so much in recent times that playing a game like Aquaria leads to frustration. I'm not sure how I feel about this.
1.4.09
Aquaria
I am in the process of downloading the full game of Aquaria, and independent game from Bit Blot. I played the demo a while back and decided that I had to play the full game sometime. That time is now.
Well, when the download finishes. It is not a large one, by any means.
Indie gaming is something that I would really like to get more in to. It seems like the place to go for the real innovation in the field. The only problem that I have is that most people who talk about indie games use a sort of jargon that keeps new people like me from being able to figure out what is going on. Penny-Arcade's Greenhouse was my first good experience with Indie games. Otherwise I only hear about them when the gaming news sites mention one that is particularly notable.
I shall have to work on this.. When I finish Aquaria that is.
Well, when the download finishes. It is not a large one, by any means.
Indie gaming is something that I would really like to get more in to. It seems like the place to go for the real innovation in the field. The only problem that I have is that most people who talk about indie games use a sort of jargon that keeps new people like me from being able to figure out what is going on. Penny-Arcade's Greenhouse was my first good experience with Indie games. Otherwise I only hear about them when the gaming news sites mention one that is particularly notable.
I shall have to work on this.. When I finish Aquaria that is.
30.3.09
More about RE:5
Sunday afternoon was spent playing online co-op in the mercenaries mode on Resident Evil 5. I had played around with this mode before by myself, and thought "I hope that it is easier on co-op." Turns out, it is, I think.
Mercenaries is a difficult mode. I had a ton of fun with it while playing cooperatively. For me, that experience really makes it. I am an extremely vocal player when I have a headset on. I pay for the bandwidth, and darn it, I'm going to use it. Mercenaries is intense. There was some teeth grinding for me in the main game, but when I'm playing Mercenaries, I'm constantly on the edge of my seat. It is really well designed. The maps are very well done. The constant barrage of relatively easy to dispatch enemies hounding you keeps you on your toes. Adding in the one large enemy really ups the ante. Once the big bad is one the map, you and your partner have to step it up.
My brain is still tired from everything that happened last week, so perhaps I am not expressing myself well. The gist is: play Mercenaries mode with a friend.
Mercenaries is a difficult mode. I had a ton of fun with it while playing cooperatively. For me, that experience really makes it. I am an extremely vocal player when I have a headset on. I pay for the bandwidth, and darn it, I'm going to use it. Mercenaries is intense. There was some teeth grinding for me in the main game, but when I'm playing Mercenaries, I'm constantly on the edge of my seat. It is really well designed. The maps are very well done. The constant barrage of relatively easy to dispatch enemies hounding you keeps you on your toes. Adding in the one large enemy really ups the ante. Once the big bad is one the map, you and your partner have to step it up.
My brain is still tired from everything that happened last week, so perhaps I am not expressing myself well. The gist is: play Mercenaries mode with a friend.
Lack of entries.
Sorry about the lack of entries. My wife's grandfather passed away this last week so things have been busy.
20.3.09
An interesting article
This article by Leigh Alexander is a great piece on the growing pains of video games as the medium tries to mature.
19.3.09
Fitness and Gaming
I try to maintain a certain level of physical fitness. I am not “buff” or ready to compete in a triathlon, but I am no slouch at distance running and I lift a few weights as well. There have been some, interesting innovations in gaming and exercising at the same time, but none of them really get me excited. For a time, I would jog in place while playing Mass Effect. I did work up a sweat and get my pulse going, but trying to play a 3D game while bobbing in place is terribly difficult. I have an exercise bike, but since I am cheap it is a garage sale find and not terribly comfortable. A new seat might be all I need to fix this problem.
I guess I can't talk about gaming and fitness without mentioning the Wii Fit. Yes, I own one. No, I do not use it. I think it is a well designed product, but that the software that came with it has some major flaws. The exercises are good choices, not too high impact, but still effective if done regularly. My main problem with the software is that a half hour workout becomes at least an hour with Wii fit. Having to return to the menu every time you want to move on to the next step of your workout is cumbersome. I am fairly certain that Nintendo will make a Wii Fit “sequel” which will hopefully take care of this issue. What is really needed is the ability to queue up a certain amount of time in exercises and go through them, one at a time, without having to return to any menus. Short breaks can be added in as needed, but they should not be forced on more experienced exercisers.
I suppose for now my gaming and my fitness will have to remain separate. This does make me kind of sad. I can get more bang for my exercise buck on my eclectic collection of second-hand fitness machines than anything thus far enabled by the video game markets.
I guess I can't talk about gaming and fitness without mentioning the Wii Fit. Yes, I own one. No, I do not use it. I think it is a well designed product, but that the software that came with it has some major flaws. The exercises are good choices, not too high impact, but still effective if done regularly. My main problem with the software is that a half hour workout becomes at least an hour with Wii fit. Having to return to the menu every time you want to move on to the next step of your workout is cumbersome. I am fairly certain that Nintendo will make a Wii Fit “sequel” which will hopefully take care of this issue. What is really needed is the ability to queue up a certain amount of time in exercises and go through them, one at a time, without having to return to any menus. Short breaks can be added in as needed, but they should not be forced on more experienced exercisers.
I suppose for now my gaming and my fitness will have to remain separate. This does make me kind of sad. I can get more bang for my exercise buck on my eclectic collection of second-hand fitness machines than anything thus far enabled by the video game markets.
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