Oddworld: Stranger’s Wrath

Stranger’s Wrath, another visitation into the Oddworld, is one of those anomalies in gaming that sadly transpire a little too often; despite being well received by critics and punters alike, precious few outside those that actually submitted their Metacritic reviews have ever heard of the game. And that’s a massive shame, because all those rave reviews are thoroughly deserved.

The player’s introduction to the game is a nice, gentle tutorial which still makes you feel like you’re involved in the action, and not just biding time until the game proper starts. The character of Stranger, a likable ornery bounty hunter who speaks more through gruff tone than words, uses the much-vaunted live ammo (critters collected from the environment) in both first- and third-person viewpoints. Progression is marked through the bountying of bosses, with a well pitched difficulty curve.

There’s not a whole lot of story behind the game, though the plot-twist about two-thirds of the way through is a corker. It’s at that point the game really opens up, too – whilst the perspective shifting boss rushes of the early game are satisfying enough (including some great on-rails shooting action, leaving the player prone in a rollicking mine cart), the end-game contains some glorious change-ups – there’s some sublime row-boat action, and a race-against-time that’s reminiscent of Halo‘s triumphant finale.

Everything about Stranger’s Wrath screams quality: visuals are almost without peer on the Xbox, there’s gorgeous voice acting and perfect mood-setting music, and the control of Stranger is perfect; he’s got a wonderful weight to him, and shaking off your damage to “recharge your shield” is a nice touch. The environments are also stunningly realised: it’s hard to think of a game with such a lavishly realised world that contains so much incidental stuff, so much detail that creates an utterly immersive environment. Trotting down to the waterfront in Mongo Valley for the first time yields a beautiful sight, all green foliage and blue skies reflecting off the river… it really made me ask myself why we needed a next generation at all.

In fact, there’s so much outside the linear “game” to see and do in Stranger’s Wrath that I played through it twice in close succession. I rubbernecked like a tourist, I herded the residents of Buzzarton into the sewers, I checked out the spaghetti-western inspired graphics filter, I went to key locations early to hear Stranger’s wry comments on what-was-to-come. But there came a point where the difficulty got to the stage where I wasn’t afforded my look-at-all-the-pretty-scenery-time; so out came the cheat codes (it was my second run through, so I didn’t feel too guilty about that).

And, whilst the cheat codes allowed me to explore the environments without fear of death, there’s one thing that they did not do – hinder the sheer fun provided by the game. Stranger’s Wrath encourages a sense of play that is rarely seen – far from holding your hand as you tackle a particularly tricky bounty mission, you’re left to flounder with little assistance. But this is nowhere near as frustrating as it may sound, such is the balance of the weaponry – there’s always an easier way to get the job done, a different tack that can be taken, more moolah to be earned. Replayability is assured, with the option to try and capture your bounties alive (rather than safely killing them from afar) or to leverage different weapons’ strengths.

If you hadn’t guessed yet, I loved Stranger’s Wrath. As mentioned before, it really makes me wonder why we needed the next-generation of gaming machines at all, and (along with Psychonauts) is an amazing example of why gameplay is king. It’s just a massive shame that it was missed by the vast majority.

Bullet Witch

Back in May 2006, there was a little event called E3. It was a different gaming world back then: the Xbox 360 had been released, but the RRoD complaints hadn’t started flooding in; Sony’s diabolical press conference was brushed aside by the joyous Nintendo press gig. But Microsoft were the only company there that had next-gen hardware in consumer hands, and they were bigging it up.

To press home the advantage – preaching to the converted, sure – they released all the promo movies they’d collated and curated over Xbox Live Marketplace. For me, this was brilliant; I’d get up every morning, sometimes two or three hours earlier than normal, just to see what had been released overnight. Publisher movies, Microsoft compendiums, I downloaded it all, devoured it. For someone on the opposite side of the world to the action, it was a genuinely exciting time.

One of the movies that, for some bizarre reason, caught my eye was this one. Although I’d heard of Cavia, it seemed that the company was not seen in the most positive of lights; the buzz around Bullet Witch was also muted, but there was something about that trailer that had me convinced that the risk was worth taking. A middling GameTrailers review only further piqued my interest and, after a long and protracted online order / sorry-it’s-unavailable / but-you’ve-already-taken-my-money-and-it’s-available-across-the-road process, I was ready to dive headlong into the world of Alicia, the Bullet Witch.

The game starts with a ridiculous mess of a FMV – it’s all very pretty, but any sense of immersion is immediately arrested by the near-future timeline – the demon hordes are on their way next year, folks! And in just another three years, “2012 – Nations Dead” forecasts the poorly written, half-translated on-screen exposition. And yet, none of that matters the first time you take control of Alicia; in third-person mode, you can move slowly with weapon at the ready, run a little quicker at the expense of a re-arming period, and – using your broomstick-esque gun – mow down hordes of Geist.

You leap through the air with reckless abandon – and, since you’re unable to be shot whilst you’re leaping, you’ll be watching Alicia perform her acrobatic split-leg flips a fair bit. And – let’s be honest here – she looks pretty nice onscreen; yes, her voice acting is pretty average, but nowhere near as bad as that of the leader of the resistance. The AI of all characters would be generously defined as “dumber than dogshit” – your pals do a splendid job of getting in your line-of-fire, and the enemy is easy to manipulate.

Of course, after the delicious titular character, the first thing you notice is her gun… her Very Big Gun. A quick prod of the B button lets you flip between any of four different weapons, once you’ve acquired them via a simplistic RPG-lite levelling system. The initial machine gun is almost pea-shooter-esque, but the gattling gun – by far the most viciously effective weapon – is totally worth the upgrade effort, and almost necessary on later levels. Ammo’s not a problem – you simply reload when the clip is empty, depleting your magic meter temporarily. This – in theory – should encourage you to not waste your shots, since killing your enemy is the only way to replenish your magic meter; in practise, however, you have to be pretty bloody shit to be in a situation where you can’t reload, leading to a practically limitless flow of bullets.

The spells – responsible for the “Witch” part of Alicia’s moniker – are pretty hit-and-miss. These, too, deplete your magic-meter, and there’s only one really useful low-level spell – the ability to push objects around with a blast of telekinesis. Some of the spells are downright impractical – the Rose Spear, which launches a cluster of spears from the ground to perforate & trap enemies, would be useful if it covered an area bigger than a twenty-cent piece. But couple it with a flame-throwing powerup and you’ve got a time-wasting, inefficient and very pretty way to kill demons.

The Big Spells are awarded at fixed points in the linear progression of the game; and they, too, tend to be more trouble than they’re worth. In fact, I reckon casting the Meteor spell has actually killed me more often than it’s helped me, and the Tornado spell is impossible to direct, resulting in a massive chunk of magic being used up with a spluttering tornado scooting off into the distance, cannily dodging your foes. In fact, the only thing the Tornado murders is your framerate. Lightning is the big winner, and it had better be, too – it’s the only way to dispose of a number of the bosses you encounter in the game.

And, speaking of bosses, I just have to mention the (inexplicable) fish creature that you have to battle whilst standing on the wings of an airplane traveling at 30,000 feet. Go on, read that sentence again – it just doesn’t make sense, yet is spot-on-the-money in the context of the game. This boss battle was an utter shitpig – more luck than skill was required – and the few opportunities for skill were subject to the distraction of the sheer ludicrous nature of the scenario.

The final boss, too, was a bastard… sometimes seeing you invest a good 45 minutes of cautious shooting before being killed by a single errant stomp. Which is demoralising enough in itself – but when you’re trying to complete the game for the fifth time, on the highest skill level, for the reward of a single solitary GamerScore point, that instakill death is doubly galling. The post-game FMV, another piece of poorly-written exposition, just reminds you how crapulent the writing for Bullet Witch was: “Demon numbers diminishing. No sign of increase” proclaims the front-page headline of The National Times – “the world’s daily newspaper.” Then again, Nations did die off in 2012, so maybe that’s fair enough. “Tower of Pisa struck by lightning. Italy loses national treasure” screams another headline, supposed to inspire questions in my mind of what becomes of Alicia in the post-game; but by that time I’m just waiting for the credits to finish rolling.

Still, it’s not all bad; with the exception of the Big Spells, any spells or power-ups accrued throughout your game (points are gained on the basis of kills, elapsed time, and damage taken) carry over to subsequent games… Hell Mode isn’t so daunting with a Level 3 Gattling Gun. Achievements are reasonable – apart from that 1-point insult – and the game itself is pretty short: maybe only a dozen hours for your first play-through, and there’s plenty of shortcuts (and the benefit of the accruing power-ups) to ease you through the harder skill levels. And then there’s the DLC – each level has an alternate task for a mere 20 Microsoft Points apiece (ummm… no), and then there’s the downloadable costumes for sweet Alicia.

…well, given that they’re free, it’d be rude not to check them all out, wouldn’t it? Nothing pervy in that at all.

Let’s cut to the chase: the schoolgirl and secretary costumes are both worth the cost of the game. Delicious. In fact, they provided the visual highlights of my runs through the harder skill levels – with the somewhat dubious nature of the character physics prone to send limbs akimbo, it wasn’t too annoying to die.

No, wait. It was still annoying to die, despite any potential panty-peeking opportunities, because Bullet Witch suffers many of the worst traits of gaming: it’s unbalanced, unfair, unforgiving, and – worst of all – unfun.

And that’s the big shame of a game like Bullet Witch; it had so much potential, but pissed it all away with lousy writing and shallow gameplay. It just goes to show that two key ingredients – hot female protagonist, and massive guns – do not, by themselves, a tasty cake make.

Oh Bugger…

So I’m still playing Mercenaries 2 a bit this moment, hammering my way through the game again using the “other two” characters. My OCD target for this game is to unlock all the unlockables (duh), fully explore the dialog trees – different for each of the characters – and check out all the FMVs in all scenarios, finishing up with three 100% character saves. Easy enough, I think – my first 100% play-through was about eighty(!) hours, but that included much faffing about capturing – rather than killing – key bad guys to garner a big fat 50-point Achievement.

This task is made particularly difficult by the fact that the enemy AI is so blinkered and trigger-happy that a careless assault can see enemy minions fill the very chap they’re supposed to be protecting – and who you want to claim alive – full of lead. Or explodey stuff.

Which is bad. And forces you to reload. And play that bit again. And, most likely, again.

Anyway, I was happy in that I’d performed that onerous task (there’s 50-ish of these High Value Targets to capture alive, rather than photograph dead) already, and subsequent playthroughs would be a doddle – I’d just airstrike them to oblivion, then stroll in and take a verifying photo when the area was scorched earth and bereft of life. But then I learned that the penultimate FMV is different depending on whether you’ve captured all the HVTs or not.

Shit. Shitting shit.

My estimate for completion for this game has just bumped out by another forty or fifty hours. And I have to chuck away a three-quarters complete playthrough with the American mercenary – by far the least fun of the three to play with. But such is life… *sigh*

GeometryRoboMercs

Another 360-bound week has passed – I seem to have completely forgotten about Jet Set Radio for the moment (apart from the obvious comment in passing) – but at least I haven’t bought anything new. The release of Suda51’s Flower, Sun, and Rain is pretty much a must-buy, and I might as well snaffle Soul Bubbles while I’m at it. More DS goodness that, unfortunately, is going to push The List dangerously close to 70 – SEVENTY! – unfinished games.

I used to think that completing – that’s PeteComplete, of course – one game a month was a pretty reasonable goal. After all, my normal “working” week permits a lazy twenty-odd hours of gaming, so that’s eighty hours a month – surely enough for most games, save longer RPGs. But then there’s games that actually require skill and skill (in my case) requires practise… so what am I to do? Even at a game a month, there’s nearly six years worth of gaming on The List!

Case in point: two of the games I played this week I’ve had since the Australian launch of the Xbox 360 (March 23, 2006). Geometry Wars still kicks my arse and, despite my commitment to improve my skills through regular practise late last year, has remained obstinate in giving me a fair go. That’s what I reckon, anyway. Likewise, my skill level in Robotron hasn’t got much better in two-and-a-half years, although I did manage to score a surprise Achievement whilst searching for Ranked matches during the week – the lag associated with my adversary’s host across the Pacific allowed me to jerk my way to Wave 11. Up popped the Achievement, surprising me so much I died thrice in quick succession. Yes, I’ll blame the Achievement Toast… yes ;)

Finally, though, Mercenaries 2 continues to delight with its co-op multiplayer goodness. My co-op buddy in Perth joined me to tackle the PMC challenges (which must be literally impossible in single player mode) and we managed to unlock all the additional costumes for all three characters… Mattias’ suit is a chuckle, and Jennifer’s catsuit is delicious, but nothing – and I mean nothing – can top the Chicken Suit.

Cluck On
No, ma’am, I’m a chicken

Two men, firmly ensconced in middle age, separated by thousands of kilometres, controlling characters running around Venezuela in chicken suits, raining heavy ordinance all over the country and punching army chaps in the head. Seriously, if this is as good as it gets, then I’m pretty bloody happy with the state of gaming :)

Cluck Off
I don’t know who was more surprised, really.

MercenaryMarblesOfWar

In yet another OC-unremarkable week, not much was achieved; Marble Blast Ultra received some DLC on Wednesday, luring me into playing it online for all of two matches to net the one new Achievement on offer… on The List and off again in the same day. Another look at Wii Fit ruptured any credibility in the product, as it awarded my creaking lardy body “Yoga Trainer” status on multiple mini-games. And something lured me back to Gears Of War: perhaps a curious mind that was wondering whether the online multiplayer was really that unpalatable. A whole bunch of matches for all of three kills with a bitchily uncommunicative crowd reminded me that yes, there are better things to be doing with my gaming time… and yet, those multiplayer Achievements still gnaw away at me, goading me with their “Locked” status.

Luckily, the week in gaming was saved by a chum wanting to play a bit of Mercenaries 2 co-op. Not being an Achievement Whore (nor afflicted by OCD), he was unphased by the prospect of killing HVTs (and hence missing out on the “Aces High” Achievement)… the resultant joy as the two of us teamed up for helicopter-hopping, tank-trashing, airstrike-addled mayhem was incalculable. It really, truly is a completely new game with a partner by your side – a noticeably easier game, yes, but staggeringly good fun.

Mind you, Mercenaries 2 did show itself to be horribly bug-ridden. Sound glitches galore, mysterious hangs, and instances where my co-op partner’s 360 and mine didn’t really sync, resulting in our view of proceedings being out-of-whack. And the “…And Justice For All” Achievement – effectively a subset of the aforementioned (and previously obtained) “Aces High” Achievement, refused to unlock until I re-completed the game while physically disconnected from Xbox LIVE. Ermmm… quite.

Still, Mercenaries 2 is fiendishly good fun – especially with that co-op player. Even better, an upcoming update is supposed to include models of Sarah Palin and Barack Obama. The idea of getting Obama to trigger a MOAB airstrike in the middle of the Caracas shanty-town has me cross-legged with giggling anticipation.