Reach for the Damned

Last week? 225 words. This week? Fewer.

Of course, this week saw more Halo: Reach… plump dailies make the cRedit snaffling easier. Less than 102,000 cR to go until Field Marshall rank.

The only other game that got a look in? Shadows of the Damned. The Legion Hunter difficulty has been conquered (and the last of its Achievements popped), with the only tricky bits being the last two bosses. The earlier of the two has a well-known “issue” that, whilst easy to work around, still makes the battle tough; the final boss was more difficult, with ammo in scant supply and constantly consuming my (thankfully well-stocked) health-providing drinks. But, as premature congratulations popped into my TrueAchievements feed, I leapt back into the fray on the hardest difficulty level: Satanic Hell. And if the jump to Legion Hunter was significant, it was bettered by Satanic Hell; one hit from a demon leaves the screen throbbing red, and George possessed a one-hit kill (guess how I found that out).

But my gems have been glitched already, and I’m pushing ahead – lord knows how I’m going to manage that final boss, though. That will probably be the reason Shadows remains on The List.

Nothing to see here…

Last week, I opened my post with the blunt promise that it would be “short, sharp and shiny” – then proceeded to blather on for another seven hundred words.

No chance of that this week, simply because there’s precious little to opine on.

Halo: Reach, with its 343 Industries-fattened Daily Challenges, gets a look-in every second day; less than 200,000 cR to Field Marshall, now. And Child of Eden gave up an Achievement for hammering through the easiest level on the Hard difficulty setting. But the only game that’s got any serious playtime this week has been Shadows of the Damned.

Whilst a good sixth of my second playthrough was spent glitching Red Gems (to ensure that Garcia Fucking Hotspur’s weapons were at their most powerful), the second run – on Normal, or “Demon Hunter” difficulty – proved to be four hours quicker than the first, weighing in at a lazy twelve hours. The game didn’t really seem that much harder than the easiest difficulty; but, now that I’ve leapt straight into a Hard (“Legion Hunter”) playthrough, the difference is more apparent: being struck by a demon is now a worrisome event, with the potential for the second strike being fatal. Still, I’m in the midst of the gem glitching again, and looking forward to the rest of the game… although tales of buggy final boss encounters concern me somewhat.

225 words. Now that is short.

ThievesDamnedEden

Short, sharp and shiny this week, since not much gaming has taken place in the last seven days (due mainly to a spot of sickness, the Adelaide Festival of Ideas, and offering oodles of moral support to a friend in need).

After belting through Uncharted 2 last week, I wanted a bit of a palate cleanser; I decided to push on and finish my first (Easy – or “Lemon Hunter”) playthrough of Shadows of the Damned. I noted in my last post that the game’s writing had been improving as the game went on; later chapters are a cunning mix of frustration (there’s lots of instakills) and glee, especially once the weapons get amped up and the demon parts start flying. There’s some wonderful nuttery (the oft-cited segments where you control the protagonist as he runs over an enormous rendition of his girlfriend’s lingerie-clad body) and a few choice bits of dialogue; the bosses aren’t too obtuse, and it was all a good bit of fun. Lemon Hunter complete; three difficulties to go!

Having got that out of the way, I thought I’d bounce back to Uncharted 2 for a second playthrough; I managed to get to the first of the stealth bits before turning the PS3 off in disgust. I didn’t mention hating the stealth segments in my last post, but my word I thought they were awful. And far too plentiful! So that’s a nice little turn-off.

Feeling spurned, and having snaffled a fair few GamerSmarties from Shadows, I started poring over my 360 titles for more gettable Achievements… and decided to give Child of Eden another bash. Playing through the earlier – and hence familiar – levels was fine, but when I attempted the fourth level again I was reminded at why I found it tough going previously: the “game over” mechanism amounts to little more than a very sudden (and occasionally disorientating) message that can be crudely translated as “fuck you”.

And that, y’know, doesn’t really inspire me to leap back into the fray.

Still, I was convinced that Eden was at least beatable… and, after many attempts, I managed to squeeze through the end of the Passion Archive. That unlocked the final regular level, and when my first attempt lasted for a good fifteen minutes before that blunt message reappeared (doubly galling given the glacial pace of the Journey Archive’s opening minutes), I had a peek at YouTube for a level playthrough… only to discover that I’d died within about ten seconds of the final “danger” spot of the game.

On my second attempt I breezed through… grabbing a nice, fat, hundred-point Achievement in the process. But the end-game… oh my. For all that Rez managed to emote in its final stages, Eden completely misses the mark for me. Now, I’ve raved about Miz previously, but there’s one crucial bit of evidence that indicates that he and I aren’t on the same page: he thinks Heavenly Star is an awesome and inspiring song, and I most certainly do not. So that’s a bit of a bummer.

My OCD quakes at the thought of having to gold-star all those levels, especially when my first attempt at the Hard difficulty ended in shameful failure. So that will be an interesting learning experience…

One last note: I was sorry to hear of the passing of Steve Jobs. The first computer I ever coded upon in anger was an Apple ][e, and once upon a time (in the System 6-7 days) I was a massive Mac Fanboy – I’ve still got the “Windows 95 = Mac 88” t-shirt to prove it. Whilst everything I’ve read (and heard, from people who’d met and worked with him) indicated that he was a… difficult man in the workplace, I’ve nothing but admiration for the bloody-mindedness that Jobs applied to his companies to ensure they produced the products he thought the public wanted. Without his focus, I’m certain the smartphone market would be nowhere near as vibrant and exciting as it is now, and the computer market in general would be stuck with beige-box aesthetics. But most of all, I respect Jobs for not caving to the music industry – and for setting a precedent for the paid digital download of media. That’s something that I really do believe in, and without Jobs’ efforts the digital delivery landscape would be a far more fragmented beast than it is now.

Rest in peace, Steve.

ReachAmongShadows

After wrapping up my Uncharted Platinum last week (and writing a few thoughts about the game), I decided to return to the previously-disappointing Shadows of the Damned.

My first impressions of Shadows had not been kind; once I got past the fear generated by the awesome soundscapes, I didn’t like the awkward aim-then-fire control mechanism, and it felt like my avatar (the gloriously-named “Garcia Fucking Hotspur”) was a lethargic blob. Enemies were difficult to target, and…

Blah blah blah.

That line from my Uncharted piecemy first impression can be useless – should be tattooed on the backs of my eyelids. Whilst Shadows is by no means brilliant, I had a shitload of fun with it this week; I’m about two-thirds of the way through it, I reckon, and – after ditching my existing save-file and starting again from scratch – it’s been a real romp. I took advantage of a well-known glitch to max all my weapons out very early on; this had the unexpected effect of making me play with a much more carefree manner – a recklessness. Without The Fear, the game become much more engaging for me, and so I got to experience Suda51’s wacky bosses… and the dialogue has just been getting better and better. Garcia struggling to read a storybook was an absolutely brilliant touch.

But, being quite honest, Shadows was only a placeholder, something to pass the time – because I was absolutely gagging to play Uncharted 2. I wanted to hammer the first playthrough, so I fired it up for the first time on Friday night, expecting to spend the weekend romping through Drake’s second outing. Unexpected Grand Final plans on Saturday stymied my intentions, though, but (after a little recuperative snooze) I leapt back into it on Sunday… and finished it that evening. Two big sessions is all it took.

Now – as I’ve said before, my first impression can be useless, so I’m not overly concerned at my comparative lack-of-enthusiasm regarding Uncharted 2 at the moment. But I will tap out a few notes: I love the new grenade mechanism. I hate the new armoured enemies. I love that the Shiny Teeth from the first game have gone. I hate that they’ve been replaced by shiny eyeballs that make Chloe look like she’s wearing mirrored contacts. Speaking of Chloe… I hate her voice acting – it sounds like it was recorded separately to everyone else. Hate the city bits. Love the temple bits. And it’s still a pretty poorly signposted game, though I know that only annoys me on the first playthrough.

Here’s the thing, though: for all the “hate” mentioned above, I really quite enjoyed belting through Uncharted 2 the first time… certainly far more than I enjoyed the first run of its predecessor. But – and that’s a big “but” – I couldn’t shake the feeling (once again) that I was disconnected from the game somewhat, like my actions didn’t really matter. It really feels like the player is flung from one spectacle to another – and whilst these set-pieces are really quite exciting, and certainly well scripted, I always felt a little cheated when I reflected on them.

But hey – this gaming thing is still a relatively new artform. Uncharted 2 is pointing us in the right direction in terms of storytelling – that moment in Chapter 17 is really, really well done – but we’re not there yet.

Of course, that’s just my first impression, so who knows what I’ll think in a month’s time ;)

Oh – Halo: Reach remains a constant. I’ve just hit General Grade 4; now begins the long climb to the last of the military ranks, Field Marshall. 344,841 cR remaining…