2011: The Year in Review

And so, as 2011 draws to a close, I have this lingering feeling that – for me – it was a pretty rubbish year for gaming. Which seems like an odd thing to say, with so many big titles that should have tickled my fancy. But there were massive tracts where I completely lost my mojo, and where I couldn’t bring myself to write at all; there were some foolish purchases, and a lot of buyer’s remorse.

The List barely shrank, a result of thirteen new games being ever-so-slightly outweighed by fourteen completed. But only seven of those new titles were released in 2011, which really limits my ability to talk about the “current” state of gaming. So, as a result, my annual collection of half-arsed awards will likely span a number of years.

But all that sounds rather morose, and that’s not the point of these awards; so let’s bring the fun!

Proudest Achievement of the Year: Whilst I could happily slot Uncharted‘s Crushing Trophy in here, it’s pretty hard to go past the mountain of sweat and hope that had to be scaled for Gears of War‘s Seriously Achievement – even though it was almost entirely boosted. Whilst not a patch on the latest version of Seriously (which one of my friends acquired after an estimated 1100 hours), the uncertainty behind the original gives it a special place in every recipient’s heart. Massive kudos to my boosting crew for their seemingly endless help, without which I would still be stuck on less than 200 kills.

The “Friendly Tumour” Award: Another award for the game that initially hides its charms, but grows on you, this has to go to the original Uncharted; despite having picked up last year’s Shrugging “Huh?” Award, the harder difficulty levels completely won me over… yet another instance of difficulty making a game better.

Disappointment of the Year: Uncharted 3 (and, to a lesser extent, Uncharted 2). After the joy I (eventually) found in their predecessor, it was sad to see the much-lauded sequel stray away from that open-combat formula into tightly choreographed set-pieces which, whilst gorgeous to look at, eschew gameplay for storytelling spectacle. The latest chapter just epitomises style over substance.

Multiplayer Moment of the Year: Teaming up with gibajon to tackle Kameo‘s Time Attack Achievements. Each level became a puzzle, a carefully choreographed piece of complementary teamwork, with massive relief when we successfully got each A-Rank… and to then discover that our scores were all within the Top 50 in the world – well, that was pretty bloody special.

Under-Appreciated Game of the Year: Despite being another potential victim of style over substance, with simplistic and extremely limited gameplay, Enslaved gets the nod here for its astounding graphical presentation, genuine heart in the storytelling, and amazingly good DLC extension. Totally recommended as a gentle, enthralling game.

The “What Have I Done?” Time-Sink Tentacle: A lot of people raved about the free-roaming nuttery of Just Cause 2; for me, it was an OCD nightmare. Two playthroughs of over one hundred hours each, with every possible side-mission, destructible, and collectible covered off. And, due to a bug in the game, the maximum you can get is an annoying 99.95%.

The “About Bloody Time” Conferral: This could go to the insidious Wii Play, a List-dweller for far too long (until a recent sick-day saw me twist my way to Pose Mii victory), but instead it goes to the mainstream gaming press, for growing a pair of balls and daring to say something negative about some of the recent AAA-titles.

AAA-HypeTitle I Missed Award: More Modern Warfare? More Elder Scrolls? More Assassin’s Creed? Well, I at least played the first of that series. Still, I appear to remain well outside the mainstream gaming zeitgeist.

The IngĂ©nue Infrastructure Gold Star: Come on… you didn’t expect me to forget about Sony’s little problem earlier in the year, did you? Well, at least it got me playing the PS3 again, with a couple of decent freebie games as compensation for wide-open web servers.

The Nutball of the Year Coconut: I love me some crazy game stuff. Shadows of the Damned brought tawdry schoolboy humour, coupled with a talking skull that transforms into a gun that transforms into a motorcycle, hallucinatory sections where you run over your girlfriend’s lingerie-clad body, and boss fights that included giant goat-headed demons pissing evil onto statues. But it was pipped by the non-stop visual orgasm that is Child of Eden – and there’s no better demonstration of that than Giant Bomb’s Quick Look. The whole video is pretty great (“September 11, 2019… too soon, man”), but if you’re after the infamous Space Whale comments, skip about 22 minutes in.

Boomshankalank – that’s 2011 over and done with. And, as with last year, I don’t have a post ready-to-go about my game of the year… but that’s okay, because my Game of the Year is a bit of a no-brainer. While it arrived late in the year, the game that impressed me most was such a wonderfully deep experience that it almost wiped the memories of the games that preceded it.

My 2011 Game of the Year is The Legend of Zelda: Skyward Sword.

Despite an almost impossibly slow opening, the latest Zelda iteration has such wonderfully emergent gameplay that there doesn’t seem to be a wasted second as you progress through the plethora of tasks at hand. It’s a game that I cannot wait to re-visit – something my OCD will accommodate, with another pair of playthroughs required.

And so, without further ado… Happy New Year!

HaloHaloRearmed

A couple of months ago, I lamented on my OCD’s intentions towards Halo: Reach. I broke down Reach‘s driving forces to three elements: a co-op Legendary run, all Commendations, and hitting the rank of Inheritor.

Absolutely no effort has been put into the Legendary run, and Commendation progress has ranged from slow (Firefight) to steady (Campaign) to non-existent (Multiplayer). cRedit accumulation, though, had been consistently around one hundred thousand cR per week… pretty slim returns, really, considering that the prized Inheritor rank requires a mere twenty million cRedits.

But this week, after having pushed through my Normal run through Halo: Anniversary (clearing up a heap of the Achievements as I went), I made a couple of discoveries. The first was a rather easy hundred thousand cR (a “reward” for finding all the Terminals in Anniversary) – not bad for ten minutes work. The second discovery, though, has a far greater impact on my OCD… for it has the ability to net about a hundred cRedits per day.

I remember laughing at the cRedit cap, knowing I’d never come near it; I’ve hit it twice in the last week.

Two words: Custom Challenges.

They’re like Reach‘s Daily Challenges, but… bigger. Plumper.

So the couple of days has seen a lovely little routine play out: hammer out some Custom Challenges. Scoot across for a bit more Anniversary. Back to Reach, across to Bionic Commando: Rearmed (for some more attempts at those dexterously brutal Challenge Rooms), back to Reach, out for Christmas drinks.

It’s a pretty tough life, this.

Zelda: Combat Evolved

Ever since I started dicking around with the idea of mungifying the names of the games I’d been playing as a cheap way of coming up with a title for blog posts, it’s been a little piece of joy each week twisting the words around to fit the mood summoned by the games.

This week, however, the title – whilst cheap – was just too easy.

The namesakes (or gamesakes, right readers?) should be easy to figure out – and rightly so, because the gaming time I could scrounge together in the last week (in amongst work, acting classes, and more christmas celebrations (or cellarbrations, right readers?) was completely and willingly devoted to Skyward Sword and Halo: Anniversary.

After around fifty-seven-and-a-half hours, my first playthrough of Zelda: Skyward Sword wrapped up with a thumb-numbing final boss battle. And (apart from the previously-mentioned, dreadfully slow) first three hours of treacle, it was an absolute delight. I stuck with my commitment not to consult GameFAQs until after I’d finished the game, and that turned out to be a great move; combined with my self-imposed media blackout prior to the game’s release (early review scores excepted, of course), it meant that each and every step was a surprise. The boss battles were just fantastic: the second dungeon battle, as I briefly mentioned before, stands out as being wonderfully creative and stupidly good fun. Dungeon puzzles were both subtly signposted and devious: the collection of Link’s collected items included a few regulars, but the introduction of the new items allowed a freshness and depth to the puzzles that always left me grinning like a loon.

And that’s the great thing about the latest Zelda installment: it leaves you feeling good. And, more surprisingly, it made me feel smart. And that’s a wonderful feeling to get from a game, and certainly not something that’s been conjured up for quite a while now. But now the freshness – and surprises – have passed; I know what the game’s got up its sleeves. It’ll be interesting to see what my Hero Mode playthrough will yield (yes, there’s a “hard” mode to do, along with a mere handful of collectibles to snaffle that I missed on my FAQ-Free run) when I can apply myself to the task…

…in the meantime, though, I’m playing a game which offers the very opposite of surprises: Halo: Anniversary. Now, I’m no Halo guru, but I played the original on the Xbox a lot – so the levels are very familiar to me.

So why did I find it so hard to get back into the Anniversary love-letter? Normally it’s the fear of the unknown that prevents me from plunging into games; this week, however, it was almost like the fear of the familiar.

But one night I forced myself to load up my most recent save – right at the start of the Truth and Reconciliation sniper spree. Goading myself to pick up an Achievement associated with the start of that level seemed to be the tonic; suddenly, I was sucked back into the realm of Halo. The completion of Skyward Sword gave me time to run-and-gun my way through the next level-and-a-half, with a slight sidetrip to snaffle the tricky Bandanna skull. But I’m feeling it again… that Halo joy is back.

Next week? After I finish my first run through Anniversary, I might start on some of those more belligerent Achievements – speed running The Library on Legendary? Oh, alright then :)

Then again, Skyward Sword‘s Hero Mode beckons…

Notes from Skyloft…

As I suspected, all I’ve got room for is a collection of scribbles that I recorded in between playing Skyward Sword. Long story short: the first three hours were mind-numbingly boring. The next thirty-seven hours, however, were utterly fantastic. I’m just heading into the final dungeon, ten minutes shy of hitting forty hours, and it feels like there’s so much left to do. In the last couple of hours the game has opened up yet again.

Put simply, Skyward Sword is a Proper Game. A bloody brilliant Proper Game.

And now, here’s some notes.

2011 11 28 :: Just finished second dungeon/temple… boss fight was fucking fantastic. Forgot to mention the inbuilt hint system and all-round approachability… I’m vowing to avoid GameFAQs for this playthrough :)

2011 12 01 :: End of the first act… who needs HD? This 480p stuff looks pretty bloody good.

2011 12 03 :: Wind Waker Redux? Hell no – it’s so much better. The time shifting mechanic? Chasing the pirate ship? Magnificent.

2011 12 04 :: Christ, this just keeps getting better and better.

Hopefully this will wrap up soon, because it’s becoming quite enveloping. On the other hand, I don’t want it to end…