FlowJourneyFlowerRow

So… how did Perfect Dark Zero go then, Pete? That’s the question on everyone’s no-one’s lips after my bold proclamation last week.

Ummm… well… at least I installed the game on my 360. So that’s a start.

But apart from that, the only real action on the 360 front was a little more progress in Saints Row: The Third; most significantly, all the GPS shortcuts have been found – it turns out that the aforementioned map is actually complete! So that’s a significant step forward, and now I’m just tidying up a few remaining Challenges before surging through the rest of the game. I’m currently sitting at 81% on Playthrough 2 (Female Voice 1); probably only another ten hours left on that one.

But most of this week’s gaming action has been on the PS3. I’ve been listening to various podcasts (most notably Giant Bombcast and 8-4 Play) rave about Journey, and the idea of the anonymous Companion player really intrigued me; sure, I’ve had pretty good luck with online players, but the guys (and, let’s face it, they are always guys) who have irked have really, really irked. Taking that opportunity for disappointment out of the equation sounded like a brilliant move.

But the OCD in me wouldn’t let me just leap into Journey; I had to trek back and engage in thatgamecompany‘s earlier works. PSN obliged with their March sale, putting both flOw and Flower up for cheap; I finally got into flOw‘s groove last week, and I started cleaning up Trophies one-by-one this week whilst absorbing the gentle vibe of the game. The final impediment to completion was the Cannibalism Trophy, an annoyingly finicky task whose precise requirements did not really gel with the loose nature of the motion-only controls. But – one extra controller and several dozen attempts later – it eventually popped, and flOw was crossed off The List. I’m not sure it’s something I’d re-visit, though there’s some soothing distractions to be had (if one chooses to ignore the “goal” of the game).

Cannibalism popped on Saturday morning, and a plan hatched in my head: if I could power through Flower in the afternoon, I could have my first of no-doubt-many Journey playthroughs on Saturday night (yes, that’s right: super-social party-person that I am, I opportunistically decided that a Saturday night was the perfect time to play through Journey for the first time). And my first impression of Flower was far more positive than that of flOw – that’s not to say that I disliked flOw per se, it’s just that Flower was immediately more engaging, with less ambiguity as to what you were actually doing.

But I found myself to be a bit conflicted with Flower… see, all I’d heard and read about it suggested that it would provide a peaceful experience. And that’s not what I felt at all; for one thing, the wind mechanic that you use to drive your petal protagonist along is far too active for me to feel at peace. It’s akin to a racing game at times and, whilst there’s (mostly) no penalty for failure or “crashing”, the speed of movement and dropped camera angle raises my heart rate, not placates it.

On completing the first level, there’s a slight key change to the score and an ominous rumble through the DualShock, and we’re treated to a view of a tree in a field – and I’m somehow reminded of the view at the end of Portal, where it’s quite obvious that you’ve “won”, yet are laying injured on the floor. It’s that kind of off-kilter view – though much more colourful, of course… but I realise that’s a very negative perception. The end of the second level makes me look at things more positively; with the rainbow in the distance, it’s almost like I’ve just woken up from a nap in a field.

The rest of the levels go by in a bit of a blur; the shocking power lines are an unwelcome change-up, and the final level’s paint-the-city mechanics yield some navigation frustrations and OCD niggles. But it’s an interesting experience, to be sure; I’ve snaffled less than half the Trophies so far, and am really looking forward to whisking around those environments again… though I’ll be under no pretences that it’s a “peaceful” game.

And then there’s Journey.

Now, squillions of people have already waxed lyrical about Journey – check out the abovementioned podcasts, or Brainy Gamer (this post is a good start). And, whilst my first playthrough was really enjoyable, I was left feeling… well, a little disappointed, actually. I wound up having five Companions flit in and out of my game, all of whom seemed to be as new to Journey as I was; there was little communication between us, and whilst there were some great team moments – tackling The Underground section was an interesting time as we both got battered before collectively figuring out the best approach to take – the Companion felt more like an Acquaintance. Heading towards the end of the game, I was separated from my final Companion somewhere in the snow… and so I wound up doing the (glorious) ascension alone. And that really made sense to me, at the time: it really felt like The Way it should be.

And when the list of my fleeting companions came onscreen after the credits washed over me, I bore them little heed. They were in the vicinity when I did Some Stuff, but they had little real impact on me.

Like I said – I turned Journey off last night feeling a little let-down. Disappointed. I felt like I’d let Intarweb hype get to me, building my expectations up beyond all reasonable hope.

But, since I only got one Trophy from that run, I decided to have a second play this morning. The first Companion I got matched with was clearly familiar with the game – they were wearing the white robes that are available if you’ve found all the Glyphs and Symbols. And, as we played, I allowed him to lead me through the game. Using a language of chirps, he guided me towards nearly every point of interest. I’d chitter a thank-you as he led me to a Glyph; he’d reply with a you’re-welcome… at least I thought it was, but his admonishment (when I missed one of the Symbols) sounded pretty much the same.

And their guidance provided a completely different experience to me. Their chirps of encouragement (well, that was my perception, anyway), of come-hithers, of get-ready-to-run… they fostered a sense of gratitude in me. When we took a moment to play – to “feed” off each other’s scarf-restoring properties as we flitted in the air (it makes sense, trust me)… it felt absolutely joyous. And we stuck with each other in the snow… and that bit before the ascension, my DualShock feebly rumbling in my hands, was genuinely upsetting.

In fact, I got a little mad at Journey at that point. You’ve allowed us to grow together, I wallowed, and then you allow that to happen?

But the ascension – which I’d found perfectly delightful solo, revelling in the experience – more than made up for it. A soaring experience, dancing in the bright colours, and a triumphant walk into the light.

And then Nivekien and I parted ways. I felt compelled to immediately send them a message thanking them for the experience… because I couldn’t believe how powerful that connection was, despite being mute and anonymous.

I’d love to say that Journey absolutely nails it, that it’s an early contender for Game of the Year. But I can’t. The game itself, despite gorgeous aesthetics and a wonderful sense of movement (walking uphill in the desert is perfectly done, and the flying mechanic is a joy), merely facilitates connections between it’s players. But it creates a space for those connections to evolve into meaningful relationships, and it does so in a way that no other game can even think about doing. And for that reason alone I’ll urge anyone and everyone to play Journey.

PortalRowFlow

So – Easter, then. A lovely four-day weekend over here, which is nice.

But not for me! The ticklings of a cold that I felt coming on when I last posted on this blog developed into a full-blown work-impacting annoyance, with a cough that turned my throat into sandpaper and refused to let me sleep. Thus, I ended up taking another couple of sleep-dep delirious days off work, leading to a six day weekend and (fitful attempts to sleep notwithstanding) more than a few opportunities to get my gaming on.

But, at the end of the week, precious few games got a look-in. Not that that’s a bad thing.

Most of the week’s gaming was split between Saints Row: The Third and Portal 2. Early on, I tore through the third of The Third‘s DLC packs, which was another embarrassingly brief bit of story-driven content that felt woefully anaemic compared to the main game. But I surprised myself a little by leaping straight back in and starting another new game with the first of the female voices; it feels like there’s minimal script differences so far, and the delivery somehow doesn’t seem as natural as the default male voice. But I’ve torn through the game (playing on Casual now), and I’ve already hammered through all the side-missions and most of the challenges. But, given that this playthrough will be my “proper” run, I’m looking into 100%-ing this properly now – and, after a little bit of goading in the comments last week, that includes finding all the GPS Shortcuts.

And, try as I might this morning, I just couldn’t force myself to methodically trawl block after block in the city of Steelport in search of mystery shortcuts. Sure, I found a map that highlights most of the shortcuts, but it’s incomplete and a bit vague… so I’m fearful that many hours of searching will yield a tally of 262 (of 263) shortcuts. And that’s a bit of a turn-off for me at the moment; I’ll have to see whether I can convince myself to check out a couple of blocks each evening, and just hope that everything turns out alright.

But the better news this week was the completion of Portal 2. Friend – and occasional commenter – Lita had agreed to play through the co-op portion of Portal 2 with me if I’d bought the game, and she was good to her word: a couple of trans-hemispheric sessions (and her careful, and not-too-spoilery, guidance!) saw most of the multiplayer Achievements pop. Then came the Peer Review DLC which she’d been unable to convince anyone else to play with her; no Achievements, no point, seemed to be the unfortunate consensus.

And that’s a massive shame, because the DLC was fantastic.

Sure, the levels were perhaps a bit more clinical than the original multiplayer levels, and I’m under no illusions that my perception may have been coloured somewhat by the fact that we were both figuring out the levels as we went (which led to the odd trying moment… but they were more than offset by the shared joy of figuring a puzzle out). But – most importantly for me – the ending of the Peer Review content drew upon the themes presented in the single-player excursion, rather than the odd dystopian conclusion of the main multiplayer episodes.

The funny thing was that, after the multiplayer sessions with Lita, I still needed one in-game hug for the last of my Achievements… so I set up a Beacon on Xbox Live for the first time, hoping it may draw the attention of one of my other Portal-playing friends. And it was amazing how many people actually did send me a message saying “not right now, but I’d love to play Portal 2 again”; that’s a testament to the wonderful gaming experience that Portal‘s co-op offers that may have been missed by many in the next-new-game culture that’s around now.

With all Achievements popped, there was just one thing left to do… well, two things, actually. First up was a run through the game with the Developer Commentary feature enabled, which proved to be a bit of a pain at times: with Developer Commentary on, Portal 2 doesn’t allow saves… not even checkpoint saves. This meant that I was forced to become adept at some puzzles that I’d just blustered my way through earlier, and the final boss battle took a bit of effort before stumbling over the line. And I’m not sure the effort was worth it, really; the Commentary was all heavily scripted and, with very few exceptions, delivered in a less-than-engaging manner. But that run served me well on my final run through game: the Wheatley dialogue run.

See, I reckon I missed a few choice bits of Portal 2 on my first playthrough, especially near the end; I was getting tired and just started rushing everywhere. Taking the time to hear some of Wheatley’s wonderful lines was time well spent, though, as was the opportunity to absorb some of the other humour that escaped me the first time: the fact that Wheatley is too stupid to “get” the paradox, for example. And the opening of the first massive vault door, revealing a blank wall and a tiny door behind it.

A lazier run also allowed me to drink in some of the brilliant visuals, too: the lighting in that game is superb, with Wheatley’s flashlight flickering stunning shadows within the bowels of Aperture Science, and the emotive puppetry behind GLaDOS’ humanisation is just perfect. A dig around for more content within Portal 2 revealed the faux Aperture ads, voiced by Cave Johnson… and they, too, are wonderful, and served as a wonderful closer for the game for me.

But the week was bookended between two sessions with flOw. Now, all I knew about this game prior to playing it for the first time was that it had originated as a Flash game, and that it was deemed more of a screensaver for the PS3 than an actual game. My initial (post-blogging) session last weekend left me scratching my head a little; I was wibbling the DualShock3 around, Trophies were popping, and I was none-the-wiser as to what I was doing. It wasn’t until I ceremoniously removed Portal 2 off The List that I gave flOw another chance… and the next couple of “games” didn’t really alleviate the confusion. Suddenly, however, the visual language of the game clicked with me; everything made sense, and now I’m gliding around this peaceful world with ease.

I’d like to say I was having fun, but… I’m not sure that I am. To be fair, though, I’m not really sure that I’m supposed to be having fun; I don’t think that’s flOw‘s aim at all. It’s too laid-back, almost meditative, to actually raise emotions so high as to elicit “fun”. Still, some of those Trophies are going to be a bit of a bitch to snaffle, so maybe they’ll get the risk/reward neurons firing.

So – the next week? There’ll be more flOw, more Saints Row, and maybe – just maybe – I’ll start firing up… Perfect Dark Zero. Yes. I think it might be time.