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 Ingénue 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!

Je Retourne (2011 Edition)

Ummm… hello again.

It’s with my tail firmly wedged between my legs that I return to the game-blogging world; after another massive Fringe (131 “official” shows, another handful of impromptu gigs, and nowhere near enough writing done… I’ve still got 93 shows left to write about!), there was a long period where I couldn’t face the keyboard at all. Which is proving to be a bit of a problem with work, but that’s another story.

That’s not to say that I’ve forgotten about gaming; quite the opposite. In recent years I had experienced a kind of post-Fringe malaise, a separation-anxiety after the hyper-social frivolities of my ultra-arty-month; but that didn’t really seem to be the case this year, and I hurled myself back into gaming with a vengeance. This seemed to be fuelled by the games that were released during my self-enforced gaming exile: Double Fine‘s Stacking was the first cab off the rank, followed closely by Beyond Good & Evil HD.

Double Fine games are an easy sell to me; I love Tim Schafer‘s work. Costume Quest proved that, even with his role reduced to that of an overseeing producer, the rest of the company has more than enough talent to pump out funny and focused games. Stacking proved to be a perfect sibling for Costume Quest – a short, punchy game with a distinct sense of individuality and style, backed up with an elegant sense of humour. A short late-night taster of the game turned into a six-hour session, experimenting with all the different dolls and their special abilities (the flatulent efforts managing to bring an immature smile to my face, whilst managing to somehow remain charming). It didn’t take long to explore the breadth of the game, but there was a short wait until the Lost Hobo King DLC was released in early April, and then it was crossed off The List.

The second of the March releases was Beyond Good & Evil HD. Despite having heard many raves about this game, I knew next to nothing about it – but its age was apparent from the somewhat clumsy opening. It’s a great game, though, and I managed to hammer through a pair of playthroughs in quick time before crossing that one off The List too.

So – with two new purchases quickly wrapped up, I cast my mind back to my Gaming Resolutions for 2011, and decided to tackle a game from one of the previous generations; the Chosen One was Deus Ex: Invisible War (hereafter more conveniently referred to as DX2) on the original Xbox. I adore the original Deus Ex for its wide scope and political intrigue, coupled with a solid FPS with RPG aspects and myriad possibilities. And I recall being ultra-keen on this game when I first saw the leaked opening FMV back in early 2004. And I also remember the disappointment when I first played the game, blasting through it on the easiest difficulty setting in a couple of days… before turning my back on it. A neutered ammo system, the removal of the RPG elements, and an overwhelming feeling of claustrophobic simplification all combined to leave a distasteful memory.

Hence, I returned to the game with trepidation, wary of the experience my memories recalled. And first (re-)impressions were not good; time has not been good to DX2‘s visuals, with dim and grimy textures on the tiny maps and an appalling frame-rate. But, pushing on through a playthrough on Normal (the second of four difficulty levels), I was soon immersed in a storyline that – whilst failing to even approach the sophistication of the original – was still quite satisfying. Tinkering around with biomods encouraged me to tackle levels in a creative manner, yielding enjoyable solutions where my first playthrough had been brute-force and tedious. Indeed, I found myself having fun with this much-maligned game.

I eventually reached the final “level” – a return to the opening location of the first game, where decisions can be made to yield any of the game’s four endings. But the visuals had taken their toll, and I needed a high-definition break… and, wandering through JB Hifi to find a present for my nephew’s birthday, I discovered the perfect antidote: Just Cause 2, which had languished on my “To Buy” List since its release nearly a year ago. A 20%-off sale, a sticker-price on a brand new copy for less than AU$40… sold.

At first, I was a bit perturbed by some of the voice work in Just Cause 2 – Sheldon’s voice actor is the same guy who played the porcine Pey’j in Beyond Good & Evil. Hearing them (almost) back-to-back in two very different character roles was… well, odd. But everything I wrote about the first Just Cause still holds true in the sequel – there’s a massive brand-new open world (the gorgeous island paradise of Panau) to explore, but it’s still filled with cookie-cutter missions that became almost mechanically rote to conquer. The sequel is significantly more polished than the original (aside from some gameplay tweaks that I feel are detrimental), but there’s one are in which it absolutely shines: the numbers game.

I’ve said before that I love a good grind, and Just Cause 2 offers the opportunity to grind oneself raw. 368 369 smaller missions, 75 races, over 5000 (yes – five thousand) collectibles & destructibles, each and every one of them responsible for a little OCD endorphin rush… this is a game that takes ages to complete to satisfaction, even if it’s impossible to 100%. And, sure enough, 120 hours on my Casual playthrough yielded a maximum of 99.95%; my Hardcore playthrough, a more efficient 100 hours, also yielded a 99.95% final statistic – and a plethora of bugs, which I’ll whinge about at a later stage.

I’ve also indulged in a little twin stick shooting – Geometry Wars, Geometry Wars^2, a little bit of Robotron, and a splash of Mutant Storm Reloaded. And I’m still shit at all of them. I returned and finished off my Normal playthrough of DX2 – all four five endings, tiptoeing around the final level before letting loose with barely controlled use of the rocket launcher. There’s another two playthroughs required on that one, though – but, to be honest, I really enjoyed the time I spent with this sequel. It revived interest in the upcoming Deus Ex: Human Revolution, though dissenting opinions about the most recent build of that have dampened my enthusiasm somewhat.

You might have noticed that there was a minor disturbance in the gaming world a few months back when Sony’s PSN account databases were compromised. Now, I’ve frequently been critical of PSN in the past, and I remember heaving a sigh of relief when I realised I’d never entered my credit card details into the system. But the leaked (alleged) details about the naïveté of PSN’s infrastructure certainly gave reason to roll one’s eyes in disgust; plain text passwords, really? Sure, even I’ve done that before – but that was my first project out of Uni (and it certainly wasn’t exposed to the Internet), and I soon learnt pretty quickly why it’s a ferociously dumb idea.

But Sony’s “Welcome Back” package, while a blatant attempt to placate the (rightfully) angry public, was certainly welcome to me – despite my wariness of free games. Still, I picked up inFAMOUS and the (perennially List-bound) WipEout HD, and managed to knock out a quick Platinum trophy on the former. It’s fair to say, now, that the PS3 is beginning to earn its keep in The Moobaarn – the grand total of AU$75 I’ve spent on the system and games so far has just broken into positive value-for-money territory.

The final game I’ll mention in this little roundup of the last five(!) months is a game that both inspired great excitement as well as great trepidation: Child of Eden. I’ve ham-fistedly tried to explain how much I love Rez, but I cannot honestly say that I ever wished for a sequel, or even more content; Rez (and especially Rez HD) is perfect in just about every way. But Miz reckons that Child of Eden is a spiritual successor to Rez, so (despite its release in the middle of the Adelaide Cabaret Festival) it was a day-one purchase.

But, after several attempts to get into the groove, I’m really not feeling it at the moment.

Maybe it’s the twee overtones of the (incredibly polished) production. Maybe it’s the lack of coherency of the visuals. Maybe it’s the lack of the player avatar onscreen (understandably necessary because of the Kinect integration, but its absence is noticeable for those of use wielding traditional controllers). Maybe it’s the fact that the controls don’t feel as familiar to me as I’d like. Maybe it’s the lack of connection with the music; there’s nothing as immediately uplifting as Rez‘s Area 1 tune (Buggie Running Beeps) or Area 4’s pulse-thumping Rock Is Sponge. Or maybe it’s the fact that I’m finding it a little bit difficult.

But I remember that Rez took a while for me to “learn”, too – I certainly recall struggling to finish Area 4 at all, and needing oodles of practise before finally conquering Area 5 – both of which I can breeze through now after a night out at the pub. But the difference is that I was immediately drawn into the world of Rez; I wanted to be there. It feels like Child of Eden is holding me at arms length – a cold pat on the shoulder, when what I really want is a warm hug. Still, I’ll persevere – after all, that’s my lot in life – and maybe I’ll learn to love it… I certainly hope I’ll learn to love it.

And, after five months away, that pretty much brings us up to date. Sorry about this mish-mash of text, but there were words on my fingertips that needed to get out – hopefully there’ll be a few more coherent pieces coming soon. In the meantime, though, there’s more DX2, and more Child of Eden