ThirdUnchartedJourney: PortalFlowerKart

I’ve got a life-long friend who loves getting his game on, but is somewhat stymied by his work and family duties; four kids will, I guess, devour a chunk of (what I’d consider to be) prime gaming time. But every so often he gets a day-pass from the family, and we get to sit and eat junk food and play video games – on the couch, making a nice social day of it.

But I struggled with inspiration for stuff to show him this visit. Eventually I kicked things off with a bit of Uncharted 3, pushing through some couch co-op… which was great, until the game failed to present a checkpoint that we had, by all accounts, earned. Then came Portal – he’d heard of it, but never played it, so I just let him play and kept quiet until help was needed. The same went for Journey – whilst he laughed and joked early on in his experience, when that moment occurred the room went quiet.

“That’s… fucked up,” he quietly offered. It was great to be able to see him get that affected by the game; I think it surprised him.

We wrapped things up with Mario Kart Wii – and really, is there any better competitive game when two people are in the same room? In all, it turned out to be a fantastically fun day, and a real mixed bag of experiences for him.

But, in terms of solo play, it’s been a real tale of three consoles this week, with my gaming time split pretty evenly across all three of the major platforms. And, despite the odd niggle, it’s almost all been universally great.

The 360 got a look-in when I finished off the second (of seven) playthroughs of Saints Row: The Third. The protagonist dialogue – the real reason for the multiple runs – actually started diverging quite significantly towards the end of the game… but the subtitles did not, which was interesting. I toyed with the purchase of Fez, but decided against it… for the time being.

The Wii’s drawcard was, of course, Mario Kart Wii, which provided oodles of fun and swearing – even on the slower speeds. A brief look at the harder levels indicated that it’s going to provide the madcap bedlam that I’d expect, with items zipping across the courses and my kart spending more time in the air than on the road. Fantastic, sweary stuff.

But the central focus of the week was most certainly Ico. A lazy first (PS3) playthrough reminded me of how remarkably emotive the game is, with the second (back-to-back) run an absolute delight that I celebrated with Yorda, eating watermelon on the beach. It really is a beautifully constructed experience, though some of the “high-def” work left a lot to be desired: the clean definition of Yorda’s face during the bridge cut-scene took away from the ethereal white glowing beauty that I experienced on the PS2.

There’s just one speed-run required to wrap Ico up, and this week saw the final Trophies for Flower and Journey claimed. But the most significant effort – in terms of weight of expectation – was that I finally started putting some serious effort into the Uncharted 2 multiplayer trophies.

By boosting, of course.

After looking around to see if any communities like TrueAchievements exists in the PS3 world, I discovered a real mixed bag; there’s two sites that are somewhat obviously named, ps3trophies.org and ps3trophies.com (there’s also the much newer PSNProfiles, which looks like it could approach the glory that is TA, but doesn’t quite have the weight of people behind it yet). Both offer Trophy lists, guides, and forums, but they both seem to be populated by a mix of people that actively sneer at boosting (horror stories abound) and those who just want their Trophies any way they can get them. I eventually found a dishevelled boosting thread on .com (as the kool kids call it), with one bloke recently posting that he’s about to start working on the game; “I’ll be in that,” I offer, and hesitantly we organise and plan.

I start my Hard playthrough of Uncharted 2 as re-familiarisation exercise: Ico‘s use of Triangle to jump makes things quite laughable for a few minutes. Then my old 360 boosting buddy Mitchell joins in, and we start tackling the co-op missions… and are mercilessly slaughtered.

The boosting session starts, and it becomes immediately apparent that we’ve had it incredibly easy on the 360 – comms via text chat is painful (must set up a keyboard!) and the party system buggy. Eventually we get going, though, and things go relatively smoothly; after a couple of hours, we’ve all claimed the trophies widely regarded as the trickiest in the game. The Americans eventually drift off, leaving Mitchell and I to attempt more co-op… and we’re joined, quite unexpectedly, by another player.

And they were bloody brilliant.

In an experience not unlike that of Journey, they guided us through the co-op levels – picking us up when we fell, guiding us through the tricky bits. They were headset-less, so there was no communication with them… but that didn’t stop Mitchell and I from profusely offering thanks every time they dug us out of our own shit.

Of course, we must have sounded like those pricks you always mute in games, and my subsequent friend request has been sadly denied… but that certainly was a fun couple of hours.

But as I leave my solo Uncharted 2 to write this post, I’m cowering behind cover as Chloe picks off my opposition for me. “I’ve lost him,” calls one enemy soldier as he exchanges shots with her; apparently, her gunfire is of little threat to him. Clever writing, eh? Using an undercurrent of patriarchal dismissal to encourage you to hate the baddies even more?

Or maybe I’m reading too much into it.

But the crux of this missive is that I reckon I’m enjoying Uncharted 2 now, far more so than in my earlier efforts. Whether that’s because of the boosting factor (and the socialising that it provides), or whether it’s another case where (as with the original Uncharted) familiarity breeds contempt respect, I cannot quite figure out yet; regardless, I’m quite looking forward to hopping back into it again soon.

Like, right now.

A Grim Realisation

In the middle of the protracted writing session that produced last week’s blog post, I had an impromptu visit from my brother and his son. I’ve mentioned my nephew a few times on this blog, often wanting to use our twenty-eight-year age gap as a (hopefully) interesting contrast in attitudes. After he mocked me because his PSN profile level was higher than mine – Level 6, 83% versus Level 6, 13% – I pointed out the fact that he had four times as many games on his profile as I did. In doing so, I was challenging him to play like me – and that, in retrospect, was a pretty silly thing to do. After all, he should feel free to play games the way he wants, finding the joy he wants… I should just be a guiding force, not a dictator.

But his goading triggered a competitive spark in me, and I quickly wrapped up most of the remaining Trophies for Flower and Journey early in the week. Then, during a moment of procrastination (and somewhat prompted by the fact that my nephew claims – he’s got a habit of cheating occasionally – to have beaten the game on Hard), I flitted over my 2012 Resolutions and started considering at my commitment to knock Uncharted 2 off The List. So I started digging around a bit to see what I’d be happy with… I was thinking all Trophies (naturally), as well as all multiplayer add-ons – boosters, skins, et al. You know, all the game had to offer.

Now, I was well aware that the multiplayer components required a fair bit of work – the Trophies, especially, would probably need some significant boosting. Some perusal of various PS3 community sites led me to believe that the support for boosting Trophies is… well, almost non-existent; still, the challenge of forming a reasonable boosting crew wasn’t daunting at all. To get things started, I popped online midweek for a bit of multiplayer action… and failed to find a game. There didn’t seem to be anyone still playing.

And then I started looking at the character skins… and my hopes plummeted. Some of the skins only became available at Level 80 – eighty! – and that, quite frankly, is a bridge too far. With my current rank stuck somewhere around Level 14 (with maybe $300,000 earned), and knowing that the levels between 60 and 80 required fifteen million dollars apiece, Level 80 felt like it would require many Seriouslys worth of effort.

I came to the grim realisation that my ideal Uncharted 2 completion would be bloody difficult. This was further backed up when I discovered that a number of skins were one-offs – only available for participants in special events, or as rewards for selected offers. It became apparent that there was no way to get them all regardless of the (seemingly impossible) Level 80 requirement.

My goal was, thus, impossible to achieve.

And, of course, my incredibly mature reaction to that realisation was to mentally throw my toys from the pram. “Fuck it,” I thought, “why bother with this stuff at all? What should my goal really be?”

So I started thinking about what would make me happy with all this content-experiencing stuff that I like to do. I can’t escape Achievements and Trophies, that’s for sure – there’s too many numbers associated with them to allow me that freedom. But if I were to accept that the primary reason I buy these games is for the single-player content, than can I dismiss any extended multiplayer hijinks?

There’s so much that’s appealing in that premise: imagine being able to give Uncharted 3‘s multiplayer only the barest of investigations. Imagine being able to write off Halo: Reach‘s horrendously convoluted Commendations! It’s a tantalising idea, but not one I can commit to… yet. I’m still ruminating on whether I can, in good conscience, accept such a shifting of goalposts.

But, speaking of Uncharted 3, I also wandered online to play a bit more of it’s multiplayer modes. The difference between it and its immediate predecessor are enormous, as is the skill levels of the players that inhabit those worlds; but I found a fun pastime in playing co-op missions in both Uncharteds, yielding minor Level increases (now up to 17 and 11, respectively).

And – deep breath – I also fired up Perfect Dark Zero for the first time in years. It’s really not a friendly game, is it? The introductory level on the easiest difficulty setting was all I could stomach; completing that game is going to be a real test of mettle. But there was one really nice thing about playing PDZ again: the opening movie is the first game-related thing I ever saw on my (then) brand new 360… my introduction to this generation, if you will. And, as a big fan of the Bond franchise, I was immediately sucked in by the movie, and even today it still generates genuine excitement in me.

Pity about the game behind it, though.

Finally, this week I had cause to buy a new Wii – and, in a vain attempt to future-proof, I wanted one of the old-style units with Gamecube compatibility (my Gamecube is really tetchy with my F-Zero GX disc, whereas my Wii has never locked up with it, so I figured I’d play all my GC games on the Wii in the future). The only new Wii unit I could find was a Mario Kart bundle… so now I own Mario Kart Wii, a somewhat unwanted – but not unappreciated – addition to The List. After being staggered that the copyright notice on the title screen says that it was released in 2008 – nearly four years ago, now! – I settled in and played the first Cup – with the Wheel, naturally. It feels good: solid, playful. But I know it’s going to be a List-dweller, though I may grant myself some leeway with regards to three-starring all Cups.

And, just to be sure of the unit’s quality, I played F-Zero GX again. Two attempts at the easiest Cup on the easiest difficulty: the Blue Falcon took me to five straight wins. The Wild Goose, on the other hand, was a twitchy fucker that I never had any semblance of control over. That game will also be a perpetual List-dweller.

The next week? Well, Wednesday should see me claiming the last of my Flower and Journey Trophies, and I’m almost finished with my second play through of Saints Row: The Third (after being stymied by a missing Stunt Jump). But then what? More tortuous PDZ, or Uncharted 2? Or maybe the tasty treat of Ico that I’ve got waiting in the wings?

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.