KartOps DyadShock

Once again, it’s been way too long between posts for me, and the excuses are many and varied: getting sucked into extended play sessions that eat into my allocated writing time. Much more local theatre-going than I’d expect at this time of year. Unwanted time spent in hospitals supporting family members. The onset of Cabaret season here in Adelaide, with both a Cabaret Festival and Fringe to investigate.

But there’s been plenty of playtime, though. Oh yes, plenty.

When I last wrote, I’d just completed my first play through of BioShock Infinite; I gave myself a couple of days of palate-cleansing, then went back in and wrapped up a 1999 Mode run. Whilst it was nominally the highest difficulty level of the game, my familiarisation with the game’s expectations (not to mention the “Return to Sender” trick on the final battle) made this feel far easier than my first run through the game. I still love the story, and I still think the gameplay adds nothing to it – but I wait to see whether the forthcoming DLC will be able to bridge the gameplay-narrative gap.

As soon as I had finished Infinite, I ducked into XBLM and bought Spec Ops: The Line from Games On Demand… and, after two back-to-back playthroughs, it’s a chin-stroking contrast to the polished sheen of BioShock. In no way could Spec Ops‘ gameplay be considered superior: there’s way too much awkwardness to entertain that idea, with the cover system a particular source of great frustration. The visual and aural aesthetics, whilst pleasing in their own way, are also a notch below Infinite… and the narrative could only just be deemed on par (which is excellent).

But where Spec Ops: The Line excels is exactly where I hoped it would: in the ludonarrative realm.

In encouraging (not telling, with one notable exception) you to perform some truly horrific acts of war, Spec Ops creates a sense of inner conflict with the player’s character – and, as strange as it may seem, that soon becomes congruent with the clunky controls. Walker fights your control because he’s fighting with himself; the uncomfortable extended periods of checkpoint-free play has the effect of forcing you to sit there and ever-so-slowly tiptoe through the horrors of the battlefield, contemplating each move as if it were your last.

At least that’s how I react to it. Maybe that’s a little fanciful, but it seems entirely consistent with my experience.

I loved my two playthroughs of Spec Ops: The Line, and only today did I finally gather the courage to start the slog through the FUBAR difficulty level. And it is, without a doubt, the most punishing third-person experience I’ve had; popping out of cover for less than a second at the wrong time can mean instant death. There’s a high degree of chance involved with this difficulty – if you even blindfire at the same moment that two enemies fire upon your location, you’ll die – but I’ve made it through two of my ScaredyPoints already, so I’m feeling like this will just be a grind. A good grind.

But, in late May, with the prospect of being out cabaret-ing five nights a week for the month of June, I didn’t want to necessarily start a game with a heavy narrative thread. So I decided to start a game that I could just tinker with… you know, just play an hour or two here and there, whenever I got the chance. I decided on Mario Kart Wii… completely forgetting how sucked in I get by a lot of Nintendo games.

And did I ever get sucked in by Mario Kart Wii.

And I discovered a whole bunch of new ways to swear.

My goals were simple: unlock all the content available within the single-player modes. This boils down to unlocking all the Expert Time Trial Ghosts (largely a straight-forward affair, with one or two exceptions), and one-starring all the Grand Prix (including Mirror Mode). And one-starring essentially means: stay in first place most of the time, and win most of your races.

On 50cc? A doddle, even whilst learning the tracks. On 100cc? After experimenting with a few new karts and drivers, pretty easy.

On 150cc? Oh fuck you Mario Kart, fuck you right in the eye. Imagine three flawless races, leading from start to finish, and then – on the fourth race – getting double-blue-shelled on the second lap (the second time whilst in the air over a drop) and falling from first to unrecoverable last because your items turn out to be little more than chaff.

Yeah, that happened to me. So did double-blue-shell mere metres from the finish line; blue-shell-red-shell-POW on the final turn; triple blue-shell on the second lap.

But I eventually one-starred 150cc.

On Mirror Mode? Fuuuuuuuck.

I’ve never sworn more at a game… yet immediately returned for more. It’s an incredibly well tuned piece of software that can keep you interested, even when it’s cheated its arse off and abused you in the process. But, despite Mario Kart Wii being a planned gaming distraction for the month of June, I played and I played and I played and… I eventually won. Or rather, one-starred everything (and even managed a few three-star rankings on easier levels). So Mario Kart Wii is now off The List.

Which leads me to one last piece of gaming news: a game that I’d been looking forward to for nearly a year.

Dyad.

A particularly industrious procrastinative mood saw me finally set up a US PSN account so I could purchase Dyad; even now, months after the European release, it’s still not available for sale in Australia. So: I bought; I downloaded. I eyed the game on my XMB with some deal of hesitancy; I know this is going to be a List-Lingerer, I know this is going to be a game I want to love and adore but which I will be astonishingly poor at actually playing.

But I took a deep breath, and started playing anyway.

Initially, I was… well, disappointed. For all the talk of minimalist presentation, the level introduction screens felt cluttered; for all the promise of transcendental visuals, my Space Giraffe-ready eyes weren’t really challenged. It looked pretty, yes, and it sounded lovely, for sure; but it was not what I had expected.

Mind you, I had expected it to change my life… so the problem there is with me, clearly.

But I decided to force myself through all the levels (as recommended by creator Shawn McGrath) before attempting any of the “Trophy Levels”… just a couple a day. I’d come home from work, duck out to the theatre, come home, push through a few levels of Dyad. Every new level introduced a new mechanic, or put a slight twist on an established mechanic – it’s a relatively linear learning curve.

And that plan worked well… until I got within a handful of levels of the end. Some of those later levels required many, many attempts to garner even a solitary single-star rank; I was actually starting to get demoralised by Dyad. Depressed.

But then came the level “Giraffes? Giraffes! From Outer Space”.

And if my first play of this level doesn’t win my Best Moment Of Gaming Award for 2013… well, something pretty unbelievably fucking special is going to have to come out.

It was amazing. Exactly the kind of experience I was looking for.

Dyad is brilliant. I’ve yet to sink any time into the Trophy Levels, and there’s a fair few of the “story” levels that are still at one-star rankings, but I am so looking forward to getting to know this game better.

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?