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.

2010: The Year in Review

So, with 2010 drawing to a close, and after enduring my last New Year’s Eve as a thirty-something, I take heart in the old adage: another year older, another year wiser, right?

Erm… not quite.

2010 turned out to be an odd year, rife with emotional turmoil and great steps forward in responsibility, mixed (paradoxically) with chunks of silly self-indugence; and that personal stuff impacted on my beloved hobby somewhat. This year marked the first time in years that I’d failed to complete a game in a calendar month… not once, but twice, with December being barren as well. But I don’t feel as unhappy about that as I thought I would: massive inroads into long-standing bugbears were made in December; the foundation of an assault on The List in the year ahead.

But enough yakking; it’s time for my light-hearted, piss-weak, ridiculously-limited-and-skewed look back on 2010!

The Where-Have-You-Been-All-My-Life Award: Why hello, Miss Fifty-Two Inch Telly with HDMI Inputs; I do love you so very much, and can’t possibly imagine what life would be like without you now… Side-by-side, or Picture-in-picture, is the most wonderful thing to have happened to my Gaming World in aeons. Miss Portal was a worthy runner-up, but so far back in the field it didn’t matter.

Blast From The Past Award: So… Chrono Trigger, eh? 70 hours in, and only one of the thirteen endings unlocked. Bloody nice game too. RPG-grinding goodness just made for those long plane flights I suffer for my work.

Proudest Achievement of the Year: After hours and hours of shit-yourself scaredy-cat timid play, I finally beat Halo: Reach on Legendary… solo. A Monument to All Your Sins was mine.

The “Go Fuck Yourself” Dismissal: Introduced last year, this Award allows me to vent at a game that annoys me. This year’s winner? Astropop. May I never play – or mention – it again.

Disappointment of the Year: Not much of a contest for this one; No More Heroes: Desperate Struggle takes the gong for taking a big steaming shit over everything that was wonderful about the original game (my Game of the Year for 2008).

WTF Gaming Moment of the Year: Pretty much all of Bayonetta. Wackiness from beginning to end.

Surprise Discovery of the Year: Back in 2006 I bought Gears of War and, after completing all the campaign elements, I tried out the online multiplayer… and was disgusted by the nature of the people who habited that world. Arrogant, gobby fucks, the lot of them. So imagine my surprise when, returning to Gears for the first time in three years to do a bit of Achievement boosting, I discovered that the vast majority of people still playing the game were kind, fun-loving, and considerate… a delight to play with. Massive props to Lita, narv, beets, Bolch, Raven, Slash, Danger, and others who I’ve just offended by failing to explicitly mention… you guys (and gal) are awesome :)

The “I am the King of the World” Throw-Your-Arms-In-The-Air Trophy: I like the name of this one, and it goes to Braid – or, more specifically, the whittling down of my speed runs until the final Achievement popped, and all the Hidden Stars were collected. An utterly wonderful game, and a totally doable – and immensely rewarding – Achievement.

The Shrugging “Huh?” (for Most Notable Lack of Comprehension for Critical Acclaim): Uncharted. Why, exactly, do people rave about this game, with its sloppy controls? Or am I only going to figure it out on my fourth painful playthrough?

Multiplayer Moment of the Year: Boosting in Gears when three people popped their “Seriously” Achievement in one session was pretty impressive; but Crackdown 2 takes this award for the Battle Bus adventures I experienced with a bunch of people online.

The More-Of-The-Same… And-We-Like-It-That-Way Appreciation Award: Super Mario Galaxy 2 takes this one easily, after Crackdown 2 sadly failed to challenge it. Galaxy 1.5 it may be, but that’s just fine by me; the gameplay is as solid as a rock, and just as rewarding as the original.

The Easy-Peasy… Oh Shit! Discovery Award: This is a new award intended to honour the game that looked like an easy one to beat, but reveals itself to be a List-haunter. After Burner Climax was a doddle to get all 200 GS in, but obtaining all the medals in Score Attack mode? Insane, and about as doable for me as Wave 100 in Robotron. Whoops… a great example of an impulse buy gone bad.

The “I Love You… Honest” Missive of the Year: Get ready for a surprise… because the PS3 console hardware takes the gong. I love my Slim, it’s a beautiful box of electronic goodness – quiet, cool(-ish), and powerful. If only the DualShock controller, XMB software, and PSN were up to the same high standard…

Under-Appreciated Game of the Year: Why oh why aren’t more people raving about Costume Quest? It was the perfect example of a bite-sized, joyous, downloadable nugget of a game, with a wonderful sense of humour and awareness.

AAA-HypeTitle I Missed Award: CODBLOPs. Gran Turismo 5. Red Dead Redemption. Heavy Rain. Mass Effect 2. Assassin’s Creed. I missed ’em all.

Boomshanka – that’s 2010 over and done with. And, for the first time in ages, I don’t have a post ready-to-go about my game of the year… because I like to have crossed stuff off The List before assembling the final article. I like to have experienced all the game has to offer before I clumsily rant about how great it is. And the two real contenders for my Game of the Year are both still firmly on The List.

Halo: Reach coupled a fantastic campaign (which encouraged you to empathise with characters you knew were going to die) with stunningly flexible multiplayer; rich stats tracking wreaks havoc with my OCD, meaning I’ll never be truly satisfied until I hit that Inheritor rank… in another 19.4 million cRedits’ time. Until then, I’ll be ducking in for my Daily Challenges, popping grunts in the head, and belting through the campaign again… and loving every second of it.

But Reach misses out.

Because my 2010 Game of the Year is Bayonetta.

From the moment I first saw Bayonetta in her first teaser trailer – a few brief glimpses and half a lingering calf – I was smitten. A strong female lead in a game of gunplay? Oh, yes please. But when the first gameplay videos came out, I became conflicted; it looked like a hack-and-slash button masher, a style of play with which I’m completely cack-handed. But when I got my copy (well, two copies, really… with playing cards and Scarborough Fair replica pistols) in my hands, all concerns were erased; Bayonetta plays amazingly well, allowing even the clumsiest player to bludgeon their way through to the utterly gobsmacking ending. The combat also has incredible depth; there’s oodles of different combos and attack options, always something new to learn, but endless options should one route prove too difficult.

I love it.

And the storyline… words can’t describe it. I cannot imagine a crazier progression; sure, I’ve engaged in battles on the wings of flying aircraft before, but I haven’t laid the smack down on a many-cocked god-like creature with my hair-fists before. I’ve not had the opportunity to unleash my hirsute hair suit (see that! clever!) as a demonic monster that bites the heads off enemies while I look on, comfortable in my statuesque nudeness. I’ve not ridden a motorbike along the body of a space-bound rocket, punched a space-statue in the eye, battled a massive deity, then flung her through space, guiding her into the sun.

I mean, seriously… Bayonetta won the WTF Gaming Moment of the Year for good reason. But it’s winning my 2010 Game of the Year for a thousand better reasons.

Tapering Off…

I should be winding down at the moment; tapering off my gaming a little, in preparation for my regular assault on the Adelaide Fringe (and, since this is an even year, the Adelaide Festival of the Arts). I set myself the task of writing a little something about every show I see and, since I tend to be a little… ummm… greedy with what I choose to see, that equates to a lot of blogging. Which means I often get bogged down and tend to put things off a little. For example, I only finished writing about the last show of 2009 – from 22 March – last weekend.

But that’s something for my other blog – this one’s reserved for gaming. And, as I opened, I should be winding down.

Should be.

Instead, this week a little Achievement-hunting gremlin crawled inside my skull and started wreaking havoc. Not content with wrapping up the remaining goals from Portal, I started hunting for other easy points; Shadow Complex obliged with a couple of easy Achievements, leaving a little bit of grinding for the one remaining cheevo (and an awful lot of practise for the Master Challenges). One of my old gaming chums helped out with a bit of Texas Hold’em whoring (and he still owes me a million dollars or so – right, Spencer? ;)

Another friend was keen to wrap up a few games, so I returned to Burnout Paradise for a quick run around Big Surf Island, and a little bit of cops & robbers. We followed that with a blast through Jetpac Refuelled, followed by some Brütal Legend multiplayer hijinks. All up, he snaffled 270 points – not bad for a couple of hours’ work.

A return to ODST‘s Firefight mode with the old crew yielded a ton of fun… well, fun and panic and swearing, anyway. And no Achievements. But it was a timely reminder that there is much fun left in that title, which seems to have fallen off the radar markedly, what with all the Mass Effects and Modern Warfare 2s and Bayonettas of the world. A bit of a shame, that.

So, as demonstrated above, my “winding down” has proved to be one of the most varied and frenetic weeks in a year or two… and I’ve just got an e-mail from Play-Asia to say that my copy of No More Heroes: Desperate Struggle is on its way. Oh, and I managed to find a copy of the out-of-print Bayonetta Witch of Vigrid coffee-table book (lovely, but overpriced) and the Climax Bible (which, despite the fact that I can’t read a single glyph of anything Japanese, is wonderful – lovely glossy presentation & chock-full of information). And I also pre-ordered Bayonetta and Jeanne figures. Because hey, my mortgage payments are going to be dented by the Fringe anyway, right?

And so I bid you (all four regular readers, anyway) adieu for a month or so. The Festivals wrap on March 14, so expect some sleep-deprived ramblings about the joys of Shinobu and Travis’ return sometime thereafter. Game on!

Bayonetta’s ShadowPortal

This week began as the previous couple did: with the glorious Bayonetta. I’m still utterly smitten with both the lady and her game, and managed to polish off not only a run through the Non-Stop Infinite Climax difficulty, but all the Alfheim Portals as well – leading to all the Achievements associated with the game being unlocked, and my overall GamerScore just sneaking above 92% (23,867 of a possible 25,940). Hurrah!

But that’s not the end of Bayonetta, oh no – there’s a small matter of unlocking the additional characters, and performing complete runs with those, too… and a little obstacle called Angel Slayer, a bonus level unlocked once all the Alfheim levels were completed. To say that Angel Slayer is tricky is an understatement; there’s fifty-one individual “rooms” in the level, and I’ve successfully managed to beat twelve of them.

So there’s a bit of work left to do there, then ;)

After a friend pointed out that Portal: Still Alive was the XBLA deal of the week, I decided to buy it and see what I’d been missing. You see, I’ve played precious little of this much-lauded game: a few quick levels when the demo was first released on XBLA had been my entire experience, even though I knew full well that the game didn’t really get going until the late-teen levels.

So – time to rectify this (supposed) gaping hole in my gaming experience.

…blimey, that last level is pretty special, isn’t it?

To be fair, my experience with Portal is probably a little compromised because of all the hype that preceded it; there was no way it could possibly have matched the frothing exaltations and Game-of-the-Year nominations. Yes, it’s a wonderfully unique experience, but it’s more of an amusé than a banquet, a fact that it seems to accept and revel in. And really, there’s only five levels of content there – but, as I alluded to before, that last level is certainly worth experiencing.

Finally this week was a return to Shadow Complex to complete a 100% items run. It was pretty easy on Hardcore and, when the going got tough in some select boss battles, I simply dropped the difficulty down momentarily – a feature which I hope many more games take advantage of. Dunno how I’m going to manage that ChAIRness internal Achievement, though.

Of course, it’s rapidly approaching that games-free time of year for me – there’s less than a fortnight before the start of the Adelaide Fringe. And I’ve only just finished writing up last year’s events!