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I battle wolves, play video games, mess around with my mac and study philosophy. Oh - and I blog about copyright and video games - which I have learned is best to keep seperate.

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I have spent about one and a half hour with the shooter and I am a bit cloven. Before I try to describe it I'd first like to say that I love the first game. It is atmospheric, fast, and bloody beautiful while delivering a a story about "the mother of the apocalypse" - aka Alma, a lonely girl who likes to hug the intestines out of people.

I played the first game on the PC, as well as its so called expansion packs who were bland and boring compared to the game they were built on. And I think it is that, among other things that feels out of place when I now play the sequel on the XBOX360.

The gameplay, the run-and-gun, style of FPS that made the first one a grand game has returned. You got your standard weapons and the slow-mo time ability so you can move up close and personal to deliver a shotogun shell to the back of the skull while passing through the face. Its not refreshing but very satisfying.

One of the big qualms of the first game were the level design (some people though so at least, I think it was suiting to the game itself so I didn't complain) and I has become a bit better - by those criteria, a bit cramped I think some times.

And the introductions big final: Alma - or the "fear" part of F.E.A.R.2 Well, I didn't crap myself while playing the first one, so the second game does nothing for in that department. I however like how it lends into the atmosphere in the first game, why fix something that ain't broken?

I suggest that this "don't fix..." attitude is maybe what is lacking in this game. It is nearly the exact game I fell in love with those years ago. The engine is the exact same, the gameplay likewise and the bells and whistles of how one tries to scare the living daylights out of the gamer are the same.

Yet - I still like it. The console version, the one I played, feels cramped and the controls a bit misplaced when you quickly need to flip up your shoot gun. Also I have noticed that a new enemy, a Sadoko like, wall jumping, asshole that "twitches" towards you, are hard to kill since it needs a pretty precise shoot to hit.

I suppose I should try the PC version, which probably redeems the "cramped" feeling, awkward controls, and the distant thought that the game is a bit dated for its time.

Concluding: A solid game. Does what one could reasonable expect since cleaning up after the expansion packs takes time to say the least. Slow-mo gun play and creepy girls that fucks around in your head is still fun, but you walk away, feeling a bit hollow, since it could probably been more - whatever that means.







cup of cocoa
3:53 PM on 02.12.2009

Flower is the latest to come out of thatgamecompany - the creators of flow. I had expected a nearly meditative experience of color, music and ambiance of the sounds of nature.

Shortest way to say this is, yes. It is simple and yet complex when you try to understand what it does to you - which the following is trying to capture in some way.

The Playstation Blog announced its Spring Fever, and I can understand how they hatched that idea. Since gameplay revolves around soaring over gray, saddened fields, resurrecting them a bit each time your petals touch the budding flowers - the impression of spring time overtaking the winter is tangible to say the least.

There is nothing special about the mechanics of the game itself but it rather boils down to emotional response it gives you. My illustration of the coming of spring gives you a sense of satisfaction each time a gray field explodes into a vibrant and lively green. And as there is nothing apart from the grass, the blowers, the sky and the soothing music you don't get distracted. Instead, the experience is reflective and you get absorb how well the illusion delivers.

To stop blowing wind, and just spiral upwards over the hills and into the brighter sunlight grants you dream like sensation.

The "game" is, as far as I am able to discern, a reflective, nearly meditative pause from the surrounding world. No objective apart from gilding from budding flower to budding flower. No distractions. There is no over-emphasis as such, apart from the petal thing, so instead aesthetics and interaction melts into one.

It is hard to describe and give impressions to a game that relies only on your own overall emotional response and reflection on whether you like it or not as you play it. There is not reduction into parts were you still can usefully analyze it.

Since it cost me 70 SEK, which is your $9.99 (I think), I see no reason why not to spend some time and explore the game yourself. It should in any case be much more useful then these lines of texts.








To cover up my pathetic excuse for a last blogpost, I will post this as a excuse and discuss something more worthwhile: Metroid Prime 3: Corruption!

First though: I now got a Wii. Bought of a cousin of mine and spent 45 minutes with a cotton clean stick (I got no idea of what they are called in English but you normally clean your ears with them) to get the brown-black sticky sweat goo of the Wii-motes before firing it up with Mario Galaxy.

I did own a Wii once before, when Zelda was the new and cool thing (and the only thing) but sold it and I haven't even checked through the ocean of games to it since. Now on the other hand I need to wade through it find the pearls. One of them is Metroid Prime 3. I love this game.

To develop my point: It does everything right. To uses about any trick the Wii has to offer from the control scheme - point-and-aim with the Wii-mote to the fantastic mix of music and visuals to accommodate the furious run-and-gun gameplay.

What I should point out though that it is a very classic FPS experience as such. It doesn't innovate beyond the controls and the Metroid specific gameplay elements like the Morph-Ball. It begs the question is it needed?

Like a good bunch of games as of late, no - no need to redefine and experiment to deliver a solid, memorable, lengthy and well made game that I consider a defining title for the Wii.

Count me as a bit anal on the point but it needs to be said that two things bothered me slightly: Lock-on times and the flimsiness of it and also the annoying backtracking you need to do from time to time. The latter works more smoothly on a 2d plane but less so in 3d.

How about that? A "clog" post that is neither bitchy, inconsistent or logically flawed in any very apprent manner. Being a bit less sarcastic though, I apologize for the craptastic last post and subsequent comments. :(








I have never been a Resident Evil fan of some sort. Granted I also thought that RE4 - and all games since the first, sucks balls.The game play is stale, uninspired and repetitive. A fan, also a friend of mine, has answered that the awkward controls and repetitive gameplay is a reason for you to feel panic and get the adrenaline pumping. That theory fails - mainly as there are different kinds of panic so there are a difference between panic you get from situation itself, and what you get when the god damn controls are stale, slow and responsive like a barrel of retarded simians.

RE5 then, it must better, you might tell me. It's not. Capcom have however done a fantastic work with the graphics and the polish on textures. Yet, the content is the same. The god damn flood... Africans with tentacle heads... The controls are back, slow, unresponsive and inaccurate. How about the zombie blasting? After playing Left 4 Dead one might think that more zombie slaughter would be hard not to like... but there is no feeling when you pound a shootgun shell in the couple of them. They just fall over and "bubble away" - just like fucking Zelda, sans the cartoon smoke. Get up close and personal and stab them with the knife... nothing, you get a small "splash" of blood but no other discernible effect - lackbuster to say the least.

About Sheva, I say this, give her a grenade and she will yelp "THANKS PARTNER!". Also, this Chris character couldn't curb stomp a fucking kitten.







cup of cocoa
8:07 PM on 01.22.2009

I have been playing Gears of War 2 with a friend for hours each evening at Insane difficulty. Considering that I have done this with Halo 3 and other games I have begun to draw upon some interesting observations.

Consider how one may make the experience more challenging. We got the simple ways of boosting the health of enemies, boosting weapon damage, making you weaker, doing less damage etc.

And then consider how you sit for half an hour, emptying clip after clip of an assault rifle into a couple of Covenant Brutes, you get to notice that any fuck up your side will mangle you. Also, any glitch and bug, any fuck up on the side of the designers need will also kill you. And this presents a a second level of difficulty of - you are handicapped, the enemy boosted to Godlike levels, and now you are also fighting every little miss, every little lazy bit of code the programmers left untouched during debug and play testing.

This puts you, as a gamer at some disadvantage, apart from the chosen handicap. And what can you do to amend this? Well nothing apart from filing bug reports and complain. It can also serve as a better way to judge the character of game and how robust it actually is.

Regardless, though, I howl like god damn banshee when a grub spawns beside me and procedures to kill me by mere touching.







cup of cocoa
2:19 PM on 01.07.2009

Since I got my DS I asked about games and advice in a previous post - and now I got myself a R4 device. The first thing ,appart from stabbing a kitten and mauling a old women with it's dead carcass (R4 is for thieves and hoodlums, dog!) I loaded up Mega Man Zero 2.

Since I enjoyed the firsta games, played on a shitty laptop a good couple of years back, I gave it run for it's money.

In the first game I gace little notice to the Cyber Elf system which sounded like a retarded and roundabout way of healing Zero in combat. But.. I missed the point of it - a grim lesson to learn.

I spanked the first 4 bosses of MMZ2 after countless hours of just hacking away at the bastards - only having the fucking Z-sabre and buster maxed as my tools. Frustration growing I thought: "How the fuck am I going to be able to beat the rest of the game if this goes on?!"

I didn't - my last resort seemed to be to load up a cheat of sorts but I changed my mind and read away in a guide and came across the cyber elves and their purpose - I cringed.

Fuckers - how about guiding stupid people like me to understand that a elf that says: "I give you health now and then!" means "I will permanently add 4 bars to your health meter." or that "I help you defy gravity!" does not mean "I'm like the purple Yoshi in SMW!".

Basically I went on a hunt for elves to make Zero the bad ass killing machine he is - I took me 2 more hours to beat the game after that - adding up how I searched for the more elusive elves.
It's a good game - but just the point of not guiding people like me who expect people to be stupid, like myself, is frustrating. The finaly point - that the game actually PUNISHES you, robbing you of some of the special weapons of the games, just because you upgrade, is a bit to sadistic even for a Mega Man game.

Now I'm loading up Phoenix Wright before I try MMZ3 which is said to contain a certain amount of gigantic robots that speak like Hulk.