Ha, a tie for my shortest blog post title! Words are so much fun.
(Please note that this review will contain spoilers for the ending of Fez. I'll give another warning later when I hit the spoilers.)
Fez, that long-awaited perspective-based puzzle platformer, has finally hit XBLA for 800MSP ($10). You play as Gomez, a man who lives in a flat world with lots of squares until plotline plotline plotline and suddenly everything has depth. By rotating the world 90 degrees at a time, you can line up platforms to reach new places and collect cube fragments to unlock new worlds.
On the whole, it's an interesting mechanic, but it's not new. Or at least, it's not new anymore. Fez was first announced in 2007, and in the years that have passed, other games have come along that used the same rotating-perspective gameplay (I reviewed one for JIG here). When I heard that Fez was finally going to be released, I reacted with cautious joy, since I knew this game had to be absolutely amazing in order to live up to all the hype it received over the years. I started to play the game, and it already felt like the magic of this wonderful new mechanic was already gone.
Normally, a game like this would already be dead in the water for me, but despite the puzzle of jumping from one platform to another then rotating and doing it all over again having no novelty, I found a puzzle simply in the navigation system of the game. Each section of the world is connected via doorways in a larger three-dimensional meta-map, which baffled me at first. Lines seemed to connect one place to another like a flowchart made of a bowl of spaghetti. Somehow, the game around the mechanic, rather than the mechanic in the game, was more entertaining to me than anything else. Where solving ways to get from point A to point B was no longer interesting, navigating my way across the world was more fascinating to me.
NOTE: SPOILERS START HERE. Unfortunately, I made the mistake of stumbling on the end of the game a bit too quickly. It's safe to say that in collecting only half of the total number of cubes available in the game, what I was was the "bad ending." If ever a bad ending was to be had though, this was probably the least logical and trippiest bad ending I've ever seen. Rather than the game saying "Yay, you did it, but you didn't do enough! Go back and do some more," the ending consisted of a bizarre dance of geometric figures like a horrible old screen saver. I'm still not even sure I found the bad ending. It might've been the good ending. Or perhaps the only ending. I'm not comfortable with that.
What's probably more irritating is that in completing the game, my progress appears to have been erased. Or at the very least, I no longer have a "continue game" option on the main menu, but I now have a "start new game+" option. I've stepped away from the console for the night, but I can't help but feel that this probably means that all the hard work and exploring I did have been wiped out needlessly. (Watch this space for an edit, I'll see if I was right tomorrow.) Certainly a better ending could be ascertained by replaying the game to full completion, but I'm not sure I could be convinced to redo everything I've done before once again. SPOILERS END HERE.
My experience with Fez, though limited, has been very bipolar. First I was underwhelmed, then I was enthralled, then I was let down again. I really don't want to chalk up a third mostly-negative review in a row, but there's something about Fez, be it something in its story (or potential lack thereof), or its now-less-than-novel mechanics, or something that makes the game oddly irritating. I stress however that your mileage may vary, and encourage you to play through the demo at the very least. Please don't just go by my sleepy, jaded opinion on this one; experience the game for yourself and come to your own conclusions.
Showing posts with label way too late to be typing. Show all posts
Showing posts with label way too late to be typing. Show all posts
Sunday, April 15, 2012
Wednesday, August 31, 2011
My Nanoblogging Is Your Microblogging - Episode 4
It's the end of the month, and you know what that means... It's time for me to throw up an emergency blog post so it at least looks like I've done something for every month. Hey, at least I'm honest about my filler material.
14. Edge and Limbo Make Steam Debut; Blogger Fails to Create Humorous Title
Hey you, do you like games that were released years ago on other platforms that finally make their way to PC via Steam? You know I do! It seems like we got a double-dose of this at least with the help of popular app Edge and popular console download Limbo, both shuffling into the Steam store within a couple weeks of each other. I hear both games are quite good, and I'll gladly look into reviewing them here... after they go on sale. That's the other thing you can always count on. Me being a miserly old grump.
15. Hey Guys, Guess What? I READ A BOOK!
If you know me and my terrible reading habits, this is a huge deal. I finally finished reading Lawrence Lessig's Free Culture the other day. I first heard about the book thanks to the occasional nod from xkcd. On a whim, I decided to try the book out, and it ended up being the first pleasure book I've taken notes on. I got halfway through the book last summer, and took a Communications Law class in the fall semester. We only spent a couple days talking about copyright law, but I wrote a term paper on copyright terms and cited what I had already read in the book. What I found weird was that during the research for the paper, I noticed the author's name coming up in some of the court transcripts I found. As I found out (when I resumed reading the book over winter break), the author of the book was one of the lawyers in a Supreme Court case regarding the issue. So I continued reading like a madman, and I got up to about seven pages from the end of the book before I returned to school in the spring. I just finished reading those seven pages now.
I know copyright law isn't the most thrilling discussion topic in the world, but he makes some interesting points about how our culture and entertainment economy works. The book's a bit dated now (I think it was written in 2005?), but I'd still recommend it to anyone who's looking for an interesting read on a part of law not discussed much in public, or for anyone who's looking for a good conspiracy theory over how much control big businesses have over us. (I say that not to be cynical but to summarize what I took from the book in an exaggerated, humorous way.)
16. Goodbye, Pinky
I don't know how many readers I get who visit from Jay is Games (although I guess I have that little stats toolbar... Well, apparently that's 21 of you in the last month... and three people searching for "people riding kangaroos"), but I have a bit of a complaint to get off my chest. I've been continuing my mostly weekly Letters In Boxes column for a few months now (we've just wrapped up the 12th edition, containing the 50th individual puzzle). But in the most recent edition of the series, I squandered away a puzzle I've been harboring away for quite some time now. This puzzle set was based on the concept of base mathematics, where you had to convert a bunch of numbers from binary and ternary and other bases into decimal form. The third puzzle in the series takes a severe deviation from the normal puzzle style and instead uses a screenshot taken from MSPaint's color selection palette. The answer, if you sit down and convert the red, green, and blue values to hexadecimal, is FACADE.
I've had an oddly long attachment to this puzzle, and I'm sad to announce that what was used in the series was nowhere near what I had originally hoped to do. The puzzle idea first came about back when we ran a SpaceChem Giveaway on the site. John, my fellow puzzle inventor, and I came up with a series of puzzles based on the periodic table. I came up with one puzzle idea, where a greenish-colored box was supposed to be translated in the same hexadecimal way to get BA for barium. Ultimately, the puzzle was shot down because it would be "too colorblind-unfriendly", but I was determined to make it work somehow. It was only last week that I thought up the idea for the base-themed puzzles and decided to give the idea another go. The entire puzzle consisted of only a box with a pinkish hue in it. Sadly, in my test run, I found that the #FACADE-colored box I wanted to use would turn into different colors depending on which file format it was saved in, or even which program opened it, so the idea was scrapped and turned into the straightforward "here are the numbers, figure out what to do with them" format linked to above.
In the end, the puzzle seemed to get rather positive remarks, as people enjoyed the shock of seeing something unusual in the middle of the normally dichromatic puzzle series (one person compared it to playing an ARG... wholly not what I intended, but thanks!). But still, in the back of my mind, I have this nagging feeling that I threw away that puzzle unnecessarily, and I can't ever get it back. Perhaps someday there might be a browser or a file format or a painting program that will allow colors to show up exactly as intended no matter what, but by that time, this little nugget of an idea might have spread too far to be novel anymore. Perhaps it's already been done, and I just haven't heard of it yet. It's like I let a little part of myself go into the world, never to return again. I can't help but wonder if that's something normal to be feeling, but yet I also wonder why I don't feel that with so many other puzzles I've made. Perhaps it's time to step back and reflect on what I've done.
17. Vusy as a VVVVVV
You all have gone out and bought VVVVVV by now, right? And you've played through it multiple times as well, right? And you've put the soundtrack music into your jogging playlist, right? Suddenly, that's not enough love for the 22nd letter of the alphabet. The most recent version of the game, released as part of the Humble Indie Bundle, includes a level editor, preloaded with a bunch of user-made levels. In addition, it's incredibly easy to download other players' homemade maps, and the developer has featured a number of levels on his website. For the past couple of weeks, I've been playing through user levels like mad, and I'm actually running out of levels to tackle! I guess that means it's time I finish up the level I've been working on, except I'm terrible with scripting. Hurry that tutorial up, Terry, eh?
18. One Final Note, Brought to You By the Letter Z
In my last post, I mentioned how I wish I bought Atom Zombie Smasher when it was on sale. Well, thanks to the Humble Indie Bundle mentioned above, I now own AZS. As it turns out, it was just as fun as I was imagining it to be, but it also bizarrely lacks replay value. After a certain point, it feels like once you've beaten the game enough times, it loses its novelty. There are plenty of user-made mods available to tweak certain aspects of the game (sadly, you have to wade through the hordes of people who just re-uploaded the sample mod just to get an achievement), but it still feels like the same game too many times over. Still, I've put a handsome chunk of time into the game, so maybe there's still just enough of a cling factor to keep me coming back.
14. Edge and Limbo Make Steam Debut; Blogger Fails to Create Humorous Title
Hey you, do you like games that were released years ago on other platforms that finally make their way to PC via Steam? You know I do! It seems like we got a double-dose of this at least with the help of popular app Edge and popular console download Limbo, both shuffling into the Steam store within a couple weeks of each other. I hear both games are quite good, and I'll gladly look into reviewing them here... after they go on sale. That's the other thing you can always count on. Me being a miserly old grump.
15. Hey Guys, Guess What? I READ A BOOK!
If you know me and my terrible reading habits, this is a huge deal. I finally finished reading Lawrence Lessig's Free Culture the other day. I first heard about the book thanks to the occasional nod from xkcd. On a whim, I decided to try the book out, and it ended up being the first pleasure book I've taken notes on. I got halfway through the book last summer, and took a Communications Law class in the fall semester. We only spent a couple days talking about copyright law, but I wrote a term paper on copyright terms and cited what I had already read in the book. What I found weird was that during the research for the paper, I noticed the author's name coming up in some of the court transcripts I found. As I found out (when I resumed reading the book over winter break), the author of the book was one of the lawyers in a Supreme Court case regarding the issue. So I continued reading like a madman, and I got up to about seven pages from the end of the book before I returned to school in the spring. I just finished reading those seven pages now.
I know copyright law isn't the most thrilling discussion topic in the world, but he makes some interesting points about how our culture and entertainment economy works. The book's a bit dated now (I think it was written in 2005?), but I'd still recommend it to anyone who's looking for an interesting read on a part of law not discussed much in public, or for anyone who's looking for a good conspiracy theory over how much control big businesses have over us. (I say that not to be cynical but to summarize what I took from the book in an exaggerated, humorous way.)
16. Goodbye, Pinky
I don't know how many readers I get who visit from Jay is Games (although I guess I have that little stats toolbar... Well, apparently that's 21 of you in the last month... and three people searching for "people riding kangaroos"), but I have a bit of a complaint to get off my chest. I've been continuing my mostly weekly Letters In Boxes column for a few months now (we've just wrapped up the 12th edition, containing the 50th individual puzzle). But in the most recent edition of the series, I squandered away a puzzle I've been harboring away for quite some time now. This puzzle set was based on the concept of base mathematics, where you had to convert a bunch of numbers from binary and ternary and other bases into decimal form. The third puzzle in the series takes a severe deviation from the normal puzzle style and instead uses a screenshot taken from MSPaint's color selection palette. The answer, if you sit down and convert the red, green, and blue values to hexadecimal, is FACADE.
I've had an oddly long attachment to this puzzle, and I'm sad to announce that what was used in the series was nowhere near what I had originally hoped to do. The puzzle idea first came about back when we ran a SpaceChem Giveaway on the site. John, my fellow puzzle inventor, and I came up with a series of puzzles based on the periodic table. I came up with one puzzle idea, where a greenish-colored box was supposed to be translated in the same hexadecimal way to get BA for barium. Ultimately, the puzzle was shot down because it would be "too colorblind-unfriendly", but I was determined to make it work somehow. It was only last week that I thought up the idea for the base-themed puzzles and decided to give the idea another go. The entire puzzle consisted of only a box with a pinkish hue in it. Sadly, in my test run, I found that the #FACADE-colored box I wanted to use would turn into different colors depending on which file format it was saved in, or even which program opened it, so the idea was scrapped and turned into the straightforward "here are the numbers, figure out what to do with them" format linked to above.
In the end, the puzzle seemed to get rather positive remarks, as people enjoyed the shock of seeing something unusual in the middle of the normally dichromatic puzzle series (one person compared it to playing an ARG... wholly not what I intended, but thanks!). But still, in the back of my mind, I have this nagging feeling that I threw away that puzzle unnecessarily, and I can't ever get it back. Perhaps someday there might be a browser or a file format or a painting program that will allow colors to show up exactly as intended no matter what, but by that time, this little nugget of an idea might have spread too far to be novel anymore. Perhaps it's already been done, and I just haven't heard of it yet. It's like I let a little part of myself go into the world, never to return again. I can't help but wonder if that's something normal to be feeling, but yet I also wonder why I don't feel that with so many other puzzles I've made. Perhaps it's time to step back and reflect on what I've done.
17. Vusy as a VVVVVV
You all have gone out and bought VVVVVV by now, right? And you've played through it multiple times as well, right? And you've put the soundtrack music into your jogging playlist, right? Suddenly, that's not enough love for the 22nd letter of the alphabet. The most recent version of the game, released as part of the Humble Indie Bundle, includes a level editor, preloaded with a bunch of user-made levels. In addition, it's incredibly easy to download other players' homemade maps, and the developer has featured a number of levels on his website. For the past couple of weeks, I've been playing through user levels like mad, and I'm actually running out of levels to tackle! I guess that means it's time I finish up the level I've been working on, except I'm terrible with scripting. Hurry that tutorial up, Terry, eh?
18. One Final Note, Brought to You By the Letter Z
In my last post, I mentioned how I wish I bought Atom Zombie Smasher when it was on sale. Well, thanks to the Humble Indie Bundle mentioned above, I now own AZS. As it turns out, it was just as fun as I was imagining it to be, but it also bizarrely lacks replay value. After a certain point, it feels like once you've beaten the game enough times, it loses its novelty. There are plenty of user-made mods available to tweak certain aspects of the game (sadly, you have to wade through the hordes of people who just re-uploaded the sample mod just to get an achievement), but it still feels like the same game too many times over. Still, I've put a handsome chunk of time into the game, so maybe there's still just enough of a cling factor to keep me coming back.
Friday, May 27, 2011
I Think It's About Time We Had A Haxxor Showdown
I picked up Uplink the other day as one of Steam's new Daily Deals. (There's a fairly decent chance I might go broke as a result of these Daily Deals. Just throwing that out there.) Similar to the previously-reviewed Hacker Evolution (hereafter referred to as HE), Uplink is a game about hacking your way into computers, gathering data, and generally causing havoc in cyberspace. As I play through this game and compare it to my experiences with HE, I notice some similarities, such as recurring missions and terminology in both games (such as "bouncing," "cracking," and "computer"), which suggests to me that these games are based on real-life hacking, or at least an incredibly similar imagining of such a concept. (To make it seem as though I'm not a real-life hacker, I'm intentionally playing dumb here. That's a lie, I'm actually genuinely dumb when it comes to hacking. I freak out when my computer boots improperly and I have to work my way through the BIOS screens. What is BIOS anyway? And how long can I stretch this parenthetical aside out?)
Uplink's plotline is different in that you work as a freelance hacker, taking jobs that pay money for successful completion. This money is used to buy software, hardware upgrades, and to add to the security of your "Gateway", the physical representation of your hacking account. Protecting your Gateway is important, because if you get caught in the act, the authorities will come to collect your Gateway as evidence to use against you in court. Presumably the game continues after this happens, you just get knocked down a few pegs on the totem pole and have to start from scratch. I wouldn't actually know though, as I've not screwed up that badly yet.
That right there is one tremendous difference in how the game is played out. While HE focused on detectivework and managing your resources carefully to try to find the optimal solution to each level, Uplink revolves around fast movements to get the job done. You get in, you screw around with stuff, you erase your tracks, and you get out. If you know what you're doing, a mission could be as short as two or three minutes, compared to HE's half-hour time commitment. This speedy in-and-out sequence creates an atmosphere that is, quite frankly, absolutely terrifying. You know you've got to do so much in so little time, and not being fully prepared (or even knowing if you're fully prepared) makes every new mission really exciting.
Note that I said "every new mission" though. One definite downside to this game (at least, in the three hours or so that I've played of it so far) is that especially in the early stages, you'll find yourself grinding a lot. To raise enough funds to get better equipment and to increase your rating level in the Uplink community, you'll find yourself repeating a lot of similar missions over and over again. Granted, they're quick, and they really reinforce the concepts you're learning, but you start to get a bit tired of these quickly.
As I'm writing this, I'm realizing that I should have written this entire post backward. Did I mention Uplink is much easier to get a hold of than HE? You'll recall that when I wrote about HE, I noted that it tended to throw all the concepts for the entire game upfront in a tutorial level, which isn't easily revisited later on. Uplink avoids that problem with these short, simple missions that let you get familiar with your tiny toolbox. New concepts are slowly worked into the game through very subtle trial-and-error. For example, one mission I just started requires you to alter some information in a database, which I've done before. However, entering into the level, you have no idea that the information is guarded by a proxy (whatever that is). You're able to escape without any consequence, then get a proxy-bypassing tool and try again. It's not exactly "teaching" you the concepts, but you "learn" them through roundabout methods.
I can only think of one other major remark to make about Uplink, and it regards the game's interface. Almost all of the game is controlled by the mouse, except for when you need to edit text directly (file tampering, etc.). This is way more convenient than trying to remember HE's cavalcade of DOS commands, but still a bit of a hassle in certain places. To input text into a box, you can't just click on it, you have to keep your mouse hovered over the box. Moving the mouse away "deselects" the box and you have to move the mouse back to regain focus. In an interface that's otherwise fairly workable (well, it's also a pain having eight different information sources pop into the same spot, meaning you can't have two open at once), it seems weird that such an annoying problem would be considered passable.
If you're looking for a final verdict between HE and Uplink, I can only say that my decision is split, but I'd lean more toward Uplink. Uplink is a way more easily-digestible game than HE, giving you smaller tasks to accomplish (which you can leave in the middle of, by the way). On the other hand, it moves a bit too quickly to be really involved in the game beyond quick commands, so it's missing a certain puzzle element HE has, but that quickfire presentation gives you a more thrilling experience. I'd say it's worth a go, if it goes up on sale again (we'll see what sales the upcoming summer holidays will bring).
That right there is one tremendous difference in how the game is played out. While HE focused on detectivework and managing your resources carefully to try to find the optimal solution to each level, Uplink revolves around fast movements to get the job done. You get in, you screw around with stuff, you erase your tracks, and you get out. If you know what you're doing, a mission could be as short as two or three minutes, compared to HE's half-hour time commitment. This speedy in-and-out sequence creates an atmosphere that is, quite frankly, absolutely terrifying. You know you've got to do so much in so little time, and not being fully prepared (or even knowing if you're fully prepared) makes every new mission really exciting.
Note that I said "every new mission" though. One definite downside to this game (at least, in the three hours or so that I've played of it so far) is that especially in the early stages, you'll find yourself grinding a lot. To raise enough funds to get better equipment and to increase your rating level in the Uplink community, you'll find yourself repeating a lot of similar missions over and over again. Granted, they're quick, and they really reinforce the concepts you're learning, but you start to get a bit tired of these quickly.
As I'm writing this, I'm realizing that I should have written this entire post backward. Did I mention Uplink is much easier to get a hold of than HE? You'll recall that when I wrote about HE, I noted that it tended to throw all the concepts for the entire game upfront in a tutorial level, which isn't easily revisited later on. Uplink avoids that problem with these short, simple missions that let you get familiar with your tiny toolbox. New concepts are slowly worked into the game through very subtle trial-and-error. For example, one mission I just started requires you to alter some information in a database, which I've done before. However, entering into the level, you have no idea that the information is guarded by a proxy (whatever that is). You're able to escape without any consequence, then get a proxy-bypassing tool and try again. It's not exactly "teaching" you the concepts, but you "learn" them through roundabout methods.
I can only think of one other major remark to make about Uplink, and it regards the game's interface. Almost all of the game is controlled by the mouse, except for when you need to edit text directly (file tampering, etc.). This is way more convenient than trying to remember HE's cavalcade of DOS commands, but still a bit of a hassle in certain places. To input text into a box, you can't just click on it, you have to keep your mouse hovered over the box. Moving the mouse away "deselects" the box and you have to move the mouse back to regain focus. In an interface that's otherwise fairly workable (well, it's also a pain having eight different information sources pop into the same spot, meaning you can't have two open at once), it seems weird that such an annoying problem would be considered passable.
If you're looking for a final verdict between HE and Uplink, I can only say that my decision is split, but I'd lean more toward Uplink. Uplink is a way more easily-digestible game than HE, giving you smaller tasks to accomplish (which you can leave in the middle of, by the way). On the other hand, it moves a bit too quickly to be really involved in the game beyond quick commands, so it's missing a certain puzzle element HE has, but that quickfire presentation gives you a more thrilling experience. I'd say it's worth a go, if it goes up on sale again (we'll see what sales the upcoming summer holidays will bring).
Monday, December 6, 2010
Wir Wetten, Sie Können Nicht Sehen
Right then, I advise that you start by watching the following video clip. Fair warning, this clip features a Chinese man swearing in English on a German game show.
This is from a show called Wetten, Dass...? The show features members of the public attempting to perform various stunts, ranging from the bizarre to the nerve-wracking, but always difficult. Meanwhile, big-name celebrities come on the show to small talk with the host, and try to bet whether the MOTPs will be successful or not, with a forfeit attached to incorrect guesses. (For example, in the clip above, Jackie Chan incorrectly bet that the girl would be able to break the bricks without breaking an egg in her hand, so he had to perform the task himself. He did it a bit too well, I think.)
The Jackie Chan clip was not my first exposure to the show, although it was one of the first. My first Wetten, Dass moment was a man balancing a stack of Jenga blocks on a pole on his forehead, while his partner proceded to play the game of Jenga on a raised platform, trying to raise the height of the tower from 10 blocks to 15. They succeeded, but with some incredibly tense moments when the man had to stop his partner while he regained balance of everything. Sadly, the clip is no longer online, though I do have it saved on my computer. If you're looking for more ridiculous bets, I'd recommend this one, this one,, and... oh what the heck, this one.
Wetten, Dass...? has been on the air for 29 years now, although only showing six or seven episodes per year (not unlike the previously-reviewed Schlag den Raab). In its history, the show has been riddled with a few controversial moments, but has still stayed strong and popular as ever. At one point in time, the Wikipedia page boasted that the show would regularly attract over 2/3 of all German-speaking viewers (the show airs in Germany, Austria, and Switzerland), a rating comparable to the finale of M*A*S*H or a Super Bowl, except every other month. To give you an idea of how ridiculously popular the show is, Pope John Paul II offered to appear on the show via a video link. (The offer was declined, on the grounds that it would set the precedent for future celebrities to appear only via video instead of in person.)
For the record, there was a short-lived American version on ABC a couple years ago. It wasn't anything special. Moving on, then...
Obviously, there's a reason why I bring this show up, and here it is. On an episode that aired this weekend, Samuel Koch attempted a bet in which he would jump over four out of five moving cars using special spring-loaded shoes. Dangerous stunts of this nature had been attempted before, but, spoiler warning, never had there been a failure of this nature before. After having cleared the first and third car (and cancelling the second car when he realized he didn't get enough speed), Koch clipped the windshield of the fourth car with his head, which caused him to over-rotate his flip, landing him flat on the ground in no subtle fashion. As far as I know at this point, Koch is still in critical condition. If you care to watch the video of the incident, click here, however, be forewarned that though the accident itself is not graphic, it's still incredibly hard to watch. The accident occurs about halfway into the video.
Whether or not you watch the clip, there's something I really want to point out about this incident. After the accident occurs, the cameras do not return to Koch, except for one zoomed-out split second, which I would assume to be a mistake. The rest of the time that the cameras are rolling (five or six minutes' worth), the shots focus on wide audience shots and celebrity reactions, and the host giving a few final words. The live feed was cut, and a back-up episode was put in its place.
What I really appreciate about this scenario is the deference given to the injured Koch. In a rather un-American fashion, the cameras do not scramble around him to get close-ups of his silent suffering, but stay completely out of the way, and avoid catching a glimpse of him at all costs. I could only imagine that if this were American television, the director would sic the cameramen on the limp body, trying to get shots of his anguish from every angle. Then, we'd be treated to numerous slow-motion replays and once the body was out of the way, the show would continue normally. As an overly-broad example of this, think of most injuries you see during a football game on TV and how they're managed on-camera. I'm really glad that was not how Koch's situation was handled.
Surprisingly, this is actually the second instance of this sort of respect for the injured I've seen on German game shows. (Surprisingly, I watch German game shows.) On an episode of Schlag den Raab from sometime this summer, a BMX bike-racing event saw a number of crashes taking place, between both Stefan and his opponent. However, in one moto, both Stefan and his opponent crashed on the same obstacle, a small bridge of some sort, if I remember right. Stefan's opponent recovered fairly quickly, but Stefan had some rather brutal injuries and was effectively "out" for a few minutes. During this time, while the host's audio continued, the only camera shot shown was a zoomed-out overhead shot of the course, with the emergency crews helping Stefan just on the edge of the screen. No close-up shots were used until Stefan had recovered from his crash a few minutes later. (Replays of the crash would be used later, but with tasteful restraint.)
Koch's accident (and how it was handled) really makes me think about the standards by which our media operates. I can't remember where I heard it, but someone once uttered the phrase "If it bleeds, it leads," in regards to journalism in America. Part of me wants to believe that we have higher standards than that, but yet I know we don't. To a certain extent, I'd be willing to bet that this story wouldn't have made it onto Yahoo! News if Justin Bieber weren't supposed to perform right after Koch's bet (Ta, David at Bother's Bar for the link). It's this sort of incident that makes me wonder if we're doing something wrong with our media. It's rather late now, so I'm not exactly able to wrap up my point how I wanted to, but this incident is something to consider.
This is from a show called Wetten, Dass...? The show features members of the public attempting to perform various stunts, ranging from the bizarre to the nerve-wracking, but always difficult. Meanwhile, big-name celebrities come on the show to small talk with the host, and try to bet whether the MOTPs will be successful or not, with a forfeit attached to incorrect guesses. (For example, in the clip above, Jackie Chan incorrectly bet that the girl would be able to break the bricks without breaking an egg in her hand, so he had to perform the task himself. He did it a bit too well, I think.)
The Jackie Chan clip was not my first exposure to the show, although it was one of the first. My first Wetten, Dass moment was a man balancing a stack of Jenga blocks on a pole on his forehead, while his partner proceded to play the game of Jenga on a raised platform, trying to raise the height of the tower from 10 blocks to 15. They succeeded, but with some incredibly tense moments when the man had to stop his partner while he regained balance of everything. Sadly, the clip is no longer online, though I do have it saved on my computer. If you're looking for more ridiculous bets, I'd recommend this one, this one,, and... oh what the heck, this one.
Wetten, Dass...? has been on the air for 29 years now, although only showing six or seven episodes per year (not unlike the previously-reviewed Schlag den Raab). In its history, the show has been riddled with a few controversial moments, but has still stayed strong and popular as ever. At one point in time, the Wikipedia page boasted that the show would regularly attract over 2/3 of all German-speaking viewers (the show airs in Germany, Austria, and Switzerland), a rating comparable to the finale of M*A*S*H or a Super Bowl, except every other month. To give you an idea of how ridiculously popular the show is, Pope John Paul II offered to appear on the show via a video link. (The offer was declined, on the grounds that it would set the precedent for future celebrities to appear only via video instead of in person.)
For the record, there was a short-lived American version on ABC a couple years ago. It wasn't anything special. Moving on, then...
Obviously, there's a reason why I bring this show up, and here it is. On an episode that aired this weekend, Samuel Koch attempted a bet in which he would jump over four out of five moving cars using special spring-loaded shoes. Dangerous stunts of this nature had been attempted before, but, spoiler warning, never had there been a failure of this nature before. After having cleared the first and third car (and cancelling the second car when he realized he didn't get enough speed), Koch clipped the windshield of the fourth car with his head, which caused him to over-rotate his flip, landing him flat on the ground in no subtle fashion. As far as I know at this point, Koch is still in critical condition. If you care to watch the video of the incident, click here, however, be forewarned that though the accident itself is not graphic, it's still incredibly hard to watch. The accident occurs about halfway into the video.
Whether or not you watch the clip, there's something I really want to point out about this incident. After the accident occurs, the cameras do not return to Koch, except for one zoomed-out split second, which I would assume to be a mistake. The rest of the time that the cameras are rolling (five or six minutes' worth), the shots focus on wide audience shots and celebrity reactions, and the host giving a few final words. The live feed was cut, and a back-up episode was put in its place.
What I really appreciate about this scenario is the deference given to the injured Koch. In a rather un-American fashion, the cameras do not scramble around him to get close-ups of his silent suffering, but stay completely out of the way, and avoid catching a glimpse of him at all costs. I could only imagine that if this were American television, the director would sic the cameramen on the limp body, trying to get shots of his anguish from every angle. Then, we'd be treated to numerous slow-motion replays and once the body was out of the way, the show would continue normally. As an overly-broad example of this, think of most injuries you see during a football game on TV and how they're managed on-camera. I'm really glad that was not how Koch's situation was handled.
Surprisingly, this is actually the second instance of this sort of respect for the injured I've seen on German game shows. (Surprisingly, I watch German game shows.) On an episode of Schlag den Raab from sometime this summer, a BMX bike-racing event saw a number of crashes taking place, between both Stefan and his opponent. However, in one moto, both Stefan and his opponent crashed on the same obstacle, a small bridge of some sort, if I remember right. Stefan's opponent recovered fairly quickly, but Stefan had some rather brutal injuries and was effectively "out" for a few minutes. During this time, while the host's audio continued, the only camera shot shown was a zoomed-out overhead shot of the course, with the emergency crews helping Stefan just on the edge of the screen. No close-up shots were used until Stefan had recovered from his crash a few minutes later. (Replays of the crash would be used later, but with tasteful restraint.)
Koch's accident (and how it was handled) really makes me think about the standards by which our media operates. I can't remember where I heard it, but someone once uttered the phrase "If it bleeds, it leads," in regards to journalism in America. Part of me wants to believe that we have higher standards than that, but yet I know we don't. To a certain extent, I'd be willing to bet that this story wouldn't have made it onto Yahoo! News if Justin Bieber weren't supposed to perform right after Koch's bet (Ta, David at Bother's Bar for the link). It's this sort of incident that makes me wonder if we're doing something wrong with our media. It's rather late now, so I'm not exactly able to wrap up my point how I wanted to, but this incident is something to consider.
Friday, November 19, 2010
My Nanoblogging Is Your Microblogging - Episode 1
Honestly, this sort of post is why I would be better off with a Tumblr account, but hey, here we go. Besides, I just finished a 15-page research paper on the Sonny Bono Copyright Term Extension Act of 1998 and I need a good way to celebrate.
1. Oh God, the Doghouse Just Fell Off the Front of the Lorry
As I'm typing this paragraph, I'm losing my "Top Gear" virginity. I've heard enough stories about some of the ridiculous things they've done on this show, and I've been itching to watch this show for some time now. Thanks to the magic of Netflix on a video game console, I'm now on my third episode and loving it. (Season twelve, if you're curious.) I love the fact that I (as well as many other friends of mine) am/are not HOLY CRAP NOW THAT OTHER LORRY IS ON FIRE (ahem) Sorry about that. I love the fact that many of my friends and I are not car fans, but this show definitely has enough humor to appeal to a wide audience. I'm hoping to keep watching more of this, because it's quite good. I understand that there's an American version debuting on the History Channel on Sunday... Honestly, I'm a bit scared. I don't know if we can really match the unique British-style humor and general enjoyability I'm seeing here.
2. Poker? I 'Ardly Know 'Er
I preordered Poker Night at the Inventory back on September 3 (or so my tweeting indicates). It was an impulse buy, half because because I was in the mood for something poker-y at the time, half because it had a bunch of characters I recognized in it and the concept seemed ridiculous enough to work. It's now mid-November, and the game is still slated to debut Mid-November. Having now seen the preview video, my thoughts are faltering a little bit. If, from what I gather from the video, the game boils down to playing poker with four characters from random games, there had better be a ton of witty banter to go along with it, or else the game is going to go stale pretty quickly. I'm still hoping for the best, but I'm starting to feel leary about my (under $5) decision, and the fact that no actual release date has been finalized yet worries me a smidge.
3. BIT.TRIP FALL POINT AND LAUGH
Another impulse buy, I bought BIT.TRIP BEAT. Verdict: Not worth the price. If you're not familiar with the game, just think of a one-player Pong in which everything you hit is timed to coordinate with the music. This should be a good concept, but something kinda falls flat in the final package. One thing I really like about the game is that each level takes (totally guessing here) 10-15 minutes to complete, so it's really an endurance challenge. Unfortunately, each long level builds up to a rather underwhelming boss battle at the end. The first boss is the only slightly novel boss (level two is just Breakout, level three is Pong against the AI that's heavily stacked against you). And after three bosses, that's it. The entire game is three levels long. It's sadly not worth the $9 I paid for it. That said, it still is a decent game (except for the bosses), the music is pretty good, and the endurance factor makes the game oddly replayable, so I'd still recommend the game to a friend, but only after the price drops to at least $5, if not $3.
4. One Day, I Will Regret Everything I've Written on the Internet
I've been thinking a lot about the future of this blog. While I would like to continue using it as a place for musings about games, television, and other media-based oddities, it's getting to that point in time (namely, near the end of my college career) when I need to start thinking "professionally". I don't think the quality or nature of my posts would change, but I think I need to spruce things up and make this place more presentable. The Uniqlock? That's gotta go. The Onion Ring Tally? That's staying. The somewhat overused Blogger template with some minor color tweaks? That's something that's really got to be changed. In fact, it'd probably be for the better to get out of the *.blogspot.com domain just for the sake of additional "professionalism" and buy an actual domain name for myself (although choosing a professional-sounding name is going to be hard, considering that I'm already battling against other famous people). In any case, I'm thinking I've got to fix things up for the sake of "professionalism", as much as it hurts. I'm thinking of throwing up some sort of portfolio for projects and writings I've done, plus keeping the blog (and archives) alive. So my main question is, does anyone have any suggestions for how to get started on the breaking-free-from-Blogger-and-starting-to-look-professional process?
1. Oh God, the Doghouse Just Fell Off the Front of the Lorry
As I'm typing this paragraph, I'm losing my "Top Gear" virginity. I've heard enough stories about some of the ridiculous things they've done on this show, and I've been itching to watch this show for some time now. Thanks to the magic of Netflix on a video game console, I'm now on my third episode and loving it. (Season twelve, if you're curious.) I love the fact that I (as well as many other friends of mine) am/are not HOLY CRAP NOW THAT OTHER LORRY IS ON FIRE (ahem) Sorry about that. I love the fact that many of my friends and I are not car fans, but this show definitely has enough humor to appeal to a wide audience. I'm hoping to keep watching more of this, because it's quite good. I understand that there's an American version debuting on the History Channel on Sunday... Honestly, I'm a bit scared. I don't know if we can really match the unique British-style humor and general enjoyability I'm seeing here.
2. Poker? I 'Ardly Know 'Er
I preordered Poker Night at the Inventory back on September 3 (or so my tweeting indicates). It was an impulse buy, half because because I was in the mood for something poker-y at the time, half because it had a bunch of characters I recognized in it and the concept seemed ridiculous enough to work. It's now mid-November, and the game is still slated to debut Mid-November. Having now seen the preview video, my thoughts are faltering a little bit. If, from what I gather from the video, the game boils down to playing poker with four characters from random games, there had better be a ton of witty banter to go along with it, or else the game is going to go stale pretty quickly. I'm still hoping for the best, but I'm starting to feel leary about my (under $5) decision, and the fact that no actual release date has been finalized yet worries me a smidge.
3. BIT.TRIP FALL POINT AND LAUGH
Another impulse buy, I bought BIT.TRIP BEAT. Verdict: Not worth the price. If you're not familiar with the game, just think of a one-player Pong in which everything you hit is timed to coordinate with the music. This should be a good concept, but something kinda falls flat in the final package. One thing I really like about the game is that each level takes (totally guessing here) 10-15 minutes to complete, so it's really an endurance challenge. Unfortunately, each long level builds up to a rather underwhelming boss battle at the end. The first boss is the only slightly novel boss (level two is just Breakout, level three is Pong against the AI that's heavily stacked against you). And after three bosses, that's it. The entire game is three levels long. It's sadly not worth the $9 I paid for it. That said, it still is a decent game (except for the bosses), the music is pretty good, and the endurance factor makes the game oddly replayable, so I'd still recommend the game to a friend, but only after the price drops to at least $5, if not $3.
4. One Day, I Will Regret Everything I've Written on the Internet
I've been thinking a lot about the future of this blog. While I would like to continue using it as a place for musings about games, television, and other media-based oddities, it's getting to that point in time (namely, near the end of my college career) when I need to start thinking "professionally". I don't think the quality or nature of my posts would change, but I think I need to spruce things up and make this place more presentable. The Uniqlock? That's gotta go. The Onion Ring Tally? That's staying. The somewhat overused Blogger template with some minor color tweaks? That's something that's really got to be changed. In fact, it'd probably be for the better to get out of the *.blogspot.com domain just for the sake of additional "professionalism" and buy an actual domain name for myself (although choosing a professional-sounding name is going to be hard, considering that I'm already battling against other famous people). In any case, I'm thinking I've got to fix things up for the sake of "professionalism", as much as it hurts. I'm thinking of throwing up some sort of portfolio for projects and writings I've done, plus keeping the blog (and archives) alive. So my main question is, does anyone have any suggestions for how to get started on the breaking-free-from-Blogger-and-starting-to-look-professional process?
Tuesday, December 22, 2009
This Rule of Thumb Actually Involves Thumbs
And it's quite handy too. You're welcome.

Any game in which a glitch is formed where your thumbs become fused together inside a chain-link fence is generally not a good game.
Mirror's Edge, then. I downloaded it over Thanksgiving break because it was on sale, I'm probably going to give up on it over Christmas break. Why? Because it's just starting to irritate and bore me.
Okay, you have to admit, it's a sexy game. The developers have paid a lot of attention to visual details, and the result is clear. The world is drop-dead gorgeous, although very white, which really should be considered cheating since they can fall back on simple gradients rather than trying to create intricate artwork, but we'll forgive that. But beyond the eye-candy of all the intricate levels to explore, there's a sense of aggravation looming in the darkness.
For those of you unfamiliar with Mirror's Edge, a plotline summary in 50 words or less: Faith is a "Runner" who uses parkour to try to clear her sister's name. Oh dear, that was only 14 words...
First off, I understand that in a certain sense, Mirror's Edge is a puzzle platformer, although not in the same sense that Portal and Braid are puzzle platformers. You've got to get from Point A to Point B, lather, rinse, and repeat. Usually, your Point B becomes the new Point A, and you've got to work out where the next Point B is. This is all fine and dandy, except either certain levels are designed to obscure your target destination in whatever ways possible, or I'm generally too stupid to figure out the ways to get there. There's a "Runner's Eye" system where objects that you need to use turn red to catch your attention, but this does not occur in all instances, and sometimes finding the way to a red object is half the battle. I kid you not, there have been times where I've sat putzing around in a corridor trying to find a way up onto a higher platform for literally half an hour, only to find that the answer was in a one-inch ledge on a wall that I never really realized was there before. I mean, who could have missed! the one inch ledge on a wall above me. Naturally. Unrelatedly, this Faith girl clearly has the strongest fingertips known to mankind.
If it's not the puzzle aspect that seems a bit unintuitive to you, maybe it's the combat system that seems a bit off-kilter. Occasionally, you will encounter police officers (of varying levels of experience or expertise, apparently) that you must disarm and/or kill. Since your character is unarmed, you've got to use only fists and feet to get the job done, unless you manage to rip a gun away from someone trying to shoot you (although there exists a statistic for your save file that counts the number of people you've shot, which I want to believe is significant later in the game, so I've been trying to avoid that route). However, Super Smash Bros. this ain't, as all you can really do are kick, punch, flying kick, sliding kick, and that's pretty much the lot of it. Thus, my melee strategy is just to mash buttons whenever I meet someone in SWAT armor. (Oh wait, it IS Super Smash Bros.!)
However, the kiss of death in this game seems to be how long it is. Or rather, how long the chapters are. One key thing about gaming and me is that I can't stand long sessions of the same thing over and over again. Team Fortress 2 is incredibly tolerable, because the game is constantly changing, and if it's not, you can change your character as you see fit. Half Life 2 is painful, because the chapters are incredibly long, but at least you can save and walk away at any time during the level. (Still, I've been wandering around in Ravenholm for hours now, and I'm wondering if that level ever ends.) Mirror's Edge is particularly painful in that there are checkpoints to return to if you die, but you can't save in the middle of chapters. Some chapters are stupidly long to begin with, not to mention the fact that I'm clearly too thick to get certain puzzles, so they take twice as long for me, so having to quit in the middle of any level is tremendously aggravating. I can't stick around for long periods of time to finish a single level, and I can't be bothered to return any time soon when after an hour and a half in a level, you get a glitch like the one above.
I will concede that Mirror's Edge is visually stunning, and that it does turn a lot of conventional platformers on its ear with a versatile parkour-style navigation theme. There's just too many things that drive me batty about the game to make me want to continue, and that's a bad thing. Did this make sense at all? It's late, which is part of the reason why I'm not bothering with links this time. In a nutshell: Mirror's Edge, not worth it unless if you've got a higher tolerance for this sort of aggrevation than me.
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Edit: I think it's only fair that I include this little addendum. The post above was written while incredibly tired, which I think I mentioned. However, in fairness, I should also mention that the only reason for writing the post was to vent rage about a glitch at an irritating moment in the game. In other words, you could call the post the equivalent of writing emails to your boss while drunk. In no way does it end well, except it's something your co-workers can laugh at the next day.
Now that that's out of the way, and now that I'm a little less tired, I can tell you in good conscience that the above negative review stands. I think I can justify it a little more coherently now.
I understand that there's a certain amount of skill to play any sort of game, and the skill required varies from game to game. In the case of Mirror's Edge, you could say it's about half coordination/skill/timing and half puzzle/problem solving, and the reason that I put them at a 50/50 split is because there are parts where both are required and parts where one definitely trumps the other.
On the puzzle/problem solving side of the coin, much of the challenges involve figuring out how to get from Point A to Point B, as I mentioned above. The main problem that I have with this is that the solution for getting there isn't always clear, and at that, you might not even know where you're going to begin with. You can get a little help by tapping the Left Alt key, which automatically turns your head to look at where you need to go/what you need to do. (By the way, don't do this while moving, you might accidentally walk off a ledge because of the sudden turn of your motion.) The (other) problem with this is that the guiding system doesn't always respond to your cries for help (as if to say, "C'mon, the solution should be obvious, just go down this hallway"), or it tries to show you the solution too many steps in advance. This is often the case with trying to climb upward in narrow corridors, like mentioned above. Hitting Alt pretty much makes you look straight up, which doesn't help much when you need to figure out which wall to wallrun-jump off of to grab on to which pole to swing to which ledge and so forth. Similarly, there are instances (particularly outdoors) where hitting Alt points you to a building far away, where your goal is to get to a door on the other side of the building (but you don't really know that until you get there). To sum it up, when you need help the most, it's not likely you'll be able to get it.
Then there's the coordination/skill/timing side of things. Once you figure out what you need to do, doing it is a completely different matter. You occasionally have to make large jumps over certain-death heights, and these jumps always seem to require that you get enough speed and jump at the exact right moment, or else you plummet downwardly. Even when I've had to repeat certain jumps due to dying shortly thereafter, I still find myself missing the previous jumps due to the accuracy needed to complete them.
In the same category of skill/timing, I need to cite this example of another frustrating thing about this game. In a certain level, which I forget, you encounter a certain character, whom I forget, and have basically a mini-boss fight. To start the fight, the character delivers a surprise blow as you arrive at the top of a flight of stairs, grabs you, and throws you down to a lower roof on the building. The character then jumps down, charges you, and attempts to beat you with a pipe. If you fail to disarm the man just before he strikes you with the pipe, he hits you, then grabs you again, holds your helpless body up for a moment while he flashes another evil smile, and throws you to the street below where you die. An exciting scene, yes, but it becomes significantly less exciting when you realize that every time you die, the exact same sequence starts again. From stairs to concrete, it's about 40 seconds (estimate from memory, sorry if I'm off). To beat the boss, you're supposed to (1) realize that you need to disarm the man when he charges you, (2) find the exact moment to disarm him (which can be aided by using the R key, which slows time down for a bit), and (3) actually do the disarm. Prior to this stage, I had never disarmed a man in the game, nor had I used the R key, so it took me quite a while to even remember how to do either. The sad bit is, after at least 20 tries (and I'm not exaggerating that), I finally managed to disarm the man, and watched carefully for the next part of the fight... but disarming him also disoriented him, and he basically ran off the edge of the roof. Boss fight over, and I only had to click once at the right time. What the heck? After wasting way too much time figuring out what to do, it all came down to one well-timed click? Sloblock, that. It's instances like this that make this game frustrating, and you actually feel for a moment as though you've been wasting your time.
There are other instances of ire which I won't go into (as it's once again becoming late, and I'll just slip into my incoherent place once again), but just know that these moments of frustration and helplessness and illogic make Mirror's Edge an unpleasant experience for me. Maybe your mileage will go farther, but it just wasn't my cup of tea. I don't know if I'll be returning to it anytime soon, but if you feel so inclined to give it a try, you might as well download it now on Steam, as it's now on sale... More on that later. I've got a cold, so sleep is a higher priority than last night. Stay tuned...
Any game in which a glitch is formed where your thumbs become fused together inside a chain-link fence is generally not a good game.
Mirror's Edge, then. I downloaded it over Thanksgiving break because it was on sale, I'm probably going to give up on it over Christmas break. Why? Because it's just starting to irritate and bore me.
Okay, you have to admit, it's a sexy game. The developers have paid a lot of attention to visual details, and the result is clear. The world is drop-dead gorgeous, although very white, which really should be considered cheating since they can fall back on simple gradients rather than trying to create intricate artwork, but we'll forgive that. But beyond the eye-candy of all the intricate levels to explore, there's a sense of aggravation looming in the darkness.
For those of you unfamiliar with Mirror's Edge, a plotline summary in 50 words or less: Faith is a "Runner" who uses parkour to try to clear her sister's name. Oh dear, that was only 14 words...
First off, I understand that in a certain sense, Mirror's Edge is a puzzle platformer, although not in the same sense that Portal and Braid are puzzle platformers. You've got to get from Point A to Point B, lather, rinse, and repeat. Usually, your Point B becomes the new Point A, and you've got to work out where the next Point B is. This is all fine and dandy, except either certain levels are designed to obscure your target destination in whatever ways possible, or I'm generally too stupid to figure out the ways to get there. There's a "Runner's Eye" system where objects that you need to use turn red to catch your attention, but this does not occur in all instances, and sometimes finding the way to a red object is half the battle. I kid you not, there have been times where I've sat putzing around in a corridor trying to find a way up onto a higher platform for literally half an hour, only to find that the answer was in a one-inch ledge on a wall that I never really realized was there before. I mean, who could have missed! the one inch ledge on a wall above me. Naturally. Unrelatedly, this Faith girl clearly has the strongest fingertips known to mankind.
If it's not the puzzle aspect that seems a bit unintuitive to you, maybe it's the combat system that seems a bit off-kilter. Occasionally, you will encounter police officers (of varying levels of experience or expertise, apparently) that you must disarm and/or kill. Since your character is unarmed, you've got to use only fists and feet to get the job done, unless you manage to rip a gun away from someone trying to shoot you (although there exists a statistic for your save file that counts the number of people you've shot, which I want to believe is significant later in the game, so I've been trying to avoid that route). However, Super Smash Bros. this ain't, as all you can really do are kick, punch, flying kick, sliding kick, and that's pretty much the lot of it. Thus, my melee strategy is just to mash buttons whenever I meet someone in SWAT armor. (Oh wait, it IS Super Smash Bros.!)
However, the kiss of death in this game seems to be how long it is. Or rather, how long the chapters are. One key thing about gaming and me is that I can't stand long sessions of the same thing over and over again. Team Fortress 2 is incredibly tolerable, because the game is constantly changing, and if it's not, you can change your character as you see fit. Half Life 2 is painful, because the chapters are incredibly long, but at least you can save and walk away at any time during the level. (Still, I've been wandering around in Ravenholm for hours now, and I'm wondering if that level ever ends.) Mirror's Edge is particularly painful in that there are checkpoints to return to if you die, but you can't save in the middle of chapters. Some chapters are stupidly long to begin with, not to mention the fact that I'm clearly too thick to get certain puzzles, so they take twice as long for me, so having to quit in the middle of any level is tremendously aggravating. I can't stick around for long periods of time to finish a single level, and I can't be bothered to return any time soon when after an hour and a half in a level, you get a glitch like the one above.
I will concede that Mirror's Edge is visually stunning, and that it does turn a lot of conventional platformers on its ear with a versatile parkour-style navigation theme. There's just too many things that drive me batty about the game to make me want to continue, and that's a bad thing. Did this make sense at all? It's late, which is part of the reason why I'm not bothering with links this time. In a nutshell: Mirror's Edge, not worth it unless if you've got a higher tolerance for this sort of aggrevation than me.
------
Edit: I think it's only fair that I include this little addendum. The post above was written while incredibly tired, which I think I mentioned. However, in fairness, I should also mention that the only reason for writing the post was to vent rage about a glitch at an irritating moment in the game. In other words, you could call the post the equivalent of writing emails to your boss while drunk. In no way does it end well, except it's something your co-workers can laugh at the next day.
Now that that's out of the way, and now that I'm a little less tired, I can tell you in good conscience that the above negative review stands. I think I can justify it a little more coherently now.
I understand that there's a certain amount of skill to play any sort of game, and the skill required varies from game to game. In the case of Mirror's Edge, you could say it's about half coordination/skill/timing and half puzzle/problem solving, and the reason that I put them at a 50/50 split is because there are parts where both are required and parts where one definitely trumps the other.
On the puzzle/problem solving side of the coin, much of the challenges involve figuring out how to get from Point A to Point B, as I mentioned above. The main problem that I have with this is that the solution for getting there isn't always clear, and at that, you might not even know where you're going to begin with. You can get a little help by tapping the Left Alt key, which automatically turns your head to look at where you need to go/what you need to do. (By the way, don't do this while moving, you might accidentally walk off a ledge because of the sudden turn of your motion.) The (other) problem with this is that the guiding system doesn't always respond to your cries for help (as if to say, "C'mon, the solution should be obvious, just go down this hallway"), or it tries to show you the solution too many steps in advance. This is often the case with trying to climb upward in narrow corridors, like mentioned above. Hitting Alt pretty much makes you look straight up, which doesn't help much when you need to figure out which wall to wallrun-jump off of to grab on to which pole to swing to which ledge and so forth. Similarly, there are instances (particularly outdoors) where hitting Alt points you to a building far away, where your goal is to get to a door on the other side of the building (but you don't really know that until you get there). To sum it up, when you need help the most, it's not likely you'll be able to get it.
Then there's the coordination/skill/timing side of things. Once you figure out what you need to do, doing it is a completely different matter. You occasionally have to make large jumps over certain-death heights, and these jumps always seem to require that you get enough speed and jump at the exact right moment, or else you plummet downwardly. Even when I've had to repeat certain jumps due to dying shortly thereafter, I still find myself missing the previous jumps due to the accuracy needed to complete them.
In the same category of skill/timing, I need to cite this example of another frustrating thing about this game. In a certain level, which I forget, you encounter a certain character, whom I forget, and have basically a mini-boss fight. To start the fight, the character delivers a surprise blow as you arrive at the top of a flight of stairs, grabs you, and throws you down to a lower roof on the building. The character then jumps down, charges you, and attempts to beat you with a pipe. If you fail to disarm the man just before he strikes you with the pipe, he hits you, then grabs you again, holds your helpless body up for a moment while he flashes another evil smile, and throws you to the street below where you die. An exciting scene, yes, but it becomes significantly less exciting when you realize that every time you die, the exact same sequence starts again. From stairs to concrete, it's about 40 seconds (estimate from memory, sorry if I'm off). To beat the boss, you're supposed to (1) realize that you need to disarm the man when he charges you, (2) find the exact moment to disarm him (which can be aided by using the R key, which slows time down for a bit), and (3) actually do the disarm. Prior to this stage, I had never disarmed a man in the game, nor had I used the R key, so it took me quite a while to even remember how to do either. The sad bit is, after at least 20 tries (and I'm not exaggerating that), I finally managed to disarm the man, and watched carefully for the next part of the fight... but disarming him also disoriented him, and he basically ran off the edge of the roof. Boss fight over, and I only had to click once at the right time. What the heck? After wasting way too much time figuring out what to do, it all came down to one well-timed click? Sloblock, that. It's instances like this that make this game frustrating, and you actually feel for a moment as though you've been wasting your time.
There are other instances of ire which I won't go into (as it's once again becoming late, and I'll just slip into my incoherent place once again), but just know that these moments of frustration and helplessness and illogic make Mirror's Edge an unpleasant experience for me. Maybe your mileage will go farther, but it just wasn't my cup of tea. I don't know if I'll be returning to it anytime soon, but if you feel so inclined to give it a try, you might as well download it now on Steam, as it's now on sale... More on that later. I've got a cold, so sleep is a higher priority than last night. Stay tuned...
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