Tag Archives: PS3

2008’s Honourable Mentions

Not every game can be as good as Fallout, and indeed there are many excellent games from last year that I didn’t like as much as Mirror’s Edge at number ten but still deserve a mention, so here are a few more games from 2008, in no particular order, that fell short of making the main list but still deserve a mention.

  • Lost Odyssey – It was going to be between this and the game below for tenth spot on the list until Mirror’s Edge stormed in on Christmas Day and pipped them both. As one of the few JRPGs not to have disappointed this gen – I won’t play the well-received Tales of Vesperia until its PAL release – I found this to have likeable characters, an interesting story, and yes: some nice towns too.
  • Professor Layton and the Curious Village – When this became the surprise hit of the end of the year, it was well-deserved. It’s teasingly close to being a point-and-click adventure, it has a charming art style that looks like French animation, and Level-5 even managed to cram FMV cut-scenes in there to further the story. It helps, of course, that the puzzles and brainteasers are uniformly excellent and just the kind of thing to play on a handheld. Wait until the price has normalised and then give it a look.
  • Dead Space – It may be hard to describe this game in any terms other than its plainly obvious inspirations – Alien’s Nostromo with a dash of Doom 3 and a liberal sprinkling of Event Horizon, all topped with Resident Evil 4’s controls – but it’s still a highly satisfying and actually quite scary horror game. The companion animated movie is worth a rental as well.
  • Rock Band 2 – As I hadn’t bought a music game since Guitar Hero II, Rock Band 2 was my attempt to see how far things had come in the intervening generation of plastic instrument-based room-clutterers. Not all that far from the perspective of someone who only plays the guitar, but the boom in à la carte downloadable songs and the sheer amount of music that’s now on my hard drive to choose from makes it pretty irresistible. It makes you feel like a rock star and fulfils all similar clichéd review quotes, and I’d imagine it’s even better with the room for a set of drums.
  • Geometry Wars 2 – Pretenders be damned, this is the only twin-stick shooter to play. Take the successful gameplay of the first one and give it six more modes and some brilliant music and you won’t find many deals that are as obviously worth getting as that. Played on a big 1080p TV with surround sound, it may well give you a seizure, but you’ll have to agree that it’s worth it.
  • Super Street Fighter II Turbo HD Remix – The degree to which I still love Street Fighter II has already inspired its own post, and this has made the other versions irrelevant. Looks great, plays well online, the balance tweaks are enough to actually improve things while not being sweeping enough to rile the hardcore, and if you disagree with any of those comments you can turn off whatever it might be that’s offending you. I don’t have a bad word to say about it, and it only didn’t make the final list because… well… no matter how good the game is, it’s still Street Fighter II again. Roll on February.
  • Persona 3 FES – This would have been in with a shout if I hadn’t played and preferred its sequel in the same year, but it’s still worth a look for its sufficiently different setting and tone. It’s also available for a pretty good price by now, so it could be one to bear in mind for when you’ve finished all your Christmas goodies.
  • Rolando – ‘An iPhone game!?’ you say? Yep. I liked LocoRoco a lot when that came out, and this is pretty blatantly ‘inspired by’ that game but with the benefit of what the PSP game lacked: tilt controls. It’s unfair to call it a clone, though, as it has a lot more gameplay variety and more creative level design, all designed from the ground up to take advantage of the iPhone’s particular gifts, and I might well end up making a case for it with its own post before too long. In the meantime, if you have an iPhone or iPod touch and are looking for a game with some meat to it, it’s only £5.99 and bodes well for the future of dedicated iPhone development.

I think that’s enough looking back for another year. See you in 12 months for more complaining about the state of [insert genre here].

Best of 2008 #1: Fallout 3

Fallout 3

I may have put Fallout 3 off to finish some of 2008’s other big games, but as we move into 2009 there’s only one of those games that I’m still playing.

Fallout 3 is a slow starter, taking a good hour of talking and being taught the basics before you even hit the Capital Wasteland. It’s far longer than the equivalent opening dungeon of Oblivion – that’s Fallout 3 without guns, or so I’ve heard – and when you eventually get kicked out of the relative safety and into the big wide world, it’s even more overwhelming. It was a good few hours before I even had sufficient money and ammo to even consider taking on human enemies.

But even during this crawl, I found myself intrigued by what I was finding, being tempted to explore beyond the safety of Megaton at the risk of running into mercenaries who could burn me into a pile of ash with weapons that I wouldn’t find for hours of play and giant scorpions that I’d have to dance around and hit with a baseball bat for five minutes each.

At the risk of going over the same stuff that I said about Fable II, I just fell in love with the world that Fallout 3 presents, albeit for different reasons. It’s bleak and depressing, but it’s also liberating and exciting, and I like playing an RPG where a new town might offer great loot but equally might lead to a massive gunfight. I like the implied stories, like the charred skeletons huddled on the bed in a bombed-out house, left over from when the bombs fell. I like the exhibits in the pre-war technology museum, showing off the utopian vision of life in a Vault that’s a bit more like the brochure than the reality.

But most of all, I just love playing this game. It’s buggy as hell and, being a Bethesda game, most characters are like talking to slightly creepy mannequins, but I found the story and setting – let’s face it: those are the things that keeps anyone going through the monotony of even the best RPGs – as interesting as it was in the original games. Oblivion with guns? Maybe, but Oblivion with slow-motion decapitations and a teddy bear launcher is more than good enough for me.

So now that Bethesda has two big hitters and a successful formula, here’s to an even better Elder Scrolls V in 2010. But let’s get to the DLC for this one first, eh?

Best of 2008 #3: Metal Gear Solid 4

Metal Gear Solid 4

It’s hard to believe that after so much hype, so many trailers, so many years in development, Metal Gear Solid 4 actually came out last summer. It always seemed destined to be one of those epochal games, assuming it could live up to that astronomical hype, and it really did.

I had my doubts that it could come anywhere close to tying up all those loose ends that the last two games in particular had left, and while it had to utilise some insanely long cut-scenes to do it, I put it back on the shelf at the end more satisfied than I had any right to be after finishing a game with such a labyrinthine story. Some didn’t like playing a game that you could spend up to an hour not actually playing, but if you came away from the game with that as a complaint you apparently hadn’t played a Metal Gear game before.

That’s not to say that MGS4 was more of the same, because it deserves credit for being a game that wasn’t afraid to change what had always been a highly successful formula. While so many Japanese developers are struggling to make the jump to the current generation – can we stop calling it ‘next-gen’ yet? – Kojima and his team modernised what had been a bit of a dinosaur in terms of controls and movement in 3D space. Where MGS3 required three hands to perform some of the more complex techniques, this one actually felt like a proper, modern game, able to work just as well as an action game as it was the standard stealth fare.

I did have issues with it, the main one being that aside from the endgame, it peaked with the phenomenal first two acts, but overall the fact that this game even met my expectations was an achievement. That it exceeded them is testament to how big an achievement that was.

Best of 2008 #4: Grand Theft Auto IV

Grand Theft Auto IV

For some reason the online forum hive mind has turned against GTA IV since not long after its release. It’s true that it’s smaller than San Andreas; that the missions generally follow an established formula; that Niko’s transformation from never wanting to kill again to… uh… killing again is about as convincing as Anakin Skywalker’s fall to the Dark Side; but I stand by every word of the praise that I heaped upon it back in the first few days of release.

It may be far from perfect, but the fact remains that I had more fun tearing around this next-gen Liberty City than I did almost any other game this year. It’s the first GTA that held my attention long enough to finish the main story – all 40 hours of it by the time the end credits rolled for me – and I had a great time almost the whole way through.

I’m obviously not expecting any revolutionary changes to the gameplay in the upcoming DLC, but there are kinks that can be worked on, such as the pressing need for mid-mission checkpoints to avoid those moments when failing a mission necessitates another drive all the way across town, and the personal relationships that could be cultivated in the game could get annoying after the first few hours, but it doesn’t change the fact that Liberty City was a joy to explore. It proved that GTA doesn’t need the increasingly outlandish missions and plot twists that typified San Andreas’s government conspiracies and cult compounds. It might have been funny, but was flying a VTOL jet over Area 51 69 really in keeping with the rest of the series?

So don’t listen to the haters: GTA IV is and always has been one of the best games of 2008. Time will prove me right on that one.

Best of 2008 #7: LittleBigPlanet

LittleBigPlanet

While I may not have thought LittleBigPlanet to be the revolution that certain circles had been hyping it as, that’s not to say that it wasn’t a great game and a step towards popularising what still has the potential to almost be a genre in its own right.

I have to say that, at least back when I played it, creating my own levels and playing what was out there was the least appealing part. Unsurprisingly, most of the user-created levels were complete tosh, and when it took me a couple of hours to make what I thought was a fairly basic element to an even passable standard, I decided that a controller just isn’t the interface to use when getting creative.

I’ll go back at some point and see what people have made when given the time to work around the limitations of the tools, but I had a good enough time with the story levels to let this game into my top ten. Knowing that Media Molecule’s levels were created with the same pieces that anyone else can use, it bodes well for the future of LBP because I thought it was one of the best traditional platformers that I’ve played in ages.

Yes, the controls are floaty and can feel imprecise. But as a whole those levels were so creative and made such good use of what the game had going for it – namely a great physics engine and a wonderful handmade visual style – that it was impossible not to love them.

The PlayStation Home Beta

Admittedly I’ve been against Home from the beginning, but having spent some time with the beta a bit before it opens up to everyone, I have to say that I really can’t see the point of this. It’s bland, boring, soulless, slow, and I can think of a ton of ways that I’d prefer to interact with what community there is on PSN.

The character creation suite is the first port of call, and I’m afraid that I have to make the obvious comparison between Miis and Avatars here: Home has a serious case of the uncanny valley going on. While the other two offerings aren’t realistic in the slightest and yet allow you to make a fairly recognisable representation of yourself, Home takes a far more realistic approach, and as a result I spent ages working on it to end up with someone that doesn’t really look like me at all. It looks more like a real person than a Mii, but wandering around Home everyone pretty much looks like they escaped from the same Gap advert.

It’s early days still, but when there are so few clothing options for your drone/mannequin and it looks like any extra will need to be bought with real money, I don’t see it getting much better.

The monetary issue is a big one as well. I got a summer house free for being in the closed beta, which is a room with some stairs and a fireplace, and a nice view of a lake. It’s functionally identical to the harbour apartment that you start with, but Sony is apparently charging $4.99 for it, and that’s without the palette-swapped furniture that you have to pay extra for. I could understand maybe charging for the cool interactive stuff like arcade cabinets and the TVs that will presumably add in video sharing when that comes back, but the items in there now are just pointless.

The initial 77MB download is just the engine and your starting space, a spartan single-room apartment. If you want to leave the room and visit the Home Square, the central hub, you have to twiddle your thumbs while it downloads, and as it does this, there’s bugger all to do in your room. You want to leave that and visit the Shopping Centre? That’s another 20-odd meg to download. Ditto if you visit a clubhouse or the personal space of a friend who has a house type that you haven’t visited yet. I think I’ve literally spent more time downloading than actually doing anything.

Also, thanks to the dearth of people who have headsets, I’m reliant on text chat to communicate. This is something that I haven’t done on a console since Phantasy Star Online on the Dreamcast, and for a system that’s supposedly going to attract the Facebook crowd with its intuitive visual interface, it’s very reliant on using a virtual PDA menu – not a PSP or even a Sony Ericsson phone, shockingly – to do anything.

Mainly, though, it’s just plain dull and soulless. Everyone looks the same, for some reason that completely escapes me you have to queue to play the games that are available, and everyone’s as baffled about what you’re supposed to be doing as anyone else.

Tycho from Penny Arcade said today that, “this is what happens when your marketing department tries to make a game”, and that hits the nail on the head. There’s no interesting hook here, and when the big new content like game spaces and new sponsored areas – in other words: adverts – are what you have to look forward to, what’s the point?