Let me first say this: if you have any sort of passion for interactive entertainment and its capacity for art, Limbo is something you absolutely must experience. Without a doubt, it makes its way onto my list of top 10 XBLA games; let's say slide it in to that 5th spot ahead of Geometry Wars 2 and behind Castle Crashers. While that's a great compliment to the game and speaks volumes about how much I loved it, it could have easily made the top 3. At the top of that list you'll find the two games on the XBLA that I find best exemplify gaming as an art form. Portal and Braid both rose to that level by becoming more and more awe inspiring as the game progressed. They both established themselves as games early and through brilliantly establishing game mechanics early and then using those mechanics to elevate the play experience into something meaningful and emotionally complex, those game rose from video game to interactive art as you played them. Where Limbo unfortunately gets it wrong is that it gets it backward. The game starts out as a true art form, but as the experience goes on, it devolves from interactive art to video game.
From here on out, there are going to be ***SPOILERS***, so don't read unless you've played the game. During the first 45 minutes or so of Limbo, it doesn't even feel like a game. It's an interactive experience. Your mind feels like it's completely shut off, but it's not. It's so fully and deeply engaged in the experience that progressing through it feels very organic. And while yes, there are puzzles and there are platforms, you're not exactly conscious of them. You merely move forward past obstacles. The game feels much more like a film than a game because your progress is entirely orchestrated. Each puzzle is so unique and so organic to the situation that you barely even notice that you're solving puzzles. The epitome of this sensation comes when you come to an impassible spike pit and the giant spider that's been haunting you for the past 20 minutes falls down behind you. You immediately fear for your life and jump straight into the spike pit. You of course die, but for that brief moment the idea of trying to bridge that gap seems a much better alternative to facing the spider head-on. Upon respawning (something you will do a lot), you know that this time you'll have to face the spider. This time when it falls, you stop to see if it come at you. When it does not, you slowly approach the beast. As you move closer, the camera pans left to reveal that the spider has only a single leg left. Confident that you've defeated it, you move towards it in triumph, only to be skewered by its last leg. Okay, time for a third try. This time, you move toward it slowly until the leg rears back to strike. When it does so, you quickly jump back to avoid being killed a third time. This time, the leg stays outstretched as the spider clearly hasn't the strength to strike a second time. Your first instinct in this moment of triumph is to jump on the spider's head, and you do so. If the spider is still going to kill you, it would have done so then. Next you try to push the spider into the spike pit to use it as a stepping stone, but it won't budge. Next, you try pulling it there by its leg. It won't budge that way either. But, as you keep tugging, the leg starts to come off. After ripping off its last leg, you are then able to roll the head of the spider into the pit.
What's so awe-inspiring about this sequence is how naturally the puzzle's solution reveals itself to you. At no point do you even feel like you've been presented with a puzzle, this is simply the way that you get across the gap. You feel resourceful. From this point forward, however, the game begins to slowly fall under the weight of its initial ambition. Obstacles begin to feel more and more like puzzles, and the experience slowly and gradually devolves into a game that we've all seen before. It starts with the first time a worm attaches to your head and the only way to remove it is to solve a crate puzzle. That one crate (the first of many) is the first item or set piece that doesn't feel natural. It doesn't feel like you're using part of the environment, it feels like a level designer placed a crate there so you could solve a puzzle. It's out of place, and it's your first moment of disbelief in the world. That first crate is quickly dismissed, however, as the game continues its organic since of wonderment for another 30 minutes or so, until you reach your first water puzzle.
There's a section of the game where you have to flip a couple switches a few times to change water levels and use floating crates to get across a couple of gaps. This is where Limbo stops being a piece of interactive art and becomes nothing more than a puzzle platformer. Granted, it's a very good puzzle platformer, but nothing about it is unexplored territory. Unlike Braid and Portal, Limbo does not have any unique play mechanics. Both of those games begin by introducing you to unique play mechanics of their games and the rules of their worlds, and then use that to spring art at you unexpectedly (yes, I'm aware of how awkward that sentence is). The beginning of Limbo never feels like a tutorial. The experience merely unfolds before you. Each interaction with the environment feels natural. The clear intent of the designers was to never fall back on old puzzles or solutions and to continually challenge the player with new obstacles at every turn. The problem is that from this water puzzle forward, the puzzles are all very clear in your mind. You enter a room, and you are presented with a puzzle. Your thought process is no longer, "how do I keep going?" it's, "how do I solve this puzzle?" It gets even harder to suspend your disbelief and fully immerse yourself as the game goes on because the puzzles become more and more present in your mind. The first time you invert gravity, it becomes very, very clear that this experience which was once art has become nothing more than a video game.
In the end, Limbo was a very frustrating experience. It was on such a great path before it become nothing little more than rehashed switch and crate puzzles. That being said, however, I still whole-heartedly recommend the game. The art style is very unique, the play mechanics are solid, and for the first 45 minutes, you're completely lost in it. And, a lot like I Am Legend, while it's never bad, those first 45 minutes are so spectacular that they make the second half all the more disappointing, but the whole is still worth it for those first 45 minutes where you completely lose yourself in the experience.
--Chilly P
[update] p.s. I've started reading more reviews, and it turns out that I'm not alone.
Showing posts with label braid. Show all posts
Showing posts with label braid. Show all posts
Friday, July 23, 2010
Monday, April 5, 2010
Top 10: Best Xbox LIVE Arcade Games
Well, Sweet Clyde's recent XBLA post got me thinking: what are my favorite XBLA games of all time? More importantly, which would I rank as the best? Well, I've done some thinking, and here's my list. Let me tell you, this was no easy feat. Hell, you can look at my Gamertag over on the right side there and see that I haven't even played that many Arcade games (compared to full-length retail games). I've played somewhere between 20 and 25, which is a lot more than most people, though. So, how did I make this list? First, my favorite games make the list. It's that simple. There are some other constraints, though. Remakes and ports aren't awarded as highly. Also, while I did factor in price, you'll find that the best games tend to run you $15. Finally, I never downloaded Soul Calibur or Battlefield 1943, and that's why they're off the list. I'm sure I'd love both, for the former came out right before Soulcalibur IV and the latter came out right before Modern Warfare 2, so they weren't in a lot of demand during their respective releases. I'd get 1943 now, but I don't see the point anymore since DICE has said they're only going to be supporting Bad Company 2. Anyway, here's my list for the 10 best games the XBLA has to offer.
The tenth spot on this list was the hardest to determine. Seriously, I nailed down the first 9 really quickly, but deciding on a tenth was difficult. What made me put Mega Man 9 on here instead of Marvel vs. Capcom 2, Super Street Fighter 2 Turbo HD Remix, The Secret of Monkey Island, and Perfect Dark was the fact that it's an original game. Plus, major, major props for making a new game with NES graphics. If you look at my 'cheevos, you'll see that I still have no Gamerscore for this game; that's because I can't even beat it once. This game is hard as shit, and there's a miniboss on Hornet Man's stage that I can't get past. Either way, playing the first 7 levels was a blast, even if I did get frustrated.
This game gets major bonus points for being free. It also gets bonus points for being a project done by some interns. But what really puts it on this list is the fact that it's really fun (especially with 3 friends), and it's got a bumpin' soundtrack. If you haven't played this game, just imagine R-Type with friends, and--more importantly--what the fuck are you waiting for!? It's free!!!1!! Go download it NOW!
This is a straight adaptation of the Settlers of Catan board game. Ever played Monopoly or Chess online? Same thing, but with a much, much better game (than Monopoly). It has a nice interface, some soothing tunes, and a pretty devoted cult following online. If you're a fan of the board game, or even board games in general, I highly recommend picking this one up. Also, if you get tired of all the assholes you find online, go play some Catan with strangers. Friendliest online community ever.
This game will fuck your mother, sodomize your father, and shove an ice pick under your toe nails. It is balls in a vice hard. It requires so much memorization to become successful that even a one month absence will knock you back to square one. That being said, Ikaruga gets my vote for best 'shmup of all time. It's dynamic, expertly paced, beautifully patterned, and a whole mess of fun. It's also more rewarding than any game I've ever played. It hones the shit out of your gaming reflexes. Give the demo a try, and if you're man enough, download the whole game. This game was at full retail price for the Gamecube, but you can get it for a mere $10 on XBLA.
I love a good Metroidvania game (exploration-based platformer), and this is one of the best. Originally a Playstation 1 title, this was the first Castlevania game to combine the series with the Metroid formula, and it did so with great success. I never played the original, but I had played Aria of Sorrow and Dawn of Sorrow (GBA and DS, respectively), so I was familiar with franchise. If you've never played a Metroidvania-type game, this is an excellent place to start. Just remember: use your map, don't get frustrated, and "mist could pass."
The first Geometry Wars was probably the best game on the Xbox 360 until Dead Rising came out...and it was only $5. That is hands-down the best $5 I've ever spent. Why isn't that game on the list, then? Well, because the sequel surpassed the original in every facet of the game, and I didn't want to put both of them on here. This game has the same frantic gameplay, but now in six excellent modes. Throw in a clever leaderboard system, an improved multiplier system, and 12 fun-filled Achievements, and you've got a recipe for success. You'll never put your analog sticks to better use, and if you haven't tried it yet, get your ass in gear: it's on sale this week.
4
I only got into this game recently, even though it's been out for over a year and a half. The reason? The Behemoth's first XBLA offering was a port of a Flash game called Alien Hominid HD, a Contra-style side-scroller, and I effing hated it. Hated it. It wasn't until Sweet Clyde's constant pestering--and a six pack of Yuengling--finally wore on me enough to get me to shell out the dough that I finally realized what a winner this game truly is. It's a side-scrolling beat 'em up, but with a clever magic system, a dose of humor, a boat-load of unlockables, and infinite aerial combos. It's the best-selling game on the Arcade, and if you haven't picked it up yet, you might want to give it another look.
This is the second Metroidvania game on this list, but this one is neither Metroid, nor Castlevania. From the studio that brought you the piss bucket known as Undertow came one of the best games on the Arcade. Granted, Chair was bought out by Epic Games before they made this title, but it was still a surprise turnaround. It was really hard for me to decide whether I like SotN or Shadow Complex better, but I think that, in the end, Shadow Complex gets my vote because it's an XBLA orginal, and it's a lot more Metroid than it is Castlevania. I. Love. Metroid. Plus, it has the Foam Gun. The Foam Gun is awesome. Here's my suggestion for you: don't play the demo. A demo could never do this genre of game justice. Go to Metacritic and read the reviews. If that doesn't pique your interest, I don't know what will. Oh, and if you're a fan of Super Metroid and you haven't bought this game yet, do me a favor: punch yourself in the face...then go buy this game. If you haven't played Super Metroid, then go download it onto your Wii. It's a steal at $8.
This game reinvented the platformer as we know it. Jonathan Blow's (practically) one-man project is an absolute work of brilliance. From its gorgeous water color visuals, to its clever time-bending gameplay, to its quirky soundtrack, to its enigmatic story-telling and tone, Braid is a must-play for any gaming enthusiast. It was one of the first games to hit the $15 price point, but it's worth every penny. Plus, I mean, come on, support the little guy.
Well, here we are. Number one. If you anything about me, you know I have a major hard-on for Portal. It's the best game on the XBLA, the best game on the 360, and the best game of this generation. 'Nuff said.
--Chilly P
p.s. I realize that first paragraph was poorly written, but I'm-a leave it as is. It's too garbled to fix at this point.
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Monday, March 15, 2010
$15 for 5 Maps? No Thanks.
Now that I've bashed Activision and suggested (you could say, 'hoped that') they may be in for a whirlwind of backlash, let's take their side for argument's sake. First of all, before you bring up Bad Company 2's free release that same day, know that they're not releasing two entirely new maps. A friend and I actually got into a game of Rush on Laguna Presa once (and we aren't the only ones), so clearly I already have that capability and it just hasn't been unlocked. That's not so much an argument for the $15 price tag as it is a knock on the argument for the other side (Also, I don't want to bash EA on that either because I completely understand the strategy, and I don't really mind all that much. They're going after Goliath.).
Anyway, let's compare this to Rock Band's DLC. They come out with new songs every week and charge $2 for each. Infinity Ward is offering 5 maps at $3 each. Wouldn't you say that a new map adds more replay to Modern Warfare 2 than a new song does to Rock Band? Wouldn't you also agree that a lot more work goes into creating a new map than goes into making a new song? I know a large portion of that price point is because of licensing, but wouldn't you still argue you get more bang for your buck paying $3 for a map than $2 for a song? I never hear people bitching about Rock Band's DLC pricing, yet companies charge for map packs and the world explodes.
All that being said, I'm not buying the "Stimulus Package;" however, I'm not going to ask you to boycott Infinity Ward because I think that kind of shit is fucking ludicrous. Let the market determine pricing, and if some yahoo wants to pay $15 for a map pack, then by golly, he should be able to do it without being harassed. Honestly, I don't think this thing is going to sell as well as Activision wants it to so I'm betting this won't happen again, but who knows? XBLA prices have skyrocketed ever since the success of Braid; $15 is the new $10. This may even become a common trend. I don't think it will, but we'll see. If 68% of the people who bought the Call of Duty 4 map pack buy this one, Activision will have made more money, and that's really all that matters to them (and for good reason, they're a business).
If you want to buy the maps, then go ahead. If you don't, then don't. I just know that I'm not, but a lot of that has to do with Modern Warfare 2's community becoming a cesspool of cheesers. Now, if you'll excuse me, I have a bracket to fill out.
--Chilly P
p.s. What's with the [noun] [preposition] [noun] naming convention of WWII games? Think about it. Medal of Honor, Call of Duty, Band of Brothers (HBO mini-series, but it still fits), Brothers in Arms, Day of Defeat, World at War, Hour of Victory, Company of Heroes, Hearts of Iron... I know not every WWII game follows that convention, but a whole lot of 'em do.
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