Showing posts with label Prototype. Show all posts
Showing posts with label Prototype. Show all posts

Thursday, December 24, 2009

Year in review: The best games of 2009

Above: I've said it before, and I'll say it again. Ain't no rest for the wicked awesome.

We're wrapping up our recap of the year that was. Today: the best games of 2009.

At last we come to it. You can click through to the feature on thephoenix.com to read the blurbs for each game, but for easy reference, and with all the usual caveats, here's my top 10 of 2009:
  1. Borderlands
  2. Uncharted 2: Among Thieves
  3. Batman: Arkham Asylum
  4. Shadow Complex
  5. Flower
  6. Left 4 Dead 2
  7. Red Faction: Guerrilla
  8. Dead Space: Extraction
  9. Street Fighter IV
  10. Prototype
That concludes our coverage of 2009. We're not turning the lights out for the holidays here at Insult Swordfighting, but posting is likely to be light until the new year. As always, thank you for reading. Merry Christmas, and a happy New Year!

Wednesday, July 01, 2009

Prototypical

Above: Chris Benoit is really mad / Chris Benoit is really angry

My review of Prototype is up now at thephoenix.com. Maybe it should be "review," in quotes. I did sink a good deal of time into the game, but not nearly enough to feel I had a handle on it, before the PlayStation 3 melted down. Rather than try to conceal that fact, I figured I should make it clear from the start. Not an ideal situation, but honesty is the best policy and all. I can live with myself after writing this review.

It's too bad, though, because I was enjoying the hell out of the game, far more than I expected. It's impossible not to compare Prototype to inFamous, and it felt like the game I wished inFamous had been -- much faster and more ridiculous. There's just no comparison between the boring powers of Alex Cole and the ludicrous powers of Alex Mercer. And I much preferred the speedy platforming of Prototype to the static cling of inFamous, though it did have its own problems.

I hope to have a lot more to say about Prototype in the future. Far, far in the future, when I finally get my PS3 back.

Friday, June 19, 2009

Friday afternoon tidbits

This weekend I'm firing up the third in a series of what Simon Ferrari so astutely referred to as "open-world nonsense": Prototype. It'll have to be something special to top Red Faction: Guerrilla in that category, but as long as it's better than inFamous I'll be happy. The excessive gore may help with that.

-A couple more burnout-related links to share. In comments to my post, CBZ posted a link to an essay by Steven Poole called "Working for the Man," which covered similar territory in a far more comprehensive and thoughtful manner. Poole points out the preponderance of games that feature some kind of virtual economy, wherein you need to earn credits/points/dollars in order to make your character more powerful. I'd also add that open-world games, which often spring new objectives on you mid-mission, are a lot like working for a scatterbrained boss. "Go do this. Wait, no, do this instead! Why haven't you finished the other thing I asked you to do?"

-Duncan Fyfe comes at a similar topic from the opposite perspective. He says it's hard to write about games that don't excite him, good or bad. This is burnout from the writer's perspective -- when you feel you have nothing interesting or worthwhile to share about a game. That's hard to overcome. You can't force it. Last fall I expended many more words on a game I didn't like, Mirror's Edge, than some games that I liked very much. (But more still on Fallout 3, which I loved.) With writing, as with playing, the feeling that you're doing it out of a sense of obligation and not passion is the surest sign that you need to try a different approach.

-For an example of what inspired writing looks like, check out Alice and Kev, the tale of a homeless family in The Sims 3. In spare prose, Robin Burkinshaw details the virtual lives of Alice and Kev, which seem to contain far more pathos and moments of quiet nobility than you'd find in games with more intrusive authorship. This is wonderful stuff. And the screenshots are just perfect.

-Michael Abbott and Nels Anderson had a brief, cross-blog conversation about DLC (part 1 at the Brainy Gamer, part 2 at Above49). Both raise good points, but it's important to remember that not all DLC is created equal. Expansions to otherwise complete games, like Fallout 3 or Rock Band, are not quite the same as paying to unlock content that's already on the disc. Personally, I don't think I'd pay for a maxed-out golfer in Tiger Woods, or guns in a first-person shooter, especially if I could earn them another way. But given that doing so is likely to put you at a disadvantage in multiplayer, it does seem a little devious.

-Ben Abraham revisits the enigma of Surfer Girl Reviews Star Wars. I'm not sure I ever read that blog more than once or twice, so the whole story was new to me. Ben is thorough in covering it all. The story of a pseudonymous blogger who gets fed up and sets fire to the place reminded me of Billmon. Some people say it's better to burn out than to fade away. I disagree.

-Shortly after I subscribed to the blog Fierce Punch last fall, Mike Rousseau stopped writing it. He's back now. Sometimes writing is in the blood. Good to have him back.