day eight

Dragon Age II

Dragon age 2 CoverI enjoyed Dragon Age: Origins quite a bit, but it was a rocky ride to get going. Origins has a lot of stats, a lot of skill trees, and what I found to be a somewhat confusing array of attributes to put points into. When I heard that Dragon Age II was being developed to address many of those aspects of the game, plus a complete overhaul of the dialog system to make it similar to Mass Effect, I was pretty excited.

When Dragon Age II was released, it was met with a Spore-like backlash that railed against everything even semi-related to the game. Gamers lamented the Mass Effectification of their beloved hardcore RPG (which I seemed to deem a compliment reading from afar), and while the professional reviews of the game were lower than Origins but still highly respectable, a seemingly large group of gamers tossed goose eggs at it.

I’ve always been in the play-it-myself group of gamers. I can understand some of the spite, but forming an opinion before you even play the game usually makes one look foolish (and heck, I often look foolish after just an hour!).

Here’s my first hour review of Dragon Age II, released by BioWare in March, 2011.

Wii Play Motion - Video

wii Play Motion Cover"Gathering dust" has become the meme of regretful Wii owners everywhere. I can't even count the number of times I've seen these words used to complain about the dearth of worthwhile Wii games. As someone who has found plenty of variety and quality in Gamecube 1.1's software lineup, I've let out innumerable deep sighs in response.

And yet, I must admit that my Wii has sat silent for over six months now. After a year that I wouldn't hesitate to call the system's very best, even the most forgiving Nintendo fanboys couldn't deny that Wii has been a ghost town in 2011.

But all that changes now, as I just picked up the brand new Wii Play Motion! Yes, I think it's safe to say that the 2011 Wii drought is officially over. Because if anything can get hardcore gamers excited about Wii again, it's a minigame collection bundled with a controller!

All sarcasm aside, Wii Play Motion's various motion-centric minigames were created by several different studios, tasked with outdoing each other in finding a fun and unique use of the bundled-in Wii Remote+'s capabilities. Featuring such contributors as Prope (Yuji Naka's new studio) and Good-Feel (the minds behind the excellent Wario Land: Shake It and Kirby's Epic Yarn), it at least has an interesting pedigree. Or a collection of interesting pedigrees, I guess.

So I synced my pretty new Wii Remote+ and popped in the disc. In just over an hour, I tried out every singleplayer minigame in the collection (as far as I know). And lucky you, I recorded video of all of them! Hopefully each video will give you an idea of how the player interacts with the minigame and what kind of depth it may offer.

Infamous 2 - Video

Infamous 2 CoverI vividly recall some trials and frustrations in my time with the original inFAMOUS (not the least of which was that horrible spelling which will henceforth be abandoned), but overall I really enjoyed the game. As much as the sticky platforming, messy mission design, and transparent morality system bothered me, I ultimately had a great time surfing on power lines, tossing electric grenades, and guiding a concentrated lightning storm down alleys of soon-to-be-corpses. It was inevitable that the game would get a sequel due to its ending (and the sad, predictable nature of this industry), and I really hoped that Sucker Punch would iron out a few of the teeth-grating problems I had with the original.

Lo and behold, it's one month and two years later, and there's another Infamous game. Boasting a locale with more colors than gray, melee combat that's not completely worthless, and the promise of acquiring more elemental powers, Infamous 2 certainly seems like the kind of sequel that boasts incremental improvements over the original and hasn't yet worn out the franchise's welcome. Pretty typical of a "2," really.

I find it amusing that the game arrived in my mailbox last Monday, the same day that Sony featured a trailer from the game in its E3 conference. Shortly after their presentation, I had my first taste of Infamous 2. I grabbed three clips from my first hour: arrival at the new sandbox city of New Marais, the first new power tutorial, and an early choice between good and evil sidequests.

L.A. Noire - Video

la Noire CoverI like to think I'm open-minded, but it's undeniable that I'm leery of open-world games. The genre's tendency to prioritize quantity over quality often produces sandboxes full of activities and environments that are rough around the edges (if not outright broken). That's not to say that the entire package can't overcome the inadequacy of its individual elements, but the apparent lack of focus often leads me to suspect that developers sometimes take the kitchen-sink route to distract players from a game's inability to evolve, improve, or even replicate proven game mechanics.

It's this perceived deficiency, whether imagined or real, that has distanced me from THE sandbox developer's games. I had a decent time ramming criminals off the road in Grand Theft Auto III's vigilante missions, and Red Dead Redemption's gorgeous frontier can be fun to gallop through, but I've mostly ignored Rockstar's standard-setting sandboxes. While Web of Shadows and InFamous at least throw some fancy superpowers into the mix, there's not a whole lot more to Grand Theft Auto and Red Dead Redemption than driving and shooting, one or both of which are available (and often superior) in a thousand other games.

So it certainly was a surprise for me when I caught my first trailer for L.A. Noire -- a project that Rockstar has been cooking up for many years now -- and saw a concept that appears not only focused, but novel and ambitious as well. The game's use of facial capture animation produces some of the most realistic character visuals the medium has ever seen, and the trailers would have you believe that it's not just for show: players will have to intuit characters' body language and act on hunches in order to get to the bottom of each case. The feeling I'm getting is less Grand Theft Maltese Falcon and more Phoenix Wright: Cynical Detective. I'm skeptical that it will quite live up to what I have in mind, but I'm more than willing to let it try.

The following video is a taste of L.A. Noire's third case, which should give you an idea of a detective's duty and how to do it with all the bumbling inadequacy of Inspector Jacques Clouseau.

Crysis 2 - Video

Crysis 2 CoverPC game development is hard. Unlike consoles and their mass-manufactured conformity, every PC has a different set of guts, so there comes a time when the development team needs to test their code through dozens of Frankenstein computer setups to make sure the game actually works on an acceptable percentage of PCs on the market.

Crytek had a fairly genius solution to this annoyance: they made a game that no computer assembled in the present day would be powerful enough to process, and figured that the future would solve their problems for them. It was called Crysis; Crytek's prophecy was fulfilled when NASA aborted the space program in order to refocus its priorities towards creating a machine capable of playing this game [citation needed].

For whatever reason, Crytek abandoned this strategy with the game's sequel. Crysis 2 was created to be played not only on PCs assembled on Earth and before the year 2018, but on current consoles as well. I played a bit of Crysis 2 and got a sense of what the distant future will be like when consumer machinery finally catches up to the original Crysis' requirements.

I recorded the first hour of the game in glorious 480p and trimmed the downscaled footage to give you a taste of the game's opening sixty. A busted monument, superpower lessons, robot spiders, and choke-slams await.

Portal 2

Portal 2 CoverIt has been a pretty good year of gaming for me in 2011, with Ghost Trick: Phantom Detective and Radiant Historia sending out the original Nintendo DS in proper fashion, but even more exciting is one of the biggest games of the year, Portal 2.

It’s fun to look back at where the Portal “series” began: as a humble bonus in The Orange Box which featured big names like Half-Life 2: Episode 2 and Team Fortress 2. Portal was essentially created by a couple of DigiPen grads and Valve molded that into one of the biggest gaming surprises... ever. It was my 2007 Game of the Year and I wasn’t the only one to hand it such an award.

Portal 2 was released last month, but instead of riding the coattails of something like Half-Life 2: Episode 3, it comes out as a full, stand-alone game. It probably doesn’t need to be said that it is receiving beyond excellent reviews, but before we venture too deep down the portal hole, let’s visit its first hour.

Suikoden

Suikoden CoverI tend to be conscious of the games I buy. When I plunk the cash onto the counter, I've usually made the decision to do so months in advance. I've read some previews, watched plenty of gameplay clips, and probably played a demo (if available). This is normal for people to do when they're about to shell out $60 and tax, but I tend to do my research even when the game can be bought for a Hamilton. What can I say? I'm kind of stingy. Chicks love a pennypincher.

I indulged in a blind-buy some time ago, when a game called Suikoden went on sale from the infallible PlayStation Network for a scant three dollars. I guess I can't really call it a "blind" purchase, considering I'd heard of the series, knew it was some sort of JRPG, and recalled some praise for it throughout the years. Still, this was a small triumph for my freewheeling, devil-may-care side. The side that grins mischievously as a tossed beer can ends up in the trash rather than the recycling bin. The side that saunters across the street with reckless abandon when the orange hand in the crosswalk orders me to halt.

I've finally worked up the courage to start playing this recklessly-bought game. Will it turn out to be as thrilling as the initial purchase, or will I pledge to never blind-buy again?

Illusion of Gaia

Illusion of Gaia CoverIt has been a long time since we covered a classic game here at the First Hour. Not since Super Ghouls ‘n Ghosts in March 2010 have we played the first hour of a game more than a decade old (not counting remakes, such as Dragon Quest IV). This used to be a pretty common occurrence, but that was back when it was just me writing and I didn’t have access to any of the newer systems.

Illusion of Gaia has been sitting on my game queue for quite a long time now, I had heard of the game during its initial release but never played it, and then my roommates in college loved it but I still didn’t give it a chance. I decided it was finally time to sit down with this action RPG Enix release on the Super Nintendo.

Released in 1994, Illusion of Gaia seems a bit like Enix’s response to Squaresoft’s Secret of Mana, with both having similar action-based gameplays with some stats playing in behind the scenes. Illusion of Gaia was actually developed by Quintet, who also created ActRaiser, Robotrek, and Soul Blazer. Hearing those names brings up a lot of nostalgia, so let’s get to the game’s first hour before we’re overwhelmed.

Burnout Paradise

Burnout Paradise CoverWe haven’t played a lot of first hours of racing games: Diddy Kong Racing, Beetle Adventure Racing, and Split/Second, that’s about it. They don’t make for very conducive first hour and usually a gamer can figure out within the first lap of the first race whether they’ll enjoy the rest of the game.

But Burnout Paradise set about to turn racing games on their head. Mixing the super-arcade pedigree of the previous Burnout titles with the open-worldness of the Grand Theft Auto series produced one of 2008’s hits. Criterion Games produced a well received game that has allowed them to branch out and work on last year’s Need for Speed: Hot Pursuit, which also received similar acclaim (and many, many sales).

I have a long history with the Burnout series stemming from a random rental I made of Burnout 3: Takedown during college. I was very excited to play Paradise when it was released but had to settle with just playing the excellent demo for the longest time until I received the game myself for the Xbox 360.

This first hour review was originally supposed to be for the site Games ‘N Beer, which hopefully much like this site, is self-explanatory in nature. I conducted some drunk driving safely in my own living room playing Burnout Paradise with a six-pack of Summit beer in January 2010, with the intention that he would post the review along with my thoughts on the beer. Alas, CJ Stratton has seemingly given up on the site with only one post since then, so I’ve decided to deliver the goods the normal way.

As for the beer, it was delicious and went down smooth. As for the game, here’s the first hour of Burnout Paradise.

Red Dead Redemption

red Dead Redemption CoverI played the first hour of Red Dead Revolver last year, mostly in preparation for what was going to be one of the biggest game releases of the year, Red Dead Redemption. I didn’t really like the start of the game too much, it felt cliched and reminded me a lot of Rising Zan: Samurai Gunman in the way the gameplay and story were structured. Pro-tip: that’s not a good comparison.

But here I am, finally, with the first hour of Red Dead Redemption. Rockstar essentially threw out everything but the Western setting of Revolver during development of Redemption, and it definitely shows. While Revolver felt like an arcade game at times, Redemption really does feel like Grand Theft Equine.

Released last May, Red Dead Redemption has sold many copies and reaped many awards, but so did Grand Theft Auto IV, and I could only stomach about a dozen hours of that monster before giving up due to its tedious amount of relationship balancing and all-too-realistic driving gameplay. But if any company has been able to learn from their mistakes in the past, Rockstar Games is that developer. Let’s ride into the first hour of Red Dead Redemption for the Xbox 360.

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