Tuesday, May 19, 2009

Time for a Change

As is my custom, I have reached my fill of meandering about the wilds of Oblivion, and its disc gets to return to my shelf. In its place, I have begun a march through Activision's Marvel Ultimate Alliance, part of a series which has, to some extent, been able to dodge its publisher's usual modus operandi. I thoroughly enjoyed X-Men Legends, and almost brought its sequel back from North Carolina for a whirl earlier this year. Part of my purchase decision was based on its Xbox Live multiplayer component, since my brother-in-law and Too Human comrade already has a copy of the game. However, our one online session was cut short due to a muscle relaxer on his end, and he wants to pick up on a saved game several hours into the campaign. This leaves me to plow through the first couple of levels on my own -- which is posing its own problems.

Ultimate Alliance features a massive list of playable superheroes, from the Fantastic Four to the Avengers to some X-Men to, um, this guy. In case anyone wanted proof of my true dorkiness, the game's cast paralyzed me for a good hour as I tried to choose a quartet of heroes to save the world.

At least one choice was obvious -- all-time antihero Wolverine is a must, even if his default outfit makes me weep. I also wanted to add Captain America and Iron Man, to play up that whole civil war thing Marvel did a while back, but picking a fourth champion of good had me stumped. The good folks at Activision (for all I know, it was Marvel's idea, but blaming Activision is more fun) made Nightcrawler unavailable without extra funding, and I needed to pick a solid ranged attacker for the AI to manage. I went with Ms. Marvel for lack of a greater preference, until I was reminded of my wife's fondness for Storm. That choice works well, as I now have a nifty X-Men/Avengers thing going on.

By the way, the absence of Herr Wagner drove me to purchase the downloadable character pack. Blast you, Activision!

Game well, and may you enjoy each imagined conversation . . . or argument.

Thursday, May 14, 2009

When Bugs Attack

I completed a job for the Thieves' Guild last week in my ongoing drive to ignore the greater needs of Cyrodiil. The mission was actually rather exciting, as I had to make my way through a quite populated cavern system whilst on the lookout for a crystal ball. I find stealthy gameplay to be right up my ridiculously methodical alley, which makes me really excited about this, but I digress. After obtaining the orb in question, I fled the scene post haste and delivered the goods to my honcho-boss.

It should be noted at this stage that Thieves' Guild jobs require increasing amounts of fenced goods (for those of you fearing the loss of my paladin powers, these items have been culled from the homes of those whose evil required the business end of my lightning spells). I returned to my safehouse to collect a bunch of swag for this purpose, and I happened to see a colleague. I spoke to him, only to be given the next job in the guild sequence without the proper fencing tally. I proceeded to sell my loot before attending the meeting . . . only to find the quest-giver absent. I had no choice but to revert to a prior save, obtain the crystal ball again, and make certain to ignore the messenger until I had done things through 'proper' channels. Way to break the immersion, Bethesda!

Technically, my stealth skills had already done that to some extent. My cavern run came to its end in a chamber with a single guard, standing right in front of the target item. I could find no way to approach without his spotting me, but I could get quite close to him without attracting his attention. I did, on the other hand, attract the attention of a magical crystal which began peppering me with bolts of painful cold. The only sanctuary I could find was directly behind the still-unaware sentinel -- who proceeded to get blasted by the crystal. Honestly, the dude stood there like one of these guys as his own defense mechanism killed him. Sure, he healed himself a bit, but would you not have thought to, you know, move in a scenario like this?

My wife spent the evening revisiting the world of Dragon Quest VII, so I dove back into Wyvern for the evening. I recommend the experience, provided you can look fondly on roleplaying titles from the late eighties.

Game well in the days to come, and may your QA catch moments such as these.

Sunday, May 10, 2009

Dramatic Conclusions

Having decided that one hundred seventy hours is more than enough to devote to a game when others await completion, we drove Final Fantasy XII through its plot's closing arc. In a move highly atypical for our journeys through Square Enix epics, much of the non-essential content was left unseen. I will probably wander back to explore most of it, although even a rabid completionist like myself is unsure about this guy.

I remember reading in an old issue of Game Informer that the conclusion of a Final Fantasy title can leave the player with an empty feeling. I cannot say why Andrew Reiner wrote those words back in the day, but I think the vacuum comes from the acknowledgment that you will likely never revisit that world and those characters. As much as I adored Vivi Orunitia and his compatriots from Final Fantasy IX (well, mainly Vivi), part of me knew that my time with him was over when the credits rolled. Second playthroughs of massive roleplaying games are simply not an option for many of us. That emptiness is, perhaps, the greatest testament that can be given for the brilliant work the Squaresoft/Square Enix folks do in crafting their characters. Even when their respective worlds have been saved, we want more time with Cecil . . . with Red XIII . . . with Vivi . . . with Balthier.

Or maybe not. Who knows?

Game well this week, and if you get the previous line, you know whereof I speak.

Thursday, May 7, 2009

Aspirations Continue

In the face of new releases all over the video game universe, I have stuck to my current collection. Of late, I have hurled myself bodily back into Cyrodiil, plowing through large chunks of both the Thieves' Guild and Mages' Guild quest lines. I have also helped out undercover city guards, battled a lich to unhaunt a house, discovered the true lineage of the game-world's most famous athlete, and scoured the countryside for poisonous herbs. At some point, I suppose I should get back to that whole 'the world needs saving' thing, but priorities must be set in order.

As some sort of special offer from GameStop, I participate in online market research for fun and profit. While I figure most everyone who has ever shopped at a GameStop and given them an e-mail address has been the recipient of this same exclusive privilege, the chance to earn gaming money at a minimal impact on my own temporal reserves was not to be missed. Watching a pilot for a new Kelsey Grammer comedy finally put me over the top to earn my first gift card, which is held in reserve for the purchase of Street Fighter IV. By the time I have the rest of the money, its price might end up dropping. Ah, the irony.

Game well this weekend, and may you always be invited to a further research study.

Friday, April 24, 2009

Old-School and Online? Huh??

My work schedule has remained hectic since last month's update, and my gaming choices have remained consistent with those data. I have completed a few more quests in Oblivion, while another few rare beasts have fallen to my Final Fantasy XII squad. While Sandi's mother was in town last weekend, we fired up her Mass Effect campaign, which left me desirous to dive into another Commander Shepard, in spite of news such as this.

I began fresh explorations of a new world a week or so ago. New is, as is typical for my gaming habits, a highly subjective term, as Wyvern has been around for ages now. I read about it while living in Virginia, in the same sidebar column of Game Informer that led us to the quasi-glory that is the Kingdom of Loathing. The game is definitely not for everyone, as it reminds me of fare like Ultima IV and Gateway to the Savage Frontier. It boldly sticks to the 8-bit conventions of sprites and pixel art, and the game only tangentially acknowledges the existence of mice. However, it has given me a chance to explore something new -- to scratch my insatiable spade itch. Also, I could create a noble rakshasa character, which is outright denied me in most settings. If I find out which way their hands open, I will let you know.

Game well in the days to come, and may you find something new just past the screen edge.

Tuesday, March 31, 2009

'Ere, He Says He's Not Dead

I have been outrageously busy with work lately, and blog-writing fell victim to my own private time recession (not to be confused with My Own Private Idaho, which I definitely do not want). It was comforting to know that my gaming friends noticed my absence; David had his wife ask Sandi if I was all right.

Even in the midst of lecture preparation and test grading, I have been able to play games at night. Final Fantasy XII has seen the most screen time, as I took to scouring Ivalice for the components necessary to forge the game's most expensive weapon, the Tournesol. I am currently one item and about 500,000 gil away from it, but the area in which I must obtain this last item sounds . . . problematic. I plan to begin exploratory forays soon.

I fired up Oblivion for the first time in close to a year last night, and I opted to install the game to the Xbox 360's hard drive. This decision was motivated primarily by the console's merciless manner of spinning the disc. Although Cyrodiil eats up almost every virtual inch of storage I have, playing the game without the drone of the optical drive was quite nice. I resumed my habit of lackadaisically meandering the countryside, slaying the odd bandit or goblin while looking for ruins I will probably never enter. What can I say? I am a spade at heart.

Game well this week, and may you have all the time you need to poke around your world.

Monday, March 9, 2009

A Powerful Argument for Temperance

As a teetotaler, the last word of the title is metaphorical in nature. However, I find a need to avoid things like this in a way not unlike the nineteenth-century temperance movement argued for detachment from alcohol. Final Fantasy XII has been noted to resemble an online roleplaying game in its structure; while obviously a single-player experience, the combat and gear mechanics take a cue from the world of its numerical predecessor. Online games are generally designed to draw players into the games' worlds for long stretches of time. Final Fantasy XII managed to do that to me with one of the most inexplicably addictive systems possible -- its bestiary.

The game archives some basic data about each opponent you defeat in battle, like its creature type and a wordy description. However, more flavor content is available if the player defeats more of the varmints. In some cases, merely traveling through an area will net the requisite number of vanquished enemies, but not all foes are so numerous. I spent a good two hours last week trying to collect data on a monster that appears once in an entire portion of the game. I defeated the beast, vacated to another region, and returned to respawn the stupid thing. I now wander through previous areas to beat on nonaggressive denizens of Ivalice because I want the bestiary completed. Why do paragraphs of text mean so much to me?

While perusing the Escapist last week, I came across an offer for free EverQuest II. Does anyone know if it has a bestiary?

Game well this week, and may you have better luck than I at finding wyverns.