Review: Halo 3: ODST

2009.09.30

Bungie and Microsoft Game Studios fleshes out the Halo universe with the recent release of Halo 3: ODST.

ODST places the player in the shoes of a squad of Orbital Drop Shock Troopers, elite soldiers who are sent in on critical missions.  Most of the game is played through the eyes of the Rookie, the newest member of the squad, while he attempts to relocate his scattered peers after an attack on the Earth city of New Mombasa.  Along the way the player will find out what happened to the other members of the squad in a series of playable flashbacks, all while learning the purpose of a mysterious new alien race.

The first major difference between this and a normal Halo game is how the main character is controlled.  The ODST members do not have a rechargeable shield like the Master Chief does, so keeping an eye on the character’s health is a must.  Also unlike the Chief, the ODST members do not have the ability to dual-wield weapons and ammo can become sparse when in an intense firefight.  However, these differences should not deter fans of the Master Chief: playing as the ODST is a fresh change for the series.  Another difference is the way parts of the story are played out: instead of a linear plot, the player learns what happened to the city through the flashbacks with the other ODST members and collectible conversations between a woman and her father that take place during the initial attack on the city.

That blue explosion is Oliver.  Wish granted.

That blue explosion is Oliver. Wish granted.

The atmosphere of the city is another great aspect to the game.  While playing as the Rookie, there are only a handful of Covenant forces left in the city, so it seems more like an exploration game than a first-person-shooter.  The music helps draw the player in even more, with a jazzier feel to it, with the previous games in the series having a more orchestrated feel to them.  These two aspects combine to create a Neo-Noir feel to the game that make the player feel he or she is playing a video game version of the movie Blade Runner.

The only negative part of the game is that there is only one new multi-player mode.  The new mode, called Firefight, allows the player to fight against wave after wave of increasingly difficult Covenant forces with up to three other players.  While this is an extremely fun addition to the game, the only other multi-player modes are just what was included in Halo 3.  In fact, the game ships with a separate disc with the previous game’s multi-player on it.  While there are some new maps to play on, this may not be enough to justify a purchase from those who play Halo specifically for the multi-player.

The new visor mode makes seeing the soon-to-be-dead Covenant SO much easier!

The new visor mode makes seeing the soon-to-be-dead Covenant SO much easier!

Overall, this is a great addition to the already excellent Halo universe.  The single-player is a fresh look on what was already a well-designed game series, and the atmosphere of New Mombasa makes it even more fun to play.  The multi-player, while lacking in new features, is still incredibly fun and great for those who did not buy Halo 3s extra maps, as they are all included on the disc.  This is a great game for those looking for a new FPS to play alone or with others.


Announcement: No Thea Post for 2009.09.29

2009.09.29

Bad news follows bad. Due to a separate (but equally severe) computer issue, Thea is unable to write an article today.

Instead, please enjoy this video of a cat riding a bicycle.

Well, not riding, exactly.


Announcement: No Podcast for 2009.09.28

2009.09.27

No PodcastIt is my unpleasant duty to report that, due to technical difficulties of a serious nature, there will be no Megaphones Ahoy! Podcast for 28 September, 2009.

It is our desire to solve the current technical situation so that we can return to podcasting soon. We tentatively expect to be able to record a podcast on the following weekend, but the possibility remains that it may be two weeks before the situation is resolved.

The Lusipurr.com staff have not taken a vacation from podcasting since the site began operation in February of this year. Given that this is the case, this week (and potentially next) should be considered ‘holiday’ weeks. So, whilst we ask for your forgiveness, we also hope you will understand. Chalk it up to ‘two weeks vacation’ if that makes it easier to bear.

We look forward to podcasting soon. Stay tuned for further updates!


Feature: Revisiting the Lifestream (Part II)

2009.09.26

Lusipurr.com moves into the second week of our Feature: Revisiting the Lifesteam!

Final Fantasy VII US Box Art

Final Fantasy VII US Box Art

Last week, Lusipurr.com began a collective playthrough of Final Fantasy VII. The title for this four-week feature enterprise is Revisiting the Lifestream. Week two, running from today until next Saturday, will be a collective playthrough from Costal del Sol through the Temple of the Ancients. Please post your comments (positive or negative) on this post!

Of course, any sort of discussion about Final Fantasy VII is acceptable. Feel free to discuss any issues which are on your mind about the game as a whole, or anything thus far! What do you think of the script, the translation, the soundtrack, the battle system, the characters, the art direction, the cutscenes; anything and everything is open for discussion.

Meanwhile, Lusipurr.com staff members will post daily updates on their playthrough, including any issues or thoughts they have had. Readers are encouraged to do the same; if you have friends who might be interested in this feature, please get them involved as well!


Review: “A Shadow of All Night Falling,” by Glen Cook, with a Rumination upon the Nature of Storytelling

2009.09.25

My love of science fiction and fantasy video games grew out of my very early love of speculative fiction storytelling. From watching “Conan the Barbarian” as a child to discovering the wonder of my fellow Texan Robert E. Howard’s Conan stories as a young adult, my development and love of gaming has been entirely linked to my love of speculative storytelling.

I admit, of my own free will, that when stories interface with the game lore that I enjoy, I enjoy those stories, even if the actual craft of those stories is rather poor. It is this seeming immunity to all the pitfalls of bad fantasy writing that allows me to enjoy Wizards of the Coast-branded novels at the same as I enjoy truly intelligent and literary spec fic.

However, sometimes the sensibilities that I love in video games, the method of telling a very complex story through a band of characters, with constantly shifting perspectives and evolving themes, are the same sensibilities that I love in novels. A master storyteller is able to weave the intense narrative of her story together with the sort of generative experience inside the reader that is externalized during the playing of a game. Literally, it is like watching (and playing) a game to read such a story, if only not as interactive. It is the “on rails” version of readership.

Very few authors have this power to totally immerse me, but Glen Cook is one. Now that all of his excellent Black Company series of books are available in omnibus editions, there is really no reason not to read them. This review, however, focuses on one of his older, and in many ways, more stylized and memorable series: that of the Dread Empire, collected in an omnibus edition titled A Cruel Wind.

Glen Cooks writing has been described as Vietnam War fiction on peyote.

Glen Cook's writing has been described as "Vietnam War fiction on peyote."

The first story in the book is “A Shadow of All Night Falling.” (Aside: with such an awesome title, how can anything go wrong?) This is very early Cook, before he adopted what Steve Erikson would call the “Vietnam war fiction on peyote” style of narrative voice. In that sense, it lacks much of the modern “punkish” grit, and replaces it with the classic, pulpy sense of weirdness that permeates all strange worlds.

Cook weaves, sometimes roughly, the threads of a royal family in crisis with that of nations at war, with heroes being chosen by circumstance and villains’ villainy debatable and contextual. The characters and setting are minimally developed in the text, but what text there is contains hints and brief vignettes of insight that allow the reader to develop the story along with the author.

Many modern fantasies spoon-feed their readers; this is why we cannot have nice things. We have series that border on the ridiculously long, novels that approach tome-like length because authors spend paragraphs on lacquering every detail with enough purple prose to choke a donkey. This is where video games have the potential to surpass novels as storytellers; less time needs to be lavished on textual clues for setting when it can be shown to the reader. Like movies or television, this can be exploited to cheapen the experience, to remove the richness of imagination and interject the shallowness of superficiality… but also like movies and television, it can create a wondrous new experience that transcends the limitations of communication with only the written word.

There are rough spots that show the author’s youth and inexperience. The minimalist aesthetic oftentimes leads Cook to eschew providing more than bare-bones descriptions of characters or their mental state when the reader is viewing the action through their point of view. It is disorienting, to say the least, to never be able to immerse oneself fully in the action.

Nevertheless, Cook’s writing is something I feel any fantasy or science fiction video game fan would enjoy. It contains a proper mix of gritty realism, heroes one wants to cheer for, villains one enjoys to jeer for, and some rousing action sequences to get the blood pumping. I cannot recommend it enough.


Editorial: I Am a Big Crybaby

2009.09.24

Lately I have found myself riding the masochism train, dwelling upon all of the sad, sappy and sentimental moments in my favourite games. I can freely admit (because I am a girl and no one cares) that some games, some moments, have moved me to tears.

It really sucks to be Yuri Hyuga

It really sucks to be Yuri Hyuga

The moment that moved me most deeply was probably the ending of Shadow Hearts: Covenant. Like the original Shadow Hearts, it has two possible endings, one considered the “good” ending, and the other of course being the “bad” ending. In this case, though, both endings suck. It is a choice, essentially, between the physical or spiritual death of the main character. The player must choose whether to allow Yuri to be killed at the end of the game, or to live on and suffer the effects of the Mistletoe curse, which will eventually consume his soul and deprive him of all of his memories and sense of self.

I realize that there are moments in gaming history that are in fact more tragic, more gut-twistingly sad. I think that the end of SH2 got to me so deeply because I played SH1 and SH2 back-to-back and after approximately 50 hours spanning both games, I was particularly fond of and attached to Yuri.

So, readers, what do you think? Do the old classics get to you, like Aerith’s death? Are you one of those people who simply cannot play Lost Odyssey again? Were you like me, and completely traumatized by the first chapter of Mother 3? Did you sniffle when Thrall was reunited with his grandmother and bawl when Saurfang the Younger bit it? Or are you a stoic and unmoved by the trials and tribulations of polygons and sprites?


Review: Scribblenauts

2009.09.23

5th Cell adds another great game to the Nintendo DS with the recent release of Scribblenauts.

Scribblenauts is a side-scrolling, puzzle game that places the player into the shoes of Maxwell.  Maxwell is a Scribblenaut agent who solves various puzzles in order to collect “starites”.

PETA is going to have a field day with this game...

PETA is going to have a field day with this game...

The best aspect to this game is the variety of objects the player can use to solve the puzzles in the game.  The game has a massive dictionary with over 22,000 words in it.  Before the main story even begins, the player can type words on the start screen and just play around to see what works and what does not.  Each puzzle in the game can be solved in a variety of different ways, and a part of the game is to solve each puzzle three times using different words.  The game also includes some action-based levels, where the player has to solve puzzles while also playing like a normal side-scrolling game.  Another great part of the game is the ability for players to create their own levels.  These levels can then be uploaded and shared with anyone on the player’s friends list.

The only bad part of the game is the learning curve on the controls, which are a simple touch to an object to interact with it.  This may seem simple, however the physics engine sometimes hinders the player’s progress.  An example of this is touching a basket to fill it with a bundle of flowers only to have Maxwell jump on top of the basket and flinging the contents across the level.

The amount of objects to play around with combined with the amount of puzzles in the game make this game worth several playthroughs.  The ability to create levels and share them with friends adds to this play time even more.  While the controls and physics engine may be a bit of a hinder at first, they are both easy to get used to.  For anyone looking for a new puzzle game for the DS, or new game in general, this is a must buy.


Editorial: Now, do it in reverse!

2009.09.22

FinalFantasy7SSI am not a fan of gimmicks. Recently, I have been playing through Valkyrie Profile: Lenneth and Final Fantasy VII (surprise!) on my PSP. Do you know what my least favorite RPG gimmick is? No? I’m going to tell you.

I hate RPGs that make you run reverse through dungeons once you are finished with them. Oftentimes, this reverse run is accompanied by a timer. If I do not escape within so many minutes things will either A) explode or B) fall down around me. So, after having fought my way through a mass of enemies I am forced to turn tail and do it again, in reverse and timed. No, no thanks, RPGs gods, not interested.

So, I leave you with this question: Readers, what is your least favorite RPG (or other) gaming gimmick? Please refrain from talking about the Wii’s motion controls or the DS’s stylus, thanks.


MAP Episode 32: Ethan’s RacistCast

2009.09.21

Racism
The Megaphones Ahoy! Podcast
Produced 2009.02.20

Lusipurr, Ethan, and Ginia show a decidedly anti-minority bent in this outrageously racist, sexist, homophobic, bigoted podcast. Their ignorance doesn’t stop them rolling the Katamari, though! Na-nanana-nananana-na-nana-nanana!


Feature: Revisiting the Lifestream (Part I)

2009.09.19

Lusipurr.com is pleased to announce a new Feature: Revisiting the Lifesteam!

Final Fantasy VII US Box Art

Final Fantasy VII US Box Art

By popular demand, Lusipurr.com has decided to begin a collective playthrough of Final Fantasy VII. The title for this four-week feature enterprise is Revisiting the Lifestream. Week one, running from today until next Saturday, will be a collective playthrough up until Costa del Sol. Please post your comments (positive or negative) on this post!

Of course, any sort of discussion about Final Fantasy VII is acceptable. Feel free to discuss any issues which are on your mind about the game as a whole, or anything up to Costa del Sol! What do you think of the script, the translation, the soundtrack, the battle system, the characters, the art direction, the cutscenes; anything and everything is open for discussion.

Meanwhile, Lusipurr.com staff members will post daily updates on their playthrough, including any issues or thoughts they have had. Readers are encouraged to do the same; if you have friends who might be interested in this feature, please get them involved as well!

Your comments will be used in the upcoming 28 September Megaphones Ahoy! Podcast, so tune in to hear us discuss what you have to say!