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A Quick Look at Silent Hill: Shattered Memories (Wii)

Tuesday, July 6th, 2010

Since Silent Hill 2 Konami’s psychological survival horror series has been following something of a downward trend. Now new developer to the series, Climax Studios, buck this trend by making one of the most interesting, but flawed, installments since Silent Hill 2.

It is unusual to see me play through a game that doesn’t grab me immediately. It is even more rare I finish a game that at points actively discourages me from playing, and yet this is exactly what Silent Hill: Shattered Memoires does.

Silent Hill Shattered Memories

Short and flawed Shattered Memories is none the less is deserving of a play through, maybe even two if you want to see how the game change to reflect your in-game psychological profile.

Shattered Memories creates an incredible world. Moving away from the black rusted ‘dark world’ of past Silent Hills the new ‘dark world’ is one of blue ice that plays perfectly with the games narrative. Add to this the games promise that it was to actively psychoanalyzing me as I played and the hooks were there, but it kept fighting its own accomplishments.

Completely separating the puzzle element of the game from the action sections sees long sections of atmospheric exploration punctuated with horrific (as in bad not scary) chase sections. When I heard that combat had been removed from the game I initially rejoiced as it was always a failing point of the series, but the reality of the change made me less exuberant.

Being hunted with no recourse through Shattered Memories icy dark world was scary, but the tension was constantly undermined by the ineffectually Wii remote flailing I was reduced to every time I was caught by the shambling female figures that pursued me. It was a problem I could have forgiven if stealth was a viable tactic; unfortunately ‘sneaking’ hinted at by the game amounted to turning off the flashlight and doing exactly the same in the dark as I did in the light.

Shattered Memories flaws are redeemed in the last few hours of its six-hour story. Mounting psychological elements are slowly woven in to the story to create an awesome crescendo to events. Shattered Memories is so much better in retrospect that if you are ever fortunate enough to play it you owe it to yourself to finish it. Go on, it’s not that long!

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Tags: Climax Studios, Konami, Silent Hill, Silent Hill: Shattered Memories, Wii
Posted in game opinion No Comments »

Bayonetta (360, PS3) in 250 words.

Wednesday, June 16th, 2010

I am not that familiar with the third person fighting genre. It may be my own fault, a lack of commitment to learn the complex mechanics. But even with that caveat Bayonetta depressed me; proving mashing buttons was enough to reach the finale, offering no incentive to hone my skills.

So it may be my fault that I didn’t enjoy Bayonetta, my own lack compulsion to submerge myself in the experience. It’s stylish environments and exuberant moves initially drew me in, but I quickly discovered that smashing my palm on the controller was enough to reveal everything the game had to offer.

Manic and beautiful, but not enough to keep me interested.

Even the frantic gameplay and titillating lead character were not enough to hold my interest.

Unfortunately its appearance could only carry it so far, and with no discernable story, there was only the combat to hold my attention, which it rarely did. Even bosses, who proved spectacular on the first meeting, had their impact muted by multiple encounters.

Part of my ease of progress through the game came from the generous checkpoint system that allowed repeated failure. I was happy it was included but it left me able to brute force my way through the game only mastering the dodge ability. Not wanting to dismiss the game I tried again on ‘hard’, but ‘hard’ translated to ‘insurmountable’, so gave up disillusioned at my skills.

Everything about Bayonetta screams style. Yet despite the skilled execution it failed to hold my attention beyond the initial wow. Set pieces and boss fights were the clear highlights, but simply didn’t offer enough of a draw for me.

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Tags: 360, Bayonetta, Platinum Games, PS3, Sega
Posted in game opinion 3 Comments »

Torchlight (PC, Mac) in 250 words.

Saturday, June 12th, 2010

Torchlight appeals to so many of my idiosyncrasies that I am bemused as to why its spiritual predecessor Diablo never appealed to me. Both offer lush fantasy settings and the draw of improved equipment with every vanquished foe that fuels my obsessive tendencies. Maybe I have simply matured as a gamer, or perhaps it is Torchlight’s refinements to the point-and-click, loot hording, action RPG genre that have me enamored.

Every change Torchlight has made to Diablo has focused on making it more appealing to newcomers. Most obvious of these changes is the appearance. A brighter palette, while remaining moody, adds lightness as do the exaggerated characters in the 3D world.

Torchlight

A distinct style made up of bold colours compliments the games mood perfectly.

Alterations are not limited to visuals; tweaks to gameplay also take center stage. Foremost among these additions is the inclusion of a pet. These little critters not only provide space for items and additional powers (cue skeleton summoning dogs), but also deliver the greatest innovation over Diablo, personal shoppers. Loading up a pet with unwanted loot will see them disappearing back to the town of Torchwood to sell it. It’s a tiny change, but one that released me from the burden of excess items, while stilling reaping some of their benefits.

At $20 it is hard not to recommend Torchlight. Accessible, dip in and out gameplay offers a fun distraction. Though the game is quite short the attraction of harder difficulties and increasingly powerful items prove a constant draw, for me at least.

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Tags: Diablo, Mac, PC, Runic Games, Torchlight
Posted in game opinion No Comments »

Alan Wake (360) in 250 words.

Friday, June 4th, 2010

There is some magic woven in to Alan Wake’s fabric. Every other game I have played that has attempted blend horror and action has invariably ended up skewed in favour of action. By giving the player the ability and recourses to fight, the tension is removed. Yet despite Alan Wake’s focus on combat it manages to provide constant anxiety though it’s narrative and atmosphere.

Alan Wake is perhaps the first game to offer the experience of a horror movie’s final act. Tooled up, desperate, it forces me to fight for salvation. Strong enough to emerge victorious if I am wise in my approach, but knowing any slip will result in failure.

Alan Wake

There is down time, but the threat is constant.

But, though I love it, part of me is furious at Alan Wake. It is my own fault, my own gaming proclivities, an obsessive nature to hunt every collectable scattered throughout a virtual world. But I also blame Remedy, surely they know the plight of many players to lust after every shiny trinket.

I find myself distracted from the narrative to enable my search for insignificant baubles. I am compelled to hunt, venturing far from the intended path. A glint on the horizon will see me abandoning my quest exploring for these irrelevant items, rather than savouring the fantastic atmosphere and story.

My love of Alan Wake is not stifled by this distraction, but I can’t help but curse the developers for dangling this pointless carrot in front my weak willed, obsessive nose.

An extended view of Alan Wake is available here.

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Tags: 360, Alan Wake, Microsoft, Remedy
Posted in game opinion No Comments »

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