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It has been decided. The game of choice for my return to the videogame frontier is to be the critically acclaimed Okami from Clover Studios. It’s a decision based upon a number of factors, but significantly it’s the valuable opinion of fellow gamers that helped forge this path and convince me that this was the right choice given the options outlined in my previous post.

First impressions are very positive; from the outset I fell in love with the Sumi-e [1] art style implemented throughout. The unfolding back story that tells the tale of how Shiranui, the wolf incarnation of the Shinto sun goddess Amaterasu, and the warrior Nagi defeated the demon Orochi and brought peace to the village of Kamika for 100 years, is visually simplistic, but yet it’s still evocative as bold brush strokes wash across the screen canvas bringing life to the textual narration.

This wonderful visual art style is carried further into the game, albeit in more detail and colour, as we learn how Orochi has been unwittingly released corrupting the land and it’s up Amaterasu to restore nature to its verdant state. And even though I’m writing here about a game that was originally developed for the PS2, and subsequently ported to the Wii by Ready at Dawn studios, the final result is still an astoundingly beautiful game to behold.

It’s the simple things which sometimes stand out in a game that you really learn to appreciate. Small touches that are admirable, but perhaps cause you to question there inclusion and wonder “Are they really necessary?”. The answer, resoundingly, is “Yes!”. They’re just as much a part of Okami and it’s overall style as are the characters themselves. It’s hard to imagine Okami without the thick black outlining that surrounds objects and characters, or the simple brushstrokes that represent the distant mountains, or even the trail of flowers that sprout forth from the ground and burst into bloom behind Amaterasu as she races across the land. The removal of any one of which would diminish the overall effect so successfully portrayed.

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Although I’ve been back from my travels for a few weeks now (for those that weren’t aware I’ve been to Whistler, Canada, to try and improve my limited Snowboarding skills) I have still not had the urge to boot up the Xbox 360, PS3, or DS, and immerse myself in our electronic pastime.

Unfortunately, a direct consequence of my general listlessness and disillusionment towards videogames is that the blog writing suffers. There’s no point in denying it, I don’t have vast repertoire of articles parked ready for publishing to tide me over, nor a great deal to write about once my muse has been unceremoniously dumped in the binary wasteland. And thus the blog has been barren ever since - a fact that I feel I need to apologise for.

However, not everything lasts forever, and fortunately the desire to play a game is starting to manifest itself. Instead of just deciding to pick up whatever “hot” game is generating the most discussion, pick up the latest release, or play through numerous demo’s that are of no interest, I thought it would be worth examining my back catalog to decide what game to play next. The hope is to avoid the need to rush through a game as fast as possible to voice my thoughts, and instead take my time, savour the experience, and learn to love games again.

With this in mind I’ve drawn up a shortlist of games that have piqued my interest, but due to various circumstances never had the time to play them.

Okami (Wii)

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This respected swansong from Clover Studios is at some point or other always at the forefront of my back-catalogue. It is perhaps the only game I’ve actually purchased twice. Once when it first appeared on the PS2, and then again when it was ported to the Wii by Ready at Dawn.

I find myself looking wondrously at the watercolour inspired graphical style whenever I see images of this game, and the various references I read with regards to its Zelda-esque game design only cause to enhance its appeal. I’m curious to see how well “Celestial Brush”, a unique design feature of Okami to draw images on the screen canvas for use in combat and puzzle solving, translates to the “Wii-mote”. It should in theory be a perfect match, although I’ve heard comments to the contrary.

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The first downloadable expansion for Grand Theft Auto: IV, The Lost and Damned, is finally here, gifting us with the perfect excuse to return to the playground of Liberty City once more. It already looks like it’s going to be the new benchmark for DLC that all others will be judged by given its reported success [1] and critical acclaim [2], and although I’ve only managed to spend a few hours with the game, so far it’s the entertaining and polished product one would expect from Rockstar North.

The first thing that caught me by surprise with TLAD was the opening sequence, or more specifically the fact that the adventures of Johnny Klebitz and The Lost motorcycle club begins with an impressive opening cinematic that would make most retail games envious. It sends out a message - this isn’t going to be the run-of-the-mill DLC we’ve generally come to expect. This is, in essence, a separate game, a new experience, albeit set within the confines of familiar surroundings.

I appreciate the continuity that is evident in TLAD, it serves to put the events and experiences of our protagonist Johnny into context with those of our eastern European friend Nico. It provides us with a time-line that we understand and can relate with. Nico has a couple of notable cameo appearances during the early stages of TLAD. We first witness him pushing through the crowded streets, presumably shortly after arriving in Liberty City, and then secondly we meet him in the company of Playboy X and Elizabeta. It’s during this second encounter when the web of entwining stories that Rockstar North are able to proficiently weave becomes apparent.

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assassins-creed-header.jpgI’ve recently returned to some older titles that have been sat forlornly on the shelf gathering dust for the last year or so before they become a forgotten casualty of my impulsive spending habits. With that in mind I decided to start playing Assassin’s Creed for the Xbox 360, a game I bought upon release but only played for about an hour or so before putting it down and returning to whatever game I was in the midst of at the time – which I think was Mass Effect.

For the first few hours I was amazed and enthralled by Assassins Creed. Primarily based during the year 1191 at the time of the Third Crusade in the Holy Land, this point in history provides us with the opportunity to visit some diverse and interesting locations, and I believe anyone would be impressed by the detailed locations of Damascus, Acre, and Jerusalem. These vast areas feel impeccably designed and present the illusion of a living, breathing medieval cities; replete with peasants, roving guards, scholars, beggars, drunkards, and phenomenally beautiful architecture. It’s hard not to be dumbstruck upon first visiting each city, especially upon climbing to the highest point atop a church spire or a mosque’s minaret and surveying the surrounding cityscape.

However, Assassin’s Creed has a fatal flaw that relegates the game from being great, to plainly average, and quite possibly to the depths of just downright annoying - and that’s the repetitive nature of the information gathering missions. For each of your nine targets marked for elimination you are required to gather at least three (from six) bits of information about the mark so as to get the local blessing of the assassin’s guild, and to help plan your assassination attempt. But in each instance these missions never really vary throughout the entire game. I will either have to eavesdrop, pick someone’s pocket, interrogate an individual via fisticuffs, or complete a timed flag gathering or guard assassination mission for an informer. Initially they’re all relatively interesting, and perhaps one could perhaps forgive the odd reuse, but to use the same pattern over and over again is perhaps taking things too far.

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prince-of-persia-elika.jpgI had an inkling that the Prince and Elika wouldn’t end up walking hand-in-hand into a clichéd sunset as the credits rolled at the end of Prince of Persia, but the actual ending did leave me with mixed emotions.

[Spoilers Ahead]

During the game it’s revealed that Elika had previously died and has been subsequently resurrected. Her current existence, and thus the corruption that is spreading throughout the land, is a direct result of a bargain struck by her father to free Ahriman in return for his daughter’s life. In the final climatic battle with Ahriman, Elika has to choose her fate, and in an act of self sacrifice uses her own life force to restore the Tree of Life and imprison the dark god.

It’s directly after this event where the game takes an interesting course of action. After the Prince has rushed over to the princess, gathering her lifeless body up in his arms, the controls suddenly and unexpectedly return back to the player. You’re expecting an end cinematic so it comes as a bit of surprise to learn that the game isn’t quite over just yet. This is just a pseudo ending, a prelude designed to tug at the heart strings as the Prince walks out of the temple whilst some credits roll with some suitably melancholic music playing in the background.

Upon exiting the temple the true cyclic nature of the story is revealed, and we have in fact come full circle when the Prince, lying Elika upon the temple alter, decides to destroy the Tree of Life, freeing Ahriman, but importantly restoring Elika to life. The first word uttered from her lips after her resurrection is “Why”?

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Prince of Persia is a glorious game to behold – a visual feast for the eyes. From the outset as I witnessed the prince wandering aimlessly amidst a sandstorm, his shouts for his lost donkey “Farah” muffled by the roaring wind; to the first encounter with Elika as she tries to evade her pursuers, I was impressed by the visual splendor. There’s little doubt in my mind that as an opening sequence Prince of Persia successfully seduces the player.

And believe me I was seduced – for most of the time.

Beyond the cell shaded graphics there is a charm to the game that I find appealing. The interaction between the Prince and Elika, which starts out as a necessary companionship born out of the circumstances, develops as the adventure progresses. The early flirtatious sarcasm and teasing matures to become a more heartfelt relationship, and I actually believe that there is some genuine affection between the two - or maybe that’s all just wishful thinking in my head.

However, juxtaposed with the good there are some aspects within Prince of Persia that aren’t quite to my liking. The four magical abilities gained by Elika at the temple of the Tree of Life, which are awarded upon gathering a set amount of light seeds are really just variants of the same theme. The Step of Ormazd shoots you directly from one magical pad to the next like a cannon ball, The Hand of Ormazd shoots you from one pad to another but in a less direct route; and upon gaining the Wings of Ormazd, Elika flies the Prince all over the map, but with only limited control to move up-down-left-right to avoid objects. We really should just view these abilities for what they are; a method to control the players exploration and provide some linearity, but some more interesting and diverse abilities certainly wouldn’t have gone amiss.

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Favourites of 2008

December 14th, 2008 4 Comments

It seems to be traditional during the festive season to offer up some sort of list, whether it’s the “Best”, “Worst”, “Overhyped” or whatever adjective fits the agenda – well it’s my turn so I’m going to dish up my top 5 favourite games played this year.

There is, however, a small caveat – and that is to be considered for the list I must have at least played the game to completion this year. You will therefore notice that some high profile games like Fable 2 and Fallout 3 aren’t on the list, as even with the best will in the world there just aren’t enough hours in the day to play EVERY game that’s released in the mad rush towards Christmas. This isn’t a vapour-ware list of games I think should be worthy, but just a plain and honest list of games that I’ve enjoyed above and beyond my expectations this year.

5. Castle Crashers (Xbox 360 - Arcade)

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There is something incredibly joyous about returning to the good old simplistic hack ‘n slash genre that is so representative of Castle Crashers. It’s as if the shackles have suddenly been thrown off and your inner child has suddenly been released and you’re free to play a game just for fun again - without worrying about “what it all means”. Castle Crashers wraps this shackle free gameplay up with some beautiful art design, adds a smattering of guttural humour and gives you a game that’s a joy to play time and time again.

Read what I thought of Castle Crashers here.

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Going back a few years to 1996 I remember thoroughly enjoying Tomb Raider on the PlayStation. It was an amazing game to play at the time; full of exploration with intricate platforming levels, featured some truly stunning and varied locations, and was steeped in mythology which enhanced the story. Both gamers and the media alike took to the new English upper class gun-toting-ass-kicking heroine, Lara Croft, like ducks to water. And for a while everything was hunky-dory.

However, after so many sequels it got to the point where the game had moved far away from the roots of its success and had become just another run of the mill action game, albeit with a female protagonist. Thankfully the series was given a much needed reboot by Crystal Dynamics with the release of Tomb Raider: Legend – an enjoyable romp based on the Arthurian legend. And now we’re on the verge of finding out whether the series is going to continue it’s upward ascent, or is about to plummet back down to earth like a fallen angel (of darkness) with the release of Tomb Raider: Underworld

The recently released demo at least gives us an inkling of how the finished game is going to fare, and on the whole I’m pretty happy with what I’ve seen so far. Although there are still some issues that could do with being ironed out.

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