Showing posts with label System Shock 2. Show all posts
Showing posts with label System Shock 2. Show all posts

Thursday, November 6, 2014

Bioshock : game notes

Start a New Game. It offers Easy, Medium, Hard. I'll take "Hard - You've played a lot of shooters". Loading, more quotes from Andrew.

Its hard to start a story with a plane crash and not think of Lost. I love just being thrown right into the story. Nice intro to Andrew. Is that a submarine down there? What is the Great Chain.

I hit Print Screen sometimes, I don't know if its going anywhere, there doesn't seem to be a keyboard bind for screenshots.

In game story, good. Vita-Chamber - a resurrection booth, oh no, not that again. This was not something good to carry forward from System Shock. Early impression is that everything is being spoon fed to you, but at this point it could just be because of the in-game tutorial nature of the beginning.

There is stuff, but I can't seem to collect anything, I don't have an inventory. So far this game feels very console minded.

The M key is very informative, telling me all sorts of things I shouldn't even know about yet in-game. There's map spoilers too. OK, so now I know this game has magic, called Plasmids, and mana, called EVE. The technology and culture of this enviroment is retro, like Fallout, but somehow in the present. Its like the schizophrenic tech of Portal, but at least they were working with alien technology.

More in-game cut scenes, slicers run away from Big Daddy, who the little girl calls Mr. Bubbles. And I'm going to be an angel?

They invented magic, but it made them crazy, and it killed the society. Got it.

Can't name my save games, annoying.

Ghostly messages, and tape recorder messages, many ways to deliver story while playing, good.

So there's lot of items around that let you trade health for mana and the reverse, things like food and drink. When you run out of mana there's a brief reloading animation, but if you switch away, you can leave your mana empty. Then you can eat mana depleting items, and get the health bonus at no cost, because that meter is already empty. Gamers are always gaming the system. I run back through the map downing all the booze I avoided.

I am more formally introduced to a little sister. Nice of them to introduce the powerful big daddy, then you come across the corpse of one. How many sister daddy pairs are there?

Apparently crouching lets you sneak, and you can hide in the shadows. In the menu I can read about how the security system works. This is a good time to break for tea.

Should I read this extra information about security systems? Is it a spoiler? I think it is, in addition to being bad design tripping over itself trying to make the game too easy. I'll wait for it to be introduced in game.

One thing that is not very in-game realistic, but I like it, is being able to review messages. My handler contacted me with info in the middle of an end level fight, and I could barely make it out. Not only could I review it in my Pip-Boy (or whatever this steampunk device I'm carrying), but it has a nicely typed transcript too. Handy, but ruins immersion.

There is a wheelchair next to the resurrection booth, double underlining and bolding just how stupid resurrection booths are. If people can be instantly and automatically made whole from any injury with no consequence, why would you need wheelchairs?

While I entered the menu just to pause, the bottom of the screen says Little Sisters In This Level, with two icons. More game reality ruining.

I'm starting to like the splicers and their wordy brand of crazy. I especially like how they fight each other with little provocation.

The vending machine is just as bad writing as the ones in System Shock - why is their ammo in it? The people of Rapture were not at war, and if they were, they would stockpile their ammo in secure locations, not next to the junk food. I understand you need to get plot coupons into the hands of the player at regular intervals so they can keep playing the game, but whatever believable world you were establishing suffers terribly for it. This poor level of gaming writing was kind of excusable in the 90s, but not in the 2000s, not at all. If you can't think of any more imaginative way to get supplies to the player, just have the enemies drop it on death, so the player can gather it as they move through the game. This didn't have to be made stupid on purpose.

I don't even know what to say about this next one, I've already hit red on my exasperation meter. The nameless protaganist of the mid 1960s can somehow hack security robots in this schizo tech world so they will attack enemies? This made sense in Deus Ex, it makes negative sense here. So now I've got my own personal manhack following me around. I really like it, with its apple-crate lawnmower sensibilities, but what intelligence is running it? How does it know not to shoot me, but shoot only enemies? Again, OK in Deus Ex, highly improbable today, no fucking way in the 1960s, I don't care how much of a genius this Andrew Ryan is supposed to be; the tools to make the tools to make the tools that make these things work just were not there if your alternate timeline forks off in the 1950s.

Next to an antique typewriter, a message log about extremely advanced medical techniques.

Different kinds of ammo, and reloading, I like that a-lot.

I like my own personal security bot following me around, but it doesn't seem to be paying much attention. That actually makes it more realistic, but I doubt this is on purpose.

This game has a hint button. That could probably serve as its one-line review of this product, so far.

There's a magic moment in every FPS game where you graduate from your first few weak weapons to something hefty, like a sub-machine gun. A heart warming moment, every time. I want to take a screenshot but this game doesn't seem to do that. Alt-tabbing seems to mess up the graphics forcing a restart, I search online, looks like I might be able to edit the ini file. Or not, this will do for now.

I hate teleporting enemies, when it doesn't make sense in the game. If I go down a dead-end corridor, turn around and head back, an enemy should not be able to just spawn behind me. Especially low-level zombie type monsters. It does crank up the challenge, but at the cost of in-game realism. Frustratingly stupid.

Andrew Ryan seems to be a combo of Ayn Rand and Citizen Kane.

Things get weird fast. I find a glowing bottle of something inside a corpse I just incinerated (they set it up for you, I swear), which is a tonic, which will alter my genes, and I can increase my tonic slots at a Gatherer's Garden by using ADAM which I get from Little Sisters. I've got no problem with any of this, but why set this game in the 1960s if you want to use cyber magic? And why infodump this on me via the game's menu system, while not addressing it in the story? Unless the story assumes I'm somebody who should know all this ahead of time. It's like the game can't decide what it wanted to be, so it just does a bit of everything. Like the System Shock games.

For a game that is supposed to be one of the best of the 2000s, I can't stop hating on it. Maybe I should really just relax and try to hear the story over all this crap, which is how I got through System Shock 2. After another short break, I'm eager to get back into the action, and find out where this is going.

You're fighting a city full of people driven insane by all these body modifications, and you are quickly joining them in self modding; it would be interesting if they integrate you losing your mind into the story somehow. Or maybe it takes years to take effect.

The helper radio magic-voice narrator is so knowing, so sympathetic, so helpful - I'll be shocked if they don't pull a Shodan.

I love Incinerate! (the exclamation point really is part of the name).

OK, this is really impressive - enemies exhibit rational behavior. Set one on fire, it runs to the nearest water to douse itself. Get an enemy's health way down, they run for the nearest healing station. I like it, and it seems so simple you wonder why you haven't seen it before.

Another nice little smart thing - hallway blocked with ice, you can generate fire, it melts. Simple.

Another favorite moment in FPS - getting your first shotgun.

Some of the voice work has been iffy, especially the accents.

Telekinesis power, very nice, almost like gravity gun. Very useful for catching rockets, using them to take out a camera.

Kill the level boss, very high hit points but little damage. Mostly I just burned him and smacked him with the wrench. A little more story with a cutscene or two, my handler Atlas talks to Tenenbaum, explaining to me more of how Little Sisters harvest something called ADAM, that I need to take from the Little Sisters so I can buy more upgrades from vending machines.

Before I can leave the level for good, it admonishes me that I left a sister unharvested, and that I will not likely survive later if I don't do this. I tried a few times, but its very tough. My armor piercing rounds barely do any damage, and my electric shotgun rounds only stun it.

Maybe I need to backtrack to the last vending machine, and actually buy something, because I'm out of ideas. It doesn't help that the sister and daddy are quite cute together, and I am not comfortable with this whole procedure. That's enough for today.


2014.11.07

It should be safe to read the manual now. I know the environment, I know the (early) weapons and spells, I know the monsters and the big bad. I have little doubt this game ends like Portal 2, with this mad world continuing without you, and you going back to civilization with nothing much to show for it but your memory. Right now, I want a minimal hint on how to deal with my daddy issue.

I went a little past this point to the next area, past where it warns you not to proceed without harvesting all the sisters on this level. I soon met another Big Daddy that didn't have a drill, but lobbed explosives. Now that is something I can deal with nicely, with my Telekinesis plasmid. But drill daddy gets up close and shocks you, stuns you slams you into a wall, and I'm dead before I can even get off a few armor piercing shots, which barely scratch him. Maybe he's vulnerable to something else entirely, I should at least try fire.

Reading the manual, I am reminded that there is a zoom key, I should try that out. There will be weapon upgrade machines (more stuff like System Shock). ADAM is a parasite that was discovered in the deep sea, it creates stem cells which are the basis for cures and healing, and Plasmids and Gene Tonics. If Plasmids are magic, EVE is the mana that powers it. And just like Diablo, your health bar is red and your mana bar is blue (how long has that been standard).

Gene Tonics come in Physical, Engineering, and Combat. Normally when a game does this you are supposed to think how cool it is that one can play through this game several times as different classes. Most games can't actually balance that many classes in one game properly so usually there is only one optimal path; good luck figuring that out your first time through. Same goes for weapons. I still regret spending so much of my class points on Energy Weapons in System Shock 2, but there's no going back (unless an enhanced version is released, or maybe to try mods).

So the Little Sisters collect ADAM from corpses, but to what end? Ah, I think I just found the most useful line in the manual for the current problem: "If you have failed to collect ADAM from Little Sisters on earlier levels you can return to those levels at any time to tackle the Big Daddies." This gives me permission to continue in the game, gain more powers and weapons, and come back with the right attack. Frustration avoided.

I think this means I can come back and use gene vending machines later too, which means I will probably hoard power way longer than I need to. Yes, yes, just like System Shock. I do like that you can re-arrange at least some powers later, this might make me more inclined to use them instead of waiting.

Will the game work without the DVD in the drive? No, not without a crack, which I don't like to use. Score another one for Steam, which I'll probably use to continue this series. If. Probably. This game has a lot of annoying unskippable self-promotion at the beginning. Makes me more disinclined to tab out to save a screenshot.

Manual says Vertical Sync locks frame rate, by default its on, I'll try it off. I have an option for Use Creative EAX Audio, though the manual doesn't mention it. Its currently off, I'll try on. Have to restart game. I can't tell if the audio is different. Wandering around, I find an audio log from Tenenbaum I missed. She was in the camps? This world goes from World War 2 tech to near Deus Ex tech in a decade or two?

Into the Bathysphere (I always thought it was bathosphere). I can only select Neptune's Bounty; there are 7 more slots that aren't named yet.

Getting square colored flashes over some active graphics, try going back to Vertical Sync off. Not sure what happened, it crashed or restarted. Resolution back down to 1024. Creative EAX is off, turn that back on.

I really like grabbing rockets mid-air and returning them. Silly, but satisfying.

Still getting some flashes of colored squares over a distant vending machine. I'll just try and ignore it for now.

My crouch key got reset to C. Back to Ctrl.

What are the smugglers smuggling? Religion? Films?

The sea slug was the key to all this magic. OK.

I'm now looking for a research camera that can "analyze genetic information" and "parse biological structures". This is like discovering a 747 a thousand years before the Wright Brothers ever flew.

Another favorite terrifying moment in every FPS - you lose all your weapons which you've spent so much effort gathering, with no guarantee you'll get them back. At least they go through the motions of making it seeming voluntary, instead of the usual bonk on the head in a dark room.

Here we go again with the party line in my head. Bad enough narrator Atlas can somehow see what I'm seeing and help guide me over the radio, but now Ryan can too. This kind of worked in Deus Ex, but its handled with varying degrees of awkward everywhere else.

There's a weapons upgrade kiosk - can I come back to this? The manual said I can go back for the daddies, but not this. I hit the end of the level, its a little confusing. I was kind of expecting Atlas to turn out to be other big bad Fontaine (otherwise why spend all this time building him up), but maybe his family really was in that submarine. Its kind of awkward how the game bends over backwards so we can't actually meet. Then its time to rush off to the the next area.

I'll reload. Maybe I should use the weapons upgrade before proceeding.


2014.11.11

I've been thinking about the game for the past few days while I can't play. As frustrated as I am with parts of it, it is calling to me, and I am eager to return. There's enough going on that I want to see it through.

I have to backtrack to the weapons upgrade machine as, unlike the Big Daddies, there is no guarantee I can revisit. And while I'm backtracking, I have this grenade launcher now and maybe I should try to take on a Daddy again. The game really emphasized the one-two punch of neutralizing with a plasmid, finish with a conventional. So if I could keep using shock, maybe I could finish him off with the grenade launcher. Problem is I gave up shock so I could have fire. And for a few ADAMs more, I could purchase a third plasmid slot. Maybe I can make this work with shotgun electric shot and switching rapidly to grenade.


2014.11.12

Let's check some game settings before starting, since they changed randomly that one time. Yep, graphics quality all still high, EAX audio still on.

Load my last quicksave. Crash. Taskmgr, quit, restart Bioshock. Graphics are back to 1024x768. Maybe I have a graphics setting too high? Unlikely. Reload, OK. Back at the weapons upgrade machine. Time to reload further back and try to take out a Daddy.

Load 11/7 4:38. Yes, this gets me back to the last group of vending machines, and I'm holding all my weapons. I'll swap out Telekinesis for Electro Bolt. Not a good first try, but at least backtracking I found a tonic I missed between the two turrets. I take more pictures, get more research bonuses. I look around the UI, but I can't see where my picture progress is being tracked, if anywhere. How am I supposed to keep track of what I've already photographed. I backtrack to Medical Pavilion map. I need to take some photos of Daddies and Sisters, now that I have a camera. The camera tells me the Daddies are of type Rosie and Bouncer.

The Bouncer is very tough, I zap it to stun it, and chip away at it with armor-piercing rounds, but it keeps stunning me back. If I don't mind dying and running back, the Bouncer's health stays where I reduced it to, and I can just keep knocking him down until he dies. But that means using resurrection booths instead of reloading, and it feels like a blatant cheat. Of course you can kill anything if you just keep getting back up again, while your opponent can not. As long as I've got a Sister and I'm not saving this attempt, I might as well see what Harvesting looks like, as opposed to the no-kill Gather. It's about as bad as I expected, though at least there's a discretion shot so it doesn't show you actually ripping the slug out of her. It would probably make for a much easier game if I abuse the resurrection booths, and kill the slugs outright, and max out my skills quickly. I'm not ready to do that yet.

I put down all my proximity mines, use an electro bolt to lure him towards me, a few more electro bolts and frag grenades, and I've got him. And now the sister is crying over her fallen Daddy. No matter what kind of monsters these are now, the game doesn't let you forget they were human. I wonder if I could redo that fight using less ammo. I think I'll just leave it, especially since I am going to lose all my weapons at the end of this level, and not get everything back. That brings up another question - can upgraded weapons be lost through confiscation? Most shooters only make you lose everything once, but who knows with this game. Time to gather, and go purchase another plasmid slot, so I can have fire, electro, and telekinesis all at the same time.

Right after you kill one Daddy, another seems to spawn immediately. I notice an iced over door I missed, it leads to a funeral parlor. A weird set piece, a splicer crying over a coffin. I wonder if I can sneak up and wrench it. Yep. Nice, another tonic, Security Expert, I'll use that instead of Shorten Alarms (I try to never set off alarms). The event with the shadow and the lights going out is a little cheesy, but cute.

To the Gatherer's Garden to purchase my Plasmid Slot, then around the corner to the Gene Bank to rearrange my plasmids. I try the Rosie Daddy, and catching and returning his proximity mines is fun, but his shots are distracting. Back to the Garden, I'll purchase Armored Shell, and give up Wrench Lurker (for now).

Hit and run helps chip it down a lot, but Electric Buck shot finishes the shop. Another rescue, this time Tenenbaum radios that she will reward this behavior - how does she know what I'm doing in real-time? Anyway, these are some nice rewards, mostly compensating me for ADAM I've foregone from harvesting. The Hypnotize plasmid sounds like it will be fun to play with, but not practical to occupy a slot.

I have 320 ADAM now, but not sure what to spend it on. I don't need to unlock another plasmid slot just yet. I wonder how much improvement EVE Upgrade gives? With my EVE full, I can cast 4 fire bolts before needing a reload, or 2 lightning bolts. Purchase EVE Upgrade, I can do 5 fire and 3 lightning. I'll take it, and I'll take Health Upgrade, even though I'm not sure how much it benefits me. With 160 left, I can still afford Plasmid Slot and Winter Blast, so why not. I can cast 3 cold bolts before reloading, and it works on Daddies!

Enjoying the camera, got Photographer's Eye 2, will give up Wrench Jockey for now.

Taking down another Rosie is proving more difficult. I'm in the bar, and its much tighter quarters. Its hard to take a few potshots, run away, regroup, and come back. Since I know I can come back this way, I'm not so motivated to take down another Daddy. I wonder if Rosie is a Daddy or a Mommy in that suit. They are going to explain who these people in diving suits are, aren't they? And how they can fight so well while being locked inside what's basically a coffin with a porthole?

Maybe I can finish the map, get a weapons upgrade, and hit him harder and in less time.

Sometimes when I panic or get frustrated I'll mix up F8 with F9, and save a shitty circumstance over a good save. That's why I do a real save before tackling something big, then do quicksaves from there.

Another possible way to game the system, and its very useful. There are three Daddies on this map, I already rescued the one in the large area where I can run up the stairs and through a hole I can duck through and Daddy can not. I thought this Daddy was done so I went to another, gave up, came back, to find a new Sister in this area. So maybe that's how it spawns, I get three Sisters this level, and they randomly spawn amongst the different Daddy locations. In which case, I get to choose where I fight.

I use up all my special shotgun ammo, take out another Rosie. Of course, he is carrying a Rivet Gun, which I can search but not pick up. Since Rosie the Riveter was a female, are we supposed to guess there's a female in that dive suit, or is this just some silly reference?

In a vending machine is some free Electric Buck. Was that always there and I missed it? Is it a gift because I'm out?

I'm going to start tracking who I've photographed at the end of these notes.

While its cute that the Sisters call the Daddies Mr. Bubbles, since when would a sister have ever seen a Daddy underwater emitting bubbles? Surely in this technological wonderland they have not been using such ancient artifacts like diving suits, and in any case the city is already built, and probably maintained by robots. Otherwise it should have imploded by now from lack of maintenance.

I've been trying to let this become a fully realized conscious thought, but Atlas, who may or may not be the evil Fontaine, is a reference to Atlas Shrugged, isn't it. And while Andrew Ryan is not a straight anagram to Ayn Rand, its really painfully close. I really hate puns, and I really don't want any more reasons to dislike this game.

Moving past the ambush, its much easier this time with all my plasmids. I was right to use up most of my special ammo, its all gone now. I can now backtrack all the way through the map, and I go back a ways to pick up some of the loose ammo that I've left lying around. I know that most of these ice piles won't have anything in them, but I have to melt them all. When you blast a stalactite it ignores gravity and melts upwards, looks like the Founders in DS9.

I really like how crates get grayed out when you search them, I really appreciate that.

On to the Weapon Upgrade Station. I love the shotgun in most games, I'll take Shotgun Rate of Fire. Watch the ghost movie, which doesn't really seem to add anything to the story or atmosphere of the game at all, why did they bother. Its just like the ghosts from System Shock 2.

Again, how did Atlas know I passed through the iced over passage? There are no cameras anywhere. I don't think I have cyborg eyes transmitting my vision to a controller like in Deus Ex - or do I? Who am I? As if to comment on that, as I move down the hall, the game flashes some old photos before me with an ominous screaming kind of sound. I was on a seemingly typical commercial flight, that just happened to fly over Rapture and crash.

It sure is convenient to have a resurrection booth down here in the secret smuggler caverns. It looks like I can backtrack, the hallway is just a loading point. A message tape from Frank Fontaine, looks like he isn't Atlas. He also hasn't decided what kind of voice or accent he has. Its possible they used too few voice actors in this game, and they are really pushing accents and funny voices hard to make it not seem so.

On to Arcadia. The party line between Ryan and Atlas lays out the revenge story. In crates I find battery and kerosene. I enter the Tea Garden, its pretty. The graveyard and weathered gravestones make about as much sense as if we were on a space station. In the stream, a body, with a rubber hose. A tidbit of info on how the Little Sisters were created. A poster titled Who Is Atlas? So much for any last shred of subtlety.

Someone is clearly trying to lead me into an ambush. The weird little shrines feel very Blair Witch Project. Ah, I have met the Houdini Splicer. He's carrying Chlorophyll Solution. Where is all this new strange stuff I'm picking up going? I have no inventory other than guns and ammo. At $500, my wallet is now full. Now I find a steel screw, another item that the game says I take but doesn't seem to go anywhere. I can purchase Napalm and Liquid Nitrogen, hinting at weapons to come, that I already have plasmids for. Found empty hypo, glue. I'm expecting some major arts and crafts to occur later. And now out of nowhere, a dead cat, one of the strangest non sequitors I've come across in a video game yet. At least I can't pick it up.


2014.11.13

I find a U-Invent Mahine. Finally a use for all these odds and ends, and I can inventory them here. Reminds me of weapon crafting in Fallout 3, but I can make useful things like ammo. It doesn't make much sense, but I'm getting tired of saying that.

A vending machine sells Napalm and Liquid Nitrogen for the "chemical thrower". Convenient.

I get the Scrounger tonic, and can search containers again, but not multiple times, I can simply re-roll. Is it random? I open a safe with 20 AP auto, 6 electric buck, $53. Reroll , no change. Reload, same, OK I guess some things are fixed. I search a Houdini Splicer and find Brass Tube, $16, and Chlorophyll Solution. Retry, get almost same thing but 5 less dollars. So re-rolling can get worse. I do a few save and reloads, and it varies.

OK, I'm getting it now, need to keep an eye out for kerosene so I can load up on Exploding Buck.

Two sister daddy pairs cross paths in a hallway, I think they say something specifically to each other, not sure.

I find a grenade launcher on the ground and it only yields one frag grenade. I reload and leave the launcher there, just in case I lose my weapons again.

It seems like there's no end to how much photographs you can take, the score just slows down. Got another tonic, SportBoost.

I find a Gatherer's Garden where I can purchase Tonic slots.


2014.11.14

The honeymoon is ending and this relationship is starting to feel like work. I dread my next Daddy fight, knowing I'll probably win, but have to save and reload multiple times until I can figure out what combination of attack and retreat and resource consumption it will take.

I feel like I get the game now, and I'm ready to move on. I'm not fond of the kitchen sink System Shock gameplay, and the blatant demonization of certain economic theories. Both of these things were already worn out, so why make a game about them? Big Daddy and Little Sister are iconic, creepy, scary, and sad, and something worth experiencing, but its a gimmick with a thin story behind it. I just want to finish the game now.

In other news, invisibility is kind of nice, it makes about as much sense as anything power in this game, and it allows you to take good photos of unwitting subjects. They detect me when they get pretty close, then I put down the camera and pull up the shotgun. The shotgun is very dissapointing against soft targets at short range, maybe I should have upgraded revolver or Thompson SMG.

This game seems dead set on you never interacting with another character, though you can bump into sisters and daddies constantly.

Nice, if a Splicer has a friendly drone, you can run away and have it chase you, freeze it, hack it, and its now yours.

Another weapons upgrade station. Might as well double down on shotgun, see if this was worth it.

More flashbacks. Another bulkhead.

I don't much care for invisilibity, back to scrounger.

There's a nice ledge where I can shoot down at a Rosie. I throw two explosive cylinders, about a dozen explosive buck, and a few armor piercing rounds; I barely get hit.

Strange, I'm supposed to pick up 7 distilled water, I already took it from this dead end location, I come back and there's another one.

Hacking a security camera near where splicers spawn provides a slow steady trickle of resources.

A phone on the wall. Sad that it doesn't call anyone.

Another wepaon upgrade machine. Pistol seems to weak, Grenade launcher ammo too rare, and the chemical thrower seems redundant with plasmids. I'll take Machine Gun Damage Increase.

I'm not tracking photos anymore. It seems like you can just keep on photgrapphing, and keep collecgting prizes.


2014.11.17

Bioshock crashes when I load my Quick Save. Close, restart, back to 1024x and windowed, fix that (again).

There's a maximum amount of saves, and trying to delete them within the game's shoddy console minded UI is not possible. Can I delete them externally? There's a folder \Users\$\Documents\Bioshock\SaveGames, I'll just move most of them to a subfolder.

There's some serious tone issues in the mid-game. Ryan started out as the noble capitalist that built this utopia under the sea, but his experiment clearly failed, its now a failed state. So how is "Ryan Industries" still making combat gene tonics this late in the game? Everyone in this city has gone insane and homicidal, so who is creating these products, let alone buying them? And to what ends - to use on other citizens of Rapture? This place should be mostly devoid of life by now, with only a few isolated survivors. I understand the products are there for the player character to use, but the writing is tone deaf.

I have 520 ADAM points to spend, and I'm not sure what to buy, if anything. A few more abilities would make life easier, but I'm getting by, and I want to see what other powers await. I tend to spend when I can't accumulate any more, like with money; I keep hitting the $500 limit, so I'll just bleed off some excess money on hard to find ammo. Speaking of ammo, all I really need is electric buckshot and a few armor piercing rounds, and maybe a a few frag grenades, and I can clean up all these Big Daddies.

This is my new strategy, bleed off any excess ammo on ADAM collection, otherwise keep the plot moving.

Back to Medical Pavilion, ok done with those Sisters. Back to Neptune's Bounty, 1 sister left. Stocking up on first aid kits. OK, done with this level. Back to Arcadia. Might as well buy something with all this ADAM. I'll take a Plasmid Slot for sure, and some more physical and engineering.

Back to bathysphere, on to Fort Frolic. Atlas says let's take out Ryan now, but there are still 4-5 more slots open on the map, so I don't think that's happening soon. Unless there's a bigger end boss further down the line.


2014.11.18

Slot machines, why can I hack everything except those? I have the best hack anyway, the quick save/reload buttons. About 10 minutes of this and I've got my wallet almost maxed out. And why shouldn't I? If you were really there, by yourself in a city that wants to kill you, why not just pry the cover off the machine (you're loaded with weapons) and take everything inside? For that matter, why can't I just pry the covers off all these vending machines and take their contents. There's no one here to stop me or care. This city is dead. Time to go spend my winnings.

I drop about $20-30 in the fortune telling machine, it gets really repetive. Reload.

Break glass, drones come, good. Freeze it, hack it, its mine, repeat. Third one doesn't work - can I only control two at a time?

Vending machines reveal there will be a crossbow weapon. Finally, I hope I can snipe. Also, a flashlight would be nice.

Another Power to the People weapon upgrade machine. I know how to fire in bursts on the SMG, but I'll try Kickback Reduction anyway.

Time to max out Physical Tonics, these are the most useful.

Lots of creepy moments in this game, like the corpses in plaster of paris. I also give credit to this game for allowing bad things to happen to children. All too often lately games pander to a noisy minority who can't keep their fingers out of other people's art. Of course its terrible, but to pretend it doesn't happen is even more terrible. Note: Alt+Print Screen doesn't work, but just Print Screen does copy to clipboard.

I lose both of my drone buddies to a turret, but its nice to enjoy the quiet, and listen to the creep ambient sounds. Now that I have invisibility back in my portfolio, its like I'm not even here. Invisibility is great for letting enemies get close to you so you can get a good picture.


2014.11.19

So now I have the last weapon, the crossbow. Seems a fitting weapon for this game, that wants to have everything from wrenches to magic.

Enemies are hitting harder, I'll buy a Health Upgrade, and keep 100 ADAM in reserve in case anything really good is coming up.


2014.11.20

This section of the game is frozen, just like Real Life outside right now. Winter is good gaming weather.

The pause screen for this level indicates three Little Sisters In This Level, but I have yet to see them. Perhaps this level's boss is suppressing them, the way he can suppress radio communications.

Lots of frozen enemies make for great photoraphy. Finally, I got a "Subject research complete".

Another weapons upgrade station, no idea which to improve. I don't even hardly use grenade, chemical, or crossbow. I'll take Pistol Damage.

So that's what happened to Jasmine Jolene... I think. Not sure what Tenenbaum has to do with it. And I get another flashback to family pictures, longer this time. The pictures look innocent, but the music indicates something else.

I like how at the end of the level the boss honors his agreement, gives you your prize, then steps aside. Well, other than that brief earlier betrayal, but it was all in character. And the game lets you be the betrayer, if you want, but I don't feel that fits the story at this time.

Checking the map for any gray areas, I go back to Sander's original meeting place, nice that I can get in now, and there's loot.

Before heading out I spend a lot of my cash replenishing basic ammo, and I'll spend a little time gambling. But not too much, this game is generous with the supplies, as long you as keep distributing your usage amongst your many resources.

I haven't used it much yet, but I appreciate the module nature of the game. If I wanted to, I could load up on abilities that focus on melee, or hacking, or electric combat, etc. Right now I'm mostly a generalist, while learning what works best in this world. Despite the replayability this offers, I don't see myself playing this game again.

Now entering map 5 of 8, Hephaestus. Its nice to finally see this place has an infrastructure, and something is keeping the lights on. Apparently its geothermal, but is it a good idea to build your city so close to all these active volcanic vents?

Messages indicates civil war over the plasmids Fontaine helped produce, and Ryan's hypocrisy as this civilization fell apart.

Quarter-Can of Ionic Gel but I can't touch it. Yet. Sure it will come up later.

Explosive barrels, everywhere. If there's an FPS contract, you have to have a peashooter, a shotgun, a heavy weapon, a sniper weapon, and explosive barrels everywhere. It doesn't matter how innovative your game or graphics get, you must still have explosive barrels, preferably on every level.

Cute how you can jump up in the air to hack a camera.

Ryan is so boastful, his downfall is more certain than a Disney movie.

And now the Disney villain is getting delusional about his nearly dead city coming back to life. Reminds me of Sander Cohen's plaster-of-paris world, but at least he proved honorable in his madness.

Another Power to the People station. I'll take Grenade Launcher Damage Increase.

I might as well spend my ADAM points on slots, at least I can make use of whatever plasmids and tonics I have in storage. And I have coin to spend on health and mana upgrades.

The game takes you on an interesting trip with the sisters and daddies. At first you dread and fear them, and as you grow in strength, you see them as a resource to be harvested. This puts you uncomfortably close to the position that the splicer are in, of always needing more ADAM to stay alive in the war down here. The creation of mood and atmosphere is probably the best thing about this game so far.


2014.11.21

I'm starting to sprint for the finish line, but not so much to get it over with, but there are some things I would like to know. First, who am I, where did I come from, who deposited me here, Lost style, and what are those creepy old photos I keep seeing. Who is in the Big Daddy suits; I really hope its not just robots. Whether I end Ryan or not, how will Rapture stay intact without a sane support team? What's left to explore in the two sequels?

Weapons upgrade... Pistol Clip Sizde.

My fireball feels weak, I'll buy another level with Incinerate! 2.

I wish I hadn't cleaned up all the little sisters on this level so quickly, now i have to kill some daddies for no reason.

I'll try Target Dummy and Electro Bolt 2.

Ryan tries to slow me down with an appeal to nostalgia. More creepy memory pictures. I have some idfeas of who I might be, but none really fit.

My first thought on walking in is the Fallout 3 reveal of President Eden. Which makes no sense at all in this world.

I find a message about mind control tests, and quick growing a baby. So that's the route they're taking on who I am. They hinted at this very early in the game, I think its in the hints in the loading screen, that Suchong wanted to find a way to grow humans very quickly. So is that what I am? The one year old with the body of a 19 year old? The horrible family photos, maybe i was placed with a foster family, maybe I had psychotic break, maybe the horror was me. I normally hate the idea of decanted quick-grow humans (like in Deus Ex, and Bladerunner), but maybe it fits this psychotically designed world.

OK, glad Ryan is not an A.I. He seems all to real.

My guess is right about what I am, but its so much more than that. This is more disturbing than I even imagined. Why would he... Did he bet his life on what I would do? Did he bet wrong? This brings up some really interesting ideas in what is free will, and how your fate in a game seems pre-determined.

Fontaine, of course. Why didn't Ryan just say so? He must have known, he could have said so at any time. Why didn't Ryan just use the slave phrase against me to counter Atlas/Fontaine's programming?

I can't save in here, I get killed trying to escape, so I have to go through Ryan's death again. Its still awful. Why disable save just here.

The little ones are helping me, they must be taking me to her. Yes, of course. I love Tenenbaum's line "Welcome to the city where you were born." She could have told me anytime, why didn't she? Was everyone pretending they didn't know me until it was too late to save Ryan?

I very much want to break now, but I can't save. OK, I'm shown out, I can save, but I can't go back. I already miss the orphanage, it seemed safe in there. And now my character knows he belongs there; he's probably youngest one there, younger even than the little sisters.

Fontaine's new accent seems even more of a put on than Atlas'.

I like having my fire plasmid on F1, electricity on F2, and I thought I could easily rearrange their order on the Gene machine, but that doesn't seem to be working now, if ever. I'll risk an internet search. Really, its a bug that goes on into the second game. There's a DLC for Bioshock (1)?

I'm finally full of an item that I can't see inventory for, Empty Hypo.

I'm still puzzling over why Ryan suicided himself using me, and why Fontaine decided to get rid of me, other than for obvious keep a plot rolling reasons. I was a very useful slave that neutralized his biggest enemy, shouldn't he be smart enough to at least keep me on retainer? Also, Fontaine's voice acting continues to worsen, like he's done with this product.

Fire has been my staple attack, so I'll triple-down and take "Incinerate! 3". Hacking is getting hard, so I'll take an Engineering slot, and Alarm Expert.


2014.11.22

Now that I'm in a residential sector, the game feels even more grim. A lot of civilians died down here. I wonder what they did for food down here. Seaweed? Algae? This was a steak and potatos culture, so I may yet find animal husbandry.

Fontaine's explanation that my half Ryan genetics is what allows me to get past the security bots is probably the most insane thing I have heard in this game so far.

Weapons upgrade. Crossbow Damage Increase.


2014.11.23

There's a ghetto in Rapture? I know the story is try to make commentary on class, wealth, government, etc., but this is another gross clash with realism in the environment. Rapture is like a colony, a space station, it takes some resources to be here. There's no room for a ghetto on a space station, though I guess Babylon 5 had one, so why not.

One thing that's fun in the game is my plasmids are all out of control. Its a fun thing to do in a game like this, let the character accumulate weapons or powers, then take them away, or otherwise mess with them. But why do I now have access to plasmids (like Cyclone) that I never purchased? Is that on purpose or a mistake?

I'm guessing take away my magic powers is supposed to really put me out, but its just an inconvenience. Between all my weapons, I have most attacks covered. And every map is awash with money, vending machines, and healing machines. Even taking away a large number of my tools, I am still overwhelmed with all the ways I can kill things in this game, and many of my weapons and ammo go unused. I have to struggle to spread out the usage.

Always hack healing stations immediately, let your wounded enemies run to them, enjoy the show.

Why is there a vending machine all the way at the end of a desolate boiler room, that probably saw very little traffic even in this city's heyday?

Weapons Upgrade Station. Chemical Thrower Consupmtion [sic] Rate.

Now that I'm free I can take out the gatherers on this level. Man, those Elite Rosie's hit hard. Back to the previous level to grab those sisters.

Lots of saves and reloads, but I finished them. As long as I'm here, I wonder what is in that gray area near Suchong's apartment. Can't find it, maybe I get there from Cohen's? I take out the dancers, and surprisingly Cohen himself comes down to teach me to dance. Oh well, I didn't start, he asked for it. I get access to that room, its his personal bedroom, with a weapon upgrade machine inside. Now I have his muse key, I should at least find out what that does. Can't walk back that far, maybe with bathyspheres later.

As I move towards Fontaine, the bargaining begins. Maybe this is why Ryan let me kill him, he was betting I could take out Fontaine. And maybe Ryan will somehow become me later, I wouldn't put it past this game.

Back to Fort Frolic and Cohen's Muse Box. Lame.

I have more ADAM than stuff to buy, I max out on tonic slots. I buy Static Discharge 2, and Electric Flesh 2. Curious to see what happens know when I get hit near an enemy.

On to Point Prometheus. So, Fontaine is high on his own supply. He leaves behind two security bots, which I am happy to capture with freeze and hack. It makes sense that Fontaine is overpowered, since he's the one behind turning ADAM, Eve, and Plasmids into products, but why doesn't he just squash me like a bug then?

The new Big Daddy angle - I like it a lot.


2014.11.24

If I get to take out Fontaine as a Big Daddy, there's a certain poetic justice in that, just like Suchong was taken out by one. It also appeals to the iconic power of the Big Daddy in this game, which at this point is fading, as you can now take them out with ease, they lose some of their power. Now, like a totem animal, you must wear the hide of one to use its power.

Its clear Tenenbaum is just as much of a monster as any of the big players down here in Rapture, but she at least has a hope of redemption in saving the Little Sisters. And even if she betrays me too, I'm OK with that. What I would not be OK with is Rapture imploding, as it should have by now, because then all this was as meaningless as an it was all a dream ending.

Weapon Upgrade Station, I only have two options left, I take Chemical Thrower Range.

Though it seems like the game is almost over, there's still ADAM left to gather and spend. I think I have enough powers, I'll focus on buying Health and EVE upgrades.

Now here's a good sign this game is almost over, a Weapons Upgrade Station, and there's only one last option to exercise: Grenade Launcher Damage Immunity.

If Fontaine knows that I'm planning on becoming a Big Daddy to get to him, what's the point? Not much element of surprise. And Big Daddies are not that tough, so why bother? I wonder if being turned into a Big Daddy is reversible. Probably not.

I walk through an electrified pool and take no damage - is the Electric Flesh 2 upgrade accoutn for that?

Fontaine needs to be put down if only to stop that crazy accent.

I might as well gather up all the Little Sisters on this level before my transformation. Who knows, after this, it'll probably just be me in a Big Daddy suit hanging around forever in the orphanage with all the little ones I've saved. I might as well get Electro Bolt 3, and Winter Blast 3.

Found another message from Suchong, "graft skin and organs straight into suit". There's no coming back from this.

I've been thinking about the plane crash, how I got here. Fontaine had me hijack the plane to come here. A commercial flight, full of people probably. There is much for the main character to atone for, even if he didn't will it, he did it.

The Little Sister education center is delightfully creepy as you expect.

SUITED UP
I put on the suit, but there is no bonding ritual. Maybe I can take it off someday. Meanwhile, I was meant to wear this suit.

FPS games usually give you a last chance to reload before the last boss, I like that they make it explicit here. Its more honest that way.

I get an ADAM extractor, but its not in my inventory. It will probably deploy when the story calls for it.

Got him first time, though I ran out of health packs.

I like the ending. I like it a lot. But it feels a bit rushed. You go from this hectic battle to a quick denoument, and then its just over. Its a really nice ending, it feels right. But they could have told it a little slower, give you some time to transition.

I can see why there needs to be a sequel or two, there are some unanswered questions, like what happened to Rapture? Does our protagonist end his days there, or above ground? What happenened to Tenenbaum? Are there any other survivors?

It feels a bit cold to be dumped back at the main menu, like nothing happened. Continue takes you back to the start of the final battle. Credits just roll and back to menu. Lots of musicians in this game, and they did good work.

Just for the heck of it, I'll start a New Game, see what looks different to me now. I forget the game begins with narration, your narration, your voice. They gave you a voice. They really could have used that some more, instead of being standard FPS mute guy. The plane crash is just as terrible as I remember it. Fontaine killed those people.

Considering all the steel and personnel required, you'd think you couldn't build a secret city in the sea. But here it is. With a weird lighthouse over it, you know, to help maintain the secret. They should have just left a submarine nearby for you to get in, that automatically brought you down. 18 fathoms, and then there's an in-flight movie from Ryan.

The first view of the city is quite magical, you must have only explored a fraction of it. It does feel deserted though, except one Big Daddy in a tunnel - what is he doing? Maintenance? If so, that would help explain why the city is still standing, but this is not evinced in the game at all.

Enough. Eject disc, put back in box.

Bioshock (2007)

I've been avoiding Big Daddy (and creepy hypodermic girl) for years, trying not to get spoiled on what I hear is one of the best games ever, and something I must play. This game is one of the reasons I went all the way back to System Shock 1 and 2, because I kept hearing that they were at least spiritual predecessors.

I bought this game so long ago its got a bargain bin sticker on it, not to mention its actual physical media. I put the DVD in the drive. There's a small paper manual in here, I turn a few pages, some immediate spoilers about a city called Rapture and a quote from somebody name Andrew. I stop at a page of keyboard commands. Even that is a bit spoilery, telling what kind of weapons and actions there are.

I've delayed playing this game so long there are two sequels, and the series seems to be done. All three are available on Steam, so I can probably continue there, but for now I'm sticking with this DVD which has been waiting in the attic for a long time.

G:\setup.exe.
Custom
It will install to \Program Files (x86), so screenshots and saves will probably be in a shadow directory.
There's an nVidia logo; I'm OK with that.
Nothing much else to look at during the InstallShield session.
I feel confident that this game will run just fine with little to no graphics problems, and after dealing with 1990s software, I'm OK with that too.
Long install, I hope the DVD is not accessed ever again.
Some of the map names going by during the install are spoilery.
It's checking for a patch all by itself, downloaded and installed.

I need a serial number, its on the back of the manual. How much longer could I have delayed before there was no server out their to register with? There's still a lot to be said for old games (not that they don't have some weird copy protection, but at least they've all been cracked years ago).

Load main menu screen. Version is 1.0 - I thought this game already updated itself. Options -> Graphics. Resolution is 1024x768, crank it up to 1920x1200. I alt-tab out to take a screen shot; not only did it not work (alt-print screen), it got stuck  and windowed itself. Close and restart.

Nothing left to do now but New Game.

Lately when I play a game and blog about it, I've written pre, post, and game notes; I'll continue with that.

Sunday, March 3, 2013

Portal 2

I think I'm about 2/3 through Portal 2, and I'm starting to feel a bit of puzzle fatigue. I just want some more story, and its being doled out... awkwardly.

*spoilers*

I like the early part, where you wake up back in testing, and then things go horribly wrong, and you wake up again, and its somewhere in the distant future (I lost count of how many nine's the voice rattled off - I'll look it up later when I'm safe from spoilers). I really love the signs of neglect and decay, and the bits of nature poking through the debris. It definitely begs the question what is the rest of humanity up to in this distant future, and how come they didn't find this place by now. Maybe Aperture Science offed the whole human race, or maybe this is some forgotten corner of Earth, long after the Combine invaded and destroyed most everything. If this is even in the same world anymore.

It feels right that GLaDOS is back to torment you, this was well set up in the last game (after they retconned in the new ending). But she came back wrong, and weaker, which seems right. As part of the insanity of her testing you in the first place, it seems perfectly fitting that she put you right back to testing. Even though she constantly hints that you deserve to be harmed, it seems like she can't just outright kill a test subject directly; she can only kill you with the puzzles. Which also feels right, story-wise, and helps add continuity between the games.

The whole subplot with the lesser AI - is his name Wheatley? - is certainly amusing and lets you break out of the puzzle routine a bit. Its great to see how GLaDOS has really let the place go, but still manages to keep the puzzles going. It makes sense that not only are there other AIs, and that GLaDOS reigns over them using cunning and terror, that one of them would rebel if it saw a chance, and uses you, the unwitting test subject. And it even makes sense that after you put the other AI in power, things just get worse. It seems fitting that the once mighty queen ends up in a lowly prison, at your mercy. I'll never think of potato batteries the same way again.

This is where things start to get weird. You and GLaDOS are on the run, wind up deep in the Earth's crust, and end up where it all began. The original parts of Aperture science not only still exist, but were preserved and still work. This suddenly strains credulity right up to the breaking point. What business keeps everything they've ever done as a working museum piece, and just keeps on building new stuff on top of it? Typically things are recycled or scrapped until there's no value left in them, and space gets reused. A company this bent on being wasteful wouldn't have made it through so many decades. Maybe, in sufficiently old and successful companies, a few parts escape being scrapped, some things get recreated, and maybe a mock museum (and gift shop) is added. Companies just don't save everything they've ever touched for half a century, and keep it all in working condition. Where is the army of maintenance bots that are even doing this? A mere hint of this would have gone a long way.

The story has been doled out in morsels until now, and it maintained a nice running sense of mystery; now the story is coming in ever larger chunks. Apparently this whole great underground empire was the scheme of an enterprising salesman who decide to go into research and development ("science"), to a degree unprecedented in known human history. As they're in competition with Black Mesa, it probably is in the same world as the Half-Life story. And yet all this backstory is just an excuse so that you can keep on solving puzzles in the game, but not the same puzzles as you're used to. There are still areas where you are supposedly still free roaming, but mostly you are still being shunted through test chambers. And these are the original 1950s, 1960s, and now 1970s puzzles - which is as far as I got before needing to stop for a break.

I think the story writers went a little too far with the backstory, and how it affects level design. In the original Portal, when you busted out of your puzzle cage with your portal gun, things suddenly felt wild and free, like you're not playing a game within a game anymore, and that you've actually brought your previously in-game only powers out into the 'real world' (but still within the game you are playing, of course). This is a really cool sensation for any game to create, and rare. I think they wanted to match or even top that in Portal 2, but they went a bit too far. Sometimes I feel like I've stepped into another game, like Fallout 3 or BioShock. As an aside, I shouldn't know about BioShock yet as I haven't played it, but I've gotten a little bit of spoilage - I know that it takes place in some curiously preserved pocket of an earlier time.

The worst offense is in what used to be the game's strength, when you feel like you're out of bounds, outside the proscribed space, and you're running free through the ruins. Except, there are conveniently placed portal pads even here in the ruins, where testing was never supposed to take place. Who placed those pads, and why are they placed just right so you can only move on in one particular way. Instead of feeling like you're sneaking through areas forbidden to you, you feel like its just another puzzle room. Even worse, sometimes the magic voice narrator acknowledges that you got through a tough spot. The whole distinction between being trapped in puzzle space or out in the free ruins is spoiled.

The puzzles keep getting more detailed, as more and more new elements are introduced. It's all getting a lot more complicated than any puzzle that has come from modern day puzzles (Portal 1), and yet the game is trying to pass this area off as being from an older and more primitive time. Of course the puzzles have to be more difficult to keep things interesting, but doesn't that contradict the going back to the old days part of the story?

The contradiction is even worse when you hear bits of exposition in the non-stop loudspeaker announcements of the test proctor, indicating that Aperture Science has fallen on some tough times during the 1970s, what with Black Mesa stealing their research. They've even fallen so low as to have to resort to hiring bums for $60 a test session. I can excuse the whole 'competition stealing our research' notion - they have a great in-universe excuse that is Black Mesa - but how does using public citizens as test subjects make any sense? The early Half-Life games make it very clear that they have strong military backing, keeping Black Mesa labs private and secure. But if Aperture is taking anyone off the street - with additional inducements if they come back for more training - that's an enormous security problem. Which in itself creates an unsustainable security hole in-universe, and a dumb hole in the plot.

And if Aperture is still limping along even with all this cool technology during the 1970s, what kind of high-tech world must be topside, that doesn't even care about all these advances? It sounds like the surface world must have at least Jetsons level of technology, if a high-tech company like Aperture can barely stay in business. With all this tech, it makes you wonder how the Combine ever conquered Earth, let alone in 7 hours.

The best I can come up with is - that's the joke. Here's this brilliant company that comes up with tech that seems centuries ahead of the present (FTL travel, force fields, artificial intelligence, portable lasers - not to mention the portal devices are portable), yet they can't even eke out a percentage of the profit Black Mesa must be making. And Black Mesa doesn't even have half the tech Aperture Science does. Yet they went so far that the joke rings false. With this much tech, Aperture, or whatever government controls it, should have total control of the Earth. When the Combine shows up, we should be able to kick them back to their own dimension, follow them, and take over.

All this really complicates any timeline that was supposed to contain both the Half-Life world and the Portal world, and it makes me really question where Half-Life 3 can go now. I think Valve got overly distracted by the portal games, and kind of wandered off the Half-Life script.

Back to Portal 2. I'm getting really tired of these puzzles, but I really need to see now how this story wraps up. It feels like its heading for a a train wreck, but I still have faith.








(a little later)

I spoke too soon. Suddenly, it gets poignant, as Aperture boss Cave reveals who Caroline becomes. And then it gets interesting, as Wheatley reveals the AIs compulsive need to test - its what they're made for. Unfortunately, I've previously seen iconic images from Portal 2 of two small robots, one running around with GLaDOS' coloring, and another with Wheatley's, so I'm pretty sure where this is going.

(next day)

A few more hours and done. OK, so the little robots are just that, little robots. And your avatars if you play multiplayer, which I'm not interested in.

The ending was OK. If the ending of Portal was emotionally moving with a touch of funny, Portal 2 was mostly funny with a touch of emotion. I really like the part where GLaDOS gets in touch with the human side that was uploaded into her, Caroline, and makes an emotional connection with Chell (the character you've been playing), then promptly decides to delete the Caroline part from herself.

For a little while, I was guessing that Chell would end up being uploaded into Aperture's mainframe, put Wheatley and GLaDOS in the robots, and make them do puzzles until the end of time.

Thinking about the end battle, I was more than a little surprised that your portal gun reaches the moon, but why not, the beam obviously travels at the speed of light, and the moon is... white and chalky looking, like most portal surfaces are (what about all the craters?). Thinking about Wheatley floating around space forever, I can't help but think of System Shock - didn't parts of Shodan end up crashing on a distant planet, allowing her to respawn? Checking shodan.wikia.com, yep, a part of Shodan ended up on some planet along with her bio experiments, setting up the next game. I doubt Wheatley has any such capacity, but you never know, look what happened with V'Ger.

Having Chell step out into the world from the foreshadowed shed (from the very early wall videos), was mysterious yet peaceful. The reappearance of the companion cube reminds you that they're going for the funny, though, not the mysterious. What kind of world is this where personal portal making devices have been around since the 1950s? You know how technology inventions go - if there was work on portals being done at Aperture, there were probably several other places working on the same thing. Not to keep harping on how they forked off from the Half-Life world, but I don't see how they can ever reasonably reconcile this now.

Portal 2 was not better than Portal 1. The original had a novelty factor that really wows you, and you can't just re-create that in Portal 2, though they tried by adding on tons of new testing tricks. Also Portal 1 had that great double surprise ending where you escape your prison (until that was retconned away), and your dead enemy reboots itself and sings you a song (a la the movie 2001, but reversed). The end song of Portal 2 was expected, but it was just OK; again, there's no surprise factor. Portal 1 kept a sense of mystery, hardly ever revealing the world outside. Portal 2 started piling absurd exposition on top of absurd exposition, approaching self-parody, and not in a good way. Maybe I'll think better of Portal 2 after some time has passed.

Anyway, in summation, definitely worth playing once, but the original Portal was more satisfying.

Thursday, February 28, 2013

one month later... the triumph that is Portal

Another month wasted, playing AOE3. I'm not even going to pretend I'm going to uninstall it anymore. I'm just going to play something else. Its criminal that I haven't played Portal 2 yet. I feel like I should play the first one again, to reconnect to the story, and the feel of the gameplay. Its probably not necessary, but this shouldn't take long.

spoilers

It took hardly any time to get to the section where the game suddenly but not unexpectedly turns on you. Whereas it seemed like you may be part of some innocent but top-secret test during take-your-daughter-to-work-day, now maybe you are actually just a military android enduring a live-fire exercise. Which is more likely? On top of that, this is where you discover proof of your predecessors, and their state of mind. And the point at which you meet the cute and deadly turrets. A good game suddenly takes a sharp turn into greatness.

Whatever it is that makes a game great, this game has it - except maybe a well defined protagonist. Like a lot of good games, your avatar is vaguely defined, so you can project yourself into their place. This makes it opposite to things like books and movies (which is why games can be so difficult to translate to other media). Anyway, the antagonist has more than enough character to fill up the stage.

And a few hours later and I'm done; it helps a lot to have finished once before. Some of the puzzles are really frustrating, especially once you figure them out and see how obvious they were. I understand the need for the puzzles so that there's a game to play here, but I really only care so far as the story can keep moving. It's actually a winning combination. With each step forward you learn more about what happened here, and who the antagonist is, but only a little about your place in this world.

Seriously, spoilers - this is one of my favorite game endings ever, so I have to talk about it, but if you haven't gotten there yourself, remember you only get one first time.

The parallels to Shodan (from System Shock) are clear, but also to every other crazy AI, especially HAL from 2001, WOPR from Wargames, the multi-part AIs of Neuromancer and Deus Ex. A quick look at the tvtropes page on crazy AI shows a long list. Lots of references to Mass Effect, so I quickly look away. That's another game I have to get off my 'avoid spoilers at all costs' list soon. It just keeps on cropping up, and its inevitable I'll learn something I don't want to know before I play. There's only one first time.

GLaDOS has more personality than SHODAN. SHODAN was wonderfully crazy, and so is GLaDOS, but G has the advantage of being funny, even if she's not trying to be (and especially when she's not trying to be). And if that wasn't enough, she tops herself again by an act so outrageous and logical, that few games, few stories can ever top it. In a typical story, the hero struggles and wins, and moves on; the defeated enemy is usually considered dismissed forever. But not GLaDOS. Whether by her design or her creators, she does what any ailing computer should do - restore from backup, and continue on. I've never seen it so well done, and it just seems so right, it demotes all the other crazy AIs who have ever come and gone, who apparently never thought to seed backup copies of themselves in case things ever (inevitably) crashed.

And in case that wasn't enough you also get... a song. In what seems surely a tribute to the death of HAL 9000, GLaDOS sings a song not as she dies, but as she reboots. And she doesn't just sing Daisy, she makes up a song on the spot about how she is not defeated, but - in her own crazy reality denying way - meant it to happen this way so she could truly beat you. Or at least is making the best of it happening this way. It's cute, its crazy, its heartwarming and homicidal. Its awesome on many levels, and it doesn't hurt that the game makers brought in a talented musician (Jonathan Coulton) to do the job.

The total package that is Portal sets a high bar. I've heard that Portal 2 is at least as good, and in some ways better, so I'm trying to keep a lid on my expectations. And this weekend I'm going to find out for myself.


Wednesday, October 24, 2012

what's next

After such a heavy game as System Shock 2, I don't feel like going right into another classic, like Planescape or Thief. I'm still editing my review of SS2, and reading back through the old archives. I guess I'm still digesting it, even if I'm not actively playing it or thinking about it. I guess I want a digestif of sorts, something mindless I can play for a little while, before the next heavy course.

I play some TF2, my perennial fallback game since the 90s, always a good way to kill some time. Maybe I should give Grand Theft Auto 4 another try? I'm trying to remember why I didn't finish it the last time. I think the controls were poor, and overall it felt like a bad console port.

In other projects, I had another gaming blog once, in the early 2000s; I'd still like to bring that forward. I also need to do a more complete audit of all the gaming boxes in the attic. I noticed in my most recent round up, I didn't include Homeworld, and I know I have that upstairs somewhere.

Speaking of boxes, I was all set to throw out my System Shock 2 box, then I checked Ebay and found similar boxes selling for $30 plus. If its the same version as I have, it might just be worth selling. Better someone else have and enjoy it; I'm never going to play it again.

Tuesday, October 23, 2012

System Shock 2: review

If System Shock was a handful of raw inedible peanuts, then System Shock 2 is a handful of delightful roasted peanuts. Which makes Deus Ex the transcendent peanut butter in this analogy.

I'm still stinging a bit from the ending, with its crass winks at the viewer, but it is fading quickly. It feels jarring because of the urgent and dire atmosphere, which is suddenly broken with silly Hollywood-style cliches. It's like being immersed in Lovecraft, and then suddenly Freddy and Jason stop by. And then you're back at the main menu, dumbfounded. For lack of anything better to do, I check the credits. An unexpected train wreck, which was fun for the crew, but its even more disturbing on another level. Curiously, the goofy ending and credits do little to distract from the majesty of the game.

I'm glad I don't have to just say this old classic was great for its time, as it is still a good game for today. While System Shock 2 doesn't look like it to belongs to the modern era, it actually marks the start of the modern era. Some day, some other game will start a new era of first-person role-playing games, but right now we're still living in System Shock's world.

I'm also very glad that I no longer have to avoid conversations and spoilers about System Shock. I should have played this years ago.

Monday, October 22, 2012

System Shock 2: finish

Time to swap out saves, for probably the last time. Looking at the map, this supposedly small defense ship has 8 levels. Maybe this will take a little time.

I remember now where I left off. I'm fighting the enemies big guys now, rumblers and heavy warbots, at the same time. First encounter I got lucky and killed a warbot which exploded, nearly killing the rumbler. Then I made some mistake before saving, so I had to go back. Now I'm trying to reproduce my beginner's luck, and its not going so well. Oh well, time to spend some ammo.

Interesting, going back through some logs, Shodan says "you are my avatar". I wonder if that's going to mean literally.

More logs... Delacroix is trapped in Cargo Bay A. I guess that means back in the Von Braun? I don't know if I can even backtrack to there. Getting lost, not sure how to even get back there. OK, it looks like I need to head for the shuttle bay. Wait, no, there are two cargo bay A, this can't be it. But the Rickenbacker map doesn't show any cargo bays. I try to read hints, but I can't get much out of it without getting near spoilers. Oh, ok, I've already found D's body, and read her warning. Reloading to where I was.

Another weapon upgrade - again I'll put it on the grenade launcher.

Another security box for Hack level 6. Where are the upgrade kiosk's on this tub?

Game says go to Pod 2. I follow Pod 2 signs on floor. I've been here already, nothing is different. Checking hints... its the torpedos? And there's a puzzle to move them? What? Oh crap I see it now. There's a corner with a ladder sign, and a broken ladder on the floor. I already played with the torpedos before, and found that the buttons raised the torpedos. I should have seen this, feel stupid, solve puzzle.

Shodan is getting creepier. I think she likes me.

Finally, a tech station. I can upgrade Hack to the max. I'll also take a point in Cyber affinity. And I'll take a point in Agility. And its cheap, one more point of Cyber affinity. And maybe some Endurance.

I found a shotgun; might as well keep it for clearing garbage enemies.

Gravity is reverse; the floor is now the ceiling  I love it right away. Why haven't we seen more of this by now?

Well, at least I know for sure now why Polito/Shodan could see through my eyes - she had my memory wiped, and cybernetic implants emplaced.

Shodan's threats and promises are fun, but it would have been nice to see her take a more direct hand in my progress. Like, for example, hacking turrets and bots ahead of me as I go, taking out masses of enemies, etc. A few fun examples would have gone a long way towards making me feel like I need Shodan more than I do now, and explaining why my character is so compliant. Basically, make me need Shodan more viscerally.

The Many have grown around the two ships, preventing them from separating. A biological species with a super-intelligent center, rapidly breeding itself through space. Well, this explains where the Zerg came from.

Last OS upgrade machine. I'll take ranged weapons.

And for the last part of the game I'm in some alien environment. Like Half-Life.

I'm really in it now. There's no way back.

I like seeing the Von Braun being digested, so much worse than just being destroyed.

Who thought I would ever see a working recharge station again. Its almost certainly the last. And one last vending machine, selling both kinds of long gun anti-personnel rounds. Time to stock up.

Last chance for upgrades, might as well up my fighting stats.

That's it. I'm all in. Spent my last cyber modules, and all my nanites on bullets.

Oops, I soon find a locked crate, but I can't hack it without nanites. Oh well.

A psi reaver? Why did it reincarnate after I killed the nearby brain? Or maybe I'm thinking of psi projections. Anyway, I hope it stays dead now.

A corpse that spawns an infinite amount of wasps? Cheap.

I'm lost. Hints... Looks like I missed an exit in the radioactive pool.

Ooh, platform jumping, my favorite.

Wow, killed a rumbler with nothing but shotgun pellets. Thank you little air puffing thingies.

Well, that's it for my EMP rifle. Not enough repair skill to fix it.

Why is the game still feeding me cyber modules, at this late date?

I'm in the land of giant annelid orifices - where to?

OK, found the brain. Killed the little brains. Ran away to reload - now I'm stuck in a wall!

Tried again, running in circles using speed boost, trying to get out so I can killed the floating brains. Then come back and finish the job. Keep making mistakes. I'll try again later. This is clearly the spot I saw in an early cut scene.

Got frustrated. Real life called me away. Trying again.

OK, I'm going to rewind a bit, back to the point before I jumped down into the big pool. I've never had to use key binds until now, but I think they could help. When running around in a big circle, I don't have time to look in my inventory. Use medical hypo/kit are bound to h and Shift+h, that's fine. I need to bind speed booster, can't bind to function keys, so I'll use the g key. I know even looking at this list causes a bug, so off to the Mod program to fix.

Time to use those batteries I've been hoarding to charge up my armor and implants. I take stock, have plenty of healing, but only 10 speed boosters. The speed is what will allow me to run rings around the central brain, while lobbing whatever I can into it. But first I have to make a run to take out all the sub brains, before I can kill all the floaters. I need to ignore the two rumblers, because they will just make more; ideally I should kill one and leave the other wounded. I tried doing all this on 10 speed boosters and didn't make it.

It also turns out incendiary rounds work best. But I haven't focused on collecting those; I didn't know. So, I'll give it a decent try or two, but if it doesn't work, I'm going to use the cheats to give me more fire rounds, and/or more speed boosts. I didn't come all this way, just to have to go back hours in gameplay to have the right equipment.

OK, no problem, strategy mostly worked, except I wasted a fair bit of ammo. Interesting - usually when you kill a boss, and especially the end boss, the minions stop coming, but here they ramp up fast. I jump down the hole, to Shodan's sudden but inevitable betrayal.

Nice homage, but it reminds me a litte of that scene in Max Payne, where he's walking around in his memories... oh wait - this game came first!

Finally, done. I got the chance to use up those ICE picks I've been saving.

Of course, I expected Shodan to make counter-offers at the end. But I did not expect the ''it came from the 80s'' type ending.

Time to reflect now, and then later to review.

Saturday, October 20, 2012

System Shock 2: much progress

Moving into a new (and final?) level, the Rec level.

Wow - what appears to be a real live walking talking NPC. In early FPS you are always alone, and always need to shoot everything that moves. But so far these NPCs are still largely scripted and moving on track; they're not really interacting much with you yet. More interactive NPCs in this type of game are still a few years off.

You know you're doing the devil's work when your goals and Shodan's are aligned.

Finding a recording, I am reminded that I am supposed to be an amnesiac. Another character was told of an armed and equipped UNN operative on board the ship. I guess that's me, but when was this particular recording made? Am I supposed to be right on the heels of other survivors?

The ambient noise in the casino is creepy, but not they way they intended; it sounds like the fake laughter in a carnival haunted house.

Sim-Love... really? I feel like I took a wrong turn and ended up in Duke Nukem.

Cool, another OS Upgrade machine; its a good time to swap out my saves.

I could be taking more screen caps, but there's nothing really pretty here to look at. Most of the good stuff comes out of the net result of the atmosphere they are creating, not the visuals.

Anyway, back to my OS upgrade. If I could play through again, I wouldn't take Pack Rat, now that I know what's good, and I can see that cacheing items in a safe place is no big deal. Then I wouldn't have to be choosing between +35% melee, +15% firearm, or double cybernetic implants. If I could have the melee bonus but on firearms it would be a no brainer, but for that little bonus neither looks good. At least double implant sounds interesting, and I've got a whole bunch of implants to choose from now.

You can not equip duplicate implants! That sucks.

Finally, a recycler, been waiting for this one. Well, its not that good. But at least I can recycle some of this crap I've been hauling around.

Now what is this section supposed to be. It's the same old square everything space, but everything's green and squishy. Is this supposed to be some sort of garden? I guess so. It doesn't work for me.

Oh cool, you can recycle booze. Now I finally have a use for it. Like most things, the conversion rate is poor, but its something. And I'm really cleaning up this messy boat.

I'm really picking up the pace, just running through areas, almost recklessly. Kill enemies, loot them, shoot out the defenses, hack and repair everything, keep moving. The game really likes to let you enter a new and interesting room, get distracted by a psionic ghost show or something, and then have enemies spawn right behind you. Wasn't that already a cliche, even in the late 90s? It destroys atmosphere, and that's always unforgivable.

Advancing now to crew quarters. I have more cyber modules than I know what to do with, but I'm starting to run low on ammo. I can always backtrack and buy more, if I need to.

I meet my first Rumbler; he falls easily to rifle anti-personnel rounds, but I think I got lucky. I'll take a point in heavy weapons. Actually, its really cheap, I'll take 3 levels. Now my inventory is full of grenades, but I need to know what works.

Why am I restoring the lights to the basketball court, while the fate of humanity hangs in the balance? Oh yeah, have to turn on this transmitter and warn humanity. I like this the more I think about it. Between Shodan's commie hippy daughter, and momma Shodan herself, I don't think anyone on this expedition has much time left. Best to warn the folks back home.

I've collected the codes from various paintings, not sure what order to enter them, I try a few variations. I could spend an hour wandering around the ship for more painting clues, or I could check for an online hint... ah, I did miss one of the 4 codes. I don't feel bad for avoiding busy work at all. Its still a risk that I might spoil some story element though, so I really shouldn't have gone there. But it turned out OK.

It feels like I'm near the end. Big decisions are being made, over who will live and who will die. I buy a shit load of bullets. But I don't spend my last nanites on this; who knows where we're going. Maybe I'm going to have to go through a whole series of levels on the next ship.

Later...

I'm in the game now. I'm thinking about it even when I'm not playing.

I can also feel we've crossed a line. It's not just that the self-destruct sequence has been initiated. There is this overwhelming feeling of collapsing possibilities. Decisions are being made, actions are being taken; this is going to have to end soon. Chess pieces are being swept off the board with increasing speed.

On a practical level, there is this feeling of not having to hold anything back. There's no later to save up for. It's time to use anything and everything you got, or lose it all. This is a credit to the game creating a sense of urgency, something very difficult to achieve in a game where you can save or pause anywhere. I feel like I have to hurry, and it feels real.

I hardly ever noticed this UI element consciously, but when you open something your mouse pointer is automatically moved to whatever items are in that container. Its appreciated.

Found a couple of crates that require Hack level 6. I would buy the skill if there were any stations nearby, but I'm not backtracking now. I do wonder what is in them.

I have crazy amounts of cyber modules. I'll max out Energy Weapons. And Heavy, too, why not. And I'll drop my last weapon upgrade on laser pistol.

Its weird to be backtracking even a little bit, now that I've gone so far.

Its not efficient to carry the shotgun anymore. I'll drop it off at my weapons cache. More backtracking, as Shodan is having me go all the way back to Engineering.

OK, so I'm at the engine core, at Shodan's behest, but I don't know what I'm supposed to be doing. I found a huge cylinder with keypad, tried every code that seemed reasonable, still nothing. Time to check hints. OK, didn't have to go far to reveal my laziness - there's a place to climb down that looks empty, but has a tunnel. No, that's not it, either. It has to be the tower with the keypad. I must have forgotten which keycode to use. Back to hints... OK, I got the code. I probably should have paid better attention to the codes, but the in-game notes have done a good job so far remembering them for me, and now it got a bit confusing. Laziness as a form of cheat.

Yet another message and... of course, pride was at the center of the fall in this expedition.

Shodan's to-do list never ends. Blow up some shuttles, kill all the black pods, go get my dry cleaning, etc. I'm in the game, but not so much that I can't stop. Time to call it a night.

Red Dead Revolver (2004)

2025.09.03 Part of the  Red Dead series . Doing a watchthrough before moving ahead to Red Dead Redemption. Watchthrough choices on YouTube, ...