02 October 2014
|"Aw, Hell, yeah!"|
1. Everything is an improvement.
The first Velocity game had a straightforward, NES-era sensibility to it, reminiscent of games like Metal Storm or Contra. The art direction and level design was simple, some might even say bland or samey, and enemy variety was a tad underwhelming, but it was cohesive and solid, everything fitting together perfectly. On top of that, it had very tight controls and unparalleled gameplay. It was almost perfect, hardly feeling like a Playstation mini.
Velocity 2X might seem like it does very little to build on its predecessor, with many changes so subtle, they can be easily missed, and it's doubtful many will appreciate them. The artwork is still overall minimalistic with its textures and color palettes, but many levels have such fine details and subtle touches (like waterfalls that surprise you with a sense of height) that it's easy to get lost in the sheer beauty of certain spots.
2. Gunning and running.
When I first saw the screenshots of the "on foot" segments, I was a little bit worried. It seemed like the step the folks at FuturLab took off the ship was a timid, cautious one that played it safe and checked with its neighbor. Frankly, it looked like an endless runner. Don't get me wrong, that would have made sense, and I love many of those games like Jetpack Joyride and Canabalt, but it would have felt like a token gesture toward expanding on the original concept. Luckily, I was so very wrong and I couldn't be happier about it. It is, in fact, a fully-realized sidescrolling platforming shooter with puzzles and exploration. There's even some combat and physics thrown in for good measure. It reminded me of Major Havoc with a touch of Metroid, all with the slick polish of WayForward's Bloodrayne: Betrayal. Kai Tana has extremely fluid and graceful animations, whether it's leaping across a disintegration field or firing her palm blaster (which makes me think of Vanessa Z. Schneider from P.N.03, a stylistically similar title I also happen to love) or even waiting for an elevator.
3. That certain... I don't know what.
Actually, I do, but it's a little hard to describe. The short, crude version of it is: it makes you feel like a badass. Word is that the development team had to insist on a female lead even as far back as the first game, when we never left the ship. I, for one, am glad they stuck to their guns and delivered an awesome character who manages to be dead sexy, and does so on her own terms. When you're standing in a chamber of crystal deposits firing that hand cannon in a circle, shards of glass and debris falling all around you, it's hard not to let a smiling, "Aw, Hell yeah!" escape your lips. Before long, you're taking down Vokh patrols like it's second nature. You'll be flinging bombs at switches and turrets like you can see the future. You'll have distributing telepods down like a science. All, this, and you'll know it's you doing it, not some contextual action script set to Quick Time Events or button-mashing. That's a hard feeling to achieve, and this game nails it.
What doesn't work
1. The side scrolling stages have room for improvement.
It was often difficult to use the teledash while jumping or falling, and it would be nice if I could simply tap the screen rather than aiming exclusively with the controls. It would also be nice if your telepod inventory was separate from those you have for the Quarpjet (there's a notable size difference). I actually managed to just about break the game because I didn't realize I'd used up all my telepods back on the ship and got myself stuck. Of course, I could probably have backtracked to the ship, but since I didn't realize the inventory was shared, I thought it was a glitch. On that note, while the idea of the telepods to get through narrow hazards is great, it felt like I was having my hand held for far too long. At various points in the levels, there are these pads you're meant to stand on and aim your telepod at. I could understand these in the level wherein you're introduced to the mechanic, but having them throughout the game feels like there's no strategy to it.
2. Speaking of telepods...
While micromanagement of telepods is vastly improved, namely the fact that you can retrieve spent pods through the map screen, the "shortcut" of hopping over to the last pod dropped by double-tapping the triangle button is a surefire way to get innards smeared across a bulkhead. At least two out of three tries caused me to drop two more pods where I stood. That double tap has to be just perfect, and I could never do it on command. The sidescrolling stages didn't have this problem, which makes me wonder if this could possibly be a runtime issue.
3. Speed Pads Are Worthless.
Velocity is a thinking man's shooter. In a game that already invigorates its genre by favoring pre-planning and exploration over twitch reflexes, having parts that railroad the player onto a fast track feels tacky. What's the point to the thrill of the added speed if you've got to be that much more alert with your teleporting? It's not even as though they're placed in strategic locations that would give you the best of both worlds if you were quick thinking enough to hit each one in rapid succession. To be fair, toward the end, one mission had them placed so close to upcoming walls that I had to resort to the old control method of teleporting, which was admittedly a nice touch. Still, I'd rather speed pads have been part of the DLC or bonus missions.
4. Mission 42 became the bane of my existence and nearly led to a ragequit.
As great as touch controls are for teleporting across the map, it's not half as precise as it could be. I was convinced I'd found a bug because no amount of tapping could get me into a space after deactivating its force field. I restarted the level twice before I found out, practically on accident that the actual "'portable" area in the space is so small that even aiming the cursor with the analog stick felt like threading a needle on the roof of a speeding train.
But my absolute biggest gripe...
5. The calculator is not scientific.
I mean, come on, guys. You know the Vita can handle it. Hell, the PSP could have done it (though the lack of a touchscreen would make things a bit tricky). I'm not looking for graphing capabilities or currency conversion or reverse Polish notation, I just want to know the spirit of the great warrior shaman SoCaToah is watching over me wherever I take my Vita.
What I'd like to see next.
By favoring exploration, Velocity solves the problem of the Vita being widescreen. In typical SHMUPS, the gameplay favors verticality, with many arcade cabinets having their monitors mounted sideways. Velocity, meanwhile, started on the PSP, and therefore added a more pronounced X-axis to the movement repertoire. That said, I would love to see a version of Velocity that favors a vertical screen, namely a smartphone. Between Playstation Mobile and Playstation Now, I'd really love to see what Futurlab can do with more visual real estate.
Cooperative play may not be any sort of a game changer, but it may be a fun idea to explore. As a fan of The Last Starfighter (which, given some of your alien companion Ralan's lines, I think the developers are, too), it would be a great exercise in teamwork to relegate flying to one pilot with weapons and teleporting to a co-pilot.
01 October 2014
I don't begrudge anybody for their efforts in these endeavors. I'm no better on a lot of levels. However, I like to think I seek attention responsibly, treating others as individuals, taking a rational approach to earning respect, trading value for value, and only dispensing charity and favors on my terms.
What I do take issue with, what absolutely torques me rusted beyond a mere pet peeve are the people who think they're being fair about seeking attention, but could not be more vapid and hollow about the whole thing.
I'm going to describe a profile for you, and I want you to guess what kind of person I'm describing.
Complete absence of a real identity. Check.
Transparent statement of agenda. Check.
Going to this person's page revealed little more than a handful of rather uninteresting selfies, a few complaints about living with her parents, and an assortment of trophies atop a dresser. That last detail really crystallizes the whole situation. It's so goal-oriented that it doesn't' merely marginalize the process of reaching the goal, it negates it.
20 September 2014
17 September 2014
I only found out today that my policy of one post a month (whether I've got anything or not) hasn't gone so hot, as I've managed to give August a complete and total miss.
In my defense, it's not for lack of trying. The Blogger mobile app is in serious need of fine tuning, the kind it's not likely to get given Google's focus on Plus. I tried to post links to a journal I'd been keeping on Evernote. The post could not be published because of some issue with the attached photos. I meant to try again on my laptop, but simply forgot about it.
Still, it's not right that I neglected this page. Fortunately, I've got a game review in the works, as well as a short story I may post here depending on how I decide to distribute it.
So, terribly sorry for the dull "status update" sort of post, but it's only because I've been genuinely busy with my other sites. This negligence will be rightfully rectified.
28 July 2014
Okay, yeah, the door being held open by a crowbar is kind of a big screw-up, but using the antiquated computronics is actually rather a stroke of genius and lateral thinking. There's some joke in hacker/computer geek circles that the US Army has the most secure computer network in the country entirely by virtue of the fact they haven't upgraded it since 1992, so not only is most of it offline, but hardly anyone works in it primary programming language, and there's so little RAM to go around that running a virus would likely crash the system before it did any real damage.
Also, bear in mind the US Army had its ass handed to it in Vietnam by farmers with sharpened bamboo sticks instead of sensible footwear.
Anyway, going back to the silos...
Because the floppies are so prone to erasure from interference, they have to be stored very carefully. Removing them or tampering with them would likely corrupt them, making them useless. Considering the way Mutually Assured Destruction is supposed to work, I feel very comfortable knowing our nuclear missiles are most likely to do absolutely nothing. Optical media may not be indestructible, but their relative longevity compared to those disks makes them a liability. In other words, "this message will self-destruct in five seconds."
As for the computers themselves:
Keep It Simple, Stupid!
Those computers aren't exactly versatile, but the one thing they're literally built to do, they do fine and dandy with a cherry on top. There's a reason why people marvel over their old Atari consoles still working while XBox360s get made the butt of jokes for their Red Rings of Death.
Richard Garriott, the creator of the Ultima PC games, said in a recent interview that while aboard the ISS, a daily ritual was to reboot the PCs running Windows to reduce their chances of crashing. Similarly, the computers aboard the Space Shuttles had about as much processing power combined as a Blackberry from 2002, but the R&D and Quality Assurance behind their construction is without question because they are made to work. Your average desktop PC has to be a kind of Jack-of-all-trades/master-of-none, but these are purpose-built machines that don't waste time, space, or energy they don't need for their primary function.
So, frankly, I think all this uproar about old tech in the private sector is unbearably naive and you should all be ashamed of yourselves. As penance, dig out your old GameBoys (or get one if you don't have it anymore) give it a warm, loving kiss, place it on a pillow, and tell it how grateful you are its processing power would have been overkill for the Apollo missions.
16 July 2014
For the record, I take no issue with Thor being a woman. I am, however, puzzled by the decision, and worried about its implications.
1. The last time Marvel did this was with Ghost Rider, when sales dropped and the book was in danger of being canceled. It did not help. In business, this is called the glass cliff. It's a kind of "last resort, pandering while thinking outside the box" sort of synergistic effort in which a business that's not doing well will promote someone they wouldn't normally give the job to, the hope being either 1) They turn the company around, and they get to look progressive in the process, or 2) The company fails, and they get the protection of being able to say, "We tried the woman, and the woman didn't work out. Oh, well... Que Sera Sera." Speaking of intentions...
2. This is where matters get really touchy, so let the record show this a very broad generalization with a lot of assumptions which are most likely wrong. When a fictional character typically portrayed as white and male gets a race or gender swap, there's an issue of "why/why not?" that inevitably comes up.If the decision to make Thor a woman is "Because we can, so there!" Then it's arbitrary and therefore token, a stunt (see point 1). If, however, there's meant to be a greater significance to Thor being a woman, a comment on gender roles or a criticism of women in western mythology, then the risk is that the message overshadows the medium, Thor the character being traded in for Thor the statement. Granted, there's nothing wrong with that, Wonder Woman is a similar kind of statement, but she's also an interesting and compelling character in spite of the socio-political connotations attached to her. Similarly, when it came to Loki...
3. When Loki became a woman, it was in Lady Sif's likeness (she'd been killed in a recent story arc) to taunt Thor and play on his feelings of guilt. In other words, there was an in-narrative reason for the change that was in line with the original character, not merely a swap for swap's sake. Speaking of Lady Sif...
4. The comic Thor actually has a surprisingly good batting average when it comes to gender representation. There's Lady Sif, Amora the enchantress, Hela of the underworld (Loki's daughter), Brunnhilde and her Valkyrior troops, to name a few. Really, it's not like Thor was hurting for female characters, apart from a touch more variety outside of a love interest for The God of Thunder.
5. The idea of someone else being able to wield Mjolnir (by essentially the law of averages) was already explored with Beta Ray Bill, which makes the passing of the hammer seem all the more token. Thor doesn't work nearly as well as a legacy hero compared to, say, Green Lantern or The Phantom or even Batman (Knightfall, Beyond, Incorporated...).
6. What exactly will this mean for the films? It wouldn't be surprising if Tom Hiddleston passed on the role to Jaimie Alexander since there's a precedent for it in the comic. However, while we don't know the context for this change in the comics as of the time of this writing, Chris Hemsworth's commitment to his role plus the task of finding someone to take up the role in his place (given what a hard time it's been to bring Wonder Woman to modern audiences), it would make more sense for Marvel/Disney to leave the comic to its own devices and maybe consider following suit if the movies were to show a drop in box office returns. Given how the films have fared thus far, that sort of change would be years away even in the worst case scenario.
7. Does all this have anyone else thinking of the Silicon Knights' game Too Human, or is that just me?
As I've said, it doesn't bother me in the least that Marvel wants to make Thor a woman. It's piqued my curiosity, and I think it could be pretty cool. I simply wonder piquing interest and looking cool is all that's gone into the mission statement behind this venture. If so, that will be sad, so here's hoping I'm wrong.
13 July 2014
Before I get a bunch more questions like "what about __?", my opinion is the same: socialism has no place in for-profit business and hobbies
— Buckley (@ADoseofBuckley) July 13, 2014