Heading West

Originally Published 8 March 2011

Last week, I fired up my 360 and decided that I wanted to play more Dead Rising 2. I’d mostly played that game to death, though, so I decided to instead play Case West. Case West is a standalone DLC / epilogue to the Dead Rising 2 storyline. Because of its status as an epilogue, expect unmarked Dead Rising 2 spoilers below.

At the beginning of Case West, Chuck is fighting off a zombified TK. Into the scene enters Frank West (he’s covered wars, you know) carrying a baseball bat. After saving Chuck, Frank quickly realizes who he’s just saved and questions Chuck about his role in the zombie outbreak in the city. Chuck still needs to clear his name, so he and Frank team up to go to a nearby Phenotrans (the Dead Rising universe’s Umbrella Corp) facility.

Said facility supposedly has a contact that Frank had been working with to get inside information on Phenotrans to help expose them. Chuck goes along under the assumption that the facility might have evidence to incrimination Phenotrans for the Fortune City outbreak and to help clear his own name.

Gameplay in Case West is mostly identical to that in DR2. The main difference is that there is an ever present CPU (or coop) companion in Frank. Mostly though, he just distracts enemies. This function turns out to be vitally important, however, due to the very large number of non-zombie enemies who carry firearms. Although there were some such enemies in the main game, Case West is quite full of them and they are a major source of unfun in Case West. Since being hit by an enemy, even by an attack that doesn’t cause you to actually lose a hit point, causes you to drop any two-handed weapon, their long-range machine guns quickly become the bane of Chuck and Franks’ existences as you’re dropping weapons or having attacks interrupted. This is especially bad in the “zombie pens”–one of the largest rooms and one often used for transit between other areas–because these gun wielders are numerous and in areas which are somewhat isolated from the main travel paths.

At the very beginning I was confused by Case West. Although I’d beaten DR2 multiple times, I’d always gotten Ending S (the best ending, at least based on PP reward) because it is so easy to get. It turns out that Case West begins from Ending A (the second best), instead. This seems to me like a strange shift since Dead Rising 2 seemed to follow from the best ending to the original Dead Rising. Before I learned about that decision, I was wondering why the game made no references to Chuck’s daughter or love interest and was completely at a loss for why Chuck would abandon them to go off on a jaunt with Frank.

Overall, I wasn’t that impressed with Case West. The human enemies detract from a lot of the fun and the plot really doesn’t do much for the series as a whole–it’s basically just a setup for a sequel.

Dead Rising 2: Case West: 0

 

Kim’s Ending is the Best

This was originally published as part of a game roundup on 28 February 2011.

I played Scott Pilgrim: The Video Game on the 360. This made me nostalgic for The Simpsons Arcade Game which is a fond memory from my youth. I thought it played very well, but the game was a bit unstable. I suspect that Adobe Flash is to blame for this. Regardless, it was solid and I’d recommend it.

Scott Pilgrim Vs. The World: The Game: 1

I like to play it like Golf

This was originally published as part of a game roundup on 28 February 2011.

Once the novelty of being able to summon Cthulhu wear off, Scribblenauts is rather uninteresting. Almost every level can be beaten with a half-dozen or fewer common objects. My eventual strategy was to start almost every level by summoning a black hole and probably a few lengths of chain or rope. So much for “thousands of unique objects”.

Scribblenauts: 0

The M stands for Mother, Apparently

This was originally published as part of a game roundup on 28 February 2011.

I was deeply conflicted about this Metroid: Other M. Fundamentally, the gameplay here was quite good and it played enough like the old 2D platform games to really keep me hooked. The real issue, though, was the new characterization of Samus. She went from the strong “silent protagonist” type to something else entirely. Others have written extensively about the themes of psychological abuse that can be read into the story (without trying very hard, either), so I won’t rehash them here. Unfortunately, it feels like this game really damaged the Metroid brand and that is something that can’t be forgiven.

Metroid: Other M: 0

Communism: Now with more Psychic Powers

This was originally published as part of a game roundup on 28 February 2011.

Although I have been a longtime player of the Command & Conquer series (I had the original C&C for DOS), I had never gotten around to playing Red Alert 2 until just recently. I had obtained it back in college with a set of “Laptop Games” which I bought in order to get the expansion to Sid Meier’s Alpha Centauri. Considering that the game is over a decade old, it has aged very well and was still full of the old C&C charm.

Command & Conquer: Red Alert 2: 1 (but you don’t really need me to tell you this)

See, I would have included Celes rather than Terra

This was originally published as part of a game roundup on 28 February 2011.

What happens if you combine a fighting game with the grind of a Japanese-style RPG? Answer: Dissidia: Final Fantasy. On the other hand, the game is perhaps the most cinematic fighting game that I’ve ever played, but I’m not certain that that is enough.

Dissidia: Final Fantasy: 0

Monkeys…Monkies…something like that.

This was originally published as part of a game roundup on 28 February 2011.

The Secret of Monkey Island is a classic adventure game. Unfortunately,  badly clued games have somewhat gone out of fashion and, even with the graphical update, I found some parts to be arbitrary and frustrating. I’ve yet to finish the second game for similar reasons.

The Secret of Monkey Island: Special Edition: 0

Meet the New Vegas, Same as the Old Vegas

This was originally published as part of a game roundup on 28 February 2011.

Fallout: New Vegas feels a lot like a total conversion mod of Fallout 3, mostly because it kindof is. I thought that New Vegas did manage to give somewhat more freedom to the PC by giving real choice about endings and removing any “invincible” or “essential” NPCs (something that Fallout 3 had many, many of). Those choices gave the game a greater sense of weight than I thought Fallout 3 had. Of course, many of the engine bugs from Fallout 3 persist, but I’ve long since forgiven them.

Fallout: New Vegas: 1

Music is Insufficient

This was originally published as part of a game roundup on 28 February 2011.

The Polynomial was a pickup at one of the Steam Xmas sales. Basically, you play in an X-Wing style space shooter with a universe procedurally generated based on music. It sounds cool in theory, but turns out to be mind-numbingly boring after about 20 minutes. All the levels are essentially identical–even with radically different music used to generate them–and there never feels like any point. It would make a nice visualizer, but it is anything but a good game.

The Polynomial: 0

It’s amazing what you can get Flash to do these days…

This was originally published as part of a game roundup on 28 February 2011.

I actually got Machinarium as part of the Humble Indy Bundle a while back, but only recently got around to playing it. Despite it being an adventure game very much like Monkey Island above, it manage to feel somewhat less arbitrary and had an internal hint system that made it feel like I wasn’t cheating just because I couldn’t figure out which object to rub against which other object. Also, the fact that it manages to tell such a compelling story without any dialog was rather impressive to me.

Machinarium: 1