I would love to be writing more about the Austin GDC that is quickly approaching, but all things have their time and place. Activision’s The Bourne Conspiracy is here and now.

Activision's tips on avoiding the draft

Activision's tip on avoiding the draft

 The Good: Per my post about Bioshock, I played through this game as a Trainee (easy) and still found moments of solid challenge. What the fighting lacked in combos, it more than made up for in QTEs (Quick-time events). The QTEs truly resonated with me for this style of game because for the few hours it took me to play through the levels, I felt that I had the quick, decisive nature of Jason Bourne from the movies (not the books…dear Lord, not the books). In the middle of tapping the triangle and square buttons to deliver brutal punches and kicks, you have mere seconds to tap the correct button during a QTE to stave off an opponent’s vicious attack. If you fail, you don’t necessarily die (unless someone is shooting you), but you do suffer a hard knock to your health meter and in a fight with a boss, that health meter needs to last.

And. The boss fights = greatness. After the first two or three, you know what to expect, but they’re never over-the-top. Simply put, a man in a position that requires him to be better than the men below him is harder to beat than the men below him. Or maybe that wasn’t so simply put. Eh, figure it out.

Lastly, the movie-to-game adaptation is handled better than I’ve seen in most games like this. I’ve seen the movie. I love the movie. But the game flashes back to missions Jason ran before the incident on the boat left him for dead in the Mediterranean Sea. Thank you, Ludlum group, for allowing Activision some artistic license to create an entertaining back story and fresh scenarios that were unpredictable.

The Bad: Not a lot to say here other than the controls were a bit quirky. Okay, in all fairness, after my first hour of playing, I was tempted to put the game down due to control-induced frustration. When sprinting through gun fire, Jason Bourne – a $30 million perfect weapon – runs like Mike Myers’ Philip the Hyper-Hypo, run and jerked to a stop…into boxes, fences, cars or anything else that gets in his straight path. I was finally able to come to terms with it later when I realized the shooting was made a lot easier through the “Bourne Instinct” (aka Spidey Sense). Just take cover, pop up and shoot. If you want a headshot, move the crosshair up a hair.

Overall: Play it. With the slowly growing library of games for this console, it is definitely worth your time.

Perhaps a bit overdue, but nonetheless, here we are discussing the upcoming Austin GDC! Not sure what others are hoping for, but as this will be my first official conference to attend, I am…giddy, for lack of a better word. The Writers’ Track alone looks amazing, not to mention audio portion and other key guest speakers.  Personally, I am looking forward to the speech: Endgame: How to Build High-End Gameplay for Your Most Devoted Players by Damion Schubert, Bioware, Austin. So, maybe I’m a little biased about this one because I absolutely love Bioware’s products, but it’s nice to know that the company does think about its most hardcore fan base (“They love me. They really love me!”).

And on to some (not all) of the individuals that I am eager to meet.

First up: Rhianna Pratchett. Not only is she the narrative designer for the upcoming Mirror’s Edge by EA Digital Illusions, she put the “bad ass” in Nariko from Heavenly Sword. Plus, she has all but promised me a quick Q&A session – more than likely nothing you haven’t read elsewhere, but I’ll be the one asking the questions. (Insert evil, maniacal laugh here…unless you are Rhianna Pratchett, in which case, you should have only read the first two sentences of this paragraph)

When I think about you, I touch myself...Get it? Get it?!

When I think about you, I touch myself...Get it? Get it?!

Another presence that I’m looking forward to is Austin’s own Susan O’Connor. Okay, I’ve devoted two different blog entries to Bioshock’s amazing story so, all of that applies here. Now. To this woman. ‘Nuff said.

Richard Dansky’s workshop is another one pulling me. I’ve actually spoken with him briefly on the phone once, so…I don’t really know what that equates to, but it’s out there now for the record. Can’t I just be excited to meet people in the industry without having to qualify it all? Who are you to judge me? (grin)

That is all I have for now. If you’re going to be there, be sure to stop by the Writers’ SIG Booth as I will more than likely be there most of the time. And say hi to me. I would like to meet my two or three readers!

Repetition ingraines the idea

Repetition ingrains the idea

Bioshock Revisited

August 4, 2008

And like that, a week has passed since my last entry. It doesn’t seem possible, but between trying to beat Bioshock on the hardest setting (got the “good” ending…more on this later) and reading Twilight by Stephanie Meyer (a little too feminine for my taste) and work, I guess a week’s worth of time can be accounted for.

So, to keep with the theme of my blog, I present my final thoughts on Bioshock for PC. Overall, a great game…so great, in fact, I may have to change my gaming mantra, which is to always play a game on its hardest difficulty because more than likely, I won’t play it again. I think I will now play games on their easiest difficulty to save time and frustration. If I find I need more of a challenge, the game SHOULD allow me to change at any point (Are you listening 2K?). This said, I probably won’t play Bioshock again, regardless if I had played it on easy, simply because it freaked me out. I can’t take the anxiety and overall constant state of heightened tension these types of games put me through. Kudos for being able to do it, but…yeah, not for me. This does put a damper on my excitement for Resident Evil 5, however. 😦

 

I can’t say enough about the storyline…or maybe I could, but I won’t. Play this game if you haven’t already! The way things are handled with controlling the story while allowing players the illusion of freedom is amazing. And the few times you do lose control of your character, it gives you enough time to sit back, watch a quick interaction (NOT A CUTSCENE in the original sense) and force your heart to slow its BPM.

As for the ending, it was solid. Not long enough for my taste, but solid.

Short endings are for 8-bits...and even they had bikinis

Short endings are for 8-bits...and even they had bikinis

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