Right. I’ve now finished this as both a goody bloke and an absolute arsehole. The reason I bought this game (and stuck with the shitty opening stretch) is that Mass Effect 2 is getting really good reviews, and it does something a bit different. It detects your saved games from the first game, and things you’ve done in the first one will affect the story and plot and characters in the second one.

The first game is almost a Choose Your Own Adventure in the usual Bioware style – options in conversation can be nice (“I can help you with that”) or nasty “Fuck off, scum”), and your character accrues Paragon or Renegade points depending on which ones you choose. Like Star Wars: Knights of the Old Republic before it, and probably every other Bioware game ever, there’s some things which you think will be nasty that actually turn out nice, and vice versa. Some of them, you’ll work out which way they can go by exhausting the conversation options. Very few of them are an actual gamble, as in you can’t tell which way it’s gonna go. So the way I tend to play games like this is be really good first time through, and if I like it that much I’ll play it again and be bad and see what happens.

Where it gets fucking mental is that there are billions, OK, lots of things which can change between playing through as good and playing through as bad. This post will be spoiler-central for the original Mass Effect, so be warned.

There’s the stuff you do out and about on distant planets, the side missions. They’re optional, but they can add Paragon or Renegade points depending on which conversation options you pick, or in a couple of them, your direct gameplay actions. These usually end with Lance Henriksen phoning you and saying either “well done on talking your way out of it, glad there was no deaths”, or “it was a damn shame you had to kill five thousand colonists just because you wanted to loot their armoury, but hey, we’ll keep it out of the media, laters”. These side missions don’t have an effect on the overall plot.

When you get to the proper plot missions though, all bets are off. On one of them, you can either kill most of one colony or kill most of the other. For good reasons, too. The choice is implicit though, so you don’t actually know you’ll have to do this until it’s too late and guns are drawn.

On another plot mission, you are presented with a dilemma which affects one of your crew members, and an entire alien race, and every other race in the galaxy. And your options basically boil down to two – go after a cure for a disease, which may also end up to be used as a weapon against this guy’s entire race; or utterly destroy the place before the cure can be weaponised. If you go after the first option, then everyone questions whether you are fit to proceed with your mission. If you go after the second option, then you will have to kill your crew member first.

By the time you get to the end of the game, your choices and actions have determined who lives and who dies in your crew (and therefore, who will get the chance to continue their story in the sequel), which alien races have a chance at survival (and which alien races will be after your head in the sequel), and whether there will be a unified government with representatives of all alien races, including humans, or whether the humans take over governing the entire galaxy; not including all the other tiny decisions which have larger ramifications outside the plot.

What I’m now desperate to see is how the FUCK Bioware are going to continue every single plot permutation in the sequel. I’m guessing the little asides in the first won’t get picked up on in the second (although if that annoying stim addict diplomat appears again I’m hoping there’s also an option to kick the fuck out of him, whiny little bastard), but even leaving them aside, there’s a load of plot points which will need to be addressed in some way in the sequel, and they can all be changed depending on what you did in the first one. Bioware are a company that is perfect to attempt this, and they’re always trying to push the cinematic, character-based gaming angle, but if they succeed with carrying all this forward well in the second game, then they’ll have made something which should be cherished.

EDIT: Also, a game where you can actually choose which annoying character to get rid of, and which awesome character to keep; more games should have this! Get halfway through Super Mario Galaxy 2, and Mario gets the option to join up with the baddie to slap some fucking sense into Princess “Even worse than Kim Bauer for being repeatedly kidnapped” Peach. Maybe.

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I don’t talk about films on here very often, cos over a long period of time I’ve grown to like games more than films. Sometimes, I get an itch that a game can’t scratch. Sometimes I just wanna sit the fuck down without a keyboard being stuck to my lap. Most times, when I eat, I wanna watch stuff.

So, the other day I got hold of a copy of a film called Frequency. It’s ten years old now, and I saw this with my dad about, ooh, eight years ago? Maybe less? It’s apt, because the film is about a guy and his dad. The guy is in 1999, the dad is in 1969, but because of some solar flare there’s a weird Aurora Borealis thing happening over New York, and cos of this they can talk to each other through time over a CB radio. And there’s a murder to solve. It’s a fucking good film, really. The whole northern lights thing is handled well; the guy never questions it, cos he is just happy to speak to his dad who had been dead 30 years. The film takes the thing that makes it absolute bollocks and leaves it as quickly as it can so it can concentrate on the main thing – the plot.

This is a hallmark of most of the films that director Gregory Hoblit has done. He’s one of them directors where everyone has seen at least one of his films, and people don’t really have a bad word to say about them, and yet the guy’s pretty much anonymous. Of the films of his I’ve seen, they mostly have a “cop + weird shit” plot. OK, so Primal Fear had a lawyer working with a schizo, but the fact is they all feed you the story, and you think “Aha! It’s gonna end like this!” and the film goes “Aha! I knew you were gonna think that, cos I’m the film, so instead I’m gonna go here!” and you go “FUCK!” and it’s awesome. Frequency is probably the weakest of his films when considered like this, to be honest, because the trick it uses for the end, it shows you once already, and it’s a good trick, and if you’re me, you’re thinking of how the film is gonna use it again. But I digress.

A quick search on IMDB, and in the last 14 years Gregory Hoblit has directed 6 films, three of which I’ve seen. I’ve mentioned Frequency and Primal Fear, the other one I’ve seen (which is my fave out of the three by far) is a film called Fallen. It starred Denzel Washington and John Goodman, and Denzel Washington is a cop against the Devil. That’s all I can remember about the film, but I do remember thinking it was fucking clever. Oh, and every time I hear Sympathy For The Devil by the Rolling Stones, I remember Fallen. Can’t remember why it’s significant, but I remember it.

If I was going to have a point to this post, it’d be that I’m glad a director got to know what he liked best (“Cop or lawyer versus freaky fucking shit” films), and then got to make at least three fucking good films about it. In a row. Like he just had to get it out of his system.

I’m getting hold of copies of the rest of his films (Hart’s War, Untraceable and Fracture), which I’ve never seen before. I hope they’re as memorable to me as his first three films.

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Modern popular are (generally) not the creation of one person. Modern popular games are mostly made by teams which can number in the hundreds. When you look at a game, everything you can see was made by someone. The music was written and recorded and compressed and inserted into the game by people. People programmed your character to move when you move the thumbstick (or press W, or whatever). In order for people who make games to ensure that something is working, they have to play the game. Sometimes, games companies get other people from outside the company to play the game to see if they can play the game too. People. Playing.

So how come no-one realised that the combat in Mass Effect is so, well, weak? It feels like someone at Bioware read a review of Gears of War (or Operation Winback or wherever they nicked the cover system from) and thought “ooh, I could use that”, without ever actually playing the game that got it right first time. If you’re using a cover system, make sure there’s enough bits of cover. Make sure there’s enough open space around that cover, so that you can move round it and the enemy can also move round it. Don’t, for example, make a level out of a load of short corridors, none of which provide any cover, so all you can do is go backwards or forwards. If you’re going to do that, then don’t, for example, make sure all the enemies rush you all the time. Especially when the enemies can only damage you up close, and you’ll be dead as soon as just one enemy throws up on you (seriously!).

That’s a mistake. An error in judgement. A frustrating one, but it is understandable. The bugs though, ooooh. They make my blood fucking boil. Examples:

A boss battle whereby the boss has one offensive move – “push the player out the boundary of the level, thereby killing the player in one shot”. This offensive move works despite your character being in cover, too. I beat this boss battle by hiding behind bits of scenery (I found some which they couldn’t get me through) and making the others in my team shoot everything for me (cos the bugged move didn’t push them through the boundary, oddly enough).

The “scientists” plot line. Starts well enough – some crazy angry fuckers are killing scientists, you gotta go to a planet with the scientists on it. OK. You fly your spaceship to the star system with the planet on it. Go to land on the planet. Loading screen. Game crashes. That’s a massive chunk of plot I will never get to see. And Garrus (the alien cop in my crew) is involved in it, and he’s not had chance to do anything worthwhile up to now. I’m gagging to play it, but it just won’t fucking work. Fuming.

You have a crew. You must choose two people from your crew to join you for missions and stuff outside the ship. Most of the time, the two characters you choose will follow along behind you. Get into combat, and they’ll get into cover themselves, use their powers and stuff without me having to get involved. This is good, cos the orders interface is shite. Want your crew to go upstairs? Aim upstairs and press the “Go there” key. Of course, if you aren’t pointing directly at the top of the stairs (which you can’t do, cos you can’t see the top of the stairs, cos you’re at the bottom of them), then it won’t work. You can make them go halfway up, or you can tell them to go through the wall (which they’ll say no to, silly!). It’s like they are scared of heights. They need you to comfort them. They are meant to be ass-kicking alien bastard fucks! Stairs should be afraid of them! Not the other way around!

Grrrrrrr. It’s almost like everyone who ever played this in testing just played the dialogue and cut scenes. Cos they are generally of a very high standard. The actual play part though, it’s flawed to fuck. It can be good, when the level design compliments the challenge before you, and you’ve got the right people for the job, and you’re not having to order any of your characters about. It can be really good when it works. But sometimes it doesn’t, and it makes me want to hurt my PC. With a spoon.

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I realised the other day that Borderlands is like raiding in World of Warcraft (or any other MMORPG, I’d imagine). Well, it’s like raiding without the tactics. And without thirty six other people. And in first person. With guns.

What carries over is the stress. You worry that you’re in the wrong place. You’ve got the wrong weapon. You’re doing too much damage. You’re not doing enough damage. You should have brought more health potion things. You’re too low level to win. You’ve won, but you’re not sure if you should steal that gun on the ground.

What makes it better than raiding, for me, is all of the above. It is chaos. Pure and simple “I don’t know what the fuck I’m doing but I’m gonna shoot the fuck out of anything and everything OH MY FUCK THAT THING SET ME ON FIRE I killed it phew ooh a shotgun MINE sorry”. It’s so quick. WoW and the like have timers built in; the pace is set by the server, and rarely gets too much to handle when you’re skilled at your role. In Borderlands, no such luxury. It plays at a fair rate for an FPS, let alone an RPG. You don’t have time to think. You barely have time to react.

MMORPGS are Napoleon, looking out over a field, planning where to go and when, re-evaluating on the fly and making calls accordingly. Borderlands is Mel Gibson with blue face paint, massive sword in his hand, running into carnage. I’d have said William Wallace, but I like mixing metaphors and generally writing like I’m winging it. Which I am. Which is apt, I think. Even though, if you believe Braveheart, then William Wallace was also a bit handy with a tactic or two. But hopefully you get my point.

Borderlands is fucking awesome. Get some chums, go online with it. Don’t think. Feel.

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I know this metaphor has been done before (and by vastly better writers than me), but it’s so very apt for Mass Effect. It’s like an abusive relationship – you stick with it for the occasional flash of happiness, but you have to go through so much shit to get to it.

Starts off slow. Gets even slower (that fucking Citadel! LOL it’s huuuge). By the time you’re allowed to actually properly play the thing (flying round galaxies, looking at planets and shooting things), you’re ready to be put into a chemical coma. It’s at this point that you realise the game has been very clever – it’s been reducing your expectations so that when you put the hours in and find something worthwhile, you remember that instead of the hours of repetition you’ve put in.

So, in order to fit with this experience, I won’t bore you with detailing the endless clicking on planets to find collectables, or the fact that there’s only two player classes worth playing as, or the occasional awkward mission introductions, or the fact that all the planet expeditions are boring as fuck, or that Deanna Troi is fucking useless in a voiceover booth (goodbye, suspension of disbelief!), or that the game is generally bugged to fuck, frustrating as fuck in places, and fucking fuck annoying too.

What I will discuss is where it goes right. I’ve only put twelve hours into it (only! I’m on the second plot mission! Although I did choose to scoot around the galaxy all day, so it’s my fault), but up to now I’ve found the additional characters on your team to be pretty damn good (Aliens! A slightly schizo telepath thing fella! A racist woman! More aliens!). Their AI in a battle is hopeless, but the voice acting and animation is absolutely spot on. The characters you agree with are slightly annoying, and the ones you don’t agree with are quite likeable. It’s all done really well. Makes you think, kind of.

Like I said, instead of doing all the plot stuff, I’ve been exploring instead. There’s a couple of interesting side missions you can find that involve traps and nastiness and they are generally of a high standard. I found one, though, which is just genius. I’m gonna spoil it, so fair warning.

There’s a ship you find in space, which is dead. A couple of life signs, but the crew of twenty is mostly gone. No response from the communications thingy. So you go aboard. No-one home, the place is pretty much empty. You find some ships logs, and learn that one of the crewmen was in an accident, and was in a coma. His girlfriend, an L2 telepath (which you learn much earlier in the game can sometimes be erratic and unstable), didn’t take the news well. The doctor decided after some time that the crewman wasn’t going to wake up, and went to switch off the life support. So you hear all this and think “awesome, some crazy bitch killed the ship!”. You go round a corner, and there on a bed is a guy hooked up to a life support machine. Soon as you get near, the girlfriend appears behind you screaming loud as fuck and shooting and telepathing (whatever the word is) at you. No choice – kill her. She dies. And then you’re left with her boyfriend on life support. You can switch it off, or you can leave him on it for as long as it lasts. I switched it off.

Interestingly, the game doesn’t mark you as being “good” or “bad” for switching it off, or leaving him. it’s completely up to you, and there’s no consequences either way. The girlfriend showing up scared the shit out of me. That was awesome. But then making a decision, and realising the game makers had the intelligence to not have any repercussions for either choice made; that was a bit of sensitivity you don’t see often in games. No right or wrong answer. That was the standout for me.

Based on that, and the fact that I want to see what happens to the characters, I’m gonna persevere with the rest of the game. Maybe even buy the sequel. Bioware =classy.

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Hi, my name is Ben, and I got fed up of playing shit games all the time, so I actually went and made one. My best friend’s band split up very recently, and so I decided to use this as a basic for my first game. This is what happened.

What Went Right

1. Keep It Simple, Stupid. Since there’s only me on the team, I decided to keep costs low by not writing my own game engine. I downloaded an application called GameMaker by YoYo Games, and spent an hour going through the tutorial. Once I’d done that, I had a basic game up and running.

2. My best friend’s band split up. Once I’d made the tutorial game, I was pretty drunk. I thought about what to base my game on, and the only thing I could think of was to make it about clicking on my face and getting a funny sound effect. This was boring though, so I decided to rewrite my design document, and remembered that my best friend’s band had just split up. So I took a load of photos off Facebook and cut them up so the band member’s faces were the targets by changing the sprites in the tutorial game. Since I’d bought their EP the other day, I put one of their songs in as background music (and I didn’t think they’d mind cos I forgot to ask in advance if I could use their music, or their faces, I just did it, because I was drunk and it was 11pm).

3. Play your game. Now the game was up and running, and had photo-realistic graphics and a lovely soundtrack, I played it. Wasn’t great, but wasn’t awful either. Some fine-tuning was required. Luckily, I’d built enough time into the schedule to allow for polishing (I had about 45 minutes before I had to go to bed, cos I had work the next day). During that time, I tweaked the speed of the targets, added a couple more graphics, stuck the band logo in as a loading screen, and put in a text greeting message when the game starts.

What Went Wrong

1. I was shit-faced drunk. In the morning, when I’d got washed and changed and was having a cig before heading off to work, I saw Grambo.exe on the desktop of the PC. I thought “hmmm, that’s odd, what could that be?”. I loaded the application, and played the game again, and realised I’d made it the night before. This meant that the design document (in my head) was gone, as well as the core talent of the team (I couldn’t remember how to change anything).

2. The game was shit. The game was the basic tutorial game from the GameMaker application, with heads in it instead of fruit, and a “Principle Songwriting By:” graphic in place of bombs. You could play it, but I’d say you could gain more enjoyment from just breathing.

3. You can’t have too much polish. Some ideas I’d wanted to get across weren’t implemented correctly. I wanted certain heads to move faster than others, but I forgot to change the speed value to the relevant heads. I also forgot to add a decent score counter; the score is kept in the title bar of the game window, but who looks at that when they’re playing a game? This might be a strength though, because the score counter doesn’t distract you from the main game. Bullshit, I fucking forgot to make one. End of.

4. I forgot to ask permission. This isn’t too much of a problem now, but it may be if a certain someone sees it up on here. Ah fuck ‘em, life is too short, and so am I.

Conclusion

There is nothing funnier than opening up an unknown application on your desktop and realising you made it the night before. If you’re going to steal, steal while drunk. Work out how to add a score counter to your game, cos once you realise you forgot to add one, you can’t help but notice it’s not there, every single time you fire the game up. If you’re going to use a game-making application, don’t just stick new graphics over the top of the tutorial game, because the tutorial game isn’t that good (teaches you the basics though, and that is good).

Also – now that I’ve made a game, I am now 100% right all the time with every opinion I ever utter about games, cos if someone ever says “you don’t know shit until you’ve made one”, I can say “ha! fuck you! EAT MY GAME” and send them a link to this page.

Man up, fuckstick! (right-click, Save As, etc) (might not work on Windows XP for some reason)

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Yep, I finally got one. I have a total of three games for it – Wii Sports (came with it), Wii Sports Resort Sports (came with it as well), and Metroid Prime Trilogy.

Out of the three, I’ve played Metroid Prime Trilogy, cos I actually wanted to play it. Started with Metroid Prime.

The problem with the Gamecube version was the controls. That Gamecube pad was tremendous for Super Monkey Ball, and fucking hideous for anything else. Especially FPS games. With Metroid Prime on the Wii, they’ve taken the control system from the last game and imported it into the other two games.

And fucking hell, it is good. Actually, that doesn’t do it justice – it is GOOD. OK, it doesn’t have the extra awesomes of the last game, like soldering locks and pulling handles and all that. All it has is pointing and scanning and shooting. But when it’s done so well, that will do me.

So yeah, Metroid Prime Trilogy is GOOD. And cos of this, I’m starting to like the Wii.

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