After finishing Ultima 4, I will be moving into my “Player’s Choice” for
the blog. I have decided to go with a game that is highly recommended and
respected in the media: Braid. I will be starting the game relatively cold
having only completed the first world a few months ago in passing. Hopefully,
this puzzle/platformer will have a little more pick up and play qualities than
Ultima 4 did to provide a break from longer gaming sessions that are hard to
schedule.
I do not know much about Braid other than it was designed by Jonathan Blow
as a meta-commentary on games and is built around the concept of reversing time
to solve environmental puzzles. The deeper contexts of the game should make for
interesting writing and analysis. Unfortunately, that is literally all I know
to write about thus far since it seems going in without any knowledge is the
best way to play the game. If you have played it before and have any advice or
tips for me, feel free to leave comments. I may also ask for help with prizes
given for the most creative or helpful answers.
In the meantime, I have finally gotten around to playing the new Xcom game
by Firaxis. Although it plays quite differently from the original UFO Defense,
it has a lot going for it and suits my time schedule much better. As much as I
would like to get mired in the stats of each soldier, micromanaging each base,
and using large squad tactics, I just don’t have the time. Xcom streamlines
many of the features that were tedious to perform in the original and has a
great atmosphere about it. The plot is much more front loaded and does not
emerge as a result of the missions themselves, which I am a little disappointed
about, but it does hold true to the feeling of the original. The frailty of
your assault teams and the inscrutable intentions of the aliens causes constant
tension.
The only major complaint I have about the game is that the battlefield
treats the enemy as ‘mobs’ that need to be activated before they begin moving.
One of the scariest parts of the original X-Com is the inability to do anything
as aliens wander around a populated city killing innocents while your troops
desperately advance. Removing this makes the game feel less ‘real’ and reduces
the sense of urgency in each mission. Other than that, I’m loving it so far.
[Oh no! I've 'agroed' the 'mob'.]
This has been a short announcement post, but I have the blinders on for
Braid to save any surprises that may come in the game. Wish me luck as I know the
puzzles are quite mind bending.
--Backlog Killer