Tag: 2009

  • Soulcalibur: Broken Destiny (Project Soul, 2009)

    Soulcalibur: Broken Destiny (Project Soul, 2009)

    Developed/Published by: Project Soul / Namco Bandai
    Released: September 1st, 2009
    Completed: 25th March, 2014
    Completion: Uh… there’s no actual story mode or anything in this. Not even an Arcade mode. I just… stopped.
    Trophies / Achievements: n/a

    Apparently Soulcalibur is how you write the name of this series? Huh. Well… you know, Soulcalibur on Dreamcast is the first time I remember being “wowed” by graphics. It’s rare, but it happens. I remember standing in G-Force Games on Union St.—never a game store I’ve been fond of, I’ll spill—and seeing the attract mode run; Kilik all swingin’ his staff about. I was genuinely impressed.

    So, later I bought a Dreamcast and Soulcalibur and basically devoured every single piece of content. It was enjoyable! Anyway, a while ago Soulcalibur: Broken Destiny was put on PlayStation Plus and it works on a PlayStation Vita, so I thought I’d give it a wee go and see how I felt about it, having not played a single Soulcalibur game since the Dreamcast one.

    The PlayStation Vita screen is nice, isn’t it? Because weirdly, there’s something about the PSP-level graphics on such a nice, crisp screen that I found… impressive. Like these graphics are just good enough that I’m drawn back to that “wow” feeling, without being so good I don’t notice them or feel weird about them. Just before the uncanny valley, or something.

    However, I’ve since discovered: I don’t remember or never knew how to play Soulcalibur, and I don’t really care to either.

    Will I ever play it again? No.

    Final Thought: So, there is a bit of the game that you could expect me to want to complete, the “Gauntlet” mode which is sort of a silly story mode/tutorial. Despite being cute, even borderline amusing, it’s hundreds of incredibly short “react instantly to your opponent’s move” tutorials that are boring and teach you nothing really about the systems of the game. So I didn’t.

  • Resident Evil 5 (Capcom, 2009)

    Resident Evil 5 (Capcom, 2009)

    Developed/Published by: Capcom 
    Released: March 5th, 2009
    Completed: 11th February, 2014
    Completion: Completed the main game on normal and then beat the two DLC chapters.
    Trophies / Achievements: 645/1400

    Finishing Fable III and discovering I had apparently purchased the DLC for it led me to dig through my past purchases; found I’d also done this for Resident Evil 5 at some point in the past (probably when they were on sale.)  So in a bid to—as with Fable III—get my money’s worth I loaded up the game that I originally finished on the 27th of February 2010 to play through the DLC.

    So should this be my thoughts on the game, or the DLC? Because I’d be lying if I said I particularly remembered the game. In fact, here’s what I’d say if you were like “what did you think of Resident Evil 5?” last week before I played through the DLC:

    Ehh. It was fine, I think? I feel like it replaced all the amazing pacing—that ebb and flow—from Resident Evil 4 with a relentless go-go-go that was pretty bloody tiresome. But then considering it was co-op, I guess they were working backwards from the Gears of War series, which took what Resident Evil 4 did and made it brutally Western. And Japanese developers are so desperate to appeal to the West even when… what they were doing already did. Story was definitely nonsense, and the African setting is the kind of thing you could do something really clever with, but your common-or-garden ignorance spoiled that obviously.”

    Video games are weird. Here I am, doing my best to finish them, and, you know, within a few years I barely remember them at all. But that’s the case, really, with all media that I consume once. When I die, I’m pretty sure the only things I’ll remember are Father Ted and the good seasons of the Simpsons. A game either has to hit so hard it leaves a crater—your Walking Deads, your Sword and Sworcerys—or be so short or replayable I revisit it over and over, like a movie I love. These triple-A shoot-me-dos? All these things will be lost, like tears… in rain. 

    What was that from again?

    Will I ever play it again? No.

    Final Thought: Oh! The DLC! Utterly forgettable 45 minute long blips that showed what was going to happen with Resident Evil Giraffe-Blowy, which split up the game into discrete chapters with their own play styles. So one’s purely a classic RE scare-a-thon and the other’s a non-stop shooty-shooty-shoot. I forgot how nicely tuned (if tank-like) the player’s controls are, though! The end.