Ahh, all you people out there playing Call of Duty: Black Ops. I hope you're having a good time. I seriously doubt you're having as good a time as me. Because I'm playing DEADLY PREMONITION, a game so remarkable it insists on its title being in capitals whenever it announced you're playing it on Xbox LIVE.
Here in Europe, we're late to the DEADLY PREMONITION party, of course, but at least the game finally made it over here. And at a knock-down price of £24.99, too. This is very much a Good Thing, though I'm concerned that within a few weeks the game will have disappeared without trace, never to be seen again. As such, I decided that I should probably pick up a copy before that happened. I did the same with 3D Dot Game Heroes a while back, and still haven't got around to finishing that. One day.
DEADLY PREMONITION, though, I decided to make a start on tonight after Fallout: New Vegas decided to throw a wobbly earlier on. So here, then, are my first impressions of a game I knew pretty much nothing about prior to tonight, save the fact that it's supposedly "so bad it's good" territory.
The first thing that will strike you upon firing up Deadly… I mean DEADLY PREMONITION is that it looks like ass. Coming off a game with sparkly hi-definition graphics like Fallout: New Vegas, or Vanquish (which I reviewed this week for The Big Pixels… go check it out) it's a jarring change to see muddy textures and that weird "sparkly texture" effect that we used to see all the time on previous-gen consoles. But after a few short moments it ceases to matter. And if anything, so far I am feeling that the shoddy graphics are, in fact, part of this game's charm.
The second thing which is striking about the game is that it is genuinely atmospheric. Some good use of creepy sounds, reminiscent of Silent Hill, coupled with some ugly, horrifying enemies that remind me somewhat of Fatal Frame (aka Project Zero) make for a nerve-wracking walk into town. I haven't got very far yet, so I couldn't say for certain if this atmosphere continues throughout. But I'm certainly impressed with the feeling of dread which the game is producing so far.
Controls are initially clunky but you soon adjust to them when you remember that this isn't supposed to be a fast-action shooter. Yes, being rooted to the spot while aiming a gun is a pain. But it forces you to think a little bit more carefully about getting into a suitable position to fire rather than spraying bullet fire around randomly. I'm certainly fine with it, though it would be understandable for some people to hate it.
In fact, that last statement pretty much sums up what I'm expecting from DEADLY PREMONITION as a whole: something which I'm going to enjoy a huge amount, which other people will probably hate, loathe and despise for various reasons. Some may be immediately turned off by the graphics (whores that you are). Some may be put off by the control scheme (which is easier for me to sympathise with). And others simply would probably rather play something like Call of Duty. Which, as I said yesterday, is absolutely fine by me.
Me? I'll be exploring Greenvale and trying not to get chopped up by the "Raincort Killer" [sic], as the European box would have it. And I wouldn't have it any other way.
Call of Duty: Black Ops is currently in the process of being launched. This game, for the uninitiated, is going to be rather popular, and it's expected to sell by the millions. Fair enough. It's always good to see something enjoy so much success. (Unless it's, say, a nuclear bomb or terrorist plot or something.)
The
Sword of Fargoal is actually a remake of an old Commodore 64-era title which didn't look like the picture above. No, it looked like this:
The best thing about Sword of Fargoal is its simplicity coupled with a surprising amount of hidden depth. While Angband is rather intimidating to get started with, with pretty much every key on the keyboard (shifted and non-shifted) mapped to something, Fargoal simply requires that you get to grips with moving and using a context-sensitive button in the top-right corner. And keeping an eye on the text display at the top of the screen for hints and cues, too. Combat is a case of running into an enemy—the player and monster will then take turns bashing each other until one or the other falls over or one runs away. Gold is collected to sacrifice at altars throughout the dungeon for experience point bonuses. And the rest is left to the player to discover. The more you play, the more you start to notice little graphical details and cues tipping you off to the location of traps or treasure.
Then we have 100 Rogues, which takes a slightly different approach to that of Sword of Fargoal. While Fargoal's quest is lengthy, 100 Rogues can potentially be beaten in one sitting. Key word here being "potentially". 100 Rogues is particularly brutal, fond of surrounding the player and battering them to a pulp. Fortunately, the player also has a Diablo-style skill tree at their disposal, including a number of attacks that can beat back several enemies at the same time.
Finally, one of my favourite roguelikes of all time is Warhammer Quest, a game that involves you having people you actually don't mind being in the same room with. Featuring all the genre staples—a randomly generated dungeon, permadeath, brutal difficulty, vast amounts of phat lewt—it's very much the board game equivalent of Rogue et al. Even better, everyone gets to join in on the fun—there's no need for a Game Master player (unless you really want to use one) as the rules cater fully for monster "behaviour".
When you're young, being labelled as "gay" is the ultimate stigma, regardless of what your sexuality actually is. Anything bad is labelled "gay" and anyone who is not one of the cool kids is labelled "gay", "gaylord", "queer" or all manner of other things. This is not terribly sexually enlightened, of course, and is one of the things that leads to homosexual teens feeling stigmatised and terrified of their own sexual identity—to the extent that they'll take their lives in some cases. This is, of course, a terrible thing, and we shouldn't make light of this issue. Go support the
Most times I watch TV, I'm reminded why I don't watch TV any more, besides the occasional isolated incident of The Apprentice (which I can't really be bothered with this year, anyway). And the reason for that is that 99.87% (approximately) of it is complete, unadulterated, unfiltered dross and bollocks, and the rest are reruns of old, unadulterated, unfiltered dross and bollocks.
As the year starts to draw to a close—seriously, how the fuck did it get to be November already?—lots of "projects" or long-term goals are starting to eventually come together and come to fruition. Unfortunately, none of said long-term goals will result in financial gain for myself (unless you want to sponsor any of them, which you're very welcome to do) but they will result in a sense of long-term satisfaction.
Something that someone told me recently (yay for specifics) has stuck with me. That something was the phrase "you don't stop knowing someone when you're not with them any more". Those perhaps weren't the exact words, but the sentiment stands. And it's true, whatever the context of you not being with that person any more is. It doesn't have to be a romantic thing. It could simply be a friendship thing.
So the new Xbox Dashboard went live today. Pretty neat, isn't it? Lots of new sound effects, a clean white aesthetic, Kinect compatibility and all manner of other goodies. In fact, let's take a look at the list of new features, shall we?