Archive for the ‘Xbox 360’ Category

The Year(+) of Halo – Part 5: To Infinite and Beyond

At last, we’re on the doorstep.

Surely now – a year on from its original planned release date – we are nearly in the presence of Halo Infinite‘s story campaign. The wheels are set in motion for a committed launch, and though the game’s release will be aping all manner of giant hulking spacecraft in Halo lore by crash-landing without some of its parts, at least it won’t be on fire. You know, metaphorically speaking. We can hope. I’ve been playing a lot of the game’s multiplayer “beta” that’s basically just final release code, and it’s fantastic, so that’s promising at least.

As you may recall if you perused any of this site’s 2020 output, I spent a decent chunk of free time last year playing through and writing about the PC ports of the Halo campaigns – most of them in co-op while weaving through connection errors, bugs and other technical hurdles – in an effort to get ready for an otherwise-intimidating leap of faith into a dense, lore-soaked story spanning (officially as of last month) decades – plural. As you may realise if you perused any of this site’s 2021 output thus far, I haven’t been spending a whole lot of free time this year doing any of those things.

On one hand, a break from the series was just what the doctor ordered; on the other, it kinda seems like the whole ordeal (and make no mistake, it did feel like an ordeal at points) isn’t really worth much if it isn’t finished. But at the time of writing, there isn’t much time left in the year; there has been a pretty constant stream of new things to play and watch throughout 2021 and almost nothing about Halo Infinite‘s launch has seemed set in stone until quite recently. So to finish this lengthy project, I’ve taken inspiration form – stay with me – the Kingdom Hearts series.

Yep, for all intents and purposes I’m packaging the three remaining Halo campaigns as if they were a twisted sci-fi gun-spraying version of Kingdom Hearts 1.5 HD ReMIX or Kingdom Hearts 2.5 HD ReMIX, and the mental gymnastics required to get us to that comparison are surprisingly light. Both collections repackage three older games using the same formula: one headlining main-series title, one title with “spin-off” vibes (though this is no indication of lesser polish or quality) and one lesser-regarded title presented only as a collection of cutscenes. Spot the incredibly neat coincidence yet?

Basically, I set out to play the Halo 4 campaign to completion on my own time by myself, allowing the “spin-off” Halo 3: ODST to be a co-op side project as time and schedules permitted – with no pressure to finish the game because that’s the only Halo campaign I’d already seen through entirely long before this project began. That leaves Halo 5 as the stubborn outsider that I decided was best left experienced via cutscenes and/or story summaries on YouTube, for reasons including but not limited to:

  • It’s the only Halo game that still hasn’t come to the PC, and there’s still no sign of it doing so;
  • Though I loved Halo 5‘s multiplayer enough to lift it firmly into my top five games the year it came out (and that was a very competitive year), the campaign is almost universally panned as being short, repetitive and unsatisfying;
  • Perhaps more than any other Halo campaign, Halo 5‘s is designed around four player co-op, and there’s no way I can be bothered going through the hassle to get a fully-stacked willing team together given the above factors.

So that’s the setup. Got it memorised?

Halo 3: ODST

What a game! No sooner had I booted up the opening mission with my long-suffering Halo co-op mate Toby than I was hit with a wave of 2009 nostalgia I hadn’t yet experienced on this long PC campaign journey. This was one of my very first tastes of dark, moody Triple-A HD gaming back in the day, and the polished visual contrast between shadowy night-time city streets and funky alien weaponry is preserved superbly in ultrawide aspect ratio today. But the game’s art is certainly not the main reason why this campaign such a stellar reputation within the series.

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A Borderlands Retrospective

Rolling on to the entertaining thoughts of tehdr4g0n, an accomplished medical practitioner with fiery opinions and a blog you can check out at the bottom of this page!

—Written by tehdr4g0n—

—Edited/formatted by Vagrantesque—

Before I begin this article in earnest, I’d like to thank Ryan for featuring me on his blog. In doing so, the man shows a remarkable degree of courage, considering my usual style. With this in mind, I’ve toned things down a little.

So, on to the actual content of the article. With the recent release of Borderlands: The Handsome Collection, this seems as good a time as any to take a look at the Borderlands franchise as a whole. In other words, strap yourselves in because I’m about to talk about three Borderlands games, and various aspects of each. Full disclosure, I’m going to talk about my own experience and thoughts on each game, so there won’t be any philosophical discourse on this article. It’s just going to be my experience and opinion on each instalment in one of my favourite franchises of all time.

Borderlands

The original Borderlands game, released in 2009, was adventurous and different. For any whose memories of the time are hazy, this was the year of Uncharted 2; the auspicious first release of Dragon Age: Origins; James Cameron wowing the world with pretty trees and blue aliens in Avatar; and me curled in a little ball trying to ignore the calamity that was X-Men Origins: Wolverine. Yes, more stuff happened, no I’m not going to name them all. That was just off the top of my head.

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Destiny Day One Impressions

Yes, the Nintendo stuff is coming. I’m trying to space out seven countdown posts over a few weeks.

So I just finished up an 8 hour long session with Destiny, Activision and Bungie’s gigantic videogame project that launched today pretty much worldwide. I very rarely play any game for that long in a single day, especially not a brand new one, so I feel like if I don’t write something about it I will be rather uncomfortable with myself. I played the whole time in a fire team with two friends, which if I understand correctly is the way the developers intended, and I’ve just hit Level 10 (half of the level cap) as a Warlock class. I hadn’t played the beta beforehand. I’m unlikely to ever write a review for such a gigantic, expandable title, so here are my scattershot, knee jerk thoughts on the game so far:
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WHAT I LIKE

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Dedicated Australian servers that haven’t yet crashed on me. That’s a fantastic start to any online-heavy game, let alone an online-only one. Installation and start-up were relatively painless. Bravo Bungie.

Gunplay. Most of Destiny‘s weapons feel really, really good to use, even if some aren’t all that effective. I’m particularly partial to fusion rifles and their concentrated laser barrage of destruction.

Visuals. Game’s damn purdy on PS4.

Mmm, moon rocks.

Mmm, moon rocks.

The game’s User Interface. Have you seen how clean Destiny‘s menus look? All big numbers and minimalist icons and right angles. Delicious. There isn’t a lot of unnecessary fat to be found anywhere.

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Game Review: Metal Gear Solid V Ground Zeroes

Oh why not? Let’s do another one.

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Platform:
PS3, PS4, 360, XBO
Developer:
Konami
Rating: MA15+
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Big Boss has been through a lot.

Big Boss has been through a LOT by now.

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Entree is served.

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Hideo Kojima’s Metal Gear Solid V: Ground Zeroes is the kind of entertainment product that confuses on so many levels, and yet is so rewarding to experience, that it just had to have come out of Japan. A hideously overpriced mini-prequel to the ambitious upcoming game Metal Gear Solid V: The Phantom Pain, Ground Zeroes confounds and delights in near-equal measure, leaving me both eager to experience the full-blown upcoming game and happy to leave this one behind.

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My Titanfall Beta Impressions

Shortly after it went live (in closed form) on February 14th, I dived into the very exciting beta version of Respawn Entertainment’s upcoming Xbox One pseudo-exclusive Titanfall and played quite a bit of it. Since then it has moved into open status and then finished up entirely. If you didn’t have a chance to play it or simply feel like reading about a different perspective on the whirlwind week, read on.
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MOTION FLOW

The first thing I noticed when I got started in the Titanfall beta was the immense focus on constant movement. Titanfall thrives on ensuring that every action flows easily into another action and it is this, rather than the presence of Titans per se, that defines the game. At least half of every match (much more if you’re me) is spent outside of a Titan, but that part of the experience doesn’t feel like a standard FPS might, due mostly to the ability to “wall-run” and double jump with the aid of a jetpack-style implement. Sure, you can stay low and take people on at street level as a Titan-less pilot, but that puts you at a tremendous disadvantage should you meet one. Verticality is the name of the game and going up is easy. Once you get the hang of the airborne movement mechanics, which are all about just one button and a sense of timing, the feeling is awesome. Comparing it to the action of anime series Attack on Titan yields more than just name-based similarities.
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Game Review: Remember Me

I’m in d-d-d-danger, Pinocchio…

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Platform:
PS3, Xbox 360, PC
Developer:
DONTNOD
Rating: M
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Yes, that is the Eiffel Tower in the background.

Yes, that is the Eiffel Tower in the background.

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I won’t forget.
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The general internet consensus on Remember Me hasn’t been too kind. The conveniently pun-tastic line that the game is “forgettable” dominates many sites and forums. However, with some caveats, I beg to differ. The game does have the misfortune of releasing very close to the excellent The Last of Us and, yes, Animal Crossing: New Leaf, but that doesn’t mean it’s a bad game. Remember Me may be a rather flawed videogame experience, but it packs enough memorable moments to be worth a play.
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Infinite Musings

There you have it, a hat-trick of Bioshock Infinite posts!

So I just finished Bioshock Infinite last night. This is a game that people are likely to want to talk about for a long while yet, and for good reason. I’m no exception, so here I’m just going to post some of my freshly spun thoughts on the game. I see no point giving it a serious review, if for no other reason than to avoid confusion on the site later on. It’s wall o’ text time.

I’ve separated my helter-skelter thoughts into positive, neutral and negative categories for, well, just for the sake of categorising them really. I will keep all mentions of the game’s ending in their own section at the end for people who don’t want it spoiled.

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Game Review: Bioshock Infinite

I picked up this much-hyped game a few days ago amidst a flurry of other titles. Suffice to say the other games fared a little better.

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Platform:
PS3, Xbox 360, PC
Developer:
Irrational Games
Rating: MA15+
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At least the case looks good.

At least the case looks good.

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Well this sucks.

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I have waited for Bioshock Infinite to arrive on store shelves for a very long time. It was announced years ago and as the third in an incredibly revered series of games, I wasn’t alone in expecting big things. But now that I’ve played it, I barely think it’s worth wasting words on. In fact, you can skip the review if you want; just please don’t buy this game.
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Top 5 Tomb Raider Moments

Ooooh

I am quite fond of Square Enix and Crystal Dynamics’ latest effort, the rebooted Tomb Raider (You can read about just how fond of it I am in my review here). While playing through the game I came across quite a few memorable moments worth mentioning and thought they deserved their own post. If you haven’t played the game yet, I recommend that instead of reading this, you go and play it right now.

Spoilers

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Game Review: Tomb Raider

I actually finished this game around two weeks ago, but I’ve been so busy I couldn’t even capture screenshots, let alone write it up, until now. It released officially on March 5th.

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Platform:
PS3, Xbox 360, PC
Developer:
Crystal Dynamics
Rating: MA15+
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Inacave...

It’s a hard knock life.

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Brutalised.

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It’s barely fifteen seconds after you select “New Game” in the new Tomb Raider that our heroine Lara Croft receives her first injury. After fifteen minutes she’s been burned, impaled through the side and has had disagreements with countless hard, jagged surfaces. An hour in, it’s a wonder she’s still alive. But she is, and this is the important thing, because Square Enix and Crystal Dynamics have re-imagined the decades-old gaming icon as a desperate survivalist in a much grittier setting than the old version ever had to contend with.

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