As the song says, pardon me while I burst… into discussion. Or whatever.
I spent some time this weekend holed up in shower-less squallor as the rank stench of geek wafted ’round the apartment. My wife was spared only by her hasty retreat into lands untold with aspirations of “fixing” her “hair” into some complex structure of waves and flow which my mind could neither comprehend nor even process into appropriate visual imagery. The corrent response to such stimuli, I have learned, is: “It looks very nice, honey.” Venturing far beyond the script leads only to heartache and, should your other of significance be the type, possibly physical aching as well.
The aspiration of the stench-wallowing was a day of co-operative XBox Live play with one Doctor of Macintoshology in the latest chapter of our previously conquered Full Spectrum Warrior, in this case mysteriously titled Ten Hammers. I certainly didn’t see any hammer power-ups or collectible items, much less ten of them, but then again our progress in the game was—I’m being careful with my words here—limited.
Ten Hammers’ is very much like the first Full Spectrum Warrior: You have a fire squad of four soldiers called Alpha Squadron, whom to pass orders to and with appropriate realism they carry them out. Move here, set up a fire zone over there, suppress the enemy behind that car, toss a grenade into this vicinity, and so on. In the single-player mode you get a second team (wait for it: “Bravo”) which you control to try and outflank opponents or bail the other team(s) out of trouble. The minor enhancements of Ten Hammers are welcome, especially the ability to use Riflemen and Team Leaders to target enemies behind light cover with a sort of “aim and fire” order which sometimes prevents having to execute flanking maneuvers.
Still, the best part of FSW was the co-op, by far. The game was only so-so except that in this age of woefully lacking co-op gaming it was very welcome to be able to complete the entire game with one player acting as Alpha Squad and the other issuing orders (I hesitate to use the word “control”) to Bravo. And while there were quibbles to be made, for the most part it was an enjoyable experience. Far more enjoyable than, say, wading through the flood of ignoramuses packing the Halo 2 servers.
So we (Dr. Mac and I) greeted the arrival of Ten Hammers with a sort of contented sadness: Would that other games allowed such co-operative fun, but at least we could take advantage where it was offered.
It is for that false sense of happy expectation and misguided faith put in a franchise we had successfully gambled on in the past which raised our hopes only to squash them like one might a particularly repulsive insect that I curse the names of Pandemic and THQ.
In truth there is very little difference between what was available in FSW and Ten Hammers’ offerings. Many people have pointed to the versus mode in Ten Hammers as a welcome addition. Fine. Compete as you might with your cursing ten-year old opponents and your team killers and what not. My threshold for such tomfoolery has been met for this gaming generation/cycle and I will not be swayed. There is no multiplayer joy for me to have when facing Dr. Mac in versus battles where our amused banter falls on the apathetic ears of our collective pets, lounging in nap-time at our respective feet since the voice chat feature of Live works only on a teammate basis for most games. No, I come to share the experience and work through loss and victory together rather than revel in it at a friend’s expense.
What does differ is that levels available in co-operative mode are “unlocked” via completion in single-player mode. Which means that at least one of us (Dr. Mac or myself) needed to play the level solo and then we could host the co-op game with that particular mission. And the interface to access this is less than friendly to boot. Still, quibbling again. The concern for poor UI design is storied in video games and computerized entertainment. If it is simply unable to be cracked as by an ill-prepared theif versus a state-of-the-art safe, you move on. We managed to muddle through and execute the game start. What we found there was the real showstopper.
As you play through the levels in single-player mode, you reach various locations where the medical truck moves up to your current position or you clear out enough real estate behind you that the game notes significant progress has been made and auto-saves from that spot so that new and unexpected enounters just up ahead don’t grind you into needless frustration by sending you back to before you had achieved a modicum of victory; rather you start from that very spot and try until you reach the next checkpoint. This, as far as my gaming experience (it is considerable—belie’ dat) has shown is standard operating procedure. To be perfectly lucid: This was the way it was with the original Full Spectrum Warrior. Even in co-op, as you moved from one insurgent-infested location to a point of relative calm you were saved from having to repeat, ad infinitum, past victories/defeats.
Now let me continue my lucidity and get right to the point: This feature is either broken or missing from Ten Hammers. That means that no matter how close you get to the end of a level on a single try, if you fail you must go back to the beginning. All. The. Way. Back. Frustration is too kind of a word to describe what we felt after several hours of this. When you add to the equation the fact that Ten Hammers is somewhat more challenging than FSW was (even on the easiest setting) since there seem to be fewer absolutes (as covered foes are not invincible as they once may have been, so too are your teams at risk even when otherwise acceptably covered), you end up with portions where Doc and I would die at very early stages of the mission ten, twelve times in a row only to finally succeed and get to the next segment where we were unprepared and failed soon after having just recently tapped our tongues against the sweet morsel of success.
The disappointment was harsh and embittering. What should have been a fun (if somewhat smelly) afternoon of time-killing bliss was marred by a poor showing/showstopper bug.
Additional Linkage
Some things to pass your time:
- Sigh. Some doofus from Minnesota (State Query: “What’s up with our Canadian border? Who put that little hump there? Is that the ten thousandth lake or something?”) is trying to introduce legislation that will fine the consumer for purchasing M or AO rated games if they are not of age. My question is, how is this even going to work? Like some kid is going to get away with buying Grand Theft Auto and then turn himself in? If the retailer was savvy enough to realize the kid was breaking the rules (laws?), why wouldn’t they just not sell it to them in the first place? Unenforceable and misguided equals utterly retarded. Yay lawmakers!
- Apparently Nintendo hasn’t decided what product they’re trying to sell with their new European DS campaign, but they know one thing: It’s gotta be teh sexy. Because you know, all the people I know who want a DS look like Gap models and not pencil necks. Not that there’s anything wrong with that.</pot att=”black”>
- Whoa. Check out this crazy Russian dude acting like Jackie Chan/Sam Fisher. I don’t know what’s up with the bizarre Russian rap on the soundtrack, but it’s just as good with the mute button engaged. Courtesy of the sharp-eyed Dr. Mac.
- Also, the latest rant on Penny Arcade is less profanity-riddled than usual but well written as always discussing why the PS3 fails (yet again); this time with regards to online play. It’s true that they might come up with some midnight hour Live-like service but let’s face it, Microsoft has had several years to get this right and if you think Sony is going to learn from MS’ mistakes, you apparently forgot about how badly they mocked the 360’s two-tiered pricing plan only to introduce one of their own which made the 360’s look downright reasonable. All I’m saying is that you have to work pretty hard to make Microsoft look like they really have the customers in mind, you know?
Da Vinci Had a Code
We checked out The Da Vinci Code last night. I read the book and while I understand why some people were a bit perturbed by it (particularly the little blurb in the front of the book that suggested, perhaps surreptitiously, that the contents within were factual) but it was no more offensive to me than Indiana Jones’ quest for the Holy Grail. I mean, in all honesty I don’t even find mention of the Holy Grail in the bible in terms of it being some mystical artifact so if someone wants to write a story about it… you know. Whatever.
The movie actually tells the story better than the book does (and without as much pretension at that) but it skims over some of the more interesting art history aspects. In general it was pretty good although maybe not worth the opening weekend crowd hassles. I’d say if you had an interest in it you’d be better served catching a matinee or waiting for the DVD.