Thursday, August 18, 2011

Total Studs and Total Duds: A Review of the LEGO Movie Games

Today's post comes from none other than returning guest writer Neko-chan, who is also engaged to half of the writers of this blog.

As readers will know, Nathaniel and I have been playing through the various LEGO Movie games as a couple. Now, LEGOs are something that he and I both cherish. We both have our respective collections, we both get excited every time we pass by a LEGO store, and he even proposed with LEGOs, so of course we were going to buy and play through each LEGO video game together, especially since these games are based around some of our most-loved fandoms.

To date, we have completed Star Wars I+II, slogged through all of Indiana Jones, and have played a few hours' worth of Batman. You would think that each game would improve upon the last, keeping the things that worked, and touching up the things what needed fixing, but unfortunately that has not been the case.


LEGO Star Wars I+II

Plot: Broken into two sagas (on the GameCube; combined into one complete saga on the Wii), the Star Wars games follow a condensed and oh-my-gosh-kids-can’t-see-violence-let’s-make-it-funny-instead version of each movie from the original epic through the less-than-satisfying third prequel.

Characters: Fans get to play as all of their favorite characters, and even the secondary characters are unique and interesting to look at. Sure, there are a few more Stormtroopers than necessary, but the fact you can play as a Jedi with force powers, an evil Sith Lord, a crossbow-shooting Wookiee, a bomb-throwing bounty hunter, or a robot that can fly, totally makes up for any extraneous characters. You can also use the character editor to customize your own character using costume parts and weapons from any character you have unlocked thus far.

Gameplay:
This is a very family-friendly game. Level designs are just interesting enough to offer multiple pathways, exploration, and a decent challenge, but not so confusing that you are often at a loss for where to go. Aside from the usual running around and attacking enemies, there are simple puzzles, a little bit of minor platform jumping, some swerve-and-dodge podracing scenes, and a few chances to blow up starships with other starships. As you play, you can attack plants and other destructible background items to earn “studs” (coins), which can be spent to unlock characters, hints, and game modifications that either make playing the game easier or sillier.

Most moderately-okay gamers should have no problems with the difficulty level, and even the worst players can join in and have fun. You are granted infinite lives, so if your character dies you just respawn in place, losing nothing but studs and pride. Also, the game gives hints in the form of arrows if you are unsure what to do with a particular object you have picked up.

As with all of the LEGO Movie games, there are two modes–“Story Mode” and “Free Play.” In story mode, you get humorous cut-scenes, and can only play through levels with the characters indigenous to that scenario. In Free Play mode, you can replay through levels with characters of your choosing in order to unlock secrets and bonus areas that were inaccessible, or that you missed, on the first playthrough. In effect, this gives you infinite “do-overs” and the ability to keep racking up in-game currency, so eventually players of any skill level will be able to beat the game, having unlocked and collected every secret.

The game is allegedly designed for two-players. Certain puzzles need two characters to simultaneously pull switches or attack targets, and certain boss battles require cooperative strategies to win. Both players have independent control of their characters, so each player has the free ability to attack, interact with objects, or collect studs. However, due to screen limitations, the characters can only run so far apart. This means that if one player decides to explore the far side of the screen, and the other is standing on a platform, the second character will be dragged along and most likely fall into a pit of despair.

Also, the camera angles on two-player mode are awful. For certain levels, the camera is not only skewed, but is zoomed out so far that it is almost impossible to accurately judge platform edges or to distinguish objects from one another. Players must alternately drop in and out of one-player mode to zoom the camera far enough in for detail, and for many sections of the game it is simply easier for the second player to drop out entirely.

Gimmicks: In these games, each character has a specific weapon or ability; for instance, some characters can use Force powers, and others can high-jump or use specialty weapons or computer terminals. The abilities are built-in and inherent to that type of character. Certain secrets require a specific ability to unlock, so if you see a control console in story mode, and don’t have a droid in your party, you know you will have to come back later in free play to get in.

There are also hat disguises that you can get from random hat dispensers, which allow you to sneak through enemy territory and bypass checkpoints. In Free Play mode you will have characters that are automatically equipped with these disguises, but in story mode it can be a pain because a single hit from an enemy removes the disguise, and then you have to wander halfway back through the level to re-equip one.

Bonuses: There are numerous secrets to unlock as you play and replay through levels. Some secrets involve unlocking game modifications, some unlock bonus missions or cut-scenes, and some are merely for fun or decoration. There is a percentage counter that lets you know how much of the game you have unlocked, and you can see at the start of each level which bonuses you have yet to clear. Almost every secret is worth going for, and the rewards you get, either in awesomeness or in laughs, are proportional to the effort you put in.


LEGO Indiana Jones

Plot: I don’t know many American children who didn’t at one point run around the house pretending to be Indiana Jones. He is an iconic figure, and I was super-excited for this game to come out, if only for the chance to play as him and destroy everything on the screen with a whip. However, this game somehow managed to capture the events of the movies while removing any sense of excitement or adventure.

Characters: There are really only a handful of characters in the game. Besides Indy, Short Round, Sallah, Indy’s dad, the female love interest du jour, and the guy with the yak on his head, every other character in the game was a generic thug, a generic thuggee, a guy in a uniform, or a screaming female. There were far more palette-swaps than original characters, and it wasn’t worth raising the in-game currency to unlock them, as they did not add any new abilities or visual interest.

Gameplay: This game had the same problems with camera angles that the first games had, and compounded those issues with non-coherent level pathways that made it difficult to figure out not only where we were supposed to go, but how to get from point A to point B in the first place. This game was also heavily glitched, crashing at random points that caused you to lose an entire level’s worth of gameplay, having places where you could literally fall of the map of the level or fall into areas you shouldn’t have been able to get to...and then there was the infamous “elephant drop.” [Editor's note: Don't ask.]

Additionally, certain sections popped you directly into a cut-scene if your timing was off, making it nearly impossible to collect a few of the secrets. Furthermore, a couple of the boss battles are illogical to the point where Nathaniel and I had to use a walkthrough to figure out what in tarnation we were supposed to be doing. Moreover, it was difficult to determine which of the secrets we could get in story mode, and which we would have to go back and get in free play, because it so often looked like we should be able to make a jump or get to an area when in fact the bounding boxes made it impossible. Finally, this is a poorly designed game that will result in fights and one of you sleeping on the couch.

Gimmicks: LEGO Indy uses a tool system. A character can carry one tool at a time, and certain characters are always equipped with a specific tool such as a wrench or a shovel. During story mode, you must bribe monkeys with bananas in exchange for tools, and sometimes you will find a tool randomly on the ground; however, whatever tool you procure will not be necessary until more than halfway through the level, so if you accidentally drop it, or decide to take your chances by picking up a different tool instead, you must then run all the way back to the beginning to get another one, but most of the time it is no longer available and you are out of luck. Free Play is more tolerable because you can choose to have the proper tool-bearer with you if you know in advance which tool the level requires.

They also added torches, which usually burn themselves out in-between when you pick one up and when you find what you are supposed to use it on, so you have to go back and wait for the flame to respawn. This is a joyful process in battles than require fire, especially when you try to throw your torch and miss.

Oh, and they kept the hat system, but took away the dispensers, because a whole level built around scrambling through piles of random drops that disappear within 10 seconds of hitting the ground is fun.

Bonuses: Most of the useful bonuses require you to beat story mode, go back through each level in free play, find a random block, run to and fro through the level looking for a hidden postal box, mail the block, complete the level, run back to the in-game store, realize you don’t have enough money to unlock it, and cry. Almost all of the other bonuses are not worth getting. There are a few cameos that make you pine for the first two games, there is one cameo that is just strange (and glitched), and the bonus missions are simply not fun to the point that we gave up on achieving 100% completion.

LEGO Batman

Plot: Seeing as there is so much source material to draw from, this game does not seem to be following any particular movie, TV plot, or comic, but rather is extrapolating a plot in accordance with the spirit of the characters and the setting of Gotham.

Characters: You play as Batman and Robin. If you play far enough, you can unlock a few of the villains, but otherwise, you play as Batman and Robin. This should feel limiting, but somehow it wouldn’t feel right to play as anyone else. [Editor's note: Except Batgirl! Maybe we haven't met her yet.]

Gameplay: The camera angles continue to be a problem, and in fact, I think they got worse. Also, the designers made each level dark and foggy to fit in with the feel and aesthetic of Gotham, which is nice in theory, but makes it less playable when you are trying to see the edge of a tiny platform stretching between rooftops. However, this game seems to be easier and more straightforward than the first three as far as level design paths and boss battles go, and ::cross our fingers:: so far it has not been glitchy. It is also really fun and satisfying to wave the Wiimote around and Batarang everything on the screen, which I guess makes up for not being able to see what you are Bataranging.

Gimmicks: Instead of special abilities or tools, Batman and Robin have special suits. Scattered throughout the levels are teleporter platforms that allow you to switch suits, gaining new abilities like gliding, tech panel control, magnetic metal-walking, and janitorial dustbustering. Most of them are fun, and it is incredibly obvious where you are supposed to use each one, but Robin’s dustbuster suit can be annoying when you have to backtrack through the level picking up random blocks, and then backtrack even further to find the machine to dump them into, so you can then build a vehicle that you have to ride halfway across the level with, just to unlock one secret.

We have not unlocked all of the villains yet, but it seems like each one has some sort of ability related to their superpowers, as is to be expected. The Riddler is actually quite fun to play as because they gave him Yoda’s staff-physics in addition to mind-control powers. Good times.

Bonuses: It seems as if there are almost too many things to simultaneously unlock. I’m not sure what the rewards will be for our efforts, but so far we have unlocked a few bonus missions, have access to the villains’ lair, have a couple of less-than-but-not-equal-to-good game modifications, and have picked up a couple of different suits and vehicles. We have also collected a few different styles of LEGO minikit components, but at this point it remains to see what they will build.


Right now, LEGO Star Wars I+II are still reigning supreme. We genuinely had fun on each and every level, despite some bad camera angles. LEGO Indiana Jones had some enjoyable moments strung together by many moments of pain and frustration and boredom, but I’m still glad we stuck with it and gave it a chance, even if it didn’t really deserve one. LEGO Batman is shaping up to be mindlessly fun in that, “I want to satisfyingly smash something after a long day” kind of way, but it doesn’t have the presence or the atmosphere that Star Wars did. I think that is part of it.

As much as LEGO Indy and LEGO Batman try, neither one has really captured the feel of being in the world of its subject, neither one fully engages the imagination. Hopefully we’ll have better luck with LEGO Harry Potter, LEGO Pirates of the Caribbean, and LEGO Star Wars: The Clone Wars, but it seems the more I play through LEGO Batman, the more I want to go back and replay the Star Wars I+II.

Wednesday, August 17, 2011

Waiting for Wednesday, Volume 3, Issue 33

Ya know, for someone who writes a column each week called Waiting for Wednesday, you'd think I wouldn't be so ill prepared when Wednesday actually rolls around.

Double negatives and clunky opening paragraphs aside, though, I will say this in my defense for why I have very little to talk about today. You see, I think I might have a minor case of food poisoning.

Okay, fine, so maybe it's not so much "food poisoning" as it is, "Alex bought sushi take out last night and then proceeded to get stuck in traffic for over an hour...with the sushi in the car."

And, yes, I still ate the sushi when I (finally) got home.

Let me tell you, though. I had the air conditioning on so high in the car that I was shivering. 80 degrees outside, and I was shivering. Somehow, I figured that would make the over-an-hour-old car sushi edible.

And it was, in that I ate it all. The whole thing.

And, by and large, I was fine afterwards. I even slept through the night with no problems, which would lead one to believe that I dodged a car sushi-sized bullet.

And then I woke up this morning, and I immediately regretted every decision I made after 7:00 last night.

I think I might be through the woods, as they say (who says that, though, I have no idea). Still a little woozy, but mostly back to normal. And, because I am a true Wednesday Warrior, I will bravely try to get to my local comics shop at some point.

Once I'm there I will be buying a handful of things. Not too many, though, as comics are in a weird holding pattern while we wait for DC to launch their 52 new titles in a couple of weeks.

So, what's at the top of my list? John Constantine, of course.

This week we get a double helping of the stodgy old wizard himself with a new issue and a trade of the most recent story arc. That trade, entitled, Hellblazer: Bloody Carnations, features something that I never thought I'd see.
And when you're talking about Constantine and the Hellblazer universe, that's really saying something.

John, you see, is getting married.

Anyone familiar with the character knows why that's an insanely bad idea, and trust me, this story lives up to that expectation.

Hellblazer is a title that spans decades--at 275 issues, it's got pretty much anything without Batman, Spider-Man, or Superman beat in terms of numbering--and as such there's quite a bit of built-up continuity.

Over time, I've managed to read a good amount of those 275 issues, along with many of the mini-series and original graphic novels featuring the character.

Still, there are complete story arcs that I've missed, and I'm sure there are years' worth of stories that I haven't read. Even so, I have enough of a base for the character to be able to pick up pretty much anything with him in it and follow along.

Constantine is tortured, and tortured, and tortured, for his craft and his lifestyle.

And he's a downright bastard, as he'll happily tell you. When I drop the title, it's usually because the themes get too heavy, or too depressing. So when I head that Vertigo was planning to marry off their middle-aged bachelor, I was intrigued.

I picked up a couple of the previous trades to get a feel for what writer Peter Milligan was doing with the character, and I really enjoyed his work. I read "Bloody Carnations" as it came out in single issues, and that put me over the top.

I'm now back to having Hellblazer on my monthly pull list.

While this trade may not be the best place to start for complete newcomers to Constantine, I would definitely recommend this to Hellblazer readers who may have fallen off the path for a while and are looking for a good excuse to return.

Here's the solicitation information on the trade:

Haunted by memories of striking Epiphany, John cuts off his thumb and enlists help from Shade the Changing Man. Plus: Old friends and demon foes converge for the royal wedding of the century when the U.K.'s perpetual bachelor gets hitched! Collecting issues #267-275.

It's good stuff, and it signifies a return to form for one of comics' best characters. Check it out when you get to the shop today, but before you go--what are you Waiting for?

Tuesday, August 16, 2011

The Nature of Comics Fans

I woke up this morning without a clue as to what to post for today. So I went through my morning routine of running on the treadmill and lifting, all the while listening to a couple of podcasts from the venerable iFanboy crew.

Enjoyable as always, the iFanboy podcasts got me through my workout and made the whole waking-up-at-five-AM thing that much easier to swallow.

At the end of the second episode, one of the guys mentioned that the iFanboy site was in the process of being redesigned, and that the new site would be unveiled this week. Yesterday, actually.

So when I got into the office, I poured a cup of decaf, looked at the teeming pile of work on my desk and the ready-to-explode inbox on my screen, and I did what any rational human being would have done.

I went to the iFanboy website to check out the new look.

And I liked it. A lot, actually. It's spiffy and you can find things--two traits that I look for in a web page.

But then I noticed the comments section of a post that gave a nice recap of what, exactly, had changed on the site.

Big mistake, that.

I like the new site, but there are people who don't. And they're not afraid to let their (fake Internet monikers) tell you exactly what they hate, and why they hate it.

Though, I have to admit, the comments were nowhere near as mean-spirited as on other comics sites. They were, in fact, quite civil and constructive. Still, I stopped reading almost immediately, because I honestly don't care why someone else doesn't like something that I like.

But it got me thinking about comments sections, and comic book fans, in general.

As many of you know, the comments section on any comics/fan site can be...well, they can be nasty. And insane. And, sometimes, both.

Usually, though, the comments section is just mostly complaining.

I don't like this book. This creator is horrible. They've destroyed my beloved characters--again. I don't like change. I want more change. My foot hurts.

Just like the comic fan in the shop on Wednesday with nothing better to do than tell everyone why he would write a better Batman than Jeph Loeb, comics fans on the Internet are...*ahem*...passionate about their books.

But because it's the Internet, and there's that wondrous veil of anonymity, Internet fans tend to be less rational and more venomous than your Wednesday Warrior fanboy in the corner of the shop, yelling his views at whomever will listen.

Now, I know what you're thinking--crazy Internet fan is nothing new.

I know, I know. But like I said, I had no idea what to write about for today, and this popped into my head.

It's a faction of fandom that I will never, ever understand, and it never fails to utterly amaze me. I mean, I care about the characters, too, but if I don't like something, I just don't buy it.

Simple as that.

In my real job (you know, when I'm not fighting super villains), I'm an editor at a pretty big, very well respected trade publisher. Let me tell you, though. We get our fair share of raving phone calls and rambling emails.

Mostly about how we don't know what we're doing.

It's funny. The most critical calls and emails are never presented in a professional, courteous manner. And they typically end with a note about how our entire editorial staff should be laid off.

And presumably, be replaced by the angry caller/emailer.

Because, you see, he has this great idea about Batman and a giant chicken...

Monday, August 15, 2011

Recording Recap

As reported yesterday, I have completed my video playthrough of Mega Man 6 after a year of interruptions, delays, and chipping away at recording whenever a spare moment presented itself. My Mega Man videos have a history of show-stopping technological problems, most notably the entire process of making my first videos, and that time I had to re-record half of Mega Man 5, but never have they been plagued by so many problems from all across the spectrum than this time around.

I had to unexpectedly reinstall Windows...twice in one week. I found myself moving to a different state with barely five weeks to prepare, and three of those weekends spent out of town for a graduation and two weddings, respectively. I myself got engaged and have been helping to plan the wedding since the beginning of the year. This is a good thing, but from a recording standpoint, it's a problem. Please still marry me.

Alex and I had to deal with a messy situation caused by a blog thief, which dragged on for uncomfortably long. I covered ten consecutive days of posting on this blog (including one guest post I edited) which kept my creative focus on writing instead of recording until Alex returned from a necessary blogging hiatus. I agreed to write GameCola reviews for two brand-new games whose review copies I had acquired, Gemini Rue and Tobe's Vertical Adventure, which required me to pretty much drop everything else I was doing in order to produce completed reviews in any kind of timely fashion.

The final installment of my Mega Man 6 playthrough was stricken with inconsistent audio volume issues that caused me to re-process the entire video no fewer than four times before getting it right (a procedure that can take anywhere from 45 minutes to an hour and a half, depending on where the problem lies). Along the way, I found Windows Movie Maker to be taking longer and longer to load my audio and video files. Once everything was loaded, about 50% of my attempts to record commentary while viewing the video footage ended up misfiring, because the video would skip and stutter well beyond acceptable parameters during playback--which is especially irksome when it takes me 37 takes on average to record commentary a 45-second clip.

And that's to say nothing of the times when I was too sniffly, tired, or uncreative to record.

Yet despite setback after interruption after delay, my video series of Mega Man 6 was eventually finished. According to the feedback I've been hearing for the past year from my viewers, this playthrough is as impressive and entertaining as always, if not more so. The initial responses to my most recent video have been overwhelmingly positive; aside from one person who expressed disappointment in the final installment, the consensus so far is that I have produced a satisfying conclusion that was worth the 4-1/2 month wait since the last video.

I'm truly astounded by how well everything came together. Often times entire weeks went by between the recording of one sentence to the next, especially in the final video. Part 3 sounds the most disjointed out of all of them, I think--circumstances required me to record everything piecemeal, and I tried to cram in almost too many ideas--but overall, I'm impressed with how focused and vocally consistent I was across the whole series.

The fact that I ended up with an hour and seventeen minutes of (mostly) coherent commentary after a year of stop-and-go recording is mind boggling enough; the fact that people actually like it, especially with the high expectations that tend to accompany prolonged anticipation, still blows me away. It's no wonder I've been so curious to hear about what went right and what went wrong with Duke Nukem Forever; in many ways, I've been in the same boat that the people on Duke's design team.

I came to realize a few things during the course of recording this latest video series, which I expect will impact how I record in the future. First, recording during the summer is a lost cause until everyone on the face of the planet is permanently married, owns a home they never want to move out of, and has transitioned from a vacation-happy graduate school to a full-time job. Between the fun social get-togethers and the Big Life Stuff, I've been home and completely free to record maybe one weekend each month for the past two summers.

Second, I need to upgrade my technology. My current recording solutions are more or less fly-by-the-seat-of-your-pants workarounds that miraculously work well enough. If I'm going to continue with this, it's in my best interests to switch to recording and video editing software that won't require so much time and effort put in, only to yield audio and video quality that's acceptable but by no means completely professional. My microphone is part of the issue here--I need to jack up the volume on anything I record until it almost sounds a little fuzzy (and believe me, I've played with all the settings and couldn't find a better fix). One way or another, I suspect I'll be changing my recording setup somewhat by the time Mega Man 7 rolls around.

Third, when I'm recording, I need to make recording my creative priority. YouTube, GameCola, and this blog are my three ongoing geek projects, and I naturally gravitate a little more toward one of them at a time; it's rare that my focus is equally split amongst all three, but it's also rare that my focus is centered entirely on just one. Given how long it takes me to record, I need to record little bits at a time on a regular basis, or dedicate a few entire afternoons/evenings to finishing up a video. If I can start writing posts and articles in advance while I'm still on a writing kick, I'll be able to give my full attention to recording when I'm actively working on a video.

Fourth, and lastly, YouTube's current time limit of 15 minutes per video (upped from 10) is intimidating to me. Just because I can make a video that long doesn't mean I have to--a mentality I've held for quite some time about any technological advancements--so I might find it easier to record if I occasionally break things up a little sooner than is technically necessary. Quicker turnaround times for each installment and more frequent feelings of satisfaction at finishing a job might help me from struggling so hard to keep these videos going at a reasonable pace when the going gets busy.

One thing's for certain: I am relieved that I am finished with Mega Man 6. It's been fun, but it's also been an entire year. I still have at least one bonus video with bloopers and glitches in store, but for now, I'm taking a much-needed break. For a few days, at least.