Showing posts with label group therapy. Show all posts
Showing posts with label group therapy. Show all posts
Sunday, August 26, 2012
PS2 Review: Winback 2: Project Poseidon (2006)
What a misleading title; this mess has nothing in common with the fantastic, retro-cheese classic, Winback: Covert Operations. Whereas the original Winback had solid gameplay and an abundance of charm, Winback 2: Project Poseidon is dismally average, and oh-so-cheap. It should have no claim to the Winback brand, and yet, here we are. This time there's no Jean-Luc, no S.C.A.T. headquarters, and no Crying Lions to thwart. Instead, it's generic soldiers Craig Contrell, Mia Cabrera, and Nick Bruno to the rescue. They're tasked with finding a mysterious, and mysteriously powerful, weapon of some sort. You alternate between the three of them in any given mission, playing from each perspective and solving puzzles, covering each other, opening doors, and so on. It may sound interesting in theory, but in praxis, it becomes immensely tedious. Evidently these three operatives are incapable of working simultaneously towards an objective. For example, you may start out as Craig first, slog through some dismal areas, shoot some idiots one bullet at a time (even with automatic weaponry, you can only jump out of cover, squeeze off a single shot, and then duck back to compose yourself, I suppose, and this is far more agonizing than it sounds), and then stumble upon a jammed door. That means it's time for Nick, who's been patiently waiting for you to buzz him with your radio, to earn his keep and blast that stubborn door open. Elsewhere, I'm sure Mia is doing a Sudoku puzzle to keep herself occupied, or sending out tweets (#Sarocozia). You still can't run and shoot at the same time, which is the only thing Project Poseidon gets right about the Winback experience, and oh, what a thing to get right. Animation is amazingly unnatural, especially when you have to crouch into cover, and this only exacerbates the problems generated by the loose controls; you feel more like you're ice skating than moving into cover. There's a multiplayer mode if you feel like subjecting your friends to this experience, complete with AI bots. It's certainly not some new kind of group therapy. In fact, it's still the same bland game, single- or multiplayer. I wouldn't recommend this one, even for curious Winback veterans. It'll scare the hell out of you, Jean-Luc.
Tuesday, August 16, 2011
Curse of Completionism
I've been sitting for several hours this week trying to eek out those last few emblems for the Dreamcast uber-classic, Sonic Adventure. I'm not sure why I am doing this other than some emotional satisfaction as there are no rewards beyond that that I know of. Simultaneously, the Thrasher is in rare form (not rare for him, but for mortals) in doing his thing on 007: Everything or Nothing, achieving those remaining golds and platinums. Though there are rewards for completing those things, I am quite confident that he would be finishing these goals regardless.
Reflecting this phenomenon was an article on IGN, which can be found here: http://xbox360.ign.com/articles/118/1186682p1.html
It asks the question, "When is a game complete?" This is much more difficult to answer than it used to be. What more can you do on Streets of Rage than perhaps completing it with all the characters? There are no tedious things to search for and collect, no Pavlovian beeping sound marking an achievement, no online play. It was easy to declare when you had finished a game.
Now things are different, and I can sympathize with the author of this article when he expresses a feeling of dread when encountering new games in that he knows that there will be a serious time commitment in completing all achievements (though not fully. I don't pay for X-Box Live so I cannot complete all achievements unless I am playing a fully off-line game).
How do you feel about this? I know for myself that a game that has had the fortune of becoming part of my collection will most likely stay a part of it (I cannot trade my games just as I cannot trade my children, if I had some. I have, however, lost some games but I can assure any potential suitor that I would not extend that parallel to potential offspring. They were Gameboy games, to be fair. Quite small). And being part of my long-term collection, it does seem that we should push our relationship to the furthest boundaries possible. That is how I feel.
Reflecting this phenomenon was an article on IGN, which can be found here: http://xbox360.ign.com/articles/118/1186682p1.html
It asks the question, "When is a game complete?" This is much more difficult to answer than it used to be. What more can you do on Streets of Rage than perhaps completing it with all the characters? There are no tedious things to search for and collect, no Pavlovian beeping sound marking an achievement, no online play. It was easy to declare when you had finished a game.
Now things are different, and I can sympathize with the author of this article when he expresses a feeling of dread when encountering new games in that he knows that there will be a serious time commitment in completing all achievements (though not fully. I don't pay for X-Box Live so I cannot complete all achievements unless I am playing a fully off-line game).
How do you feel about this? I know for myself that a game that has had the fortune of becoming part of my collection will most likely stay a part of it (I cannot trade my games just as I cannot trade my children, if I had some. I have, however, lost some games but I can assure any potential suitor that I would not extend that parallel to potential offspring. They were Gameboy games, to be fair. Quite small). And being part of my long-term collection, it does seem that we should push our relationship to the furthest boundaries possible. That is how I feel.
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