Thursday, December 15, 2022

Video Game Review #420: Braid

Braid
PlayStation 3




Nostalgia Factor:

This is a game I've been interested in playing for a long time. In fact, my PlayStation 3 tells me I purchased this game eight years ago back in 2014. Eight years and I still haven't played it! Believe it or not, there are games that have been in my collection for much longer than this that I still have not played.

I knew little about this game coming into it, other than that it was critically acclaimed. What would my take be on the game? Let's find out.




Story:

I am not one for abstract stories. I can't tell you a single thing about what this game is supposed to be about. You play as some dude. Before each stage you read a series of love letters talking about your romance with a princess that you love. How these letters tie into the levels that you play through, I have no idea.

At the end of the game a bunch of weird shit happens and the credits roll. The end. See? I told you I couldn't tell you anything about this game's story. It just made no sense to me. Like I said, abstract stories aren't my thing. I am stupid. I need things spelled out clearly and easily for me. It wasn't long before I completely stopped paying attention to the story and just played Braid for its gameplay.




Gameplay:

At first glance this looks like an average 2D platformer, but that couldn't be any further from the truth. This is a puzzle game disguised as a platformer. Your character handles like any 2D platformer would. He runs, he jumps, he climbs ladders, that sort of thing. But he can also rewind time. So there's really no way to die in this game. If you fall into a spike pit, the game freezes and you are forced to rewind time until before the fall.

Each of the game's six levels introduces some new type of time travel gimmick. You must master these gimmicks to collect each puzzle piece contained in these levels. Examples of gimmicks include being able to create a "shadow" character that mimics your actions when you rewind time, helping you to solve puzzles - a gimmick that slows down time - and a gimmick that allows you to keep items that you pick up after you rewind time.

Solving these puzzles and collecting each of the game's puzzle pieces is the main challenge of Braid. If you skip over the puzzles and just run to the end of each stage, like I did the first time I played through this game, you aren't going to be able to properly complete the game. And you won't get anything out of the experience. I was able to collect maybe 25 or 30% of the game's puzzle pieces on my own, but I'll admit that many of the puzzles stumped me to the point where I had to cheat and look online to be able to complete them.

Some of them are just so dang complicated. That whole area with the platforms that are impervious to changes in time was very frustrating. Even looking up the solutions online, I still struggled to complete them. At the same time, some of the puzzles had me slapping my forehead in frustration because they were so easy and obvious once I knew the solution, but they had me completely stumped trying to figure them out.

I understand why the creator of the game wants people to play this without looking online for help. I truly do. But I just was not smart enough to figure some of these puzzles out. I'd still be playing this game if I was attempting to beat it on my own merits.




Graphics:

This is a very good looking game, I have to admit. I absolutely love the art style and how it looks like you are playing through one big, beautifully animated picture book. The colors are fantastic. The world is very immersive. I am not one of those "video games are art" people, but this one comes darn close.




Sound:

When I first started playing Braid, the game pulled me in and immersed me completely. I was playing in the dark with headphones on. On ensuing gaming sessions, I found myself not wearing headphones. It took me out of the experience a little. There's nothing too special or memorable about the game's music or sound effects, and this becomes obvious when you remove the headphone immersion factor from the equation.

Not that there is anything wrong with the game's music or sound effects. I'm sure they did exactly what they set out to do. I'm just saying they aren't memorable.




Overall:

I'm a little torn here. There's a lot to like about the game. The graphics. The art style. The controls. The clever time control mechanics. I found myself having fun playing through this game.

And then I made it to the end of the game. I had collected maybe a fifth of the puzzle pieces I needed in order to beat the game. Being able to beat the game meant I had to go back through each stage and collect each and every puzzle piece there was to collect. Some of these puzzles were fun to tackle, and I enjoyed using what I had learned throughout my first playthrough to break through and solve some of them.

But some of them are just so dang hard. There are several that I never would have figured out in a million years. I know you aren't "supposed to" use a walkthrough or an online guide for this game, but I just couldn't help myself.

I also did not enjoy the story of Braid. As I said earlier, I'm a simple man. This game is a bit too dream-like and open to interpretation for me. Or maybe I'm stupid and I just don't get it. Or maybe I just skipped through the game's story sequences without giving them much thought. It is indeed a lot of text to read through.

Whichever way you shake it, I think that one of the big draws of Braid is its storyline, and the fact that I wasn't able to enjoy that aspect of the game drags it down several levels. All the reviews I have read online have been overwhelmingly positive about this game's story. When you take that away, all you are left with is a somewhat above average puzzle platformer.

I felt the same way with Celeste. There's just a certain something about these types of indie games that I am failing to connect with on some level or another. 

I wanted to like this game. Even after playing it, I still want to like it. But my experience with it was only just okay. Like I said, this is an above average game. That's about the best thing I'm willing to say about it.


THE GRADE:
C+


40th Birthday Mop Up Duty Celebration Tour:




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Braid (the review you're reading)


Up next we visit 2010 with my review of:
Metal Gear Solid: Peace Walker



For a complete index of all my past posts and game reviews, click


Friday, December 9, 2022

Video Game Review #419: Far Cry 2

Far Cry 2
PlayStation 3




Nostalgia Factor:

I've been interested in the Far Cry series for years and years now. The only one I have played is the first game in the series, and that was over seven years ago. My initial plan had been to marathon my way through the entire series. Well, here we are in 2022, and I am only just now finally moving onto Far Cry 2.

Hey, maybe I can actually make it through every game in the series by the time I'm 95!




Story:

You're almost better off just reading a Wikipedia summary. I had a hard time paying attention to this game's storyline. It's a bit fast moving. There's a lot of characters. A lot of action. Things aren't set up very well right from the start. Shortly after I began playing this game I found myself confused as to who I was supposed to be and what exactly I was doing here in Africa.

I was eventually able to figure out that I'd been sent in to Africa to bring peace to an unnamed war-torn country by defeating an evil arms dealer who was fueling both sides of the conflict. Unfortunately you find yourself stripped of resources, with a bad case of malaria, and at the mercy of the warring factions. Both of these factions give you missions to complete for them - like go blow this thing up or go kill this guy. Sometimes you're given the option to defect to the other side in the middle of a mission. It seems like you have freedom of choice, but mainly these decisions don't affect too much in the long run.

One thing I'll say I didn't like about this game is the fact that so much of it is told to you as you are playing. Oftentimes I'd find myself walking around or checking things out and then I'd realize I had missed half of what was being said to me. This is a common complaint I have among games like this where you listen to audio logs or talk to characters over a communicator. I don't have the attention span to both play and listen at the same time. As a result, I'd often miss giant chunks of the game's plot, and important ones too.

And that's why I really can't tell you much about this game's story aside from the bare essentials. Honestly, I'm not sure it is that important anyway.




Gameplay:

Right off the bat, I could see that this game was going to be vastly different from its predecessor. Far Cry 2 was not going to be based around making your way through levels or stages. No, no. This game was open world. Or, as I used to say before the term open world became mainstream: "like Grand Theft Auto."

And that's really what this game is. Grand Theft Auto as a first person shooter, set in the jungles of Africa. Okay, maybe that is oversimplifying things a bit, but the similarities are there. You have a map with a list of destinations where you can complete missions. You steal cars. You shoot bad guys. The main storyline, at least from my viewpoint, is secondary. Half the journey is getting from one destination marker to the next.

The map is littered with collectibles such as hidden diamond caches. If you want a comparison, think about the Riddler trophies from the Arkham games. There are hundreds of these things, and they are freaking everywhere. Most of them are easy to find, while others had me absolutely stumped. These diamonds work as in-game currency. You can trade them in to upgrade your weapons or buy brand new ones altogether.

When I first started playing this game, my initial impression was "wow." The open world made the game much more intriguing than Far Cry Classic. There was so much to see and do and explore. Immediately I started comparing this game in my mind to Half-Life 2, which I had recently finished playing. Based on first impressions alone, this game was A material.

It wasn't until I started sinking a few hours into the game that my opinion on it started to fall apart. There are a lot of flaws that might seem minor at first in Far Cry 2's gameplay that really begin to add up and make the game very frustrating, very fast.

I'll start with the obvious: the save system. You have to manually save in this game, but you have to do it from designated save locations. No auto save. No pausing the game and saving whenever you want. This might seem like a minor gripe at first. This is pretty much how every video game used to be, right? But you'll soon discover how much of a bad thing this is. Let's say you are headed out to a mission. You notice there's a hidden diamond cache in your area. You stop, you fight some enemies that pull up in a Jeep and try to blast you into oblivion, you look around for a bit, and you collect the diamond. Let's say five in-game minutes have passed.

You get back in your vehicle and you head towards your destination again. There's a guard outpost! You stop, you clear them out, you collect everything they leave behind, and you get in your car again. Another five or ten minutes has passed. You get to your destination. You get out of the car. Some enemies start attacking you. A Jeep hits you from behind. Getting hit with a vehicle is pretty much auto-death in this game. You die. You get sent back to the last time you saved. Everything you've accomplished in the last 20 minutes is now undone. The diamonds? Got to collect them again. The outpost? Got to clear it again. All that driving and traveling? Yup, got to do it again..

The first time this happens to you, you might be mildly annoyed. The fifteenth time this happens to you, you'll want to chuck your controller through the wall.

I'm just getting started with this game's frustrations. Let's talk about the weapons constantly jamming up and breaking. Now, this is a normal thing in games, but Far Cry 2 takes this mechanic too dang far. If you're using the same weapon for hours on end and you haven't upgraded it or done any maintenance on it, and it breaks, that's okay. Not here. You'll be in the heat of battle firing at an enemy with a gun you just picked up. It jams. You have to waste ten second sitting through a stupid animation while your character unjams the gun. The whole time you are doing this, you are susceptible to enemy fire.

You resume shooting at the enemy. The gun jams again. Aaahhhh! So annoying! But not as annoying as when you unjam the gun and it happens AGAIN. Seriously. This happens constantly throughout the game. The dang guns just would not stop jamming, over and over again. I can't count how many times I died because of this stupid mechanic. And remember what I said about save points? You can see where I am going with this.

But I am STILL not done. You can't drive anywhere on the map without having to stop and take part in multiple monotonous shootouts that take up way too much of your time. Enemies relentlessly chase you in cars of their own. They hit your vehicle with two bullets and it starts smoking and you have to stop and get out. You can repair the vehicle, and you will repair your fair share of vehicles playing this game. It gets to the point of absurdity though with these dang vehicles and how fragile they are. If you happen to get stuck in the middle of nowhere and your vehicle gets destroyed? Guess what? You've got to hoof it on foot. And this game has a pretty big map. I'd say nothing is worse than having to walk for 15 minutes until you can return to actually playing the game again, but this game really tested my limits in many, many ways.

The outposts. In normal games when you clear an enemy outpost, you "conquer" that outpost and can use it as a safe haven. Not this game. You can clear an outpost, leave, and come back to it literally one minute later, and the enemies will have respawned. It's like you didn't even do anything at all. What's the point?

The game forces you constantly into pointless and unwanted combat scenarios. You can't just drive past enemy outposts if you don't feel like fighting. Often the paths through are blocked off, forcing you out of your vehicle. When you are able to squeeze through, enemies pursue you in vehicles of their own. Before you know it, your car is smoking and you are forced to get out and fight.

What else didn't I like about this game? Well, there's the fact that your character has malaria and is forced to stop every once in a while to take pills because of malaria sickness, but I didn't find this as annoying as most reviewers. It only happens about once every half hour, which is a heck of a lot less annoying than your weapons constantly jamming up.

The game is split into two halves, consisting of two separate maps. In open world games like this I like to explore and collect everything there is to collect. But that's impossible here. Once you complete a certain mission, you are transported to the second map with NO option to return to the first one. So if you are trying to collect all diamonds and you accidentally trigger the event that takes you to the second map - you are screwed.

You know what else is annoying? The overly long healing animations, particularly when you're low on health and the animations are EVEN LONGER. Why oh why did they think this was a good idea? 

If you put aside all the gripes I have with it, the game is perfectly fine and enjoyable.

The funny thing is, I am not joking. When I look back on my time with this game, I look back on it favorably - despite all the things the game has going against it. There's something inherently fun about the formula of the game with all the driving and exploration. The setting makes you feel like you're on some kind of movie adventure. I probably poured more hours into this game than anything else I've played in recent memory.




Graphics:

For a relatively early era PS3 game, this looks really good. I like the setting. All the trees and rivers and jungle locale seem very organic and natural. I had to stop to just check out the sights from time to time. Wind blows through the grass. There's a day/night schedule. I love the way fire spreads quickly through the underbrush. I can't believe this game came out 14 years ago!

The characters look nice. The vehicles look nice. As much as I've nitpicked this game to death, I really can't criticize the graphics too much. Maybe I could say the colors are a little drab and everything is kind of  a dull brown or green color?




Sound:

Nothing about this game's music stands out to me whatsoever. Was there even music in this game?

The voice acting is pretty good. The sound of explosions and your guns firing is perfect, as are all the environmental sound effects. I'd put Far Cry 2's sound in the solid but not spectacular category.




Overall:

Despite all its flaws, I still kept coming back to Far Cry 2. There's just something about this game, that even though it does so many things to piss its players off, it is still what I would consider an overall good game. I liked this more than Far Cry Classic to be honest with you. I might have overrated that game when I first played it, however. I gave that game a B+, but when I think back on my time with it, it is very forgettable in the long run. For better or worse, I'll remember this one for a much longer time. It's not going to get a B+ or higher, however. Heck no. This game does way too many things incorrectly.

So while it may look like I enjoyed Far Cry Classic more with its sparkling B+ final grade, I'd have to say that this game beats it out in nearly every category. And what's exciting to me is that I can see the groundwork for what the Far Cry series is soon to be. I haven't played Far Cry 3 or any of the newer titles in the series, but everyone speaks so highly of them while shitting all over this game. If this is considered the worst game in the series, I think I am going to be in for a real treat.


  
THE GRADE:
B-



40th Birthday Mop Up Duty Celebration Tour:




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2008:
Far Cry 2 (the review you're reading)


Up next we move onto 2009 with:
Braid!


For a complete index of all my past posts and game reviews, click


Wednesday, December 7, 2022

My friend Aaron





I hate that I have to write this.

A few weeks ago, I found out that my good friend Aaron died back in March of this year. Aaron has been one of my best friends through life going all the way back to the fourth grade. As someone with very few friends, much less life-long friends, this news has been particularly hard for me to process.

I first met Aaron back in 1991. I was nine years old. It was the first day of the school year. I was hanging around outside of  school, waiting for the doors to be unlocked so all of us kids could be let in. There was a new kid in the lineup, someone I didn't recognize from the previous school year.

Aaron and I started talking, and I immediately liked him. I was relatively new to this school, having joined it in the third grade after our family had moved into the neighborhood. This was my second year there. I had been known as the weirdo in school, and although I would say I had friends, none of them associated with me outside of school hours.

Aaron and I quickly became friends, hanging out during recess and goofing around in class. It took Aaron a little bit of time to work his way into the good graces of our classmates, however. I was still the definitive weirdo of the class, but Aaron was pretty low on the totem as well. That first year, it seemed like his entire wardrobe consisted of those Rude Dog shirts that were so popular back in the 90s. He had warts all over his hands and up his arms. But perhaps the most unforgivable thing about him was how he wore a fanny pack everywhere he went, 24/7.

I hate to say this but there might have been something else going on as well. We went to a religious school, and Aaron and I both had parents that were divorced. Our family wasn't big on "school board" type things or staying involved in the church. Our families drove crappy, rusted cars that you could hear coming from blocks away. Some of our family members had mullets. We didn't come from a lot of money. It seems silly in retrospect, but stuff like that mattered back in grade school.

It took a while, but Aaron did pass me on the "cool" meter - not that I had set the bar very high. He played a lot of sports. He made friends. He became interested in girls much more quickly than anyone in our class. But as cool and as popular as Aaron became, he always had time for his good pal Dan.

Our main activity was riding bikes and exploring the neighborhood. There was a guy in our neighborhood, and I want to say this politely, who was mentally handicapped. His name was Jeff Strelow. Aaron and I always would ride past his house to see if we could spot him. One day Jeff had a bad fire at his house, and they had to knock a hole in his roof to help put it out. I remember coming by the next day with Aaron, and we both picked up pieces of rubble and brought them home as souvenirs. A piece of Jeff Strelow's house. What a prize.

Sometimes Aaron would come to my house and play with toys and video games. Sometimes I'd go to his. I always remember a game we'd like to play at his house was where one of us would tie up the other one, and then hide in the house and set a timer. Whoever could get out of their bonds faster and find the other kid would win the game. I've never been a great knot tier, so Aaron always won at this game. Aaron had a Super Nintendo, but he rarely wanted to play when we were at his house. At my house, however, we were always gaming.

We were good kids. We stayed out of trouble. We had fun. We were harmless. Aaron in particular was a better person than I was. I remember one time we went to the corner store to buy some snacks, and a kid who was walking out dropped a five dollar bill. I ran up to go grab the money and pocket it, while Aaron was like "hey, you dropped a five dollar bill." I was so mad at him for that. The only time he ever did anything bad was one random Halloween where he wanted to go around the neighborhood smashing everyone's pumpkins. 

He enjoyed the holidays, especially Independence Day. I remember spending a random July 4th at his house, and coming home with a big red, white, and blue hat - and balloons and decorations. The whole nine yards. Later on in life when we reconnected, we went to July 4th fireworks at the lake front. Aaron was decked out in a paper top hat hat and big obnoxious sunglasses, and red, white, and blue clothes. Immediately I thought back to when we were kids and how he liked to dress up for July 4th even back then.




I liked Aaron's parents and his family. I always had to mess with them when they'd pick him up after school, by chasing after their car and screaming at them to come back. It became an after school tradition. One time they slammed on the brakes as I was running after them and I ran straight into the back of the car with an audible thud and collapsed to the ground. Aaron never let me live that down, even as adults. I never told him this because he thought it was such a funny moment, but I totally faked it to be dramatic.

We had such fun as kids. Riding bikes, playing games, goofing off, and just enjoying life. When we graduated from grade school in 1996, we each went our own ways to separate high schools. I lost touch with Aaron for years and years. It wasn't until about 2003 or 2004 when we reconnected. I was working at a gas station late at night when this dude-bro comes in looking to buy a pack of Newport 100s. We didn't have any in the sliding holder above the register, so I walked behind the display case to grab a new carton. When I came back around the corner, ripping open the carton as I walked, I looked up and made contact with the dude-bro.

Why did he look so familiar? Before I could start searching my mental database, the guy said "Dan?" He knew me. Who the heck was.... oh my god! It was my old friend Aaron. We immediately started talking and catching up on old times. I remember him telling me he only recognized me by the way I walked, which is such an Aaron observation. This was before the society-wide prevalence of social media and the internet, so we exchanged phone numbers and promised to hang out.

Later that week, he came to visit me at my mom's house, where I was temporarily living after a bad break up. He brought along with him his cousin Ben, who I recognized as a regular customer at the gas station. We smoked a doobie in my mom's basement, caught up on old times, and promised to hang out on a regular basis.

Aaron called me later on in the week to ask me to come out to a party he was attending. I remember him making a disparaging comment about how there wouldn't be any "fat chicks" at this party, and it immediately turned me away from him. I had been dating a girl who you'd describe as a "fat chick". I immediately had second thoughts about whether I could bring her around Aaron, and vice versa. Was he going to be mean to her or say bad things behind her back? I really cared for this girl, and I didn't want to risk it. I stopped answering Aaron's calls, and never bothered to call him back. Eventually he gave up and stopped trying. Once again we lost touch for several years.

Fast forward to 2015 or 2016. It was the age of social media. I was looking up people that I once knew, and Aaron's name popped into my head. I searched for his name and, wouldn't you know it - there he was. I sent him an innocent friend request.

I didn't hear back for weeks. I just assumed he had either denied my request - or he didn't use Facebook very frequently. Turns out it was the latter. Aaron wrote me back, wanting to hang out. He asked for my number and I gave it to him. He called me back immediately wanting to set something up where we could go to the bar or go out to party and catch up on old times. It was a bit of a culture shock for me. At this point in my life I was very introverted. I didn't have friends, much less guy friends. I didn't go out to bars or do things like that. But I just couldn't pass on the chance to meet up with an old friend. And he was very persistent.

As soon as I saw Aaron I was immediately taken aback by his appearance. You know how Two-Face from Batman has one normal side of his face, and then right down the middle the other half is burned? Aaron had kind of a Two-Face thing going on, but with his hair. If you looked at his profile from the left, he looked like a clean shaven guy with short hair. If you looked at his profile from the other side, you'd see a mustache, facial hair, and hair on his head that had been growing out for at least a few weeks. If you looked at him straight on, well, it was very confusing. Two-Face, but with hair instead of burns, is really the only comparison I can make here. I was also a little taken back by his demeanor. Aaron was a lot harder edged than I had remembered. Kind of had a swagger to him that had not been present when we were kids. I was little on edge that first time we hung out, like he was going to fight me or something. But I got over that feeling pretty quickly.

At the time he was living in his grandmother's condo and helping her take care of things around the house. This condo had a recreation area with music, darts, a pool table, a bar - all that fun stuff. I remember hanging out down there with him, playing pool and shooting the shit. We'd step into the adjacent parking garage every once in a while to pass a doobie back and forth. A friend at the condo unit had let Aaron use their bicycle. It was an old-fashioned bicycle with a side car. I remember riding around in the parking garage in this thing, both as the passenger and the rider, up and down the ramps and around the big curves. I was buzzed and feeling good and shouting at the top of my lungs, and so was Aaron. It was like we were kids again.

Off and on Aaron and I would hang out for several years. We'd either go out for a night on the town, or we'd stay in and just shoot the shiznit. Wherever the night took us, I was always happy with it. I remember having a heartfelt conversation one time where he told me that I was the closest thing he had to a best friend, and I remember being very touched. Like I said, I didn't have a lot of friends back then. Certainly not anyone I would consider a best friend. It meant a lot to me.

Our friendship level upped itself. Aaron and I hung out several times a month now. It felt like every single weekend for almost a year on end. Again, if you know me and my history with hanging out with friends, this was a remarkable accomplishment.

Aaron was always looking for that special someone when we'd go out. I've never met someone more girl crazy than him. Look at her over there. How about that one? How about her? He was always asking my opinion. He had lots of wild and crazy stories to tell me about some of his "conquests." But you know what? Every time I hung out with him, he was single. Every time we went out, he came home alone. I think he liked to talk a big game, and maybe there was some truth behind his wild stories. But maybe they were embellished a bit too.

One thing about him was that he kept me honest. When we went out to the bar, he was always right there to keep me out of trouble. If a woman so much as even talked to me, he'd be right there to interject with a question about how my wife was doing, or if we were having any luck getting pregnant. It was kind of sweet how protective he was. I think a little bit of it was jealousy - because he always claimed to be this great ladies man, yet he struck out 100% of the time when I was with him. But it was still sweet.

Whenever Aaron did have a girlfriend, we wouldn't see each other for a few months. You know how it is with young love. I remember him having two long-ish relationships with a girl named Nissa and another one named Shawnee. I probably butchered those spellings. But I never met either one of them.

As soon as he broke up with them, however, we'd be back in action - hanging out and going out to party. I was kind of like his wing man, not that it did him any good when he was with me.

Some Aaron memories I'll treasure forever: going to a Brewers game spur of the moment with my wife and her cousin Holly. Aaron wore Heelys and the sight of him zipping around the Miller Park walkways with these things on made all of us laugh. There was the time when we went swimming and he cannonballed into the pool, and splashed a couple of people sitting nearby. He got their phones all wet. I thought for sure a fight was about to break out. I remember when we went out for my birthday, and his friend drove up on the curb on the way home and drove all the home from 20th and Capitol to Highway 100 on a flat, sparking tire. I remember when Aaron had a crummy birthday weekend and decided the next week to throw himself a giant poolside barbecue. He had me cooking and setting up furniture and doing work for him. I was like dang dude I didn't come here to work! But it ended up being a great time. One time I went to go pick Aaron up, and he was doing yardwork for a 90 year old lady in the neighborhood. That's just the kind of guy he was. He was always helping other people. He charged money because he didn't believe in "actual jobs". He was a hustling kind of guy. But he still liked to help.

And I remember riding bikes in the parking garage. Like I said, I'll never forget that.

But you could never talk about Aaron without mentioning the alcohol. He was always drunk. At first I didn't think much of it. He's just a fun party guy. He'll grow out of it eventually. But the more we hung out, the more concerned I became. He would chug hard alcohol straight out of the bottle. It seemed like he had no limit. The drinking was constant. He never did not have a drink in hand.

One time I came over to visit after a few months of not hanging out. I think it was when he had one of his two girlfriends I mentioned earlier. He had this look in his eye. I remember him telling me that I should be glad I was coming to hang out with him, because it might be the last time I got to see him. Of course, I asked him what he meant. He told me that his drinking had gotten so bad, he'd started to experience seizures and blackouts. He'd thought he was going to die at several points in the last few weeks.

It wasn't long after this that Aaron checked himself into AA. This was great for him because it was something he needed to do. He couldn't keep going down the path he was on. But at the same time, it was terrible for our friendship. 90% of our friendship revolved around drinking and going out. What were we going to do now?


He went through a phase where he liked to be called Acorn.

The answer: not much. From the time Aaron checked himself into AA and the time he died, we hung out twice. Twice. The first of those two times was an awesome day. We went to Brady Street Fest and walked around and checked stuff out. We ate food from street vendors. We rented Lime scooters and drove them through the neighborhood, mainly going up and down Farwell and Prospect.

Our travels took us to the Landmark, where we went downstairs and shot some pool. Aaron did not touch any alcohol. We came upstairs and saw that Once Upon a Time in Hollywood was playing at the Oriental. We both wanted to see it, so we got tickets for it. While we were waiting for it to start, we went across the street and smoked a doobie at the bus stop. Then we went in and saw that long ass 9 hour movie. Okay, I know it wasn't that long. But it felt like it.

Overall it was a really good day. I told my wife afterward that it was like a bro date. I wouldn't see Aaron again for a few more months, when we went to go see the movie Joker together. We didn't like that one either. After the movie ended, I remember telling Aaron that my wife was pregnant. He sat up straight in his seat. What? No way! 

Aaron had always been supportive of my wife and I trying to have a baby. You could tell he was excited for us. But in the back of my mind I kept thinking how Aaron had made a comment once that whenever one of his friends had a baby, they always disappeared from his life. I promised Aaron that wouldn't happen.

I dropped Aaron off at home after the movie. I could tell Aaron was disappointed because it was still relatively early, and he obviously wanted to hang out more. But I was tired. I told Aaron we'd hang out again soon.

We never hung out again. In fact, we never saw each other again.

2020 hit, and so did the pandemic. Couldn't go out or do anything. We were encouraged to stay at home. Aaron was still in AA. My wife had her baby. Life happened. Aaron started his own company called Abel Aaron, where he did tiles and home interior construction kind of stuff. I moved into a night time position at my job. My entire life began to rotate around work and the baby.

When 2022 came around, it had been nearly three years since I had last seen Aaron. I had some light work around the house that needed to be done, and I remember texting him about it. My wife and I were interested in hiring him, not only for his work but to see him and hang out and catch up on old times.

Aaron seemed interested. He told me to let him know whenever we wanted him to come, and he would. But once again life happened. We got distracted. We ended up doing said things around the house ourselves, while putting off some of these other tasks for a later time. I never ended up texting Aaron back.

About a month ago Aaron once again popped into my head. I remember thinking how I hadn't seen or heard anything from Aaron on Facebook for a while. So I searched for his profile. I pull it up. I start scrolling through his posts. A bad feeling started to form in my gut before I even knew why.

What is the first thing I read on his Facebook wall? "It's been seven months since I last saw you. I'd give anything to bring you back for one more day."

Um, what??? I kept reading. More condolences. More sad messages. I'm not a smart man, but I knew that Aaron had died. I kept reading. The messages went back for several months. All the way back to the beginning of 2022. March, to be exact.

I felt numb. My best friend, probably the closest friend I've ever had in my life. And he'd been dead for seven months, and I didn't even know it. I handed the phone to my wife in stunned disbelief. "Look."

I'm guilty of taking things for granted in life. I always thought Aaron would be there. Yeah, life had taken us our own separate ways for a few years. Aaron to AA, cleaning up his life and starting his own company. Me to starting a family with my wife and new baby. Oh man, my new baby. The one Aaron was so excited for me to have. And he'd never get to meet him.

I can't help but feel like I was robbed out of years and years of further friendship with Aaron. It was not supposed to end like this. We had been friends for 31 years. I thought we'd go for 31 more. As I said way back at the beginning of this long ass post - I don't make friends easily - especially guy friends. I'm shy. I keep to myself. I'm not interested in the same kind of things most people are. But none of that mattered with Aaron. I think we were always such good friends because we were so opposite. We complimented each other. He was the loud abrasive one, and I was the quiet, chill one.

It was a friendship for the ages. Or so I thought. 

There's so much more I could say about Aaron, but I have gone on long enough. When I think of Aaron, I'll think of someone who, aside from my wife, has probably come the closest to knowing the true Dan than anyone else ever has. He knew me when I was a kid. We grew up together. We spent five years together in the same room every day in grade school. We reconnected as adults. We hung out. We had fun. We opened up to one another. We lived.

And for that I'll be forever thankful. Aaron, my polar opposite, plucking me out of my comfort zone and forcing me to get out and live a little bit. I'm a different person for it. and I'm a better person for having had Aaron in my life.

If only it had been longer.



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Saturday, December 3, 2022

Video Game Review #418: Final Fight CD

Final Fight CD
Sega CD


Nostalgia Factor:

Having played and reviewed the arcade version of Final Fight a little over a year ago, I had little reason to come back and play another version of the game quite so soon.

As luck would have it, I found myself with a little time to myself recently, and I was looking for something quick and easy to play through. I've always been curious to see how the Sega CD version of Final Fight stacked up against the arcade version, so I figured I'd pop this in and try to power my way through the game.

How would it stack up against the arcade classic? Read on and find out!




Story:

This game's story is exactly the same as it was before, but this time there are some added cutscenes and some added voice acting to help flesh things out. This is about the only thing I prefer about this version of the game when you put it next to the arcade version.




Gameplay:

I always feel like such a lazy reviewer when I do this, but this game plays nearly identical to the arcade version of the game. So I'm just going to copy and past some snippets from my last review here, rather than have to explain everything all over again. Enjoy!

"You should know how this type of game works, but I’ll explain it if you don’t. Each level starts with you in control of whichever of the three characters you’ve selected. It is your goal to make it through each stage while punching, jump kicking, and throwing your enemies into oblivion. You walk on a 3D plane, meaning you can go up and down in addition to left and right. Occasionally you’ll find things like telephone booths and barrels that you can break to get special items. These items include health upgrades, shiny collectibles that add to your point total, and weapons you can use to bash your enemies, such as a pipe or a sword."

All of this holds true for the Sega CD version of the game. At its core, the gameplay is vastly unchanged. I'm going to tell you why I didn't like this version of the game, however. And it starts with the difficulty.

This has never been a game known for its steep difficulty. In the arcade, you just keep plugging quarters in and you can beat the game pretty easily, as long as you have more quarters. This version of the game limits the number of lives and continues you have at your disposal, and this in turn completely affects the way you have to play the game. You can't just recklessly charge forward into dangerous situations. You have to be cautious. You have to proceed slowly. You have to play defensively. If you run out of lives or continues, you have to start the entire game over again from the beginning.

I did not have fun with this. Even using save states, I found myself in a situation where I was down to my last life with still an entire complete stage to finish. No matter how slowly I moved forward, no matter how cautiously I played, I was still taking a lot of damage from enemies and I was still finding myself dying quite often. Like I said, in the arcade this is not an issue. Just plug in another quarter and keep playing. But at home? When you're done, you're done. And you have to play the entire game over again from the beginning.

This is a game with a lot of button mashing and a lot of nonstop action. I really did not have it in me to play "fairly" (in other words: not using save states) and attempt to beat the game the natural way. It would have taken me days, maybe even weeks to make my way through this game. You have to basically be perfect, or you will never make it. And I don't have time for that.

I can imagine this game would have frustrated me to no end if I had played it when it first came out. As it is, it was only a minor irritation because I abused the save state feature to get me to the end of the game with minimal damage taken. But where is the fun in that?




Graphics:

Something felt a tiny little bit "off" to me the entire time I was playing. This is almost an arcade perfect port. It's lacking something that I can't quite put my finger on. It's less vibrant, or something.

But overall it still looks good.




Sound:

The game sounds just as good as ever, I guess. I've never been a massive fan of Final Fight's soundtrack. It's in one ear and out the other.

I liked the voice acting during the cutscenes.




Overall:

If given the choice between this version and the arcade version, I'd take the arcade version any day of the week. I hate that you have to be near-perfect to beat this game with the amount of lives you are given. Even using save states and turning the number of live and continues to maximum, I still struggled to be able to beat this game. I can't imagine the dedication it would take to be able to do it without "cheating". You have to be perfect. I ain't got time for that. Just let me play the arcade version and pump in a bunch of quarters until I beat it. Please and thank you.

The only thing this game has going for it lies within its cutscenes. It gave some life to the characters and the story of the game. I'm a fan. If you could merge this game's cutscenes with the gameplay of the arcade title, you'd have a near perfect beat 'em up. Instead, this version stands as far inferior in every other category. I see no reason to come back to it when the arcade version is out there beckoning to be played.

I might get some hate for talking smack about Final Fight. I just did not have much fun with this specific version of the game.



THE GRADE:
C-



If you liked this review, please check out some of my other game reviews:



Thursday, December 1, 2022

Video Game Review #417: Deep Fear

Deep Fear
Sega Saturn


Nostalgia Factor:

In the last year or so I've really been brushing up on my Sega Saturn history. I listen to a Sega Saturn podcast and I also participate in several Saturn-based Facebook groups. This podcast and these groups have been an absolute wealth of information as far as discovering new games. There are so many interesting titles out there that I've never heard about or otherwise would have thought to play. Deep Fear is one of those titles.

There's a good reason I had never heard of this game before: it was never released in the USA. As soon as I read this game's premise and saw some of its screenshots, I knew I had to play it. From everything I was able to gather, the whole game was one big blatant ripoff of the original Resident Evil. And you know what? I was all for it.

I started playing this game on Halloween, and I just finished it a few days ago. Did the USA miss out on an awesome title when they decided to keep Deep Fear overseas, or was this whole thing a huge mistake? Read on for my full thoughts!




Story:

You play as John Mayor, the game's protagonist. No, not John Mayer. His body is NOT a wonderland. John Mayor, with an O. He is member of an emergency response unit that resides in an underwater station called the Big Table. It's very similar to something you'd see in the movie The Abyss. 

The game's premise is based around a probe that was sent out by Earth many years ago. The probe returns to the planet and crashes in the ocean. A recovery unit is sent out to reclaim this probe, and bring it back to the Big Table. Yeah. It goes about as well as you would expect.

Before you can count to 20, the station is infected with a virus that turns regular people into horrible, violent mutations. It's now up to John to rescue as many people as he can and escape to safety.




Gameplay:

When I say this is a Resident Evil clone, I mean it. You'll have no trouble picking this game up and getting the hang of it if you have ever played a classic Resident Evil game in your life. Tank controls. A similar inventory screen. Similar combat. Similar exploration. The only obvious difference is that you don't see the door swinging open when you move from room to room. Instead you just get a black loading screen with some text that gives you the name of the room you are entering.

Deep Fear does have other differences, however, that make it unique. The main difference is the oxygen meter. Many areas in this game display a countdown on the top of the screen. This countdown indicates how much oxygen is left in your area. There are small display consoles located randomly throughout the game that refill the oxygen supply and pump those numbers back up to their maximum. But as you play you are constantly having to monitor your oxygen levels, and I found that this helped increase the tension in the game. Well, for a little while at least. Not too long into the game, you find a breathing device that kicks in as a failsafe when the oxygen level reaches zero. I'm still not entirely sure what happens when you completely run out of oxygen, as I simply never ran into this issue at all. I'm sure you die - but the game is so generous with the time allotted that this never became a serious concern from my end. It's a nice idea, though.

I also like what Deep Fear does with its health items and its ammunition supply, although admittedly it reduces the tension levels tenfold and makes the game laughably easy at times. I'll explain what I mean. Each area of the game has its own room dedicated to ammo or health supplies. These supplies are infinite. So if you have no health items, just come to one of these rooms and fill up your inventory with them until you can't hold any more. Same with ammo. Just refill all your guns and head on back out. There's no real threat of running out of health items or ammunition. This was one of the scariest things about the original Resident Evil games: staying alive and managing your inventory to make sure you didn't run out of anything to keep you alive. In Deep Fear, this is never really a concern. You'll always have what you need in order to advance right at your fingertips. It may require some backtracking at times, but it'll be there.

The word "backtracking" gave me some PTSD when I typed it in just now, so I guess I need to elaborate on that before I dive deeper into my review.

The backtracking is terrible. Some of the worst I've ever experienced in a video game before, and I've played a lot of video games. I know from playing Resident Evil and other similar games to expect a certain level of backtracking, but this game takes it to a whole new level. The Big Table isn't called the Big Table for no reason. This thing is freaking huge. There's a ton of rooms, a ton of different areas, a ton of different levels to explore, and a ton of loading screens to sit through. Simply going from one end of the Big Table to the other, even without fighting anything, can take you about 10 or 15 minutes. And that's if you know where you are going. Deep Fear seems to get its rocks off on not giving you any idea of where to go next, and then letting you flounder for 20 to 30 minutes at a time.

But Daaaaaaan, all these survival horror games do the same thing. No, imma stop you right there. They don't. They give you some kind of clue what to do next. You'll see a locked door with a specific type of key that you need, or you'll see an unexplored area on the map. You might run into a puzzle that seems a little obscure. But you have a general idea of what to do or where to go next. This game just says fuck it, you're on your own.

A prime example of this happened to me about 60 percent of the way through the game. There's a door on the top floor of the residential area that is locked the entire duration of the game. I checked it dozens of times as I played, each time as I walked through the area. A certain character later tells you that you have to come to this door, but there's just no way to enter it. I wandered for freaking hours, with no clue what to do. Turns out that after I talked to that character, I had to go explore another area of the Big Table, and then come back and talk to that character again. After you do that, the door mysteriously unlocks on its own and you're able to gain access to it. WTF? I had literally JUST talked to that character, and she told me to go to that room. Why do I need to go explore another area of the game and then come back and talk to that same character again for that door to open? She told me to go there. Why the extra hoop to jump through? I was stuck on this area of the game for so freaking long. Even looking online didn't help much, as text walkthroughs on this game are few and far between - and it was hard to find where to look when all the YouTube walkthroughs of this game are like 10 freaking hours long. Just one click a freaking millimeter apart from your last one fast forwards you through like 15 minutes of game video. Trying to find the one tiny thing you need to do in a video that long is much more difficult than it seems.

This isn't the only instance of something small like this tripping me up for hours on end. It happens a lot in this game. You have to explore every inch of the map, and talk to some characters multiple times for things to open up properly. With the size of the map and all the rooms to explore, plus all the loading screens, this becomes a massive drain on the game. I was just completely done with this game by the time I was even halfway through it. Luckily I'm a completionist or I may have just stopped playing completely. There's just no fun to be found in all that wandering. I have a toddler. My time is limited. I hated this aspect of the game. Absolutely hated it.

That said, all of the things that this game does right were still enough to keep me going.

Barely.




Graphics:

If you enjoy the graphical style of the 32-bit era Resident Evil games, you'll enjoy the look of Deep Fear. The areas are well-designed. The characters are blocky and pixelated, but still have that classic charm to them. Cutscenes are your standard terrible looking affair associated with this era of gaming, but I still enjoyed them.

I have to give the Saturn props for handling this game as well as it does. It could have easily been a massive train wreck, especially with all the water in this game and the Saturn's propensity to mess up water textures. But if you had told me this was a PS1 game, you would have fooled me completely. It looks good!

If I had to offer any complaints, it would be about the "samey"-ness of the environments. I had a hard time telling some areas apart from time to time. I guess there's only so much you can do with the dark underwater living areas.




Sound:

I'm starting to sound like I'm repeating myself, but if you are a fan of the sound of the 32-bit Resident Evil games, you'll be a fan of this game's sound. The voice acting is cheesy and terrible, but it works. I swear the voice actor for John Mayor is the same voice actor who does Wesker in the original Resident Evil game, but according to IMDB it is not.

As far as the sound effects go, the ambient noises like the dripping and clanking you hear all fit the environment perfectly. You'll even hear some recycled sound effects from the Resident Evil games, like the sound of your footsteps. I can't remember any specifics, but there were a few other sound effects that made me tilt my head and think to myself: "Did they just steal that straight from Resident Evil?"




Overall:

I really wish I could say I liked this game more than I did. It has all the trappings of a great game, but at the same time it has too many terrible flaws that completely wreck it for me. If only they'd given you a better map, or some kind of indicator of where to go next, or cut down on some of the backtracking, this would have been a much more enjoyable experience. Instead, too much depends on blindly wandering around, talking to people you've already talked to, and exploring areas you've already explored, all in the hopes that you'll accidentally trigger something that gives you direction on what you need to do next. I wasted hours and hours of my life blindly wandering through this game, and let me tell you this: I want those hours back.

This game also is not as scary as the Resident Evil games it is based on. And it's not even close. Aside from a few jump scares, this game never reaches a fraction of the stress level that any of the Resident Evil games did. No tension as you walk around. No dread. That creepy unsettled feeling you get when playing Resident Evil is completely absent here, which is a little strange considering that Deep Fear's setting is perfect for a horror game. I want to be scared. I want to be on the edge of my seat. And this game just didn't do it for me.

I didn't like this game, but I won't say I hated it. There's something to be found here, if you're at all interested. I can see why someone would like this game. It's just not for me. If this was actually a Resident Evil game, it would rank below all of the tank control games in my opinion - even below Zero and Code Veronica. And again, it wouldn't even be close.

I'm glad I played this game, if only for curiosity's sake. But will I play it again? Not a chance.



THE GRADE:
D+




If you liked this review, check out some of my other survival horror game reviews: