Legend of Zelda: Week 5 (Heavy Rain interlude 2)

In my first blog, I talked about how the controls and little details were awesome to me. Here, after my second playthrough, I’m going to talk more about the story and how it changes depending on your gameplay, so be aware there will be many spoilers! (Seriously, don’t read this if you wanna have the killer’s identity stay a secret to you.)

In Heavy Rain, you play four characters: a father looking for his kidnapped son, a female journalist who stumbles upon him and is intrigued, an male FBI agent working on the case of a series of kidnapping/murder incidents, and a male private investigator that is talking to the parents of the victims of these incidents. My first playthrough, all of them lived. The story ended with a big plot twist. One of my characters was the killer. Ethan, the father, and Scott, the PI and revealed kidnapper, meet where Ethan is trying to save his son. There’s a fight between Jayden, the FBI agent, and Scott. Madison, the journalist, comes to save Ethan and his son. In my first playthrough, everything played out well (except Scott died since he was the “bad guy”). This is because I was alert and played the game carefully.

But after it was over, I decided it was time for a second playthrough. In it, instead of saving everyone, when there was a fight scene or QTEs that needed to be hit in a timely manner, I put down the controller. I watched as my characters got beaten, tortured, shot, and put in jail. Madison and Jayden died at the first available points in the story where they could be, meaning their later scenes in the game just didn’t exist. Ethan got put in jail so he couldn’t save his son. I sat there and let everything go wrong, on purpose, to the point where the second half of the game was only three scenes long instead of twenty.

It was kind of a moral dilemma to me: I liked these characters and wanted to help them, but in order to see what happened, I had to abandon them. This made a big disconnect between me as a player and the character. While I would call this a role playing game because of the amount of decisions you can make, the fact still is that in order for me to see some of the decisions, I had to step outside of myself and do nothing.

What kind of game has been designed where in order to progress, you have to lose? That is something interesting about Heavy Rain that I don’t see in other games: there is NO game over screen. When you fail, the game keeps on trucking, and your true game over scene is at the end, when you look down into those grates, and know Ethan’s kid has been killed and you as the player couldn’t — or didn’t even try to — save him.

Legend of Zelda: Week 4 (Heavy Rain interlude)

I woke up the other morning, went to the bathroom, took a shower, got dressed and went to the store to buy Heavy Rain. When I got home, I started up the game, made the cool little origami figure that came along with it while it loaded, and then started the game.

I woke up, went to the bathroom, took a shower and got dressed. (I guess Ethan shaved his face, but I didn’t.)

That’s really how Heavy Rain starts out, a day you have at home. What do you feel like doing this morning? Do you want to sit and watch TV? Turn on your stereo and listen to a CD? How about reading a book and then playing with your kid’s remote controlled car?

I decided to actually get work done, and so I sat down and drew a picture out of quick time events. The QTEs in this game don’t work like any I’ve ever seen. In Resident Evil 4, a rock is flying at your face and you quickly press X to block it. Heavy Rain doesn’t just have a “quick jab this button before you die!” method of play. While doing my architecture work, I had to slowly tilt the right analog stick in a half circle. Later, I had to walk up a muddy hill by holding down a series of buttons. By the end, I was using both hands and my nose to keep them all pressed.

The small details in this game keep it interesting to me. I don’t want to talk too much about the plot obviously, but you play as four different characters and take turns with them. The decisions you make effect big things from whether or not the character lives or dies. But they also make small ones. While going down that muddy hill, I decided to not press any buttons to see what would happen, and Jayden slid down the hill. He was covered in mud. And even when he got in his car and drove away ten minutes later, he was still covered in mud.

That’s not all though: The first time through, I avoided this big fight I didn’t have to do. Later, I allowed that characters to brutally lose the fist fight. His face became more and more bloody during the scene. The next part of the story didn’t involve him, but when we came back to him in his next scene, his cheek was completely beaten up. That amazed and intrigued me, that every decision made changed something.

I want to talk more but I’ve said enough already. My first playthrough of this short game went well. I played on Hard and I got through without any of my characters dying. But now, I am playing through again to allow everyone to die to get what may be called “the bad end.” The game is as deep as an RPG and as beautiful as any PS3 game can be. I’ll probably end up writing more on it next week too.

Legend of Zelda: Week 3

I only had time this week to play Ocarina of Time, and I didn’t make much progress in the game. The reason is kind of simple, but something that was not much of a staple of games until the Zelda series started it: I missed something out of the way that was the only way to continue on.

In LoZ: OoT, you have an ocarina that you can play certain songs on. If you don’t learn the song in game, you can’t just randomly play it. I had made my way over to meeting Zelda and learning her song. Then I went to Goron City and went into the basement. A goron told me that the King was waiting on a messenger from the royal family, so I couldn’t get in. I walked around for a few minutes before I was told by my friend that there’s a reason I can’t get in the door. Oh, a puzzle. Right. It is Zelda after all.

It took me a few times to remember the song. When I played Zelda’s lullaby, it made sense that the door opened. That is her song, the one that is royal. But then the second puzzle was a pain in the ass. Mr. Goron King needed a phat beat to dance to because he was depressed. So I tried all of the songs I knew and none of them worked.

I was missing a song. King said that he wanted something earthy so I wandered back to the forest. And there was a maze. I hate mazes in games, seriously. In everything from Persona 4’s crazy final dungeon to the castles in Super Mario Bros 1, mazes just irk me. I finally found my way around and got Saria’s song, but it was a big pain in my ass, and by the time I got back to the king (yeah…no quick travel as young Link since Epona is still a foal and you can’t ride her yet) I was too frustrated to play much more.

Part of Dodongo’s Cavern got played, but I really haven’t wanted to touch the game since then. I’m sure I’ll pick it up soon, but week 4 is going to be me just taking an interlude to talk about Heavy Rain (which I blew through and am replaying already!).

Legend of Zelda: Week 2

(For my game design class, I’m playing Legend of Zelda: Ocarina of Time and Majora’s Mask and sharing my opinions about elements of the game. I’ve decided to cross post the blogs here.)

Sorry I’m a little behind, but here’s my blog from last week about Legend of Zelda: OoT and MM.

My experience the second week of Zelda was quite a bit different. I really enjoyed the minutia of Majora’s Mask more than I enjoyed OoT. The problem with OoT was while it was easier to figure out the next step in the game, the minigames frustrated me to no end. Getting the three chickens to give to the man in the house on Lon Lon Ranch was really fun. It took me a few tries, but it was a game of some luck and some skill. The game involves about twenty chickens, three of which are “special.” You have a time limit though, so you have to grab and release them as fast as possible.

Here’s a moment where cheating can come in. The man throws them in three directions, but there were already chickens all around the room. Dustin, who is talking me through the game, told me that when he plays that minigame, he takes all of the chickens that are in the room and throws them into a corner, far away from where the man throws the three special ones. This makes them really easy to distinguish. I didn’t do that though. I could see myself doing it after a few times through the game, but my first attempt, I wanted to play legit.

But the chicken game in Kakariko Village made me want to send my controller flying. The chickens are in places you can’t get to, or are really hard to figure out how to get to (at that point, I didn’t know you could roll into things to break them!). I eventually got so frustrated that I gave up playing the game for the day.

Majora’s Mask has a lot more options of courses to take, and that’s more interesting to me. It’s a lot like how the sandbox style of gaming borrowed from Grand Theft Auto has taken over. I do like it and it definitely works, but I am curious how any semblance of a plot will play out in the game.

I’ll try to post my third blog as soon as possible (probably tonight after I play more of the games!).

Legend of Zelda: Week 1

(For my game design class, I’m playing Legend of Zelda: Ocarina of Time and Majora’s Mask and sharing my opinions about elements of the game. I’ve decided to cross post the blogs here. There are going to be a few in a row here, but afterwards, just one a week. This was originally posted on February 9, 2010.)

For my gaming blog I decided to go with a game (or two) that most people have played but that I haven’t. I decided I wanted to play Legend of Zelda: Majora’s Mask, since that’s a game that I would consider very influential in the scope of the gaming we have going on in the current generation but that I haven’t played. I never owned a N64 so while many people were having their first experiences gaming on Super Mario 64 and 3D Zelda, I was still playing Super Mario RPG once a week.

After a few conversations with some friends, I found I really shouldn’t be playing MM without playing Ocarina of Time first. But my friend Matt told me that while the two games pretty much look the same and have similar or the same characters, there’s a big difference in the way they are structured. OoT is the “big epic story” and MM is the “details,” according to him. So for this week, I played the intro dungeons in both games.

The beginning of Ocarina was really interesting and exhilarating. Though I’ve seen it played through before, I didn’t remember the main trick of most Zelda games: each dungeon gives you an item and that is how you beat the boss. I think it’s something that’s transferred into a lot of modern games. In OoT, killing this big eyed monster by hitting it wasn’t going to work, and after a few minutes, I tried shooting it in the eye with my slingshot, something I picked up in the dungeon. Sure enough it went down and I whacked it with my sword until it rose back up and I followed the same pattern. I was extremely satisfied when I finished the boss off because I had to figure out the puzzle.

Something was missing though when I went to play Majora’s Mask. I didn’t get a lot of the in jokes, the character references, who the Skull Kid was. My friend Dustin explained some of it to me, but the timers! Oh my lord, what a game gimmick! Trying to figure things without having to redo elements of the game over and over is frustrating to say the least, and I enjoyed the fact that I was on the phone with Dustin who knew where everything was. I think a lot of games are better played while talking to someone who knows what to do next. The person doesn’t have to tell you exactly what to do, but they get the experience of seeing someone play for the first time for a game they know and love and you get the experience of not having to walk in circles or have a guide tell you exactly what to do.

I have a feeling OoT is going to be more interesting to me over all because I won’t have to constantly be aware of time, but I also love the element of time travel in MM. Each week I’m going to try to complete a few hours of each. So far, I can see why both are considered amazing games. This is pretty much how I felt a few months ago when I finally played Metroid: Zero Mission, the remake of the original Metroid. I know now why they’re so influential.

school again

I actually didn’t fuck up as badly as I thought I had! I am the kind of person who tends to avoid looking at things or dealing with them if something goes wrong because I always expect the worse. When I finally felt well enough, I checked my last semester’s grades, and found I had actually still passed one of my classes with a C+ and got a D in another that actually counts because I started going to my college before they enacted the C or better policy. I hate leaving those classes with such shitty grades (my GPA is usually an A-) but I’ll take credit where I can.

I thought I’d have to do a medical withdrawal for the other two classes, but one of them I have to take for my program anyway so the F will be replaced with whatever I get this fall, and the other teacher is being amazingly awesome and allowing me to make up the work. This means I can still graduate this fall, even though I kind of lost it there for a while.

The spring is going to be a really difficult semester though: I have five classes, plus the class to make up, and though I only have class for two days a week, the days are 12 hours each (10:30am-9:50pm). I’m pretty nervous about it, but I know I really need to do this in order to get my degree and just move on with my life.

I’m also making a goal to read one poetry book per week. I’ve been reading books as normal even though I’ve been feeling shitty, so I think it’s gonna be a possible goal. With my financial aid, I went ahead and bought a few extra books that I didn’t need in order to have enough for this goal, though I’ll need a few more.

School started for me on Tuesday so I haven’t had all of my classes yet. Plus work, this is gonna be rough, but I think I’ll be ok.

from thanksgiving til new years

So I’ve not posted in the past month, but I’m probably about to post twice in a row to make up for it a little bit.

I’ve since found a therapist and possible psychiatric solutions, but I’ve been completely fine for the past week or more because I’m not having to worry about school — all of my stress seems to stem from the idea of “growing up” or “finding a career.” I think it’s just the idea of finding something I have to do for money 40 hours a week.

Anyway, I actually saw my family on Thanksgiving, which was kind of awkward but not completely unpleasant. My grandmother recently found out about my money troubles and about how we don’t have much money for food and she sent me a fuck ton of stuff to eat, so that was awesome.

My New Years Eve went well too. Dan and I went to a friend’s party. It wasn’t super fun because the majority of people there were really conflicting with me in interests (they spent a portion of the night doing drinking games) but we left around 1:30am and headed over to Abi and Tayler’s place to hang out. We had a few more drinks and were there until 5:00am playing Uninvited, a point and click for the NES. The game is ridiculous, but still pretty fun when you’re drinking and taking turns. We never beat it but I’m sure we’ll play more of it next time we see them.

I’m trying to look up for this next year, but I see a lot of issues. Because I failed all of my classes, if I actually choose to go back in the spring I most likely will not get financial aid. Do I want to continue going to school? I don’t know. I guess we’ll see.

Stay tuned for a less personal type post.