The year is 2069. Once common forms of government now occupy historical archives on the dataverse, having been supplanted by mega-corporations decades ago. These mega-corporations, or syndicates, are few and amongst them Eurocorp is dominant, thanks to their invention of the DART chip: a neural implant allowing access to the dataverse. Unique syndicate specific versions are embedded in roughly half the world’s population, creating a societal divide between the haves and the have nots, metaphorically illustrated by the lush skyscrapers users live, work, and shop and the destitute “downzone” areas on the surface. As they’ve vied for control of the populace and protection of their intellectual property, corporate espionage and outright warfare have become standard, necessitating the need for bio-engineered agents enhanced with the latest in chip technology.
With Cubivore: Survival of the Fittest done and dusted, I thought I’d turn my attention to another game that’s been on my backlog for years: Singularity. Developed by Raven Software and published by Activision on June 29, 2010, it’s an alternate history first-person shooter centered on the Cold War and time manipulation. Accordingly, it has a few unique, and fun, time-based gameplay mechanics. The gunplay is solid but clearly intended for a mouse and keyboard in favor of a controller. Speaking of favors, I did myself none by playing on the hardest difficulty. Nonetheless, it lived up to my expectations and was a net-positive experience.
Growing up with video game magazines in the early 2000s, it always stuck out when writers would mention the film noir genre. It didn’t happen often since there weren’t many comparable video games, nonetheless when they did, it was universally positive. Whether referencing typical themes, character traits, or distinct audio/visual elements, the writers conveyed to me that films belonging to this genre oozed a classic cool. It took many years before I actually watched a noir film but once I did, I was sold. Accordingly, when I finally got around to playing L.A. Noire I fell head over heels. Continue reading L.A. Noire [Xbox 360] – Review→
In an effort to begin a new tradition, my friend and I decided to kick off the New Year by completing a “bad” game. We’d done this previously, completing Fugitive Hunter: War on Terror at my behest back in 2012. It was a barely competent first-person shooter that was otherwise unremarkable, save for the ludicrous fistfight against Osama Bin Laden that capped it off. This year, we compiled a list of suitable titles from my collection, paired them against each other in the Tournament of Terribleness and wound up selecting Eat Lead: The Return of Matt Hazard as the game we’d start 2017 with. Oh boy.
With the announcements of new Rock Band and Guitar Hero games, my vigor towards those titles currently in my collection was reignited. Coincidentally, it wasn’t too long before these announcements that I had procured a copy of Green Day: Rock Band. It had been sitting in my closet for a while and with this redeveloped enthusiasm, my partner and I got the plastic instrument band back together. To be fair, achievements did play a role too.
We jammed through Green Day: Rock Band in a single sitting – complying with the requirements for one of the game’s endurance based achievements. It didn’t make him a fan of theirs and didn’t make me anything more than the casual fan I already was. We conquered, and moved onto Guitar Hero: Van Halen a week or so later. We aimed to do the same with it, but called it quits early on when we realized the achievements wouldn’t pop for the both of us, only the primary player. For us, this was a nightmarish callback to the launch of Guitar Hero III: Legends of Rock.
I purchased that game on a break between college classes and when school was done for the day, we rocked the evening away in a single marathon session. When all was said and done, I had the medium co-op achievement pop, but nothing happened for him. After the fact research yielded our answer: nothing would unlock for the secondary player. What a jip! What were people supposed to do to unlock the four co-op related achievements? Bribe friends, put out an ad on Craigslist? Keeping in mind that the difficulty achievements didn’t stack meant all related songs would have to be played through four times, each on a different difficulty. Needless to say we didn’t start a new co-op career on another difficulty.
So, I was left to finish Guitar Hero: Van Halen on my own. Unlike the crotches of 80s rock stars, it wasn’t bulging with content so it was a relatively brief affair. I did discover a few of their lesser-known songs though. All this recent Guitar Hero and Rock Band playing had me curious towards the older games in my collection, specifically, ones with achievements that I hadn’t obtained. Perusing TrueAchievements signaled that I may be able to clean up a few achievements in Guitar Hero II – namely completing the game on expert and a co-op achievement or two. This was a possibility because the co-op achievements unlocked for both players.
So I fired up Guitar Hero II and was greeted with a nearly complete expert playthrough – I was four songs away. Of those, I only had access to three. The first one I attempted was “Misirlou” by Dick Dale. Although you may not recognize it by title or performer, if you hear it, you’d likely be able to place it – surf rock of the 1960s. Surprising myself I passed it with flying colors barely scraping by on my first time. “Wow! I can do this” I exclaimed to nobody but myself. My next attempts – “Institutionalized” by Suicidal Tendencies and “Hangar 18” by Megadeth put the difficulty level into perspective.
I didn’t give up though. On my initial attempts with those songs I was able to clear more than 80 percent on each. A few days passed before my next attempts but with those I played the songs over and over and over again, getting better at performing the tricky hammer-ons and pull-offs and learning the crucial moments to activate Star Power. One by one I conquered the songs until I was left with game-ender: “Free Bird” by Lynyrd Skynyrd. I sat through the first few minutes of that song no less than a half-dozen times thanks to the tricky solos. Eventually, everything synced and I was able to scrape by. Achievement unlocked.
Project Gotham Racing 4 was ostensibly the final game in the series. For the sake of this article, I’m going to pretend Ferrari Edition for the Zune HD doesn’t exist. I have past experience with the series, having sunk a material amount of time into the third entry early on in my Xbox 360 ownership. My memories of that playthrough are gone now, but I’ve always associated quality and differentiation with the series. My recent playthrough of this title backs that claim up further and highlighted a game that has held up, and I presume, will hold up for many years to come.
Developed by Bizarre Creations and published by Microsoft, the series was their answer for an exclusive Xbox racing series before Forza Motorsport. Debuting as a launch title for the original Xbox in 2001, PGR was an extension of Bizarre Creations’ Metropolis Street Racer, released a year prior on the Dreamcast. After Forza’s debut in 2005, the two coexisted for a few years before Bizarre Creations was acquired by Activision. While Turn 10 Studios was chasing realism with the Forza series, Bizarre Creations was always melding the realism of supercars with the sensibilities of a more approachable racing game.
In my eyes, one of the most prominent differentiating features of the series are the settings. Rather than rely on established racetracks like most racing games, the developers instead use well-known cities for backdrops. Courses take place throughout city streets and as a result, variations are bountiful. After my dozen or so hours with this title, I had remembered the routes I’d driven throughout the cities, and could piece together the components that different variations shared. When one variation might take a left, another one might go straight, for instance. This practice was an efficient use of the cities, as I was able to race on many variations, with different objectives, and in different weather, making each event feel unique.
The cities themselves were rendered with impressive detail too. It wasn’t immediately apparent to me, but after a season in the Gotham Career mode, my eyes began to take in the scenery as I’d become more familiar with the courses. The skyscrapers and landmarks that lined the courses weren’t two-dimensional, like the set of a classic western. No, you could look down the intersecting roads and alleys and see well into the distance. The many logos and name brand storefronts that lined the more populous areas made me wonder what went into the licensing process.
Speaking of a headache-inducing licensing process, this game features the largest roster of automobiles in the series, including the addition of motorcycles. Altogether, there are more than 130 available in the game with more added through DLC. Unfortunately, after the studios closure at the hands of Activision in 2011, all DLC was removed from the Xbox Live Marketplace, at least, that’s probably why. Another association I make with the series is a reliance on supercars and this release has them in spades. However, it also fills its roster with a more varied lineup of automobiles that highlight notable examples of many “scenes” with the exception of Japanese tuners.
Returning to differentiating features, one of the aspects of this title that kept me hooked were the varied race types. Whereas typical races may comprise the majority of other racing games, they’re only a single event here. Other genre staples are present such as passing checkpoints to keep the clock alive, but I had the most fun with cone-based events, where I was tasked with slaloming through arranged cones. These and many other modes kept my quest for the top rank in the Gotham Career mode fresh, even when that effort got long in the tooth. With that complete, a whole other single player mode was available and went mostly untouched by me.
The game’s arcade mode featured heaps of one-off events where success was graded on a bronze, silver, gold, or platinum basis. These played up the driving with style aspect the series is known for more than the Gotham Career mode did. This aspect being the ability to earn Kudos points for performing stunts on bikes, drafting and drifting, and in general driving balls to the wall. In other words, there’s a lot to keep someone occupied here. And as best as I can tell, the multiplayer component is still available, at least as of a 2013 TrueAchievements forum thread. So the popular Cat and Mouse game type would be available via that method, although finding players may prove difficult, even on boosting forums.
I started playing Project Gotham Racing 4 as a change of pace while I sunk seventy odd hours into Lost Odyssey (I still haven’t written a write-up of that!?). It was able to hold my interest enough to branch off into a full-fledged playthrough afterwards, and was enjoyable enough that I’m considering diving into another racing game sooner rather than later. I can walk away from my time with PGR4 impressed with the efforts exerted from Bizarre Creations. It’s still a sharp-looking game today with fantastic backdrops and beautiful interior and exterior car models. Gameplay was fast and crisp, especially from the first-person perspective and I encountered visual hiccups maybe once. Most importantly though the game itself was a joy and there was no shortage of things for me to do.