Halloween Scenes I Love: Spider-Man Goes To ESU’s Halloween Party in PS4’s Spider-Man


Not all good Halloween scenes have to come from a movie.  Sometimes, they can come from a video game!

One of my favorite missions in PS4’s Spider-Man is Back To School.  That’s where you, as Spider-Man, have to search the Empire State University Halloween Party for an Oscorp scientist named Dr. Delaney and rescue him from Mister Negative and the Demons.  Because it’s a Halloween party, you should be able to search for Delaney without anyone realizing that you’re the Spider-Man.  The bad news is that, again because it’s a Halloween party, almost every party goer is dressed up like one of your enemies.  And when Mister Negative does attack, it turns out that a drunk college student dressed up like the Rhino can be almost as dangerous as the actual Rhino!

Retro Game Review: L.A. Noire (2011, Rockstar Games)


(This review is based on my experience replaying L.A. NoireBe sure to reread Leonard Wilson’s review, from when the game was originally released.)

I recently replayed L.A. Noire, a game that I enjoyed when it was first released in 2011.  I was curious to see if, after eight years, it still held up.  The first time I played L.A. Noire, it was on the Xbox 360.  For the replay, I used the version that was released for the PS4.  This version included extra rewards and cases that were not originally included in the game.

L.A. Noire takes place in Los Angeles in the years immediately following World War II.  For the majority of the game, you control the actions of Cole Phelps, a decorated USMC veteran who works his way up through the LAPD.  He starts as a uniformed policeman before being promoted to detective.  The game follows him through three different department until, as a result of a personal scandal, he ends up being demoted down to arson.  Along the way, Phelps learns the truth about the Black Dahlia murderer and gets involved in the deadly aftereffects of a morphine heist.  Through a series of flashbacks, we also discover that Phelps may not be the war hero that everyone thinks that he is.  Cole’s an interesting hero because he’s so openly ambitious and judgmental that he is sometimes easy to dislike.  Nearly everyone who works with Cole in the game either beings their partnership disliking him or grows to dislike him over time.  Cole can be abrasive but he also has a strong moral sense and, when he says that he’s a better detective than his partners, he has a point.  From the start, the games teases us about Cole’s inevitable downfall but, when it actually does happen, it catches both Cole and the player by surprise.

L.A. Noire is an open world game, meaning that Phelps can temporarily abandon a case and spend some time walking and driving around Los Angeles.  The game’s recreation of 1947 Hollywood is impressive but, when compared to other open world games, there’s not much to do when you’re not actually on a mission.  This isn’t like Grand Theft Auto, where you can spends weeks mugging people and stealing cars until deciding to return a phone call so that you can get your next task.  L.A. Noire is a story-centered game so be prepared to spend most of your time searching crime scenes for clues, going back to the police station to pick up lab reports, and interrogating suspects.

When L.A. Noire first came out, it was the interrogation scenes that received the most attention.  The game used MotionScan technology and 32 cameras to capture every possible facial expression of the actors appearing in the game.  When you ask someone a question, you can watch their expressions while they answer and make the determination whether they’re lying or telling the truth, as well as whether to be a good cop or a bad cop.  You can watch an liar refuses to make eye contact with you or as an innocent man sweats out an aggressive questioning.  It puts you right in the world of the game, though I was disappointed to discover that wrongly accusing someone of lying doesn’t actually have much of an effect on how each case ends.

The main flaw with L.A. Noire‘s stoy is that, during the final fourth of the game, a new character is introduced.  Jack Kelso served with Cole in the Marines and knows the truth about Cole’s wartime “heroism.”  For the final few cases, Jack replaces Cole as the playable character and Cole is reduced to supporting him.  Because Jack is written to be perfect and basically has none of Cole’s flaws, he’s also not a very interesting protagonist.  Switching from playing Cole to Kelso bothered me the first time that I played L.A. Noire and it bothered me even more when I replayed it.  A final cut scene, which revealed that Kelso knew more than he originally let on, did not help.

Fortunately, the rest of the game still held up very well.  The cases are all challenging without being impossible to solve and the game does a great job of recreating the atmosphere of classic California noirs like Chinatown and L.A. Confidential.  Cole, his partners, and all of the suspects are vividly written and voiced characters and the cases that Cole works for Homicide are just creepy enough to make this game appropriate for October playing.  Be careful chasing the Black Dahlia killer into the catacombs.  I didn’t bother to pay attention to where I was going and I spent an hour running around in circles before I finally found him and promptly got gunned down.

There are puzzles to be solved and suspects to be pursued.  This game may mostly be about interrogating people and analyzing clues but it does have its share of car chases.  Fortunately, if you fail to complete an action scene too many times in a row, the game will give you the option of just skipping it.  When you’re working with a partner and heading to a crime scene, that game also give you the option of telling your partner to drive to the location.  That’s something I, being among the directionally challenged, appreciated.

However, if you do enjoy driving through a video game, L.A. Noire‘s recreation of Los Angeles in the 40s has much to recommend it.  Driving through the game’s version of Los Angeles, you’ll find plenty of evidence of America’s post-World War II optimism.  New houses are being constructed.  Innocent young women are hanging out on every street corner, looking to become a star.  The theater marquees advertise movies like Odd Man Out.   All of the famous Hollywood landmarks are lovingly recreated.  An early case leads to you searching for clues behind the Hollywood sign.  Another case actually leads to a firefight at the old Intolerance set while yet another case tests how much attention you’ve been paying by requiring you to solve a series of riddles that will lead you from one landmark to another.  In the tradition of Raymond Chandler and James Ellroy, L.A. Noire challenges you to take a look at what’s happening underneath Los Angeles’s pleasing surface.

As a game, L.A. Noire holds up well.  I won’t hold my breath for that sequel that was promised seven years ago but I did enjoy replaying it.

Game Review: The Last Half of Darkness (1989, SoftLab Laboratories)


Today, I was planning to take a look back at L.A. Noire but, due to last night’s storms, I lost power right as I was about to start composing my thoughts.  The power has since come back but, rather than do a rush job on one of my favorite games, I’m going to hold off on posting about L.A. Noire until tomorrow or Wednesday.

Instead, for today, I’ll recommend The Last Half of Darkness, a haunted house game that can be played at the Internet Archive.  In The Last Half of Darkness, you are searching the home of your late aunt.  Your aunt was a voodoo witch and you stand to inherit her considerable estate if you can finish the potions that she was working on and also solve the mystery of her death.  To do that, you are going to have to go through and search her home.  The problem is that you are not alone.  Open the right door and you will find the secret to returning life to the dead.  Open the wrong closet or cabinet and prepare to meet your fate at the fangs of a snake or the hands of an angry ghost.

The Last Half of Darkness is a challenging game that is also a lot of fun, assuming that you can get the hang of the game’s point-and-click interface.  Instead of typing out your commands, you click on a list of options that are on the right side of the screen.  You then have to click on the picture of whatever object you want to pick up or direction you want to head.  It took me a while to get used to it but, once I did, it barely bothered me.

This is a good game, full of wit and atmosphere and puzzles that require some concentration but which are not impossible to solve.  For those of you like me who sometimes need to cheat to win a game, here’s a helpful walk-through.

The game itself can be played by clicking here.

Silent Hill Memories


I was sixteen when Silent Hill first came out for the Playstation.

From the first minute I played it, I was hooked and Silent Hill would go on to become the first video game that I ever seriously got into.  I would study the game.  I would go online, in those early days of the world wide web, to read the theories of other players and visit the occasional Geocities-hosted fan page.  I actually got very upset when innocent nurse Lisa Garland was lost to the town’s curse.  I was also amazed to discover that the game’s storyline and ending could change depending on whether or not I saved Cybil Bennett.  A video game with multiple endings that went beyond just “good” and “bad?”  This was a big deal back in 1999!

Looking back after all these years, there are four main things that I remember about Silent Hill.

First off, and I know I’m not alone,I remembered the opening and especially the music that played during the scenes of Harry Mason driving down that foggy road:

Secondly, I remember the scenes that played after the game’s ending, which featured all of Silent Hill‘s characters blowing their lines, missing their cues, and laughing about it.  Today the animation may look primitive but back in 1999, seeing this at least provided some comfort if you got one of the bad endings, especially the “bad” ending where you defeated the monster but your daughter died (“Thank you, Daddy … goodbye.”) and then you ended up dead in your car.

I remember the nearly legendary fifth ending of the game, in which Harry Mason ended up getting abducted by aliens.  In the days before YouTube, when you had to trust word-of-mouth, there were some people who insisted that this ending was just an urban legend while there were others who couldn’t stop bragging about how they had gotten the alien ending while the rest of us just had to settle for the “saved the world and your daughter” ending.  When I finally managed to get the UFO ending, I was so happy that I felt like I was the one who had been abducted by aliens.

Finally, the main thing I remember about Silent Hill is that I was never very good at it.  I was the player who always ended up getting lost and walking around in a circle.  I can’t remember how many times I played before I managed to not die in the diner.  As soon as I heard the radio static that indicated that I was about to get attacked, I started to run because I know I wasn’t a good enough shot to fight off any of the game’s monsters.  Harry Mason was searching for his daughter and I was probably the worst possible person to lead him in that search because I somehow always managed to get Harry killed.  It didn’t matter how many times I played the game, I never really got good at it.  Even when I finally managed to get the best ending possible, it was only after saving and reloading the game a countless number of times.

I may have never been good at the game but I still enjoyed leading Harry to his death and occasionally to one of the good endings.  Silent Hill is what taught me that there was more to video games than just jumping and shooting and for that, I will be forever thankful.

Retro Game Review: Destroy All Humans! 2 (2006, THQ)


Yesterday, I wrote about how excited I am about the prospect of once again getting to play Destroy All Humans! when the remake of the game is rereleased in 2020.

But why stop with there?  Why not follow that up by remaking Destroy All Humans! 2?

Destroy All Humans! 2 picks up ten years after the end of Destroy All Humans!  It is now 1969 and the world is swinging.  The latest Crypto clone is still disguised as the President of the United States and he is having a ball.  Of course, then the KGB decides to ruin it all by launching a nuclear missile at the Furon mothership.

With the mothership destroyed and Pox reduced to being an ill-tempted hologram, Crypro must figure out not only what the KGB is planning but he must also get revenge for the destruction of the mothership and the death of his commander.  Destroy All Humans! 2 spans the globe, with Crypto going from San Francisco to London to Tokyo to Siberia with the game’s climax taking place on the moon.  Along the way, Destroy All Human! 2 parodies everything from hippies to Godzilla to James Bond.  This is a fun and humorous game that could be played all the way through in just a couple of sessions.  Along with having everything that the first game had, Destroy All Humans! 2 also has some new features.  My favorite was the ability to force hippies, schoolgirls, and other innocent bystanders to forget about me by making them suddenly hear acid rock.  Of course, it’s also a sandbox game so, if you don’t feel like concentrating on the plot, you can just focus your energies on destroying all humans!

Destroy All Humans! 2 is another game that I used to play nonstop on my Xbox.  My Xbox is still in working condition but my controller has seen better days so, whenever I play the game nowadays, I have to keep an eye on Crypto to make sure he doesn’t take off running towards the left side of the screen.

So, how about it?  If 2020 is going to be the year of the Destroy All Humans! remake, how about following up with a remake of Destroy All Humans! 2?

After all, we need Crypto now more than ever!

 

Retro Game Review: Destroy All Humans! (2005, THQ)


I’m looking forward to 2020 for one reason and one reason only and it’s not the presidential election.

No, I’m looking forward to 2020 because that’s when I’ll finally be able to play Destroy All Humans! again!  The classic alien invasion game will be getting a full remake in 2020 and, once again, players will be able to help Crypto steal Furon DNA and conquer the planet.  It probably won’t be a minute too soon, either.  If 2019 is any indication, 2020 is a year that’s probably going to inspire a lot of people to wish they could beam up to their spaceship and blow things up.  With the remake of Destroy All Humans!, they should have the opportunity to do just that without causing any real world damage!

Back in the day (the 2005 day), Destroy All Humans! was the best reason to have either an Xbox or Playstation 2.  Crypto was a little grey man who sounded suspiciously similar to Jack Nicholson.  He came to Earth in 1959, on a quest to harvest brain stems, blow up cows, disrupt pool parties, and battle a mysterious government agency known as Majestic.  Though the game had a storyline and missions, it was also a sandbox game.  Once a location was unlocked, you could revisit and blow it up whenever you wanted to.  I lost track of how many times I took out Turnipseed Farm.  Being an industrious race, the humans always rebuilt as soon as you flew away.  It never seemed to occur to them to add any extra security precautions, no matter how many times you returned.

Because the game was set in 1959, it featured a full-on barrage of pop cultural references.  Crypto could read minds and it turned out that people all over America were thinking about Marilyn Monroe, Elvis, and whether or not they really liked Ike.  Crypto could also temporarily disguise himself as a human but, after a certain amount of time, he always reverted back to his original form.  If he reverted back while surrounded by humans, panic would ensue as the humans shouted that they were being invaded by “space commies!”

Of course, Earth was a dangerous place in the 1950s and it was common for Crypto to get killed.  Luckily, every time he died, a new Crypto clone took over and was even more eager to destroy all humans!

This was my favorite game on the Xbox and it’s one of the few that I really miss playing.  (I still have the game and the Xbox.  While the Xbox works, the controller’s seen better days and, whenever I do play one my old Xbox games, it seems like I spend the majority of the game trying to keep characters like Crypto and Tommy Vercetti from running over to the left side of the screen.)  I’m looking forward to once again taking control of Crypto and invading this lousy planet!

Is it 2020 yet?

(By the way, Case Wright once reviewed Tom Abernathy, the writer of Destroy All Humans!  Read that interview here.)

Game Review: Don’t Fire Until You See The Yellow Of Their Niblets (1999, Dan Shiovitz)


“There is a sharp hiss, as if millions of kernels cried out in pain and then were suddenly silenced. And then it arises — dear god, it arises. Something like Venus arising from the waters, or your fat Uncle Albert arising from his arm-chair, the Yellow Beast of Corn draws itself up from the pile of stalks. The broom drops from your nerveless fingers as you contemplate the apparition that has appeared before you. “Why me, why now, why here?” you can’t help but ask yourself, even knowing that the question is futile. To kill, to kill, that is the purpose of the Nibleted One, and anyone in its path will perish.”

Don’t Fire Until You See The Yellow Of Their Niblets by Dan Shiovtiz

In this text adventure game, you are working the night shift at Big Foods Super Market.  You have just finished sweeping up the produce aisle and you are looking forward to finally getting off work when suddenly, the Yellow Beast of Corn rises up, looking to destroy you.  This may be because Big Foods has started receiving it’s corn from The Dark Brotherhood instead of Pete’s Produce Wholesalers.

You have three directions in which to run and two aisles in which to hide.  Each aisle features a different way to kill the Yellow Beast of Corn but you’ll have to figure it out quick.  Take too long and the day crew will only find a few pieces of you left in the morning.

Don’t Fire Until You See The Yellow Of Their Niblets is a game that was specifically designed to be played in less than a minute.  Figuring out how to destroy the corn monster is not difficult.  Instead, the challenge is making sure that you get to the aisle with enough time left to put a plan into action.  It’s a fun game and you may have already guessed that it’s not meant to be taken too seriously.

Don’t Fire Until You See The Yellow Of Their Niblets can be downloaded from here.  You’ll also need a TADs interpreter to play the game, which can be downloaded, for free, from TADS.org.

Video Game Review: Vacation Gone Away (2002, Milibus)


Vacation Gone Awry is an old-fashioned text adventure where you wake up on the first day of your vacation in Germany and you discover that your family has disappeared!

Searching your three-room cabin doesn’t do much good.  Your wife and your daughters are nowhere to be found.  Even looking under the bearskin rug doesn’t reveal the trap door that I had been led, by years of playing text adventure games, to expect.  Finally, I went outside, got in the car, and decided to just drive away.

Right, it’s not going to happen.  Your family may have abandoned you but you abandoning them is not an option.

If you do go back to the cabin, you will eventually discover what has happened to your family.  Like many of the puzzles in Vacation Gone Awry, the solution to this problem is to specifically look at everything.  That may sound easy but the cabin is do detailed that it can be easy to get distracted.  I wasted ten turns in the cabin’s bedroom, trying to open my wife’s makeup bag before I finally accepted that it wasn’t an important clue.

Once you discover what has happened to your family, you are free to once again get in your car and attempt to drive into town.  However, while driving, this happens:

It seems that aliens have accidentally lost a piece of their spaceship and now a group of research scientists are on the verge of opening it up and killing everyone in the vicinity, including you and your family.  You have no choice but to make your way through a blizzard, find the research station, and stop them!

Your enjoyment of Vacation Gone Awry will depend on how much patience you have for searching locations and solving puzzles.  This is one of those text adventures where no door can simply be opened.  Instead, you have to figure out how to unlock it.  Finding the solution will often depend on not only carefully reading the descriptions of the location but also taking a closer look at things that you may have already examined.  Especially when compared to more recent works of Interactive Fiction, Vacation Gone Awry is puzzle-driven instead of plot-driven.

It’s challenging but, if you’re a puzzle person, there is enjoyment to be found in the game.  Vacation Gone Awry is available for free on several sites.  I played it at the Internet Archive.

Good luck saving your family!

Video Game Review: Hamburger Hell (1986, J.P. Jansen)


In this game, you are working in a fast food restaurant.  Your goal is to make as many hamburgers as possible.  The more hamburgers you make, the more money the restaurant makes and the more your boss likes you.

Sounds simple, right?

Think again!

In this restaurant, it’s not just about knowing when to flip the burger.  Instead, you have to climb to the top of a ladder and push each ingredient down a level, one-by-one.  (That’s you, at the bottom of the third ladder.)  Making things extra difficult is that there’s a ghost running up and down the ladders.  The more hamburgers you make, the faster the ghost becomes.  If the ghost touches you, you die.  You come right back to life the first four times.  But after the fourth time, this happens:

This is an intentionally dumb but very addictive game.  You can play it at the Internet Archive.

Eat well and watch out for that ghost!

Video Game Review: The Count (1979, Adventure International)


You have just woken up in a bed in a Transylvanian castle.  Why are you there?  You’re on a mission.  What type of mission?  It’s Transylvania and the game is called The Count.  You figure it out.  You’ve got three days to figure out how to kill Count Dracula or you’ll suffer a fate worse than death.  Make a mistake and you might become a vampire during the night.  Try to leave the castle early and you’ll get torn apart by the angry villagers.

The Count is a very early text adventure game, one of the many that was created and designed by Scott Adams in the days when having a personal computer was considered to be a luxury instead of a necessity.  The Count has everything that you would usually expect from an Adams game: minimalist descriptions, silly humor (“The signs says ‘POSITIVE NO SMOKING ALLOWED’ signed Count Dracula.”), and puzzles that often take more than one run-through to solve.  It also has a simple two-word parser that, for modern players, might require some getting used to.

Historically, The Count is important because it was one of the first games to have a fixed time limit.  Timed challenges have always been my downfall, as anyone who has ever watched me play any of Spider-Man‘s side missions can tell you.  Solving The Count is not as challenging as catching Howard’s pigeons but it will still probably require a replay or two.

Like all of Scott Adams’s game, The Count has been adapted for other Interactive Fiction interpreters and can be downloaded for free..  The 1982 re-release, which came with graphics, can be played at the Internet Archive.