I was delaying posting this until I finished my reaction posts for the first half of
Silent Hill 4. I'm not going to get back to that game in the next couple weeks, though, and I'd rather do one unbroken stream of commentary for it - so heck with it; let's get this out the door and take an accounting of the games I played in 2012.
Beaten:Neo Angelique, PSP ("be an ordinary Aube Hunter" ending)
Castlevania: Symphony of the Night, PSP via
Dracula X Chronicles9 Hours, 9 Persons, 9 Doors, DS
Glory of Heracles, DS
Silent Hill, PSP via PSOne Classics
Mystic Ark, Super Famicom (via emulator)
Earthbound, SNES (via emulator)
Ib, PC (RPGMaker title)
Eternal Darkness, Gamecube
Silent Hill 2, Playstation 2
The Lord of the Rings: The Two Towers, Gamecube (finished main campaigns, all three characters; finished Orthanc w/ Gimli & secret character)
Resident Evil, Saturn (finished Jill w/Chris rescued; you gotta give me more notice than that to get Barry out alive, game)
Phantasy Star III, Mega Drive (x4, via emulator & save states - I've given enough to/done my non-assisted time with this game already)
Little stuff:Slayin', PC (finished as Knight and Mage; end boss keeps killing me as Rogue!)
Home, PC
Played, not finished:most of the NES
Mega Mans, Gamecube compilation - I had part of a separate post all typed up about this, but long story short: I discovered I don't really have the patience anymore for try-try-again platforming bullshit of any stripe. I enjoy the Robot Master stages but lose interest in the Wily levels. I haven't finished a single game, sadly.
Lumines II, PSP
Every Extend Extra, PSP
Metroid, NES - Yeah, about this. I made another go at
Metroid this summer and actually made considerable progress over my earlier attempts. I hit a complete wall, though, at Kraid - I must've gone at him an Arino level of times and can't really beat his (frankly ridiculous) pattern. I thought more energy tanks might help (I had three), but I soon learned that to find the other energy tanks in
Metroid, you have to shoot walls.
All the walls.
Every inch of all the walls - and there's nothing that differentiates wall sections that might hold items from those that don't. I mean, there're 100 to 1000 wall tiles per room, and I've uncovered about 60 rooms to date. I could look up the answers - but I've uncovered so much on my own that I feel (stupidly, I know) that resorting to an FAQ at this point would be giving up, even though the game is patently unfair. So I'm at an impasse where I'm too stubborn to get help but won't progress on my own. Bah.
Innocent Life: A Futuristic Harvest Moon, PSP
Girl's Garden, SG-1000 (but you can never finish this)
Silent Hill 4: The Room, PS2
Best: Silent Hill 2 by a wide mile.
Symphony of the Night is a good runner-up. Honorable mention goes to
Ib, a neat small game with strong art design that does a lot in its limited space.
Worst: Objectively, it's probably
Phantasy Star III, but I knew all about that going in. And at least it's
trying. In some parts. Kind of.
Earthbound, on the other hand, was an aggravating and frustrating play experience that didn't deliver on its vaunted charm and humor and had open contempt for the player. Second was
Glory of Heracles, a big "why bother?".
Surprisingly Good: Ib takes the cake here, a sprightly little game that's smarter and more elegant that it ever had to be.
Girl's Garden also figures in: '80's arcade games weren't supposed to be outright pretty, and "girls' games" weren't supposed to be actually
good. On the LP front, I'll steal from the Something Awful thread and note that
MODE, an FMV dating/party/conversation sim where the positive/neutral/negative tone of your responses rather than a formal dialogue tree dictates story development, is in the
Deadly Premonition framework: a game that arrests your attention with sheer, seemingly-amateur bizarreness but gradually betrays legitimate quality and stimulating originality.
Miscellanea: 999 is very good, compelling and tense with likable characters and great music. That said, it's gotten a
Deep Space Nine/
Firefly-type fandom that aggressively proselytizes, and its flaws - the pseudoscience; the demand for excessive replays; how the final twist is kind of a leap too far - are shortsold.
Eternal Darkness finishes strongly and has some good environments at the end but is rarely scary and kind of stupid for most of its length. I'm making peace with
Silent Hill as time goes by, but I'd put in the "interesting curiosity" basket before the "classic"; its attempt at a story hinted at, not directly told, is done miles better by its sequel.
I can't really think of a single moment or place in
Home that I can point to as a standout, but its commentary on how the choices available to the player must work to form a coherent narrative deserves recognition.
Great characters: James Sunderland and all his entourage.
Angela in particular - despite all her mental scars, it's she who goes to her fate with eyes wide open. The
J.D. plotline, what I got to play of it, was done refreshingly well, taking the revelation of J.D.'s true nature and going from there instead of ending with it - examining what it meant for this truly kind person to be
an artificial, created being, and how he consequently felt apart and "different" from the rest of society despite all his warmth and good cheer because of it. I didn't finish the game or even get up much past his intervention in the plot, but I can't overlook
Silent Hill 4's
Walter Sullivan: he who has done the unspeakable, has had the unspeakable done to him, who within himself contains multitudes and paves a bloody trail in his quest for eternal love and safety.
Making room for
999 and its wealth of contradictory descriptors for the best of its cast.
Snake: intelligent, given to cheerfully smutty remarks, omnicompetent yet still overconfident, devoted in all humility to his sister.
Lotus: a techie, a mom, a coward, a shrewd thinker, a romantic.
Clover: At first an innocent ball of genki; later a deep brooder who takes duty and proactivity to impressive lengths.
Seven: a consummate professional, a gregarious goof, a physical force, yet more often than not the smartest man in the room.
LP-wise,
Dietrich Troy and the revelations about him in the true ending, crystallized in one perfect scene, the one on the bike. (I know supergreatfriend's
Spy Fiction LP was from 2011, but I just got into it last year.)
Shadows of the Damned's
Garcia Hotspur: "I'm a Mexi
can, Johnson, not a Mexi
can't." (Yes, I know that line was stolen from a movie, but it fits Hotspur best.)
MODE's Mohawk mobster
Riel Attaychek is an infuriating conversationalist but a kind of fascinating jerk. He seems to genuinely like people and have a healthy roll-with-the-punches outlook on life but is nonetheless abrasive, self-absorbed, and materialistic, which is an interesting and refreshing choice for a game's Guide to Inner Wisdom.
Great Moments: Silent Hill 2: "I got a letter." The opening walk. Angela on the staircase. "...It's all the same once they're
dead!" Mary's ending monologue in the Leave ending. Pretty much everything from rowing across the lake onward.
Ib: The doll room.
Eternal Darkness: The final battle.
999: Safe ending: The laugh, and the transformation afterwards.
Glory of Heracles, of all games: The death where you learn the truth about the Heracles situation, which I thought was the one graceful note in an empty game.
Silent Hill: The arrival of Kaufmann in the ending, where a tertiary character oversteps the boundaries of his role and changes the entire game, and the jokey end credits.
Silent Hill 4: Looking out the peephole during Apartment World, which signals a drastic change in Henry's participation in the narrative. Look into the abyss...etc.
LP greatness:
Spy Fiction: The scene on the motorbike, and the ending revelation/confrontation.
Shadows of the Damned: I'm not sure this falls into
greatness, but I was stricken by the backstory of the songstress Justine, who remolds herself through supreme force of will in response to social mores that aren't even there. It's tragedy and triumph all at the same time, and I'm still not sure what to make of it - except that it's very Suda.
MODE: Again, not sure if it's
great, but learning what the DOMEs did in the second
MODE stream was
memorable, and participating in SGF's stream itself was great.
Great places: The
Myst-like outside of
Silent Hill 4's water prison.
Ib's art gallery, and the style of the "town" near the end.
Silent Hill 2's fog-covered walk and last location.
Mystic Ark's still and silent
Myst-like hub island, and its awesome world 6. (Lotta
Myst goin' around, but there're far worse visual references.)
Great music: Well, nothing's going to top
this.
Most fun: Knocking down ladders atop the Hornburg in Helm's Deep in
The Two Towers. Running back 'n' forth poppin' enemies with your little pixel sword in
Slayin'. Swinging the sparkly Jewel Sword, or happening across the Valmanway and wondering "what's this?" just before you activate your Win Button in
Symphony of the Night. Taking out enemies with one whack of
Silent Hill's mighty emergency hammer, particularly after all the skin-of-your-teeth fighting in the first half of the game. Executing spell overkills in
Glory of Heracles and getting back more MP than you doled out for it. Dropping blocks to "Regret" or "Black Tambourine" in
Lumines II. Romping around collecting purty flowers in
Girl's Garden. Navigating
Ib - the neat visual puzzles, what artworks you'd encounter next, combined with frequent save points, made playing a delight.
Lessons learned: I am always right and should not second-guess myself when I've decided it's time to cut my losses from a title.
Earthbound.That's it for 2012! Will 2013 be even better? (Spoilers:
ehhh.)
.