Tag: shooter (page 5 of 6)

Esprit de Corps

Chess

I was raised playing games like Chess, Battleship, Squad Leader, Risk and War of the Ring. I still love playing tabletop strategy games with my dad. It keeps my mind sharp, it’s quality time with a parent, and a great opportunity to talk smack at someone I deeply love and respect. Especially when a Xanatos Gambit of mine pays off and he’s left staring at the board uttering curses out of earshot of my mother.

Competition among peers is a good thing. Iron sharpening iron, pushing oneself to become better at a chosen passion, blah blah achievement blah blah brotherhood blee. It’s true for video games as much as it is for those played among people with whom you share eye contact and can harass while they get up to grab a fresh beer. I used to love player versus player online as much as I do at the card table. But as time went on, I found myself slowly becoming more and more dissatisfied with PvP in general and online PvP in particular, to the point that nowadays the only competitive game-playing I do is with my dad on the rare occasion we get to sit down together. Most of my video-game playing has become something I do just with myself, which could be descriptions of many of my daily activities, some of which I won’t mention here for family-friendly reasons.

What happened? How did I fall out of love with PvP? When did I become such a despicable care bear?

There’s only one way to find out.

The College Days

Courtesy Valve
“The exam can wait. These CTs and their damn tripmines are going DOWN.”

There was a time when my evenings in college were spent studying being responsible writing letters to my mom sitting in the dark playing Counter-Strike. For hours on end I’d mince into the maps, pick out my favorite weapons from whichever side I’d chosen, and proceed to rampage from one place to another trying to edge out a win. It was especially fun when more than one of us in the apartment were playing on the same game, because shouted obscenities from the other room would make me grin. And when I saw the big shape of a flatmate coming around the corner at me, I knew I was in trouble, but I was still laughing about it even as I took my licks.

Even before that, in a more innocent time, the tight-knit community of the BBS is was really turned me on to online multi-player. Trade Wars taught me never to be logged out for too long if I could help it, because sooner or later somebody was going to blow up my hard-earned ship to try and get to the creamy commodity center inside. This feeling was invoked lately in my trial of Alien Assault Traders, where I spent an evening gawking at my screen because when I wasn’t looking, somebody blew up my damn planet. More accurately, they scoured my base from orbit (with me inside) and set up their own. Revenge shall be mine…

Anyway, that’s how I got my start with this sort of thing, back when the games and I were a bit more innocent, I suppose.

How Halo Changed Things

Courtesy NerdyShirts
NerdyShirts actually makes teabagging look kinda cute.

At first, Halo seemed like a great thing. Either playing co-op with a friend split-screen or on a private server run by a co-worker, I was reminded of those heady days at Bloosmburg. There was friendly competition, the occasional jibe when being at the business end of a killing spree, the whole bit. Then, one day, I tried out the online random game-joining multi-player.

Now, maybe this is my fault for not researching or joining any clans. Maybe I didn’t get enough practice switching between the two weapons Master Chief can carry at any one time. Maybe I was spoiled by single-player campaigns where attacks that actually got past the Spartan’s armor just caused me to duck behind something solid until my health regenerated, because AI baddies never seemed savvy enough to flush me out with a grenade. But it seemed that whenever I signed into a random Halo MP game, I’d be at it for all of two minutes before I’d be clubbed, teabagged and verbally taunted by someone who sounded like a rat on helium squeaking at me from the bottom of a well about how I’d been ‘pwned’.

As trendy as it might be to hate on Halo these days, I think this was what turned me off to most PvP, at least when it came to shooters. There are folks out there who play this game professionally. It’s their job to improve their skills, find the best perches to drop grenades on someone, master the art of vehicular homicide (with Warthogs in the game of course) and make their teabagging appear to have all the grace and poise of an ice dancing routine (not a big stretch). More power to them, I say. If I could make a living playing video games all day, you can bet your teabag I’d do it in a heartbeat. And again, maybe this is due to joining random games instead of finding a clan or something, but I’d try not to be mean about it. I mean, laughing a bit at a particularly nasty kill is one thing, especially when you can laugh at your own when your buddy gets his revenge. Being the butt of homophobic rape jokes for hours on end is quite another. It just gets really old really fast.

Where’s the incentive to play in order to improve my skills if all the other players are just going to tell me how much I suck? And if they’re already at that level of skill, how much further along will they be when I finally get to said level?

Maybe I’m just a soft, mewling big girl’s blouse of a gamer for saying this, but all of the fun of an experience is drained away when I spend half of my time watching a respawn timer count down while watching a teenager defile my corpse and listening to his brand of humor spew into my ear without any recourse on my part other than trying to best him (an effort which almost always fails) or ragequitting.

WoW’s Ubiquitous Grind Machine

Courtesy Blizzard

Considering what an RP nerd I am, it’s no surprise that I almost always played World of Warcraft on RP servers. Even there, you can find PvP. Given that role-playing is a largely social undertaking, and it’s best done with a group of like-minded individuals, it follows that some of one’s friends from the community would share an interest in PvP. However, since WoW is an MMORPG, any undertaking in it outside of purely social interaction means one thing, and one thing only.

Grinding.

Now, when I say ‘grinding’, I don’t mean killing thousands of rats over and over again, though that certainly is the case when it comes to building experience. In the case of PvP, at least in World of Warcraft, grinding means going into battlegrounds repeatedly, trying to build up badges and reputation to purchase better equipment, and ascending to the point where you and a handful of trusted friends – between one and four – can enter the arena and leave the battlegrounds behind. But once you get into the arena, you must again climb a ladder of points and reputation to ensure that your opponents do not outstrip you in terms of equipment.

There’s also the chance that entering the arena will reveal that you’ve been “doing it wrong” for quite a while. Battlegrounds tend to be more forgiving in terms of people not knowing how best to play their class. Arenas, on the other hand, have a much narrower margin for error, and every loss is a costly one. While one’s arena partners tend to be more forgiving, provided you’re not jumping into a random one, there’s still the matter of the gap between you and the shiny new pair of shoes you need to increase your resilience rating widening because you got snared and blasted into oblivion when you really should have known better. It’s less immediately enraging than getting teabagged by an adolescent, but more disheartening because you’re getting teabagged by the system.

It was a feeling, a salty sweaty taste in my mouth, that I couldn’t shake. I tried Warhammer Online, Aion, Star Trek Online, and in each case, I felt I was staring down a long dark corridor of PvP grinding with no end in sight and the server’s hungry grues waiting to devour my free time, my hard-earned cash and my will to live.

Yes, yes, I know, boo hoo, stupid whiny care bear, let’s move on.

The Across-The-Table Factor

Courtesy Kennon James
Some things are just better with beer ale.

I think part of the problem I ran into was the inability to see the people with whom I was playing. I don’t know a lot of the people I meet online personally. Folks in a WoW guild I can kind of get to know but I’m still never sure how they’ll behave under pressure in a competitive situation, or how they’ll react to me when I inevitably mess up. It’s even worse jumping into random online shooter game sessions.

It’s a shame, too, because some of the best experiences I’ve had playing with others have been in competitive situations. Games of Munchkin, Chrononauts, Puerto Rico and the other aforementioned board games quickly become tirades of “I can’t believe you did that!” speeches framed with raucous laughter. Even something like poker or blackjack can have this esprit de corps, this feeling of competition among peers. It’s something that I’ve found lacking in a lot of PvP experiences.

There’s Hope. I Think.

Courtesy Valve
“Hmm… looks like he’s going to try this multi-player malarkey again.”

I think really have been doing something wrong. My enjoyment, or more pointedly the lack thereof, in a lot of these situations really comes down to me not finding a good group of people with whom to play. I haven’t been thinking about getting into situations where I’m in a game with people I know who’ll have my back when things go rotten. At least, I wasn’t. But I’ve refocused my thoughts on this from “what’s wrong with other people” to “what am I doing wrong?” The answer, as far as I can tell, is not being discriminatory in whom I spend time with in a multiplayer/PvP environment. It’s why I’m looking to get an Alien Assault Traders server going on this domain. And judging by the number of hits I got the last time I discussed Trade Wars, I think some of the people who’d join it would be people I know. Having my base scoured from the surface of a planet I created will be a lot less difficult to swallow when I can call, Tweet or otherwise directly harangue the friend in question with promises of revenge worthy of Shatner in Wrath of Khan.

The same could be said for Team Fortress 2. In a game where teamwork and supporting one another is emphasized so heavily, joining a random game and trying to depend on a stranger seems counter-intuitive. Most of people I know who play do so on the PC, meaning I’d be unable to join them since my copy of the Orange Box is for a console. Still, Steam has sales from time to time and if I can snag the game during one, I’m sure I can find people I know well enough from the Escapist or another walk of life whom I can trust to keep too many Spies from stabbing me while I’m trying to line up a shot on a particularly troublesome Heavy.

In spite of some negative reviews regarding it, I’ve been asked by a friend to try out Borderlands. Provided I can hang with said friend on a regular basis during the game, it might not be so bad. I’m trepidatious given my previous experience, but I figure it’s worth a shot if I’m playing with people I know.

Finally, I’m sure I’ll be playing an MMORPG again at some point. But I’m not going to be playing one by myself. I’m returning to my stance of finding one my wife and I can agree upon and I’m sticking to it. Because if there’s anybody on this planet from whom I should be able to endure some smack talk, it’d be my blushing bride.

At least she’s easier on the eyes than my dad.

Game Review: Half-Life 2 Episode 2

After the success of the main game, Valve embarked upon an experiment in episodic gaming, the first portion of which I’ve already reviewed. The second was the keystone in the Orange Box release, and having played it, it’s clear to see why it featured so prominently. The immersion and pacing that made the previous Half-Life titles so singular continues to fire on all cylinders, and while it’s still somewhat short it’s no less satisfying to play than the previous episode.

Courtesy Valve
If this Strider could speak, it’d likely say “OH SHI-“

Half-Life 2 Episode 2 begins literally where the first episode left us, in the wreckage of a train leaving City 17. Gordon and Alyx are now outside the city limits, in the wilderness surrounding the metropolis where they spent most of the last 2 games. The core of the Citadel, having reached critical mass at the end of Episode 1, is now channeling power into an ominous ‘superportal’ hovering over the city. The data that allows the aperture to remain open is crucial to preventing a further invasion by the villainous Combine, and Alyx has a copy of that data. To halt the Combine war effort and give humanity a chance, Gordon and Alyx must get the data to the old missile complex known as White Forest, where Black Mesa scientists may have finally gotten an edge on the Combine war machine.

While Episode 1 focused on character development, the second installment takes on the themes of exploration and free-form battles. From crawling through the squick-inducing tunnels of the antlion hive to driving at entirely unsafe speeds through the forest in the Muscle Car, Episode 2 expands the world of Half-Life 2 far beyond City 17’s limits. There are some moments of tranquility amongst the chaos of war, and when battles break out there is no one correct way to proceed. Setting traps, rushing in headlong and luring enemies into sniper-friendly locations are all viable options. Antlion workers appear for the first time, giving the insectoid race some long-range support, and then there are the Hunters.

Big Dog
Courtesy Valve
Is the Hunter a portent of things to come?

The battle involving both Hunters and Striders working together makes for a pulse-pounding experience, as the player rushes from one hotspot to the next to prevent the Combine from destroying all of the effort made by the Resistance to mount a reasonable counter-offensive, to say nothing of Gordon’s friends. It’s easily the most ambitious battle sequence Half-Life has featured in any of its titles, and it rivals any of the similar sequences of games in the Halo and Gears of War franchises in terms of scale, pacing, tactics and consequences.

The best part of Half-Life 2 Episode 2, for me at least, are little things that expanded upon the story and added to that sense of immersion. The vortigaunts play a major role in the episode’s events, we get the sense that humanity is definitely no longer taking the Combine occupation laying down and there is the triumphant return of D0g. It would have been even better if we knew what happened to Barney Calhoun following his escape from City 17 with his fellow Resistance members, or if Episode 2 had not ended as it did when it did. Which is not to say the ending is bad – it’s actually pretty phenomenal. I just hope Valve will forgive us for throwing controllers and screaming in frustration because that’s how it ended and we’re still waiting for Episode 3???

Courtesy Valve
Good d0g.

As an aside: Is it just me, or did using a crossbow and a vintage muscle car make anybody else feel like Willem Dafoe in Daybreakers?

Stuff I Liked: Valve’s creativity is still center-stage, with the dialog, the area design, the intelligence of enemies, the Magnusson Devices, killing Hunters with their own flechettes… I could go on.
Stuff I Didn’t Like: DAMMIT VALVE, WHERE’S THE REST OF THE GODDAMN STORY?
Stuff I Loved: Half-Life 2 and its episodes has some of the strongest characterization I’ve ever seen in a first-person shooter. I want to play more of these games, or just play the Orange Box titles over again, just to spend more time around them. Even the new guy, Magnusson, has an interesting personality, though it borders on the insufferable at times.

Bottom Line: What do you mean, you don’t own The Orange Box yet? Here, let me illustrate my point a bit more clearly, I just need to find my crowbar…

Orange Box Reviews: 60% complete.

Game Review: Half-Life 2 Episode 1

Half-Life 2, as I’ve discussed, is a great game. But it leaves the player wanting more. Even people who aren’t playing it, who sit beside the player wrapped in their Snuggie watching the action unfold and occasionally laughing at player error or wincing at bad things that happen to Gordon, found themselves asking “That’s IT?!?” Well, happily, Valve chose to continue the story of the game in a series of smaller episodic installments, the first of which being Half-Life 2 Episode 1.

Courtesy Valve

We pick up right where Half-Life 2 left us, with silent uber-nerd protagonist Gordon Freeman separated from his would-be fixer, the G-Man, by a helpful and powerful group of vortigaunts. Gordon wakes up buried in rubble, and D0g helpfully digs him out. Alyx is very pleased to see you, but the happy reunion is short-lived. The reactor at the heart of the Citadel, which dominates City 17 and serves as the headquarters for the Combine, is on the cusp of going critical. Despite having just narrowly escaped the place just moments before, you and Alyx must venture back into the Citadel to stabilize the reactor and buy yourselves enough time to evacuate the people you can from City 17.

Much to my delight, the bulk of Half-Life 2 Episode 1 is spent traveling and fighting alongside Alyx. It never feels like an escort mission, though, as Alyx is more than capable of taking care of herself. She’ll often scout ahead of you, man gun emplacements and even snipes a bit at one point. Everything that made her a standout character in the original game is present here, and then some.

Courtesy Valve
Smart money says the antlion eats a lead salad.

Episode 1 is quite a bit shorter than the original game but that isn’t necessarily a bad thing. Packing the sort of action, survival horror, storytelling and humor that makes Half-Life 2 such a good gaming experience into just a few chapters is no small feat, but Episode 1 pulls it off. There’s a bit more emphasis on story and less on extended sequences of dealing with zombies, fighting off soldiers or solving physics puzzles.

Which is not to say that such things aren’t present. You definitely will be doing all of the above. It just happens in smaller chunks that make it a bit easier to play the game end to end in fewer sittings. The distance between the enigmatic opening and eye-widening cliffhanger ending is shortened, and with the amount of action, intelligent writing and humor they’ve managed to cram between the two ends, you’re all but guaranteed not to get bored.

Stuff I Liked: Everything from Half-Life 2 that worked. Great battle at the end.
Stuff I Didn’t Like: The only really negative thing I can think of is that we didn’t see more of D0g.
Stuff I Loved: Alyx. Definitely one of the best companions of all time in a video game. Some of her lines are solid gold.

Bottom Line: Increases the value of The Orange Box by an additional 50-75%. Worth getting, worth playing, worth all the praise.

Orange Box Reviews: 40% complete.

Game Review: Half-Life 2

In light of the recent March Mayhem throwdown over at the Escapist, I thought it’d be an interesting idea to pick up the Orange Box and see how well the various games within have aged. Since Valve wouldn’t exist without the ground-breaking awesomeness of Half-Life, the place to begin seemed obvious: Half-Life 2.

Courtesy Valve

Gordon Freeman, unlikely hero of the Black Mesa Incident that introduced Earth to the inter-dimensional border world of Xen. After defeating that planet’s overlord, Freeman disappeared and the way was paved for an alien conglomerate known as the Combine to conquer the planet in the Seven Hour War. That was ten years ago, and now Freeman’s returned from parts unknown because, as the mysterious and somewhat disturbing G-Man informs him (and us), “The right man. In the wrong place. Can make all the diff-erence. In the world.”

The Source Engine that drives the game debuted almost 6 years ago, but the graphics and gameplay of Half-Life 2 still feel fresh and immersive. Like the original game, everything happens from Gordon’s perspective and there are no breaks from the in-game action to pre-rendered cutscenes. This lends a sense of realism to the game and doesn’t interrupt the flow of the story. The game’s opening, with Gordon unarmed and unprotected in an environment that is at once familiar due to the architecture and alien because of things like Dr. Breen’s huge video screens, citizens discussing lost memories and missing loved ones and Civil Protection is poised to draw the player into the experience right from the start without needing to put a gun in our hand right from the off. Suddenly, in a game that’s billed as a first-person shooter, a guy with a shock baton is actually an intimidating threat, and when you do lay your hands on a firearm, it’s pretty satisfying to start shooting them up.

Courtesy Valve
“Pick up that can.”

The game’s Havoc Physics make for interesting puzzles, harrowing platforming and moments of hilarity when an explosion sends soldiers or zombies flying through the air. You collect a decent selection of weapons over the course of the game and you’re not forced to pick any one or two of them to use at a time. It can be hard to find ammo for things like the crossbow, but pulse rifle rounds are plentiful in the later bits of the game provided you’re not trapped in a basement surrounded by headcrabs.

While we’re on the subject, Half-Life 2 has three elements that really make it a stand-out experience in the realm of shooters. The first is the ability to build atmosphere. From musical stings to lighting effects, the mood of the game can slip effortlessly from pulse-pounding run-and-gun battles to spine-tingling survival horror sequences. Ravenholm in particular creates a feeling not unlike that of System Shock 2 or Eternal Darkness, with shambling grotesqueries moaning their laments as they claw for your brains. It’s especially harrowing if you play through it using the second stand-out element: the gravity gun.

Courtesy Valve
“Ludicrous Gibs” comes to mind.

The idea behind the gravity gun is simple: you can use it to pick up and/or toss items around you in the world. Grab power-ups from behind fences, pick up boxes and move them around to solve puzzles, and hurl objects like propane tanks, concrete blocks and saw blades (my personal favorite) at enemies. If you find yourself low on ammunition for your weapon of choice, or if you’re locked in an area with headcrabs and zombies where ammo is likely to be scarce, switching to the gravity gun and just using whatever’s at hand to keep them from chewing on your PhD-scale brainmeats not only conserves precious ammunition but presents a challenge that can be difficult to find in first-person shooters.

The third and final element that, to me, makes Half-Life 2 great can be summed up thusly:

Alyx.

Courtesy Valve

Women in games can be reduced to caricatures or over-sexualized playthings, even when they’re main characters (*cough*BAYONETTA*cough*). Female sidekicks often have it worse, as most games will see them being whiny unhelpful escort objectives, support characters that fall in love with or betray the protagonist for some overly contrived reason, or all of the above. Sometimes, if they’re lucky, the lady of the game will avoid these problems but will instead be so thick-skinned and unapproachable that they might as well be men.

Alyx Vance takes all of those expectations and kicks them square out the window right into a nest of headcrabs. She’s smart, capable and tough, but she’s also funny, emotional and affectionate. It takes more than a particular kind of particle shading to make a character feel real in a video game, and Alyx is one of the most realistic characters I’ve encountered, especially in a shooter. And it doesn’t hurt that she’s pretty easy on the eyes, as well. Finally, she introduces us to D0G, but I’ll save my thoughts on the big guy for another review. I’ve got a couple more to do, after all.

Bottom Line: Half-Life 2 is one of the best shooters I’ve ever played. Despite its age, it feels fresh and fun, and leaves us wanting more. Steam users can get their hands on it pretty easily, but X-Box owners who don’t already have the Orange Box should consider finding that compilation if they haven’t already. This title justifies the cost of the entire product.

But hey, if you don’t believe me and want to see how the other products fare, just stay tuned…

Orange Box Reviews: 20% complete.

Regarding Halo

The follow contains mostly my personal opinion and can probably be disregarded.

Courtesy Bungie

The game Halo and I have something of a history.

I grew up with shooters in one hand and space flight sims & strategy games in the other. When I was fed up with the politicing of my AI opponents in Master of Orion and had rescued humanity from the clutches of the Kilrathi in Wing Commander, I fired up Wolfenstein 3-D or Doom. Now, neither of those games had anything approaching a complex narrative – “here are some Nazis/demons, go shoot them in the face” about sums it up – but this was long before motion capture, voice acting and model rendering had gotten to the point that video games could call their experiences “cinematic” with a straight face.

When I first played Halo, I liked it. I liked its control schemes, I liked its portrayal of the conflict between humanity and the Covenant, I liked the mystery behind the Halo itself, and I liked Cortana. Spunky AIs always appeal to me. Note that I’m talking about the single-player campaign, here. I did play multiplayer with a few friends, and was mostly reminded of deathmatches in Doom. I didn’t really see anything new other than the initial gee-whiz of the graphics. Still it was fun and hearkened back to simpler days when demons roared at me from within brownish spikey ghouls that seem laughably rendered by today’s standards. Even after a couple years, when I found out a place I was working was maintaining its own Halo server, I jumped in. Unfortunately, my boss never showed up – that guy needed a sticky grenade on his backside something fierce.

I played Halo 2 once, just to try and get the story. And while there were a couple “HOLY SHIT!” moments during the cutscenes, the gameplay felt vastly unchanged. Characters returned but really didn’t grow at all. It wasn’t necessarily bad by any means, it just felt like the story was beginning to take a backseat to the multiplayer. Again, it was fun to play split-screen with a couple of friends. But that was about the extent of my experience, and by that point, Half-Life 2 had come along and, in my opinion, completely blown Halo 2 out of the water.

I can’t come out and give a solid opinion on the Halo series as a whole, as I haven’t played Halo 3 or ODST. In terms of story and gameplay I have no idea how they stack up. They remain in shrink-wrap on the local GameStop’s shelf and I admit to a somewhat passing interest, since I do find myself curious as to the fate of Cortana and the experience of being an average Joe in generic space armor fighting the Covenant, instead of being a genetically engineered hyper-masculine superman in generic space armor fighting the Covenant.

Two things bug me about the Halo series that have nothing to do with the games. One is the parade of copies that have come in the wake of the franchise. Gears of War, Haze, Turok, and Too Human, just to name a few, all feature characters very similar to Master Chief: gruffly voiced manly men wearing futuristic (if not powered) armor, grimly facing down hordes of gruesome creatures, handfuls of hot heterosexual automatic fire in their grip. For the most part, though, I can ignore these things. I played a little bit of Gears of War 2 and immediately found myself wishing to play a different shooter with a more interesting premise, character or setting – like Painkiller, or BioShock, or Half-Life, or Mass Effect.*

But the advertisements for and attitude towards each new installment of Halo would have you believe that you will not have an experience even remotely resembling what you get out of that game. And that’s the other thing that really bothers me about the franchise. Call me out for being a dull gutless effeminate story-loving dweeb if you must, but the screaming cursing teabagging fist-bumping Beast-drinking backwards-baseball-cap-wearing hair-frosting (yet completely straight) core demographic of Halo’s multiplayer really turns me off of the game. I feel like I’m missing a point somewhere. Halo, to me, is a sci-fi shooter with limited weapons capacity, lots of guys in generic space armor and a couple of interesting weapons and maps. What’s the big deal? The story’s half-decent, the physics are all right, the weapons all feel very sci-fi and the vehicle sections are well done. Again, I’m only talking about the first two games here, so maybe the third one or ODST will suddenly start delivering Battlestar Galactica-scale narratives or reveal that Master Chief was a disenfranchised orphan who was driven into the Spartan program and defied the nay-sayers who said he’d never amount to anything by becoming the savior of humankind many times over. Or maybe both he and the story will remain on the bland side of things. I can’t say either way.

It sort of reminds me of a wine called Yellow Tail.

Courtesy... well, Yellow Tail

Yellow Tail is a mass-produced wine specifically designed to be sold at a reduced cost and be more palatable to most pedestrian drinkers than those who have discovered a particular pinot or cabarnet that they enjoy. I’ve tried Yellow Tail, and while it’s drinkable, it isn’t as good as wine from a vineyard. The advertisements for it, on the other hand, would have you believe that Yellow Tail is the sort of wine that tastes delicious, leaves you plenty of money for expensive aperitifs and will probably get you laid. Based on this scheme, Yellow Tail rakes in the cash, much like Halo does.

The original Halo did its shooting very well, had great vehicle sections that were fun to do with others and even had something resembling a story to tell. I feel that as the series goes on, there’s less story happening while the amount of gameplay and features remain largely the same. I could be wrong, but it doesn’t stop Halo in general and a generous portion of its fanbase from bothering me. Maybe if I pick up the Halo games for my wife and take some time to play them myself again I can form a more solid opinion on the matter. But that’d require money. And I need my money for other things.

Like food.

And Assassin’s Creed II.

* I know both Mass Effect games are more RPGs than shooters, but they still have solid sci-fi shooting action. And while Shepard and his team tend to wear space armor, especially in the first game, the characters have at least a little depth to them.

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