VVVVVV and Modern Warfare 2


I feel more than a little stupid admitting to having played Modern Warfare 2 after complaining aboutĀ  only having played Uncharted 2 due to peer pressure. Yes, I would not have played Modern Warfare if it weren’t for the hype and no, I did not particularly care for this one either. While it is varied to some extent most of the time I felt like I was just shooting random things until one lucky time someone wouldn’t start shooting at me from a random direction for long enough for me to get another checkpoint. I’m sure the multiplayer is great and that there is some real depth to the weapons and AI, but the randomness of it all just made it tiresome.

I should probably say something about the story, though, which felt less like a somewhat realistic war drama (as the first, decidedly better Modern Warfare story) and more like an action-conspiracy-thriller movie with convoluted plot points. The “No Russian” mission has received a lot of publicity and the game even warns you about it being controversial, but what scares me is how people react differently to this mission and for example the bomber mission in the first Modern Warfare. Both has you killing harmless people en masse, and even if the “enemies” are designated as soldiers in MW1 the fact that there’s such a big uproar over slaughtering hundreds of helplessĀ  people in one scenario and not even discussed in another scares me a bit. Which is maybe the reaction Inifinity Ward wanted, I guess. In any case, I have to applaud them for trying to do something that raises the art form when they already know they are going to sell millions.

But to the important part, namely the game VVVVVV by Terry Cavanagh. VVVVVV is a simple exploration/platform game that revolves around the mechanic of instead of jumping, the player can invert the direction of gravity when standing on the ground. In itself not very groundbreaking, maybe, but the important part in this game are the ingeniously designed levels that really force you to think about how to use this ability in a multitude of different ways with fairly few building blocks. The game has an open world of sorts, but it is separated into areas with very distinctive mechanics making them feel a lot different from each other even though the presentation is simple.

My one gripe with VVVVVV is that it became very hard towards the end; the placement of checkpoints was uneven and a lot of the timed things you needed to do had a needlessly narrow timeframe. On the other hand, I have only played the Beta so maybe Terry has already changed all that – in any case, I wish him luck in the Independent Games Festival.

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Posted on Nov 28/09 by Saint and filed under Reflections | No Comments »