What I Played Today: February 6

Costume Quest, Crackdown 2, Dominion

I have finally gotten over my anger at the game-breaking bug in Costume Quest and am back at the place I was before. The French Fry suit now works exactly like it’s supposed to, and I got my costume back from the creepy crows. I also found out that the mysterious elements that have happened so far were caused by this one guy, who takes all the credit and demands that we take care of the big bad, despite the fact that he is obviously more powerful than three kids. There are some antics involving a cannon, and then I stopped playing because I was done. I do like the monster designs of the new enemies though, the crows. They look really interesting.

I’m at the last beacon drop in Crackdown 2, having done all the main quests and just cleaning up. The last level is really hard because there are a lot of enemies running around and they are sending giant freaks to slam the beacon every minute and a half. It’s terrible. I almost passed it once, but fell down and got hit but some jerk, killing me while the beacon was at 90% power. I’ll get you yet, you freaks.

The game is also doing that thing where it’s playing that the people you’ve been fighting the entire time are good guys, which would be alright if it didn’t steal all the page notes from Bioshock (audio logs, communication interference, etc.) and if we didn’t remember the end of the last game. We know that the Agency is unambiguously totalitarian (at least, I assume we know that. Sequels are meant to build on the first game, correct? I’ve always assumed that a sequel supposes you have all the relevant plot info from the previous. I think that might be a topic for discussion). So the fact that we’re doing their dirty work again has been perfectly reasonable to me because there is absolutely nothing good about zombies. Of course I want to destroy these zombies, and while the method may (definitely) have ulterior motives, Cell sure hasn’t produced a better method, and things have gone completely tits up. It would be irresponsible to not detonate the beacons, and the half-hearted “Don’t do this despite the fact I’m not explaining why you shouldn’t” from the rebel leader just didn’t play. Plus, if I fail to detonate the last beacon, I’m never going to know what happens. My fate is kinda sealed here.

Oh, and I figured out how to get up the big tower downtown (it wasn’t easy), and spent maybe two hours trying to unlock a specific gun and failing miserably. I kept trying to find it among the ruins of each strategic location and always just missed the chance to pick it up. But I got it, which felt like a real achievement.

I also played a couple games of Dominion, which I kicked butt at. The first game was pretty standard, where I pulled ahead by the virtue of choosing to use the contraband to buy 3 duchies when the province was locked to me. The second game I used the trading post and loan to kick all the cooper out of my deck and quickly ramp to buying platinum every turn, every so often expanding to upgrade to the next coin level. The streamlined deck soon saw me buying a colony every turn, and I won easily, even as my opponent used expand to tear his deck apart to grab whatever victory cards he could.

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