Riffling through some papers, CyberKnight finds an old, incomplete post started back in January. He blows the dust off the pages and decides to finish it.…
A friend of mine recently picked up Forza Motorsport 2, which has just been released as a Platinum Hit collection that includes all DLC for the budget price of $20 (and, interestingly enough, the DLC alone, still on Marketplace and still at its original price, totaling 2000 points, or $25, exceeds the retail cost of the game — but you don't need to hear me go through that again, right?); and in an effort to entice me to join him, he designed the car I've dubbed the "CyberKnight Industries Two-Thousand" that he wanted to "gift" to me. So I decided to pick it up.
I've played the Project Gotham series, and although I have an ok time with it, it's not something I spend hours of time with. I'm not exactly a car enthusiast, so really, racing one car isn't much different than racing any other to me. So, I have to say, in all honesty, Forza doesn't "excite" me. It's an enjoyable game, to be sure; just not something that I feel like I can fully appreciate as much as someone who could tell you the difference between a 2007 Porsche and a 2005 Ferrari, and what would happen if you put a Mitsubishi engine in each.
Which leads me to my next point. Project Gotham delivers a very "canned" experience — the cars in the game are the cars you get to race, as-is. However, in Forza, you can customize your car down to ridiculous details. Different engines are available, different drive shafts, injector systems, exhaust pipes, spoilers, suspension systems, tires, rims, parts I never even knew existed. For a race, you can adjust the downforce applied by the spoilers, adjust tire inflation pressures, gear transfer ratios, and so on. You can even paint your car, and although you're given a very basic set of tools and shapes, a competent painter with a lot of time on his hands can make very intricate patterns, designs, and pictures. What's more, cars can be traded, with all their upgrades and tunings and paint designs, in an online auction house.
In a race, too, you can get telemetry data on your car. Overlayed on the screen, you can see different data, such as the real-time friction vectors applied to each tire, the G-force sustained by the car, and other data.
On the leaderboards, you can download replays from other drivers, and during playback you can view the same telemetry data, and (if the driver allowed it) see what precise tuning data they used to drive their car.
The amount of customizability and information available is enough to impress a complete racing n00b such as myself.
Of course, there is still one annoyance that I can't seem to escape when it comes to racing games. If you're running against equivalent AI, you cannot make a single mistake. The next closest car will always be within a second behind you, and the first error you make in a turn (which, invariably, means you will spin out and end up facing backwards) will result in your opponent passing you, and you will never see him again. Forza 2 does have the option to turn down the AI's difficulty, which greatly reduces this frustration, thank goodness. (Even better, by the time I'm writing this, Forza Motorsport 3 has been released, and it includes a new feature — rewind — so when you make that mistake, you can actually "undo" it and not have one error completely destroy 20 laps of perfection.)
The UI is just a little clunky. It seems to take one too many button presses to have to get around to change cars or slip into the auction house to view your auction statuses. Going into a career race, if your current car isn't appropriate for the race but you have cars that are, the game is very helpful in showing you just the narrowed-down list of cars to pick from; however, that only seems to happen if your current car doesn't work. If your current car is fine, but you want to select a better one, you have to go all the way back out of career to your garage to see your full list of cars and find one yourself.
Niggling UI issues aside, I'd have to say the game sure impresses me. Not sure if that says a lot, considering I'm not a huge car or race fan, but there you go.
My first introduction to tower defense as a genre was when the game Crystal Defenders came to Xbox Live. In "tower defense", enemy units attempt to travel from point A to point B, and you must stop them by placing defense units, commonly "towers", along their path. It is very strategic, in that you must decide where and what kind of towers you place to maximize the damage done to the enemy.
Bungie's latest release in the Halo franchise was first announced as an "expansion" or a "mini-game", one that wouldn't be a full-priced release. As a consequence, many reviews and comments have judged the release of Halo 3: ODST based on its value as a $60 game. It's probably a fair enough judgment for any game, but ODST probably wouldn't see its value picked apart in just about every review and forum if they hadn't announced that it wouldn't cost $60.
7 on 7 Halo 3 — Get 7 experience points in any playlist on the 7th of the month. When this achievement was first released, this involved finding a playlist where you had less than 7XP, waiting for the 7th of any month, and getting the appropriate number of wins. This achievement coincided with a new per-playlist XP system, so ideally it wasn't an issue. However, to accommodate those who exceeded 7XP on all playlists really quickly, Bungie occasionally makes a new playlist around the 7th of the month, where everyone has 0XP. Needless to say, I didn't have that problem; I had plenty of playlists under 7XP when the first 7th rolled around.
Annual Halo 3 — Finish the last level of Halo 3 with four players, on Legendary, with the Iron skull, with everyone in Ghosts. The thing that makes this one difficult is, because of the Iron skull, if one person dies, the whole team reverts to the last checkpoint. However, making the final run on the exploding Halo in a Ghost, I think, is more fun than in the default Warthog. After doing this once for myself, I've been in a party to help others get this achievement twice since. It's called "Annual" because it only counted on or after 25 September 2008, one year after the original launch date of Halo 3.
Brainpan Halo 3 — Find all the hidden skulls on all Mythic maps. In Forge mode, you can find a skull on each of the maps in the Mythic map pack. I'm not a fan of "find all the hidden…" achievements, so I automatically go to the internet for things like this. Finding the hidden skulls on each of the six maps (three were only available with ODST's release) was trivial.
Classic ODST — Finish any level solo, on Legendary, without firing a shot or grenade. Although this wasn't super-easy, there was one level in particular where it was possible to blast through — although a slight glitch where the game seems to consider honking the horn of the Warthog "firing a shot" meant I had to do this more than once.
Déjà Vu ODST — Finish the last level with 4 players, on Legendary, Iron skull on, without a Warthog or Scorpion. This is extremely similar to Annual (hence the name), except I would argue much harder. Bungie did make it easier than it could've been in this set-up by giving you a pair of Mongooses and rocket launchers for everyone with 999 (!) rockets apiece, but it was still slow-going with many restarts and, at times, checkpoints that just refused to pop.
Endure ODST — On Firefight, with 4 players, on Heroic, survive to the start of the 5th set. This was, by far, the hardest of the challenges to complete. In Firefight, you have a limited number of lives, and although you can earn a few more, if you run out, the game is over. A "set" in Firefight consists of three "rounds", and each round is five "waves", so in order to get this achievement, you have to survive four complete sets, or 60 waves of enemies. The game makes each round & set progressively harder by cycling the number of skulls activated. By the time you get to the last wave, all the skulls (except Iron) are turned on, so that enemies are tougher, shots do less damage, you can't recover stamina unless you melee, they throw grenades like there's no tomorrow, they dodge your grenades, and what weapons you manage to find have less ammo in them. And if you fail, you can't just restart at the last checkpoint and continue — the whole effort is wasted. I had three failed attempts of note (a fourth, we didn't even make it past the second round), all of which we got to the 4th set (one all the way to the very last wave), and each lasting over two hours.
Lightswitch Halo 3 — Achieve the rank of Lieutenant in any playlist. This is one that undoubtedly unlocks over time if you play enough, although I managed to get it in a weekend of Double-XP Grifball.