Catching up on gamer-supreme (and ex-Shacker) roushimsx’s weblog, I eventually read through to the entry titled “The White Room”, and immediately wondered if it was the same White Room in a certain Xbox game that had caused extreme controller-smashing (soon to be an XGames event) frustration several months ago. Reading on to see if my suspicions were confirmed:
My lord, I’ve heard warnings of “The White Room” from many people that have played Breakdown and they’ve all mentioned it as the place they gave up in the game…and now I know why. It starts off with ~6 armored up T’Lan warriors coming out to kick your ass, then 3 heavies spawn in, then 6 or so stealth T’Lan pop in, THEN ~6 laser T’Lan guys show up. You’d think that you’d be done, but FUCK NO, now you have to fight another wave that combines all 4 enemy types.
Bingo! The mention of
T’lan give it away: Roushi speaks of a final confrontation against the opposition, the T’Lan, in
Breakdown, an Xbox game that combines first-person fighting and shooting, first-person drinking, eating, and vomiting, and first-person kicks to the face.
Breakdown also accomodates a wildly fluctuating fun factor that bounces between “pretty damn cool” and “I hate my Xbox,” depending on if you’re fighting human soliders or the cybernetic alien T’Lan, respectively.
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I enjoyed most of what I played of
Breakdown, but when a certain fight was reached — hint: the rumble takes place in a room that’s white — the frustration reached such a tortuous peak that any momentum to finish
Breakdown disappeared completely, even though the White Room is about ten minutes from the end of the 15-hour game. That is some serious business frustation, folks — I was so looking forward to finally finishing
Breakdown, but that damned White Room’s challenge was so high that the battle was relented minutes from the final blow.
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Roushimsx’s had a similar experience to the room, detailed in
a consequent blog post:
Yea. No. Fuck this.
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I just spent an hour and a half, which is my entire gametime for the evening, on that stupid ass white room only to find out that during the 5th wave, enemies respawn. Fuck that. If anyone has a savegame from right after the white room (lol, right), please hook me up. As it is, I took the god damn game out of my Xbox and put it back on the shelf. I honestly don’t know if I’ll ever go back to it because I really don’t feel like fighting through all of those fucking waves all over again only to get mauled on the 5th wave.
Did I mention that I couldn’t get past the
1st wave? Yeah. I don’t suppose I mentioned either that my way of removing
Breakdown from the console wasn’t anything near calmly putting
Breakdown back on the shelf. My method involved more throwing, kicking, and an ultimate banishment to the underwear drawer.
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But I feel a little better knowing that such an esteemed gamer like roushi, whose technique is so toned that among his accolades is completing the original
Contra without using the Konami code and besting
Ikaruga to full completion, is having the same kind of trouble I had with that damn game.
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I think the first Spotlight Reviewer from
Breakdown’s Amazon page says it best: “Calling all masochists- Your game has arrived.” Fifteen hours were spent trying to decide if
Breakdown was an innovative experience or just one big anxious tease, but the battle in the White Room elevates the latter opinion past a mere tease into a twist of the knife.
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In happier gaming news, my
single New Year’s resolution has been ignited with the purchase of the
Broken Sword double-pack that includes the first two games,
Shadows of the Templars and
The Smoking Mirror. In my quest to play at least one adventure game per month (among all the other games being played), I’m trying to start earlier back in the chronology; I’ve heard of the
Broken Sword series several times over the years, usually in good terms, and found
an online retailer that’d sell the two-game set for only $15 shipped.
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My initial plan was to start off by grabbing a copy of one of the Lucasarts Archives collections, allowing me to catch up with the legendary adventures Lucasarts put out ten years ago before becoming a mediocre
Star Wars-game creation studio. Evidently word of the status of the now-rare Archives has leaked out: Amazon doesn’t list
an archive for less than $80;
other editions go for considerably higher; and Ebay doesn’t have any listings for the adventure game Archives at all, only a couple for the
Star Wars-themed Archives.
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I’m a shell of an adventure gamer for not having played any of the classic
Monkey Island games, and being unable to find a reasonable avenue for resolving the deficiency without dropping a monster-load of capital makes me sad. The pursuit smacks vaguely of biliophile’s quest for old, original tomes of value — except instead of an original Tennyson, I’m looking for an original
Threepwood.
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Still, even with the out-of-reach prices of the Lucasarts Archives and the waning age of adventure gaming, there’s no lack of adventure games to catch up on: Thanks to the comprehensive game index at
Adventure Gamers, I’ve got plenty of ideas for the next excursion. Something more modern is in the cards, I believe — perhaps the first
Delaware St. Johns game, or even
Syberia II to finish off the series, even though I found the first game somewhat lacking (but entirely gorgeous).
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One thing’s for sure about the imminent adventure gaming: there’ll be no throwing of keyboards against the wall after being kicking mercilessly to death by cyborg anagonists. There better not be any cyborg anagonists, at least, or else I might be forced to change my resolution to play real-time strategy games instead, which I’m sure’ll do wonders for my temper.