Where did my December go? Unless the authorities can find a trail or I get a letter in the mail, my last 31 days of 2008 are bound for the back of a milk carton. On the same topic, if anyone saw my late half of last November, drop me a line. Reward in exchange for hot tips.
Actually, while this place has been gathering dust (smart dust?), where I spent December is pretty easy to pin down: work, mostly. Busy season runs annually from October through the middle of January, and this year’s was lopsided towards the end of December, when inexplicable and sudden, perplexing, unusual bugs coupled with the black-magic combination of imminent deadlines and came home to roost in my god-forsaken cube. There is no holiday vacation at Thomson Tax & Accounting — more like the Twenty-One Days of Christmas Overtime. Peace and joy, but not at my desk.
But try as the fates might, I can’t be kept at work forever! Arriving home after 8 PM puts a damper on the usual activites that take a few hours (writing, for example), but a quick hour or two of video gamin’ dulls the edge of a strenuous 12-hour day. So while I’d rather bury the memories of the many long December work weeks deep in the cold ground, I’m happy to talk about video games.
The final month of 2008 began with the adventure game Shadow of Destiny, a time-traveling third-person yarn starring Eike Kusch, a man with no worries, parents who hate him and a fate worse than death: multiple deaths.

Eike and his time-traveling benefactor, Homunculus, engage in a little chat.
Poor Eike is plagued by an annoying malady: someone, or something, keeps murdering him. Fortunately for Eike, a time traveling device and the powers of an androgynous entity who calls himself Homunculus allow Eike to return to the minutes before his timely demise and attempt to change his destiny. It’s a pure-breed adventure game, too, so no mixed-in crappy action sequences. Pretty great, really.
So what kind of measures does Eike take in his efforts to relieve himself of fate beyond the grave? Take this scenario from the game’s third chapter, where Eike has to forestall a literal backstabbing. Was the murderer hiding behind a tree, leaping out behind cover to attack when Eike was busy chatting up a girl?
Yes. Solution: Go back in time four hundred years and convince the gardener-at-large to plant a flower bed instead of a tree sprout. No tree in the past leads to no tree in the future, which leads to no cover for the killer. The unseen murderer is averted, and Eike survives another hour. But as destiny has it, in the very next chapter a giant pot falls on Eike’s head while he’s walking outside of a museum, and so Eike has to go back in time to kill all the pottery makers. Something like that.
The time traveling bit is muddy and avoids a lot of the “how” details, as any story about time traveling or any magic-as-science has to do in order to avoid stumbling over itself. Shadow of Destiny skips any possible science by giving the protagonist (and the player) a “DigiPad,” which only requires chewy little energy gems to give the user power to skip around space-time. Despite the time traveling cliche, the plot device was used in a compelling way, the plot was interesting throughout the game (including the multiple critical paths and endings), and raising temporal hell through four eras of the same fictional German-style town brought many hours of interest and unintentionally humorous voice acting.
Later in December I slipped into my schedule several hours of Braid, another game that promotes time as a major element, but as a gameplay mechanic instead of a plot mechanic. It’s also a puzzle game and fairly beautiful, and a real winner overall.

Braid. More than just pretty colors and rabbits.
Next came Silent Hill: Homecoming, a game so muddy and damp that the miasma seeped out of the game and into the console.

Owned. Again.
The Red Ring of Death might be a misnomer, but there’s no more definite signal of impending console death. This is the second Xbox 360 console that’s given up the ghost on me. Warranty expired: December 10th, 2008. Xbox day of death: December 27th. Owen’s figurative wallet: $100 lighter.
Of course, with the stupid broken console out of the way, I had a chance to play a PC game I’ve put off for years: BioShock.
It’s pretty rad, but the game’s combination of gene therapy, Ayn Randian objectivism and free market theory, 1940’s- and 50’s-inspired architecture and ambience, a touch of horror and suspense, and whole lot of run-and-gun-and-fire-hands action still isn’t meshing well together in my head. The game itself is good gunnin’ and definitely not another System Shock 2, BioShock’s far-related ancestor, for the better.
So that’s December gaming (and, in the case of BioShock, January gaming, too). As for the future, I’m trying to dig up a copy of this survival horror, Suda51-designed beauty:

Insert self-depreciative joke about my home state here.
The title insinuates an adventure in the actual town of Hell, Michigan, a favorite nudge-wink among locals, but it’s actually just Michigan, the survival horror game, as in Lake Michigan. Funny that the game’s setting is actually Chicago, Illinois, which is close enough.
Michigan: Report from Hell, dubbed plainly Michigan for its original Japanese release with the subtitle tacked on for its non-heralded European release, has never been courted by a published in the United States. My guess is that no domestic publishing company was up to the task of trying to sell a game called Michigan. A close second guess would be that no one wanted to publish it because the game largely looks and plays like a bomb. See how many seconds you can last through this exciting sequence that takes place in a nursing home:
The player character is a news cameraman, hence the on-screen display. Trapped in video-game land, the poor guy spends nearly the entire duration of the game’s events staring through a viewfinder, forced to shoot hours of corpses, monsters chowing down on the the still-struggling bodies of Chicago citizens, and a other few run-of-the-mill horrors. The PC’s accomplice, one out of a variety of reporters who appear depending on who’s around and who hasn’t yet been eaten by a monster, does pretty much all of the work as long as she’s first told what to do — aiming the camera at items, doors or objects of interest provokes the reporter to go have a look and continue the story. Novel idea, but the possibilities for frustration are cringe-worthy.
- “Open the door. The goddamned door, the one right in front of me. Yes. No, don’t talk to me about it.”
- “Pick up the key. That one, right there. The one I’m pointing the camera at. I can see it. Just pick it up. No, I can’t pick up the key myself, because I have to film it so you can pick it up. I know, it doesn’t make sense to me either.”
- Point the camera and focus on a monster, and the reporter supposedly draws a gun and opens fire. “Shoot it! Shoot the bloody thing– yes! Shoot! No, come back here! Stop! Help!”
- “Where are you going?” Or, alternatively, “Will get you get over here?”
So why would I even consider this probable POS for my gaming library? First, it’s a survival horror game, which is enough of a draw for me. In this video, after the least heartfelt sign-off ever recorded and a quick stroll through a corpse-littered church, serious business occurs:
Looks good to me! Not exactly triple-A material, but we survival horror fans have to take what we can get, which is usually the among the dregs of any genre. At least the hilariously bad voice acting even trumps the original Resident Evil’s for unintentional greatness.
Unfortunately, getting ahold of a copy of Michigan isn’t looking too good: if I can find a copy at all, the asking price is always over $100, undoubtably due to rarity rather than being some sterling collector’s item (although it is that, in a way). Even if I did get ahold of a European copy, I’d have to deal with fixing a NTSC Playstation 2 to work with a game that’s designed to work with a PAL format.
Michigan might be a non-starter, but December was pretty good overall. While the past year offered little to appease a horror game fan like myself, maybe one of the remaining 11 months of gaming in 2009 will bring better fortune.



So playing as Apollo was a little disappointing. To make the player feel even more like a dope, the prosecution is a international rock star who, through one of the best animations in the entire series,
Just those two characters, the magician and the rock star, both lively, clever and fun to watch, make Apollo appear, well, a little dull by comparison. Phoenix Wright was the same way — a somewhat banal character in the face of a motley and ridiculous cast — but the cases won by Phoenix felt like a worthy struggle and overall development.
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