Monday, November 1, 2010

Enslaved: Odyssey to the west notes

Minimal menus for a blockbuster, no videos on loop just a futuristic  background and some text.
The menu shows easy normal and hard modes. I am not sure what to choose, I have heard the game can be easy, but you can never trust people online. There are those who say things like Demon Souls and Megaman are easy.

What the hell, I will plump for hard mode.

Controls
Usual analogue sticks for camera and movement.
A to jump.
X is light attack and Y his heavy attack.
A and direction to dodge roll.
Right trigger to block.
X and A to do a wide attack.
Holding X charges up a stun attack.

Chapter 1: The escape
We see a bunch of pods in a bay on what looks like a rusty example of spaceship or seaship design. This is obviously a high tech future where things have went wrong and people have regressed to a primitive state.
The hero has been captured and is on route to the life of a slave.
He stamps about in his cell and looks angry. We see the female getting out of her pod somehow and going to the controls. All hell lets loose because of what she does and explosions rock the heroes pod and it falls. He breaks out.
Another prisoner is blasted by an exploding pod and we are told to run and jump over the gap in the platforms.
We can vault over obstacles.
Climb up head height walls and vault onto beams all by using A.
We come into a room and the entire place starts to disintegrate. This is a flying ship as we are in the clouds.
We have to jump and vault in a tomb raider style back up and then we come to a robot which is shooting the prisoners who have escaped.
We go up and over it and come to a human guard. He reluctantly helps us to find our gear and is terminated by the computer voice for his trouble. His head starts to glow and he falls dead to the ground.
We now get our gear.
This is some gauntlets and a stick which can grow and shrink in size.
We now go back and fight the mech.
Then into another room for more mechs to fight.
More mechs and we learn about wide attacks.
We follow the girl through the ship and she locks a door on us.
I have to climb around the outside of the ship.
We clamber on struts and poles and then onto platforms of the wings.
The ship is badly damaged and listing to one side. a part of it clips the statue of liberties torch and we see that we are nearing the ruins of New York.
I clamber around the wings and body of the ship, avoiding timed gouts of flame.
Some robots come for a fight on the platforms.
Eventually as the ship is really coming apart and bits are being ripped off as we clip skyscrapers we get to the escape pod. With the hero outside it hanging on and the girl inside she ejects just seconds before the ship crashes.
Robots can be seen on the Brooklyn bridge watching it go down.

Chapter 2
The hero wakes to find the girl staring at him, she has placed one of the slave headbands on him and tuned it into her.
She can cause him pain. If she dies he dies.
She asks him to take her home as she will never make it on her own.
Our hero agrees a little too easily.
A heads up display appears that the girls says she is making. She has a screen that projects from a wrist unit.
If we press left bumper we are focused on the girl.
A bridge needs to be lowered and we clamber over to bring it down for her to walk through.
Two mechs attack and these ones need their shield brought down using the charge attack.
We come to a large area and there is a machine gun mech and two groups of two mechs to fight.
There are little red orbs lying around to collect and they are counting up on the right hand side of the screen. Don't know what they are for yet.
We go through a door that Monkey lifts for the girl and two mechs are waiting for her. She uses an EMP blast which stuns them for a few seconds.
We then go through a security door.
There are two machine gun mechs in the opposite building and they are shooting into the large gaps in our building.
I need to make a run for it then press Right bumper to distract them.
If I press Left bumper it brings up a command menu that gives the girl commands.
The only one available just now is follow.
When on the other side I distract then tell her to follow.
We come to another wider gap.
A new command appears this is her distract mode and she uses her emp to make a light show that attracts the mech's fire. I can get across.
We now need to hack the security door which will take time. Monkey needs to go and take out the mechs.
Her distract lasts a few seconds and recharges in a few seconds. We need to get to cover and do it in stages.
In the next area there is a large tree and fairly large area to explore and pick up orbs.
I come to a place where the girl is standing and Monkey tells her that the area is mined.
She tells us to catch one of the large dragonflies that is flying around the tree.
We have to vault her up to a ledge to let down a ladder so Money can reach the handholds.
We then have a fairly long and fast clamber scene that feels more Assassin's Creed than tomb raider.
Eventually I catch the dragonfly and take it to her. She reveals it is a mech and hacks it.
The mech flies over the  area and marks the mines on Monkey's hud, this means we can see them. The girl can't and we press B to carry her through the minefield.
We come to another area with more mines.
Sometimes even going slightly in the wrong direction kills you as you go too far away from her. It's annoying.
I have to throw her across a gap.
Then we find a sentry bot. There is a loose structure above it we could use to drop on it's head. I use the distract feature of Trip again.
I Then come to an area crawling with mech's. The dragonflies scan reveals their area of perception and I can use it to sneak past them.
I come to the area where i can bring down a large sign on the sentry bot. I am now allowed to use staff blast. Which means I can pull Left trigger to aim and right trigger to fire a blast. I shoot three targets and the sign falls on the sentry. Three robots start chasing Trip and I have to get down to her and kill them.
we then go through a co-op door.
We come to another large area with a sentry and mines. There is a large petrol tanker sitting in the middle of the area. Trip tells us to get up to the sentry and she can let us take control of it.
I clamber up to it using the distract along the way and then get to it and attack it.
I can now use it to shoot. Blowing up the tanker clears the way forwards but brings the mech.
We can use the turret to clear them away. A special mech that is broadcasting appears. We have four seconds to kill it before it brings in reinforcements.
I manage to do it so I don't know what would have happened if it had managed to make the call.
We clamber around and back to Trip, she tells us we can now get upgrades. Hopefully this is why I have been collecting the red orbs.
There is shield, combat, staff and health sections. I can't buy much.
We move through a building and come to an area with a large statue and a fish tank which has real fish in it still after all the years. Monkey says it has been 200 years.
The fish are in a closed ecosystem which gets all it needs from the sun. The fish survive on the plants and the bigger fish survive on the smaller fish.
Trip tells Monkey that her home is like that, built by her father.
Monkey tells her that these delicate things won't last in this world.
Which is proved right as a huge mech appears and smashes the fish tank to get at them.
We now have a boss fight  with this mech.
It attacks with demolition ball type fists, either one or both.
It alse does a ground pound attack.
I get in some staff plamas blasts but I only have four oe five.
I manage to take down it's health and it starts to glow red and spark. When this is going on you have to distract it and get it to run into the statue.
The statue cracks and looks like it's going to be in danger of falling on the mech. You have to do this three times then it falls on the mech and kills it.
Trip is devastated by the death of the fish and monkey gets her to keep going.

Chapter 3 : The Metal Tower
We come to a huge ravine which is impassable. There is a crane and Monkey thinks they can use it to get across. There are of course Mechs in the way.
We find a way above the mech's that are siting idle in the way.
Then through a barrier made by an old car.
I have to throw trip and catch her and help her up again.
Also throwing her up to rungs higher up.
Another new trip ability is revealed here, I pick up a special health pack which gives Trip the ability to heal me using it. Like storing health packs for later use. Up until now I if had full health and picked up a pack then it just said my health was full and did nothing.
I see a mask icon glowing in the environment and Monkey touches it and sees a vision of the past.
We come to an area where a mech is guarding, this one has a shield.
trip tells us that it's gun arm is detachable.
I get to the robot and attack it. Using stun to get rid of the shield. I then hit it until told to press B. This triggers an animation where Monkey grabs it and rips off it's arm.
We can now shoot the other one using the gun arm.
Trip climbs through a small gap and monkey has to go a long way around.
She opens another security door.
Another area with turrets, gun arm mechs and normal mech's.
I kill the gun arm mech and use it's arm to kill another three that come for me as a result of the commotion.
Next we have to get a ladder down. This means we have to bring trip to us past the turret and avoid getting her shot by distracting it.
Now to the turret which we flank and then have to use  while Trip hacks the door and mech's attack.
Inside a house a mask shows more images of people.
Trip thinks she is going to die here like everyone else. Monkey reassures her.
I get stun ammo for the staff.
Pressing left and right on the dpad switches between plasma and stun ammo.
I have to fight about four mechs and the last one calls for help. If you don't get it another four arrive.
Just when you think you are smug another demolition mech arrives.
same drill wear it's health down. Only this time there is no statue. You have to make it charge into a wall then you get to trigger a takedown animation.

Chapter 4
We are now trying to get up to the crane.
Monkey has to climb and Trip is told to stay in hiding in a box while he does so.
Halfway up the building we are attacked by an electro bolt mech, which shoots plasma at us.
Introduced recently are crumbling handholds.
I come to a section where we have to climb up through heavy mech gunfire until we get to the mech's and kill them.
Then a fight on top of the building.
The crane crumbles as we jump onto it and there is a very uncharted like sequence as we climb up the disintergrating crane.
I get onto the crane's controls and let the load drop which makes a bridge across the ravine.
Trip is now under attack from a large dog like mechanoid.
Monkey distracts it and it falls from his makeshift bridge. Trip comes across and Monkey now has to get down from the crane.
We then meet Trip at the bottom and have a chase sequence where we guide monkey with Trip on his back as they flee from the dog.
They manage to escape into a building and the dog is too big to follow.
We climb up into the building and escape the dog for a while.
We come to a large theatre like room and Trip spots a power cell, she wants to get it and persuades MOnkey to help.
I get her up to the power cell and Trip tries toextract it from the opera house systems.
Monkey sees one of the mask glitches and we are told to go see what it is.
The glitch shows a man in the audience of the theatre watching monkey on stage.
Then the holographic systems that Trip has aactivated with her tinkering start a holo stage show of shakespere. we now have to cllmaber around the hall getting three lighting rigs in line. When we do we see Monkey make the lighting rigs fall on the dog.
Trip has her power cell. Monkey asks her to scan the dog for weaknesses.

Chapter 5
We now have to cross the Brooklyn bridge.
Monkey shows a new gadget here, his cloud, which is like a glowing hoop we can use to surf.
We can jump with it and there are little glowing embers in the water which make the cloud speed up.
We have to move obstacles for Trip so she can progress.
Then we get to the bridge and it's clambering time.
At the top we get onto the bridge and there are more mechs.
A new self desructing mech.
More turrets, more mech's, some distracting to get the gunner mech's.
We come to a section of the bridge that is littered with turrets. Trip thinks the power cell she got earlier will be able to start a derelict vehicle.
When she does it's out of control and we go on a rampage ride trying to stay in the cover of the vehicle and then on top of it as it careers around the bridge. We get to the end and are at the crash site. However the jubilance is short lived as the dog turns up for a boss battle.
This is in an arena and we can use Monkey's cloud. We basically have to stun it and batter it then run away on the cloud and rinse and repeat.
It has two energy bars. In between it runs from us and we have to catch it and press B to damage it.
The fight was easy compared to the demo mech's.
We see Monkey get his bike. Trip and he ride out of the city, she rests her head on his back in an affectionate manner.

Chapter 6
We arrive at Trip's commune. There is a bridge to access it. Defence systems are activated and they have to go on foot.
Trip tells Monkey that her dad can be weird with strangers and to let her do the talking.
The defence systems are up and Trip tells us that we will need to radio in to be allowed in.
The lookout is missing and we have to find a clambering way to lower a bridge for Trip.
The defence system is made up of bridges which raise and lower. They need to be done in sequence so that both you and Trip can make it.
This is supposed to stop the mech's getting in as they can't reason it out like humans can.
We get to the watchtower after another bridge puzzle.
The watchtower is empty and there is blood. Monkey knows that things have gone wrong, but Trip is in denial.
She slides down a zipline into the main camp and we see mech's in the camp.
Monkey has to get to the next tower to get across with another zip line.
Every inch of the way to the next watchtower is filled with mech's at least ten set of three at a time. It's like they suddenly remembered this was a melee combat game and gave you all the enemies that have been missing so far at once.
I get to the tower and zip line down.

Chapter 7 Finding Trip
When Monkey lands he finds lots of charred corpses. Looks like Trip's commune have been wiped out.
we have a lot of fighting with combinations of Mech's, an interesting bit with two gunners above the arena makes it imperative to take them out using staff blasts before you can even think of fighting in the arena below.
I come to a long street type area with gantries above littered with shooting mech's. There are lots of ground based one to fight as well.
We now come to a large circular arena which is like a gears fight box to start with. A shooting gallery of Mech's then some new larger mech's arrive. One to fight at first then a few mixed with smaller mech's.

Chapter 8
Trip is despondent, she thinks all is lost when monkey eventually finds her in the wreck of what must have been her actual house.
Monkey asks if there was a place where survivours might have retreated to.
She tells him of a war room.
There is a bunker type door with a red light flashing. Trip seems to think the way to open it is elsewhere and we have to follow her.
There is a wind turbine, which is a huge structure at the end of a bridge. If we can overload the power it will allow trip to bypass the door locks.
We have an electric gate that we can't pass and have to do some clambering to get across the bridge. A walkway needs to be lowered for Trip.
More clmabering gets us to the base of the windmill.
This is a huge puzzle. We have to get to the top of the windmill first. The first sail can be unfurled just by climbing to the top.
The next sail means we have to find our way to a side platform and use Trip to stop and start the now rotating windmill at the right time to jump on a pole we can reach. The sail then needs to be moved to the top and we can unfurl the second sail. The last sails pole can't be reached form the same place so we have to use the sails to get to another building on the other side of the windmill to get back onto it on the right sail. Once the all the sails are unfurled we have to climb down the windmill avoiding the now whirling machinery.
Mech's have gathered at the electric fence and when trip does her thing they will be let in.
She does the thing and the mech get in, lots of them and this is the hardest fight yet.
After this we go back to the large arena and another dog attacks. Same pattern, stun it, hit it. use cloud to run away when you have no stun bullets left.
Two times down the health bar with a chase it and B to takedown at the end of each chase.
We then get into the bunker and find Trip's dad dead.
She vows vengence on the slavers and renounces her deal to free Monkey.
He does not seem to care.
We see Trip and Monkey ride on his bike to a large junkyard type area.
Trip claims to be looking for a friend of her father.

Chapter 9
The friend of her father has a flying vessel, Trip wants to use it to follow the slavers to their base.
We move through the junkyard until we come to a switch which needs pulling, we can use to cloud to drive around in this large area.
Some mech's are around but only low level ones.
I get to the switch and then we have to follow trip around the area to a door.
We need to use a boat to get to this friend.
The boat needs to be moved to an accessible position.
Sorry the boat does not move there needs to be a path made for Trip.
We basically have to clear the mech's and shoot two bolts holding up a giant mech's arm which lowers it down to make a bridge to the boat.
We now have an on rails ride on the boat. Full of cliche, shoot the mech's on the banks of the river, then the boat breaks down and Trip fixes it while we shoot loads of incoming mech's. We then have to get off the boat to open a gate.
We pass through a scanner designed to detect Mech's. It seems that the headband Monkey is wearing sets it off.
We have to find our way up to two turrets in a large area.
Then driving the boat a little way.
Monkey is off the boat clearing junk out of the path when a dog ambushes them.
Trip flees in the boat and monkey gives chase to her and the dog on his cloud.
I don't know what to do here, i follow the dog using the little speed boost points. Dodging the instant death mines. Every time though the dog catches her and kills Trip.
Oh and the cut scene is loaded before every retry, which just makes it infuriating.
Turned off in disgust after about thirty attempts.
Eventually I manage it and Monkey trips up the dog and kills it in cut scene.

Chapter 10
Piggsy appears and recognises Trip. We go to his house and he talks of a huge mech that we can use to attack the slavers.
We need to get a part which is high up in the junk pile.
We race Piggsy as a getting to know you bonding session up a junk pile to get the part.
Piggys has a grappling hook which can be used to descend and to make a skyline.
We come to another area where we are looking for another part. This time we have a basic arena after some manipulating of platforms anda demo mech to fight.
Piggsy uses his gun to shoot at the  mech but it never seems to damage it too much.
We then have a little clamber to get the part.
Piggsy now throws a sticky bomb which monkey can shoot to open the way.
Now we have clambering in the mech factory with some moving machines.
This is precision precise in the way of early tomb Raider, they ditched that annoying gameplay for a reason guys.
Then we have poles with poles which turn on Trips signal, a little puzzle.
We then come to a large open area with cranes that need to be moved in sequence. There is some fighting here as well.
Once we get to the top we chuck Trip up to the part and she is ambushed. We have to save her quickly and keep the mech's off of her.
Once done we have the stuff and back to the boat in cut scene. Piggsy tries it on with Trip. Then gets jealous of her and Monkey even though there isn't anything to be jealous of yet.

Chapter 11
We are now looking for a power cell.
We have two long trenches to fight along with lots of ammo and shooting mech's.
Then a little area with some mech's to fight.
We climb down a giant arm into the palm of it's hand.
The power cell is sitting in the middle. Unfortunately so is a boss mech called the Rhino.
Piggsy throws bombs and we have to shoot them when the mech is close to them to harm it.
Then Piggsy knocks down a fuel cell which we have to get the mech to run into.
The next fuel cells needs to be shot down by shooting the targets.
The final one needs to be clambered to.
When the mech is down Trip is scanning it, it comes back to life and stampedes with her hanging from it's back.
We have another chase, thankfully all the practice from the first one made this one easier.

Chapter 12
We see piggsy's flying camper van following the slaver ships. The base comes on the radio and asks for codes.
I missed the cut scene here because of a distraction and you can't pause them.
When I go back we were all standing in a corridor.
The giant mech is in an underwater tank.
We see a sub servicing it and Trip thinks we can use one to get on board and steal it.
Piggsy is sent to open a bay door but he breaks it.
We then decide to blow the door, we have to get the sub ready on it's launch tracks before that though.
There is a puzzle room here where we have to use two switches to get rotatable cable cars out of the way of the sub.
In the next room some mech's harrass us. The another obstacle to getting the sub into the water.
I open this bridge then Piggsy gets stuck and we have to shoot out a fan that is going to dice him up.
Mech's come to fight to make it harder.
Then we have a large room where the sub is a sitting duck for mech gunners and we have lots of fight.
I thought I would have to clear the room but just heading for the sub ends the mission.

chapter 13
We see the sub going towards the leviathan.
It is shackled up and we have to free it.
We have to climb up the inside.
And find the pinion points and shoot them.
We have lots of clambering and shooting between the spinning gears.
Then we go back to the core room and we have to get the engine online.
This means we have to defend four pillars from huge mech attack.
Hordes of mech's and gunners attack the pillars more than they do you so it's a little easier to get them.
When you do you see the whole mech get up and go blowing the hoover dam and marching off down the grand canyon.
Trip turns off Monkey's slave headband and he asks her to turn it back on in a touching moment.

Chapter 14
The leviathan approaches a huge glowing tech pyramid in the desert and is under heavy attack from squid like mech barrage.
Monkey leave the  bridge to go and stop the squids that are getting through. We go outside and fight all over the outside of the leviathan. many hard fights  with lots of mech's and clambering through flaming vents.
Then the scorpion mech sent from the pyramid jumps on the leviathan and starts shooting it up.
We have to do a sequence where we turn a wheel to release fuel under it then shoot three points on it's claws. Then climb and turn a wheel.
This is done twice. You then have to shoot around six points on the scorpion
A bit more clambering and finally it's down.
The mech cut's it's own head off with it's laser and falls dead. The leviathan approaches the pyramids and another four or five scorpions emerge.
Piggsy perfroms the noble self destruct in the middle of them to take them all out. Trip and Monkey carry on to the pyramid on their own.
Inside the white pyramid thousands of people stand in line wearing the suits and headbands of the enslaved.
A controller, an old man, half machine sits at a chair working furiously.
A screen lights up and a man claiming to be pyramid talks to them.
He claims that he is saving people from the wasteland and bringing them here to have a wonderful virtual life in the memories of this man. This explains the mask visions that monkey has been seeing. They are the basis for the world the people are living in.
The slaves are not slaves they are being cared for and living a life in this virtual benevolent version of the matrix.
Pyramid tells monkey to put on the mask and see for himself. As he does so Trip kills the controller and the lights go out and all the people are dumped out of their virtual life to stand in the cold dark like thousands of sardines. Has trip saved them or killed them?

625 achievement points
16 hours

Tuesday, October 19, 2010

Medal of Honor Notes

I choose Hard mode from the three choices. I may live to regret this.

A cut scene shows the view from a helicopter flying in a snowy location. Two men jump from it as it comes under fire. The scene goes black and we cut to six months earlier.
In space in orbit of the earth, we hear radio chatter. We slowly come down to Earth as news and military chatter goes on randomly. The zoom finally zeroes in on a spotter plane as it tracks two pickup trucks driving through Afganistan.
We are driving towards the town of Gardez The two trucks pull up to a roadblock entering Gardez. They are allowed to pass into the town. Further in they stop and a goat herder blocks the way. After this the trucks move further into the town, as they go down and alley around six soldiers appear and some more on the rooftops with rocket launchers.
The shooting starts quickly and the truck we are in drives backwards fast until hit by a rocket splash damage. With the truck wrecked the two soldiers inside get out into a bombed out building.

We get control.
controls.
Usual camera and movement with the analogue sticks.
A is jump.
X is reload.
Right bumper is grenade.
Right trigger shoots
Left trigger is Iron sights.
Clicking right stick melees
Clicking left stick runs.
down on dpad is switch to night vision.

Mission 1
Our friend is called Voodoo.
I think I am called Rabbit.
The other squad are separated from us.
The first objective is to secure the crash site and meet up.
I get a few men to shoot and it's fun and fairly easy going to ease you in.
I get to the crash site then trough a building which is opened by voodoo.
We then meet up with the others and fight in a square.
We are asked to breach a door and go in.
I can get ammo from Voodoo when I need it.
We progress through the buildings until we meet up with Mother and Panther and then are pinned down by a machine gun emplacement.
As we flank it we are shot at by a rocket and the floor caves in and we fall in pseudo cut scene.
We then are told to storm a house, seems we are here looking for someone, to kill them or rescue them I don't know.
We progress through the town.
At times we uses the a.i. to boost up to higher places.
We progress to a room in the house and in cut scene find a man tied to a chair. He has a bomb strapped to him and one of the others kicks him away as he explodes.
We go back out and head towards a fort.
Air support targets the fort doors on our instructions and blows us a way in.
Inside there is a  machine gun to flank.
We go through a side entrance and flank the gun, then get a sniper rifle and help the other two team from above as they move through the fort.
We then move through buildings clearing them looking for this Turiq.
We come to him eventually, and a bullet time sequence allows us to kill all his guards before they can kill him.
Mission over. We speak to Turiq and he urges us to kill the Taliban, they have his daughter.

Mission 2
Bagram airfield
We start in a vehicle under fire.
The airfield is under heavy attack from our forces. We assist the main assault on the gate with our emplaced gun on a vehicle then drive around back and try and sneak in the back door.
We fight through bombed out buildings again with the three man team.
We then use a laser designator to target a gate and a tank for the air support.
we then have to take out some mortar crews.
There are three to take out.
Then we move into a plane graveyard and take out another mortar team. We then move through the graveyard under attack from taliban reinforcements.
We are now attacking the control tower.
Inside is heavy resistance and we fight through to the top of the tower. Here we bomb using laser guidance a bunch of tanks and trucks heading in to reinforce the Taliban.
We see a cut scene of a headquarters being set up. The man in charge speaks to a general who looks like he is back in the USA. He wants the valley occupied within 24 hours.
The tier one team are being sent in to scout targets for the air support.

Mission 3
Gardez, we are riding on bikes now.
Which is fun in a Halo kind of way.
We come to an outpost and snipe our way inside.
We find some intel which shows that enemy numbers are much higher than expected.
We now have to get back on our bikes and go to a place Menjawar.
We approach and snipe some people from long range.
We then approach the village and sneak in.
We have to mark trucks, I don't know why?
I mark one and Dusty marks one, sneaking about inside the village. Though we are shooting people so the enemy are going to know that something odd is going on.
We have a stealth section where we run in between patrols and shoot the odd guard. I plant another beacon and then we have to get out of the village.
We then join up with the other two who have been doing similar activities.

Mission 4
We are on foot in the hills heading to a place which has been codenamed Dorothy.
A goat herder is revealed to be a lookout.
We then go up into the hills and take out a small camp. Then move onto an anti aircraft gun which we have to storm and place a charge on.
We then laser paint some trucks for the air support.
We then move through a camp with heavy fighting.
The camp is hit by air support on our orders and we move through the burning wreckage.
Our character rabbit is hit by an enemy and nearly shot, he is saved by another soldier.
We then move into a cave.
Then another camp to clear. There is a huge camp and we use laser designators to paint targets for the air support.
We then have to prevent the enemy from shooting down the air support by taking out an anti-aircraft gun with a rocket launcher.

Mission 5
We are landing troops in a troop transporter which is shot down. We are under ehavy fire and running for cover.
We then progress along a road and up a hill
Into a village.
A gun is causing problems and we need to take it out.
air support can't help.
We have to supress the fire from the machine gun by shooting at the gunner.
This is made hard by a glitch that sees the suppress mechanic not working.
I spent over an hour trying to get past this point.
Very frustrating, I had to look up how to get past this online and found the only way was to restart the entire mission and not die until after a certain point.
Otherwise the campaign is halted by dodgy friendly a.i.
We move through the bombed village and through a canyon.
Then we come to a bunch of huts which we are going to use and a landing zone for extraction.
One of the huts is booby trapped and as the men go to breach a bomb goes off.
We are then unnder heavy attack as Taliban flood down from the hills.
We are making a last stand here as there is nothing in the way of back up that is going to get there quick enough.
Survive long enough and as you are running out of ammo two gunships arrive and save the day.

Mission 6
We are now taking the role of a gunship pilot, this is an on rails sequence.
We shoot at various targets, mortar emplacements and a village full of Taliban until the mission ends. It's fun but I wouldn't be in a rush to play it again.

Mission 7
We are back with tier one squad as rabbit.
Sniping teams of Taliban from kilometres away.
We follow Dusty around the area and alternate from sniping enemies in the distance to fighting at close range.
There is a scene where we follow a wounded man from one gunfight to his friends and then kill them as well.
We then assist the other squad who are under heavy fire from a large force.
We then switch to playing as the other team and have to retreat down the side of a mountain trying to get a clear landing zone for extraction.
We use air support and still the enemies keep on coming.
Eventually we get through a village to a safe enough spot for the helicopter to set down. Two of the SEALS get down to the chopper but two are left on the ground as it has to move to avoid rpg fire.
We help from the air and try to get back for the two men but heavy fire forces the chopper to leave the area.

Mission 8
The general, who's only role seems to be to give the wrong advice asks for the two seals to be redeployed. They go against orders and go back for their men. The chopper is shot down for their trouble. Looks like if they survive they will still be in big trouble.
I am seperated from Mother and have to sneak around and meet up with him.
We then prowl around the mountain looking for bad guys and the two lost Seals.
After a long fight with a lot of enemies we enter a small hut. Inside we find evidence that the seals have been there. As we are in the hut it comes under heavy fire. We have to escape injured from the burning hut and then jump over a cliff rather than get captured.
They would have just as well been captured at the top and they get captured at the bottom.

Mission 9
The general is being logical and wants to avoid any further loss of life for the seals.
The Colonel wants to divert the rangers to help.
One of the tech cuts the link and the colonel sends the rangers in.
Bad move as their helicopter gets mashed and most of them die in the crash.
The survivors assemble and we get to shoot from the helicopters gun for a bit then out into the snow for more fighting.
We have to take out two bunker machinne guns using air support and fight our way up a hill.
Then into a cave.
We fight our way through and meet up with Preacher and Voodoo.
Now we are looking for the the other two.
We ascend a hill fighting all the way.
Eventually we get to the top and find our missing men.
rabbit is bleeding to death.
Extraction is taking a long time.
Rabbit dies and we watch as the team are extracted and the mountain blown by bombers.

Didn't time this one that well but seemed to be around ten hours.
430 achievment points for one playthrough on hard and an hour or so of multiplayer.

Saturday, October 16, 2010

Dead Rising 2 Notes

Cut scene shows the Hero working on a motorbike,a young girl around 10 year old is sitting watching him.
A man tells him he is on soon, and asks him to sign a release from.
The girl is called Katey and Chuck asks for her to be taken to a place of safety.
Chuck then rides off down a tunnel on his motorbike.
He joins a few others at a starting line.
This is terror is reality, a game show where contestants kill zombies.
The host Tyrone king appears and stirs up the crowd.
We then get to drive around a small arena with chainsaws on the handlebars of the bike.
The objective is to kill more zombies than the other three players.
I come second.
Tyrone has some disparaging words for Chuck who it seems is a motocross champion.
We see a news broadcast which shows a protest group called Cure which is against the unethical treatment of zombies that goes on in the show.
In the dressing room Chuck asks where to go to get Katey back.
We are now tasked with going to the green room.

I get control of Chuck in the dressing room.
Usual analogue sticks for movement and camera.
B is used to talk to people when you get close to them.
I wander about and find some bare brick corridors.
We are told to go into a bathroom, where we can save the game.
I pass the girls  dressing room and one of the showgirls named Amber is rude to Chuck.
At the end of the hall an elevator opens and another girl takes the mick.
Chuck goes inside and as the elevator goes up a bang sounds and the lights go out.
Chuck forces the door and finds people running in terror and then the zombies show up.
I get control again.
We are now in corridors and there are lots of zombies.
I swing about a bit with fire axes and guitars.
Then I get killed and a cut scene starts????

We see some survivors entering a shelter.
Chuck and Katey are among them.
We go inside and find out that Katey has been bitten before. The drug Zombrex keeps her from turning.
We meet a bunch of survivors inside the safe zone as in the previous game.
I get out using an air vent.
I am in the mall and heading for the pharmacy.
Inside I find Denyce. She is being mugged by looters and we kill them.
I get the zombrex and we now have to take Denyce back to the safe house.
I do this and get some PP which is experience points.
I go back out and find a woman to save fairly close by and do that.
I need to give Katey the ZOmbrex at a specific time. Otherwise she will overdose, too long and she will go zombie.
The time rolls around and I give Katey the zombrex.
This triggers a new case in the game.
Cases seem to be new states triggered by completeing story missions.
A cut scene starts showing news broadcasts. It seems that terrorists from Cure blew a hole in the zombie pen. Footage is shown of someone wearing Chuck's outfit doing it.
Cure and Chuck are blamed for the outbreak.
Stacey is involved with Cure and she says the they didn't do it either.
They decide that speaking to the reporter from the tv news might give them a lead.
I am given the key to maintenance rooms. In these rooms I can combine equipment to make better weapons.
A I am leaving the safe house I am directed to a maintenance room.
Here we are shown how to make a spiked baseball bat by combining nails and a baseball bat.
I choose to do a side mission and go after a girl called Doris who is shooting up zombies.
I find her and she won't come until I find her husband.
I find him not far away and take him back to her.
After much fiddling with dodgy a.i. I get her to come with us and the two of us head back.
On the way I trigger another cut scene and  meet the reporter quite by accident.
She suggest we go and find the real security footage if the one sent to her was fake.
I take a trip with her and the other two follow.
I go to the security office and find that the whole office is destroyed.
The reporter is starting to believe Chuck.
We now have to go back to the bunker as Sullivan is taking a fit about Stacy and Chuck being in cahoots.
Chuck goes back and argues, the reporter turns up.
This impresses sullivan who gives Chuck a short leash.
The motorbiker who is proabably responsible for releasing the zombies attacks chuck, he gives us the key to a motorbike. Then vanishes.
Riding around on the motorbike is fun.
I save two casino workers.
The a.i really does suck.
You can put survivors in wheelchairs or carry them in the case of an elderly blind lady and a drunk showgirl.
At 7:30pmn game time you have to go back to the safe house.
Stacey is worried about Katey who has fell asleep. She sees something on the monitor, a bunch of organised activity near the train station.
I go there and find Tyrone King loading something onto the train. He has machine gun armed guards.
He leaves and send the guards to kill us.
Once you have killed the guards you have to chase him on a motorbike and jump it onto the back of the train.
Once done you fight some more merc and come face to face with TK. He uncouples the carriage and leaves you behind.
We are now in the underground which is zombie killing fun fest. You can run about in vehicles and a big hamster ball to your hearts content killing loads of zombies.
Our next objective is to find more zombrex as it's getting near time for Katey's dose.
I smash up gambling machines and atm's in the casino to get enough to buy it from the Pawn shop.
Now it's time to go back to Katey, where we give her the Zombrex.
I save a paramedic and he gives me zombrex, after about an hour of smashing up fruit machines.
As we leave again to go do some side missions standing on a wasp makes zombies heads explode.
I save the guy who has been bitten, he needs zombrex to save, hope he is worth it.
It's time for story to unfold further. I am told to go back to the safe house.
Here an explosion rocks the whole area. Seems TK and his  men are robbing the casino's.
It's up to us to go and stop them.
I have to take care of four groups of men trying to drill into the casino vaults.
Lack of any kind of checkpointing is really making me want to turn off the game
Twice now I have died after doing two or three and been put back at the safe house.
Controls are frustrating, shooting mechanics are shit.
Fuck!!!
I try learning to save on the way to each encounter, but I shouldn't have to.
I eventually kill the six soldiers around the last van that is robbing the casino.
I used the motorbike and got lucky this time.
A cut scene shows TK annoyed and Rebecca the journalist filming the evidence.
I save a rock band who think the zombies crowding round the stage are fans.
We now have to meet with Rebecca and her source, the person who originally told her that Chuck released the zombies.
When we get there Rebecca is tied up by the two showgirls. They are in league with TK.
We have to fight them both. It seems impossible.
I go online and find that combining twoo bottles of beer gives you painkiller.
This makes your health much more resilient. I go in with two painkillers and a few combo weapons and make short work of them.
A cut scene shows one worried about the death of the other and she then kills herself.
Rebecca tells Chuck that TK has a chopper coming in at night and we have to meet her on the roof of the bunker at that time.
I manage to kill one of the psycho's a big dude in a gimp suit who is trying to marry an unfortunate girl at a chapel. The man kills his own father before turning on us.
Again the painkiller seems to be the key to defeating these people.
I take the girl back to the safe house and give Katey her next dose of Zombrex.
She passes out. Stacey tells us of Isabella who was in the first game, and her work to find a cure.
I save a man called Richard who won't come with us until we feed him.
He gives us zombrex as a reward though.
I kill a psycho postman who has gone nuts because nobody will sign for his deliveries.
I get zombrex from him too.
Which is just as well as the guy i saved earlier who was bitten needs zombrex. I go back to the safe house and give him the spare dose.
Now we have to go and get a man who is robbing the atm's. He won't come until he had done enough of them, we have to follow him around and protect him until he had enough cash and then get him back to the safe house.
He gives you $50,000 as a reward.
I find a girl who has got locked out of her room in her undies. She won't come back to the safe house unless we get naked too. I need to go to a mens clothing shop to undress.
On the way I meet a mad mall cop who has now decided he can hang anyone he meets.
Now it's back to the main story.
I go to the roof of the safe house with Rebecca and watch as TK's chopper lands on the roof of the hotel.
We now have to go there and stop him from getting away.
When we get to the lobby there are merc with guns at the the lifts.
I kill them and go up in the lift to see TK getting away. Chuck hooks the helicopter onto a crane in cut scene and we now have a boss battle with the tethered helicopter.
We have to use the winch to bring it close then hurl crates and objects into the rotors.
Once done TK falls out and the helicopter crashes. Chuck and Rebecca take TK back to the safe house amid a rain of the burning money that TK stole.
In the safe house The cop wants to kill TK, Chuck tells him to wait and let the authorities deal with him. TK is Handcuffed. I am suspicious about the cop Sullivan. I think he is going to let TK go.
Next main story job is to get zombrex for Katey.
I save two comedians arguing about who is funnier. You get to choose which of them to award the trophy to. The one you don't give it to needs to be bribed to follow you.
Back at the safe house I play poker with some survivors.
Then it's time to give Katey zombrex.
I go and save a woman who has lost her mother and is contemplating suicde. I go find the mother, bring her back to her and then they both follow to the safe house.
At the safe house it's time for the next story mission.
The military arrive and four or five jeeps come into the city over a bridge that has been put up since the zombie outbreak.
The soldiers are confident and arrogant about their ability to defeat the zombies. They start marching down the street shooting the zombies. Green gas comes out of underground vents. This mutates the zombies and makes them harder to kill.
Rebecca is filming the miltiary arrival and is chased by the new gas zombies.
Chuck goes to her rescue.
When we arrive the surviving military commander has gone psycho  and is keeping rebacca hostage.
We have to kill him, Rebecca is hurt and can't walk so we have to carry her back to the safe house.
Back at the safe house TK is talkative. He lets slip that he was told to frame Chuck.
He also knows something about the gas.
We see the gang chat about what is going on, they are rudely interrupted by zombies in the safe house.
We now find that the door has been opened from the inside. We need the generator, fuel barrel and spool of wire. These items need to be set up to close the door again.
The safe house is full of zombies and all the survivors you have collected are being attacked. You have to move quickly to get all the stuff back to the panel and then hammer the A button until the door is closed.
Chuck wants to find Sullivan to find out what happened.
On the way we see TK running for it. He is bitten by a zombie and Chuck saves him.
TK now needs zombrex and pleads with chuck for him to get it.
The tv news shows that the outside world thinks the mutant zombies have overrun the city, the military team have been lost. The army are ready to bomb the city off the face of the earth to stop the zombie outbreak.
I go down into the underground where the gas is comign from. The zombies all seem to be heading for a door. I open it and go inside.
There is a large machine which kills the zombies and makes the wasps appear. The wasps all head up inside the machine. It appears like they are harvesting the wasps.
The men working the machine spot chuck and attack.
I defeat them and move into a lab. I have to kill two scientists in here. Chuck gets a laptop which holds secrets. We now have to go back to the safe house.
darn save points here make this darn annoying to understate things.
I eventually make it back to the safe house.
At the safe house Rebecca looks at the laptop evidence which shows that the company Phenotrans has engineered the outbreak seemgingly to increase demand for Zombrex, which is their product.
Sullivan choose his time to reveal he is a bad guy. He shoots Rebecca in the head and takes the laptop. He is about to shoot everyone else when Stacey hits him and chuck manages to get his gun. Sullivan flees. We are now to chase him down. He obviously knows how to get out with the scientists from Phenotrans.
I catch up with sullivan on the roof of the Yucatan casino.
He seems to be the mastermind behind the outbreak after all. Zombrex is used by an awful lot of people to prevent them turning into zombies. It seems that the only way to manufacture zombrex is from the queens which grow inside the bodies of the zombies.
Phenotrans have kept this a secret, and the isolated outbreaks of zombies in the past few years are their attempts at keeping their stocks of queens going. Without the zombie outbreaks there would be no zombrex and an awful lot of people would turn, including Chuck's daughter Katey.
Chuck still wants to stop Sullivan despite this. Surely if the world's infected were allowed to turn then zombrex would no longer be needed and the suffering would end.
Though it's a hard choice when your ten year old daughter is one who will have to die to allow that future without zombies and suffering for an awful lot more innocents.
The final fight with Sullivan is a total pain. He stands on a scaffold and is hard to get up to let  alone hit. Bullets do little damage as he has body armour and he blocks most melee weapons.
I eventually wear him down.
When he dies a cut scene starts. He manages too hook onto a skyhook that is going to get him away as a plane passes overhead. Chuck manages to hook him onto a ground based hook and he is torn in half.
I see a cut scene where Chuck, Katey and Stacy are going to a helicopter. Katey drops her backpack and Chuck goes back for it. As he gets it TK as a zombie grabs him and pins him down.
Stacey gets the backpack and Chuck tells her to just go. The last we see of Chuck is him disappearing under a crowd of zombies.
Stacey and Katey get away.
The obviously wasn't the happy ending. I think I was supposed to get TK the zombrex.
Game takes aroud 13 hours to play through, but that does not include deaths and resets, so probably around 15-20 hours easily.
240 achievement points.

Saturday, October 2, 2010

Halo : Reach Notes

I choose Normal for first playthrough

Left and right analogue sticks for aiming and moving as usual.
Left bumper is run.
A is jump.

cut scene shows Reach from orbit, cuts to a broken spartan helmet on the ground.
We see a warthog driving in the wilderness, helicopters overhead.
The warthog arrives at a base and our character gets out.
We meet Noble team, it seems a relay has been blown up which has knocked out the planets detection apparatus.
Some rebels are blamed, Noble team is sent to investigate.
On the choppers on the way to the relay contact with base camp is lost.
The choppers fly in close to the base and let us off.

Mission 1
We have to go to a marker to investigate a distress beacon. Down a hill into some smoking buildings and there are no bodies but a distress beacon. There is blood on the ground and residue from plasma weapons.
Some chocobo style birds appear, but don't attack, just flee like wild animals.
next building is a large house, identified as a farmhouse. Inside we find some locals, they say something killed one of their family out in the fields.
They speak a different language, one of the other Spartans interprets.
Heat signatures are also in another nearby building.
Inside the next building are two dead soldiers, seems they were interrogated.
We come outside and meet our first covenant troops. The team are excited and dismayed to see them on Reach.
We fight the grunts and some elites as we progress through the valley.
I come to a vehicle and am told to run interference on the ground while other team members are taking to the air.
We drive through the valley and find covenant all over the place in buildings. we are looking for remnants of the human soldiers.
We find them and covenant drop ships drop in heavy troops for us to fight.
We then take to the air and are heading to the relay station to help there.
when we get to the relay station the covenant are not far behind.
We have a fight in the yard of the station then get forced back inside.
The doors close and we go deeper inside.
Pressing left on the dpad turns on night vision.
We find some soldiers and what might be rebels or more farmers.
A bunch of Elites turn up and we are into the fight.
We fight them then are told to get a switch pressed.
A cut scene shows the spartans trying to get communications back up.
There are too many spartans all at once,
Kat seems techy but grumpy
Jorge is a big brute but sensitive
The one with the skeleton mask is a twat.
Comms are restored to the base camp.
The girl we find is concerned about her dead father.

Mission 2
We are on route to sword base where we are to help with defence. The base is under heavy attack.
We are dropped into a firefight against covenant and then pick up some new toys once they are defeated.
I find that i can swap my abilities, the right bumper has been sprint so far. By picking up a new ability i now have armour lock up instead. This makes the armour lock and presumably makes the wearer take less damage from explosions.
I am told that two outposts are under attack, we need to go and stop the covenant from taking them.
Wraiths appear and we can use the target locator we have found to call down an airstrike.
The two outposts are on the same map. We can choose which one we want to do first, though it seems to make no odds.
Each one is a different structure, one new and shiny and military with a huge aa gun.
The other an old shack type affair with power generators.
Each on has switches to pull and lots of enemies to fight.
We get to take over ghosts and drive them back to the base.
Now a new door is open in the base and we go inside to find large covenant.
After taking these two down we go into an elevator.
At the top in the naval base we fight our way up to the top through the covenant forces.
At the top we have a covenant cruiser to shoot down with rockets
The mission ends when we do.
Orbital lasers take out the large covenant ship.
We go and speak to Dr. Halsey
She is interested in the elites we met at the first mission and what they were looking for.
It seems that the girl we saved is the daughter of a scientist who was studying the elites.
Halsey wants the data that Cat took from the old man.
There  is some tense words about it.
Jorg seems to have a special relationship with Halsey

Mission 3
We are out on recon with sniper rifles at night. Jun is with us.
We come to a base and snipe most of the enemies in it.
Then another small occupied building.
Emplaced gun here that we can pick up.
Then we come to an open area where we find the covenant being attacked by large indigenous creatures.
They attack us as well and need a good few shots to take down.
We come to an area where human soldiers are fighting heavy covenant attack. We join them and find that they are residents who are protecting their homes, they have stolen UNSC weapons.
We come to a tunnel and are led through it to a covenant taken area which is being  used to jam the radar networks. If we can destroy this we will be able to see what is really going on.
Assault the base and flick the switch. Then survive the backup as it arrives, two of the large aliens give me some trouble.
We are told that we still can't see into the dark zone and we will have to progress further.
We do so encountering stiff resistance.
We come to a cut scene where we see a large amount of covenant hardware.
It seems that this is a full scale invasion.
The UNSC rally to fight back on all fronts.

Mission 4
We are part of a large force heading into battle As we arrive at the fight our warthog convoy is blasted by flying covenant fighters.
We crash and have to get out of the warthog.
Straight into heavy battle.
We are asked to take out an aa gun which is making life hard for our air support.
I fight my way into it using a warthog with rockets on the back fired by a handy soldier.
I then have to go inside and shoot out the core of the gun.
We then encounter a wraith and a bridge is dropped into place by air support so we can progress.
We then head to a mining facility which is in covenant hands and take it back.
Then to an aa gun, we get to drive a revenant which is a mid range vehicle between the ghosts and the wraiths.
Once the Wraiths and two goliaths are down the aa gun can be shot in the core and blows up.
A helicopter comes in and gives us a lift. We get to fire guns from it's side.
A short sequence of blowing up some covenant ground forces from the air ends with the site of a covenant spire. This is a large tower which is projecting a dome force field.
Apparently whatever is under the dome is invisible to radar, it is imperative that we know what the covenant are hiding.
The chopper goes in and loses power. It crashes and only the two spartans survive, Six and Jorge.
I get to pick up a jetpack armour power.
Which is fun, though you can go so high that hitting the ground will kill you.
We now have to fight our way to the base of the spire and up inside it to the control room.
Inside we have an energy sword wielding super elite to deal with.
Once done a cut scene shows Six jumping to a copter then flying away as a frigate named Grafton comes into the atmosphere to blow up the spire. As it does a really big covenant ship shows up and blasts the Grafton into pieces.
This isn't looking good.

Mission 5
Cat has a plan. If the Spartans can get a slipspace drive up onto the Covenant ship and misfire it it will destroy the ship. There is a secret research base with a ship that is suitable. We just have to get the ship, fly it to the cruiser and get it aboard.
We start the mission on the approach to the Sabre base which is the name of the super secret research vessel we are going to use.
We have a fairly quick fight along a beach to the facility which is coming under heavy covenant attack. We get inside and make our way to the sabre and use it to take off into orbit.
Once in orbit we find our ship to be part of many other Sabres around a space station and some larger frigates.
There are a few waves of banshees and Seraph's to take on.
Then some Phantoms to take out.
We have missiles and a rapid fire gun.
Missile lock on. The Seraph's shields are best taken down with machine gun then a missile to finish them off.
We approach the covenant ship and have to land on top of it.
Then we enter it and fight to disable it's comms so it can't warn the bigger ship.
We then have to go to the hangar.
Inside the ship we still need space suits and the gravity is much less than on the ground.
The hangar needs to be cleared then the door force field taken down. We allow Jorge to fly the sabotaged slipstream drive inside on a specially rigged ship.
We must now go to the control room while Jorg stays to guard the bomb.
The plan is to send this smaller ship to the larger one for refueling and blow the bomb.
We go to the bridge and kill all the covenant there, then set the course.
Then back to Jorg in the landing bay where we have to defend to bomb for a while until we get near the big ship.
The time comes to evacuate and the ship is damaged. The only way is to jump and hope the armour will get the spartans down to Reach unharmed.
Jorg has to stay and detonate the bomb manually as of course the bomb has been damaged in the fight.
We see him throw Six from the ship and then detonate the bomb cutting the larger ship in half.
Six is falling through the atmosphere when suddenly the whole covenant fleet turns up making their efforts useless. The one capital ship has just became hundreds.

Mission 6
Six is now Alone on Reach, civilians are being rescued.
We join the fight to evacuate the civilians.
We are trying to get to a rooftop to help some ODST's
We are now fighting brutes with their spikers and gravity hammers.
We have to wait for an elevator which means some waves of brutes.
Then up on some gantries where we get the jetpack for some platform style jumping around.
Lots more brutes in corridors and open areas.
We are making our way up to the roof where we find two aa guns and have to destroy them.
Once we do that a rescue ship comes in and takes the civilians and troops away. We then join an evacuation convoy and are escorting a bigger transport said to have 600 people on board. I don't know if I screwed up or it's scripted but it goes down and is lost.
We then have to land and turn on two missile batteries and then go to the firing switch.
Once done missile batteries fire on the covenant corvette which is shooting down the civilian transports.
We see them get away and Six is reunited with Noble team.

Mission 7
We now have to fly a Falcon to a nearby tower and go inside to take out a covenant jammer.
Inside the tower we meet heavy brutes resistance until we go way down the tower and switch off the jammer.
We then have to fly through the city until we get to a tower top where soldiers are under attack, we help them from the air and a pelican comes in and extracts them.
We then go to another tower with a jammer.
When we get inside it's quiet, too quiet. We are ambushed by the flying covenant after we hit the jammer and have to get back to our falcon through heavy fighting.
Some fighting with Banshee's and then to another jammer.
The final jammer is in a night club and is guards by four goliaths.
Then back to Oni base where an evacuation mission is being hampered by six turrets.
Taking them out we land and a cut scene starts.
Six is back with Noble team who are worried wether the war is lost already.
The general calls on an open channel which isn't the best.
The city is nuked and Noble team make a run for it.
The next mission they have been given is to go back to sword base and destroy it. It appears the covenant are looking for Dr. Halsey's research.
The objective is to keep it out of their hands if they were willing to invade Reach for it, then it must be of desperate importance.
Cat is sniped as the team run.

Mission 8
Sword Base.
We arrive and have to take out anti aircraft guns so the air support can do it's job.
We get a scorpion tank for this.
We can either go inside and blow the core or shoot the aa guns  with the scorpion tank.
We then have to get back inside the heavily occupied sword base.
Once inside the elevator we took the last time is out so it's through another route.
We fight through the base until we come to a dead end.
The gang are about to suggest that the a.i. controlling the mission has glitched, when a more senior a.i. takes over and opens a secret passageway to an underground train station.
We are spoken to by Dr. Halsey. There is an alien structure buried deep in the ground. She has been trying to discover it's secrets and is very close to doing so.
She needs more  time and the covenant are already on the way.
We have to activate four turrets and defend the lab doors to give her the time she needs.
Once done we go inside and meet Dr. Halsey.
The data she is extracting is from a forerunner computer.
She had packed it into a special a.i. It is Cortana.
Cortana is trusted to Six and we are to get it to the Pillar of Autumn and get it the hell off Reach.

Mission 9
Jun goes with Dr. Halsey and is told to kill her rather than lett her fall into Covenant hands. The Forerunner structure is blown up.
Three spartans are left. Emile, Six and the commander.
The commander is shot up on the way and tells us to go on foot. Emile and Six jump and the commander goes down with the ship leading them away from the two spartans.
We get to ride mongooses around like nutters and a scarab is dropped almost on our head.
It doesn't care about us though it seems to be intent on getting the Pillar of Autumn.
We come to a road block and have to fight heavy covenant forces.
Then a wraith and loads of brutes.
Then into caves. We come out face to face with the scarab, the commander saves the day in cut scene and ploughs into it with the pelican.
We then fight the flies in the caves.
We come through an industrial complex which is utterly swarming will all types of covenant.
Now out onto a landing platform. We have to clear the platform of lots of waves before Keyes comes down on a pelican and takes the a.i.
A cruiser is coming in to attack and a large gun is tasked with protecting the Pillar of Autumn until it can get away.
Emile is killed by Elites as he is trying to fire the gun.
Six vows to protect the Autumn and go to fire the mass driver.
We now have to get up there through heavy elite resistance.
The mass driver needs to take down lots of phantoms until the cruiser is in range.
Then hit it in the guts and it's over.
We see Keyes get back onto the Autumn and take off.
Six watches it go and the cruiser crash into the ground.
We then see the autumn heading towards the Halo as the credits roll.
15:13 on game clock. 175 achievement points.
After the credits we are left alone in a map with little weapons and hordes of enemies.
This is a last stand, once we die a cut scene shows Elites overpowering Six and killing you.
The scene then shows Reach after the war and a voice over tells of the rebuilding and how noble team's sacrifice was a vital link in the chain of events that ended the war.

Tuesday, September 14, 2010

Kane and Lynch 2 Dog Days Notes

I choose hard mode because i'm a masochist.

We see Kane and Lynch naked and bloody being tortured on video by a man wielding a stanley knife.
As the game loads we hear Lynch talk to someone on the phone, presumably his girlfriend.
Kane is coming to see Lynch in Shanghai, we watch as they meet after being apart for some time.
They are on a job, it seems that Lynch is out of the loop but Kane is still embroiled in deep trouble.
Lynch needs to talk to someone who has loose lips.
I get control

Normal left and right Analogue sticks for movement and camera.
Right on the dpad shows a point of interest, or basically where to go next.
Right trigger fires.
Left trigger zooms in
Right bumper reloads
Y switches between the two weapons you can carry at a time.
Clicking left stick crouches
Clicking rightt stick changes which shoulder you view things over.

Mission 1
The visit instantly goes wrong and we are straight into a gunfight with the target. He runs for it and we have to give chase, he is dragging a naked girl with him.
We have to chase him through some buildings and out onto the rooftops, some people start shooting back. This is gang territory and it seems this man has friends.
We chase him through a market and encounter heavy resistance.
We eventually catch him and he starts shooting, the girl he is with is shot and he then slits his throat.

Mission 2
We are in a car with a british man  called Glaiser who seems to be the fixer for the job that Kane has came to do.
The car is attacked and we have to make our way along the streets under heavy fire.
Then the police turn up and make it very hard.
We escape to an underground parking garage.
Where we fight some cops.
Then through some derelict ruins to a getaway van that Glaiser has called.
Glaiser tells us to lie low and find out what happened if we can.

Mission 3
We go with a man called Tommy to a sweat shop looking for answers.
Basically just a run from room to room shooting bad guys.
We meet up with some more of Glaiser's men.
Eventually we come to a man called Sing in the centre of the sweat shop.
It turns out that the girl who was with the man we chased down in the first mission and shot was the daughter of one of the biggest crime lords in Shanghai.
Glaisers men freak out and turn on Kane and Lynch.
we have to escape.
shang Sing is a crime lord and has the police in his pocket.
We are now being sought by evvery gang and policeman in shanghai.
Lynch tries to contact his girlfriend and tells her to meet them in a restaurant.

Mission 4
At the restaurant we wait for the girl. the swat team show up instead.
We fight our way out of the restaurant and then decide to go to Lynch's apartment to look for the girl.
A large set piece fight on a crowded street impresses.
Propane tanks blow half the street away.
Then into some ruined buildings again for a fight with the swat team again.

Mission 5
We arrive at Xiu's apartment building.
glaiser calls and tells Kane and Lynch to meet him tomorrow for the deal to take place.
We fight our way up through the lobbies and flights of stairs in her building then into her apartment. White suited swat team enemies arrive and it's clear that Xiu isn't in the apartment.
We fight of the white guys then out onto the balcony again. We see Xiu on the other side and we have to save her from attack by the white guys.
We then try and get to her through heavy oppostiion.
After taking out a lot of white guys and mixed enemies we get a cut scene.
Sing appears with Xiu and threatens to shoot her.
Lynch hits Kane who isn't going to give up and is trying to shoot Sing.

Mission 6
We see the aftermath of the torture scene we saw at the start.
Xiu is dead and Lynch left for dead. He survives and comes back in all cut up and naked looking for Kane. We have to save him and kill Sing in the process.
We are now naked and unarmed and have to escape.
We leave the building and are in a bus station.
We then progress to streets and a shopping mall
Fighting all the way.
Lynch has a breakdown in a tv shop and Kane has what is supposed to be a touching moment
We then meet a lot of swat team guys in a cafe and the mission ends.

Mission 7
Kane and Lynch meet Glaiser and it seems he had sold them out to Shang Sing.
We have a huge ambush in a large fight box which is good fun.
Then through a shipyard fighting.
We meet Glaiser and he begs for his life and promises to get Kane and Lynch out of Shanghai.
He is shot by a sniper and we start to fight army types.
We have a long fight through the shipyard to the docks

Mission 8
The docks are full of soldiers.
Heavy machine gunners are introduced.
We then get to a trainyard.
It's a long fight through the trainyard
A sniper is the only new thing introduced here.

Mission 9
Kane and Lynch get on a train and it stops seconds later.
Soldiers appear and for some strange reason these ones aren't shot like the thousand others we have met so far, they are special, they are plot point soldiers.
We are taken by helicopter, presumably to meet the big bad boss man.
Kane and Lynch take over the helicopter and it's on rails shooter section.
We have to shoot soldiers inside the building and some have rocket launchers.
We also have two helicopters to fight.

Mission 10
We crash land on the roof and have to make our way inside.
A portion on the roof where you have to sneak up on a sniper and then kill loads of enemies was getting me down. I tried to sneak past as it seemed that there was a pattern to the patrol. I managed it, what do you know it's a stealth game too.
Inside we fight lots of men inside machinery filled rooms.
Then down in a lift to more office like areas.
We have some big rooms with a helicopter shooting in from outside.
Then some fights with soldiers in the office areas.
After heavy resistance we get to the office and Lynch simply shoots the baddie in cut scene.

Mission 11
At the airport we basically have to run riot through the baggage area looking for Glaiser's plane.
when we find it it is in no condition to fly.
We then have to run through the baggage areas and finally out onto a runway where we storm onto a passenger jumbo jet and take off. The credits roll.

380 achievement points
Didn't keep a good count here but felt like 10 hours.

Red Dead Redemption Notes

A cut scene shows people getting off a paddle steamer. Our charact is one off them.
He walks with two other men into town as the credits roll.
It looks like he is being escorted out of town.
Our character gets on a train.
We sit and listen to the chit chat on the train which is mostly about savages and civilisation.
The train arrives at Armadillo station, our character gets off.

We get control
Left and right sticks are the usual movement and camera controls.
A is run.
There is a radar on the hud which shows a yellow dot, this is our objective.
The objective is the bar. Where a cut scene starts.
Our character is called John Marston.
Jake meets him and asks him to come with him on a horse.
I go outside and Jakes gets on his horse, walking up to a horse we can mount it by pressing Y.
Pressing X jumps or vaults over things.
A spurs the horse on.
Pressing X when near a hitching post on a horse ties it to the hitching post.
Right bumper slows it down.
Holding A when near Jake matches speed with his horse.

As I follow Jake he tries to draw John into conversation. We are heading to Fort Mercer, John won't tell Jake why.
John seems to be looking for someone called Bill Williamson.
Bill is involved with a gang. Who are there backing him up.
Bill speaks to John from the top of the forts walls.
Bill tells John that he isn't coming with him and tells him to go. John stupidly pulls his gun and is shot in the gut.
Two people arrive and take him away on their wagon.

Days later John wakes up, healed by the Doctor, he owes Bonnie the woman who saved him 15 dollars for the doctor.
We have to go for a ride around the ranch with Bonnie. She shows us all the sights like the store.
Back at the house John rests.
He is woken later by Bonnie who asks him to accompany her on a tour of the ranch perimeter, it seems there are some problems with animals.
We have to shoot some rabbits. Left trigger pulls the gun and aims.
Right trigger fires.
If you aim and something is vaugely near the centre on the screen then the aim snaps to it.
We shoot the rabbits then on to shoot some coytes.
Bonnie then takes us back to what will become our house.
Here we can save the game and refill on ammo.
I see a B on the radar which shows that there is a Bonnie mission nearby.

Mission 1
I go to Bonnie and she asks about his past. John tells her nothing.
She challenges him to a horse race and we have to do a point to point race around the surrounding area.
Bonnie tells John to go see the Marshall in Armadillo about his problem with Bill.

Mission 2
Bonnie wants John to go into Armadillo with her to collect supplies. We are going on a carriage.
We have to follow a trail to Armadillo. Bonnie tells us to buy some medicine.
I go to the doctors and buy the medicine.
I have a satchel in which to store things pressing Back opens it.
We then have to go back to Bonnie who tells us to stay in Armadillo and have a look around.
We can get the stagecoach back to Bonnie's ranch later.

Mission 3
I go to the Marshalls office. There is a deputy who John intimidates. Then the real Marshall shows up. John tells him that he is here to capture or kill Bill Williamson.
The Marshall tells John that Bill isn't his problem as he leaves Armadillo alone.
John tries to make him feel guilty, the Marshall tells him that the town has enough problems.
John tells him that he will help with the Marshalls problems if he helps with Bill.
The Marshall agrees. We are to go to the saloon and deal with some trouble makers there.
One of them leaves the Saloon and the Marshall decides that we should follow them to their hideout.
We have to cal our horses by pressing up on the Dpad.
I follow the Marshall and the bandit out to a small farm.
The bandits see us and a firefight begins.
The auto aim feature makes it hard to miss.
I kill the bandits.
Right bumper moves in and out of cover.
The last bandit must be shot in the leg to take him alive. This brings better rewards.
The Marshall leaves with the bandit and tells us that he will have more work for us.
I start picking up little items, bodies can be looted.
I see some rattlesnakes that bite you. Shooting and skinning them gets you items.

I go back to Bonnie's ranch and save, I have to wait until morning to get the next Bonnie mission.
I do a side mission at the ranch where you patrol with a dog and shoot a horse thief.

Mission 4
Bonnie again tries to get some info. John tells her that he is married with a son.
He tells her that he was a part of a gang. He  must capture Bill Williamson so that harm does not befall his family.
Bonnie asks him to help put the herd out to pasture.
We have to herd the cows by staying behind them all the way out to the pasture.

Mission 5
Bonnie introduces us to her father.
Bonnie has told him that John is on a secret mission from the government to kill Bill. It seems that her father does not like that, i suppose he would have liked the truth less.
Bonnie wants us to go and help her break in wild horses.
We go out into the wilds with Bonnie and her dad. We find a bunch of wild horses and have to lasso them.
Targeting with left trigger and roping them with right trigger.
We then have to get on them and do a little left to right balance mini game to tame them.
We have to do this twice then back to the ranch.
Word is that there are a whole herd of wild horses nearby. The ranch gang go out in force and we have to drive the herd into a canyon. A stallion gets away and we have to chase it and tame it.
Bonnie gives it to John as a thank you.

Mission 6
A storm is coming and the herd are out on the plains. They will scatter in the storm.
We have to go out and herd them all back in.
This is done by riding behind the herd. If some become stagglers they must be brought back to the main group.
There are two herds which must be joined.
When they join lightining strikes a tree and there is a stampede.
We have to get in front of the herd before it stampedes off a cliff.
Once done the herd must be regrouped and brought back to the ranch.

Mission 7
We join the Marshall in a hunt for a gang of cattle rustlers.
We go out to a canyon and get off our horses.
We go into the canyon and have to work through it fighting all the way. We have the Marshall and two other deputies to aid us.
We come to a full blown camp and clear it of the rustlers.

Mission 8
We are told of a snake oil salesman who has not been heard of for a while and are asked to find out about his fate.
I ride out to his location and find him collapsed by his wagon.
West is lying out by his wagon for no apparent reason.
Seems he has been attacked by bandits.
We have to drive his wagon back to town before he expires. We are attacked as we do and have to fend off around five mounted attackers.

Mission 9
I go to the marshall and find him tooling up for a problem with bandits.
Seems some bandits are getting outrageous, killing whole families.
We ride out after them. On the way we find two camps filled with dead bodies.
Before getting to a farm.
At the farm we check the outbuildings first, the shed and toilet are empty. The barn is a scene from an abbatoir. A woman is alive and she tells us that the house is filled with bandits. We go in firing and clear them room to room. Two have female hostages and the mission is ended if the women die.
Once the bandits are cleared from the house we have to go back outside and are told by a woman that the leader escaped. We set out to chase him.
We find our friend Bill with his gang. We take his gang on and win. No sign of Bill though.
We do capture one of his henchmen though, named Deke.

Mission 10
We meet up with West, the conman again.
He wants us to go with him to a nearby town and pose as one of the crowd and hype his product to the locals.
At the farm we have to drink a little then shoot a skull and a hat as it is thrown. The hatman now wants a fight. When we beat him he tries to shoot us and we use a bullet time sequence named dead eye to disarm him.

Mission 11
We are to meet with a man named Seth at a church. We find him digging up a grave, which it appears he is digging up with romance in mind.
Seth seems a little crazy. It seems he had a partner who stole half of his map.
We tell him that we will go and help him get his map back from Moses.
Moses has been arrested by deputies.
We have to distract them so that Seth can talk to Moses. We have to steal one of their horses. This makes us wanted with a $20 price on our head.
We have to escape the typical line of site and radius of the map from any lawmen for a period of about thirty seconds.
Once done we go back to Seth.
Seth is attacked by Moses who runs for it.
We have to lasso him and hogtie him.
We can truss him to our horse.
I take him back to Seth who tortures out the location of the map from him.
Seth gives us a pardon letter which we can take to the nearby telegraph office. This clears our bounty.

I take a coach to Bonnie's farm for her mission just to try it out.
We can fast travel or watch as the coach actually drives to the location you choose.

Mission 12
Bonnie wants us to go help look for her father who has gone missing.
We ride out and find him with a few dead men and their equally dead horses. He asks us to go get the wagon to bring the bodies back to the ranch.
When we get back to the ranch the barn is on fire.
We have to climb in the side of the barn and open the door from the inside. Three horses then need to be coaxed out of the barn. Once done we ride one of the horses to the coral and the mission is done.

Mission 13
We get to the Marshall's office to find Bonnie's father giving him grief. Seems that Bonnie has went missing.
A bandit turns up outside and tells them that he will trade Bonnie for Deke.
We take Deke and ride to the town. The exchange is nothing of the kind and we are faced with a gang of Baandits.
Bonnie is being hung as we enter and we have to save her as she swings by the neck.
Once all the bandits are downed and Bonnie freed the mission ends.

Mission 14
We meet West at a farm. He is slippery as usual and John ends up giving out some veiled threats. West become more responsive, but I get the idea we are going to do more work for him before he helps us in any way.
We get into his wagon and ride with him to gaptoth ridge.
Where he wants us to take part in a chariot race. The winner gets a cash prize.
The race is fun and surprisingly easy.
West tells us to speak to a man called Irish who can help us.

Mission 15
We come across Irish as he is being drowned by two men who, it seems are his business partners, well ex business partners anyway.
We kill the two when they refuse to back off.
Irish will help us get a machine gun.
We go to a remote shack and Irish tells us to go down and kill the guards and take the gun.
I do so and there is no gun, Irish is also long gone.

Mission 16
We catch up with a drunken Irish and threaten him for a gun.
He tells us that a bunch of miners have the gun.
We have to take it from them though.
We have to fight our way into the mine, then through thee tunnels.
We then have to push the mine cart with the gun through the mine and load it onto a lift up out of the mine.
We then have to push the mine cart down the hill.
Where we are attacked by a few miners.
Then we get the gun loaded on a wagon and Irish drives off to give the gun to West.

Mission 17
I find West, he again wants our help selling his tonics.
We join the crowd. A bunch of men ride up from the last place that west conned and out him as a charlatan. We are attacked and must ride shotgun as West makes his escape on his wagon.
Quite a fun mission.

Mission 18
West wants us to raise more cash for his plan to get us into Williamsons fort.
We have to do another race.
This is a damn hard race which I only won by looking up how to do it. A horse pill which is given to you silently at the start of the race if taken makes the horses stamina last for a while, if taken near the end of the race you can win. Otherwise you just don't have the stamina in your horse.

Mission 19
Seth is filling a wagon with bodies.
Which we wants us to drive for him.
This is a simple drive the wagon and shoot the baddies until we get to our destination in Tumbleweed.

Mission 20
We meet Seth and he wants us to accompany him to a mansion in Tummbleweed which is supposed to contain his treasure.
I fight my way into the mansion through heavy defenders.
Then find that the treasure is a glass eye.
A dejected Seth tells us that he will help us.

Mission 21
We find Irish robbing some nuns. We stop him and set him to finding us some parts for the broken gattling gun.
His friend Shaky can help us, a stuttering clone of Irish.
We find Shaky getting beaten up by people he has double crossed.
We have to save him then fight our way to the gattling ammo.
We then have to take it away on a wagon, avoiding bandits on the way.

Mission 22
The assault on Fort Mercer
We join the Marshall, West and Irish.
Seth is inside.
West's wagon has the gattling gun on the back.
West drives us inside, using the wagon like a trojan horse.
We then pop out and shoot the majority of the gang as they stand.
We then have to mop up the rest with the marshall and his gang.
Reinforcements arrive and we then have to use the gattling gun on them as they arrive.
That's it mission done, only there is no sign of Bill.
Seems he has gone to ground in Mexico.

Mission 23
We get on a raft with Irish which will take us across to Mexico.
This turns into an on rails fight with lots of bandits on the banks as we drift downstream out of control.
Irish leaves us to go on into Mexico.

There is a camp belonging to Irish we can use to save.

Mission 24
I arrive at fort and meet De Santo. He is of course in need of help in keeping law in Mexico.
De Santos thinks a rebel leader names Reyes may be harbouring Bill.
We ride shotgun on De Santos' wagon.
We are to ride escort on a train that is posing as a supply train, the rebels are primed to rob it and we  will be waiting to kill them all.
We have to ride out in front of the train and keep the rebels from destroying the engine.
Once at the station the soldiers party and the rebels sneak in and steal the train. We then have to go after the train, kill the rebels on board and stop the train from falling over a blown bridge.

Mission 25
We go to a town and some peasants pick a fight, John kills them and then Landon Rickets appears to chastise him.
John and Landon shoot the breeze and John asks him to help with his quest to kill Bill.
We have to learn how to use dead eye with Rickets.
First shooting  three bottles, then three moving birds.
Then we ride out to save a wagon driver in trouble and have three bandits to kill.
Then another three as we ride back to town.
Mission over.

Dead eye works by holding the right trigger to zoom and then clicking in the right stick. This slows time and allows you to mark targets which when pressing the right stick automatically you hit.

Mission 26
Landon wants us to help some mexicans who are asking for help for their kidnapped sister.
We accompany him to a town where a man in a slaughterhouse meets us. He will dstract the bandits and we will sneak into the cave.
we come to the cave entrance and are told to wait in cover for the distraction.
We storm the cave then have to blow the cell door.
Then defend Landon as he carries the girl out of the cave.
We then have to escort Landon and the girl on horseback to a meeting point with the slaughterhouse guy who is named carlos.
The mission is done when he meets you.

Mission 27
I meet Langdon at the pub and he is playing poker, I have to join his game.
This sees us play two rounds of poker before one of the other players calls us a cheat.
We then have a gunfight against him and then his men. One of which takes a hostage we have to shoot him out from behind without killing the hostage.
A short gunfight with the rest of the men and the mission is done.

Mission 28
Langdon and Marston shoot the breeze in the bar then a girl come and tells them that some good guys are being persecuted.
The policitical prisoners are being taken in prison wagons to be executed. We have to take out the wagon train guards, then the drivers. We then have to drive the wagons across the border to America. Guards on the bridge must be dealt with.

Mission 29
I go to De Santo, who is being bollocked by his superior.
Who it seems is the ruler of Mexico, he rants about the rebels.
The ruler will help us, again if we help him.
John reluctantly agrees.
We have to race De Santos to a small village, which we enter and kill all the rebels. Then De Santa and his men take away all the women to be sex slaves for the army.
We then are tasked with burning down the village. We are given petrol bombs to do this with.
Holding left trigger brings up a throwing arc and we have to shoot the bottles into three houses.
The mission ends.

Mission 30
We go to the fort and meet De Santa leaving with his men in a hurry, he tells us to come along.
We have to get onto a wagon and ride shotgun with him.
The wagon train is ambushed.
We come to an army camp that is under fire and have to get a sniper rifle to help out.
We then join the army as they take out a huge rebel base.
de santa is obviously stringing Marston along as a hired gun and knows nothing about the whereabouts of his targets. John is  getting annoyed at this, as the missions are killing the villagers, who are only rebelling against the injustice of the ruler.

Misson 31
Again we see De Danta bringing women to be raped by the ruler.
De santa seems to be more interested in the boy that accompanies him.
We are to help the army deliver weapons in return for information.
The soldiers that comes with us tells that De Santa is only really the maid to the ruler.
On the way we are ambushed.
We get to the train station and the supplies are loaded.
We have to take guard duty on the train with a gattling gun.
The train is ambushed by loads of riders, some of which try and get on the train with you.
We then arrive at the destination and the mission is done.

Time dependent missions are a pain in the ass, as you need to go and find a save point to advance the clock. Just not needed really.

I do a gang hideout mission, which basically means going to the location and clearing it of enemies.

Mission 32
Lusia, who we saved earlier wants us to take her sister to a boat which is fleeing Mexico. Seems the revolution is at hand.
We have to take the sister to the boat, lots of army people get in the way of our stagecoach.

Mission 33
I go to luisa's house and find it burned to the ground. She is nearby and tells us that her boyfriend has been captured. John volunteers to go and rescue him when she vows to do it herself.
I get to the prison with Lusia and am told to go in over the back wall.
There is a mission marker to help.
Then I have to go to a sniping point.
At this point we have to stop Reyes from being executed.
Once I kill the leader of the firing squad all I have to do is take out all the soldiers in the fort.
Once done I have to untie Reyes. The we have to get a horse and take him to Luisa.
He is not her boyfriend and Marston has been duped into helping free the resistance leader.
he promises to help us.

Mission 34
Back at the palace the ruler has news of our prey. They have been captured and we have to go with De santa to take custody of them.
It's a trick and De Santa has one of his men knock John out.
Reyes saves him from execution and we have to run to him to be released from our bonds.
Then we have to go to a chest and get our guns back.
Then take out all the soldiers.

Mission 35
We have to help Luisa ambush some reinforcements.
We have to place dynamite on the road so as to get both wagons.
We can place five sticks of dynamite, limited by wire length. Then up onto a hill to wait for the wagons. They come well spaced and it's a trial and error learning curve so that you can place the dynamite to blow both wagons at the same time.
Once done mop up the soldiers on escort duty and the mission is done.

Mission 36
We are told of the location of De santa and ride with a posse of rebels to capture him.
At a cemetry we find him making rebel prisoners dig their own graves before shooting them and tipping them in.
We then have to take out his guards and he runs for it.
Chasing down De santa we have to lasso him and hogtie him, then take him back to the cemetry.
Where we see John punch him in the face until he tells us where the bad guys are.
We get to kill him ourself or let the rebels have him. I let the rebels have him and they all shoot him at once.
We are now to ride after our prey.
At the destination soldiers are waiting and we have a fight. Then a woman tells us that de santa lied. seems she is telling the truth.

Mission 37
Reyes wants us to rob a train.
We ride to the train station at chuperosa.
Reyes makes a distraaction and we have to sneak onto the train using throwing knifes to take out the guards. The penalty for failing the stealth is lot more soldiers to fight.
Once the soldiers are dealth with we uncouple the train. we then have to shoot the soldiers and take the engine.
Once away we blow the armoured car and enter it to crack the safe. We get a minigame and some rewards inside the safe.

Mission 38
We find Reyes shagging a peasant girl, John asks about Luisa and Reyes brags about bedding her. It seems that one leader is as bad as the other.
We drive up to the fort and drive a wagon full of dynamite into the gates.
We then have to fight our way to find Esquaela.
We find him and John lets him monologue until he makes a break for it.
We have to chase him down and kill or capture him.
I capture him
I have to take him back to the fort.
Then defend the fort from an army counter attack.
I win this and then in cut scene we see John take Esquela and hand him over to the marshalls.

Mission 39
I go to the Presidents palace and find Reys captured and being beaten, the soldiers are killing indiscriminantly and the town is about to errupt.
Lusia is shot trying to save Reyes and John kills his captors.
We have a duel with their leader.
Next we have to free prisoners who will help in the fight.
Into the jail and shoot the locks.
Then back out to storm the palace.
I get to the gates and have to shoot out a gunpowder keg that Reyes plants at the gate to blow them open. Soldiers pour out and we get to gattling gun them down.
Then inside the villa to the doors of the palace.
I then have to go back out and defend against reinforcements using the gattling gun as the rebels break the doors down with an axe.
Inside the president and Williamson make a run for it.
They have an armoured wagon and a gattling gun on the back of it.
we have to chase them down, shoot all the guards and then a cut scene.
The president gets out and throws Williamson to us.
I shoot him in the head and Reyes shoots the President.
We then go back to the villa and have some wise and stupid words with Reyes.

Mission 40
I ride to Blackwater which is a large suburban area compared to the rest of the map.
Agent Ross and Fordham won't tell John where his wife and son are, and wants him to kill the last remaining gang member Dutch.
We go to his last known location in a car.
The locations the wreck of the Serendipity.
The wreck is deserted but a man is sitting on a chair tied to it. It is Ross's informant and this is a trap. The boat suddenly fills with enemies.
we have to escape and take the informant with us, he needs to be carried.
Back through the boat with loads of enemies.
We then go back to the car and it breaks down on the way.
We are ambushed by Dutch's men and have to fight them off.
We then go back to Blackwater.

Mission 41
I go to the map marker and it's the doctor who is into studying the natives.
He seems to be a bit of a cokehead.
The native we saved at the boat appears and tells John that he knows where Dutch is.
He takes us on a long ride and then we have some climbing to do.
The doctor bows out.
We have some climbing to do before exploring a mine.
The mine is empty but when we come back out some miners ambush us.
We then have to go on alone as Nastas is hurt.
Climbing up the cliffs we come to a scout who we have to take out stealthily.
We then pick up his binoculars, and scout a camp down below.
Dutch van be seen shooting a soldier. Now we at least know where he is.
To save us coming back down the mountain, Dutch shoots the binoculars and knocks John out. He comes to in the doctors office having been saved by Nastas.

Mission 42
John goes to Professor MacDougall who is ranting about the continuum between man and beast.
John goes with him even though he's nuts.
We go to a meeting with some of the native Americans who are joining Dutch. They start a fight and Nastas is killed.
We have to fight our way back out and then return to Blackwater with McDougall.
We are ambushed by two groups of indians on the way.

Mission 43
We go with Ross and fordham to watch Dutch come to meet his bank manager.
We are going to try shooting him from the rooftops.
I go to the roof along with more agents and get a sniper rifle.
We shoot dutch's gang as they leave the bank and murder most of them.
The we go inside to get Dutch.
Inside the bank we shoot a few gang members downstairs and have a hostage situation.
Then upstairs.
In cut scene we meet Dutch and he blows out a hostages brains and gets away.
We chase him to the same area of the last mission and fight a large group of indians.
After the fight Dutch is nowhere to be seen.

Mission 44
Back to Professor McDougall
John finds him packing to leave.
Dutch turns up to kill them both.
We go out onto the roof and fight Dutch's men.
Then down onto our horses and ride to the train station protecting the Prof all the way.

Mission 45
Back to Ross and Fordham.
We go affter Dutch.
We have an armoured car with a gattling gun on top.
We have to shoot some attackers from a static position.
Then we chase Dutch's men across the fields and the car is bombed and knocked over.
We then attack on foot.
We have a long ride up to the fort in the mountains.
We then blow the gates and have heavy fighting through the fort. Another gate needs to be blown and we have to protect the men laying the charges, giving covering fire.
Now we face Dutch, he is on a gattling gun.
We have to shoot out a lamp beside him which sets fire to his gun emplacement. This forces him to retreat and we give chase.
In the end there is no showdown, Dutch simply falls backwards off the cliff and commits sucide.
Ross and Fordham appear and after much chat tell John to go home to his family and they will be there.

Mission 46
Abigal Marston is at their farm, she meets John and starts hitting him saying that she thought he was dead.
Jack Marston and an old man who has been taking care of them appear and there is a reunion.
The farm is in a bad way. John wants to ask Bonnie McFarlane a favour.
The next day We have to ride with Jack to the McFarlane ranch.
She sells us some cattle and we have to ride with them back to the farm.
On the way rustlers attack and must be defeated.
We then herd the cattle back to John's farm and into the cattle pen.
The mission ends.

Mission 47
We ride out with Jack to take  him hunting. We have to shoot a few elk then show Jack how to cut them up.
Now we have to take the meat to sell.
Then back to the farm.

Mission 48
We have to go and shoot loads of crows eating our grain.

Mission 49
We need to take corn sacks to Bonnie.
Abigail is jealous of Bonnie and comes with him.
The meeting goes well, though Bonnie looks like she's lost something when they leave.
We drive Abigial back to the farm.

Mission 50
I find uncle and prod him to work.
We have to herd the herd out to pasture.
On the way we encounter a gang robbing a train and have to save the train from them.

Mission 51
We go out with Uncle and capture three wild horses.

Mission 52
jack has abandonment issues.
We have to go out and scare away some wolves that are coming after the herd.
By scare i mean kill two groups of them, we follow the dog to their location.

Mission 53
Jack goes off hunting a bear to try and prove something to John. We have to go and save him from the grizzly.
Then ride back home.

Mission 54
Jack and John talk in the barn, things are looking settled and everything is rosy.
Spoke too soon. Sooldiers appear at the farm en masse and start to attack.
Uncle and John go out to meet them and John tasks Jack with keeping his mother in the house and the doors and windows locked.
We fight a wave of soldiers and then are told to go to the house.
Jack comes out and joins the fight on the porch as lots of soldiers attack.
Uncle is shot and dies after we defeat them.
John tells Abigail and Jack that they need to escape as the army just keep on coming.
We lead them to the barn under heavy attack.
Inside John tells them to ride off and not look back.
John then goes out to face about fifteen men, he draws and we get to dead eye as many as possible before being gunned down.
John dies.
The agents walk away.
We now control Jack and Abigail and they have to ride back to see what happened.
They arive and find John dead.
The scene changes to a grave and then flips forward in time again.
We see an older Jack and we get control of him. Abigail is dead and buried beside John.

That is all the main story done, took 16:30 hours and i got 330 achievement points.

Stranger mission 1
I speak to a man at the bandstand, he works for a senator, he has blackmail pictures of a rival and John is to be the one to show him them.
I take the pictures to the man and show him them, he changes his tune.
I go back to the man and get my reward.

stranger mission 2
I meet an agent who we trick into telling us Ross's location.
I go and find his wife, who tells us that he is out hunting.
Then we find his brother and finally Ross who challenges us to a duel.
After killing him the credits to the game roll.