One of the hardest tasks in the video gaming industry is releasing a new IP into an overcrowded market and expecting good results. Sales, reviews, whatever. With the over-reaching success of Call of Duty, Battlefield and Halo, we are seeing a shift from the stagnant, gritty, plothole-filled military shooters to bigger and better things. MAG had 256 players on one battlefield, unheard of for consoles; Bulletstorm lets you manically dismember your adversaries; and more and more games are taking a unique spin on the first-person shooter genre. We've also seen a whole mess of games emphasizing survival, most often with zombies involved, but the occasional gem known as Alan Wake comes along and sweeps us off our feet.
The latest from Kaos Studios, Homefront, clashes the military-shooter and survival via Red Dawn style. Sixteen years from now, North Korea has become an unstoppable force and proceeds to invade the rest of Asia. Its frail leader, Kim Jong-il, dies and leaves the Supreme Leader-ship to his most capable son. Intent on owning the entire world, the North Koreans invade the United States. A major plot point will detail America's economic fall from grace, which allows the North Koreans to easily invade and destroy. You play as a soldier part of the underground resistance, hellbent on taking back your once proud land.
What interests me about this release is not so much the single player (though I hope it's epic), but the multiplayer component. It will pin 32 players via Battlefield-esque gameplay, conquering choke-points and helping teammates. Interestingly enough, this games advocates helpfulness - a currency acquired in the game called "Battle Points" rewards you with certain bonuses in game. There is also a leveling mechanic, but the emphasis here is to stick together and help teammates. As I've heard, you get more points for an assist than a kill; this may turn some people off, and Homefront may become a great lead-in to the upcoming Battlefield 3. The Battle Points are then used to purchase equipment like UAVs and tanks.
Help the Americans take back their homeland on March 15. And maybe I'll see you on the battlefield!
February 27, 2011
Those Damn Firebreathers! - Dragon Age Demo Impressions
Forever ago, I thought dragons were awesome. I indulged in the world of fantasy, often acting out purely imaginary scenarios involving the rescue of a princess, and then giggling at seeing her naked. I was five, gimme a break.
Dragons will always hold a soft spot in my heart, regardless if they are real or not. Though if they were real, I'd probably crap my pants at the sight of one. Or maybe befriend it, make my own 3D movie, and make millions. Both are possibilities.
Along with the resurrection of Spyro, another series starring the mythological creatures has gained a huge following this generation: Dragon Age.
I was skeptical to try the game, purely on the fact that it played out like famous titles KOTOR and Baldur's Gate. Micromanagement has never been my forte, and to be successful you really have to be good. Going into the Dragon Age 2 demo with no preconceived notion of gameplay or storyline, obviously I was lost and wanted to shoot someone. I had no idea who the Champion was, nor who the "Witch of the West" was, or even what the hell a Darkspawn was. I soon did, however, as the demo really does a good job of letting you feel combat, and right off my bat I may add. The only part I had trouble on was fighting the Ogre. I played a soldier, and it is difficult to maintain a damage outburst whilst gauging health of teammates. Adds would spawn consistently that didn't make things easier. After five tries I was successful in slaying the beast, but at the cost of someone's life. I won't say who; just that people do not show emotion in the Dragon Age universe. You'd think in times of war people would show some compassion.
I initially refused to play the demo, but I did basically on a dare. Now I'm impressed, and I borrowed the first one from a friend to give the game a whirl. Come March 8, if I have the spare change, I may find myself adding Dragon Age 2 to my collection given a majority of reviews are solid. In the meantime, I am still deciding on whether to write about my adventures in the land of Ferelden or write a straight review. I'll see what i'm in the mood for.
To arms my readers! We will slay the Darkspawn in about two weeks time!
Dragons will always hold a soft spot in my heart, regardless if they are real or not. Though if they were real, I'd probably crap my pants at the sight of one. Or maybe befriend it, make my own 3D movie, and make millions. Both are possibilities.
Along with the resurrection of Spyro, another series starring the mythological creatures has gained a huge following this generation: Dragon Age.
I was skeptical to try the game, purely on the fact that it played out like famous titles KOTOR and Baldur's Gate. Micromanagement has never been my forte, and to be successful you really have to be good. Going into the Dragon Age 2 demo with no preconceived notion of gameplay or storyline, obviously I was lost and wanted to shoot someone. I had no idea who the Champion was, nor who the "Witch of the West" was, or even what the hell a Darkspawn was. I soon did, however, as the demo really does a good job of letting you feel combat, and right off my bat I may add. The only part I had trouble on was fighting the Ogre. I played a soldier, and it is difficult to maintain a damage outburst whilst gauging health of teammates. Adds would spawn consistently that didn't make things easier. After five tries I was successful in slaying the beast, but at the cost of someone's life. I won't say who; just that people do not show emotion in the Dragon Age universe. You'd think in times of war people would show some compassion.
I initially refused to play the demo, but I did basically on a dare. Now I'm impressed, and I borrowed the first one from a friend to give the game a whirl. Come March 8, if I have the spare change, I may find myself adding Dragon Age 2 to my collection given a majority of reviews are solid. In the meantime, I am still deciding on whether to write about my adventures in the land of Ferelden or write a straight review. I'll see what i'm in the mood for.
To arms my readers! We will slay the Darkspawn in about two weeks time!
My Adventures in Minecraft - Part 4
Hey guys, it's been a couple days since I posted. My Minecraft series has been getting good feedback lately, so I'll be continuing the posts often. Daily will be impossible, so expect a posting every two or three days. Onwards, part four!
I think this game is starting to hate me. If not then Minecraft is already there, and she is punishing me for not posting my adventures on here. A new update is here, with the ability to use beds, and I am obviously excited. Any changes to one of the most fluid sandbox games is welcome in my books, so long as my file doesn't delete itself. I saw it coming, judging by my luck, and there it read in big, bold white letters: Create New World. The blank screen is something I hoped not to see.
So we start. A vast open world, again, with new adventures, again, and some naps. Minecraft is still in beta, therefore lag is common. Really common. I didn't get two seconds before I disconnected and my game collapsed. I revved it up again, eager to finally get some sleep.
The lag receded, but still kept up its violent assault on my fun. I spun around to get a grasp on this newfound land, and saw some mountains to the west. Welcoming me was a canyon looking over a tundra, with a beach stuck right in the middle. It was the oddest thing I've ever seen with this game, and that's an impressive claim considering I've seen creepers humping walls and cows humping pigs. Not to offend the animal porn lovers out there (and I may get some hits for mentioning animal porn!)
I decided to build on top of a ridge looking over the canyon and I had to work fast. I refuse to have a giant green penis explode in my face once again. I built a dirt-shack, and luckily there was some coal a few blocks west of my hut. After punching some trees and feeling manly, I mined the coal and rushed inside. Arrows flew my way just as I entered my door, and since my house was relatively small, I had to put a dirt block covering the window in my door to keep myself safe. (Given the opportunity, skeletons can shoot through.) Torches were made, one on each side, and I named them Larry and Shirley. The world of Minecraft can get lonely and everyone needs a friend, I figured.
As day approached, the zombies and skeletons burned to death outside; but not before setting some trees ablaze and giving me a light show along with my morning coffee. Animals scurried like the wind and so I gave chase, tracking down a sheep. I had the two ingredients for making a bed: wool and wood. Three pieces of wool in one row and three pieces of wood in the row under. I rushed back home and to my dismay a creeper conveniently sat near my doorstep. I needed a cunning plan. I surveyed the area and discovered a massive wall of stone to the north. I steadily led the green penis to the wall and surprisingly he had made a friend on the way. Both penises chased me (this sounds like a bad dream, doesn't it?) and I built a dirt path upward. They followed it, I darted to the left, and a crater was the aftermath. The wall was important - the explosion was big enough to create a substantial hole, revealing the ever-so-deadly monster spawner.
What simply looks like a cage spawns hordes of mobs to defend its treasures, which range from useless to very valuable. I've never found one, but through my "research" on video sharing sites a saddle (to ride pigs and that; one time use), a bucket, and other goodies can be found. But also some fun can be had. The discovery of these strange devices can be opportunistic; several videos online detail how to build extravagant and complicated mob farmers. Usually the process involves drowning the monsters and filtering the drops to an open area. The traps are difficult to manipulate and beyond my comprehension of the game, or else I would dare try. Maybe in another blog post. I left it, but put a torch as a reminder.
This is where I take my leave. Thanks for reading and look forward to part five soon.
I think this game is starting to hate me. If not then Minecraft is already there, and she is punishing me for not posting my adventures on here. A new update is here, with the ability to use beds, and I am obviously excited. Any changes to one of the most fluid sandbox games is welcome in my books, so long as my file doesn't delete itself. I saw it coming, judging by my luck, and there it read in big, bold white letters: Create New World. The blank screen is something I hoped not to see.
So we start. A vast open world, again, with new adventures, again, and some naps. Minecraft is still in beta, therefore lag is common. Really common. I didn't get two seconds before I disconnected and my game collapsed. I revved it up again, eager to finally get some sleep.
The lag receded, but still kept up its violent assault on my fun. I spun around to get a grasp on this newfound land, and saw some mountains to the west. Welcoming me was a canyon looking over a tundra, with a beach stuck right in the middle. It was the oddest thing I've ever seen with this game, and that's an impressive claim considering I've seen creepers humping walls and cows humping pigs. Not to offend the animal porn lovers out there (and I may get some hits for mentioning animal porn!)
I decided to build on top of a ridge looking over the canyon and I had to work fast. I refuse to have a giant green penis explode in my face once again. I built a dirt-shack, and luckily there was some coal a few blocks west of my hut. After punching some trees and feeling manly, I mined the coal and rushed inside. Arrows flew my way just as I entered my door, and since my house was relatively small, I had to put a dirt block covering the window in my door to keep myself safe. (Given the opportunity, skeletons can shoot through.) Torches were made, one on each side, and I named them Larry and Shirley. The world of Minecraft can get lonely and everyone needs a friend, I figured.
As day approached, the zombies and skeletons burned to death outside; but not before setting some trees ablaze and giving me a light show along with my morning coffee. Animals scurried like the wind and so I gave chase, tracking down a sheep. I had the two ingredients for making a bed: wool and wood. Three pieces of wool in one row and three pieces of wood in the row under. I rushed back home and to my dismay a creeper conveniently sat near my doorstep. I needed a cunning plan. I surveyed the area and discovered a massive wall of stone to the north. I steadily led the green penis to the wall and surprisingly he had made a friend on the way. Both penises chased me (this sounds like a bad dream, doesn't it?) and I built a dirt path upward. They followed it, I darted to the left, and a crater was the aftermath. The wall was important - the explosion was big enough to create a substantial hole, revealing the ever-so-deadly monster spawner.
What simply looks like a cage spawns hordes of mobs to defend its treasures, which range from useless to very valuable. I've never found one, but through my "research" on video sharing sites a saddle (to ride pigs and that; one time use), a bucket, and other goodies can be found. But also some fun can be had. The discovery of these strange devices can be opportunistic; several videos online detail how to build extravagant and complicated mob farmers. Usually the process involves drowning the monsters and filtering the drops to an open area. The traps are difficult to manipulate and beyond my comprehension of the game, or else I would dare try. Maybe in another blog post. I left it, but put a torch as a reminder.
This is where I take my leave. Thanks for reading and look forward to part five soon.
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February 24, 2011
A Sexual Revolution?
I always presumed the Wii was a family-centric system, using motion control and the cute arsenal of Nintendo characters to bring families together. In the four years it's been out, we haven't really seen any games trying to leave this rather comfortable aura surrounding the console, until today.
Swiingers jokes galore, a game aptly named We Dare, well, dares the group to leave the comfort of couch-ness and be sexually adventurous. I can't say I've ever been turned on while playing a video game, but maybe in the right scenario it could serve its purpose.
Ubisoft is really taking this whole casual revolution to a new level. As well as being a leading developer for Kinect, a game serving the sole purpose of sexual release is not out of reach. I love the fact the company is advertising it as a "sexy party game".
Upon further research, Kotaku discovered the game is releasing for PS3 also. Fitting, because Sony's movement peripheral looks like a massive dildo. With a big ball on the end. That would hurt.
Should we be prepared for a sexual revolution in the realm of gaming? Only time will tell. And maybe this could be great for the awkward gamer out there having tough luck with the ladies. (Insert weird pickup line here).
Swiingers jokes galore, a game aptly named We Dare, well, dares the group to leave the comfort of couch-ness and be sexually adventurous. I can't say I've ever been turned on while playing a video game, but maybe in the right scenario it could serve its purpose.
Ubisoft is really taking this whole casual revolution to a new level. As well as being a leading developer for Kinect, a game serving the sole purpose of sexual release is not out of reach. I love the fact the company is advertising it as a "sexy party game".
Upon further research, Kotaku discovered the game is releasing for PS3 also. Fitting, because Sony's movement peripheral looks like a massive dildo. With a big ball on the end. That would hurt.
Should we be prepared for a sexual revolution in the realm of gaming? Only time will tell. And maybe this could be great for the awkward gamer out there having tough luck with the ladies. (Insert weird pickup line here).
February 23, 2011
New Gears 3 Info!
September 20 will be a great day to many a video gaming fan. Not just because kids everywhere will be in school and parents will be able to roll around naked (sorry, bad image), but also these parents will be able to play Gears of War 3. Naked.
Yes, the sequel to a game I put way too much time into is coming out September 20 and I couldn't be more excited. I should be playing it right now, and my excursions into the world of Sera could make for entertaining blog fodder; but big-bad Microsoft had to delay the game "for marketing purposes". The company originally cited developmental issues, which was a complete lie.
What Dude Huge himself called "the worst kept secret in the industry", everyone knew the game was geared (see what I did there?) to come out on November 7, as the previous two games did. Now pushed back twice, one question hasn't be answered: Why change the release date? I'm not complaining - quite thankful actually - that the game is coming out sooner than later. And we all know consistency is not one of the industry's strong suits (unless you work for Blizzard or Bioware, where all of their releases are stellar).
Alongside the news of a release date, some multiplayer details came out as well. Four maps were simply named - Overpass, Mercy, Checkout, and my favourite, Thrashball - and another caught my eye. One map called Trenches, in what will probably play out like Nowhere, where a brewing sandstorm will limit visibility. Nowhere was one of the better-received maps in the All Fronts Collection and it's good to see it getting a sequel so to speak.
A slew of new weapons have been announced, as is expected with any sequel, and the batch of new toys sounds painful. "The Bayonet Charge", gruesomely shown to full effect at E3, the retro Lancer (also known as the Pendulum Lancer) and sawed-off shotgun have all been showcased before. We may see some wastelands of rubble with the new OneShot, a powerful sniper rifle able to tear apart cover. And, as suggested by the Epic forums, an incendiary grenade, the Digger Launcher (a ground-pound version of the Mortar), and small tweaks to the Hammerburst and iconic Lancer. Each weapon, as also expected, will have its own execution move.
The Game Developers Conference is next week, and we should hear some more to follow the current news. Personally I'd like to see more footage, and new information on what us gamers should expect in the beta. Although we do know that a deathmatch mode will be playable, as well as the new Beast mode and Anya as a playable character will all be included. The best source of new and speculated tidbits is (my blog, obviously) the Epic forums. So head over there and discuss! Or shoot me an email at filthcardia@gmail.com and tell me what you think. Set your calendars for September. I'll be doing that now.
Yes, the sequel to a game I put way too much time into is coming out September 20 and I couldn't be more excited. I should be playing it right now, and my excursions into the world of Sera could make for entertaining blog fodder; but big-bad Microsoft had to delay the game "for marketing purposes". The company originally cited developmental issues, which was a complete lie.
What Dude Huge himself called "the worst kept secret in the industry", everyone knew the game was geared (see what I did there?) to come out on November 7, as the previous two games did. Now pushed back twice, one question hasn't be answered: Why change the release date? I'm not complaining - quite thankful actually - that the game is coming out sooner than later. And we all know consistency is not one of the industry's strong suits (unless you work for Blizzard or Bioware, where all of their releases are stellar).
Alongside the news of a release date, some multiplayer details came out as well. Four maps were simply named - Overpass, Mercy, Checkout, and my favourite, Thrashball - and another caught my eye. One map called Trenches, in what will probably play out like Nowhere, where a brewing sandstorm will limit visibility. Nowhere was one of the better-received maps in the All Fronts Collection and it's good to see it getting a sequel so to speak.
A slew of new weapons have been announced, as is expected with any sequel, and the batch of new toys sounds painful. "The Bayonet Charge", gruesomely shown to full effect at E3, the retro Lancer (also known as the Pendulum Lancer) and sawed-off shotgun have all been showcased before. We may see some wastelands of rubble with the new OneShot, a powerful sniper rifle able to tear apart cover. And, as suggested by the Epic forums, an incendiary grenade, the Digger Launcher (a ground-pound version of the Mortar), and small tweaks to the Hammerburst and iconic Lancer. Each weapon, as also expected, will have its own execution move.
The Game Developers Conference is next week, and we should hear some more to follow the current news. Personally I'd like to see more footage, and new information on what us gamers should expect in the beta. Although we do know that a deathmatch mode will be playable, as well as the new Beast mode and Anya as a playable character will all be included. The best source of new and speculated tidbits is (my blog, obviously) the Epic forums. So head over there and discuss! Or shoot me an email at filthcardia@gmail.com and tell me what you think. Set your calendars for September. I'll be doing that now.
February 22, 2011
The Future of the Blog?
There's no question blogging has become a social activity for many since the creation of the Internet, and some have even taken the liberty of making a living doing it. I've thought about doing that, and the process seems rather easy to commit to - just keep posting and eventually you'll gain an audience.
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February 20, 2011
My Adventures in Minecraft - Part 3
The start of a brand new world, new adventures, new experiences. Or so I thought.
I started on a massive beach. Not the kind you take the kids to on a Sunday afternoon, but one I first mistook as a desert. It took a while to walk before I hit actually land, and the land was forsaken of any trees or other resources. Traversing for what seemed like miles, passing over a gigantic tundra, my only means of survival was snowballs. Yes, snowballs. Non-serviceable as a weapon, obviously I had little faith in the effectiveness of balls of snow against the many obstacles I was to overcome. I gathered five stacks of snowballs and kept walking.
Turning the difficulty to peaceful, animals suddenly spawned everywhere I go. I felt like I was on a farm safari. Finding peaceful annoyingly easy, I switched it back to normal. I then dodged a horde of zombies and continued until I found a giant mountain covering a cavern. In the cavern it looked like the skeletons were having a dance party. Slowly traversing the mountain, the sun started to set and I panicked. I dug into the side of a mountain and set up shop for the night. As nighttime passed, I could see skeletons fighting each other, and a creeper even blew up as well. Morning came and I never realized how satisfying it is to see walking fireballs. I continued my trek toward the top, toward oblivion, toward my destiny. Resting at the top was one single tree, and a cow humping a pig off in the corner. I didn't want to disturb them, but the constantly grunting was really annoying. I have made it a habit of punching animals off cliffs, and appropriately I did the same. Never did I think I would get nostalgia, but I did, and it was glorious.
I think the character you play as is the ultimate guy. First he can mine stone with a wood pickaxe, and he can punch a tree until it collapses. The Minecraft gods blessed him with knuckles of steel. I quickly whipped up a shack, clearly nothing special. It was daytime so I made my way back down to solid ground and punched more trees. A crafting bench and an axe were made. Before nightfall I also took the time to gather sand. I had big plans for my new shelter.
Working hard into the night I made a lavish house, four blocks high. Then I built a furnace using spare stone I had and processed the sand into glass. Windows are a necessity to see when day has arrived, but I also strategically made a glass floor to see if any enemies walked the depths. Some saplings I gathered were planted outside and I retreated for the rest of the night. A couple in-game days past and all I did was mine. After all my pickaxes broke, I walked outside. I was met with a horrifying sight.
The torches I had lit set all the trees I was planning to cut down my fire. Every single one. It looked like a fire tornado or a hellstorm. (Imagine me saying this next line like William Shatner). I was sad, frightening, taken back; it was a pretty sight.
This concludes post three. Expect part four in the next couple days.
I started on a massive beach. Not the kind you take the kids to on a Sunday afternoon, but one I first mistook as a desert. It took a while to walk before I hit actually land, and the land was forsaken of any trees or other resources. Traversing for what seemed like miles, passing over a gigantic tundra, my only means of survival was snowballs. Yes, snowballs. Non-serviceable as a weapon, obviously I had little faith in the effectiveness of balls of snow against the many obstacles I was to overcome. I gathered five stacks of snowballs and kept walking.
Turning the difficulty to peaceful, animals suddenly spawned everywhere I go. I felt like I was on a farm safari. Finding peaceful annoyingly easy, I switched it back to normal. I then dodged a horde of zombies and continued until I found a giant mountain covering a cavern. In the cavern it looked like the skeletons were having a dance party. Slowly traversing the mountain, the sun started to set and I panicked. I dug into the side of a mountain and set up shop for the night. As nighttime passed, I could see skeletons fighting each other, and a creeper even blew up as well. Morning came and I never realized how satisfying it is to see walking fireballs. I continued my trek toward the top, toward oblivion, toward my destiny. Resting at the top was one single tree, and a cow humping a pig off in the corner. I didn't want to disturb them, but the constantly grunting was really annoying. I have made it a habit of punching animals off cliffs, and appropriately I did the same. Never did I think I would get nostalgia, but I did, and it was glorious.
I think the character you play as is the ultimate guy. First he can mine stone with a wood pickaxe, and he can punch a tree until it collapses. The Minecraft gods blessed him with knuckles of steel. I quickly whipped up a shack, clearly nothing special. It was daytime so I made my way back down to solid ground and punched more trees. A crafting bench and an axe were made. Before nightfall I also took the time to gather sand. I had big plans for my new shelter.
Working hard into the night I made a lavish house, four blocks high. Then I built a furnace using spare stone I had and processed the sand into glass. Windows are a necessity to see when day has arrived, but I also strategically made a glass floor to see if any enemies walked the depths. Some saplings I gathered were planted outside and I retreated for the rest of the night. A couple in-game days past and all I did was mine. After all my pickaxes broke, I walked outside. I was met with a horrifying sight.
The torches I had lit set all the trees I was planning to cut down my fire. Every single one. It looked like a fire tornado or a hellstorm. (Imagine me saying this next line like William Shatner). I was sad, frightening, taken back; it was a pretty sight.
This concludes post three. Expect part four in the next couple days.
February 17, 2011
Can Zombies Cry? - Dead Island Announcement Trailer
What an effect a simple trailer can have. Never did I imagine myself writing about this specific developer two posts in a row, but it seems the impossible is possible. Techland, known for other titles like Nail'd and Call of Juarez, has made quite the splash in the video gaming realm the past day or so. Their new title, Dead Island, is what it is, a zombie-infested island.
Usually an announcement trailer is nothing more than just a teaser for a game, not meant to make your heart sink into your chest. The out-of-reach reality of a zombie outbreak is a far-fetched one at best, but the abundance of games out today dealing with such an event makes me paranoid. And, in that giant mess of games, while most pertain to the zombie murderer within us, the rare gem comes along that focuses more of survival, and survival only. In a real zombie apocalypse, one obviously wouldn't go looking for zombies; but to make a game dependent on a relationship between survivors is a story worth telling.
The trailer in question opens via Lost, with the camera focusing on the eye of a dead little girl, and plays in reverse with snippets of the events playing in real time. The trailer then rewinds to show the girl getting bitten, biting who we presume is her father, and being thrown out a window. Then it shows footage from their vacation. The music is what makes this trailer so heartbreaking. It's teeters on emotional but still keeps the seriousness of the situation.
I'll include a link to the trailer - watch for yourself and judge: http://www.youtube.com/watch?v=lZqrG1bdGtg
Usually an announcement trailer is nothing more than just a teaser for a game, not meant to make your heart sink into your chest. The out-of-reach reality of a zombie outbreak is a far-fetched one at best, but the abundance of games out today dealing with such an event makes me paranoid. And, in that giant mess of games, while most pertain to the zombie murderer within us, the rare gem comes along that focuses more of survival, and survival only. In a real zombie apocalypse, one obviously wouldn't go looking for zombies; but to make a game dependent on a relationship between survivors is a story worth telling.
The trailer in question opens via Lost, with the camera focusing on the eye of a dead little girl, and plays in reverse with snippets of the events playing in real time. The trailer then rewinds to show the girl getting bitten, biting who we presume is her father, and being thrown out a window. Then it shows footage from their vacation. The music is what makes this trailer so heartbreaking. It's teeters on emotional but still keeps the seriousness of the situation.
I'll include a link to the trailer - watch for yourself and judge: http://www.youtube.com/watch?v=lZqrG1bdGtg
Demos Galore!
Only to make sure people know this, rarely will I post about my thoughts of a demo. A demo is only a limited representation of a full-scale release, so therefore shouldn't justifiably be opined on. But also the purpose of a demo is make a clear impression on us and making us want to buy the game. And who knows. maybe one day when video game companies start charging us for the availability of demos, I'll be writing about the topic a lot more. Not to concern ourselves just yet, that scenario won't be happening for a while and rightfully so.
Anytime a demo comes out on any service, it's played quite a bit. The chance that a demo represents those forthcoming about their purchases is reserved for special cases, and everyone loves stuff that is free. But Nail'd, a racing game from Techland, also the developers of the Call of Juarez franchise became the most-played demo on Xbox Live when a demo was recently released for the game. This is odd timing considering the game shipped back in November, but I guess in the digital age time is, well, timeless. I tried it along with the Bulletstorm demo and I wanted to give my thoughts on both of those, and maybe the future of demos in this blog post or another.
Let's get this out of the way now: Nail'd is a pretty game. Maybe it's how fast you are carting around the course, trying to avoid all obstacles and other racers, but the game is really pretty. The game only shipped for $40, and I strongly considered picking it up around the time it came out. Only if a demo had been released then, I'd still be playing instead of getting my ass kicked on Marvel vs. Capcom 3 (check out my review!). Simply, this game is chaotic. One of the fastest games I have ever played, having to constantly worry about huge drops and massive jumps, avoid objects in midair like hot air balloons, and worry about other racers in the process is a lot to handle. Certainly not for the faint of heart. With all the stuff happening on screen at once, it's hard not to liken it to a roller coaster, and those make me nauseous. I had to take a breath after each race just to regain my composure. The full game should be cheaper now, so maybe I'll go pick it up. Anyone out there reading this, get it so I'll have someone to race on Xbox Live against. Please and thank you.
Another big name coming out in February, Bulletstorm is the latest from both Epic Games and People Can Fly. The game has been in the news recently with the criticism from Fox News, calling it "the worst game of all time" because one of the main concepts, Skillshots, involve a shot through the ass. The skill shot in question is affectionately known as "Rear Entry". Cute name I thought; gave me a chuckle. The buzz caused by the media only serves as free advertising for Bulletstorm, and works completely against the self-serving right-winged fanatics over at that lovely news organization. But this isn't about how Fox News is a nuisance in the news realm. I'll make a separate blog post about that. Maybe. The skillshots are clever and often brutal, but those delicious points are rewarded. A high score is the main priority here, where variety of the skillshots and time allotted are fodder for bragging rights. Three-starring a level is extremely difficult; the level in the demo I could only amass one star on six tries. Still, I was playing to try out the game and make enemies squirm. The place is relatively slow, on par with Gears of War, but feels even slower. Imagine Gears meets Borderlands. I had high hopes, and now those hopes have been dashed.
More demos incoming as the year progresses. Demos galore!
Anytime a demo comes out on any service, it's played quite a bit. The chance that a demo represents those forthcoming about their purchases is reserved for special cases, and everyone loves stuff that is free. But Nail'd, a racing game from Techland, also the developers of the Call of Juarez franchise became the most-played demo on Xbox Live when a demo was recently released for the game. This is odd timing considering the game shipped back in November, but I guess in the digital age time is, well, timeless. I tried it along with the Bulletstorm demo and I wanted to give my thoughts on both of those, and maybe the future of demos in this blog post or another.
Let's get this out of the way now: Nail'd is a pretty game. Maybe it's how fast you are carting around the course, trying to avoid all obstacles and other racers, but the game is really pretty. The game only shipped for $40, and I strongly considered picking it up around the time it came out. Only if a demo had been released then, I'd still be playing instead of getting my ass kicked on Marvel vs. Capcom 3 (check out my review!). Simply, this game is chaotic. One of the fastest games I have ever played, having to constantly worry about huge drops and massive jumps, avoid objects in midair like hot air balloons, and worry about other racers in the process is a lot to handle. Certainly not for the faint of heart. With all the stuff happening on screen at once, it's hard not to liken it to a roller coaster, and those make me nauseous. I had to take a breath after each race just to regain my composure. The full game should be cheaper now, so maybe I'll go pick it up. Anyone out there reading this, get it so I'll have someone to race on Xbox Live against. Please and thank you.
Another big name coming out in February, Bulletstorm is the latest from both Epic Games and People Can Fly. The game has been in the news recently with the criticism from Fox News, calling it "the worst game of all time" because one of the main concepts, Skillshots, involve a shot through the ass. The skill shot in question is affectionately known as "Rear Entry". Cute name I thought; gave me a chuckle. The buzz caused by the media only serves as free advertising for Bulletstorm, and works completely against the self-serving right-winged fanatics over at that lovely news organization. But this isn't about how Fox News is a nuisance in the news realm. I'll make a separate blog post about that. Maybe. The skillshots are clever and often brutal, but those delicious points are rewarded. A high score is the main priority here, where variety of the skillshots and time allotted are fodder for bragging rights. Three-starring a level is extremely difficult; the level in the demo I could only amass one star on six tries. Still, I was playing to try out the game and make enemies squirm. The place is relatively slow, on par with Gears of War, but feels even slower. Imagine Gears meets Borderlands. I had high hopes, and now those hopes have been dashed.
More demos incoming as the year progresses. Demos galore!
My Adventures in Minecraft - Part 2
Just gonna say it now: I hate creepers. As detailed by SeaNanners, they look like giant, green penises that explode in your face. I wonder if that was intentional on Notch's part; one day while coming up with the concept of Minecraft, he must have been thinking about a little something-something that reminded him of something-something, and the Creeper was born!
We left off with a creeper exploding in my face. I trekked from my spawn point back to my house and saw it half-destroyed. Obviously I wasn't pleased so I took out my frustration on a cow and punched it off a cliff. It's fun imitating Chuck Norris, although he would have punched it into the sun. With his third first behind his beard. Don't mess with him.
Anyway, since my place had a gaping hole in it, I figured I'd take the time to rebuild. Originally it was all dirt, but I hate the look of dirt. Plus the resource is not suitable as living conditions, and stone was more appropriate. After half-an-hour of mining away, I reinvented my house with cobblestone and it looked brand-spankin' new. One thing bothers me though - the stone looks like it's on the verge of crumbling, so I have to keep telling myself it won't.
As it approached nighttime, I had the bright idea of converting the massive hole I had dug in the side of the cliff into a mine. I had made six stone pickaxes and went to town. An hour of straight mining quickly passed, and I was left with what seemed like the size of a gymnasium. All was not hopeless; I had coal out the ying-yang and picked up iron as well. Productive, I'd say. Conveniently it was daytime again, so after slyly sneaking past a few skeletons, I went resource hunting. Three stacks of 64 wood blocks (and not the planks) would last me quite a long time. I was set to keep digging. So I dug, and dug, and dug, and dug for a few good hours. I eventually hit a mine and a weird glitch happened. Supposedly, when water comes in contact with lava, it instantaneously turns into a formidable material called Obsidian, used to build a gate to the Nether. It did, and to my knowledge it can only be mined successfully with a diamond pick. I playfully tried with a stone pick and it collapsed in two seconds. Starting off, I had the most powerful material in the game; and so appropriately I fitted my house with the good stuff, displaying my victory. Unfortunately I didn't have enough to build a gate, but there was always time to gather more.
I italicize the word 'was' because then something else happened. As I went to grab a coffee, I saved and quit the game. Five minutes later, I came back and my world had deleted itself. I temporarily forgot the game was in beta and raged. Calming myself, I took a sip of coffee and sat down to start a new world. And my discovery of a brand new world will conclude this blog post and begin part three. Expect it tomorrow.
We left off with a creeper exploding in my face. I trekked from my spawn point back to my house and saw it half-destroyed. Obviously I wasn't pleased so I took out my frustration on a cow and punched it off a cliff. It's fun imitating Chuck Norris, although he would have punched it into the sun. With his third first behind his beard. Don't mess with him.
Anyway, since my place had a gaping hole in it, I figured I'd take the time to rebuild. Originally it was all dirt, but I hate the look of dirt. Plus the resource is not suitable as living conditions, and stone was more appropriate. After half-an-hour of mining away, I reinvented my house with cobblestone and it looked brand-spankin' new. One thing bothers me though - the stone looks like it's on the verge of crumbling, so I have to keep telling myself it won't.
As it approached nighttime, I had the bright idea of converting the massive hole I had dug in the side of the cliff into a mine. I had made six stone pickaxes and went to town. An hour of straight mining quickly passed, and I was left with what seemed like the size of a gymnasium. All was not hopeless; I had coal out the ying-yang and picked up iron as well. Productive, I'd say. Conveniently it was daytime again, so after slyly sneaking past a few skeletons, I went resource hunting. Three stacks of 64 wood blocks (and not the planks) would last me quite a long time. I was set to keep digging. So I dug, and dug, and dug, and dug for a few good hours. I eventually hit a mine and a weird glitch happened. Supposedly, when water comes in contact with lava, it instantaneously turns into a formidable material called Obsidian, used to build a gate to the Nether. It did, and to my knowledge it can only be mined successfully with a diamond pick. I playfully tried with a stone pick and it collapsed in two seconds. Starting off, I had the most powerful material in the game; and so appropriately I fitted my house with the good stuff, displaying my victory. Unfortunately I didn't have enough to build a gate, but there was always time to gather more.
I italicize the word 'was' because then something else happened. As I went to grab a coffee, I saved and quit the game. Five minutes later, I came back and my world had deleted itself. I temporarily forgot the game was in beta and raged. Calming myself, I took a sip of coffee and sat down to start a new world. And my discovery of a brand new world will conclude this blog post and begin part three. Expect it tomorrow.
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Marvel vs. Capcom 3 - My Eyes Are Melting Inside My Face
Yes, my eyes were melting inside my face while playing the latest fighting game, Marvel vs. Capcom 3. And this is not because the game is graphically a marvel (no pun intended, really), but because seeing three characters do three separate moves with lots of pretty colours made my stomach turn. This game is one seizure away from being a Pokemon episode.
I've never been big on fighting games and for good reason. I can't pull off the obnoxiously complicated combos like others can, and even with years of practice I'd still resort to button-mashing. And, graciously, for people like me, MvC3 has a fighting option that simplifies things. Then again, there are two specific groups that play the fighting genre: those who can, and those who can't.
What has been a good ten years now, and what many herald as one of the best fighting mash-ups out there, who knows why it took Capcom so long to complete the trifecta. But I'm glad they did - I've been aching to play a good fighting game lately.
This game goes after the prime factor in the viability of a fighting game for many people - accessibility. It's as streamlined as streamlined can get, and to Capcom I applaud them. Since every fighting game will draw comparisons to Street Fighter IV, the newly-crowned best fighter of this generation, MvC3 is all about simplicity (in fighting game terms). While the button-mashing method works here (if you could call it a "method"), the three-man teams allow you to call for assistance and execute some of the wackiest combos. There is a mechanic called a crossover combination where your entire team does their special ability on screen at one time, and the team of Amateratsu, Wesker and Storm (the first one I did) is insane. Don't worry fighting fans, Capcom hasn't given up on you either. There's a gradual learning curve here, and the game does great to prepare those unfamiliar to the more difficult combos. But what is a fighting game without that one ridiculous combo that takes you out in two seconds? MvC3 has that element as well, and does a great job in prepping newcomers to face those. It's still irritating to get your ass kicked, don't get me wrong.
A trend among the fighting genre is no shred of a story and it's the same here. The Arcade Mode, consisting of six levels and a final battle for Earth, is the only thing remotely representing a story. Mission Mode is great for anyone unfamiliar with a character, and it acts like a training mode. MvC3 feels lacking in this department, because first you have many fighting games adding extras to extend the shelf life, and it seems Capcom doesn't think the game will last long. On the current console generation I can't be surprised, but still the lack of anything extra or story-related outside the core battle experience is disappointing. Though, in the Arcade Mode it is nice to see the return of character-specific endings, and with Marvel allowing Capcom full use of its library of characters, expect some unexpected cameos.
The biggest change from games past is the colourful array of characters. With a complete roster of 36 and two incoming as downloadable content, the roster seems lackluster compared to its predecessor. Even split between both factions, MvC2 had 56 characters and although some had similar fighting styles, all had their own unique individuality. From the characters I've tried MvC3 retains some of this uniqueness, but doesn't go far enough in displaying that uniqueness.
However I am nitpicking. It may be unfair to compare the two games since a decade has past and the video game industry has changed, but it is still a sequel. On its own, Marvel vs. Capcom 3 is a spectacle for the eyes. With a robust fighting system, stable online play and the addition of ranked leaderboards and a comprehensive stat page (known as the License), the game is a complete package. Now I must go to my optometrist and see what I can do about my eyes.
I've never been big on fighting games and for good reason. I can't pull off the obnoxiously complicated combos like others can, and even with years of practice I'd still resort to button-mashing. And, graciously, for people like me, MvC3 has a fighting option that simplifies things. Then again, there are two specific groups that play the fighting genre: those who can, and those who can't.
What has been a good ten years now, and what many herald as one of the best fighting mash-ups out there, who knows why it took Capcom so long to complete the trifecta. But I'm glad they did - I've been aching to play a good fighting game lately.
This game goes after the prime factor in the viability of a fighting game for many people - accessibility. It's as streamlined as streamlined can get, and to Capcom I applaud them. Since every fighting game will draw comparisons to Street Fighter IV, the newly-crowned best fighter of this generation, MvC3 is all about simplicity (in fighting game terms). While the button-mashing method works here (if you could call it a "method"), the three-man teams allow you to call for assistance and execute some of the wackiest combos. There is a mechanic called a crossover combination where your entire team does their special ability on screen at one time, and the team of Amateratsu, Wesker and Storm (the first one I did) is insane. Don't worry fighting fans, Capcom hasn't given up on you either. There's a gradual learning curve here, and the game does great to prepare those unfamiliar to the more difficult combos. But what is a fighting game without that one ridiculous combo that takes you out in two seconds? MvC3 has that element as well, and does a great job in prepping newcomers to face those. It's still irritating to get your ass kicked, don't get me wrong.
A trend among the fighting genre is no shred of a story and it's the same here. The Arcade Mode, consisting of six levels and a final battle for Earth, is the only thing remotely representing a story. Mission Mode is great for anyone unfamiliar with a character, and it acts like a training mode. MvC3 feels lacking in this department, because first you have many fighting games adding extras to extend the shelf life, and it seems Capcom doesn't think the game will last long. On the current console generation I can't be surprised, but still the lack of anything extra or story-related outside the core battle experience is disappointing. Though, in the Arcade Mode it is nice to see the return of character-specific endings, and with Marvel allowing Capcom full use of its library of characters, expect some unexpected cameos.
The biggest change from games past is the colourful array of characters. With a complete roster of 36 and two incoming as downloadable content, the roster seems lackluster compared to its predecessor. Even split between both factions, MvC2 had 56 characters and although some had similar fighting styles, all had their own unique individuality. From the characters I've tried MvC3 retains some of this uniqueness, but doesn't go far enough in displaying that uniqueness.
However I am nitpicking. It may be unfair to compare the two games since a decade has past and the video game industry has changed, but it is still a sequel. On its own, Marvel vs. Capcom 3 is a spectacle for the eyes. With a robust fighting system, stable online play and the addition of ranked leaderboards and a comprehensive stat page (known as the License), the game is a complete package. Now I must go to my optometrist and see what I can do about my eyes.
February 16, 2011
News Roundup for February 16
Here's the roundup of news for February 16, 2011.
It seems Bizarre may not be the only studio closing in the early new year. One of the most storied developers, Rare has been for just shy of thirty years now, and that is an eternity in this industry. But ever since the company was purchased by Microsoft in 2002, many are in agreement that the quality of the studio's releases has gone down dramatically over the years. Five years later the founders left the company and it fell into disarray for a short time. The developer is currently working on a series of Kinect games, and according to trustworthy sources cited by Edge Magazine, the company's existence now rests on the unannounced Kinect Sports 2. The art department has been completely sacked, with 23 of those positions transferred to managerial jobs. To have a studio's continuing existence rest on the sole success of one game shows the current state of the studio and it's not looking good. Let's hope the rumours are false and Rare can continue functioning.
Now some lighthearted news. Many developers bid for the failed APB after the collapse of its developer, Realtime Worlds. The concept was sound: a world where criminals rule the streets and police are the minority. Basically a more chaotic version of Grand Theft Auto. The game had a few things working against it, however. Six long years of development saw the game become outdated, clunky controls made the game awkward to play, and a small variety content made it fun for a limited time. The game shut down three months later and the IP was then bought by Reloaded, a subsidiary of GamersFirst, a company that has had massive success in Asia with the free-to-play model. Relaunched as APB: Reloaded, the closed beta has 100,000 registrations, some whom played the original APB. Good to see a promising IP get the recognition it deserves.
Ipsos, a multinational marketing firm, published a very interesting chart of the most anticipated games of 2011. The research was conducted in the United States and the United Kingdom, and based on buyer's intent. What has become notoriously known as the "worst kept secret in the industry", Gears of War 3 topped the list. Some other notable names include Arkham City, Battlefield 3 and Mass Effect 3. Oddly enough, as CVG pointed out, one massive franchise didn't make an appearance - Call of Duty. Could this be the first sign of decline for the best-selling franchise of all time? Let's hope so.
Now that's it for February 16! I am really enjoying doing this. First it gives me an excuse to pump out a blog post daily, but also allows me to write about certain stories I'd never normally have the chance to write about. Stay tuned for tomorrow! Also expect my review for Marvel vs. Capcom 3 in the near future.
It seems Bizarre may not be the only studio closing in the early new year. One of the most storied developers, Rare has been for just shy of thirty years now, and that is an eternity in this industry. But ever since the company was purchased by Microsoft in 2002, many are in agreement that the quality of the studio's releases has gone down dramatically over the years. Five years later the founders left the company and it fell into disarray for a short time. The developer is currently working on a series of Kinect games, and according to trustworthy sources cited by Edge Magazine, the company's existence now rests on the unannounced Kinect Sports 2. The art department has been completely sacked, with 23 of those positions transferred to managerial jobs. To have a studio's continuing existence rest on the sole success of one game shows the current state of the studio and it's not looking good. Let's hope the rumours are false and Rare can continue functioning.
Now some lighthearted news. Many developers bid for the failed APB after the collapse of its developer, Realtime Worlds. The concept was sound: a world where criminals rule the streets and police are the minority. Basically a more chaotic version of Grand Theft Auto. The game had a few things working against it, however. Six long years of development saw the game become outdated, clunky controls made the game awkward to play, and a small variety content made it fun for a limited time. The game shut down three months later and the IP was then bought by Reloaded, a subsidiary of GamersFirst, a company that has had massive success in Asia with the free-to-play model. Relaunched as APB: Reloaded, the closed beta has 100,000 registrations, some whom played the original APB. Good to see a promising IP get the recognition it deserves.
Ipsos, a multinational marketing firm, published a very interesting chart of the most anticipated games of 2011. The research was conducted in the United States and the United Kingdom, and based on buyer's intent. What has become notoriously known as the "worst kept secret in the industry", Gears of War 3 topped the list. Some other notable names include Arkham City, Battlefield 3 and Mass Effect 3. Oddly enough, as CVG pointed out, one massive franchise didn't make an appearance - Call of Duty. Could this be the first sign of decline for the best-selling franchise of all time? Let's hope so.
Now that's it for February 16! I am really enjoying doing this. First it gives me an excuse to pump out a blog post daily, but also allows me to write about certain stories I'd never normally have the chance to write about. Stay tuned for tomorrow! Also expect my review for Marvel vs. Capcom 3 in the near future.
February 15, 2011
News Roundup for February 15
So it's the day after Valentine's Day. We all have stuffed our faces with chocolate or become enamoured at the recent addition to the jewelery collection, but the video game news doesn't stop. Here's the Roundup for February 15.
With all the recent developments at Infinity Ward, it seems the studio hasn't lost complete faith in their most recent game. What many see as an update long, long overdue, Modern Warfare 2 will getting a patch to fix "security issues on all platforms". The game, for the longest time, has been unplayable, and an impossibility to find a game where no one was glitching. This patch mainly serves a response to the PS3 version specifically where hackers have taken over the game and ruined it for legitimate players. It's good to see Infinity Ward finally somewhat restore the credibility of their contributions to the seven-part franchise, with the eighth Call of Duty expected this year (who woulda' thunk that?!?!?!?). Usually a patch is not worth mentioning, but unfairly for such a high-profile studio embattled in a court case to give at least to those fans left is heartwarming.
Even more pleasant news. The stunning creator The Guild, Felicia Day, has bigger ambitions than simply having a highly successful web series. Based on the DLC-filled franchise, Dragon Age: Redemption will be written and starred in by Day, with Bioware seemingly fully behind the project. Day will play Tallis, an Elven assassin, as she gathers allies along the way to capture a rogue magician. Whether this is to serve as advertising for the incoming sequel or an independent project, I know I'll be watching.
And lastly, for some rather peculiar news. Double Fine, the studio behind Costume Quest and the recent Stacking will be making a game based on the long-running children's show Sesame Street. Don't worry, everyone reading that had took a double take. Presumably being developed for Kinect, Once Upon a Monster will play as an interactive episode where both parent and child can learn the ABCs. The first thing that came to mind when I read this: who will the episode be brought to you by? The letter A or AOL? The letter I or IBM? (I'd keep going but I won't).
Hopefully everyone is not too filled up with chocolate or still making sweet, sweet love to go pick up Marvel vs. Capcom 3. This is not an advertisement, but more of an endorsement. The release starts a string of many major fighting franchises having games in 2011, and MvC3 sets the bar high. Expect the review later tomorrow.
With all the recent developments at Infinity Ward, it seems the studio hasn't lost complete faith in their most recent game. What many see as an update long, long overdue, Modern Warfare 2 will getting a patch to fix "security issues on all platforms". The game, for the longest time, has been unplayable, and an impossibility to find a game where no one was glitching. This patch mainly serves a response to the PS3 version specifically where hackers have taken over the game and ruined it for legitimate players. It's good to see Infinity Ward finally somewhat restore the credibility of their contributions to the seven-part franchise, with the eighth Call of Duty expected this year (who woulda' thunk that?!?!?!?). Usually a patch is not worth mentioning, but unfairly for such a high-profile studio embattled in a court case to give at least to those fans left is heartwarming.
Even more pleasant news. The stunning creator The Guild, Felicia Day, has bigger ambitions than simply having a highly successful web series. Based on the DLC-filled franchise, Dragon Age: Redemption will be written and starred in by Day, with Bioware seemingly fully behind the project. Day will play Tallis, an Elven assassin, as she gathers allies along the way to capture a rogue magician. Whether this is to serve as advertising for the incoming sequel or an independent project, I know I'll be watching.
And lastly, for some rather peculiar news. Double Fine, the studio behind Costume Quest and the recent Stacking will be making a game based on the long-running children's show Sesame Street. Don't worry, everyone reading that had took a double take. Presumably being developed for Kinect, Once Upon a Monster will play as an interactive episode where both parent and child can learn the ABCs. The first thing that came to mind when I read this: who will the episode be brought to you by? The letter A or AOL? The letter I or IBM? (I'd keep going but I won't).
Hopefully everyone is not too filled up with chocolate or still making sweet, sweet love to go pick up Marvel vs. Capcom 3. This is not an advertisement, but more of an endorsement. The release starts a string of many major fighting franchises having games in 2011, and MvC3 sets the bar high. Expect the review later tomorrow.
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My Adventures in Minecraft - Part 1
As willful as I am to try new games, I was hesitant on trying the indie classic known as Minecraft. I have done a lot of research watching extensive YouTube playthroughs, as it's necessary to survive the first night. The lack of a tutorial makes it difficult to begin your adventure, but it adds to the straining nature to ultimately survive. Deciding whether to create a makeshift house out of dirt, or dig out the side of a cave, or even make the fanciest house possible out of wood is a hard choice to make, but only ten minutes of daylight is not much to work with. In the beginning, trees and coal are your best friend - wood is the most versatile resource early on, and coal is to make torches. Torches have two very important uses - one, to act as a light source; and two, to keep any monsters from spawning inside or around your house. A monster will spawn in any area that isn't illuminated, and so making torches is of the utmost priority.
I started in a very desolate area. Barely any trees, lots of rolling hills, and an abundance of annoying farm animals. I spawned on the side of a mountain to an amazing view and almost shit my pants because it was unexpected. In all the playthroughs I have seen, everyone spawned in an open area. I gradually made my way down and headed west and was greeted with a huge forest; trees galore. I had to work quick because nightfall was approaching. I gathered sixteen pieces of regular wood, and created a stack of 64 planks. The necessities were made: a crafting table, a shovel, two pickaxes and an axe - all out of wood. Is it weird, maybe it's just me, but how can stone be broken by a wood pickaxe?
I made my way back up the cliff opposite my spawn point and started working. Before I started this whole process, I had ambitions to make a sky-house. In Minecraft, physics take a backseat. It is possible to make an entire house hanging off a high-rise, and I went to work. An hour later, after craftily hammering away, my residence was complete. I was satisfied, yet disappointed because I had no torches. One of the main necessities I had forgotten, and I almost died because of that mistake. Two minutes before nightfall, I dared go hunting for some coal. Later on I was building an extension of my house and I found a whole cache of the good stuff, but before that, it was a wild ride.
As I was setting out to find coal, I made two swords out of stone. You can never be too careful I figured. There was a cave just below my sky-house so I figured I'd take a look. Little did I know that creepers (an enemy that will explode if it gets within one square of your character) spawned just on top of my house, and a dirt roof doesn't last very long. After handily dealing with a pair of zombies, I arrived at the mouth of the cave. To the left, as clear as crystal, rested sixteen blocks of coal. I was overzealous because that equals 64 torches and more than enough to protect my household. I steadily jumped up block-by-block, carving a path to easily access real ground. As I approached my house, I saw a skeleton (skeletons carry bows and the arrows they shoot do a fuckload of damage) and I darted for my front door. Down to two hearts, I was warmly greeted home by a creeper who blew up in my face and destroyed what I had spent the last hour making.
On the surface, Minecraft may seem like a simple and pleasant experience. It is, if you treat it as such, but the game will get boring quickly. To experience the real thrill, you need to be inventive and not get bogged down by the steep learning curve. Notch, the creator, made an entire studio solely around the massive success of his creation, and the game is still in beta. At 1.3 million sales and over four million accounts, Minecraft is arguably the best-selling indie title of all time. And certainly the widespread posting of playthroughs on video hosting sites helped its cause as well.
I'll be playing quite a bit this weekend, but first I have to get my ass kicked at Marvel vs. Capcom 3 and write a proper review for it. Expect that to be posted later tomorrow. For now, here's Filthcardia; signing off!
I started in a very desolate area. Barely any trees, lots of rolling hills, and an abundance of annoying farm animals. I spawned on the side of a mountain to an amazing view and almost shit my pants because it was unexpected. In all the playthroughs I have seen, everyone spawned in an open area. I gradually made my way down and headed west and was greeted with a huge forest; trees galore. I had to work quick because nightfall was approaching. I gathered sixteen pieces of regular wood, and created a stack of 64 planks. The necessities were made: a crafting table, a shovel, two pickaxes and an axe - all out of wood. Is it weird, maybe it's just me, but how can stone be broken by a wood pickaxe?
I made my way back up the cliff opposite my spawn point and started working. Before I started this whole process, I had ambitions to make a sky-house. In Minecraft, physics take a backseat. It is possible to make an entire house hanging off a high-rise, and I went to work. An hour later, after craftily hammering away, my residence was complete. I was satisfied, yet disappointed because I had no torches. One of the main necessities I had forgotten, and I almost died because of that mistake. Two minutes before nightfall, I dared go hunting for some coal. Later on I was building an extension of my house and I found a whole cache of the good stuff, but before that, it was a wild ride.
As I was setting out to find coal, I made two swords out of stone. You can never be too careful I figured. There was a cave just below my sky-house so I figured I'd take a look. Little did I know that creepers (an enemy that will explode if it gets within one square of your character) spawned just on top of my house, and a dirt roof doesn't last very long. After handily dealing with a pair of zombies, I arrived at the mouth of the cave. To the left, as clear as crystal, rested sixteen blocks of coal. I was overzealous because that equals 64 torches and more than enough to protect my household. I steadily jumped up block-by-block, carving a path to easily access real ground. As I approached my house, I saw a skeleton (skeletons carry bows and the arrows they shoot do a fuckload of damage) and I darted for my front door. Down to two hearts, I was warmly greeted home by a creeper who blew up in my face and destroyed what I had spent the last hour making.
On the surface, Minecraft may seem like a simple and pleasant experience. It is, if you treat it as such, but the game will get boring quickly. To experience the real thrill, you need to be inventive and not get bogged down by the steep learning curve. Notch, the creator, made an entire studio solely around the massive success of his creation, and the game is still in beta. At 1.3 million sales and over four million accounts, Minecraft is arguably the best-selling indie title of all time. And certainly the widespread posting of playthroughs on video hosting sites helped its cause as well.
I'll be playing quite a bit this weekend, but first I have to get my ass kicked at Marvel vs. Capcom 3 and write a proper review for it. Expect that to be posted later tomorrow. For now, here's Filthcardia; signing off!
February 14, 2011
News Roundup for Valentine's Day
Hello folks! Welcome to my video games blog. For the readers of this blog, I wanted to point your attention to another creation of mine: http://filthcardia-ablogaboutstuff.blogspot.com/. I'll be posting really anything that is meaty enough to discuss - I explain it better in the introduction. My first official post is how much I hate Valentine's Day. Check it out!
The first two months of the year has been unusually abundant with video gaming news. Often this period is short of anything remotely newsworthy, but the massive success of a franchise and a studio closing round up the news for today. I will probably make this into a feature or something: going over the major news for the day. Sort of what the very gorgeous Jessica Chobot does on IGN, but in written fashion. Or whatever you would call this.
As many anticipated, and what is certainly a tragedy, Bizarre Creations will officially close its doors on Friday. Obviously this is disheartening news, and in previous posts I have gone over why the studio is in the position it is in (one word: Activision). A great racing franchise and another promising one are done, as far as we know, and I wish everyone affected by the news the best. But only good things can come of this. The abundance of talent leaving the studio now has the opportunity to start new projects, new studios, and give the gaming audience even better racing games. And better games is all we can ask for.
Ubisoft has seen unexpected success with its Assassin's Creed series (and one of my favourite series of all time) and the good news came spewing out today. In the developer's quarterly report, 6.5 million copies of Brotherhood were shipped, greatly outselling the first two games. This is great news for everyone, and gives Ubisoft incentive to further innovate with each annualized release. Speaking of annualized, it seems too soon to even mention the next iteration in the series, but the next Creed will be detailed in May. Whether the game is a numbered instalment or not, the ending of Brotherhood made me sit and think for a good five minutes. The lore for this series has captured my imagination in a way that really no other franchise has and I can't wait to see where the game is located next (many have speculated it will be set during the French Revolution, and nothing has been confirmed).
Now, some news that I am both excited and disappointed about. Work on the sequel to the best parkour game every made has delayed temporarily to focus work on, arguably, one of the most anticipated games ever. The fate of Mirror's Edge 2 is in question after EA abruptly stopped production to clear the way for work to conclude on Battlefield 3. I hadn't played a Battlefield game before Bad Company 2, and I am now kicking myself for that. In my defense, however, I was never one for PC gaming because I never had a computer good enough to run such a high-caliber game. Now that a numerical instalment has been consolized, I have an excuse to get excited - preorder incoming! Let's hope work does eventually continue for Edge 2 and we can start kicking ass as Faith once again.
That's it for now kiddies! Anything else comes up I will update this post. Enjoy your V-Day!
The first two months of the year has been unusually abundant with video gaming news. Often this period is short of anything remotely newsworthy, but the massive success of a franchise and a studio closing round up the news for today. I will probably make this into a feature or something: going over the major news for the day. Sort of what the very gorgeous Jessica Chobot does on IGN, but in written fashion. Or whatever you would call this.
As many anticipated, and what is certainly a tragedy, Bizarre Creations will officially close its doors on Friday. Obviously this is disheartening news, and in previous posts I have gone over why the studio is in the position it is in (one word: Activision). A great racing franchise and another promising one are done, as far as we know, and I wish everyone affected by the news the best. But only good things can come of this. The abundance of talent leaving the studio now has the opportunity to start new projects, new studios, and give the gaming audience even better racing games. And better games is all we can ask for.
Ubisoft has seen unexpected success with its Assassin's Creed series (and one of my favourite series of all time) and the good news came spewing out today. In the developer's quarterly report, 6.5 million copies of Brotherhood were shipped, greatly outselling the first two games. This is great news for everyone, and gives Ubisoft incentive to further innovate with each annualized release. Speaking of annualized, it seems too soon to even mention the next iteration in the series, but the next Creed will be detailed in May. Whether the game is a numbered instalment or not, the ending of Brotherhood made me sit and think for a good five minutes. The lore for this series has captured my imagination in a way that really no other franchise has and I can't wait to see where the game is located next (many have speculated it will be set during the French Revolution, and nothing has been confirmed).
Now, some news that I am both excited and disappointed about. Work on the sequel to the best parkour game every made has delayed temporarily to focus work on, arguably, one of the most anticipated games ever. The fate of Mirror's Edge 2 is in question after EA abruptly stopped production to clear the way for work to conclude on Battlefield 3. I hadn't played a Battlefield game before Bad Company 2, and I am now kicking myself for that. In my defense, however, I was never one for PC gaming because I never had a computer good enough to run such a high-caliber game. Now that a numerical instalment has been consolized, I have an excuse to get excited - preorder incoming! Let's hope work does eventually continue for Edge 2 and we can start kicking ass as Faith once again.
That's it for now kiddies! Anything else comes up I will update this post. Enjoy your V-Day!
February 11, 2011
The Mad Scientists of Activision
I have to give credit where credit is due. Before I start, I have to say I am reluctant to write this, and not only because it sounds like I am contradicting myself, but also because I'd hate to get hate emails (although I haven't received any emails yet).
The behemoth of the industry really knows how to do business. Setting records left-and-right, Black Ops' first map pack now holds the fastest-selling piece of downloadable content in history, surpassing Modern Warfare 2's Stimulus map pack. The content sold 1.4 million in the first day of release, a 25% increase over MW2.
Simply put: this is ridiculous. And not even in such a way where it could be believable, it's like Activision used up a wish from their magic genie and forced people to buy the DLC. I will give the company one thing, however. At least this time the maps were original concepts and not subpar, rehashed old maps. From people that play the game, the maps aren't that bad. If people wish to waste money on map packs, I feel it's up to them. In writing this I had a sort-of epiphany - I had the realization that as much flack as Activision receives, it may be unfairly dished out by us gamers. You see, the publisher has the responsibility of selecting the price for downloadable content, gauging demand and popularity has the two main factors. Call of Duty is the best selling series of all time (as far as I know), and if gamers are willing to spend $15 on some content, why can't Activision get away with pricing it so high? I understand the flack the company has received - and the possible influence on other developers. It has already started with Assassin's Creed being annualized. At least Ubisoft releases their DLC free.
I'm just wondering how successful Modern Warfare 3 will be and its subsequent map packs. It may be a crazy thought to think, maybe, that the game could even possibly sell more copies than Black Ops. But, knowing the resilience of the gaming enthusiasts out there, it will sell more. And regardless the reputation of the company, the games will continue to sell well. How? I don't know. Maybe I could do an in-depth study if I had the time or resources. Interview a bunch of gamers, studies and the like; or maybe I am going too much into this. Realistically I couldn't get it done. I'd need a team. I sound like an evil scientist or something (like the ones working at Activision).
The behemoth of the industry really knows how to do business. Setting records left-and-right, Black Ops' first map pack now holds the fastest-selling piece of downloadable content in history, surpassing Modern Warfare 2's Stimulus map pack. The content sold 1.4 million in the first day of release, a 25% increase over MW2.
Simply put: this is ridiculous. And not even in such a way where it could be believable, it's like Activision used up a wish from their magic genie and forced people to buy the DLC. I will give the company one thing, however. At least this time the maps were original concepts and not subpar, rehashed old maps. From people that play the game, the maps aren't that bad. If people wish to waste money on map packs, I feel it's up to them. In writing this I had a sort-of epiphany - I had the realization that as much flack as Activision receives, it may be unfairly dished out by us gamers. You see, the publisher has the responsibility of selecting the price for downloadable content, gauging demand and popularity has the two main factors. Call of Duty is the best selling series of all time (as far as I know), and if gamers are willing to spend $15 on some content, why can't Activision get away with pricing it so high? I understand the flack the company has received - and the possible influence on other developers. It has already started with Assassin's Creed being annualized. At least Ubisoft releases their DLC free.
I'm just wondering how successful Modern Warfare 3 will be and its subsequent map packs. It may be a crazy thought to think, maybe, that the game could even possibly sell more copies than Black Ops. But, knowing the resilience of the gaming enthusiasts out there, it will sell more. And regardless the reputation of the company, the games will continue to sell well. How? I don't know. Maybe I could do an in-depth study if I had the time or resources. Interview a bunch of gamers, studies and the like; or maybe I am going too much into this. Realistically I couldn't get it done. I'd need a team. I sound like an evil scientist or something (like the ones working at Activision).
February 10, 2011
Guitar Hero Gets Its Swan Song
Have music simulation games had the swan song that many called for? It seems the genre has - and very blatant I may add - in Activision's quarterly report. Stating a growing disinterest in the multitude of games, Activision has now cut production of both Guitar Hero and DJ Hero. This leaves Rock Band has the only standing mainstream music simulation game, and the franchise will likely benefit greatly.
We all saw this coming. Activision can blame anything, but the only reason people lost interest in the series is because the developer inundated the market with the games. Unlike its Call of Duty series, which many gamers (including myself) see as a degrading annualized nuisance, the franchise became biannual. We have grown accustomed to the idea of a series releasing a game every two years, and continuously pumping out iterations gets people annoyed. The death of this series speaks volumes as to what Activision's true intentions are - to squeeze as much dough out of us as humanly possible. Infamously over-saturating the market to ridiculous proportions is obviously unsustainable.
This news also brings to light the unfortunate news that another one of the Heroes - the blindingly colourful DJ Hero - is done as well. The first game wasn't received favourably, but some small tweaks and an overhaul of multiplayer made its sequel playable. I would have wanted to see where a third game could have gone. The turntable was really fun to play with, and it's a shame that such a unique and brilliant concept won't be used properly. A damn shame.
Activision is evil. Plain and simple.
We all saw this coming. Activision can blame anything, but the only reason people lost interest in the series is because the developer inundated the market with the games. Unlike its Call of Duty series, which many gamers (including myself) see as a degrading annualized nuisance, the franchise became biannual. We have grown accustomed to the idea of a series releasing a game every two years, and continuously pumping out iterations gets people annoyed. The death of this series speaks volumes as to what Activision's true intentions are - to squeeze as much dough out of us as humanly possible. Infamously over-saturating the market to ridiculous proportions is obviously unsustainable.
This news also brings to light the unfortunate news that another one of the Heroes - the blindingly colourful DJ Hero - is done as well. The first game wasn't received favourably, but some small tweaks and an overhaul of multiplayer made its sequel playable. I would have wanted to see where a third game could have gone. The turntable was really fun to play with, and it's a shame that such a unique and brilliant concept won't be used properly. A damn shame.
Activision is evil. Plain and simple.
February 8, 2011
I Wanna Learn Japanese! (Okay, Maybe I Don't)
In talking with a good college buddy of mien, we came to a thought. An interesting thought, an idea that never even crossed my mind in the slightest. People complain games are nothing but mindless adventures with no moral basis, and to a certain degree this is true. Most games don't teach you that Windhoek is the capital of Namibia or that a polar bear's fur is actually transparent, and only appears white because the way their fur reflects light. At least if you have no interest in my idea, you can at least leave the page satisfied that you increasing Knowledge +1 (Oh Persona, how we love you).
Amicably fitting, the mention of a JRPG brings me to my main point. The whole purpose of this blog post is to outline our conversation, and to not make it so we sound like idiots. That made me unavoidable but I will try my best. With the JRPG genre getting more Westernized, why don't RPGs made in Japan reward Western audiences by teaching them Japanese? A fitting tutorial could be in Japanese, and the more a player indulges in the game, the more of the language he'll/she'll learn. It would save people from having to feel obligated to learn with certain language-learning software and shift the focus to having fun and maybe not even realizing it. I would play a game using this. And I don't even want to learn Japanese.
That's it for now. We'll talk more about this later and chances are I will update this blog post. Toodles!
Amicably fitting, the mention of a JRPG brings me to my main point. The whole purpose of this blog post is to outline our conversation, and to not make it so we sound like idiots. That made me unavoidable but I will try my best. With the JRPG genre getting more Westernized, why don't RPGs made in Japan reward Western audiences by teaching them Japanese? A fitting tutorial could be in Japanese, and the more a player indulges in the game, the more of the language he'll/she'll learn. It would save people from having to feel obligated to learn with certain language-learning software and shift the focus to having fun and maybe not even realizing it. I would play a game using this. And I don't even want to learn Japanese.
That's it for now. We'll talk more about this later and chances are I will update this blog post. Toodles!
The Future of The Darkness Is Looking Mighty Bright
Four years is quite a stretch between games in a series. A series is considered dead in that long of a period, except if you are from Valve. The Darkness came out way back in 2007 to mixed reviews, but reached that financial pinnacle of a million games sold to warrant a sequel. Whether the second game was being reworked or what, it's refreshing to see that 2K hadn't given up on it. Starbreeze, however, is not handling the development duties; Digital Extremes has taken over the reigns.
Set two years after the original, Jackie is now caught up in a rabid gang war whilst reeling to grab a handle on his powers. And that's all we know. The game was slyly confirmed for a Q4 release but with no details. I hate when this happens because writing a blog post, or really anything, about the unveil makes it a more difficult task. The existence of the project had slipped up before; back in 2008, 2K had slipped a letter to a Dutch rap artist, while other people confirmed having done voice work for it. And there is one thing I don't get - why developers always anticipate a hype train when one won't exist in any capacity for such a small release. Maybe I'll write a separate blog post about that. I love ranting sometimes.
To see 2K have faith in what many called a disappointment is surely promising. In the first game, weird glitches, odd shooting mechanics and terrible multiplayer at launch made it fall into the bargain bin quickly. But an intriguing story and wonderful graphics (at the time) kept it on peoples' radar. A sequel will, hopefully, fix all the issues and set up an interesting end to the trilogy.
On a complete different note, I never actually played the first Darkness. When the game was announced I was skeptical and never paid enough attention to care. Having the plot explained to me by a good friend beckoned some hilarious reactions, ones that I weren't expecting, but nevertheless left me oddly delighted. I'll get the game one day or borrow it off a friend; maybe in time for the sequel later this year.
Set two years after the original, Jackie is now caught up in a rabid gang war whilst reeling to grab a handle on his powers. And that's all we know. The game was slyly confirmed for a Q4 release but with no details. I hate when this happens because writing a blog post, or really anything, about the unveil makes it a more difficult task. The existence of the project had slipped up before; back in 2008, 2K had slipped a letter to a Dutch rap artist, while other people confirmed having done voice work for it. And there is one thing I don't get - why developers always anticipate a hype train when one won't exist in any capacity for such a small release. Maybe I'll write a separate blog post about that. I love ranting sometimes.
To see 2K have faith in what many called a disappointment is surely promising. In the first game, weird glitches, odd shooting mechanics and terrible multiplayer at launch made it fall into the bargain bin quickly. But an intriguing story and wonderful graphics (at the time) kept it on peoples' radar. A sequel will, hopefully, fix all the issues and set up an interesting end to the trilogy.
On a complete different note, I never actually played the first Darkness. When the game was announced I was skeptical and never paid enough attention to care. Having the plot explained to me by a good friend beckoned some hilarious reactions, ones that I weren't expecting, but nevertheless left me oddly delighted. I'll get the game one day or borrow it off a friend; maybe in time for the sequel later this year.
Doomsday Scenario Incoming!
So Microsoft woke up smiling this morning. Not only because the corporation is utterly ripping off people on Xbox Live, but because the continuing existence of its main competitor may be in jeopardy. This morning LG filed a claim saying Sony ripped off some of their patents, mainly dealing with Blu-ray technology. An impending legal battle between the two companies has started; back in December, Sony accused LG of infringing on some patents regarding their mobile phones. In the case, LG is looking to block all sales of PS3s in the United States, among other things. This will probably turn into nothing as most court cases do, or it could lead to the end of Playstation 3 in North America. To the doomsday blackboard we go!
The suit deals primarily with Sony's high definition TVs which infringes on four patents, and then Sony threw in the console and other Blu-ray products as well. Last year was a behemoth year for court cases, and it seems 2011 will be no different. At least the industry never fails to keep us idiots entertained.
As I said, this will probably amount to nothing. Just two companies trying to get one another caught up in legal shenanigans to gain the upper hand. If a ban was put in place, Sony couldn't possibly lose sales in the Heartland - the system is only three million behind the 360 and it needs to catch up!
There has been some scattered speculation that Microsoft will bring Blu-ray capabilities to its console, and this would be the perfect time. Especially when this legal battle heats up. This will be a drawn out process, probably, so Microsoft has time to plan. But they better start planning soon. I'm sure Sony's legal team is already working hard to dispel these allegations - and any speculation with it - and Blu-ray on Xbox would not only generate sales, but also present an entire menu of opportunities for the evolution of the console. Last year, Microsoft had gone to Conan for the possibility of an Xbox Live TV channel, and Blu-ray would help add to the notion that the company has big plans for its console.
This isn't about Microsoft, however, but the opportunity does lead to some interesting chatter. Needless to say, a dragging court case would be increasingly disastrous for Sony. An abrupt halt of sales could lead to fewer games, and fewer exclusives - something that could potentially destroy the console. And a slow dismantling of the industry. (It's fun to play Doomsday doctor, even if it causes chills down my spine). The content with evidently kill the creativity.
It will be a bad day. That's all for today. People are dismissed.
The suit deals primarily with Sony's high definition TVs which infringes on four patents, and then Sony threw in the console and other Blu-ray products as well. Last year was a behemoth year for court cases, and it seems 2011 will be no different. At least the industry never fails to keep us idiots entertained.
As I said, this will probably amount to nothing. Just two companies trying to get one another caught up in legal shenanigans to gain the upper hand. If a ban was put in place, Sony couldn't possibly lose sales in the Heartland - the system is only three million behind the 360 and it needs to catch up!
There has been some scattered speculation that Microsoft will bring Blu-ray capabilities to its console, and this would be the perfect time. Especially when this legal battle heats up. This will be a drawn out process, probably, so Microsoft has time to plan. But they better start planning soon. I'm sure Sony's legal team is already working hard to dispel these allegations - and any speculation with it - and Blu-ray on Xbox would not only generate sales, but also present an entire menu of opportunities for the evolution of the console. Last year, Microsoft had gone to Conan for the possibility of an Xbox Live TV channel, and Blu-ray would help add to the notion that the company has big plans for its console.
This isn't about Microsoft, however, but the opportunity does lead to some interesting chatter. Needless to say, a dragging court case would be increasingly disastrous for Sony. An abrupt halt of sales could lead to fewer games, and fewer exclusives - something that could potentially destroy the console. And a slow dismantling of the industry. (It's fun to play Doomsday doctor, even if it causes chills down my spine). The content with evidently kill the creativity.
It will be a bad day. That's all for today. People are dismissed.
February 7, 2011
Some Main Characters Have The Worst Luck
Some main characters have been taught the ultimate lesson - that life sucks. There are characters we sympathize with, and there are characters we grieve for. And then, there is a character that has experienced such a tragic turn of events and we play those games so either we don't have to go through those events, or we are preparing ourselves. It makes me wonder if studios, specifically Visceral, put their characters through such torture because they are malicious.
I never really was a fan of the first Dead Space. Mainly, as I've written before, is because I am a giant pussy. It was a great game, don't get me wrong; I watched an entire playthrough of it and pissed myself a good forty times. I played its sequel for two hours, until about chapter five, and almost crapped myself twice as much.
Just going to say it before I forget: the lighting in this game is amazing. Rarely do reviews of anything start with a minuscule detail like that, but, excuse my pun, is the one of the shining parts of this game. I'm sorry - that was too good to resist. Through the dark hallways, through the waves of necromorphs ready to tear your face off; I died once from staring at how realistic the ads looked.
Dead Space 2 is something special. Not only does it continue the unparalleled weirdness of this franchise, but continues it in a way that keeps the scariness and unrivaled tension going. For massive fans of the first game this seems like a daring task - certainly I thought it was - but actually playing a game for the first time made me realize this fact immediately. I won't say what happens for spoilers sake, but the game definitely reminds you of its roots directly from the start.
Talking about the story seems shortsighted as I didn't finish the game, so I won't mention it too much. And this review will be shorter. Just that it keeps the explosive action from the first game and ramps it up to a high degree. For heart-pumping action, this game sets the bar. The gameplay is something genius, even better than Dead Space and the game looks beautiful. Especially the character animations. You can see the sweat drip off the characters' eyebrows, and the only better ones I've seen are from L.A. Noire - and those are real.
The game is good. Go pick it up, would you?
I never really was a fan of the first Dead Space. Mainly, as I've written before, is because I am a giant pussy. It was a great game, don't get me wrong; I watched an entire playthrough of it and pissed myself a good forty times. I played its sequel for two hours, until about chapter five, and almost crapped myself twice as much.
Just going to say it before I forget: the lighting in this game is amazing. Rarely do reviews of anything start with a minuscule detail like that, but, excuse my pun, is the one of the shining parts of this game. I'm sorry - that was too good to resist. Through the dark hallways, through the waves of necromorphs ready to tear your face off; I died once from staring at how realistic the ads looked.
Dead Space 2 is something special. Not only does it continue the unparalleled weirdness of this franchise, but continues it in a way that keeps the scariness and unrivaled tension going. For massive fans of the first game this seems like a daring task - certainly I thought it was - but actually playing a game for the first time made me realize this fact immediately. I won't say what happens for spoilers sake, but the game definitely reminds you of its roots directly from the start.
Talking about the story seems shortsighted as I didn't finish the game, so I won't mention it too much. And this review will be shorter. Just that it keeps the explosive action from the first game and ramps it up to a high degree. For heart-pumping action, this game sets the bar. The gameplay is something genius, even better than Dead Space and the game looks beautiful. Especially the character animations. You can see the sweat drip off the characters' eyebrows, and the only better ones I've seen are from L.A. Noire - and those are real.
The game is good. Go pick it up, would you?
February 3, 2011
Should Games Be Considered Art?
In the gripping and imaginative world of video games, art is not often considered an integral part of the overall experience. However, developers often take the time and considerable patience to craft a world unlike any other, to give the game its own culture and identity. In an industry where creative plagiarism is commonplace, it is a rare occurrence for a game to be creatively its own.
Although most games aren’t considered art, and therefore left out of the fancy-smancy intellectual art discussions and debates, quite the opposite is the true answer. Some games play out like movies, like Heavy Rain and Metal Gear Solid 4, and are both articulated in such a way to display both human emotion and human integrity in a beautiful manner. The process of framing a specific character in a game is the same process as in a film, and films are considered art.
Roger Ebert now famously (within the gaming community) made the remarks that video games cannot be art, and gave a very detailed explanation as to why. But then ultimately rejected those remarks and in fact agreed with popular opinion. The main purpose of art is to be pleasing to the eye, and to relevant to societal interests. Games are often take advantage of the fears, chills, and thrills of people, and obviously generate different things among a different audience. Youth will look at a game and understand that our views of it will greatly different from most of the adult populous unless they previously understand the context of said game.
Certain games, like Enslaved: Odyssey to the West, are purely built for to show a delightful plot, but also to show off the studio’s (Ninja Theory) skills at building a believable world. And that is the operative word here—believable—not realistic. Enslaved is set in a desolate, ivy-filled wasteland of New York City, that reciprocates the feeling of certain end-of-the-world aftermath films. The graphics are downright awe-inspiring, and staring into the distance is absolutely breathtaking. The view is even better on a high definition screen.
Ebert also argues that one key difference between art and games is that games can be won. In essence, games have an objective. But art does as well. Any film or provocative painting is made to instill a predetermined feeling within the audience, and the success of this depends on the quality of the artwork. Although most times when I look at a painting, I can’t tell left from right. While playing a video game, however, I do get that sense of fulfillment or disheartenment depending on the ending, and the quality of game.
Sincerely, I do hope in the future that my passion can be considered among the greatest artists of previous generations. Games are worth studying for the artistic value the medium presents, and nowadays there are university degrees specifically for art game design. The courses study how games have changed over the years, graphically or otherwise, and how to improve said games.
Sorry this is different looking from my other posts. This is a copy of an assignment I wrote for class. I hope you people enjoy.
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February 1, 2011
Is the Survival Horror Genre Dying?
I am heartbroken in writing this blog post. While I was watching the GameTrailers review for Dead Space 2, it sadly reminded me that the franchise is one of the only survival horror games left today. This is obviously disheartening, as some of the best games ever have been from this genre. Silent Hill, Resident Evil, Clock Tower and S.T.A.L.K.E.R. have historically given us the bone-chilling, spine-crawling experience we crave sometimes. These games make us think and question the character's sanity, but more importantly, our own sanity, and how unjustifiably ruthless life can be. And these experiences are slowly dying, which almost seems poetic in a way. But realistically, these experiences are dying a slow and painful death, and being weeded out for the action-packed adventure.
Resident Evil was the premiere survival horror franchise for the longest time. I have never been scared more than playing Resident Evil 4, and people that know me personally will clarify that I am a giant pussy. And then I played the next iteration in the numbered series and there was a change. A massive change in gameplay. It wasn't scary. There was no real alarming feeling of danger. This change resonated with the fanbase and I can speak for those left disheartened in saying they didn't like the change. I want my foot to twitch when the character enters a room. I want the hair on my neck to stick up when I walk down a darkened hallway. Resident Evil 5 tossed that mentality out and made it set in Africa, a majority of the time playing outside. Outside where it is sunny and bright, completely opposite of the ruins of Raccoon City. And there was co-op. Co-op, in a survival horror game. It's A LOT easier to survive with someone alongside you than alone. The loneliness of travelling through this adventure is part of the horror persona - not loneliness with a buddy.
Silent Hill has followed a different path. Now, arguably, the premiere survival horror franchise, has stayed true to its roots. It still goes for the scare, but the series has evolved over the iterations. The latest games are more about the psychological, plunging players deep into the fathoms of the mind, achieving something necessary for the genre - to force players to question their own sanity. The psychological nature of these games are a different type of survival horror, and one that has really set it apart from the rest of the industry. Hopefully Konami continues to stay true to this, and not fall victim to the rise of the action-adventure.
Even though the future of the genre isn't particularly promising, there are still studios that have faith in the genre, and are solely dedicated to it. Frictional Games, makers of Penumbra (what some call the scariest games of all time) and Amnesia (a game known for scaring the pants of people in hilarious YouTube videos), has become the frontrunner in a dying genre. Can the studio alone bring the genre back to prominence? Probably not. Essentially, Frictional will fill the niche that is survival horror and keep putting out tremendous games.
It'll be a sad day when the genre eventually dies. It will, eventually, but now it will stick around. And hopefully it will stick around for a long time.
Resident Evil was the premiere survival horror franchise for the longest time. I have never been scared more than playing Resident Evil 4, and people that know me personally will clarify that I am a giant pussy. And then I played the next iteration in the numbered series and there was a change. A massive change in gameplay. It wasn't scary. There was no real alarming feeling of danger. This change resonated with the fanbase and I can speak for those left disheartened in saying they didn't like the change. I want my foot to twitch when the character enters a room. I want the hair on my neck to stick up when I walk down a darkened hallway. Resident Evil 5 tossed that mentality out and made it set in Africa, a majority of the time playing outside. Outside where it is sunny and bright, completely opposite of the ruins of Raccoon City. And there was co-op. Co-op, in a survival horror game. It's A LOT easier to survive with someone alongside you than alone. The loneliness of travelling through this adventure is part of the horror persona - not loneliness with a buddy.
Silent Hill has followed a different path. Now, arguably, the premiere survival horror franchise, has stayed true to its roots. It still goes for the scare, but the series has evolved over the iterations. The latest games are more about the psychological, plunging players deep into the fathoms of the mind, achieving something necessary for the genre - to force players to question their own sanity. The psychological nature of these games are a different type of survival horror, and one that has really set it apart from the rest of the industry. Hopefully Konami continues to stay true to this, and not fall victim to the rise of the action-adventure.
Even though the future of the genre isn't particularly promising, there are still studios that have faith in the genre, and are solely dedicated to it. Frictional Games, makers of Penumbra (what some call the scariest games of all time) and Amnesia (a game known for scaring the pants of people in hilarious YouTube videos), has become the frontrunner in a dying genre. Can the studio alone bring the genre back to prominence? Probably not. Essentially, Frictional will fill the niche that is survival horror and keep putting out tremendous games.
It'll be a sad day when the genre eventually dies. It will, eventually, but now it will stick around. And hopefully it will stick around for a long time.
Please stop the movie butchering!
I may not be the first to say this, and I certainly won't be the last; but is the movie industry in a weird bind right now? Everyone has their undivided attention on this push of video game movies. Have people forgotten what happens when a game is transmuted from the small screen to the silver screen? These concoctions are brewed up, highly sought after, and then unanimously purged by most critics. With that known, why do these atrociously tasting libations keep being made?
Some ideas are genuinely solid - Gears of War, Dead Space - and can replicate the thrilling and exhaustively "realistic" experience moviegoers expect, but can video games satisfy that desire? Gaming is something special - an interactive, joyful experience meant to be played on a relatively small screen (except those who have the delight of having a behemoth television) - and for movies to try and translate that experience just seems wrong. And then, for the common person, half of the franchises speculated to be movie-ready are unknown territory. Any person on the street with know Halo and Call of Duty only because of news reports on the high of number sales or suspicions that the said game influenced a tragedy (although most are outlandish and outright fabricated). But, take Gears of War for example; a less popular franchise relative to Halo or Call of Duty, known for its egregious use of gore. The grittiness of the conflict and unique graphical style cannot possibly be replicated onto the big screen and for good reason. The over-the-shoulder camera works best for the franchise, and a two hour production can't realistically share that angle. Moviegoers like variety and would just shun it while gamers know what to expect. And good god, if the Gears movie is made into 3D, I'll lose faith in humanity.
And the rumours over the years have piled up, and some franchises rumoured are purely comical. One most notable, The Sims, just can't be done. Unless the narrator (or the main character per se) is a God-like figure, it wouldn't work. The magic of movies is interconnected and complicated plots meshed up into a beautiful feast for the eyes, and Sims doesn't carry that kind of feel.
There is hope standing on the horizon, however, as barren and pessimistic as it may seem. Games are getting increasingly intricate with their plotlines, with studios like Ninja Theory completely focusing their attention of the story. Enslaved: Odyssey to the West may have disappointed in the combat, but that was never meant to be a focal point - instead it gave players a delightful experience following two full-of-life characters on the verge of romance - and the perfect formula for a movie. It even could have passed for a movie because how beautiful the game looked. And then, there is the odd game that comes out every half-decade that plays like a movie, like Metal Gear Solid 4 or Heavy Rain.
Terrible game movies have been around forever, and therefore have earned the necessary reputation. Prince of Persia set the bar (as high as a bar can be set) for a video game movie, with extravagant set pieces and staying true to what the franchise is known for. Just some advice to the movie companies out there: for the main character, at least get someone who looks remotely like the character themselves. People watching these movies are going because they are fans of the games, and you don't want to disparage their fandom. But I guess for The Sims, you have the right to get creative.
Some ideas are genuinely solid - Gears of War, Dead Space - and can replicate the thrilling and exhaustively "realistic" experience moviegoers expect, but can video games satisfy that desire? Gaming is something special - an interactive, joyful experience meant to be played on a relatively small screen (except those who have the delight of having a behemoth television) - and for movies to try and translate that experience just seems wrong. And then, for the common person, half of the franchises speculated to be movie-ready are unknown territory. Any person on the street with know Halo and Call of Duty only because of news reports on the high of number sales or suspicions that the said game influenced a tragedy (although most are outlandish and outright fabricated). But, take Gears of War for example; a less popular franchise relative to Halo or Call of Duty, known for its egregious use of gore. The grittiness of the conflict and unique graphical style cannot possibly be replicated onto the big screen and for good reason. The over-the-shoulder camera works best for the franchise, and a two hour production can't realistically share that angle. Moviegoers like variety and would just shun it while gamers know what to expect. And good god, if the Gears movie is made into 3D, I'll lose faith in humanity.
And the rumours over the years have piled up, and some franchises rumoured are purely comical. One most notable, The Sims, just can't be done. Unless the narrator (or the main character per se) is a God-like figure, it wouldn't work. The magic of movies is interconnected and complicated plots meshed up into a beautiful feast for the eyes, and Sims doesn't carry that kind of feel.
There is hope standing on the horizon, however, as barren and pessimistic as it may seem. Games are getting increasingly intricate with their plotlines, with studios like Ninja Theory completely focusing their attention of the story. Enslaved: Odyssey to the West may have disappointed in the combat, but that was never meant to be a focal point - instead it gave players a delightful experience following two full-of-life characters on the verge of romance - and the perfect formula for a movie. It even could have passed for a movie because how beautiful the game looked. And then, there is the odd game that comes out every half-decade that plays like a movie, like Metal Gear Solid 4 or Heavy Rain.
Terrible game movies have been around forever, and therefore have earned the necessary reputation. Prince of Persia set the bar (as high as a bar can be set) for a video game movie, with extravagant set pieces and staying true to what the franchise is known for. Just some advice to the movie companies out there: for the main character, at least get someone who looks remotely like the character themselves. People watching these movies are going because they are fans of the games, and you don't want to disparage their fandom. But I guess for The Sims, you have the right to get creative.
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