

Aka "Conventional Game Drafting as We Know It"
Today's blog is about a concept that is both simple, and complex in all of its design and thought processes. It is also quite short in context simply because of the time I had to write it, or lack thereof. Most likely, I will continue this blog as a part two or added information as extra tomorrow or another day, but for now, this is what I have for you to peruse.
The title 'Talking the Talk' can be read several different ways. If you know the old saying, you could assume that it means you either can or cannot 'walk the walk' as well. If you take it out of context, then you might recognize that, in conjunction with the game design picture above I somewhat satirically listed, it might pertain to developers being able to or not able to carry their projects through- sure either to flaws in their economically based designs or for other reasons. Therefore, that is indeed what this blog is about, which should clear away a little bit of the fog from your eyes and demystify the whole thing.
Many game projects have epic trailers, and it is not common for us gamers to often be completely intriguing by said trailer, only to purchase the game and be completely bummed when it either does not live up to anything remotely near our expectations, or when it is a half-done, hamfisted project at its end. It's simply a sad but true and tried truth, and not always the intent of the developer- unless you're middle name is Zynga I suppose. Most likely, as with literature, I have found, the developer finds something they think is pretty neat, set out to make a game of it, and the cool stuff gets lost along the way in a sea of gimmicks and cheap parlor tricks. Also, our perception of what is "cool" and "good" may often differ from theirs as well, leading to further letdowns in the future of their products.
However, that is only looking at the negative connotation of things of course, and overlooking the positive side of this game developing coin. Just as often as they disappoint us, developers impress us beyond belief and bring us an awe-inspiring and epic final product, that might even bypass our already sky-high expectations. Take, for example, games such as The Last of Us and God of War 3- which were relatively downplayed so some extent during development, only to release to extremely positive critical acclaim. Other games are ones that we might think of as "meh" during their development and showing, but come away from their final forms with a good impression and brighter thoughts. These games aren't perfect, as no game is or most likely ever will be, however, it is undeniable that they still have merit and are as promising as the titles mentioned above. Examples of this would be the artsy Doublefine project known as The Cave, and Media Molecule's LittleBigPlanet series.
Drafting an idea for a game is not the easiest thing to do, but it is certainly the easiest part of the game development process by far, as everything else trumps it in vastness and difficulty easily. As scary as that might seem to you other fledgling or aspiring game designers out there, bear in mind, you CAN do it. And you can do it at relatively any time you wish, which is quite convenient and conventionally interesting as well, so to speak.
But that's enough on that small tangent train of thought there, I'll get back with you guys tomorrow when I (hopefully) have more time to dedicate to seeing this portion of my 30/30 out to its extent. Until then folks, adieu.
before you continue to read be aware that SPOILERS are present in this post. Thank You
The Last of Us has been out for awhile and i am assuming the vast majority of people have played it. It was met from critics and the public as a masterpiece, myself include. What made the game so great was the dark, mature story about a man who struggles for survival, both physically and mentally. The man, Joel, is faced with devastating situations from a world wide outbreak of fungus infecting people, and trying to escape chaos with his only daughter and brother. The latter turning for the worst as Joel's daughter is shot down by a military soldier carrying out a "clean house" order.
*The normal life*
From this opening sequence you realize this story isn't going to be a happy one. It was this scene that made me ask the question, what would I do? In this opening state I caught myself with my jaw hanging down in shock, i know there is nothing original in this scene but it was the emotion and voice acting that really sucked me in and believe what was going on. So when this happened i found myself questioning what i'd do in these types of situations. There is a moment in the game where you see a family on the side of the road in the middle of night, signaling you to stop for help but Joel advises his brother to keep driving, leaving the family stranded and vulnerable. Now, Joel's intentions were to protect HIS family, especially his "baby girl". We are all selfish in our own ways, whether you want to admit it or not, so ask yourself, what would YOU do? would you really think twice before stopping to pick up random strangers during a maelstrom condition, or is the kindliness in you saying pull over and help this family in need. People will be surprised what they're capable of doing when place in a certain position.
* This is survival. right?*
I was juggling the ideas of what i'd do in the controversial skirmishes that take place in The Last of Us. I found myself going down the good deed route, mostly everything Joel did i would've done the opposite (remember i said mostly). I don't have any children (yet) so that might be the main reason why i antipode with Joel. This is what makes The Last of Us such a compelling game, the story is so stimulate and brought to life that it makes you branch off and use your imagination.
Let me know what your thoughts are in the comments, thank you for reading.
With Pikmin 3 DLC being a major possibility, the return of Pimin 2's greatest strength could be just the thing to up the length and challenge of story mode.
Anyone who completed the enormous collect-athon that was Pikmin 2 won't be hitting many speed bumps in Pikmin 3's main game. Excess juice builds up quickly and allows for coasting through the latter half of the story almost without incident, and Mission mode can only infuriate you for so long. Bringing back the challenge of Pikmin 2 style caves while balancing juice-collecting would be the perfect fix!
Caves were essentially Pikmin 2's dungeons, requiring planning, adaptability, and skill. The squad you brought with you was what you got, because once inside, collecting fallen creatures could not produce new sprouts. Caves made it necessary to count every eaten, squashed, cremated, drowned, poisoned, and electrocuted Pikmin and appropriate your resources according to the amount and assortment of those that remained. Enduring the many dangers was a trying task, but finding the curious relics of a certain lost civilization was an irresistible calling.
Pikmin 3 is decidedly more quickly paced than 2, and Miyamoto apparently didn't see a place for caves in this formula. I beg to differ, because caves don't necessarily have to stall the fruit frenzy, and can, in fact, make it a more pressing and dangerous task than ever before!
In order fit caves into the grand scheme of Pikmin 3 without throwing everything else out of tune, some subtle but important changes will have to be made:
1. Slow the passage of time rather than freeze it
How could Pikmin 3 retain its smooth and insistent pacing if the player is able to lollygag in a cave for several days time without consequence? Slowing the passage of time to half or even a fourth of its usual rate would alleviate some of the pressure without getting rid of the urgency.
2. Require every leader to reach the drop point together
In Pikmin 2, caves were separated into many different floors, each with its own set of obstacles, enemies, and treasure. Each floor, except the final, had a hole through which Olimar and Louie descended to the next. It didn't matter which leader used the hole, or even that they were together. As long as one leader got through, the whole team would follow suit. Perhaps Pikmin 3's best quality is the new three-leader system that places great emphasis on multitasking and time-management. Creating caves that take advantage of this would be a key factor in the success of my hypothetical DLC. Allowing for a single leader to split from the group, reach the hole, and escape with the entire crew would be missing the point.
3. Split up the leaders on every floor
Building upon the above reason: sending every leader to their own region of the cave and tasking players with reuniting the crew would be a great fix! Charlie, Brittany, and the Pikmin wouldn't have time to sit on their hands while Alph charges ahead to the goal. Instead, everyone would have to work hard, micromanaging and being conservative in combat, to locate the hole in a safe and timely manner.
4. Place a much more meaningful prize in the final room
Pikmin 3's juice system is great, adding a sort of time limit to the story without limiting the number of days you're allowed to explore. But some fruit hold too much of the precious liquid, allowing players of even moderate skill to easily accumulate more than enough juice to reach the end-game. Caves have the power to bring this system to proportion by reserving the juiciest fruit, a rewarding prize synonymous with rec-time, for their final rooms. Fruit on the surface should also be balanced to only provide enough time for the next objective.
While this sort of DLC is unlikely, demanding changes to established locations and mechanics of the game, I'm still hopeful. I wouldn't mind getting to play a miniature campaign featuring Olimar and Louie's escapades, but I do believe that an upgraded story mode would encourage fans to replay Pikmin 3 more than the already featured global leader-boards ever could. Though I felt Story mode was not as substantial as it could have been, my aim has not been to criticize the game. Pikmin 3 is a well-paced, well-balanced strategy game filled with more personality and originality than almost any other I can think of. Needless to say, I think every Wii U owner should give it a shot!
There are games we still play to this day. On older consoles like the NES, SNES, N64, Ps1, Ps2 gamecube, etc. With HD taking over and much prettier looking game consoles. I would love to see a couple of games from Nintendo's past remade on WiiU.
Super Castlevania IV
I for one love this series and most of the games (excluding 2) and with SOTH being my favorite and already on PSN and XboxLive.. I turn my attention to my second favorite game Super Castlevania IV. The whip wielding Simon Belmont in one of the greatest (yet still hard) adventures. Castle 1and 3 are two others I would also love to, but if Konami is willing to give Nintendo a shot I say go for it.
The Legend of Zelda 1 and Avdenture of Link
Come on now Zelda fans you can't say you haven't thought of it. Playing a better version of these two games can make the whole series just perfect. Having the look of A Link to the past. Better controls,better maps, and a better look can make these as one of the best remakes ever.
Donkey Kong 64
If your not gonna release it on the VC or make a new 3d one. Then could you at least remake it and release on the WiiU? During the N64 era 3d games were everything but this,Mario 64 and Banjo Koozie and Tootie took the cake. Donkey Kong 64 was a blast to play. So many power-ups with great level design, soundtrack (the catchy intro rap) and 5 playable players including the favorite Diddy kong. This was the best DK game released.
Zelda Majora's Mask
We all know it's coming. So HURRY UP WITH IT NINTENDO!!!!!!!!!
*ahem* excuse me. Majora's mask was a more darker zelda title and captured my heart with it's touching moments and calming soundtrack. Sure the 3 day thing was annoying at first but after playing it for a while you really get the feeling of what's happening in the land Termina. OoT got remade for the 3ds and I would love to this on it too plus the WiiU.
007 Goldeneye
I have been wanting this since the Wii era and I thought I got my wish but was sadly disappointed when it wasn't this version. Now 16 years later and I'm still hoping for a remake of this game. The single player was the best campaign I've ever played and MP was one of a kind. Still to this day is the best FPS I've ever played. Think about it 32 player matches with the old MP rules, better looking design, Pierce Brosnan.
There are many other titles I would like to see, but for now I'll focus on my top 5. What do you guys think and what titles would you like to see released?
Take a look at the releases for the remainder of the year. What excites you most? Battlefield 4?Assassin’s Creed IV: Black Flag? How about Watch Dogs? Chances are if you were to poll gamers, the most common answer would be Grand Theft Auto V. For some time now, Rockstar’s open world crime series, has been one blockbuster after another. Gamer’s just can’t seem to get enough of GTA. Me on the other hand, I’ve never been a big fan. I’ve tried several — even purchased GTA IV — but the series has failed to garner my approval.
One of the major reasons for this is the unappealing concept driving it all. Now, I’m an open-minded guy. I'm willing to play all sorts of characters. In GTA’s case however, Niko, Tommy, CJ, and the rest of the sorry lot have never been all that appealing. You might be thinking, I simply can’t place myself in the shoes of a criminal or any sort of anti-hero, but that’s not it. Take a look at The Last of Us’ Joel. Within the first hour of the game, you learn Joel is not the type of guy you would invite over for a Sunday BBQ. He’s a smuggler and a murderer, willing to do anything to get by in the unforgiving world he lives in. Hell, it’s not even a hang-up with the genre, as I really enjoyed Mafia II, The Godfather I/II, and even Saint’s Row: The Third.
When GTA loses me, it’s because of the writing.
Rockstar has shown that it's absolutely capable of masterful storytelling. Just look at Red Dead Redemption, sitting over there, being brilliant. Now, the series has certainly evolved over the years. Earlier titles were not developed with a strong focus on storytelling, but that has since changed. It’s safe to say that GTA IV wanted to tell a meaningful story, but failed in doing so. Bogged down by stereotypical characters with predictable arcs, GTA IV was no different in the storytelling department than any other of the dozens of crime movies, shows, and games I’ve experienced. And that's a problem.
DEVIANT ART — PATRICKBROWN
But Mafia II is filled with stereotypes? True, but I can forgive such things. You see GTA has always had a modern setting, one that feels close to home. Playing as a modern day Los Angeles gang member is an almost instantaneous mental hang-up. Nothing about that lifestyle appeals to me. Now I’m not saying being a cold-blooded murderer in 1930’s America sounds like a right ol’ bushel of happy times, but it’s far easier to disconnect myself from that world than one which so greatly resembles our own. The setting has long been used in works of fiction and thusly feels distant.
If I’m to ever to be hooked by GTA, they’re going to have to do some top-notch writing to make me get behind the characters. Why play as someone I find so uninteresting? I need to connect, and sympathize with their struggle. The trope filled writing of the GTA series insures the exact opposite.
It’s not impossible to make such a character, Rockstar has done it before. John Marston was a reprehensible man. The man had clearly done some horrible things in the course of his life and continued to walk the highwire of moral ambiguity throughout the course of the game. Yet, there I was, practically driven to tears by the ending.
Of course, it’s not just the writing that bothers me about GTA. There are several core features that I find rather lackluster. World design, for one.
Often times, people rail on Bethesda for creating ocean-like games with the depth of a pond. While I don’t entirely disagree with this point of view, I would argue GTA is a lake with the depth of a kitchen sink. Critical missions can be fairly robust and enthralling, but the world surrounding them — and the time in between — is an experience I have trouble considering anything but shallow. Think about it. You complete a mission or are assigned one, and then what? You spend the next few minutes driving to the designated start location. You don’t care about anything but getting across town so you can push the story down its tracks. What these moments boil down to is the player doing something they don’t care to do. They’re not rewarded in any tangible way during the drive from point a to point b. Is that what Rockstar thinks is enjoyable gameplay?
What they need to do is look to the things they did right in Red Dead Redemption. Traveling long distances served an atmospheric purpose. While gazing out on the many stunning vistas, you also came across Skyrim-esque moments. Times where you’d be distracted by a side-quest or a random encounter. That rarely happens in GTA. Traveling is exactly that: traveling. "Am I there yet" is only thing on the players mind.
So there you have it, my loyal readers. Call me a filthy hipster all you want, but I have yet to be impressed by the GTA series. It’s got its fair share of problems. Some sure to bother the masses and others that may only dig under my skin, but problems nonetheless. But I’ll give GTA V its fair shake. In fact I’m even a bit optimistic about it. Just know this: when it comes to open-world or anti-hero-centric games, GTA is far from the strongest in either regard.
As always, you can check out more of my writing at Plus10Damage.com.
Aka "An Analysis of Spec Ops: The Line's Similarities to Classic Film and Literature"
Also Aka "That was a Really Long Aka Title"
Aka Again "I'm Going to Start Now"
WARNING! THIS BLOG CONTAINS VERY GRAPHIC AND VIOLENT MATERIAL! TURN BACK NOW OR FOREVER HOLD YOUR PEACE, AND RISING BILE!YOU'VE BEEN FOREWARNED...
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Before I start in earnest, I'd like to also point you towards a particularly excellent piece that Polygon.com did a while back on Spec Ops: The Line, entitled "Don't be a Hero". It follows a very similar path as the one we are currently on track to continue with this blog, and will also include some points which I will hit on as well- in true story format and analytical fashion. Be aware that this blog is rife with SPOILERS, so turn back now if you do not wish to have the majority of the game's more questionable and insane parts ruined for you, or if you don't want to also ruin the cult classic movie Apocalypse Now or equally classic pre to early-nineteenth century novel "Heart of Darkness" ruined as well. Now that you've been sufficiently warned several times over of what comes next, and you're most likely as ready as you'll ever be- it's time to dive into the madness...
A Little Background
Allow me to just give you a little bit of background information on the game if you haven't played it, or have but missed a few things, or simply need a little refresher. Spec Ops: The Line is a shooter, but is vastly different from most of its counterparts in that it tells a very intriguing story- both in terms of moral grey areas and shocking changes. Akin to literature such as George RR Martin's "A Game of Thrones" it is virtually impossible to determine who is a good guy or bad guy, as every character is so morally grey that the game might as well be called "Ten Million Shades of Grey". Sorry, couldn't resist it. The game is as much about the man versus man conflict as it is about man versus nature and man versus himself. It has a revolving plot based on one central core story point, and yet that one point branches significantly throughout- messing endlessly with your mind and that of your main character, Captain Walker (as well as his compatriots).
What's extremely interesting is that, unlike most games, you don't know necessarily if you are playing as the good guy or bad guy. Sure, you get to make some choices as to how you go about things, but in the fog of war, pretty much every choice has some bad consequences. Others just have relatively more than better choices, but you can't tell which are which from the outset. That's the difficult part. What might at first seem like a generic shooter with a few cool concepts such as cover to cover movement and the intense firefights, quickly becomes an entertaining, engrossing, and awe-inspiring and artistic storytelling experience as you delve deeper and deeper into Dubai and the web of intrigue, betrayal, and chaos revolving around the sand stricken cityscape.
Let's Get Metaphorical
One of the most intriguing parts of Spec Ops: The Line is its characters- both the ones we know of and discover, and the unspoken, yet most definitely outspoken one(s). The biggest that comes to mind in my honest opinion, is Mother Nature her, cruel, cruel self. I mean, with a story revolving almost entirely for its concept around the sands of a massive super sandstorm taking over the once-regal city of Dubai almost completely, and that being the catalyst for the events to come- I'd say the Green (or is it Tan, now?) Mother is a pretty big player here. Remember, it was sand and dust before, and it will be sand and dust long after as well...
The sandstorms of Spec Ops: The Line are not just the natural (or unnatural, as it may be) events of entropy they seem, but also a metaphorical and metaphysical (in a sense) expressions of the writers of the game, and the malign intent of characters within it. This may be something radical to stomach, but it is no harder than the truth, as we now know, having played the game and experienced its many "mindf**k" moments (vulgar, for lack of a better term). When you recognize just how fragile an alliance we have with nature, it's a wonder that any of us are still breathing on this planet, when the Green Mother can knock us all down a peg just as easily as the entire city of Dubai in Spec Ops. Combine that with the fact that she effectively causes all of the carnage within the game, being the catalyst and all, and you even have a pretty strong eco-friendly message to go on as well. It really boils down to "Don't screw with Gaia."
The image of the sandstorm swallowing up Dubai, slowly or rapidly evolving as it does throughout The Line's story, is one that is not only scarily possible in the real world, but scarily figurative as well. Not only is the storm swallowing whole the city and its inhabitants and would-be rescuers, but it is essentially swallowing their sanity and state of being as well, making for a much darker story and survival setting than one would think. Which harkens all the way back to "Heart of Darkness"i- Kurtz instead being said storm, metaphorically. Sand is the bigger metaphor present throughout the evolving story of Spec Ops, however it is not the only one- merely one of the most important. Sand might sometimes allow you to use it for your own purpose, such as when you shoot out the glass ceiling of a building, allowing the thousands of tons of sand to cascade in and bury your foes alive. But keep one thing clear in your head: the sand is never your ally, no matter how it might help you. It is a snake that will just as soon turn around and bite you as it will another person ahead.
Sand is harsh, brusque, and grating- so what better element to tell a story of harsh reality, and stark horrors of war in? I can't think of a better one. When you are under constant threat of being swallowed completely- both in mind and body, it's a little hard to focus on what you were originally supposed to do, and to not lose yourself, and your sanity, as the key players throughout Spec Ops easily learn... For a moment here, I'd like to direct you to that excellent Polygon article again, simply to bring in a quite appropriate and excellently timed quote here... It is as follows:
"It's not making a statement about climate change or anything like that," Williams said. "It just started off more as a metaphor of what the characters were going through; how it strips down all of the outer layers of who they think they are and what the city thinks it is, and tears it down to the bone."
-Polygon.com
Honestly, in my mind, this hardly needs explaining, as it is basically the culminating factor of what we've since talked about thus far in this metaphorical zone of thought. Harkening again, back to the figure of Kutrz, is a character derived almost whole-sale from the film adaption's (Apocalypse Now) military personae dramati- Colonel Konrad of the 33rd Brigade. Konrad, like Kurtz, is a mysterious figure whom you find yourself chasing for almost the entirety of the story, and then when you find him, not only does everything change (for the thirteenth time or so by then), but you simply...don't know what to think. If that's not psychologically scary enough for you alone, as a basis for a mature and honorific story, then I don't know what is of your caliber.
A Dash of Character
Let's glance back at Captain Walker once more, as the main character of the game. He has enormous connection to Marlowe (aka that guy from Heart of Darkness and Apocalypse now, most significantly) as an average, everyman, who just happens to also be special in more ways than one. One particular one, in this case, being that he is a member of special forces and of a Delta squad which he leads. I guess if you wanted to rip off Call of Duty and be punny at the same time, you could call him Sandman- he's just as much of a badass after all. Anyways... It's quite interesting to see how, like Martin Sheen in Apocalypse Now, he wanders about until he achieves his "goal"- looking upon the insanity and madness surrounding him like a sea (or sandstorm, in this case), and tries his hardest not be swept up by it. Only to fail, of course, for the most part. In fact, it's amazing he's as [sane?] as he is after what all he's been through...assuming he survives, of course (allusion spoiler). Allow me to direct you to another excellent quote from that Polygon article/interview:
"Yes, it's a shooter, but these guys don't know what's happened in [Dubai]," Pearsey told Polygon. "The job is to go out and find survivors, and their perception is evolving of what's going on. It's a rescue mission that's gone as bad as it could possibly go because you kill everyone that you rescue."
-Polygon.com
It's the evolving circumstances that not only provide ample challenge for the game and its narrative, but that strain the tense relationship between Walker and his squad, as well as their sanity and state of being. If that doesn't build character, I don't know what does. The most terrifying thing of all is that, because of some of the seriousness and realness of the situation Walker's squad finds itself in- Spec Ops: The Line is a horror game more so than a thriller or shooter. It showcases the horrors of war first and foremost, truly making you "feel every bullet". And that is really scary. I mean, imagine if you felt for every Ruski you've shot in Call of Duty over the course of one singleplayer campaign in Modern Warfare. You'd be emotionally derelict by the end, and probably suicidal. I know that sounds extreme, but that's seriously something The Line does considerably well- promote character and emotion throughout every means of the medium.
Heroic Aspirations
You could go through Spec Ops: The Line, choose all the "right" or "correct" or "good" moral choices, and still not come out unscathed or heroic. You wouldn't be lauded, hauled up on the shoulders of the civilians you saved, or even survive- for that matter. It is realistically impossible to make it through the storm without getting wet, for lack of a better metaphor. You are going to have to make tough decisions, in a limited amount of time, where any number of things can go wrong- and often will. Wait too long, and something bad will happen; decided too quickly and something worse happens. You have to economically balance things and refute the bad choices, as simple as that may sound. But it's really not, and rarely works well. That's life. You can be involved, you can be detached- but you'll still be a part of the atrocities, and there's nothing you can do aside from ignoring the game completely. If you thought "No Russian" was bad, you've got another thing coming...
The game is pretty free with how you can decided to go about things. Obviously, it's a shooter, so your gun is as big a playable character as you are. You can mow through "enemies", allies, and civilians alike if it pleases you, and if you don't care that you are a monster that you once sought to stop. You can put down your arms and refuse to fight, most likely at the loss of your own life, if it pleases you. Nothing is really pleasing, but there are plenty of options- it's just that not many are favorable ones, for you, or for your friends. The worst part? The game doesn't even help you decide, or hint at what the right answer is. There isn't an obvious choice in most scenarios, so you're left flapping in the wind until you figure what else there is to do to finish things.
Sometimes, ironically enough, you'll even make a decision, and by making that decision, the opposite will happen, and what you didn't intend to occur will occur brutally and horrifically. That's another wakeup call for most gamers- used, as we are, to games playing by our rules and following our instructions. If I didn't know better, I'd almost thing 2K and Yager created a malevolent, self-aware entity to torture our souls with an endless sporadic of horrible decisions. But I don't see GLaDOS, so I suppose we're alright.
Your squadmates, while you have them (allusion spoiler), won't always go with or agree with your decisions either, showing how both sets of thoughts- yours, and theirs, are mortal and prone to mistaken in happenstance. Mistakes happen often, and expect severe consequences when they do. Hell, even your "victories" and "good" choices have consequences, just to show how brutally unfair life is here, and how horrific it can be. This is a war, and at its center, on the opposing side is...you. You are truly your own worst enemy (literally, as you will learn), and there's not a single thing you can do about it.
This isn't a story where you get one good choice and one bad choice, both being painfully clear to you. This is almost an experience as deep as a role-playing game such as Elder Scrolls and Fallout, where the choices are often hazy and not clear, and there are more than you can count of one hand. Not all of which are favorable, often none, in fact. Combine this with the fact that things continually evolve as you go, and even Black Ops 2 is put to shame with its semi-branching narrative and endings. In The Line, there are no less than five possible endings (two major ones and three epilogue options), and the story evolves so dramatically throughout the game that no two persons' gameplay should be the same, but instead remarkably different in most aspects. A perfect explanatory description of this would be:
"There aren't many games that change the end user experience," Pearsey said. "They want you ... to come out there like a hero and a badass and they do it and that's fine. That's one type of entertainment product. Another type is 'hey, let's convert players and let's [turn] things on their head.' Not in a malicious way I don't think, but we want to establish the ground rules that we're going afield of your normal shooter in terms of how you experience it."
-Polygon.com
The Mind Bender
Spec Ops: The Line is an experience which I feel has really mastered the art of bending and twisting things so far out of proportion, that they are entirely too believable, and not innately recognizable as evil at first. I mean, the game itself taunts you multiple times throughout, bending what we thought we already knew (not only in the game, but in life) on its head for purely narrative purposes and the end result of overthinking each choice we receive from then on. That alone should get you truly invested in what happens throughout the story. This excellent Polygon quote sums up everything that more people should take to heart, hard as it is to stomach:
"They tell you when you're in dangerous situations: 'Don't be a hero. Being a hero gets people killed,'" Williams said. "There's a reason that you're training so much into muscle memory, so that when [crap] hits the fan that training kicks in and everyone knows what other people are going to do. They know who to follow, what choices to make because of all of this training, and being heroic has a tendency to go outside of that training to do something that is unexpected that is possibly going to do more bad than good. And that's this big theme within the game."
-Polygon.com
If there's one thing Spec Ops does, it's manage to convince you that being a hero, or even altruistic for that matter, is bad. Now, this doesn't in any way reflect the mentality of any one person who developed the game, or try to be anti-morals and values. No, it simply provides a means to an end- the means being insanity and the end result being an excellent, gripping story. Akin, once more, to Kurtz's figure in both the film and book, Colonel Konrad travels to Dubai in the wake of the ongoing storm in order to help its inhabitants, out of the goodness of his heart. When he "goes off to war" so to speak, he winds up so far off course, having been twisted and distorted so much by the realities and environments around him, that its any wonder he's survived at all. And even better, as with Martin Sheen's characters' own dive into insanity in the last twenty or so minutes of Apocalypse Now, Captain Walker follows along right behind Konrad, attempting to figure out the same things as he once was. Is it any wonder we're all crazy?
Twisted as it is in more ways than one (many more ways, definitely), Spec Ops: The Line is quite an invigorating and thought provoking experience, as well as a true work of art. Underrated though it is in most cases, from a story perspective alone, it should forever be commemorated with, and rank up with the likes of Bioshock, System Shock, and Shadow of the Colossus. Seriously, no joke, just try to wrap your brain around it and see what happens. It'll probably drive you crazy if you try too hard. In a game such as Spec Ops, it should be obvious as the time goes on that there isn't going to be a truly happy or upbeat ending, even with the best one. The fact that you've steadily watched your character and his friends fall to pieces throughout means that it's either going to be impossible or very difficult to put them back together again afterwards. You can't just "put a band-aid" on the wound and keep on trucking- that's just highly unconventional and improbable. No, you're going to be quite scarred by the experience... Much as the player is going to definitely remember the tough choices they had to make, and what all they did right and wrong- if they can even differentiate. In a shooter, that's all but unheard of. At some points, I almost thought I was playing Mass Effect. It's crazy, and it shows.
The Line is Drawn
There's a certain line that is drawn in the making of a video game, and Spec Ops has most definitely crossed it, for better or worse in terms of sales I guess. There are some things you just don't talk about, or try to avoid when making games, but 2K and Yager just went right on and talked about them- in detail. That to me is impressive, in that they truly cared for this single experience more than any number of potential sequels or money they could make off of them. That's some real grit. I mean, when a game even thinks of killing off nearly every character of importance, even in an alternate ending or whatnot, it's a pretty huge step and risk (allusion spoiler). And that's exactly one they were willing to take here, all in the name of science! story. And for that, I respect the immensely.
The best way to explain this uncrossable line that will be crossed many times before you are even remotely near Spec Ops' ending is to give it a figurative example. Say, for example, you are shooting your enemies and manage to clear out a heavily populated area. Later, you might realize that you hit some explosive barrels, or some bullets ricocheted and struck a heavily populated civilian area. You'll probably feel bad, as you were coming to rescue them, and have instead killed them. This is often, literally and figuratively, one of the most striking conundrums in situations within Spec Ops. The is no good choice, because if you fight- people die; if you choose not to fight- people die. It's an uphill battle and quite the lose-lose situation in most cases. You'll legitimately feel bad about your actions at times, and even partly responsible for those of your enemies as well.
"Seeing gamers go into the experience hoping to have a fun, shooty bro-romp through a middle eastern environment ... killing soulless, villainous enemies who are difficult to relate to (and thus easy to pull the trigger on), and then slowly finding themselves falling down the rabbit hole into a darker, more contemplative, more surreal, and character-driven experience has been amazing for me."
-Polygon.com
♦♦♦
And now it's time to come to the end of this incredibly lengthy and detailed blog. I apologize if the walls of text or the multitude of perfect quotes from Polygon have hurt your eyes or sanity, but recognize that they were entirely essential to getting the points I made across. I really hope you have enjoyed what I've offered you today, as day eight of thirty, and that it was a worthwhile experience for you to read it. Allow me to leave you with a parting gift to you until my inevitable return tomorrow. Yes, it's another quote. And a pretty awesome one, actually. Goodbye and good luck folks. I'll see you tomorrow for day nine's blog...
"It was a huge risk and I hope, I really hope that people get to do that again in the future and the industry doesn't tell us that they aren't ready, that gamers aren't ready. Because I think they should be and they are. But money is a part of this equation and that's the world we live in."
So I see these top tens all of the time... I never tried to write one before but I figured since this is blog style I can do what I want, how I want it. These will be my top ten games of all time. What's that mean? Glad you asked. I'm going to go through 10 of my favorite games that I keep going back for more every time. I will draw out (hopefully) my thoughts on these games and why I'm so addicted.
Without further ado, here's #10!
#10 Final Fantasy I and II: Dawn of Souls
I haven't picked this up as much as I used to lately, but this game had to make it. At the bottom of the barrel when I first obtained a GBA SP, this was the only game I had that I wasn't jaded on. Not having any other systems and little to no time to really play, the pick up, put down style was a huge help. This game though, had so much more.
For one, this was the origins. Seeing a remastered version of the series when it first came out and, literally, pulled the Nintendo system out of some muddy waters was huge. The game's ironic now, since Final Fantasy as a series doesn't appear to be slowing down.
Why is this so addictive to me where I must come back for more?
I find myself attracted to the charming simplicity of 1 in particular. I challenge myself constantly (when playing) to make parties that are uber hard to use. One time, I ran a party that was just White and Black Magi. That sounds easy, but it's not, not even when you receive Flare and Holy. I find myself wanting to get this game for my kids (when I have them), because I think the history of the series is important. Being able to pick this game up easily and still have a blast gives a time immemorial feel to the game. For those who have played the game, this will be an irony, since time is screwed with so much in the first game.
The second didn't take me in so much, but I definitely give it props. The system is still quite unique on character growth. Want HP? Take a lot of hits. Want Attack? Physically attack as many enemies you can. Think you can't use a Bow as Firion? Give him a bow and let him loose. The game might not be huge on customization, but the ability to grow your characters as you wish was quite awesome. Firion, Maria and Guy are memorable and even Leon later on brings a sort of tragic hero view into play. The story might not be the most catchy, but it definitely gives you the feels of a rebel army versus a might empire. This may or may not be playing off of Star Wars but I won't get into that.
#9 Dungeons and Dragons: Warriors of the Eternal Sun
Ah man... what can I say about D&D that hasn't already been said?
This game came out in 1992 and was made by TSR. You built a party of four and set out on an expedition to find why you and the castle you were serving in came to a valley with a sun that never sets. The expedition won't be spoiled here, but needless to say, it's not a simple solution. With D&D, I think there's never a simple solution. It's like most adventures get the Rube Goldberg treatment.
However, there are notable differences. You're not rolling dice... most things are locked in at values. So that Sword you have will deal 1-8 damage. Your strength will come into play on this and your sword may do 8 more often than 1. Equipment isn't necessarily magical in nature. You're not going to find a Cloak of Invisibility but you will find a Wand of Lightning (PS: Don't use in tight spaces).
The game bounces between outside exploring and inside dungeon-crawling. This really gives it more of a feel of how adventures might run on tabletop. Finding items isn't always exciting, but the enemies in the dungeons are highly detailed and, while 8-bit compared to some graphics these days, they were cutting edge for their time.
Why am I addicted then? I can pick that one up any time and play it. I mean, anytime. I start a new party, maybe challenge myself like FFI and go. It helps that I know what to do but at the same time It always feels like a fresh start. This game was one of my childhood favorites and can never find an equal in the newer games. D&D will never die, not while we can still love it.
#8 Shining Force (series)
This is the one in particular that I'm referring to for this post, but this also applies to CD and II for the series. The new stuff isn't half as good as the old.
Shining Force was a concept that seems simple these days. A group of fighters, wizards and... dragons? Well one at least, these characters go out to save the world from an ancient evil known as the Dark Dragon. Others will have other objectives, but it's always about saving the world, or at least a kingdom or two.
So why does this one capture my attention so readily? That can be thanked by the star modes. When you beat the game, you can play through it again. The enemies will be a bit tougher each time and will increase as you beat the game more and more times. This makes for a very challenging atmosphere. I got up to 7 stars and won but that was as high as I can go. I'm not sure who did it the best, but there has to be others who can go higher.
#7 Metroid Zero Mission/Fusion
These two tied for 7th. I couldn't decide between the two and to be honest I don't want to do so.
Metroid stars one of, if not the most, badass women in all of gaming, Samus Aran. This woman has had a very traumatic life, starting with her childhood when Ridley decided to wreck the lab her parent's worked at (like a boss, come on, you know you heard that in your head). This might be wrong as I'm extrapolating from my memories of some scenes from Zero Mission, but to put it bluntly, she became a sort of warrior from a very young age. She was tempered when she was raised by the Chozo, bird-like men and women who tend to planets as shepherds of sorts. They granted her technology that made her into the warrior she is today, a heroine who can beat every odd.
Why does this addict me though? Doesn't the gameplay change very little between games and playthroughs. Being able to blow away as many enemies as I wish and attempting to go as fast as I can is also very fun and challenging. To be honest, I've never hit 100% items in any of these games, but I don't see that as a detraction and I just may go for 100% in Fusion sometime in the near future. Unfortunately I was an idiot and sold my Zero Mission cartridge, so that's on my to do list when I get paid next.
#6 Borderlands
Before you ask why this isn't the second one, I want to be perfectly honest. I hated the second Borderlands so much it's not even funny. I had none of the feels I'm about to use to describe this game with and will not attempt to sugarcoat any response about B2.
Borderlands is a loot n shoot game released by Gearbox and 2K games. This game is set on the alien planet Pandora. Don't get too excited, Avatar fans, this isn't a lush landscape with a native people who are a lot like Native Americans (I'm drawing a comparison here, if I'm wrong, do correct me.) This world blows monkey chunks. Think that getting maced on a Friday night where you thought you were having a great time was going on? Nothing, not a thing, do you have on how miserable this planet is. The planet Pandora has a rumored Vault with treasure beyond the wildest imagination.
But this isn't answering my question of why it's #6 on my list! The reason for that is that I'm a magpie. I can't wait to loot, open things up, collect rare and exciting weaponry and blow away the competition. This game lacked in storyline but I couldn't stop getting my fill of weapons gluttony to save my life. I think I need an Atkin's diet for myself every time I'm done with the game because of how much I loot.
#5 Bioshock
Another by 2K games, this game was possibly one of my favorites before I even owned it.
Set in Rapture in the early 50s, this game was about a city that was built underwater to escape the tyrannies of the land above. Suffice to say, this paradise didn't last very long once a new substance called ADAM showed up. This stuff could let you do fantastical things that were beyond normal human beings. Think of being able to shoot fire from your hand or do a Professor X and TK some of that stuff!
So why'd I put this on the list? There's not exactly a load of ways to play the game, not in any variation that would be exciting or difficult, minus Big Brass Balls. I'll put it this way. This is one of the few games (when I owned my 360) that I got every last achievement on. No, you didn't read that wrong, me, Mr. I don't 100% jack, did it with that game. The major plot twist still gets me and the connection to a paradise gone wrong into dystopia still nabs my attention.
What's really the best about this game are the Big Daddy fights. No two ever go the same and you will never fully appreciate how difficult these things are to take down. While Gil Alexander in the second game will describe how splicers (enemies) take down Big Daddies for the ADAM the Little Sisters carry as a "Pack of Hyenas taking down an elephant," it's especially daunting to do it 1 v 1 against these guys. Make no mistake, any help you have in the element of turrets and other machinery isn't gonna last you very long at all. When you do take one down it's a pretty awesome feeling. Kinda like "Holy **** did I just do that?"
#4 Castevania: Symphony of the Night
This masterpiece might not take the top spot, but it does the job of keeping me entertained.
Set in early 1700 (don't quote me, I keep seeing 1712 in my head for some reason and it sounds right), you play as Alucard, the son of Dracula, who investigates why Castlevania has shown up earlier than it was supposed to. Unlike the previous games, you can use a wide range of weaponry that you can find, loot and just plain make up out of your shields to cause havoc. Personal favorite? Crissaegrimm. Castlevania has been a very popular series for a long time that has sadly wound down to mediocre games wrapped in God of War-esque like gameplay, but this one outshines every other one. The reasons why? The game plays smoothly and offers a challenge while still being highly enjoyable.
So how's this get my attention on my top ten? This game has been a go to game for me when I'm in a bit of a rut. I can pick this up, blow away Gaibon and Slogra and find myself still playing differently than the last time. Once, I took a challenge to not use any weapon over 20 power and to go naked for the entire game. Guess what happened... if you said I lost you owe your next door neighbor a cat and a cookie.
The game's graphics are gothic inspired, divine yet still overcast as though the sun can't shine through. The combat is smooth and there's very few enemies who will rip your face off like a rotten tomato unless you allow yourself to get caught. The ability to turn into animals and summon familiars adds to depth and even now I'll find myself trying out Bat with Gram and the like, just to see what happens.
#3 Suikoden II
When Konami made this game they did it right. The concept was simple, boy joins army, army betrays boy, boy goes on a frickin' awesome quest to fight said army that betrayed him.
Ok so that's the poorly translated Cliff's Notes version. The game takes a boy named Riou, another named Jowy and their big sister Nanami through a world of growing up. Riou and Jowy inherit two parts to a True Rune and their friendship ends, one rejoining Highland and one making a rebel army to battle the vicious Highlanders led by Luca Blight.
This one I haven't played nearly as much as the others. Point in fact is the time it takes to actually play through the game. Recruiting all 108 stars, as well as completing mini-quests, finding recipes and doing cooking competitions, recruiting flying squirrels (hint: Mokumoku and Mukumuku are the best) and more will rock your world. The feelings that this game evokes are second to none and will never cease to make me want to play it more. Unfortunately the time thing will always curse this game since most of my free time is spent playing my newer games.
One of the best features is how this game draws from the previous game. If you complete the first one 100%, it can be carried over and affect how your game goes in the second round, essentially. I won't spoil it since that will spoil the first game as well, but needless to say when a series can stay connected, it fights better!
#2 Final Fantasy Tactics: War of the Lions
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So before I head into this I want to clarify why it's this and not the original PS1 version. This game is easier to tote on my PSP and the new features have been too much fun to say that the original was better.
FFT is set in Ivalice, a war-torn continent that seems to be locked in a death struggle over who will ascend to the throne, Prince Orinus or Princess Ovelia. You play as Ramza Beoulve, a rather sheltered noble who is the son of the Heaven Knight, Balbanes, a hero of the previous 50 years war. The adventure cannot be described here... it's too big, too massive to just fiddle with a few words that wouldn't do it justice.
So this game's addiction might be clear but I'll clarify using bullets:
I can customize this all day and still never be satisfied. This game is one true gem and if you ever can play it, do so. Get a buddy or two, get the game, grow your own classes and tear some enemies up! The soundtrack and story alone would make the game worth it, but the game as a whole gets a perfect score. However... this game isn't the top. How does it get beaten? Only by one game that evokes the mastery of gaming in a nutshell...
#1 The World Ends With You
This game needs no introduction to why I'm addicted to it. I played it for almost 4 months straight to beat the ultimate boss on the hardest mode at the lowest level possible. I had so many hours on it that when I started over on it, I had no clue as to why I found the game so hard until it hit me... I was unable to remember what it was like starting out.
From the unique art style to the maximized usage of the DS (3DS if you're playing on that system), it is a gem. This game was the only one I could never part with and still have my cartridge all the way back from 2007.
The World Ends With You follows the tale of an amnesiac named Neku Sakuraba who is thrust into the middle of what's known as the Reapers' Game. Whoever survives all 7 days comes back to life (Neku doesn't know this of course). In terms of story, this game cannot be beaten. Throw in a dash of youthful energy, a zetta egotistical set of enemies and dialogue that can only be written by masters and you get a game that has no problem setting itself apart. Nothing comes close to this game... nothing!
So that's my list! Hope you enjoyed it, but I will do a quick Honorable Mentions and end by saying: This felt great to write.
Honorable Mentions
Legend of Mana
Final Fantasy 7
Final Fantasy 5
Pokemon Silver (the first one)
Parasite Eve
The 3rd Birthday
Resident Evil Revelations
It is official my friends, summer 2013 is over. Whether you returned to school or if the returning students packed the usually not too full buses on your workday commute, our summer vacations are over as are the weeks of sparse gaming releases.
Just let me keep playing video games. Please?
In the days leading up to this past summer, more specifically on May 12, 2013, I wrote a piece entitled, "This Generation Is Not Dead Yet." The summer's end prompted a reflection on my picks and what games I bought these past few months. How did my most anticipated summer games do? Honestly, not very well. As a whole, my picks failed to capture that moment of video game alchemy where an innovative and promising idea is transformed into a great game with features such as an engaging narrative and fun gameplay. My hopes of acting as a gaming themed Nostradamus were dashed as the release days ticked by and I did not buy any of the games on my own list. Instead, I grabbed proven older games at much cheaper prices than day one purchases.
Let us review my early excitement turned into disappointment with a list of games that simply did not capitalize on their initial promise.
Remember Me: released June 4, 2013
Reviewed by GI Editor Ben Reeves, Scored 7.75 / Metacritic Average, 70
I would like to know how unlocking the gun safety and opening the suitcases makes Frank kill Alexia..
I am a big fan of the inclusion of female protagonists in games and Remember Me's premise of pitting Niln with her stylish "razor cut" hairdo against a megacorporation that controls the populace's memories was a science fiction daydream come to the gaming world. The game is simply unpolished with its most intriguing premise, changing a person's reality by changing their memory of an event, sparsely populated in the game and Niln does not provide much of a reason to care about all of those not so stellar moments in between the interesting sequences.
Sadly, Niln forgot her own personality in the brain wipe that fueled her adventures. I am still interested and curious but not at the $60 price point. One day I will play Remember Me, just not for awhile.
Dark: released June 11, 2013
Reviewed by GI Editor Andrew Reiner, Scored 2.00 / Metacritic Average, 40
This image alone is why this game is unplayable.
Immediately upon release Dark received nominations as a contender for the title, "Worst Game Of The Year If Not This Entire Generation." The modern day vampire setup has proven to be a difficult transition into a fun video game despite its success in other forms of entertainment (I may or may not have accompanied my girlfriend to the opening night of every Twilight film but only because she asked me to).
Vampire success in video games remains in the fantasy setting such as the Castlevania franchise, Skyrim's Dawnguard DLC, and Infamous': Festival Of Blood DLC. Apparently, vampire DLC is the new zombie DLC.
Dark dashed my video game hopes from the narrative (atrocious voice acting with terrible dialogue from the opening lines, "It began in darkness. I awoke to a world of pain. A throbbing in my head pounded on my temples." What if we all narrated our lives like a poorly written novel?) to combat (finicky controls and awkward animations with headache inducing art styles for special abilities) to a nearly fetish treatment of women (took the "women in the vampire dance club" as ambiance for the environment further than ever necessary).
Describing why a game is substandard usually involves a litany of video game tropes but there is a reason why those labels exist; this game is one of those reasons. Dark is stricken from my list of games to one day play. There are too many games available for me to spend time lost in the Dark (pun!).
The Bureau: XCOM Declassified: released August 20, 2013
Reviewed by GI Editor Mat Miller, Scored 7.50 / Metacritic Average, 67
My hopes were high for a good game with radial wheel based combat. Why can't you die Agent Carter?
Turn based strategy games fill a gaming need for excessive thinking before pushing the next button. In the current console generation, I am a big fan of the Mass Effect style combat radial wheel due to its console friendly approach to pause and play combat. The Bureau: XCOM Declassified was to be the hybrid of all hybrids, strategy brought to the third person shooter including the stress of permadeath.
Yes, The Bureau has received, at best, middling reviews but the game is playable for those interested. But what is game breaking for me and that leans me most towards a resigned resolution not to play this game is its implementation of permadeath. The impact of permadeath is the loss of carefully cultivated and valuable character progress. The sudden death of an experienced agent due to gamer misjudgment and now multiple rookie replacements cannot make up for the loss are unforgettable gaming moments.
In The Bureau, permadeath becomes a checkpoint system upon the death of the protagonist, William Carter, who cannot die because he is required for the narrative to progress and that is not permadeath. Sure, the two accompanying squaddies who can permanently die but Agent Carter's death resets the game to a previous checkpoint. Games such as State Of Decay, ZombiU, and Dark Souls implemented systems with various possibilities regarding the loss of character progress while maintaining game progress. The Bureau reverting to essentially a checkpoint system for such a hallmark feature of the XCOM franchise is baffling.
The Teenage Mutant Ninja Turtles: Out Of The Shadows: released August 28, 2013
Reviewed by GI Editor Dan Ryckert, Scored 2.00 Metacritic Average, 37
Let us look at this image of the best car ever celebrating the original TMNT cartoon rather than discuss TMNT: OOTS.
One word: unpolished (to the point of being unplayable). I was ready and willing to forgive the character models too but those creepy renditions were apparently only the beginning of the problems. Let us move on before the tears begin.
The Wolf Among Us: releases whenever Telltale Games deigns to allow us mortals to play it
A pig smoking while reclining on an armchair? I'm sold.
Remember that in early spring when Telltale Games announced the The Wolf Among Us, the game based on the comic Fables, that the game was announced for release "this summer"? I do. I waited excitedly all summer. Yes, summer does not officially end until September 22, 2013 but let us not quibble, we are now in the fall releases of gaming. I checked gaming updates atwitter that Telltale Games would announce the game's release which would be available within days of the announcement as we experienced with the releases for The Walking Dead. Instead, we got a season transition episode for The Walking Dead (which I loved) and we got a trailer released in August announcing that The Wolf Among Us is "premiering soon." I should have known better than to expect Telltale Games to adhere to their own timetable.
My 400 Microsoft points earmarked for The Wolf Among Us are sadly unused but Telltale Games is smiling because that money will not be spent until The Wolf Among Us releases, whenever that is.
Defiance: released April 2, 2013
GI does not review MMOs
I enjoyed the show and the game looks like fun but for how much longer is it available?
Defiance launched to fanfare in the spring of 2013 as an MMO tie-in to the SyFy original television show of the same name. While SyFy confirmed the television show for renewal with a second season, in August 2013 Trion Worlds closed its San Diego studio which was responsible for the MMO. Regardless of an MMO's content (which is certainly important) MMOs and gaming in general is seeking a new business model. The $60 hit game is a rarer and rarer success story. Defiance published a $60 game with the option for a season pass or separate purchases of future released DLC. Unlike the traditional MMO, Defiance was playable after a one-time purchase fee with later content optional but the first major DLC was not released until 5 months after the game. Inexplicably, Defiance does require an online pass code resulting in used copies of the game providing the same access as a new copy but with no profit from the game sale paying the studio to continue the game's development. I am curious to know how much the developer attributes the game's obvious financial concerns to used copy sales.
Predicting the future of a video game is difficult. New copies of Defiance are now available for $20 but as an MMO with an increasingly uncertain future whether or not the servers will be shut down shortly after you purchase the game remains a real concern.
I respect the work that the developers put into each of the titles listed here, no game comes into being fully formed. With so much gaming variety available to gamers nowadays convincing us to buy on day one is a harder and harder task. These games will have their own diehard fans as well as others who will not commit to the experience until it is substantially cheaper, if at all.
Next generation? I have Star Wars Knights Of The Old Republic, Jade Empire and a few Playstation 2 classics to play.
The next console generation is inching closer to us with each passing day and even for those of us on the sidelines watching the console wars play out we cannot help but join in on the release day excitement. For my Xbox 360, I am disappointed that Castlevania: Lords Of Shadow 2 was pushed from this fall/winter to February 25, 2014 and that Castlevania: Mirror Of Fate HD releases on October 31, 2013 for the Xbox 360 and Playstation 3 instead. Good thing that I already have more than enough games to play and I am planning to finally tackle the original Star Wars: Knights Of The Old Republic.
Thank you for reading and may your schedule accommodate as much game playing as possible.
What games did you purchase this summer?
Any disappoints, surprises, or met expectations this past summer?
With the summer over, what is now impacting your gaming schedule? Work? School? Both?
Bad things will eventually happen to all gamers at some point and they can range from small annoyances to game breaking glitches. Sometimes it is due to a real life occurrence or an in game occurrence. So I though I would give the top 10 worst things to happen while playing a video game, so lets get to it!
10.
Phone Call
Getting a phone call in the middle of playing a game is a small annoyance but is not the worst thing that can happen. You can just avoid it or just answer it and get it over with. You at most would lose a few minutes of playing time and can always save or pause the game. Phone calls are annoying but certainly not the worst thing that can happen.
9.
Family member or friend walking in on you session
There have been many times where someone was in the middle of a boss fight or a level and someone they know walks in on them wanting to talk. Parents usually walk in to make you do chores or see if your homework is done, friends may want to play or do something else instead. Most people when playing a game want to be left alone to enjoy the experience and having someone bother you while doing is annoying.
8.
Small Glitches
Glitches happen! There is nothing you can do about and sometimes can lead to funny moments. Sometimes they can be unfunny and stop you from getting fully emerged in a game. Glitches are bad but certainly not the worst that can happen.
7.
Out of Storage Memory
When you go to download a game or maybe even save a game, there is a chance that you could not have any memory left to complete those actions. Running out of memory can easily be avoided by having a huge hard drive or keeping your storage in check. The worst it can do is make you go buy a new storage device to use.
6.
Game Freezing Up
Yet another thing that probably has happened to everyone is a game freezing at a loading screen or while playing. Depending on when it happens it can cause a person a lot of trouble or none at all. I have personally been on both sides of the spectrum. I have had games freeze and then I would try to think and recall the last time I saved, then came back to the game and lost hours or minutes of progress which is very frustrating. As long as it does not continue to happen it is still manageable.
5.
Power Outage
If you have ever played a game during a thunderstorm you should know to save a little more often than usual because you never know when the power could go out. In the area where I live, we have many trees that tend to fall on power lines so power outages are normal, I have trained myself to save more often due to these. A power outage can cause you to lose a lot of progress and if it happens it can be irritating because even mother nature does not want you to finish that game!
4.
Damaged Discs
Remember when you popped in your favorite PS2 game and waited for it to be read by the system and then it reads disc read error and you check you disc and there is a scratch? That is one of the worst things that can happen because it causes that game to be unplayable at times or at all. No matter how much your wipe the disc clean with your shirt it will not go away. You can always try to get it fixed or you can buy the game again. Make sure to take good care of your games and treat them like you would a newborn!
3.
Lost Save Memory
If you ever have had this happen it sucks because it is out of your power and you are never sure why it happens. Losing a saved game is no fun especially if it is a RPG where you put hundreds of hours into and then find out that all of that is gone and you have to restart. That is why I always make sure to have at least 2 different files of a save just in case I lose one I will have a backup file. Losing a save file in which you have hundreds of hours saved on is one of the worst things that can happen and is just a deflating feeling.
2.
Game Breaking Glitch
A game breaking glitch is like it says, it is a glitch that breaks the game and makes it unplayable or unbeatable. I am lucky enough to never encounter a game breaking glitch and hope I never will. It has to be one of the most frustrating things that can happen because it is mainly due to the developers missing something that causes the game to break. Gaming breaking glitches are something that you have no control over and you never know when it will happen but when it does you will know one of the worst feelings in gaming.
1.
Console Breaks or Dies!
What is worst than a game breaking? A whole system breaking, which makes all your games unplayable. When a console breaks or dies ti is the worst thing that can happen to a gamer, because what is a gamer without a console to play games on. I have experienced this multiple times before and it is terrible. I have had two PS2s break and my Xbox 360 get the red ring of death. My PS2's both died eventually and luckily my 360 was able to be fixed. When a console breaks or dies it is not the only thing that breaks, a gamers heart is broken as well.
There is my list let me know what you think and if any of these have happened to you. Thanks!
Television. The first frontier. As of this night in 1967, Star Trek made its first voyage onto tv screens 47 yrs. ago. Since then it’s legacy is still felt across the sci-fi genre and few sci-fi films don’t owe something to Gene Roddenberry’s visionary wagon-train in the stars. What about its video-games? In light of this years Star Trek movie tie-in and others, Trekkies’ favorite series hasn’t exactly experienced the best of treatment. After my earlier blogging proposals to Star Wars’s future in the virtual world, I break down what I believe would piece together the Star Trek game for the ages.
From Star Trek: Conquest to DAC, most Star Trek games have made the error of focusing far too much on pre-built ship combat. Ideally, players would simply jump in as the character they’ve created themselves. In the manner of Star Trek Online’s attempt at this, your character’s race, gender, build, and other essentials would be up to you, but think about expanding it much farther. Every Star Trek crew’s essentially one big family, so why not customize your entire staff as the captain? From your first officer to your communications officer, engineer, doctor, security chief, transporter tech, etc, you’d be the boss. Further, they’d have deep, complex options for each player to have a very personalized back story that involved their age as much as their degree of training. All of these characters could be dropped into the game and encountered in any way you see fit to eventually join your crew when it coincides with the story just like a tv show episode.
By allowing the player to create just about everyone on their team, the emotional connection to each character is easier to establish which would aid the developers in telling a compelling story. This would also draw in more players interested in creating an NPC and watching them develop. What if you fall in love with your first officer? Or develop a grudge agains your engineer for those late repair estimates? Or how ‘bout that saucy nurse?. . . You’d build the story as the writer of your own show and that would make each player’s experience unique compared to everyone else as the ultimate water-cooler discussion.
With that said, we still play Star Trek games expecting to play with the established characters we all love. Assuming it was set in the 24th-century, you could easily interact alongside Captain Picard, Sisko, or Janeway, whether as a colleague on a vital story-mission or even as their friend if you got to know them well enough. Heck, even throw in time-travel and have Kirk and give William Shatner a priceless voice-over gig. That way players would never have to worry about developers screwing up their sense of control with established series canon yet keeping a big draw for series veterans.
Of course, it wouldn’t be a Star Trek game without a devotion to exploration. Developers should cram the game with constantly evolving new species and planets that the player can discover and interact with. It’s an understatement to say that the universe is a big place and it’s always a bitter disappointment when developers don’t open Pandora’s box and limit restrictions on travel. This is easily a no-brainer, but games tend to create the perception of infinite travel and exploration while hog-tying the player into specific zones and instances through story elements and lazy excuses.
Star Trek is hugely vast in its scope, so developers would have to pick an era and go with it. The Next Generation seems the most logical. There’s a considerably high number of species by this point, it’s the most popular, recognized, and still has large stretches of space unexplored. Voyager occurs after TNG and plays up the unexplored space angle, but the dilemma of needing the United Federation to provide certain expected game mechanics like upgrades and purchases would be a sticky wicket. It’d be a bit lame to feature a game where the player was essentially alone in a vast sector but somehow managed to buy parts for their ship and the like. There’s also TNG’s design aspect that would appeal to fans. The Holo-Deck would provide nearly limitless possibilities, from multiplayer “death match” mini games to even clever Star Trek cross-overs that fit into the game itself. Also consider the inclusion of John de Lancie’s Q character popping up for a challenge mode of fighting ridiculously tough enemies with a hilarious narration.
First and foremost, the story a Star Trek title should have no real super objective, instead featuring a number of wild, untamed worlds and a few civilized ones in the manner of MMOs like Final Fantasy XIV or like Star Trek Online had in a deeper, larger way. Developers could focus on filling the world with tons of adventures waiting to be activated and the player to feel like they truly exist in a world where any number of things can happen, not simply treading water until they trigger an event that forwards the story, instead they are the story. If there were instructions at all, they could be included in an entertaining, character building way via a prologue with your crew mates at StarFleet academy or even a Mass Effect 2 style action-sequence of a starship being blown apart in an emergency as the opening credits roll.
When faced with a non-linear sampling of choices, that choice should be quite real complete with linear consequences in a Star Trek RPG. This helps developers create tension, drama, replay value, and even more reason to care about consequences and even check them all out. Like Telltale’s The Walking Dead, these consequences could best be done in episodic sequences.
(Make it so or not to make it so?)
In a typical “episode” of the game, a planet’s distress signal says that a nasty creature is devouring people by the dozens and farting toxic gas! Will your captain look the other way and keep on ‘till morning, or lead an away team yourself with your First Officer and Chief Engineer? Or maybe you take a bunch of your dumbest red-shirts just to seem them die horribly in that lost episode of “Everyone Died.” Or maybe you stay behind on the ship and watch the carnage from your command chair and delegate ship responsibilities. But what if someone does die on your watch? What would the fallout look like with their peers, friends, and families responses?. . .
Often players never seem to get what they want in one game, instead having to play several to enjoy one aspect of a game here and there. Star Trek could combat this issue by implementing a sliding management system. Is the player a detailed micromanager that must control every aspect of the game and its characters? They adjust the slider accordingly so that every decision requires their input. What about the player that just wants to shoot stuff without all the pretense? They would adjust their slider to allow the computer to manage none essential issues like character development, combat scripts and tactics. This would allow the player the option to let the computer research and implement upgrades, create weapons and apply training, or take the wheel and be creative. Or simply oversee the different projects and approve or disapprove the various efforts.
If the player was able to create, train, and cultivate every aspect of the crew and equipment, then those pieces can move about autonomously from the player’s direct input. That could create the Star Trek experience of watching in horror while men and women under your command are butchered because you’re curious.
Lastly, the inevitable amount of Star Trek DLC (hopefully fairly priced) should basically be modules of self contained stories that take place within the universe. It’ll introduce a new race, a new dilemma, and other goodies. It could start off as an emergency message that’ll send the player and their crew rocketing off to the rescue. If the story itself isn’t pushing the player toward some universe ending event one would assume should be the primary focus, then the DLC could be included at any point in the player’s story, not just a bit extra to do after the player has saved the crap out of the universe.
It’s easy to say that I love Star Trek at this point, but such proposals for licensed video-games always come with a difficult balancing act for developers. Though much of my love of Rocksteady’s Arkham games come from simple concept of gliding around as Batman, it’s indeed the story, setting, and characters that matter as much if not more than gameplay. It must be playable and it must be enjoyable, but above all it must be definable as Star Trek. That’s the kind of formula that Rock Steady succeeded with in this gamer’s mind and if someone, anyone, could do that with a Star Trek game, I’d be more than a happy camper. I’d literally show up on that person’s doorstep with gifts. More than my own fandom aside, it’d be another bit of proof that the licensed game can be done right and that video-games can still reach a wider world. That’d be, in short, sweeter than a pile of gold-pressed latinum.
Wii Retrospective: A Gamer's Guide (List 1-A)
As a gamer, I found the Wii a fascinating and intriguing console. Not Nintendo's best (I personally reserve that opinion for the SNES and DS), but a fascinating console all the same. The Wii was not my most-played console of the generation--the Xbox 360 and DS were played far more. Never the less, I would be a pretty bad gamer to have just dismissed the console, but that appears to be exactly what happened to it by a lot of people. Which is unfair to the developers, to the Wii, and to oneself as a gamer. What kind of gamer chooses to limit his options by ignoring any console?
I'm not saying we should all buy every console--indeed, the more alike any two consoles are, the less logical reason there is to own both. I have both the X360 and PS3, and ultimately, one of them was played constantly, and the other was routinely ignored because their libraries are roughly 85% identical (this is something I recently calculated by taking lists of total games and factoring exclusives per platform). The Wii lost out on multiplatform games, but it would seem that this was by design. Nintendo has always been big on crafting consoles with large exclusive libraries, be it with horrifying contracts on the NES, cobbling together an exclusive "Dream Team" on the N64, or merely stepping way outside the box with the DS or Wii.
So, here's one half of a retrospective on the Wii by a gamer. Follow this link here for the other half of this list by your favorite poster on the site, Hawk/Edward Roivas. This is not going to dwell on the negatives--what's missing, what it didn't get, or any of that nonsense. That is an overly, dare I say, deliberately negative way to view a console. Do we judge the Xbox 360 for not having Zelda? Do we judge the PSP for not having Halo? Of course not. So we're not going to judge the Wii here for missing BioShock.
Nor are we looking at the obvious titles. You will not find Mario, Zelda, Pokemon, or Kirby in these lists. Nor are they focused on casual or family games. Rather, these lists are to chronicle the 3rd party offerings, exclusives, former exclusives, and lesser-known Nintendo pieces. And a few are thrown in here largely because of their value in collector's circles. Why? Because that's largely who this list is for. The gamer looking for those final rare Wii gems, the collector looking for those rare pieces, and those who are looking for the titles that truly define the Wii as a console. And because of the way it was treated by too many gamers, chances are, we missed out on too many of these. Some are imperfect, some flawed, and not all are exclusives.
Let's get started:
30. Let's Tap
Let's Tap is a gimmick. And one that could only work on the Wii. It's a rhythm game, of sorts, where a player places the Wiimote upside down on a box and "taps" on the other end of the box to affect gameplay aspects. Considered solid and fun, but a bit shallow, it was released at a budget price, then appeared to unfairly vanish into obscurity. A unique title that adds to they mystique of the Wii itself.
29. NiGHTS: Journey of Dreams
NiGHTS, despite being annoying to spell, failed to set the gaming world on fire with this revamp. In hindsight, many seemed to feel that perhaps nostalgia was clouding hopes for the game. Critics had mixed feelings, but gamers have apparently had high praise for this title. Not particularly rare (I think I see it at Target every time I go), it never-the-less seems as though the title may remain an elusive Wii exclusive.
28. F1 2009
This title is on here for a very specific reason--it's collectible. It is about the defining F1 racing option on the Wii, and appears to have had a short production run. It has since become pretty hotly collectible, particuarly among the F1 community. The game is solid and well made, but strict--as expected--on it's realistic racing physics. And even more rare version came with another Wii Wheel.
27. Excite Truck & Excitebots
Excite Truck is a spiritual successor to the Excite Bike franchise. Sort of. Instead of the customizable race options from the classic Excite Bike, Excite Truck has players modify the very landscape in-game by hitting certain triggers what quickly deform the upcoming environment to create massive hills, jumps, or plunging valleys. The game thrives on hectic arcade-focused gameplay and insanely unrealistic physics and stunts. You can actually "win" a race merely by having a higher score based on stunts than on actually getting first place. The follow-up replaced the trucks with robots, and massively stepped-up the stunt aspect.
26. Bit.Trip Complete
As we're focused on physical releases, this is the only way to get the Bit.Trip games on here! Bit.Trip Complete collected together the previously released (on Wii Ware, and a few on PC) Bit.Trip games of old-school challenges with sleek, modern aesthetics into a retail package. Not only that, but it added numerous levels and challenges to each of the six games giving players an unbelievable list of challenges. Each game was designed to operate on the Wii in different and creative ways, helping move the Wii Remote from gimmick to the versatile controller it was intended to be.
25. Endless Ocean/Endless Ocean: Blue World
At a time when Nintendo was routinely targeted for making "too few new franchises" (and yes, I was one of them), Nintendo slipped out these non-game games. I personally know of little about these titles, except that they are light in plot or story, but that there actually is something in the line of a story there about exploration and discovery. Which is pretty much the entire point of the games. Take your Wii Remote, dive, and explore. And that's about it. However, they're not entirely original, since the developer, Arika, had previously made similar titles for teh PS2 called Everblue. That said, the style of these games found a home on the Wii, outselling the Everblue series by roughly 1.7 million copies overall. Perhaps not terrible collectible, but arguably important titles for the console overall.
24. Dragon Quest Swords: The Masked Queen and the Tower of Mirrors
This is perhaps the most unusual Dragon Quest title ever developed, in that it eschews many of the traditional elements of the franchise to create an experimental on-rails First-Person adventure. It is not quite the same kind of game as it's franchise counterparts, and is considered somewhat shallow (battles are no longer randomized), but the game is considered functional. Reviews were mixed, and were stronger from the Japanese perspective than the Western one. A unique experiment worth a gander at the very least, and another title made possible by the abstract way some developers looked at the Wii.
23. Muramasa: The Demon Blade
Now available to Vita owners, this initially exclusive title helped add some seriously gorgeous and entertaining gameplay to the Wii library. A hack-n-slash side scrolling RPG, Muramas proves that the Wii Remote is not necessary for a game to be great on the Wii, and embraces that the console had options. Easily better played on a Classic Controller, Muramasa offers old-school side-scrolling flavor with some of the most breath-taking and artistic graphics on the system.
22. Dokapon Kingdom
This is another title that shares a release with the then out-going PS2. Essentially, picture Atlus making Mario Party with RPG elements. That's what you have here. The game has held it's value rather surprisingly over the years and manages to remain consistently sought-after in collector's markets. The Wii version was nominated for Best RPG by IGN in 2008, and it's party-focused gameplay aspect likely works somewhat smoother on the Wii than the PS2 which required an adapter for more than two players to play.
21. Castle of Shikigami III
If you claim to be a "hardcore gamer," this is the kind of game I expect you to be playing. Because it is designed for the most hardcore and rooted in twitch gameplay, self-improvement, and stern challenges. Call of Duty is a casual gamer franchise, this is a real hardcore gamer's game. Castle of Shikigami III is a bullet-hell shmup, and a rarity not only on the Wii, but on modern consoles in general. Solidly made, it features an absurd anime storyline of utter nonsense, and you play as flying humans rather than ships like Ikaruga or Gradius. A heavy emphasis is made on "quality" gameplay over collecting massive weapons, and increases weapon power and score by taking risks--such as moving too close to enemy bullets. I have seen it in stores exactly one time over the years--and that was the day I bought it.
20. Ghost Squad
Many complained on end about the Wii having "too many rail shooters" from the ye olden days of arcades. I always found this confusing because I was thrilled that the Wii was finallya home console that made those games relevant to home gaming. These shooters are often brainless, but fun, and challenging. Ghost Squad is a short experience, but lengthened by boatloads of unlockables and repeat challenges. It was notable because it was the moment when Sega refined this style of gameplay for the Wii and came to truly define it--so much so, that a skilled player could play without an on-screen reticle. The game is fairly common and very affordable now, but set the Wii on a new path of higher-quality arcade-style rail shooters.
19. House of the Dead 2&3 Return
If you haven't played a House of the Dead game in an arcade, you either grew up in the wrong era, or are doing something very wrong as a gamer. While unfortunate that HotD1 isn't in this set, getting 2 & 3 is pretty nice. The game suffers from balance issues between the two--3 is harder than 2, but more forgiving in it's eventual unlimited continues (like an arcade and a pocket full of change). Ridiculous storytelling, dated graphics, but boatloads of fun, especially with another person. The Wii may have had "too many" of these games, but then, no other console ever made them so relevant and easy to play.
18. House of the Dead: Overkill
HotD: Overkill took the franchise to it's logical next step--playing up the traditionally awful storytelling and couching it in Grindhouse-style (complete with a hilarious "scene missing" segment) language and imagery. The result is a hilariously entertaining title slamming into the Guiness Book of World Records for a full 5% of it's language being just the "f" word. Characters are enjoyable and the shooting aspect is completely revamped from traditional HotD gameplay of "just rampant shooting" to a much more skill-based focus that rewards accuracy. Like most in this genre, it's not terribly long, but focused on replayability. Perhaps humorously, it was developed by the same team that made Nintendo's Battalion Wars 2.
17. Deadly Creatures
Deadly Creatures remains one of the most unique titles on the Wii. In a way, this is one of the most classic games to appear in years. Go back to the early Atari days, and playing as bugs or other creatures is not as uncommon as now, where soldiers fill out the industry. Deadly Creatures plants players into roles of a tarantula and a scorpion with a human drama holding the backdrop which causes the lives of these two creatures to intertwine. Surprisingly realistic graphics and animation belie the arcade-like creative beat-em-up gameplay that moves the game forward. Imperfect in some technical aspects (such as loading), the game is beautifully atmospheric, uniquely creative in level design, and surprisingly, the motion controls work generally quite well. Something this unique and creative should not be overlooked.
16. Lost in Shadow
One might be forgiven for drawing parallels to Limbo with Lost in Shadow. Both are hauntingly dark, melodramatic titles. A boy is, for all intents and purposes, killed except for his shadow. He begins an arduous quest to climb a tower to re-attach himself to his body, and defeat the shadow being that did this to him. The core is a puzzle platformer where players must traverse shadow-based puzzles and moving lights. The game is a little longer than it needs to be, but the bleak, dark, moody story wraps this title into a surprisingly haunting package.
15. Boom Blox & Boom Blox Blast
Before Steven Spielberg was apparently making Halo stuff, he "had a hand" in crafting Boom Blox for the Wii. Despite it's surprisingly uncreative characters and "story," the game succeeds as an extroardinarily robust physics-based puzzler and party game. The physics are impressive, the gameplay is solid, and the titles are entertaining, and beyond that, they're defining moments for the Wii console itself. One of the many times that the motion controls not only worked, but simply made sense.
14. Fritz Chess
This is another one placed up here due to it's hotly collectible status. According to internet lore, Fritz Chess (yes, from the same Deep Silver that gave us Dead Island) is a well-crafted, "official"-level chess game released possibly only or largely in Canada, and pretty much no where else. If you find it, you should probably get it.
13. Shiren The Wanderer
I own this and have not actually played it yet (got a bit much on my plate right now). The Wii/PSP version was published by Atlus, whild a DS title was published by Sega. There doesn't seem to be a lot of old-school rogue-like dungeon crawlers that randomly generate dungeons these days, but here's one of them. Being an Atlus title almost automatically means it's a low seller and somewhat difficult to find. Interestingly, its sales apparently stalled in Japan because it was actually too easy compared to traditional titles in this manner. Reviews are mixed and range from the 70's to the 90's.
12. de Blob & de Blob 2
Believe it or not, the core story of this game is a lone hero attempting to topple an oppressive totalitarian regime. But that hero is a blob who is "fighting the man" by coloring the world that they'ved grayed with their totalitarian propaganda. That is what this game actually is. But, it's child-friendly. de Blob is charming, colorful, creative, and vibrant. Essentially a quest-based platformer, the game was another title that took the "be creative" aspect of the Wii and ran with it. For the most part, the game is very entertaining, but needing to jerk the Wiimote up to jump was a tad unintuitive. The multiplatform sequel, however, seems to have sold fewer copies combined than the original Wii version did alone.
11. Sakura Wars: So Long My Love
This one might be a bit of a cheat as it was released on the PS2 in Japan--five years before it was released on the PS2 and Wii in the US--in 2010, handily after the heyday of the PS2, but smack in the middle of the strongest years of the Wii (let's face it, those later years weren't doing so well outside of Kirby and a few fabled "rainy" titles). This title is bizarre to the gills and described as a tactical RPG with dating sim elements that happens to follow the exploits of a transplanted Japanese naval ensign in 1920's era New York who is part of a group evidently disguised as a musical troupe. Bizarreness aside, the game reviewed well but appears to be somewhat rare (like Shikigami III, I have only seen it once in a store, but it was grossly over-priced), but probably deserves a second look to anyone looking to complete that "defining" Wii collection.
10. Tenchu: Shadow Assassins
Originally announced as an exclusive, it was only during this writing that I realized it was ever actually released elsewhere (the PSP). Never the less, Tenchu was intended to be a return to form for the long-troubled franchise, which saw dismal releases on the DS and Xbox 360. Tenchu was noted for it's excellent graphics and for being once again developed by the teams that originated the franchise and made the highest-reviewed titles in the franchise. Some control and camera issues were the only things preventing it from reaching the full glory of it's past, having to merely contend with being the "best Tenchu game since the first two," but a generally solid experience overall.
9. Resident Evil: Umbrella Chronicles & Resident Evil: Darkside Chronicles
Now that the RE series has become a full-blown shooter franchise, these seem almost par for the course. These titles exist to both replay Resident Evil 1, 2, 3, and Code Veronica with a bunch of extra elements and new backstories, all of it done through a rail-shooter adventure. Imperfect and somewhat repetitive, the games succeeded with generally solid controls and an appeal to hardcore RE fans. Boss battles were high points, often featuring a size and scope that put the Wii through it's graphical paces. Later ported to the PS3 for Move play, the games will remain strong points to most any Wii library.
8. MadWorld
The Wii was intended to inspire some unique gameplay concepts and design ideas, as well as to allow more classic style games. MadWorld certainly took that inspriation and ran with it. Bizarre story, bizarre characters, unique beat-em-up gameplay, stark black-and-white comic-inspired graphical style, and boatloads of violence and blood. MadWorld is almost too easy to add to this list. Everyone knows about it, it reviewed well, and it even drew the ire of Wacko Jack Thompson. MadWorld is the eponymous video game version of The Running Man--the story of a game show of pure violence where people are pitted against one another in a ruined city by a corrupt organization. Despite a bit of a learning curve, the motion control-heavy slaughter is actually fun, and in the category of "why the hell not?", Futurama's John Dimaggio (Bender) adds commentary to the backdrop of the game's festivities.
7. Geometry Wars: Galaxies
Arguably the most well-known shmup on the console (sharing a DS release), Geometry Wars: Galaxies wasn't just some simple upgrade to the old XBLA shmup. Rather, it was a MASSIVE upgrade of the old title, adding a multitude of upgradeable secondary weapons, stages, challenges, leaderboards, and control options. The game is smooth, challenging, and visually stunning as Geometry Wars always was. In my view, a must-have to any Wii owner looking for a true hardcore title.
6. Punch-Out!!
I never liked Punch-Out, despite finding it somewhat fascinating. Because I sucked at it. Turns out, I really just didn't know what I was doing. Saying this Punch-Out is just a remake is somewhat accurate, but also a little unfair. The controls are smooth, the graphics impressive, and the overall design quite flawless. It allows very old-school controls, and even a full-blown Balance Board & Wiimote-Nunchuck set-up. The only downside to this is that it feels a little more robotic in this set-up, but it works. Punch-Out is great because it shows that in a sea of Mario sameness, Nintendo hasn't completely forgotten it's roots. The versus mode is rather flakey, but what the game delivers in pure skill-based gaming, it does it almost perfectly.
5. A Boy and His Blob
Modern gaming, and the Wii specifically, is no stranger to remakes of very old games (indeed, Punch-Out was noted just before this and there was a dreadful Pitfall revival Activision lazily crapped out), but A Boy and His Blob is an interesting revival. There was only ever two original Boy-Blob games, and the last one was in 1990 on the Game Boy which seems to have received mixed reviews. The revival merely modernized the classic concept (the original game can be unintuitive) and delivers it in a living cartoon intended to tug at as many heartstrings as possible--and with an unbelievably adorable "hug" button (seriously, you'll see it in the first YouTube walkthrough, check it out), it would seem to have succeeded. Like many WayForward titles, it didn't tear up the sales charts, and can now fetch a pretty penny in the secondary market. We collectors might want to pick it up now, before it becomes truly obscure.
4. Dead Space Extraction
Starting with Ghost Squad, rail-shooters gradually improved in overall control quality and style on the system until we reached this point. Dead Space Extraction was a prequel to the first Dead Space, and took the rail shooter one step further, by maintaining the intensity, but adding in a variety of challenges that players must face to survive. Puzzles for closing doors or solving other problems present themselves during heavy attacks, which added a new dynamic to the rail shooter. The game was unfairly dismissed by too many as "not a real Dead Space game" (despite the franchise having only one other game at the time), even though it managed to maintain its horror atmosphere while expanding on the story and further adding to the concepts behind rail shooters. On top of that, it was made by the same developer. It was in good hands from the start, and is arguably the perfect evolution of the rail shooter genre. The later PS3 port apparently had bonus materials removed from the game, but may be the rarer version.
3. Little King's Story
Picture a combination of Civilization or SimCity and Pikmin. You now have Little King's Story. Bet you didn't realize that's what this game is! Yep, it's a city/kingdom builder and the strategy game in the style of Pikmin--except instead of little vegetable-like creatures, you're actively sending citizens to their deaths! Whoo! The game is easy to pick up and play, damnably adorable--but still flatly earns it's Teen rating with a surprising amount of violence and not-so-child-friendly content. Despite the surprisingly mature elements, the game is extraordinarily charming and almost guaranteed to put a smile on your face while you play it.
2. Tatsunoko vs Capcom
These days, gamers are facing a bizarre hypocrisy from EA who proclaimed support for the Wii U, and proudly stated that Frostbite would run on it--only to suddenly turn around and claim the opposite. A similar issue occurred around this title--Capcom said the Wii couldn't handle Street Fighter IV (though it's on the similarly-powerful 3DS now--granted, Capcom tried to play the "not enough buttons" angle at the time), but the Wii easily handled it's own Capcom fighter. Tatsunoko is a Japanese entertainment company along the lines of Toho (the guys that make all the Godzilla movies), but more focused on anime. Several Tatsunoko franchises make an appearance in the game, and if you're like me, you're probably not familiar with a single one of them. But then, who cares? You have a roster of familiar Capcom characters, and unlike the Marvel vs Capcom games, you get a mech from Lost Planet in addition to Ryu and Morrigan. The game plays exactly as expected--as a team-based Capcom fighter, perfectly fitting on the Pro Controller, and at one time including it's own arcade stick. Tatsunoko is the flashiest, most over-the-top fighting game of it's type I've played. You don't just do 5% damage, you do a staggering 5.5 BILLION damage. The combat system is as deep and satisfying as any other Capcom fighter, and the characters are fascinating and varied, even if the SF characters are a bit too predictable. I dare say, if you consider yourself a "gamer" and dismiss the Wii without playing or owning this title, you have no reason to dismiss the Wii. TvC is a pure blast of Capcom fighting goodness, and the Wii is the only place to get it.
1. Xenoblade Chronicles
I am no fan of anime. I often find the stories to be hyperactive, unrealistic, flakey, shallow, and burdened by stereotypes rather than realistic characterizations. They are flash and pizazz while lacking in substance, humility, and humanity. They are sterile, uncomfortable, and "mature" in the most childish of ways--replacing real maturity (in characters and storytelling) with rampantly unnecessary foul language, laughable violence and gore, and sometimes, the most insulting kind of rampant sexualization of female characters.
That all said, Xenoblade Chronicles succeeds in being my all-time favorite Wii game. It defies the harsh stereotype I have that so much other anime delights in maintaining. The story is not hectic or overly stylized or unnecessarily flashy. The characters, for the most part, are likable and believable. Dunban and Ricki, not quite as much as Dunban still oozes the stereotype of the "nothing bothers me" unrealistic tough-guy while Ricki is just silly, as if designed to be a character for children. I don't understand the appeal of Japanese developers in creating these characters, but then, George Lucas did it, too.
Xenoblade succeeds in being everything the naysayers and fanboys claimed the Wii could not be and could not have. It is a gigantic, awe-inspiring open world. Time and time again, you are dropped into areas that define and redefine "epic." No, it's not the Fallout 3 kind of open world, but it is very much the Kingdoms of Amalur kind of open world. Vast, enormous, and filled with life, explorations, and options.
Xenoblade's characters feel genuine, the story largely stays rooted to a human aspect while, quite literally, standing on the shoulders of epic pseudo-deities. Beyond the story, the gameplay is refreshing and I echo the sentiment that it was a vibrant rebirth of the JRPG. Xenoblade nixes the slow, archaic menu-heavy battle systems of old JRPG's for a very active one, where players move about the battle space (which takes place in the overworld itself, not some battle stage) and where attacks have benefits when performed in specific areas and sequences.
The game is vast beyond a giant world, epic battles, deep combat system, and it's 400+ available side-quests. Even after a good twenty-thirty hours, I was still discovering depth to the game's system. Complex relationship systems between player characters, and with the player and their environment. Massive collection systems, a gigantic item and item management system--and beyond that, an element and gem crafting and collection system to further modify the weapons and items of the characters.
This defeated Fallout 3 as the single longest I have played any one game's story, topping the 95 hours I invested there. At 95 hours, I thought I was almost done with Xenoblade. How big could it be? At 115 hours, I finally finished it. This made JRPG's good again, largely by combining the best of WRPG's within it. And while largely happenstance that it had a British voice cast for the English-language version, it only further added to the overall experience.
Remember, when concerning this title, that Nintendo of America mistreated it and released it in grossly limited quantities, and through only one retail outlet. It's already highly collectible, and will continue to be in the foreseeable future.
WFT Bonus Mention 1: Escape from Bug Island
Arguably the first "so bad it's kinda good" title to be released on the Wii, Escape from Bug Island supposed to be a survival horror title where your first melee weapon is a tree branch. Considered crap on many levels, the game still managed to earn an above average review from Famitsu in Japan. Based very clearly on B-horror-movie concepts, the game wasn't intended to take itself seriously, so maybe we shouldn't either? Thankfully, if you wish to experience this calamity yourself, despite being somewhat difficult to find, it's actually pretty cheap online. And I firmly believe we all should play bad games now and then, if for no other way than to better understand gaming as a whole.
WTF Bonus Mention 2: Target Terror
Where titles like House of the Dead: Overkill and Dead Space Extraction elevated the rail shooter to new levels, expanding and improving the formula, Target Terror clings almost shamefully to a broken past. A port of a 2004 arcade game, Target Terror uses hilariously dated live-action visuals straight out of 1995, cartoonish levels of blood splatter, and utterly nonsensical, borderline broken gaming. Another one to file under the "so bad it's kinda good" category, it was somehow made by the same guy that gave us Robotron 2084, the Cruis'n arcade racing games, and Smash TV! Videos of people reveling in it's awfulness popped up online shortly after release. Prices of new copies are surprisingly high.
Finally, do not forget to seek out Hawke's list (List A-1), because neither list is more important than the other, as we have placed them on equal ground. His list will be up shortly, and if you feel that we've overlooked something, by all means, let us know. Just skip the obvious--Mario, Zelda, Kirby, etc, if you will.
We've all been at the point in our lives where money is an issue. Big releases come out so close together sometimes during the coming months that it break's our piggy banks, parent's pocket's & if your like me, My very own pocket. It can be tough deciding on what to buy no matter what age you are. While your younger you may not have the wealthiest of parent's to buy you that certain game that you may want and so I can imagine how frustrated you may get. Remember though the newest title and games aren't everything. Some of my favorite game's of all time have came from past titles I never got to chance to experience until 3-6 years down the road including Kingdom Hearts, Final Fantasy Titles & etc.
The biggest thing I'm trying to help more people grasp is the fact that while you may "want" that certain new game release you have many other good selections out there to choose from with a cheaper price tag.
The situation I'm in right now isn't so much of wanting another game or that I'm broke it's more to due with the fact that I have so many games that are on my back-log that go back as far as a release date of 1998 that need to be played. I have the like's of Skyrim/StarOcean:Last Hope/Ni-No-Kuni/Final Fantasy XII (12) etc to finish before I really need to purchase another new release. As bad as I want GTA V & Arkham Origin's I'm going to hold off because I know that I will have plenty of time in the future to jump into it.
Next Gen being right around the corner could leave a real empty hole in a lot of peoples pocket's this coming holiday season. As bad as I want one of them new consoles Day 1 it's not even in the back of my mind as I'm still enjoying Past Gen Titles on the PS2 as well as the Playstation.
While some may have the money to purchase tons of new releases it still leaves the point of having the time to play them all. No worries though because at the end of the day enjoy your games, It shouldn't come with a "rush tag" glued to it. If you can't afford a game at that time push for a steady title that you can enjoy until you get that extra dough for that shiny new release that you want. Remember it's not about how fast you beat the game or how fast you buy it to knock it off your back-log, But of how much you enjoy it. Game's are enjoyable whether you own the newest title or a 10 year old title. Just remember to enjoy what you have at the time, because life's to short.
First of all, I want to thank everyone who visits my blog pages to tune in to my latest episodes. It means an indescribable amount to me that I've been able to waste 80+ people's time every Monday and Friday.
However, I do have a small favor to ask. If you see my videos, and like them, PLEASE SUBSCRIBE TO MY CHANNEL ON YOUTUBE! The more subs I have, the more attention paid to my channel, the more videos I make and upload. You obviously do not HAVE to do this, but as someone who spends a lot of time making things meant solely to entertain others, it would mean a lot.
Thank you all for reading this and following me through my last 77 videos. I hope you've enjoyed them, and hope you'll enjoy my playthrough of Syndicate, coming later today!
It's been nearly a month since I left the GI office, and life post-internship has been, unsurprisingly, rather dull. I'm no mathmagician, but I know that when it comes to jobs, Game Informer > pretty much everything else. To help take my mind off the mundanity of my part-time, non-game-related jobs, I've amped up a relatively new hobby of mine – tabletop games.
Just before I left Minneapolis, the other interns and I had a tabletop night with GI Previews Editor, Matt Miller. In case you don't know, Miller is one of GI's in-house tabletop experts, and regularly writes stories that highlight new titles or roundup recent games of note. We had an absolute blast playing with him that evening, and I was inspired to pick up a few new games for myself when I arrived back in Boston.
My first foray into serious tabletop gaming came about year ago when I bought a copy of Settlers of Catan, which is one of the most popular and accessible Euro-style tabletop games around. Catan is an excellent game, and it's one that I can easily teach to friends in one or two playthroughs. As far as party games go, it's hard to go wrong with Catan. Nevertheless, I think I'm ready for the next level. And I think you are, too.
Whereas Miller's monthly "Top of the Table" feature represents decades of the author's experience, my feature – "Tabletop for Newbs" – will provide an introductory approach to the genre. It only took me a few days to learn that tabletop gaming is a fantastic way to pass the time with friends (perhaps only second to video games), and I'd love to get as many other people on board as I can. Each "Tabletop for Newbs" entry will highlight a single game, and the entries will become more advanced as my own skills and expertise advance. I don't know much about this area, but I hope that you will join me as I play new games and gain some experience. If you do have expertise in the area, feel free to chime in via comments.
Given that tabletop games can be fairly expensive, I'm not sure how frequently I will write entries, but it will be at least once per month. Games on my current list include: Settlers of Catan, Dominion, Magic: The Gathering, and The Lord of The Rings: The Card Game.
Thanks for sticking around!
Part 1 of my playthrough of Syndicate is now live! Hope you guys enjoy it!
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Spoilers for the episode and series follow
Remember back whenever I said that "Confessions" was the best episode of these final ones at that point? Well, there's a new top dog, and it's got a name that I hate to write. "To'hajiilee" raises the bar for these episodes in every way imaginable, and is bar none one of the best of the entire series, although I feel I'll be saying this for the rest of the episodes. Directed by Michelle MacLaren, who some may remember for the fantastic "One Minute" in season three, this episode changes the game multiple times, and leaves us with probably some of the best final three television episodes in history.
Picking up with Walt's fateful call to ask for another favor from Todd and Uncle Jack, this episode just never let up. It wasn't a roller coaster ride from beginning to end, it was more like a pot of water that we see is efficiently about to boil over. Jesse and Hank put together Jesse's plan to bust Walt using the money he's accumulated, all while Walt was putting together a plan for Uncle Jack to (presumably very violently) murder Jesse. But, as we well know, neither of those things have come to fruition just yet, no matter how close, and both plans have crossed paths in a dreadful fashion. He was so close to being busted, so close! It was something to see Hank finally read Walt his Miranda rights, even though we all knew it couldn't end like this. It couldn't end happily for most parties, there had to be some wrench in the system, and that surely showed up in the form of Uncle Jack and his truckload of scary Nazi friends.
If you had asked me when we were first introduced to Uncle Jack the role he could potentially have in future episodes, I would have probably said that he just doesn't have one. But, here he is, in a shootout against Hank and Gomez while Jesse and Walt are cowering in their respective cars. That whole final 20 minutes was absolutely amazing, but the selling point for me was probably whenever I suddenly realized what was happening in Walt's furious car ride through the desert. Walt, on his tapped phone with a Jesse he believed to be burning all his money, admitted to dozens of crimes, including the murders of Emilio, Gus, and those two guys he ran over in "Half Measures". He was desperate to keep his money, because that's all he really cares about, so he tried to intimidate Jesse by screaming some of the murderous acts he's committed. Jesse and Hank finally achieved their goal; they finally outsmarted Walt. But us as the viewer knew it couldn't last like that, and it was clearly telegraphed that something bad was going to happen very shortly, but knowing was exactly the problem and may have been worse than being blindsided by the Nazi brigade's showing up.
Now, for some other aspects of the episode. Why the hell does Hank just have brains lying around his house? Sure, it was a clever plan to get Huell to talk, but still, some things must be brought into focus. Speaking of Huell, Saul visiting the White family at the car wash was pretty awesome and awkward all at the same time. On a completely different spectrum, I feel I may have some ideas for that machine gun we saw way back in episode 5.1. I, in my speculating, guessing way, might think that the machine gun is going to be used against Uncle Jack and his men for murdering Walt's family. Although it's probably not going to be accurate, and it would be kind of weird for this show to end with a shootout against neo-Nazis, it could still be a possible route. Overall, "To'hajiilee" represents this show at it's best: a fantastic mix between action, tenseness, awkward humor, and well thought out plot twists. Only three to go, and there's no signs of slowing down.
A Video Review for Amnesia A Machine for Pigs
Release Date: 9/10/2013
Platforms: PC
Developer: the Chinese Room
Publisher: Frictional Games
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This is a very special time for me. A year ago, this week, I started my internship at Game Informer Magazine and officially became a member of GIO. For all of you who know me I would like to thank you for reading my articles and/or commenting. For those who don’t, I’m O’Dell Edwin Harmon Jr., nice to meet you. In honor of my Anniversary week I have planned a post for everyday this week. (With a very special post to all the editors on the 12th)To kick things off we have The Best Boss Death Scenes in Metal Gear Solid Part 1. Enjoy!
It should be obvious: SPOILER WARNING!!
#10 Fat Man (MGS 2) – “Oh no! I have nothing to wear to the party.”
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With all the Metal Gear Solid V coverage I have been revisiting pervious Metal Gear Solid’s in anticipation for the latest installment. Story is a driving factor for the games, but for me I always look forward to the boss battles. Fat Man delivers challenge along with laughs, and his parties are always the bomb! (Yeah that 90's pun just happened)
#9 The Fury (MGS 3) – “The fires of Hell will purge me clean.”
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The Fury’s death is symbolic for a lot of things going on in the game. People can argue for hours about meanings in the series, but one thing is for sure. The Fury’s end was short, sweet, and poetic.
#8 Metal Gear Ray (MGS 4) – “Think Again! Sorry, but that won’t work this time!”
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Before you write any angry comments about this being so low on the list I need you to realize some things. Technically Metal Gear Ray isn’t alive so it never died, but the battle was truly amazing and the scene that followed its “death”. Don’t like it? Meet me by the flagpole at 4.
#7 Olga (MGS 2) – “Live … you have too.”
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What do you call a person who is willing to betray her country, kinsman, and own father for something greater than herself? A mother named Olga.
#6 Volgin (MGS 3) – “Who’s afraid of a little thunder?”
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Like most MGS bosses Volgin is a great antagonist. He is well rounded, relatable, and good depending on your views. His death is memorable because it’s a text book case of irony … and he pops like popcorn.
That’s it for part 1. If your favorite boss/battle/death didn’t make it don’t panic. Part 2 will be coming your way later this week along with some cool things so sit tight.
O’Dell is a former Game Informer editorial intern and is doing what it takes to make it in life. Part-time bar tender and full time Pokémon Master from Houston, TX with a degree from Texas A&M. Follow him on Twitter. He is a beast.
This is the second entry in a new blog series I started where I talk about memorable levels and bosses in games. To be clear, when I'm talking about The End in MGS3, I'm talking about the boss, not the end of the game. By the boss I don't mean The Boss, who you fight at the end. I'm not referring to The End, but - forget it, I'm starting to confuse myself.
MGS3 has some pretty memorable bosses. A flamethrower equipped Russian astronaut who wants to set the world on fire, a guy who controls bees, a lightning shooting GRU Colonel, and a one hundred year old sniper who's photosynthetic (gains energy from the sun, like a plant) to name a few. This blog is about the last one.
There are many boss battles that test your reflexes, quick thinking, marksmanship, and the like. To my knowledge, there aren't any like The End. It goes in the opposite direction; Testing your patience, ability to take something a task slowly, and think.
You fight him in not one, but three large areas. He's very well camouflaged, and he'll sit in one place for long periods of time waiting for his target. Running around like an idiot will get you shot quickly, and his darts drain your stamina even more quickly. You've got to take it slowly, find his position, and shoot him before he finds and shoots you.
You've got tools and tricks that allow you to find him more effectively, though. Like the Directional Mic, which can be used to pick up the sounds of his breathing and give you an idea of where he is. The Thermal Goggles can be used to track his foot prints, assuming you reach them quickly. If you get near him, he'll throw a stun grenade and run pretty fast for such an old person, so this is useful for tracking him after he does this.
The End is a formidable opponent, and every time you get the drop on him or shoot him it's satisfying. Once you finally defeat him, after the long, slow paced sniper battle, you'll feel accomplished to say the least.. That's part of why I chose The End for the second in this blog series: It's one of a kind.
I decided to make posting the music i listened to while writing these blogs my new tradition, like the Joe Juba reference at the end of my reviews.
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