Yearly Archives: 2013

Why Does the Gaming Industry Hate Animals?‏

Posted on March 2, 2013 at 3:53 pm

If there’s something i am going to take from the last year in gaming, it’s that the industry hates wildlife – absolutely despises it. In the event you live anywhere near a big developer, all i will say is that this; keep your dog indoors…..especially in case you live anywhere near any of these lunatics over at Ubisoft. Those guys seem particularly eager about the death of all things soft and fluffy.

You doubt me? Why else would I actually have spent such a lot of of my gaming hours shooting sharks with an assault rifle or taking down bears with a bow and arrow? i will only assume that they’re preparing us for the day that the worlds wildlife activates us and attempts to take over. i do not know, maybe they took Tokyo Jungle to heart?

From Lara Croft’s inexplicable ability to enhance her abilities by killing chickens to Connor’s (insert native Indian name here) love of forest-wide murdering sprees, evidently the videogame industry has it in for nearly every species of wildlife available in the market.

Aren’t getting me wrong, I’ve found all that hunting rather enjoyable, but deep down, I’m concerned that they’re desensitising me to the needless killing of anything walking on all fours. All of it appears like fun and games now, but don’t come crying to me the following time you are looking for an energy boost and also you emerge as killing a goat in place of drinking a can of Red Bull. Perhaps you will need a brand new wallet and rather than taking the apparent route of popping right into a local department store, you will see yourself subconsciously making your thanks to the local zoo with a bread knife on your hand.

Hey, maybe I’m taking this all too seriously, maybe it’s only concerning the games, but honestly, i locate the idea of a Sonic the Hedgehog / Far Cry 3 crossover just as concerning  as any of the above. Either way, disturbing times lay ahead.

Saying that, I’d pay good money to play a game wherein I hunt Sonic the Hedgehog with a bow and arrow…….dear God, they’ve already got me.

Posted in Xbox Games

Capcom’s Deep Down: Is It Dragon’s Dogma 2?

Posted on March 2, 2013 at 3:50 pm

Capcom’s next-gen RPG looks familiar…

RUMOUR: Dragon’s Dogma 2?
Either Capcom has an actual hard-on for the letter D or Deep Down’s alliterative title is a not-so-subtle hint in regards to the true nature of the sport.

It would has been foolhardy to announce a sequel before Dark Arisen even hit the shelves, so it’s no great surprise that it is going to elect to exploit a working title in the mean time.

Dogma was a surprise hit for Capcom, so it stands to reason that it’d continue to make use of the logo for this next-gen successor.

RUMOUR : Safety In Numbers
So far, Deep Down has only been announced for PlayStation 4, but we’d feel free to put down a hefty wager that it will hit the hot Xbox in addition.

Why? Well, have a look at Capcom’s recent form and let us know what number single-format console titles you notice.

Exactly. The last two were Wii exclusive – Spyborgs and Zack & Wiki – and so they sold appallingly.

With costs so high even for current-gen projects, Capcom might want to launch Deep Down on as many platforms as possible so one can cover costs.

RUMOUR: Breath Of Fire
What better option to blow their own horns next-gen tech than with big-arse dragons spewing fire everywhere?

We’re pretty sure the ‘HUD’ at the first ‘gameplay footage’ was fooling nobody, but at the same time as only a target video showing what Capcom is shooting for, it pressed all of the right buttons.

Okay, so we actually desire a Monster Hunter game that appears like this, but more Dragon’s Dogma – whether in name or simply in spirit – is a second place we’re very happy to accept.

RUMOUR: One Man Army
While the Pawn system in Dragon’s Dogma was an enticing substitute for co-op play, it was still just that – a substitute.

Now, it may be just us reading an excessive amount of into it, however the amusing sting on the end of the reveal trailer – where Blanka sends Ono a message requesting assistance on a md within the type of weapons and items – would appear to imply which you can’t jump into other players’ games and help directly.

Hopefully that isn’t the case, though; Monster Hunter veterans might be quick to inform you the way much fun it may be to party up and go after massive beasties.

Chances of Deep Down coming to the subsequent Box and being Dragon’s Dogma 2 (in step with us at the least) – 7

Posted in Xbox Games

BioShock Infinite / Tomb Raider: To Loot or To not Loot?‏

Posted on February 28, 2013 at 3:53 pm

I, just like the overwhelming majority of people who’ve played it, absolutely loved BioShock Infinite. The tale, the realm of Columbia, the sense of place, the mechanics, Elizabeth; I loved all of it. The loot though? Hmmm, I still can’t pick that one?

The gamer in me certainly loved it. That OCD compartment of my gaming personality couldn’t help but gobble up every last shiny coin, search every bin, every nook and cranny – Columbia needed to swept with a very good tooth comb. As keen on storytelling though, somebody who loves to be swept up in an adventure, well, that side of me isn’t so sure.

If I see a mysterious dead body inside the centre of a room; surely that needs to be my main focal point. Nope, I’m scouring the bins and tables for a couple of measly coins like a lowly crack head. Oh look, the majesty of a floating city bathed in sunlight and ordained with magnificent architecture. Sorry, I’m busy stealing food off the ground. Both concepts simply don’t match up, but the entire same, i can not stop myself from collecting everything I see. Is it BioShock’s problem? No – it is the industries. Very like the tale vs murder-rate issue that lies on the heart of nearly all of modern action games (honestly, how can Nathan Drake be a hero if he kills, nay, massacres, that a lot of people?), with storytelling becoming more prominent and a growing number of realistically portrayed, the industry looks struggling against the concepts and traditions that experience largely defined it since its earliest days.

Are we at a wierd cross-roads? Will the industry feel confident and cozy enough in the course of the next-generation of console development to push forward with more commitment towards gaming worlds which are primarily built upon storytelling techniques and core-mechanics instead of age old videogame tropes? Are we able to cast collection and upgrades aside looking for a more streamlined, focused approach? Will we even like to?

Personally, i am not sure. Up to the split between storytelling and relentless collection did grate, in relation to BioShock: Infinite, and the recently released Tomb Raider reboot (a game that suffers with an exceptionally similar identity crisis), i truly found the gathering of trinkets a highly enjoyable a part of the experience. Why? Well, beyond the conventional gamer in me being hardwired to enjoy such frivolities, looting in both games gave me an excuse to experience more of the area.

Yes, neither game implemented their upgrade or collection options all that well, but I for one could be sad to work out them go completely. Removing them is not the way forward; revision as opposed to revolution is the best way forward in case you question me. With regards to BioShock Infinite; collection is ok, upgrades all but essential – just rethink the best way upgrades and items are obtained. Having money and health items in every bin implies that, yes, I’ll need to search every bin. Put a glittery coin next to a dead body and, guess what, I’m picking up the money before I investigate the dead body. It’s about placement and pacing.

Have loot associated with additional challenges, keep the core story experience freed from clutter, especially when that story is pretty much as good as Infinite’s. Yes, upgrades and loot are optional, but for gamers reminiscent of myself, dangling that virtual carrot in front of our faces essentially makes said option a moot point – i’m able to need to collect. Keep them off to the side though via additional quests and challenges and that i could be more inclined to benefit from the story and maybe return later.

In fairness, Tomb Raider got it half right. Yes, I wish the full upgrade collectible thing hadn’t been so, y’know, in my face through the main story, but once that tale was done, my God did I enjoy searching Yamatai at my very own pace under after the foremost story was done. The danger to explore the island and pick up all those little bits I had missed or ignored; honestly, that was almost as fun because the main game and gave the title plenty of longevity. Throw in several additional skill based challenges and it almost might have been a game unto itself.

So, to come again to my original question; to loot or to not loot? Me? I say loot. It is a classic gaming mechanic and one I certainly don’t need to determine disappear. I just think we have to examine advancing and rethinking implementation as often, as with regards to both BioShock Infinite and Tomb Raider, story and loot don’t go hand in hand.

  1. Brashcast: Episode 25: BioShock Infinite vs. X-Men: Destiny
  2. Top 10(ish) Games of the Generation‏
  3. Bioshiock Infinite delayed (again)
  4. My Week in Gaming – Katamari For All!
  5. My First Virtual Crush – Trip (Enslaved)
  6. Final Fantasy XIII-2 confirmed – coming this year!
  7. Tomb Raider Trilogy Pack Exclusive
  8. New Tomb Raider coming – is a reboot at the cards?
  9. Black Ops puts up outrageous five day numbers.
  10. Deus Ex paying the bills for the subsequent decade?

Posted in Xbox Games

Mass Effect 4: What We all know Thus far

Posted on February 28, 2013 at 3:50 pm

No more Commander Shepard

A Shepardless Flock

Commander Shepard’s time within the spotlight might need come to an end but BioWare’s work in developing the Mass Effect universe will prove way more important for future games.

“What we shall do is tell a brand new story set within the Mass Effect universe,” explains BioWare Montreal studio director Yanick Roy at the company’s forum.

“That doesn’t suggest that events of the 1st three games and the decisions you made won’t get recognised, but they likely won’t be what this new story will discuss.”

It’s time for a reset

Forward Thinking

A new chapter within the Mass Effect saga is something of significant promise – the unique game did a sterling job of establishing both Shepard’s world and the larger picture (when it comes to lore), so we glance forward to going back to a rather more sedate pace than ME3’s relentless, full-steam-ahead action charge.

And even though it does come to be being called Mass Effect 4, don’t assume it will become an instantaneous follow-up.

“[Just] since the game happens before or after the primary trilogy doesn’t mean it’s necessarily a straight prequel or sequel,” confirms Roy.

It can be a prequel

Back In Time

Wait, prequel?

If BioWare is talking in regards to the game recognising and reacting to player decisions from previous titles, we will be able to surely write off the belief of a pure prequel – in any case, it would be pretty hard for Shepard’s actions to have any consequence in the event that they haven’t even happened yet.

Still, flashbacks to an earlier time are still possible and would truly offer how to implement major player-based changes to the sector inside the space of a single game.

Multiplayer’s still at the cards

Renegade Ops

BioWare Social Network regulars were quick to leap on Roy’s original post and threw a lot of questions and requests on the studio head.

While he managed not to let an excessive amount of slip on the subject of details, there have been certainly a couple of suggestions of what we will be able to expect from the total package – multiplayer, he says, was well received in ME3 and remains being considered for ME4, although we’d worry that it only worked in any respect before end result of the action-heavy nature of the third game.

Posted in Xbox Games

Metal Gear Rising: Revengeance – Xbox 360 Review

Posted on February 26, 2013 at 3:53 pm

There are few things i admire more on the planet of videogaming than the brilliantly bat-shit crazy, Metal Gear series and the incomparable talents of Osaka based Platinum Games, unquestionably (individually) the preeminent developer of triple-A action games.

So, as you’re able to imagine, after I heard that Platinum have been brought in to avoid wasting Kojima’s ailing attempts at turning Raiden from blonde haired mincer into super bad-ass cyborg ninja, my heart gently skipped a beat. Development of this type of title were rumoured ever since Raiden showed up looking all awesome and shit as an NPC in Metal Gear Solid 4 and, despite some positive early demo footage, it looked, for some time not less than, that Kojima and co. had hit something of a virtual brick wall of their attempts to bring their unique ‘slice everything’ sort of gameplay to fruition.

Wisely, instead of falling by the wayside, Konami and Kojima outsourced the sport to Platinum Games and, well, the consequences, as one may think, are really rather special. an ideal mixture of Metal Gear style storytelling and Platinum’s renowned skills within the way of fast-paced videogame combat, Rising provides an ideal marriage of 2 top notch companies seemingly working together in complete harmony. It’s the baby of both its parents with each in their individual qualities and traits shining through without ever overpowering or diluting the alternative. From Metal Gear’s renowned art direction to Platinum’s sly sense of humour and perfectly balanced hack ‘n slash gameplay, the 2 companies have combined to create one in all this generation’s finest action games and a fitting vehicle for Raiden to finally prove his worth.

Of course, with such classic action games as Bayonetta and God Hand under their belt, it was always going to take something pretty special to make Rising stand proud of the impressive Platinum crowd – that something special? Blade Mode and the accompanying Zandatsu technique. The facility to slice up an opponent in slow motion as you align each slice to chop enemies to shreds in anyway you spot fit simply never gets old and, when combined with the extra challenge of cutting through an enemy’s weak spot to initiate your Zandatsu ability, it proves a mechanic both pleasingly technical and wildly enjoyable.

Manage to hit that sweet spot and Raiden, is a moment of sheer ferocity, tears through his opponents chest and rips out their spinal repair units (all enemies are cyborgs / robots, so no use to fret about excessive blood). This move both replenishes Raiden’s health and increases his electrolyte levels that can then be used to fuel the subsequent bout of Blade Mode carnage. Yes, some parts of the scenery inevitably can’t be cut into, but this never gets within the way of the joy with all major props and enemies along the largely linear journey there to be cut to shreds.

Even without Blade Mode, the core combat is slick and interesting with skilled player’s capable of cut a swathe through a collection of enemies without taking such a lot as a lick. As you will expect from Platinum, the combat is straight away engaging but hides a wealth of depth for those willing to master Raiden’s impressive repertoire of attacks. Like such a lot of in their games, finishing Rising (especially at the standard difficulty setting) isn’t a massive challenge, but to take action with style, or on one of the crucial higher difficulty settings will take a significant commitment of both effort and time.

It’ll only be 5-6 hours long, but Rising, like Vanquish before it, begs to be played repeatedly, demands that scores be bested and abilities improved. From the brilliantly nuanced parry system (there is no such thing as a block) to the skill required to take the left hand off each opponent within the game in an try to collect all 30 data stores (about as hard because it sounds), playing Rising is simple, but to play it well is a unique kettle of fish altogether. Heck, in the event you actually need a challenge, you may also, aside from a number of scripted scenes, wade through all the game without creating a single kill. You’ll leave a number of limbless, worm-like cyborgs on your wake, but hey, their little cyborg hearts will still be beating……actually, on second thought, it’s probably best which you put them out in their misery – killer cyborg soldiers have feeling too ya’ know.

As I said though, this is not all Platinum; beyond the visual style screaming Metal Gear (as one would expect), there’s actually, amongst an array of pleasant little nods scattered during the game, a stealth meter for those trying to take a more cautious solution to battle. Needless to say, the sport generally favours and positively encourages direct combat, but you’ll get a good little bit of work done sneaking around within the shadows and scaling down enemy numbers before embarking on a more direct approach.

Of course, any Metal Gear game worth its salt has to have a potty, politically driven, melodramatic mess of a narrative and Rising, despite providing an infinitely more streamlined tale than the traditional Metal Gear fare, remains to be home to a number memorable characters, an array of sprawling codec conversations and a delightful narrative link to Metal Gear Solid 4: Sons of the Patriots. This will likely inevitably go over many a head, but for those versed in Metal Gear lore, it’s nice to peer Rising doing its upmost to continue at the series’ fine (read: bonkers) storytelling traditions.

While the boss battles and core enemies never quite match the highs that the series has become famous for, those here provide a gradual challenge, an always unique aesthetic and most pleasingly of all, some genuinely enjoyable banter. Not one of the four members of the Winds of Destruction will go down within the annals of Metal Gear history, however the Brazilian cyborg samurai, Samuel “Jetstream” Rodrigues certainly stands proud from the gang, providing a couple of genuinely memorable moments along the way in which.

The big draw though is Raiden himself. Battling an internal conflict  – is he here to maintain the peace or is he simply finding an excuse to satiate his own bloodlust? – Rising at its best is an ideal marriage of this core internal struggle and his own increasing ferocity at the battlefield. Yes, there’s loads of chat on politics, private security firms and the character of war, but despite a couple of interesting moments, the genuine narrative highs come from Raiden’s more personal transformation.

It can not be essentially the most visually impressive game of the generation, but given the action on screen, it’s a borderline miracle that the frame-rate is as rock steady because it is. Rising, on a purely technical level is extremely the achievement. Surely, it’s quite the achievement full stop. The camera does get within the way of the action once in a blue moon and may occasionally lose its shit when performing the Zandatsu technique on the subject of a wall or prop and, despite the enemy design and animations both being first-rate, the true levels can sometimes be a little bit at the bland side. Still, these minor niggles don’t hinder what’s an otherwise top-notch action game and a fitting instalment within the Metal Gear franchise. It is usually a chief departure for the series in a technical sense, but Rising still appears like a Metal Gear game at heart, comfortably delivering all of the quality we now have come to expect from this much loved franchise.

Rating: 9/10

  1. Everyone Loves Free Ninja!
  2. Metal Gear Solid HD Screenshot Collection

Posted in Xbox Games

« Previous PageNext Page »