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Stealth Bastard Deluxe Review – Sneaky Sneaky, Jumpy Jumpy

Posted on: May 16th, 2013 by Michael Dao No Comments

By: Michael Dao

Independent games can be fantastic, and in an age of where most of the titles that are released from the big publishers are either sequels, prequels, remakes, reboots, or make the use of licensed material, indie developers are a great way to play games that are refreshingly unique and that sometimes push the boundaries of what we thought was possible. Stealth Bastard Deluxe: Tactical Espionage Arsehole, is a title which combines two wholly disparate genres in a manner which is sure to delight fans of either one. It manages to display a level of polish, refinement, ingenuity, and sheer cheek that sadly, the industry ofttimes lacks too much.

Stealth Bastard is a game that can be best described as a combination of Metal Gear Solid, and Super Meat Boy. The former is a third person action game that has a great deal of emphasis on combat and stealth, where the latter is an incredibly hard, yet incredibly satisfying puzzle-platformer. The genesis of this combination, I hope, was something akin to when people discovered that peanut butter and chocolate go together – two things people wouldn’t think to mix, but once discovered, is rather life-changing.

The title is simple in design, and plays as one would expect a platformer to. The single button used is to jump, and the player can hold up in order to activate switches along the way. It’s the design of how such a simple game proves the skill of the developers here. The player character has a set of what can only be night vision goggles, and provide a visual cue as to how stealthy or not so stealthy the player is. The goggles glow green when he’s in total darkness, yellow when only partially visible and red when fully exposed. The game also features various modern niceties, such as the ability to hang off of ledges.

In this make believe world of stealth tactical clones that is entirely made up and based nowhere near the real world, the levels can be designed in ways that are creative and fun. The game’s levels do a fantastic job of introducing new concepts. Instructions are provided to the player via literal writing on the walls, and it’s even hilariously entertaining to read when you inevitably fail. Death comes quickly and easily in Stealth Bastard, and thanks to the near instantaneous revival, you are controlling a clone after all, it never feels like a chore. It’s as if the game acknowledges that you are terrible at the game and just wants to make the bar to trying again and again incredibly low.

Stealth Bastard starts off easily enough, and consists simply of sticking to the shadows and avoiding the eye of security cameras, but soon adds twists and turns to steadily ramp up the difficulty. There are robots with laser beams, environmental hazards, laser beams in general, spinning wheels of death, you name it. The one off putting thing about puzzle platformers is that the difficulty often ramps up too quickly, leaving the player stuck and needing to consult YouTube for a solution. In Stealth Bastard, the problem isn’t so much the puzzles, not only are they cleverly designed, but they tread that often oh so very thin line between too hard and too easy. They are hard enough where the player has to think and reason out the next step, but not so easy that there is no sense of accomplishment when completing a level. It feels really good to work out how to get through a certain level, and when the point does come that you get stuck and have to look for a video online, the solution is never one where you feel that you’d have never figured it out in a thousand years, it’s often a solution where you kick yourself for not having figured it out yourself because you just overlooked some small detail. Personally, I found that most of my deaths were a result of my execution. I knew what I needed to do to advance levels, I just didn’t have the hand eye coordination to do so, and it took a little bit of practice to clear certain areas.

The Deluxe version of the game comes with some 80 levels or so and is packed with replayability. Each level is timed and there are both global leader boards as well as a friends only leader board for the competitive sort. There’s also a level editor and the ability to play community levels. Upon beating a chapter, one can go back and use a different sort of clone with different gear and abilities to play in an entirely different manner. On top of all of these great features, Stealth Bastard feels like it was designed to fit in the life of a busy gamer. Each level takes no more than a few minutes to complete. Most of the levels, can be completed in or around a minute give or take, if you look at the leaderboards, and that’s not a bad thing. I’ve been playing the game in bite sized chunks, and it fits well in that capacity. It’s a great way to kill fifteen minutes or so while you’re waiting for your dinner to come out of the oven, or perhaps if you have a few minutes before your StratOp in Eve Online is set to begin. Overall, if you’re a fan of just one of the genres that comprises Stealth Bastard, it’s worth looking into.

Stealth Bastard is currently available on Steam.

Battleblock Theater Review – Block Party

Posted on: May 13th, 2013 by Nick Bristow No Comments

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We’ve come so far in terms of gaming. We have huge expansive worlds with amazing graphics, incredibly complex gameplay, but nothing quite compares to an extremely polished 2D platformer. It is one of the oldest genres of gaming and I am astonished by how much fun they can still be. If you’re a fan of Super Meat Boy or N+, you’re next controller crushing addiction is here to satisfy your needs.

Battleblock Theater starts out sweet and innocent as you and all your friends travel the seas on the S.S. Friend…ship (their joke not mine). You land on an island inhabited by unusually well dressed cats. Better dressed than the cats we see every day, so it’s pretty incredible. The cats main source of entertainment is a theater/prison. They immediately put your fearless leader Hatty under a spell using a…hat, who then promptly starts using you for the demented cat shows. All of this is hilariously narrated and overflows with Behemoth style. The story is told with simple yet clever cut scenes in-between the games chapters.

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This set up is the perfect excuse for actual gameplay. It is an extremely polished 2D platformer set in squared off levels. All the components are made out of a set of blocks. There are fan blocks, jump blocks, fire blocks that make fly into the air, warp blocks the list goes on. This along with items strewn about is all crammed together in an exhaustive amount of levels in some incredibly creative ways. The generous spawn points never make the going too frustrating and it only gets better with friends.

There are several modes for multiplayer which include all out battling to CO-OPing the single player. The brilliant thing is the CO-OP levels seem the same at first, but almost every level has been modified to require you to work together. One player stands on the switch, while I pick them up and throw them into their watery graves, because I’m hilarious.

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With all the good, the one stumbling block (pun intended) is the combat. I never really got the hang of all out combat. When I had to fight an enemy, it usually put a damper on my mood because I would usually resort to button mashing hoping I would land a blow.

Even still, the platforming and never ending creativity out of the levels kept me playing. The story is hilarious and its incredibly addicting to collect all the prisoners from the evil cats. There are hundreds of levels and I still haven’t seen them all, and when I’m done with those, they are making more every day with the built in editor and that is definitely a good thing.

5stars

 

This review is based on a retail copy of Battleblock Theater for the Xbox 360.

Breach and Clear – Preview

Posted on: May 10th, 2013 by Michael Dao No Comments

By: Michael Dao

The proliferation of tablet devices has changed how we interact with the internet and our digital media in profound ways. Just a few years ago, people would be found on the subway commuting to work with their mobile phone in their hands, inevitably playing solitaire or some such game. As touchscreen phones rose in prominence, mobile games got more complex and one could argue better. Angry Birds is certainly a long stone’s throw away from that Snake game pre-installed on my very first cell phone, one of those indestructable Nokias. Fast forward to the present day, and the landscape has changed somewhat again. Though a large number of people are still fiddling with their mobile phones, a goodly chunk of them have been replaced with either e-readers such as the Kindle from Amazon or the Nook from Barnes and Noble, or full on tablet devices, such as the iPad from Apple.

Having a relatively inexpensive and powerful device with a moderately sized touchscreen will change how we interact with our games for sure. The first application that comes to mind is that of board games. When the iPad was first released, there was a Scrabble application that used the iPad and then iPhones or iPod touches to hold that little stand that has all of the letter tiles on it for each player. Kind of ridiculous, yes, but it was a glimpse at just what was possible with the proliferation of smart, wireless devices. Following Scrabble closely were tablet adaptations of popular board games such as Puerto Rico and Ticket to Ride. These were little more than copies of an existing ruleset which was then made to work with a touch interface without too much fuss. Though fun, these games didn’t really move the bar in terms of innovation.

The good news is that developers are realizing that tablets will be a great place to start building innovative strategy games. The form factor of the device and how it is used in peoples lives lend it to being the perfect device for asynchronous turn based strategy games. A tablet owner can easily play a few turns before bed, maybe a few more on the toilet, and a bunch on the subway commuting to work. At this past PAX East, Firaxis announced that they would be porting their critically acclaimed strategy game, X-COM to iOS. The announcement was one of those things where after the surprise faded, everyone just kind of went, “Huh, that makes a ton of sense. I wonder why no one’s done this sort of thing sooner.” But here’s the thing, people are.

Breach and Clear is an tactical turn based strategy game from Gun Media. I got a chance to play it at PAX East and I really like what they’ve done. I think for smaller or less experienced teams, they all want to make a game that reaches so far, that things start being left cut and the final product is poorer for it. Cue the Eddie Izzard bit about the British high school guidance counselor telling their student to, “Scale it back a bit.” The best titles often take a single really great gameplay mechanic and distill it to its purest form. Look at Jetpack Joyride from Halfbrick Studios. You control a guy with a jetpack and you press the screen to make him go up, and you let go to make him fall. Along the way you avoid bad things and collect coins, and the occasional power-up. The same is true with Breach and Clear. The player controls a team of elite special forces, and is a turn based tactical game where the object is to do just what the title says, breach and clear.

The game starts out with the player looking at a building and choosing the entry points for his or her squad. Using the respective device’s touchscreen, waypoints, movement paths and firing arcs need to be set so that the troops entering the building can take down the inhabitants without suffering any casualties of their own. It actually plays out much like the mission planning portion of the original Rainbow Six first person shooter, and that’s not a bad thing. The planning portion was actually more fun than the shooty bits – as they say, I love it when a plan comes together, and whoever plays the title will certainly feel that sense of satisfaction of completing a level. The game will ship with a multitude of levels, and will be free to play, supported by in app purchases.

Breach and Clear will be available this year.

Kerbal Space Program – Preview

Posted on: May 9th, 2013 by Michael Dao No Comments

 
By: Michael Dao

Recently, Senator Bill Nelson (D-FL) announced that as a part of President Obama’s upcoming budget, NASA would be receiving $100 million to start the process of capturing an asteroid, bringing it into a safe lunar orbit, and then finally sending astronauts to it by the year 2021, thus leading the way to mining the asteroid and setting us up for future missions to Mars. In the spirit of space exploration, it would be an excellent time to talk about Kerbal Space Program.

Kerbal Space Program is a game and a simulation. It’s another Steam Early Access title, which allows players to purchase the game now and experience how it evolves as it undergoes further development. Even though it is under an early phase, what it has is a whole lot of premise. The first thing to understand about Kerbal Space Program, is although it does appear incredibly cute at times, it is a complicated game. The game puts the player in the role of a manager of a space program and the point is to perform missions that places Kerbals, these short little green guys, into space. All of that is performed by designing spacecraft, putting it on the launch pad, and then sending it into space. It all sounds simple enough, but with Kerbal Space Program modelling physics in a good amount of detail, mastering this simulation might not make you a rocket scientist, but closer to one than many would expect.

At this point in the development of the game, the scope is rather limited, but what the simulation does allow the player to do is taken to an incredibly deep level. The process starts in the design phase of the game where the player has to build a rocket capable of carrying a command module into space and if the player so chooses, back to the surface of the planet again. There are so many choices here that it can be a bit overwhelming. The game does have a built in tutorial, but it is incredibly hard to follow. A novice rocket scientist would be best served by searching for Kerbal Space Program 101 on YouTube, for an absolutely fantastic series of tutorial videos.

To call Kerbal Space Program a game at this point would be misleading. At this stage, it’s more of a toy, a giant sandbox. Even so, this should not stop you from not purchasing and getting early access to this title. Missions will be added in the future, as well as support for user created missions. When that happens, you can bet your bottom dollar, that I’ll be creating a mission where you have to send Bruce Willis, and a rag tag team of oil miners out to stop an incoming asteroid and then bringing them back home. Space is exciting, and truly the human race’s final frontier. Seeing asteroid mining happening in our lifetimes becoming a distinct reality is something I would never have imagined possible when I was growing up.

This isn’t a rehash of Buzz Aldrin’s Race Into Space where the player can take over a space program in 1957. It’s kind of unclear why this game exists. I happened to only download the demo at first because I noticed that a friend on Steam was playing it, and I was intrigued. It’s an important title to check out. There are precious few quality games available that are nonviolent. Kerbal Space Program is a fantastic simulator that will give people the joy of being able to launch little people into space. There’s a ton to do, from trying to actually launch a craft to the moon, to building the most ridiculous functioning spacecraft physically possible. It’s a title worth sponsoring, and even in it’s early state will provide a whole LOT of entertainment for just about anyone who has even a casual interest in space exploration, or even if they’re just curious about what it takes to launch something up there.

Available now on PC, Mac and Linux on Steam.

Poker Night 2 Review – Not All in

Posted on: May 6th, 2013 by Michael Dao No Comments

By: Michael Dao

Crossovers have always been popular. When you get your metaphorical peanut butter into my chocolate, and I get my metaphorical chocolate into your peanut butter, it’s just better. That being said, crossovers can work either really well, or rather poorly. Someone actually wrote a book that mixed the universes of Star Trek: The Next Generation and the X-Men. That sounds like the worst idea in the entire panoply of bad ideas, but the Amazon reviews actually state that it’s not an entirely terrible read. More recently, there was the Archer slash Bob’s Burgers crossover that a lot of people seemed to enjoy. A discussion about why anyone would voluntarily watch Bob’s Burgers not at gunpoint is beyond the scope of this review, as I feel that Bob’s Burgers is a bad show and that people who watch it should feel bad, but it was popular. [*editor's note: Bob's Burgers is amazing] So Telltale Games, creator of the much lauded The Walking Dead series of games and other adventure games such as Back to the Future, takes a break from all of their adventuring and brings us Poker Night 2, which, as the title suggests, is a poker game.

Somehow, I had missed the first Poker Night game, entitled, Poker Night At The Inventory. The concept remains the same, the developers at Telltale wanted to create an experience that detailed what popular characters did when they were “off,” and the first iteration of the game featured Max from Sam and Max, Strongbad from the Homestar Runner site, The Heavy from Team Fortress 2, and Tycho from Penny Arcade. The draw of the game would be getting to see characters from assorted and disparate universes interact like normal people. Well, as normal as is possible. Poker Night 2 features a new cast. The players opponents this time around are Brock Samson from The Venture Brothers, Claptrap from Borderlands, Ash Williams of the Evil Dead, and finally, Sam from Sam and Max. And the dealer is GLaDOS. Hijinks will ensue.


The game plays as one would expect it to – you play poker against these characters, and included are two types of poker games, Texas Hold ‘Em and Omaha. The player participates in a tournament with a $20,000 buy-in, and then works to eliminate the other players at the table. The graphics are competent, and all of the characters are modelled well. The venue is also interesting enough to look at, a bar called The Inventory. Mad Moxxi from Borderlands serves as a bartender, and Max, Sam’s sidekick occupies a nearby table and occasionally chimes in.

The big draw of a game like Poker Night 2 would be the characters and their interactions with each other. Let’s be honest here, no one is going to be playing this game because of the hard hitting poker simulation that it offers. (To be fair, I wouldn’t know what a hard hitting poker simulation would even look like.) In this regard, it does succeed. The voice acting is fantastic, and the writing is absolutely top notch, and had me quite literally, laughing out loud at points. The absolute best thing about the game is how the characters will continue to play poker while the dialogue occurs. It’s a very small feature, sure, but I feel that if one of the AI players had to finish what they were saying before deciding to check or bet, I would want to murder the Poker Night team at Telltale in their beds at night.

Even though the dialogue is both fantastically written and acted, the game suffers from the same thing that every scripted experience suffers from: repetition. It took until my third tournament that a sequence was repeated, and there are some actions that have few too many scenes and animations – for example, when a player wins a pot. If I have to see Ash pull out his shotgun and use it to rake in all of his chips another time while making some sort of comment that doesn’t come to mind only because I’ve repressed it, I may scream.

Overall, Poker Night 2 is a competent poker game that is only fun because of the characters and the dialogue involved. It’s a great title to have if you love the characters and their respective franchises, but it’s not a game that one would play for hours on end. As a momentary distraction to kill time, it is great. Any longer, and you will hate everyone involved. At the five dollar price point, the game is worth getting, but only at five dollars. There are gameplay elements to extend the number of hours you’ll put into the game, such as unlockable decks, chips and table felt, and there are challenges to pass in order to win trophies, but at the end of the day, it still remains a light game for a light price.

Poker Night 2 is currently available for Xbox Live, PSN, and PC and Mac on Steam.

3stars

Star Command Review – More Like Snooze Command

Posted on: May 4th, 2013 by Michael Dao No Comments


By: Michael Dao

Guys, Star Command is finally here. The story of Star Command is an interesting one, it managed to successfully fund not one but two Kickstarters, one for the mobile release and another for PC/Mac. The developers are well known for being, outspoken, shall we say, and the game was delayed a lot of times. Seriously. A lot. Reading updates from Warballoon for the past half year only served to make me more and more skeptical, and just a little ago, they made an admission that their final product would only encompass approximately thirty percent of their original vision for the game. In the words of the immortal Eddie Izzard, they needed to look at what they wanted to do originally, and scale it back a bit. Even still, it’s hard to fault an indie studio for not truly expecting the amount of work it would take to achieve the reach they originally intended to. Still, thirty percent of something amazing should still be pretty good, right?

Star Command was originally billed as sort of a science fiction slash Game Dev Story mash up. A sim type game where you hired crew members, designed and built your own ship, researched technologies, and just had ADVENTURES. In space. Leveling up your crew. Doing Captain Kirk-esque things. Sleeping with hot aliens. You know, every nerd’s dream come true. We were looking for a rich, deep, experience, sort of a mashup of the fantastic FTL and Kairosoft’s Game Dev Story with a little bit of X-Com thrown in for when aliens inevitably beam onto your ship and you need to repel boarders . The reality of it is that the experience is much more shallow and one dimensional than what we were all probably expecting, and though parts of the game are absolutely fantastic, the hollow core of it dominates the experience.


The game stars with the customization of the captain in glorious pixel art form, and a tutorial via tool tips and a few softball missions that go onto introducing the player to the key concepts of the game. Here, you add your first few rooms to the ship, and in just a few minutes, the player is subjected to their first full blown combat encounter with an alien species. Here, we start to see the first real issue with Star Command, the fact that every mission inevitably leads to combat. There are times when the player does communicate with aliens, and there are branching dialogue trees, but the choices made feel quite inconsequential in the grand scheme of things. I hope this isn’t too much of a spoiler, but if you choose to open fire first in the first encounter, the enemy ship starts with its shields down – your initiative has surprised the aliens. This is generally how these decisions play out – they provide a small to moderate benefit or disadvantage to the player. Combat is also, quite unfortunately, not all that fun. The majority of your time is spent waiting for the cooldown on the ship’s weapons to run out, or micromanaging the crew on board the ship in fighting aliens or repairing battle damage. Though the action does get quite frantic at times, it’s not the same feeling that one gets in playing FTL. When all is said and done, there is no emergent story of what happened. Your security officers lined up and shot at the enemy, while the one in front got pulled to the back ever so often to let another officer tank. There will be no stories of how your crew held off the boarding aliens while a lone engineer repaired the non functional oxygen generation unit. Ship to ship combat is just a short minigame, a separate one for each of the three different weapons that you can place on your ship, and that’s the gist of it all – the game really revolves around waiting to play these three minigames.

Even though the basic gameplay of Star Command is shallow and not terribly fulfilling, there is a lot to like here. The graphics are that perfect combination of retro and charm. The ship design is creative and can be considered a character in its own right. The contrast between the pixel art and the wonderfully beautiful backgrounds gives one a true sense of both the beauty, majesty, and scope of space. And the soundtrack. Composed by Marius Masalar, I can say without a single moment of hesitation, that this is the best soundtrack ever created for a mobile title. It certainly sets the mood and does add to the entire experience.

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In the end, Star Command ends up being a light experience, and at a different price point, say at the ninety-nine cent level, would be an acceptable purchase. The bad news is that three dollars, it would be considered a “premium” game, and it just doesn’t deliver the sort of experience that one would associate with a game at that price. An easy comparison to make would be to put it up against Ridiculous Fishing, another iOS game that sells for the same price. Ridiculous Fishing is a much more enjoyable experience, and a simpler game all around, probably took less time to develop, but was infinitely more fun. The things that Star Command does, it does well. It’s just a shame that it just leaves us wanting what it could have been, as opposed to what it actually is. People who are fans of the genre will probably get some enjoyment out of the title – heck, I own every single iOS title Kairosoft has released, but others will probably best served by staying away.

Star Command is currently available on iOS and will be coming to Android, PC and Mac in the near future.

2 stars

Monaco Review – Redistributing Wealth

Posted on: April 24th, 2013 by Michael Dao No Comments


By: Michael Dao

Monaco has to be one of the most eagerly awaited independent games in recent memory. In 2010, it won the Seumus McNally Grand Prize and the Excellence in Design award at the Independent Games Festival, and took Destructoid’s PAX Prime Must. Play. Award in 2012. Upon seeing it for the first time in 2011, I was taken aback about how good it was, and how much fun I had playing it with other people. I inquired as to if Pocketwatch Games had a release date for the title, and they demurred, stating that the game would be released when it was ready. Fair enough. Fast forward a year later to 2012, and I had yet another go at the game and found a really great title even further polished, and unbeknownst to me, undergone a complete rewrite. Once again, I inquired as to the eventual release of the game, and my inquiries were rebuffed once more. The year passed, and still no release date. 2013 came and still not a peep, and then all of a sudden, the word came that it was finished and had a release date. And the peasants rejoiced.

People really enjoy crime movies, and especially the sort of the caper variety. I define the caper genre as films similar to the Ocean’s trilogy, or The Italian Job, and possibly even Heat, the sort of motion picture where a group of disparate individuals, each with specialized abilities get together to pull off some sort of heist. This is how the game was originally described to me. It was a game that combined Ocean’s Eleven with Pac-Man. It’s a statement which will induce an involuntary double-take, but it’s also a statement which is, quite pleasantly, wholly correct.

The entire object of Monaco: What’s Yours Is Mine, is to steal things. The player controls one of eight characters, and generally has to break into a secure location, avoid the guards and various security systems inside, steal the macguffin, and leave the premises. It all sounds quite simple at first, but the title has a certain level of subtlety to it which gives it this charm and adds a large amount of replayability. The first is in the characters. Each has their own special ability. The locksmith can unlock doors and safes much faster than his compatriots, the gentleman can disguise himself whenever he’s hidden, and the mole can tunnel through any wall that stands between him and his objective. In total, there are eight of these characters, each with its own special “hook.” In addition to this, each level may have certain items scattered about, such as a gun with which to kill guards with, or a wrench that will allow the player to instantly complete any action they are working on, to a crossbow which will incapacitate guards silently. All of these items are single use, unless the player collects ten yellow diamonds, which then gives another use.

 The single player and multiplayer portions of Monaco are disparate enough that they warrant separate discussions, and it’s interesting how a single independent title can offer such varying types of gameplay. The single player campaign is quite entertaining and manages to introduce the player to the game and its mechanics quite well. There is a storyline that unfolds and the player unlocks additional characters until they have received the full complement of eight to play with. The difficult scales well, and the most enjoyable thing about it is how deliberate the gameplay is. It requires thought and a modicum of planning. A great way to describe it would be stealth action, and it often has the kind of tension that a player would get playing a Splinter Cell game or a Metal Gear Solid title. Upon completion of each level, the player’s time to completion is recorded, with a time penalty added for each diamond left behind, and there is indeed a leaderboard. This leaderboard and time penalty certainly add a good amount of replay value to perfectionists and the competitive.

 

Multiplayer, however, is a different animal altogether. There is four player simultaneous co-op play, and the experience can mimic that of the single player campaign if there is a good amount of communication and teamwork. Though this can be fun in its own right, the real fun is when things go terribly, terribly wrong. One person can alert a guard and then manage to drag the guard into his or her compadres, who also then start fleeing in separate directions, and quite possibly into other guards can cause a special kind of chaos and mayhem, turning the playing of the level into a shouting match. There is not a small amount of potential for things to turn physically violent. Things are always SOMEONE’S fault, and getting through levels with all of the mayhem will induce either a ton of laughter or end friendships, and this is exactly the sort of fun one wants to have on a game night with three of your friends.

Overall, Monaco: What’s Yours Is Mine, is indeed the game we have all been waiting so long to play. The single player campaign is fun, and the writing clever. The level design is well done. The multiplayer mode has a lot of fun to it. The music from a Grammy nominated composer is fitting and eclectic. It is hard to imagine a person that would not get at least a moderate amount of enjoyment out of the game. On second thought, it isn’t that hard to imagine. It’s just that their opinions of games are bad and they should feel bad, too.

Monaco: What’s Yours Is Mine is currently available on XBox Live and Steam for PC. A Mac version will be coming soon.

Amazon Lightning Deals for 4-23-2013

Posted on: April 23rd, 2013 by Michael DiMauro No Comments

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Besides the ten lightning deals, you can also save on Sony’s angriest mascot today. God of War: Ascension will be on sale all day for $39.99, or you can get the PS3 God of War Ascension Legacy Bundle for $279.99. Full schedule of lightning deals below.

Click here to get these deals

12:00 AM PDTGears of War: Judgment

5:00 AM PDT – Clue: The Master Chief returns to battle an ancient evil bent on vengeance and annihilation

  • Halo 4

7:00 AM PDT - Clue: Agent 47 he takes on his most dangerous and personal contract to date

  • Hitman Absolution

9:00 AM PDT - Clue: Team up to take down the Necromorph threat.

  • Dead Space 3

11:00 AM PDT - Clue: Envelop yourself in a richly detailed, 3D sound field as your favorite video games spring to life!

  • A Tritton Headset

1:00 PM PDT - Clue: Give yourself an audio advantage!

  • Turtle Beach Ear Force Headset

3:00 PM PDT - Clue: What choices will you make to escape alive?

  • Zero Escape: Virtue’s Last Reward

5:00 PM PDT - Clue: Race on some of the best driving roads in the world

  • Forza Horizon

7:00 PM PDT - Clue: Put 13 great sports at your fingertips!

  • Kinect Sports: Ultimate Collection

9:00 PM PDT - Clue: Experience the LEGO The Lord of the Rings heroes come to life in an all new way!

  • Lego Lord of the Rings

 

The Elder Scrolls Online Hands on Preview

Posted on: April 15th, 2013 by Tim Lanning No Comments

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When I first put my hands on the keyboard I was nervous that everything that followed would be a huge disappointment. I had little faith that Zenimax and Bethesda could take the award winning experience from Skyrim and apply it to an MMO. While my time with the game did not quell all my fears I am eagerly looking forward to what The Elder Scrolls Online has to offer upon release.

I chose to make an orc Sorcerer named “Tim Orcman” for my preview. I figured magic is always one of the more difficult gameplay styles to make engaging in an MMO and was curious to see how TESO handled the arcane. At level one the combat options were limited to using a fire staff and one spell which used a good portion of my mana. TESO follows in the footsteps of some recent action-MMORGS like Tera or Guild Wars 2 encouraging players to move and block attacks during combat. This keeps the TESO from being compared too closely to World of Warcraft and captures some of the spirit of Skyrim’s combat. If you block an enemy’s attack you can put them in a dazed state that earns you extra experience points. Besides that it was left-clicking to shoot blasts of fire from my staff, summoning a familiar then at later levels throwing some offensive magic.

I started out in the Daggerfall Covenant, one of the game’s three starting areas. This was a desert locale that still managed to keep the feel of previous Elder Scroll games with ample use of Dwemer Ruins and a similar art direction as Skyrim. A local pirate wanted me to help with a handful of tasks that ultimately led to me gaining her trust and safe passage out of the starting area. In a fresh change of pace I was given the option of completing a series of sidequests that promised to make the final quest a cake walk and gave much needed experience points. I could have chosen to skip the sidequests and attempt the zone’s final quest much earlier, but it would have been much more difficult since I wouldn’t have earned the aid of the other quest givers in town. Once I completed the side characters’ stories they promised to offer me some help with my quest.

Dwemer-ruin

Leveling borrows more from Oblivion than it does from Skyrim. Once you gain enough xp to increase your level you can spend a point in one of the many talent trees. I chose to spend most of my points in the Daedric Summoning tree but I had the option to place them in different armor skill trees or my other Sorcerer trees. I was told that as you play through the game you will unlock more skill trees from the various guilds’ factions. Advance far enough along the Thieves Guild and you could unlock their skill tree. After spending your point to unlock the skill you gain individual levels for it through use. My Summon Familiar spell gained in strength after summoning several familiars.

The same is true for other non-combat skills. The design of TESO is much more open then previous entries in the series. The creators want to give the player as much choice without punishing their creativity. I could have chosen to spend my points in both the Dark Magic and Heavy Armor trees without any penalties. After you gain a handful of levels combat opens up and you start earning rewards at a fairly constant rate. Being attacked will give you higher skills in you armor tree and attacking will increase whichever tree you decided to spec down. Some of the more powerful spells even require you to have earned certain skill levels. For instance, if you didn’t attack enough with your staff you wouldn’t have earned enough experience in staffs to unlock the deep tree talents. The balance between spending skill points and leveling up skills is definitely something that makes TESO feel like it earns its place with the series.

There are plenty of MMO tropes that pop their annoying heads up to remind you that you are in fact not playing a traditional Elder Scrolls game. The designers try to inject more story within the quests but at the end you still have to kill 8 goblins or escort a friendly NPC. That doesn’t mean that the quests are boring, but fans of Skyrim that have never played an MMO will definitely be disappointed.

 

 

Bioshock Infinite Review – Emotional Response

Posted on: April 9th, 2013 by Michael Dao No Comments

By: Michael Dao

Bioshock Infinite is the third game in the Bioshock franchise. The first was a critical and financial success, known for its unique setting in the underwater city of Rapture, and was considered to be one of the finest examples of storytelling in modern interactive media. The second title, Bioshock 2, brought us back to the city of Rapture 10 years after the events of the first game. The second game was received rather well, although without the universal acclaim that it successor had enjoyed. Many cited the return to the same setting or Rapture lent a feeling of deja vu to the title. So, we are finally brought to Bioshock Infinite, the latest addition to the series. It is difficult to call it a sequel, as the game takes place in 1912, four or so decades before the events of the original Bioshock, and knowledge of the events that transpired in the first game are not necessary. In fact, there are only cursory references to the first title. A player can safely play Bioshock Infinite without having played any of the previous games and not miss out on anything. That is definitely a good thing, because Bioshock Infinite is a whirlwind of a title, and making someone play through two predecessors in order to really enjoy this title would be cruel and unusual punishment and should be outlawed by the United Nations. Yes, it is that worthwhile of an experience.

The thing about follow-on games in a franchise is that they inevitably draw comparisons to their predecessors, and Irrational Games probably had that in mind when they announced that the setting for Bioshock Infinite would take place in the flying city of Columbia, a sort of steampunk American city in the year of 1912. The visuals and architecture of Columbia are astounding, and really do manage to give the player a sense that Columbia isn’t a flying island with buildings on it, but a real flying city made up of multiple parts. Politics and social issues have always been a part of the message of Bioshock, and the setting of the game does bring to light some portions of American history that were not, so to speak, our finest hour. A very apt description of Columbia found on the internet was that it was a “city full of magic and racism.” Also present to a disconcerting level was the degree in which American Exceptionalism, the idea that the United States of America had some sort of special destiny, that it was a “city upon a hill,” was displayed in the game. However, one could argue that it was historically accurate if one looked at the attitudes of Presidents Woodrow Wilson and Theodore Roosevelt.

The next big point that separates Bioshock Infinite from its contemporaries is the presence of Elizabeth. The premise of the game is that the player takes on the role of Booker DeWitt, a former Pinkerton employee turned private eye who has managed to rack up some substantial debts. In order to clear these debts, a man has hired DeWitt to travel to the city of Columbia and to kidnap Elizabeth and bring her back to New York City. Elizabeth is your companion for most of the game, and may be the best thing that has happened to shooters since sliced bread. Escort quests in almost any genre of video game are usually incredibly painful. Proper pathing for artificial intelligences are never 100 percent foolproof, and they often do something stupid that gets them killed. Elizabeth, however, is never a hindrance. She will dutifully follow Booker around, and when necessary, supply him with much needed goods, such as ammo and health. In fact, it can probably be said that the game really is about Elizabeth and how she has the worst escort quest ever – taking care of Booker. She becomes such an integral part of the experience that the times where the player is forced to be without her, the experience becomes quite markedly different.

The game plays like a competent shooter with a veritable buttload of wrinkles. The weapons are interesting and different enough to accomodate various playstyles. There are achievements attached to acquiring a certain number of kills with each weapon, so switching it up is encouraged. Unique to the Bioshock universe are what are called vigors, though the lay would probably just call them magic spells. The right trigger and right shoulder button control weapons firing and selection, while the left trigger and shoulder are used to cast these vigors, which range from a magnetic shield that allows the player to collect bullets and then shoot them back at their foes to the ability to possess an enemy combatant and then make them fight against their compadres. Since Columbia is a flying city, the third dimension is added into the mix with the use of a rail system. Separate parts of the city are linked together via this system of rails in the sky. Booker can use a hook to swing from the rails with one hand, and with a gun in the other. The rails make him quite mobile, and also gives him the opportunity to perform aerial takedowns on threats beneath him. The final wrinkle here is Elizabeth’s ability to open tears in reality. Certain locations on the map have tears in reality that Elizabeth can open on command. Using these tears, the player can either have health or certain weapons spawn. They can also spawn in cover for their use, or even friendly turrets or units. All of these gameplay concepts are introduced slowly, to acclimate the player, but it isn’t long until an absolute blast is had going through a tough battle, using every tool Booker has at his disposal, opening rifts while shooting at foes, hanging on a rail sliding, finally leaping down to dispatch an enemy.

The most special thing about Bioshock Infinite is the narrative. Going into serious detail with it is to invite spoilers, so we will only discuss it in general terms. The storytelling in Bioshock Infinite is mildly flawed. Plotwise, things move at a glacial place for the first three fourths to four fifths of the game. Motivations for characters sometimes don’t flesh out during this time, but then in the very last bit of Infinite, they resolve and everything at the beginning is supposed to retroactively make sense. The pacing of the story just seems off a lot of the time. The plot itself does have some holes to it, and certain plot points are easily predictable, but it’s still enjoyable. What it absolutely excels at, however, is its ability to evoke an emotional response from the player. If you’re able to suspend disbelief and just accept that Booker and Elizabeth are growing an extremely strong bond together in such a short period of time, there are moments in the game that invoke a wide range of emotions, from making you sick to your stomach to flat out anger, and finally, complete shock.

That’s the reason someone who like shooters and believes in video games as an interactive medium should play Bioshock Infinite. It does have its flaws. The plot can be weak at times, and the level of violence can be a bit disturbing for those that do not normally play shooters. Ken Levine has truly shown us what kind of an emotional response can be evoked by a video game. The ending left me speechless, and will be one that sticks with me for a very long time, and it wasn’t even the content of the ending, it was just how it was done. Everything about this game, the engineering, the presentation, was built to hit gamers feelings, and it was successful, but it does have its issues. First are the plot points discussed earlier. Second is the excessive violence in the game. Chris Plante has already written an excellent editorial about how the level of violence in Bioshock Infinite has actually limited its audience, and finally the game is difficult. Novice gamers or those looking for a more story driven experience will find it difficult to complete even on the easiest setting. Most people will be able to play Bioshock Infinite and have a great twelve to fifteen hours with it, but sadly, not all.

Bioshock Infinite is currently available for the XBox 360, PS3 and PC via Steam. The copy reviewed was the XBox 360 version.