February 24, 2013 Leave a comment
Another late podcast. My bad.
This week we talk about new computers, zombie cells and Destiny.
Also there’s an incomprehensible discussion about DmC: Devil May Cry. Also our Top 3…obviously.
The Ramblings of a Pop Culture Junkie
January 21, 2013 Leave a comment
It’s a crowded episode of the podcast this week as we introduce a third voice in the form of our bud, Matt.
We talk about Dead Island Riptide‘s gross special edition, Obama calling for research into violent media, boring hyperspace travel and the front page of the internet.
And of course our Top 3 featuring Teenage Mutant Ninja Turtles and weird Japanese binocular soccar.
Teenage Mutant Ninja Turtles Themes Song (2012 TV series)
January 16, 2013 2 Comments
Along with the usual DLC and artwork that tends to accompany special editions, Dead Island fans can expect a high quality, hand painted resin statue of a dismembered female corpse.
Not a whole corpse, mind you. Just boobs and a g-string bikini.
Deep Silver sales and marketing director Paul Nicholls said in a statement the mutilated body “would make a striking conversation piece on any discerning zombie gamer’s mantel.”
Presumably the conversation to which he is referring would be “why am I in this person’s house?”
The almost universally negative response from fans, the press and the gaming industry have prompted an apology from Deep Silver UK but see if you can spot the problem here.
We deeply apologize for any offense caused by the Dead Island Riptide “Zombie Bait Edition”, the collector’s edition announced for Europe and Australia. Like many gaming companies, Deep Silver has many offices in different countries, which is why sometimes different versions of Collector’s Editions come into being for North America, Europe, Australia, and Asia.
For the limited run of the Zombie Bait Edition for Europe and Australia, a decision was made to include a gruesome statue of a zombie torso, which was cut up like many of our fans had done to the undead enemies in the original Dead Island.
We sincerely regret this choice. We are collecting feedback continuously from the Dead Island community, as well as the international gaming community at large, for ongoing internal meetings with Deep Silver’s entire international team today. For now, we want to reiterate to the community, fans and industry how deeply sorry we are, and that we are committed to making sure this will never happen again.
It first appears that they are apologising for releasing different special editions in different regions but when they do get to the issue of the torso very little is actually said.
They are “collecting feedback” to make sure this “will never happen again”. This is all well and good but it ignores two key questions:
1) How did this even happen in the first place? Presumably there were a team of people who signed off on this, did none of them stop and think “hey, this is not at all OK”?
2) Are they going to remove the torso from the special edition?
At no point in their apology do they say they are going to get rid of the torso. If they were truly “deeply sorry” surely it would be the sensible thing to do. As it stands their apology reads like “whoopsie-doodle, we’re super sorry you called us out on this but don’t forget to make some space on your bedside table for the dismembered body.”
If nothing else, this news highlights the importance of movements like #1reasonwhy in helping the gaming industry evolve.
It’s time to grow up, guys.
January 14, 2013 Leave a comment
It’s the first podcast recorded in the new year. That’s right, you can’t get rid of us that easy!
There’s also our Top 3 and Ed gets excited about hearing swears early in the morning.
January 10, 2013 1 Comment
The year of our lord (Our Lord?) two-thousand and twelve was an insane year for gaming.
Yes I know just about every year people say “this year was an insane year for gaming” but seriously, there were so many awesome games that came out last year that I couldn’t limit myself to the top five that Jack and I originally agreed to.
2012 was also a year in which a number of games managed to provoke significant emotional responses in me, something that games have struggled with in the past. I was surprised to find so many games where I actually cared about the fates of the characters I interacted with. Hopefully this is a sign that the industry is maturing and videogame storytelling is starting to evolve into something more complex.
Or maybe I’m just overly emotional. You be the judge!
Also I haven’t even had time to finish some of the bigger releases from last year so if there are any glaring omissions, I dunno…suck it up?
HERE IS MY TOP TENS!
It’s an average third-person cover-based shooter at the best of times but what really elevates this game is its story. Borrowing heavily, and explicitly, from Conrad’s Heart of Darkness, Spec Ops explores what happens to soldiers when civilisation breaks down and there is no clear chain of command and no real accountability.
Spec Ops: The Line gives players choices without any indication of which one is the “good” choice and which is the “bad”. The fact is, in the situation you find yourself in, there are no good choices and everything you do has serious consequences.
There were moments in that game where I couldn’t keep my mouth shut, where I knew what I was doing was wrong but convinced myself, just like Walker did, that it was all for the greater good. Spec Ops succeeds because, unlike most military shooters out there, it doesn’t present the protagonist as an infallible hero. It forces you to witness the consequences of your actions and, through Walker’s descent into madness, drives home how war can makes villains of us all.
Part roguelike, part space sim, all fun. In FTL: Faster Than Light you take control of a ship and a small crew charged with delivering information vital to the federation. You jump from system to system desperately trying to upgrade your ship, take on more crew members, avoid the rebels and mostly just survive.
In all the time I’ve spent in FTL I have never once made it to the end. I don’t know what the apparently horrible and deadly end boss looks like. I don’t even know if there is a way to “win” FTL. All I know is that the time I have spent with the game has produced some of the most enjoyable gaming stories from last year.
Like the time I encountered a colony that was under attack and when I sent my crew to investigate they brought the only survivor back to my ship. Everything was going great until the survivor went space crazy and started attacking my crew. I had to hide everyone in the cockpit of my little ship while I vented the oxygen from the rest of the ship, sucking the crazy little guy out the airlock.
Or the time I was attacked by alien pirates who tried to teleport some of their crew onto my ship to sabotage my engines. It would have worked too if they hadn’t beamed their guys into a room currently occupied by my giant Rock crewman. They were smooshed under his rocky boot.
Also the soundtrack is amazing.
It’s so good.
Stealth games can be really hit-or-miss. You often spend a lot of your time wondering if you’re visible to enemies or if you’re moving slowly enough to avoid detection or if you can move just fast enough to make it to that next bit of cov- oh damn you’re dead.
Mark of the Ninja avoids all of that. You know exactly how visible you are at all times through clever use of light cues.
The game gives you all of the information you need to know. When you run, a ring forms around you showing you exactly how far the sound of your footsteps travel, all light sources cover a very specific area of the the level and you can even see the vision cones on your enemies.
This might sound like a bit too much but really all it does is make it easy for you to actually act like a ninja. You can sprint at an enemy only to jump at the last second to avoid alerting him to your footfalls, when you land behind him you can execute a quick stealth kill and then hide his body behind a convenient vent so that none of his buddies are alerted to your presence. Or you could hang down from a perch, Spider-Man style, and string a guard up by his neck as a warning to all his friends that they could be the next ones to go.
While the game makes it easy for you to instantly feel like a badass, it is far from a cakewalk. Each level presents more and more difficult challenges and you will have to carefully plan out how you will proceed to the next objective if you want any hope for survival.
I loved every second of my time with Mark of the Ninja. Play this damn game!
Sleeping Dogs is one of the first open world games to really do hand-to-hand combat right. It borrows heavily from Rocksteady’s Batman games and allows you to string together brutal, bone-crunching combos that will make you feel like the meanest member of Hong Kong’s Triad.
The story itself is fairly standard undercover cop/triad gangster affair that was just interesting enough to hold my attention. If I ever return to Sleeping Dogs it will be because I will never, ever get tired of punching gang members in the face as I climb the ranks from lowly foot soldier to respected Red Pole.
Indie games are repping hard on this list, and rightfully so. While a game like Spec Ops showed me a character’s descent into insanity, Hotline Miami made me feel like I was the one slowly going insane.
As I moved through each room, brutally murdering Russian mobsters, my top down view of the world would tilt, distort and flash. The music – which is excellent throughout – would shift and change as both myself and the main character were forced to kill more and more people for no apparent reason.
I don’t know if it is a good thing to be good at Hotline Miami. You get bonus points for stringing together kills, swapping out weapons and killing people in imaginative ways. A high score is more a testament to the players depravity than anything else.
At the end of each level you have to walk back out to your car, forcing you to wade through the piles of bodies and rivers of blood you have left in your wake.
I felt disturbed playing this game, almost sick, and that feeling stayed with me for a while after finishing the game.
For that, I think Hotline Miami should be applauded.
People hated the ending of Mass Effect 3 and I totally understand why. I was angry too. I didn’t get to make the choices I wanted to make, I didn’t get the ending I wanted. I felt duped, tricked into thinking my decisions had any sort of weight.
But you know what, in that moment of anger and frustration all I could think was this is probably exactly what Shepherd would be thinking and feeling. We had worked so hard throughout the game to activate this super weapon that would save us all and it was all a waste of time.
I played the game as a paragon but ultimate chose the renegade ending: destroy the Reapers. In that moment of frustration I chose to stick to my original mission, flip the universe the bird and kill the sons-of-Bs that forced me to make this decision in the first place.
I think any game that can get that sort of an emotional reaction from their players has earned a spot on this list.
This game would have been much higher on my list if it weren’t for some glaring technical problems with the PC version and the fact that the gameplay itself is fairly average.
The Walking Dead is yet another game that succeeds because of its excellent storytelling and use of player choice.
Throughout the game’s five episodes I developed a strong connection to a number of characters, most notably Clementine, the little girl you promised to protect.
I don’t want to talk too much about the game for fear of spoilers but it delights in tugging on your heartstrings and I was near tears by the end of the final episode. Again, any game that can get that sort of an emotional reaction from a player has to be doing something right.
I love turn based strategy games. I ESPECIALLY love turn based strategy games where you fight aliens and get to name the soldiers in your squad after your real life friends.
XCOM is another game that produces great stories. Each level is a map filled with creatures just waiting to rip your squad to shreds. They’ll succeed sometimes too, not everybody makes it back to the base alive.
Maybe you’ll use a medic to save a soldier from death only to find that soldier’s willpower is so low that he panics every single time he is fired upon, almost as if he had PTSD that’s triggered every time you put him in the field.
Maybe you’ll think you’ve got a mission in the bag, it’s all smooth sailing, you’ll get cocky and start running your guys up the map only to find them surrounded by aliens with no way of defending themselves until the next round.
You have to make tough choices in XCOM, there will always be too much to do and not enough time to do it in and you will always be letting somebody down.
It can be stressful and frustrating and incredible fun all at the same time.
Borderlands 2 is dumb fun. I mean that in the best possible way. It’s funny and stupid and there’s a mission where you go into the sewers with some pizza to lure out these teenage ninjas that are almost-but-not-quite the Ninja Turtles. I mean, c’mon!
The shooting is fun and the RPG mechanics are handled well but really, the thing that kept me coming back to Borderlands 2 for over 40 hours was the great sense of humour and fun that permeates every part of the game.
Also it’s an amazing multiplayer game and really best played with a couple of friends so you can all experience the wonderful stupidity together.
Far Cry’s story goes off the gangplank in the final third of the game and the weird “white guy takes on traditions of natives in order to save them” narrative is a little creepy but god damn if this game wasn’t the most fun I’ve had playing a game in a long time.
The moment-to-moment gameplay of Far Cry 3 is what kept me coming back again and again and again. Exploring the jungle, hunting wild animals and liberating outposts are made incredibly fun because of all the open-world craziness that can occur on your little island.
I remember flying over an enemy outpost on a hang glider only to look down and see chaos as several tigers were laying waste to some pirates. I landed my glider (badly) and hid on a hill watching through my camera’s telescopic lens as two pirates fell, then a tiger and another pirate until only one tiger and pirate remained. The final pirate managed to kill the tiger but as soon as he was alone I launched a flaming arrow into the grassy area he was standing in. He lit like a torch and I strolled in and secured the outpost.
These are the sorts of things that just happen in Far Cry 3. It wasn’t part of a story mission, it wasn’t a pre-planned sequence. I was just flying around, enjoying the view and this crazy thing just occurred.
Far Cry 3 is also one of the few games to come out in recent years where I have just stood and watch the sun rise. I played it on PC with most of the settings at maximum and it looked gorgeous. So gorgeous I think I’ll post another picture right…here.
Despite its story troubles, Far Cry 3 delivered a gameplay that was deeply satisfying, it also produced Vaas, the most memorable villain from last year.
PLAY THIS GAME!
January 9, 2013 1 Comment
Hello there friends!
2012 was an interesting year for video games, and also for the video game industry. Heavyweight THQ going out of business, Double Fine making all of the money (although apparently still not enough!) for their point-and-click adventure game and, subsequently, this whole Kickstarter thing going absolutely mental. I think this year was an encouraging indicator for the future of video games, and here are five of my favourites.
Maybe it’s a generational thing – or maybe I’m just a borderline ADD weirdo – but I’m really bad at just standing around doing nothing, so iOS games are the first thing I turn to when I have to wait for a train or something. Kingdom Rush is a tower defense game with elaborate upgrade trees and adorable graphics. To me, there is nothing more satisfying in video games than when a plan comes together, and that’s the feeling I got when I perfectly set up my towers to funnel those silly troll men into the path of my fully upgraded artillery cannons, letting me just sit back and rake in those GPs. Feel the rush!
Something about playing Hotline Miami made me feel just incredibly grimy. Maybe it was the crunchy techno music, or the horrific 8-bit violence, but it set me on the edge of my seat from the moment I picked up my controller. There were obvious parallels to the 2011 Ryan Gosling film Drive which I very much appreciated as well. The game appears to be a standard old-school top down shooter but after a clumsy death or two it soon becomes clear Hotline Miami is more of a reflex-based puzzle game. Most missions start with you in the entrance way to a house with your only goal being to kill all of the mobsters within. You can move the camera around, finding which baddies have guns and which ones you might be able to take by surprise, and you figure out the best way to approach each scenario. The solution, for me at least, most often turned out to be “find a sword and run around like a crazy person”, but I’m sure more rational human beings could find extreme satisfaction in systematically clearing out buildings full of bad guys.
Undoubtedly the best story in any video game I’ve played, which is great because if you take away the story of The Walking Dead you’re left with a pretty boring point and click adventure game. Luckily that’s not how video games work and what I was left with was one of the most moving video game experiences of my life. Introducing real consequences for the choices we made, as well as avoiding the clear “Press A for good outcome, press B for bad outcome” many other choice-driven games fall victim to, resulted in my becoming deeply invested in Lee and the relationships he (and I) built with his revolving door of companions. The dramatic conclusion of the episodic series cracked my rough, thug-like exterior and squeezed a tear or two out of my eyeballs. An impressive feat for any form of storytelling, let alone a video game.
I’ve written a pretty extensive review on Call of Duty: Black Ops 2 on this very website and my thoughts are by and large still the same. As the community grows and people become familiar with the maps, Black Ops 2 (and most Call of Duties before it) has become almost a sport with an active online community, a distinct metagame and tangible improvement that comes with practice. Even I, a lowly CoD noob, have experienced the pride that comes with getting that first “Merciless” medal for a 10 kill streak without dying. My favourite moment in my Black Ops 2 multiplayer experience was when I was running around like a crazy person with my shotgun, I threw a couple of flashbangs into a doorway, then dolphin dived straight through a window into a house filled with three enemies. I, of course, blinded myself on my own flashbangs but when my eyes cleared I saw I had managed to take down all the baddies with a couple of random shotgun blasts. Then I stepped on a landmine and died. But boy was I having fun!
The first Borderlands was not a perfect game. It was funny and the FPS/RPG combo with potential, but it was let down by a slew of technical shortcomings, lack of a story, and some compatibility problems. Despite all that, Borderlands was damn fun. I devoured all the DLC and managed to clock over 100 hours of game time. I had extremely high expectations for Borderlands 2 and thankfully Gearbox delivered. They improved on everything from the original, adding a genuinely interesting story, incredible voice acting and some truly hilarious moments. Borderlands 2 is my favourite game this year because it just felt like Gearbox listened to the fans and made a real effort to improve on all of their shortcomings. There’s something magical about their blend of first person shooting and an RPG levelling and loot system I doubt we’ll see in any other games, so I imagine I’ll have to wait for Borderlands 3 for that one. Thankfully though, Gearbox has proven the future of Borderlands is safe in their hands, and I can’t wait to see what they do next.
I’m gonna be honest, I bought Spec Ops: The Line about a week ago for a measly 10 dollars after seeing it crop up on many other top 10 lists. I knew going in the gameplay was a distant second to the incredible story and after bashing my head against the crushingly mediocre shooting sequences, I decided to bump the difficulty down to easy and fly through the game in a couple of sessions. Looking back on my experience this was probably, emotionally speaking, the wrong way to play this game and I’m still not sure I’ve fully recovered. Nolan North’s incredible voice acting skills are in full force as he voices your character’s descent into madness and documents the uncertainty of doing the “right” thing that must pop into the minds of many soldiers at some point. If you’re up for an interesting look at the horrors of war, I absolutely recommend this game but I’d wait until it is on sale before you do.
I have to be honest again. I’ve played the iOS game Spaceteam only once and that one game lasted for a mere 9 minutes. Spaceteam is multiplayer only and I imagine the enjoyment you get from it is highly dependent on the quality of your crew (team?), but those 9 minutes was probably the most condensed fun I’ve had playing a video game in a long time. If my list was ranked according to fun units per minute, Spaceteam might be my top game of all time. Best of all it’s free! Now scrub the Psy-Flange! SCRUB THE PSY-FLANGE!
So there they are, my top five games of 2012. You should play them! Or do what you want, I’m not the boss of you.
January 7, 2013 Leave a comment
More late episodes!
It has been weeks since Christmas but we’re keeping the holidays going with this sort-of-but-not-quite Christmas special.
We talk about our favourite board games and Ed has a kind of Christmas themed top 3.
Also SPAAAACE NEEEEWS because we love you.