Jul 30, 2013

The Last Of Us Review

Believable stories told through excellent narrative are two of the strongest features in the gaming medium. They are also the two things that usually get the least attention--or coin--from the budget makers.

Excitedly I retort, The Last of Us is a game crafted on the backbone of original story and character growth presented through a strong narrative. Naughty Dog went all in with their new sensuous post-apocalyptic tale.   

The story takes place in the U.S. in 2033, 20 years after a spore-like infection spread throughout the world. Most of the civilization has been destroyed by the infection, only a small number of human inhabitants remain inside army-controlled quarantine zones.

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Those who did not turn into frenzied predators are struggling to survive. Amongst the survivors are Joel a stout smuggler who has lost his daughter to the initial infection, and Ellie a fourteen-year-old orphaned girl. After a deal went sour, Joel gets stuck escorting Ellie through apocalyptic lands filled with the raging infected and warring tribal fractions.

The story, and its captivating characters is what pulls you into The Last of Us. And it's all due to the game's amazing narrative. As time progresses, the bonds that slowly begin to form between Joel and Ellie become like the spores: highly infectious. You will take part in many gut-wrenching moments in this game; moments made special by the quality of the dialogue, and conviction behind the character's actions and choices.

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Unlike the extensive dialogue, the music is scarce, and only plays at specific intervals in the story: when being chased down and surrounded by maddened foes, or when experiencing the elusive moments that come from the simple and peaceful surroundings devoid of living inhabitants. It's not uncanny for an emotional acoustic guitar riff to put your mind at ease, especially after a more intense encounter.

Let me assure you, there are a lot of intense moments in this game. The enemies attack in swarms, give chase, and are prone to mutilate when given the chance. Using the environment to your advantage is a skill you'll rely on often to survive. Sneaking around and hiding out of sight, only to approach an unaware foe, is often the only way of making it through the ruined landscape.

Malevolent foes are always shuffling around ready to pounce on you. Therefore, to make silent take-downs easier Joel can focus his hearing to pick out enemy position and state of alertness. I found the need to inflict harm onto anything that prevents Joel from proceeding quite irresistible. Which is a testament to believable survival scenarios that can really strain your nerves. Beware the click... and hide well!

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While skulking about, numerous weapons can be found and upgraded. You're also able to craft med-kits, shivs, or Molotov cocktails using found parts that are scattered around the environment. Because this game is all about quick pace and smooth progression, every time you craft or use an item you're vulnerable to an attack. There's no pausing while browsing the menu, it's all happening real-time. When being attacked, you can usually brawl your way out using found bricks, bottles and pipes. Or just handle foes with some brutal face-crushing take-downs. 

The encompassing atmosphere created by the wasted city-scape, is what truly sells the tense realism of this title. Graphically, this is the best looking PS3 game to date. The level of detail in the backdrops and character models is incredibly intricate and realistic. The textures are sharp and varied in every location you'll traverse through. Every part of the game is bustling with painstaking detail. Effects such as water, rain, fire and mist, feel and sound so real you'll often feel shivers for the characters and the dire situation their lost world forced on them. Get this game before the last of us fade. 

Developer: Naughty Dog
Publisher: SCE
Platform: PS3
Released: 2013
Genre: Action-adventure, horror

Jul 25, 2013

Super Ghouls 'n Ghosts Review

I've recently rummaged through my old games and found this dust-encrusted gem: Super Ghouls 'n Ghosts. After giving the cartridge a quick wipe, I promptly plugged in my Super Nintendo, and was swiftly transported to the good ol' 16-bit realms.

Now follow my inquisition all the way
                                                          down
                                                                         into the Ultimate Demon World Village.

Super Ghouls 'n Ghosts was first released in 1991 for the SNES, and is a follow up to its predecessor Ghouls 'n Ghosts for the arcade & Sega Genesis. In this ghoul-infested title, you adorn the garb of Sir Arthur: a royal knight tasked with saving his betrothed from the clutches of evil.

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The game's controls consist of two buttons: jump and shoot - simple. But the demon resides in the decals, as Sir Arthur's ample ironclad body is capable of double jumping. I'm not sure how an armoured knight is able to jump at all, but he can. It must be all that magical Holly Grail mead.

Navigating each of the seven stages demands killer 2-D gaming super skills. The double jump seems like an amazing feature, but trust me, you'll die often by miss-timing the second button press. It will take some practice before you understand the trajectory of Arthur's airborne acrobatics: press a button too soon, land on an enemy; press a button too late, fall into a chasm.

Once mastered, timed jumping becomes second-nature and unravels plenty of fiendish ways of traversing. And travel you will, because this classic action platformer has plenty of darkly, side-scrolling vistas, and monster mayhem to get through. You'll slay fiends in graveyards, sunken ships, inferno flooded dungeons, twisted fortresses, and even infiltrate a ghastly livid garden.

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My all-time favourite levels are the scrolling wreaked towers, churning inside a demonic garden, and navigating snowy mountain peaks while avoiding avalanche clouds, frosted giants, and starved wolves - plenty of fun to be had in these demonic lands.

Each stage is filled with, not only ghouls and ghost, but numerous other fiends: merman, fire-spouting plants, wolves, demonic executioners, and good ol' Firebrand demons. Luckily, Arthur can find armour upgrades that power-up his weapon(s). By finding a blue armour upgrade a simple throwing lance can become a piercing missile. Find the gold armour, which allows you to charge up, and your missile can be a lightning strike.

Get hit once, and off your armour goes leaving Arthur in his briefs. One more hit in those and it's a trip to the bone yard for our brave knight.

Wanna hug?
There's plenty of upgradeable weapons to find--daggers, axes, torches, crossbows and sickles--you only need to jump around to reveal the hidden chests containing those bounties. Yes, you make chests appear not by digging but by jumping in specific areas. Don't fear the reaper, the rip-rolling, chip-tune, organ-infused, soundtrack will have you bouncing ghastly-time. 

Pacing is important because of, well you know, the time that ticks away as you progress. And each stage ends with a large guardian blocking your path. Ever seen a possessed caterpillar, or a frosted levitating demon, or a dastardly three-headed dragon offspring? You will, if you're dedicated enough. I hope you'll take this spooky themed romp through the Demon Village. Now allow me to dissipate into the void murmuring "They don't make them like they used to."

                        jumping
Have fun double            and don't forget to "Take a key for coming in!"

Developer: Capcom
Publisher: Capcom
Platform: SNES, PS1, PS2, Xbox (Capcom Classics Collection Vol 1)
Released: 1991
Genre: Action-Adventure  

Jul 18, 2013

Isaac Asimov: Foundation Review

A twelve thousand year old Galactic Empire is about to end its grandiose rule. Few know of its slow and unavoidable disintegration; even fewer yet want to admit it. But one man chooses to begin another destiny for all humanity. 

Through the use of Psychohistory (a mix of sociology, psychology and economics), Hari Seldon sets in motion an audacious plan to save mankind from the upcoming dark ages of ignorance. He gathers the brightest minds in the galaxy, places them on planet Terminus, and tasks them with guiding future generations. Thus the Foundation is set.

While the Galactic Empire is still functional at the centre of the galaxy, the outer worlds are beginning to crumble. Technology becomes scarce and knowledge of its use slowly lost. But not on planet Terminus. Because of its limited nuclear power which aids Foundation's scholars, Terminus quickly becomes a prime target of territorial dispute amongst its neighbouring worlds.

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It will take you about 15 page turns to realize this sci-fi is a thought nimbus for your mind. There's plenty of scheming and planing in this space opera. There are complex and detailed worlds to explore, and inventive technologies to ponder and fear, all of which make Foundation such a delight to read. This intriguing galaxy of Isaac Asimov materializes in your mind through intricately woven storytelling.

The book is divided in five chronological parts. Each part follows key characters as they make decisions to (hopefully) steer the Foundation project towards its ultimate goal. The story in the first book progresses through a 200 year time-line, which is compacted with prolific content and savvy thoughtful narrative. Worlds and cultures collide in the battle of wits to control the remnants of potentially destructive technologies, first by religious dogma, then through trade economics. 

Asimov's prose is enjoyable as it is clever. The book is populated with level-headed scholars, opportunistic politicians, scheming vassals, pompous princes, and savvy merchant tradesman. If you were ever impressed with the imaginative worlds and technologies of Star Wars or Star Trek, you'll be in for a treat as Foundation novels are filled with grand ideas that have appeared in countless sci-fi flicks and books time and time again. 

The book was first published in 1951, but it's easy to deduct why it has been hailed as a masterwork. The human drama, the complex political plays, the instantly likable characters all make for a mesmerizing read. Do keep in mind that Foundation is only the first part of a seven novel series. And each novel chronicles different characters and events. If you're going to delve into this story you better be prepared to read the rest. After all, a galactic tale of this magnitude cannot be contained within mere 300 pages.


Jul 14, 2013

Deus Ex: Human Revolution Review

Initiating
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Synchronizing ------------ Revolving
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                                        Deus Ex --------------- [Start]

Deus Ex takes place in the near-future when humans are able to augment themselves with cybernetic implants. Presented against a backdrop of a major breakthrough in human evolution, the game has a sense of real sophistication and contains well researched content on issues of technological evolution, class warfare, poverty and politics. 

After a near-fatal encounter with a terrorist group, Adam Jensen is physically augmented with cybernetics by his employer. Recommissioned for duty, Adam's new mission is to find the augments responsible for shattering his body and stealing his employer's research. Moving from one lead to another, Adam quickly becomes pulled into a world-wide conspiracy of corporate espionage. 

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Deus Ex is a cyberpunk-themed, first-person, action game that seamlessly blends role-playing elements into its gameplay. The game's impressively immense world is completely open-ended, and its story is very nonlinear: you are always given several options on how to approach a situation and progress farther. The story takes you through several countries: Extending the futurist settings and allowing you to witness the social and economic turmoil caused by human augmentation technology.  

When exploring, you're able to converse with NPCs and interact with numerous objects and terminals within the game's extensive world. At any given time you can arm yourself and takeout any NPC; although, in doing so, you will be considered as a hostile and be taken down promptly. Choosing to advance through social interaction/persuasion usually gives you the best benefits, as the game is more focused on stealth and non-lethal progression. But if you shoot a gang banger or two, whose to know?

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When following the main objective(s), you'll often encounter numerous characters asking for your help (you are a detective after all). If you decide to help, new points of interest become active on the map for you to investigate. These side-quests never really detract from your main objectives, and often net you major experience points while revealing more of the intriguing story.  

As you progress and earn experience points, more of Adam's cyber-implants can be activated. While upgrading, you can choose to augment specific body parts: brain, eyes, chest, arms, etc. This of course translates into a number of cool abilities. For example: upgrading the arms allows Adam to lift heavy objects, take-down foes (cyborg-style), or punch through walls; upgrading the cranium increases Adam's stealth techniques, his social persuasion skills, and hacking abilities.

www.pcgamer.com
Hacking is a big part of this game, as there are numerous terminals, locked doors, and PCs to invade and conquer. By hacking, you'll often gain access to additional areas, syphon out key info, and generally feel like a bad-ass Neuromancer. When infiltrating/investigating a stealthy approach to combat is usually the most effective way to progress. Although there are a myriad of cool and customizable weapons at your disposal, knocking foes unconscious and skillful navigating the environment without being spotted is always a better idea than going in blazing. 

While the game has some rather dry boss encounters and freezing/skipping issues, taken in its entirety this sepia-toned, enamel coated, and progressive cyberpunk epic has an enduring quality to it: A must own chapter in the Deus Ex saga.

Developer: Eidos Montreal
Publisher: Square Enix
Platform: PC, PS3, Xbox360
Released: 2011
Genre: Action-adventure RPG