Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Feb 6, 2017

Dark Souls: Soul Soup for the Wicked

I've been feeling very nostalgic lately. Strangely, the latest memory jolt wasn't about games from yesteryear, 8/16/32-bit era, but for a much current stock of games. One game called out, above all other titles, from the depths of my psyche to be played again. 

That game is the beloved, and simultaneously hated, Dark Souls.

Much has been said about Dark Souls. The world of Lordran is a very brooding, mysterious and dangerous place for gamers of all walks of life. It is fair to say, that this third-person hack-and-slash adventurer, not only injected new interest into the dusty action-rpg genre, but also swiftly cemented FromSoftware as the kingmaker of ungodly, difficult, impossible to put down, games.

The game is hard, cryptic, and unrelenting in its onslaught to demolish new players wishing to delve into its clutches. This viciously circular curriculum is only possible because of the open world structure of Dark Souls, and its minimalist approach to lore/mechanics and general pointers. Those wishing to learn about the in-game world, must closely examine every nook, found item, while observing the sprawling environment. To progress in DS, is to die! And die and die again!

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The difficulty scaling of DS does not come from the many hard-hitting enemies encountered, but from the game's core design based on dying/reviving/exploring/leveling up:

Dying

No hints are given. Items must be looted, earned, or found. Helpful NPC are hidden throughout the world, and only help at a price. Strangely, the paths a rarely blocked; as if the game is trolling you by saying you are free to go anywhere. And indeed anywhere can be explored, should one wish. Except, an early visit to most places guarantees a swift demise. Many hideous and wild creatures hunt the realm of Lordran: Undead Wraiths, Drakes, Possessed Knights, Hellish Demons and all manner of twisted abominations, such as Bosses and their unsavory breed.

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Reviving

Death and rebirth is in the design. Upon revival, recovery of lost souls collected from fallen enemies (souls being the currency of DS) is always a possibility. A tricky feat, as DS enemies are prone to violent rng ganking, and the levels are filled with traps, chasms and dead ends filled with OP mobs. The bonfire save points peppered through the realm, provide as safe zone for restoring life-replenishing flasks and leveling up. Each bonfire can be kindled to increase its healing effectiveness by the use of Humanity: a sort of ritual of strengthening which reverses the process of hollowing. Adding another layer of difficulty are the unique NPC and player invasions which can happen while a player is in human form, knee deep in vigorous combat.

To offset this, cooperation with other friendly players is possible, and recommended for those in need of a helping blade. Also, experiencing those whattha fuuuuck/fuuuuck yeah!!! moments is always more fun with another person.

Exploring

Where to go and how best to get there is a staple conundrum in the DS universe. Each area is a part of a bigger whole that makes up the massive open world. Traveling through castle ramparts, ascending dilapidated chapels, looting catacombs, clearing out a wicked fortress, visiting a legendary metropolis, and fighting through the capital of a fallen civilization is all in the day’s work in DS. The genius of level design on display falls in the realm of perfection, as each area is seemingly connected by hidden paths that prompt the urge to explore.

Although the game is six years old, and its graphical limitations are now very visible, the overworld design still holds true. Each level is like a piece of classical painting that will etch its grandeur into player's psyche, stimulating urges to revisit time and time again. [A dedicated patching community crafts many graphical fixes for free download to PC users.]

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 Leveling up (true way)

Beating the game, and playing it again is the true way of experiencing DS, as more things will fall into place the second/third time around. Sure, the game is known for many hellishly aggravating spots, but to those resilient players with a keen eye and a knack for memorization, DS becomes a pleasure ride beyond compare. Choosing a proper starting class, selecting and finding the right item from the get-go, and proper distribution of stats, unlocks an incredible meta depth to DS. (Meta which takes form of specific character builds, progression paths, speed-running options, and the like.)


Dark Souls is a rare game resistant to the tides of change in the industry. Its legacy is not carried by popularity or sales or even FormSoftware. Dark Souls lives gorging on the devotion of its fans: the freaks, the instigators, the adventurers, the statisticians, and community curators. What else needs to be said? Just this, in Lordran, eternal is the trail that binds us all together. Salutations to all the Stray Souls, and good hunting!




Mar 13, 2014

Growing Up Gamer: From Bits to Infinity

I'm leisurely lounging on my couch, enjoying a laid-back Saturday afternoon. Sipping some juice. Playing Super Mario World. Letting my mind wonder in 2D lands. And an unexpected ring-tone tugs my awareness back to reality.

A quick glance at my surroundings confirms there's nobody home but me. I lift the nettlesome receiver.

“I got the game!”
 “... Which game?”
“You know which game, bring your controller now!”
“... You got Street Fighter II, no frigging way!”
 “Yes! And you need to come now!”

My shoes fly onto my feet, 20 seconds flat. I'm out the door, zipping pass the elevator, almost plummeting down the stairway. Two minutes from the time I put down the phone, I'm already at my friend's house plugging my controller into his Super Nintendo. Grinning excitedly because of the upcoming PvP match.

It Began on the Streets 

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The next two months are spent studying eight unique road warriors, and mastering their intricate thumb-scraping moves. The year is 1992. A decade that was my wondrous entry into the worlds of video games. My initial system of choice: Super Nintendo (with Super Mario World already packed in).

Time was abundant those days, my friends and I would rent games and play them until dawn. Always scouring our neighbourhoods for obscure video game and VHS rental shops – and there ware many. If you wanted to try newly released games, you'd have to hit up The Arcades: Places know as inclusive covenants of amicable characters with diverse gaming skills and knowledge. A lot of gamers I know -- and later became friends with -- I met at the arcades, and the various anime clubs that were slowly popping up around town.

The only way to get gaming news back then was by spending allowance money on the monthly Game Pro/EGM Magazine. And if you were interested in imported games, anime, and comic books, the 'zine of choice was the legendary GameFAN Magazine. Between browsing magazine shelves of our local Scrum Mart, and frantic joystick bashing at the local arcades, we still found time to watch every episode of Video Arcade Top 10, and Game Nation. Yeah, TV was the only way to siphon gaming related news. Radical.

Launched Into Space 
 
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Time rolled on, and so did technology. In mere four years 16-bit consoles jumped from 32 to 64-bit. Games became larger, more encompassing, and rich in content. Despite the hasty technological progress, gaming was still considered something only odd nerdy people did. Until the first ever commercial for a video game was shown in movie theatres: Final Fantasy VII.


This Square Enix title summoned a hype of Bahamut proportions. Now, everyone was talking about video games. No doubt, gaming was clearly becoming a mainstream hobby. The release of Hallo on the original Xbox only solidified that fact – and brought reluctant PC gamers to the console market. Microsoft and Sony—with its PS2—continued dominating the gaming industry. Developing and releasing a plethora of wicked and awesome games.

With the advent of the Internet, online capabilities finally descended onto home consoles. Playing video games was no longer an experience shared with a handful of dedicated friends; gaming has gone global. The Big Three: Xbox360, PS3, and Nintendo Wii, were the precursors of change. And each gaming system evolved from a gamer-only platform, to inclusive family-friendly entertainment hubs.

And Latched Onto Our Souls  

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When playing recent Gen8 super machines, it is clear that gaming has ingrained into our habitual behaviour. Instant access to online sharing tools, integration of relevant social media platforms, reworked iterations of established titles, and we are primed to blast off into digital realms yet uncharted. A new level of collective gaming is now stimulating our synapses. We are witnessing a creation of a new limitless cyberspace horizon.

But after a dramatic all-night session of online play, I sometimes reminisce about the simpler time. A time when being a gamer meant you were confined to a basement room. A game-filled hideout where only a handful of your nerdy friends would want to visit. Very few people understood your hobby, and even fewer knew the difference between a Sega Genesis, and a Super Nintendo. And you were glad for it. Here is one last CHEER to the wonder and fun of Retro Gaming!


GAME ON!





Jan 1, 2014

Tomb Raider: Explorer's Journey into Cult of Croft

If your only recollection of Tomb Raider is the two marginal flicks staring Angelina Jolie, do yourself a favour and look up Lara Croft. Long story short, she's an intelligent, athletic, explorer of ancient tombs, who happens to collect valuable trinkets—a total everyday woman.

This time the party responsible for unhinging the crypt again is Crystal Dynamics: a company famed for creating Gex and the Legacy of Kain games. If you're expecting a hot-pants sporting, dual-pistol wielding Lara of old, you may be a little surprised.

For this title, Crystal Dynamics chose to focus on the origin story of fan favourite English archaeologist, Lara Croft. A time when she seems less experienced, yet determined to make her mark nevertheless. Proving once again that archaeology can be a very demanding trade.

Will of Yamatai

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After a violent shipwreck, Lara finds herself bound and hanging upside down in a confined cave. In a frenzied attempt to escape her predicament, Lara lands on a protruding spike which punctures through her abdomen (good job freeing her). Bloodied and hurt, she stumbles through the darkness into a gory sacrificial chamber. Her discovery indicates a beginning of a malicious struggle she must overcome to escape the mysterious Yamatai island, and its brutish inhabitants: The Solarii Brotherhood.

In an attempt to flee a volatile roundup of her crew-mates, Lara is forced to kill for the first time. This scene is absolutely brutal and not for the squeamish. It also sets the tonality of the entire game: you must learn to survive at all cost. In fact, the entire game engine is set up on that premise. And that's a good thing. You'll hunt, collect artifacts, explore puzzle-filled tombs, and combat waves of crazed enemies.

Every enemy that you neutralize can be searched for items. And many weapon upgrades can be found as you progress. Your movement is not restricted by a preset path, as the stages intertwine and change in layout as the story moves on. There's also plenty of opportunities to back-track with new weapon upgrades to uncover more areas and story tidbits. My favourite way of traversing is using Lara's bow to shoot ropes across great chasms and then zip-lining away.

Crafting with Croft

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Reaching a campsite provides opportunity for respite, and enables Lara to use gained experience points to unlock skills and abilities. Those can range from survival skills, such as, arrow recovery and more space to carry ammo, to combat upgrades that make you more proficient at stealth kills. (Stabbing a foe in the toe with an arrow just to axe him in the head never gets old.) The best part about this experience-based upgrading is that it feels like a natural way of gaining skills as the game progresses.

The game's design esthetic borrows from Eastern cultures, and integrates imposing statues, temples, and modern scavenged technology to create a distinctive tapestry of memorable visuals. The island itself is prone to extreme and changing weather patters which prevent you from reaching your goal safely. The environmental conditions in this game are stunning, especially when coupled with the highly detailed and realistic structures of the ancient island.

Blinding winds blanket the landscape, tearing apart everything that's not bolted down. Lightning bolts strike mountains, moving the very ground you're on—swiftly providing some inverted platforming travel. And there are plenty of crazy action sequences: Lara crushes through a falling B-52, and smashes into its glass cockpit with just enough time to reach for a parachute before the glass cracks, then free-falls through a dense forest canopy hoping for a safe landing. I hope you like quick-time events because there are many.

Journey-Woman Lives
 
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The story is fantastic, and structured with tight and mature writing. A forgotten ancient tribe that worshiped a supernatural queen, a violent and raging cult, fearsome bloodthirsty Japanese demons, and plenty of emotional scenes to tie it all together. Indeed, the mysterious dark island possess many dreadful secrets for Lara to uncover as she progresses. The voice acting is great, and the entirety of the dialogue feels like a well crafted script. Penned by, Rhianna Pratchett, and voiced by English actress, Camilla Luddington, this new young Lara is in the right hands. Or vocal chords I should say.

The music in the game tends to build tension, and feels like a natural extension of the environments you travel through: chimes, woodwind instruments, subtle piano parts, and some very strange horror-like FX—made by a homemade steel contraption, used for all the intense encounters in the game. This standout score was composed by Jason Graves, whose work can be heard in the Dead Space series and Star Trek: Legacy.

The multilayer component of the game is also worth a mention. There's the standard PvP combat, Private Rescue where teams must move medical supplies to marked locations, and Cry for Help, which involves exploring the map to retrieve batteries and defending radio beacons from scavengers by setting traps. All the mechanics from the main game carry over to multilayer, making this—first-ever—addition to Tomb Raider functional and fun.

Gloom and Shine

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My only issue with the game was the graphic depictions of Lara's numerous deaths. When Lara dies, she really dies in agony. What's really unsettling about it, is that the game auto saves right before dying. This repeats the fatality until you get the timing of the button press, or become proficient at avoiding lethal objects. I don't have issues with gory content if it delivers a more believable experience, but some of the scenarios got a bit daunting for my taste.

Also, the survival skills that seemed interesting in the beginning, like gathering meat from killed animals, were rendered useless rather quickly. Mostly because Lara's health regenerates fast, and combat becomes more predominate later on. And there's the guide markers: Ledges marked with flashing lines, which tend to stand out too much from the environment and delude the immersion factor.

Putting the gory bits and shinny delusions aside, I'm happy to say that playing this revival of the Lara Croft franchise was like stumbling upon a valued historical artifact in my backyard: an experience definitely worth treasuring. Marooned on a mysterious island, Lara must learn to survive in a very hostile environment. Driven by her astounding inborn determination she must overcome her vulnerabilities and become a survivor. Will you help her find her way?

Tomb Raider gets five benevolent Japanese figurines out of five. 

Developer: Crystal Dynamics
Publisher: Square Enix
Platform: PS3/4, Xbox 360/One, OS X
Genre: Action Adventure
Released: 2013

kitguru.net


Dec 24, 2013

Christmas With The Batman, an Origins Story

When I first heard that the new Batman game would focus on the masked crusader's origins, I was ecstatic. Now here's a hero with an extensive back story and lots of flying mammal skeletons in his closet. Plenty of material to choose from for a new game, I said. And patiently waited.

An origin story, almost

The creators of Batman Arkham Origins chose to stick to the well crafted formula set by Arkham Asylum and Arkham City games. The combat is still smooth and dynamic, gadgets are aplenty, and the atmosphere is galvanizing. Unfortunately, beyond that, the game does not stray out of its comfortable and preset foundation. A pity, since the title Origins states a beginning of something new in development.

Let's have a closer look under the cowl, because Arkham Origins is still a solid noteworthy title.

A relentless kingpin known as The Black Mask puts out a hit on Batman. Moments later (literally) a slew of shady foes answer the call to kill: Deathstroke, Bane, Copperhead, Deadshot, Anarky, Firefly and Penguin. Looks like there will be no Christmas dinner for Bruce Wayne. Alfred will have to feed the bats again, alone. And on his Birthday no less—OK, I made that one up.

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A night in Gotham 

Out of the cold winter night Batman descends on a criminal-infested Gotham City. Swiftly proving that the production values in this game are staggering. The large gloomy city is designed to mirror characteristics of Tim Burton's Batman flicks: many archways, domed structures, tall steeples, grimy alleyways, odd statues, and rooftops. And the best part: By using his famed grapnel gun, Batman can easily scour the entire impressively detailed Gotham City landscape.

Since the entire city is under martial law, there are lots of criminals to bust and stalk. This allows plenty of opportunities to utilize Batman's silent take-down techniques and gadgets like batarangs, explosive gel mines, smoke bombs and numerous other crime-busting devices. The majority of fights are executed using the fluid combat system established by Origins predecessors. You'll counter, dodge, and flow from one foe to the next, gain experience, unlock more abilities, and feel great about it. It's awesome. Except, it was all done in previous games.

Now you may point out—as my friend did—that this is a beat 'em up game after all. Yes, that it is. And a fine one at that. However, this is a third entry in the Batman franchise. And for a game that promises to present a “young, raw, more unrefined” Batman, it still feels like you're controlling an experienced master crime-buster we all know from the previous games.

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Opportunity cowed 

Playing through certain parts of the game, I felt like there were many opportunities for the designers to come up with something different. When the anti-authority angst-y youth, Anarky, threatens to blow up Gotham's economic centres of power, Batman is tasked with disarming the bombs. After doing so, Batman engages Anarky in combat and busts his face. I would have gotten more enjoyment trying to convince Anarky to join my side, and have him target some of my foes.

Mad Hatter makes a brief appearance, offering a brief respite from combat. He forces Batman into a 2-D dreamworld where the Dark Knight has to rely on his platforming skills. This could have been a perfect side-quest to inject more puzzle-like elements into the gameplay. I would love an opportunity to use Batman's legendary computer—you know, the one takes up half the Bat Cave. Instead, we are, once again, tasked with finding collectibles, and doing missions to unlock extra content and additional moves. Not a very creative way to extend play time.

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Diving into delights 

Fortunately there are plenty of great moments in the game: Free-gliding through all the numerous structures will give you a feeling of total immersion and non-linear progression. It's fun. It's functional. It's all about being a powerful kick-ass hero. You now have an option of setting objectives according to your priority. By doing so, a giant Bat Signal will mark the spot you need to get to. This makes navigation a breeze, and you are never left wandering astray. You can also use Batman's slick jet to move onto drop off points, providing you disable Riddler's jamming towers. Nygma!!

I really enjoyed investigating crime scenes using Batman's scanner, and seeing the entire crime in a virtual reality state, where I could rewind time to see past actions and study the area for all possible clues. In a true Batman game tradition, the original tone-setting music is simply incredible, and can easily match any big budget Hollywood score. Also, the boss battles use the foundation of the solid combat engine, and allow you to exhibit all of Batman's skills and gadgets. I especially like how Batman scavenges his foes' weapons, and converts them to his cause.

It's hard to recommend this game to a newbie. If you never played Batman: Arkham Asylum, or Arkham City, I suggest you try those out. For the price of this game you could have both. And lets face it, you'll still probably get this game to complete your collection. Most likely at a lower cost, since you'd have to blow through two Batman games before getting to this one.

Batman Origins gets four scuffed Bat-cowls out of five

Developer: Warner Bros Games Montreal
Publisher: Warner Bros Interactive Entertainment
Platform: PC, PS3, Wii U, Xbox 360
Genre: Beat-'em-up
Released: 2013

Happy Holidays, Hope It's Pure West!





















Sep 4, 2013

Dragon's Crown: Return to the 2D Roost

Dragon's Crown stands among current next-gen offerings as an absolute delicacy: like a Wyvern-roasted, crispy, sheep meal.

Hide your herd; here be Dragons!

What you'll like

Dragon's Crown is a four player simultaneous (online or local) action-RPG which places you in highly-emotive fantasy settings. If you dream of Dungeons & Dragons ventures, you'll be very comfortable playing this game.

Better yet, make some room in the basement and invite your mates to join this wicked treasure jaunt. The combat is easy, the awesome visuals paint the screen, and the outlandish music blends with great narration to move the plot-driven story onward. 

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When starting, you can select from six different characters: Fighter, Amazon, Wizard, Elf, Dwarf, and Sorceress. If you're hands-on, sword to the throat, kinda guy/gal you'll enjoy the brawler types: Fighter and Dwarf. If you're a sneaky attacker with a flair for technicality you'll enjoy the Elf and Amazon. If indirect action and pyrotechnical spell-casting is what you live for then have cool the Wizard and Sorceress will travel.

In a dungeon-crawler such as this content is what lures most players to return. And return you will, as the game has an engaging story, hidden areas, and multiple optional paths to take. Each character can be customized with a different colour patterns, equipped with various weapons, and can pick from a large roster of skills and abilities. But... is there loot? Oh, there be loot, and plenty of it. Found within the sprawling lush lands of Dragon's Crown are piles of weapons, myriads of intricate trinkets and items, and many many side-quests.

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The game's magnificently sculpted fantasy world is a delight to look at. Each area is intricately detailed by a process called “hand-shaping,” which lets the artists create 3D-like environments and characters in 2D. Ruined temples, cursed towers, treacherous mountains, and crumbling fortresses, all pull your eye into the landscape. Wraiths, vampires, dragons, busty... eh, blood thirsty babes, and other mythical critters await your blades. Some of the later bosses—such as the titular dragons—are so big they stuff the entire TV screen. When the action heats up with explosive spells, and bodies fly, the awesome factor gets upped tenfold – creating truly stunning visceral experiences.

What you might dismiss

The gameplay, while balanced and flavorful, can become a little daunting after prolonged play time; this is a hack-and-slash brawler, after all. Because each player has to pause the same screen to go into equip menus, playing with four can affect the pacing a bit. Also this is a mature tittle; as you may have heard there was some sexist controversy around this game due to questionable appearance and proportions of certain female characters. Consider this:
  • Vanillaware lives and dies on appealing to its core audience: mature males. This partly influences their design choices; 
  • Dragon's Crown takes place in a fantasy setting with fictional characters; and
  • There's far less sexuality in this game than in “Lady Marmalade” video
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Is the quest worth it?

Do Dragons love treasure? The answer to both questions is: Yes. What you'll get if you buy Dragon's Crown is a content-filled, well-crafted product made by skillful tradesman who live for their craft. Vanillaware is a company which solely focuses on 2D games. And each title of theirs is as gorgeous as it is imaginative and unique. Now break the boundary of the norm and go forth into lands less travelled. You will not regret it.

If you haven't played Vanillaware's Odin Sphere or Muramasa: The Demon Blade, then I suggest you track those gems down. Those games and Dragon's Crown are some of the best next-gen old-school 2D adventurers out there. Check out Dragon's Crown Landing page too. Venture on. 

Developer: Vanillaware, Atlus
Publisher: Atlus, NIS America
Platform: PS3, PS Vita
Released: 2013
Genre: Action-Adventure, RP

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 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.

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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
 

Apr 27, 2013

Shadow of the Colossus: Mysterious Landing (Review)

 One man at the edge of the world

Shadow of the Colossus takes place on a grand landscape where the only living creatures are the soaring eagles, white-tailed lizards and the elusive colossi. There’s much to please the eye here, as the realm of colossi is surreal; its vast scenery is painted with mysterious colours signaling natural, subtle and dangerous motifs.

Your journey will take you through forking forests, placid plains, majestic mountains, dark dunes, and cavernous dwellings filled with huge lakes hiding ancient temples and strange artifacts. Guided by the light of Wander’s mystical blade, you’ll need to seek out the 16 hidden colossi.

To aid you in adventure, your character (Wander) has been equipped with a sword, a bow and a black steed named Agro, who's your only sole companion in world exploration, and instrumental to surviving some of the ingenious battles ahead.

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By exploring the Forbidden Lands and ruling over the creatures therein, you’ll be able to bring back life to the fading dame that is Mono -- that is all you are shown, or meant to know. The game has almost no dialogue, and its story is told with only several cut-scenes. This minimalist approach lets the player figure out things as he/she explores. By finding the 16 Guardians of Forbidden Lands you will be able to unravel the illustrious tapestry that is this game.

Most of these livid colossi are stages onto themselves: walking temples that need to be navigated by cleverly manipulating the environmental puzzles, and infuriating the colossus to engage you in combat. The graphical feats during the colossi battles are stunning. The ground quakes and cracks shooting out dust particles, and the camera zooms and shifts with a smooth blurry motion. Everything reacts in contrast to the beastly size of your opponent.

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The first colossus you’ll face is a boar-faced, club wielding, mythical monster. If you manage to get close enough by avoiding its club and hoofs you can grapple onto its leg and stab it – which will bring the giant to its knees. From this point you can climb onto its back. There are parts of its body adorned with armour where you can stand for a bit to regain your stamina, and plan your strategy how to reach the sigil weak point branded on each of the encountered colossus.

There are many breeds of the colossi, majestic bird-dragons, sea serpents, ancient titans, and even a gigantic wall-clinging lizard salamander. The colossi rule the very environment around them, causing chaos and destruction within the realm - yet there’s something very unearthly and grand to them. As if they were a part of some greater design…

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Accompanied by fully orchestrated arrangements, mimicking the tone setting epic scores of the great movie masters like John Williams and Vangelis, the music in this game is superb. The compositions passing through your speaker tend to imprint your ear with soothing and mysterious melodies, which often swing full circle and shift to more intense, dramatic, and epic tunes when the colossi struggle for their existence.

The games slower pace may not be appealing to more action savvy junkies. That’s ok, because this story moves at its own gait, and rewards the more curious players with plenty of fun and unique situations; such as, hang-gliding on eagles, or surfing on a fish (tru). Stabbing the shoulders of giants, I can tell you this game is cinematic, bold and memorable.

Developer: Team Ico
Publisher: SCE
Platform: PS2, PS3
Released: 2005
Genre: Action-adventure


Mar 13, 2013

Ico: Youth in Revolt

Summary: Ico is a game about a cursed boy trapped inside an ancient island fortress filled with gloomy creatures, eroded mechanical relics, spacious levels, and a ghastly prisoner named Yorda. To put it simply: Your game disc contains an endangered species. 


Left alone inside a stone crypt as a sacrifice for the Dark Queen, Ico’s fate seemed cruel. As fortress machines strain and grind, shaking the ancient tomb, Ico’s makeshift coffin spills out its human component. In his dazed state Ico is shown a vision of a pale beauty trapped and alone within the nightmare void of a tower.

Thus begins your journey into the complex labyrinth of mystery and adventure.

Ico’s controls are very simple mirroring the child hero. He can run, climb, push, shimmy along small ledges, swim, carry, and interact with the numerous mechanical devices scattered across the vast fortress. Ico's repertoire of moves is a standard affair in a game like this, but what sets this gem apart from all the other games is the inclusion of the secondary character, Yorda.

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Not being as athletic and flexible as the cursed boy, Yorda needs to be looked after often. Depending where the girl is on the map you can either, call her to Ico’s side, or take her by the hand and lead her about the environment. A lot of times you need to pull her up to higher ledges. In the more intense moments you are called upon to react fast, by puling Yorda out of the vortex gateways that serve as portals to the snagging shadow creatures.

Yorda is the key element to unlocking, and activating the numerous mysterious doors and devices that react only to her powers. Having Yorda always present at the end of each level makes the varied and devious puzzles that need to be solved very intense. You often need to investigate the surroundings while clearing a path for her, by lowering ladders, opening doors, blasting structures, positioning her on floor switches or giving her a helpful shove.

Ico’s environments are grand, yet minimalistic in design. You’ll scurry through crawl-spaces, shimmy on window ledges, and perform risky jumps from one structure onto the next – hanging for dear life is a reoccurring theme in Ico. Some of the levels are vast and comprise of many different conjoined sections. As you progress, you’ll often notice places in the distance you’ve been through, or eventually end up in later.

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The best thing about Ico’s level design is that nothing seems apparent at first glance. You need to take time and observe the stage from different angles, training yourself to notice things like ledges, chains, levers, or any suspicious objects that might help or hinder your progress. You have access to a free-roaming camera, and an option to zoom on points of interest, this makes puzzle elements easier on the mind. Whit skillful poise, traversing the treachery of the dungeon will become second nature to seasoned and new players alike.

This game has very encompassing ambiance: in the inner chambers water drips onto cobble stones, torches blaze with fire, chains rustle, and the rustic gears of the fortress pyramid-like machinery keep grinding on your nerves. In contrast, the outside world teems with sounds of birds, insects, and trees swaying to a swinging symphony of your adventure.

The unusual way of traversing in this game forms a really close bond between the player and the two characters; until now, this kind of personal attachment was only possible in the best written novels where character development could flourish aided by personal imagination. In a way, this game is a book you play rather than read.

Ico is a perfect  game for couples. Play and watch your partner distress every time you neglect Yorda; or cheer for every last-second rescue and puzzle solved. 

Developer: Team Ico
Publisher: Sony Computer Entertainment
Platform: PS2, PS3
Released: 2001
Genre: Action-adventure, puzzle