I took a break from playing through a chunk of my pile of shame – I’m on the second game of the Arkham series of Batman console reboots, though I’m playing on a PC – to play through two Telltale adventures: The Walking Dead: A New Frontier and Batman: The Telltale Series. So let’s have some thoughts about ’em both.
I’ve just finished playing a game that’s one of the stranger things I’ve played. It’s essentially an episodic anime with some Nier-like battles thrown in, but the whole thing is strange as hell. It’s appealing, but I spent most of my playtime wondering what the fuck was going on. But I suppose that’s what you’d expect from a game best described as an anger simulator.
Oh, did I mention you punch gods to death? And occasionally have six arms? And crawl out of hell on the reg? And can somehow defeat hordes of monsters after your arms have been ripped off? And take advice from a golden spider who sounds as if he’s grooming you? And that you fight robots that look like the Buddha, have tantrums that explode spaceships and ultimately win the game by punching the earth in the face? (more…)
Coming home after some period away there’s always adjustment. I lived in the UK for a couple of years, and I remember Sydney feeling very strange when I returned: the main roads seemed stupidly wide, and the town felt underpopulated. It was different – or, rather, my expectations were different. I wasn’t calibrated for the place any more, and it took time for me to gather my old despair at crowds on a local scale.
This feeling of not really belonging, of seeing things that are familiar as if they’re slightly off, is important in Fullbright’s Gone Home. As every, I’m behind the times – I’ve had this game for years, but didn’t get around to playing it until yesterday. I know that it received a lot of positive press when it came out (as well as a smattering of bro-led whuh?) but thankfully that’s dissipated now, so I was able to get through the thing without preconception.
(If you haven’t played it, it’s probably worth noting that there will likely be spoilers at some points in this review, so you might want to skip it if you haven’t played and would like to, as the plot is the game, pretty much.) (more…)
Over the past couple of weeks I’ve been playing my way – maybe finally – through the God of War series. And it can be distilled down to this: as Kratos, you slash your way through thousands of monsters and people because you’re angry because you’re sad.
Granted, having your wife and child killed – well, actually killing them yourself, to be more correct – is a bit of a bummer. But to foster that big a killing spree? That’s some next-level grudge-holding work there, guy. I certainly couldn’t manage it in person, and sometimes during my playthrough of the six games, I wondered if I’d manage it in by proxy.
But I did, and I’m kind of glad, because I don’t know that I’d be able to have a run through them all. The backlog is too large, and there’s only so much time one man can spare for a bald, angry Spartan. (more…)
Over the past couple of days I’ve been playing through Life Is Strange, the French-developed episodic adventure game. I’d heard good things about it.
And they’re entirely justified. Playing the game has been, a couple of niggles aside, one of the most enjoyable gaming experiences I’ve had in quite a while. (more…)
I’ve recently been playing some games – christening the PS4 in my new house, and getting some of the frankly enormous Steam backlog chipped away. So here’s a couple of thoughts about ’em, for what they’re worth.
First up: Uncharted. I’d played the first three games before on my PS3, but as a PS4 kick-off I decided to play through the remastered versions as a lead-up to the latest – and apparently final – instalment. (Except it’s not now the final, because reasons.) (more…)
So there’s been a bit of a thing floating around the Internet in the last couple of days where people choose a favourite game from each year they’ve been alive. Some years were tough, but I’m reasonably happy with my choices – for now. (more…)
Once more, I’m unsure who would actually read this all the way through, given the self-indulgence herein, but don’t worry – I’ve found an image that reflects both the world’s 2016 and my thoughts on writing the thing.
Just a quick entry, as I’m aware I’ve not written about anything for a while. I wanted to just assure people that I’m a) alive and b) not a fan of the terrible God of War clone that is Dante’s Inferno. You can probably glean all you need to know from that terrible trailer above.
The upshot of the game is that Dante’s Inferno is the be-ringed skeleton upon which a dire knockoff game was hung. I think I scored this free on the PSN one month, so I hadn’t had much investment in it anyway, but upon playing a couple of hours of it – ecccch. It’s derivative, features a psychopathic lead who has stitched his garment into his skin, and is trying to get his girlfriend back from the clutches of Hell because he boned someone while on the Crusades, once.
Well, something like that. (more…)
Despite the best efforts of my video card and Windows 10 to stop me, I recently completed Campo Santo’s Firewatch, an adventure game. It’s become the favourite thing I’ve played in the past year, I think, partially for its design, but also for the way it’s unafraid to put story first, mechanics second.
The game takes place in Wyoming’s Shoshone National Forest, a wilderness of almost 10,000 square kilometres. It’s 1989, the year after the calamitous Yellowstone fires, and you play the part of Henry, a bearded, chubby dude (voiced by Rich Sommer, Mad Men‘s Harry Crane) who takes a summer job as a fire watcher to place some distance between himself and his life’s problems.
(I don’t want to explain the problems too much – there’s a surprising amount of determining your own variant of the story in its opening minutes, and they’re certainly emotional.) (more…)