Author: Dan

  • Weekly Gaming: The Novelist (PC)

    Weekly Gaming: The Novelist (PC)

    FUCK THE TITLEEE SCREEEN
    Not much to see here, but at least you know the name of the game right?

    Having brought The Novelist quite a while ago during another Steam Sale, I decided it was finally time to site down with this intriguing indie game and decide for myself whether it deserved all the praise and attention it got upon its release.

    The game focuses around a small family comprised of the father (the novelist himself) Dan, the mother, Linda, and their child, Tommy, as they retreat to a getaway house in the forest whilst Dan works on his latest Novel. Whilst the main character is technically Dan, you start to realise that everyone has their own wants and needs, and it isn’t only about the father completing his book in order to achieve greatness.

    Whilst you don’t control the characters in the house directly, you play as a ghost that observes the family, and can read their thoughts as well as past memories to figure out what they all want in a set of different situations. Once you’ve observed enough you can make a decision on what the family as a whole should do going forwards by whispering to Dan whilst he’s asleep. Once the decision has been made you’ll be shown what the outcome of your decision was, with some family members being happy at the decision, and others dreadfully sad.

    FUCK THE FAMILLYYYYY
    Some of the decisions the family members want to make seem a bit contrived at times, but not to the detriment of the overall narrative, that each and every member of the family will think differently in any given situation.

    Compromise

    Compromises are a central theme of The Novelist, with constant different wants and needs affecting each and every one of the family in different ways. In one example, the family get some inheritance from a cousin, leading each of the family members to come to different conclusions on what should be done with the money. Dan wants to use it to advertise in magazines by himself, without the help of his publisher, which would motivate him to work harder on his novel. Linda would like to use the money to join an art community in the town near their getaway home so she can get properly back into her painting. Tommy on the other hand would like to use the money to go on a camping holiday, ensuring he can meet other children his age rather than being isolated out in the forest with only his parents as company. No matter which decision you make, you’ll always make the other two family members upset, so you best pick the best option for your family as a whole rather than concentrating on individuals.

    FUCK THE DECISIONSSSS
    Every night you whisper the decisions your family should make to a sleeping Dan, who then happens to follow your instructions without realising why he’s doing so.

    After making your decision, The Novelist even gives you the chance to compromise with another family member, ensuring that they don’t get too upset about not having their first choice chosen. In the example above, I chose Dan’s method of spending the inheritance money over others as I knew it would benefit the family more in the long run if the book sold well due to the advertising they purchased. I was then given the option to give a compromise to either Linda or Tommy, to which I chose Tommy as he wasn’t doing too well in education and could have done with more attention outside of the house. In doing this, I made Linda upset that we had no money to support her becoming a member of the art community, which in turn put a strain on hers and Dans relationship.

    Parallels 

    I could see great symmetry in The Novelist and my personal life in the previous year since working on Twixel. Every decision that was made would have an impact on another family member, through no fault of my own, something I never thought about in my own world which working on Twixel. I’m sure many would be able to sympathise with this notion, as we’re all quite self centred most of the time, but through playing The Novelist it’s opened my eyes to that selfishness. For the most part I was on Dan’s side throughout the game, being annoyed at Linda for wanting to take time away from Dan’s book, whilst also being annoyed at having a needy child in Tommy. But it soon started to dawn on me that my actions in prioritising Dan were affecting the rest of the family, something I know all too well in Twixel’s development process whilst I shut everyone out of my life and made no sacrifices. It was a thought provoking game, and one which I feel may better me as an individual going forwards for bringing this all to my attention, something I can rarely say for other forms of media.

    FUCK THE FEELINGSSS
    Being a ghost you can read what the family are thinking, allowing you a more in depth look into everyones feelings on a matter or what happened in the past.

    So should you play The Novelist? Absolutely. It’s a fantastic game that puts you in some very awkward moments, pushing your feelings for the family as well as drawing memories from your own life into view. Some may find the 2 hour playtime a little short and the graphics a little mediocre compared to many games on the market these days, but both do the job perfectly of getting the point across that compromises are made in every situation you ever find yourself in, and that nothing is ever as clear cut as you’d expect. I can’t recommend the game enough, and hugely encourage anyone who wishes to feel moved or touched by the media that they play to go out and buy The Novelist now, you won’t be disappointed.

    5/5

  • Weekly Gaming: Forza Horizon 2 (Xbox One)

    Weekly Gaming: Forza Horizon 2 (Xbox One)

    1fc40618-68a8-45a2-bc11-6656400d9877It’s hard to explain how much I enjoyed the first Forza Horizon. I’ve never been a fan of the Forza games, as the simulator genre isn’t really my cup of tea. Don’t get me wrong, the Forza games are some of the most accessible racing sims out there, I just find it boring to drive around the same tracks time and time again using the same cars. Shaving seconds off lap times is not my idea of fun, but exploring a whole world that hundreds of artists and programmers created is. So imagine my surprise and glee back when Forza Horizon was announced, a entire world using some of the best graphics on the market? I got it a week before release, and played it so contagiously that I got every single achievement before Forza Horizon was even released. To learn that there was a second game incoming got me excited, but after the horrendous release of the Xbox One, I wasn’t going to buy the console just to play one game. Eventually, Microsoft came to their senses and released quite a few games that I really wanted, and so the Xbox One was mine, and with it, Forza Horizon 2.

    The game starts out just the same way as the original, with you starting out driving to an unknown location just because someone on the intercom tells you to. I lacks context or story, but that’s not really the reason you’re here playing Forza Horizon 2. You drive across the beautiful french countryside, and happen across the Horizon festival, where some jerk of a boy racer sets you up with a car, money, and GPS to find your way to all the best stops across the country. It’s a typical set up for a racing game, but one where you don’t get a chance to change anything about your character. Yes, in a game all about being the biggest driving personality at a festival, you don’t have any options on how to change your appearance of the in game avatar, crazy I know, but Playground Games must have seen this as a minor point, one that I beg to differ on.

    FUCK THE OFF ROAD
    Going off road is a big theme in Forza Horizon 2, which is crazy considering how the majority of cars are meant to be road cars.

    The handling of the cars in Forza Horizon 2 is superb, with every class of car feeling unique and spectacular no matter what the condition of the weather or surface. I found myself leaning more towards the AWD vehicles during my second half of the game, but this was more to overcome the challenges of the different terrains you can go across. Cars range from “Classics” all the way up to super cars, and each and everyone is rendered lovingly, with fantastic graphics showcasing what the Xbox One is capable of in the right hands. Granted the graphics don’t come close to matching the realism of Driveclub (especially since they added weather to the game), but the aesthetics are still gorgeous none-the-less, and take me back to my previous days of playing Test Drive Unlimited for hundreds of hours.

    Being an open world game that takes place across two countries, Forza Horizon 2 takes you across different terrains and different landscapes, but surprisingly, they seems to be no variety between France and Italy. Cities look the same, with buildings not varying in any discernible way, and most of the countryside looking identical. Now I know that in real life, the borders of two countries so close together probably wouldn’t be so different, but in a game that takes liberties with the scales of roads or other general mechanics within the game, it seems a bit strange that the developers at playground games didn’t just chuck as much variety in as possible, like The Crew did with it’s scaled down U.S.A.

    FUCK THE HUDDDD
    The on-screen HUD is alright, but sometimes detracts from the beauty of the environment.

    The one thing that could be said for Forza Horizon 2’s size is the amount of collectibles spread across the map. I, for one, love collecting everything in games like this, and it was no different with Forza Horizon 2. There’s 150 signs to find and smash across the world, 35 speed cameras which you must beat the speed limit on, and much much more. It was enough to keep me gaming for hours, without thinking about the races at all.

    The music is a mixed bag for me, coming from Forza Horizons stunning soundtrack (seriously, I loved the originals soundtrack so much I used it constantly for my workout playlist), I can’t help but feel the Forza Horizon 2 soundtrack is lax in comparison. in the 12+ hours of playing it, I can’t settle on a radio station I like, or even specific songs I look forward to listening to when they come on the radio. It’s a shame, as the music in Forza Horizon was some of the reason I enjoyed the game so damn much.

    When it comes to events, you can boil Forza Horizon 2 down to 3 distinct ways to race, there’s cross country races, where you’ll drive for 5-10 minutes against AI either on road or off-road, normal lap races across different sections of the map, and crazy one-off events where you’ll take on a different method of transport, from hot air balloons to trains, nothings too crazy for these special events. All these races will add points to your currently selected championship, which comprises of 4 events. Once 15 championships have been completed, you’ll get into the Horizon Finale, where you’ll then take the Horizon trophy for best driver on the map (Yayyyyy).

    FUCK THE WEATHHERRR
    The rain effects in Forza Horizon 2 are fantastic, changing the entire feel of vehicles and the look of the environment in an instant.

    So, all in all Forza Horizon 2 delivered on being a worthwhile successor to the original, but it had it’s compromises. The lack of customisation for your player (not your car, there’s millions of customisations available for cars) was for me a silly thing considering you’re always in the spotlight, and the repeatability of the driving can get boring, but considering how chocked full of content the game is, it’s easily worth a go, if not only to experience some of the exciting events you’ll encounter or the lovely landscape and weather Playground Games have implemented. Like driving games that are simulators and give you a massive world to roam free in? Play Forza Horizon 2, you won’t regret it.

    4/5

  • It’s been a while…

    It’s been a while…

    Hi all!

    First things first, I must apologise for my absence from the site these last few weeks. Since Twixel’s release on the 18th of December, I’ve taken some time out of my busy life to focus on family and friends over the Christmas and New Year period. Whilst it was much deserved after the previous year of working and the previous two years of consistently writing for this site, I couldn’t help but feel guilty for not working. Less of that though, cause I’M BACK!

    So, what have I been up to recently? Well, with Twixel’s release of of the way, I’ve been watching a bunch of films, setting new years resolutions, and applying for new jobs (hopefully in the games industry, SHOCK HORROR!). I also have managed to fit in time to play through and complete Kingdom Hearts 2.5 Remix, as well as Forza Horizon 2. Kingdom Hearts 2.5 Remix is ready to read at the link below:

    http://www.gamrreview.com/review/92255/kingdom-hearts-25-hd-remix-ps3

    One thing about this review I want to talk about is the feedback I’ve gotten. Just take a look below:

    Screen Shot 2015-03-05 at 01.11.07

    Granted, a editor can only do so much with what I provide in the first place, but when an entire paragraph about this being my first time playing KH2 is taken out, or sentences are changed to take on a whole new meaning, I can’t help but feel duped. Lesson learnt I suppose, I must make sure to read edits going forwards to ensure this kind of thing doesn’t happen again.

    Soooo…. since I never wrote on New Years day saying what my New Years Resolution was, I’m going to give you all a hint of them below:

    • Watch 52 films I’ve never seen before
    • Complete and review 52 games for both Caesoose.com and GamrReview.com
    • Read 12 books (one for each month)
    • Make a second game for iOS and Android
    • Get new job
    • Port Twixel to iOS & Android
    • Make a presentation for a convention about towing the line of being a journalist and games developer
    • Attend 4 games conventions (Including E3)

    So there’s most of my new years resolutions, with a few I’m keeping secret, just in case I don’t follow through with them. At the end of the year I’ll revisit these resolutions and recall whether I achieved them or not (I should be able to with no problems).

    So, to everyone who frequents my blog, thank you all for visiting, and here’s to a fantastic New Year with lots of opportunities and fun!

    Dan

     

  • Weekly Gaming: The Old City: Leviathan (PC)

    Weekly Gaming: The Old City: Leviathan (PC)

    Hi all,

    This week I take a look at postmodsoftworks latest and greatest narrative driven game, The Old City: Leviathan. I was hugely impressed with what I played, and will continue to come back to it time and time again. You can read my review below:

    http://www.gamrreview.com/review/92218/the-old-city-leviathan-pc/ 

    As always, thank you all for your continued support, as of next week I’ll have been doing this for 2 years, which is crazy! Here’s to hoping it continues for many more.

    -Dan

  • Weekly Gaming: NES Ultimate Remix (3DS) Review

    Weekly Gaming: NES Ultimate Remix (3DS) Review

    nes-ultimate-remix-3ds-810767_expanded

    Hi all,

    So on the day of my games release (which you can buy below here: http://www.twixelgame.com), I still have writing left in me, so this week I bring you NES Ultimate Remix by Nintendo. You can read my review below:

    http://www.gamrreview.com/review/92217/ultimate-nes-remix-3ds

    I hope you enjoy it, and keep tuned, I’ll be doing a write up on my game soon.

    -Dan

  • Weekly Gaming: Lumino City (PC)

    Weekly Gaming: Lumino City (PC)

     

    lumino-city-pc-919590_expandedHi all,

    So this week I took a look at State of Play Game’s Lumino City, a fantastic looking adventure game where you’ll traverse a paper world that the artists created from scratch within an 8ft tall studio.

    If you want to read the review I did of the game, click the link below:

    http://www.gamrreview.com/review/92191/lumino-city-pc

    Until next week!

    Dan

  • Weekly Gaming: Soul Axiom Preview (PC)

    Weekly Gaming: Soul Axiom Preview (PC)

    deconstruct-then-reconstruct-the-world-in-soul-axiom-342327_expandedHi all,

    Sorry this is a little late but things have been hectic recently. Twixel is well on course to being released December 18th (after it was delayed by a month), and I’ve been playing many games to review for gamrReview.

    This week, I look at Soul Axiom, a game by Wales Interactive, and one that looks set to be an interesting experiment.

    To read it, click the link below:

    http://www.gamrreview.com/preview/92197/deconstruct-then-reconstruct-the-world-in-soul-axiom

    I hope you enjoy it.

    Thanks for your continued support,

    Dan

  • Weekly Gaming: Never Alone  (PC)

    Weekly Gaming: Never Alone (PC)

    neveralone-4

    Hi all,

    So this week I’ve published a second review over at gamrReview.com, this time for Never Alone. The game was fantastic, seriously pushing the games medium forward in my opinion. You can read my review below:

    http://www.gamrreview.com/review/92171/never-alone-pc

    This coming weekend I’ll be working on a bunch of bug fixes for Twixel based on feedback testers have given. I’ll definitely get a new trailer done, and will get another preview/review done too.

    Thanks for checking by,

    Dan

  • Weekly Gaming: The Binding of Isaac Rebirth (PSVita)

    Weekly Gaming: The Binding of Isaac Rebirth (PSVita)

    FUCK THE ISAACCSSSS
    This week I take a look at a remake of one of my favourite games ever, The Binding of Isaac: Rebirth

    Hi all,

    This weeks post (technically last weeks), is a little later than usual as I was in Rome for the whole week for my Birthday, and whilst it was an extremely enjoyable holiday and a much needed rest, I’m back on with all the work that’s needed to be done.

    If you’d like to read the review over at GamrReview, click the link below:

    http://www.gamrreview.com/review/92162/the-binding-of-isaac-rebirth-psv

    Over the coming weeks I’ll be reviewing Never Alone, Soul Axiom and The Lost City all within quick succession, allowing me to concentrate on Twixel to reach my 18/12/2014 release date.

    If you have any questions, don’t hesitate to give me a shout!

    Dan

  • Weekly Review: Bayonetta 2 (Wii U)

    Weekly Review: Bayonetta 2 (Wii U)

    FUCK THE WITCHESSS
    The troublesome twosome are back in Bayonetta 2 following the fantastic original.

    It’s weird to think that Bayonetta 2 may have never happened. Given the amount of praise the original got from almost every publication, you’d have expected the game to have sold well, but at ~2 million units sold, it didn’t make as much money as Sega would have hoped. Going from publisher to publisher trying to sell the premise of Bayonetta 2 was unsuccessful for the most part, until Nintendo stepped in at the last minute to fund the making of a second Bayonetta. It was a move that fans appreciated the world over, and I for one thank them after playing the masterpiece that is Bayonetta 2.

    The game starts out with Bayonetta Christmas shopping with her partner in crime following her every step. It’s here that something’s amiss, with angels coming down and attacking jets going through the city, prompting Bayonetta to jump into action to put a stop to these “evil” beings, by fighting on top of a jet which is flying through the city. It’s a fantastic start to the game, one that shows how the game means to go on, with over the top action scenes and ludicrously tight fighting. From here the story only gets even more interesting, with Bayonetta’s best friend’s soul being taken to hell, and the balance between good and evil skewing, Bayonetta has no choice but to fly to Japan and it’s Fimbulventr mountain in search of both the gate to heaven, and the gate to hell.

    FUCK THE SHOESSSS
    The gun heels are back, giving Bayonetta that unique look and feel she’s always had. These can be change and exchanged for swords, whips and all manner of other weapons.

    If you’ve played the original Bayonetta, or any action game like dynasty warriors, God of War etc. then you’ll know the basic mechanics of how the game will play out, with the game partially opening up to allow you freedom around a stage, and then putting you in a small arena to attack a bunch of enemies that spawn from no where. It’s a tried and tested technique, one that feels contrived but does the job of making sure you never go more than 5 minutes without fighting, because at the end of the day, the game lives and dies by its fighting mechanics, and oh boy do the fighting mechanics work well in Bayonetta 2.

    Every punch, kick, slash, whip and dodge feels fantastic to pull off, with combos flowing naturally as you jump between enemies, using your arsenal of different combos as you go. The dodging mechanic is easily the most empowering, as every time you successfully pull it off the whole world slows down allowing you to destroy your enemies faster due to something you successfully done. It’s gratifying, and one of the main reasons to keep coming back to the game, as you feel cool for doing it. I’d have many instances where a housemate of friend would pass by, watching the TV explaining they had no idea what was going on whilst I managed to skilfully dodge most incoming attacks. It empowers you like now other game has in recent memory, and for that I thank Sega and Nintendo for producing such a fabulous and entrancing system.

    FUCK THE STUPIDNESSSSSS
    Bayonetta 2’s graphics may at times look crude compared to modern PS4 and XBONE titles, but they’re a far cry from the original, with the game looking colourful and pretty without even trying.

    New weapons, abilities and moves are unlocked during the main campaign, allowing you to spec Bayonetta out like never before, with weapons like whips or swords helping to vary up your combat a bit, with each different weapon dealing different combos to help you out against specific enemies. Everyone will find their own groove with Bayonetta 2, and that’s the beauty of its fighting mechanics; they allow everyone to feel as empowered and as badass as Bayonetta acts in the face of peril.

    The game is rife with collectibles and unlockables, with every single fight being graded you feel compelled to come back to the game to do better in each and every encounter. The second you get hit instead of skilfully dodging a swing you sigh and groan, as it’s ruined your chance of getting a pure platinum award for this fight. It makes every encounter worthwhile and ties perfectly into the core fighting mechanic that feels so empowering. I managed to get around 75% of the collectibles on my first playthrough, totalling about 13 hours of story and gameplay. Once finishing the campaign I felt compelled to return to some stages to grade better, but was never able to find a few of the secrets I had missed on my first playthrough. Those of you that like to 100% games, be prepared to look up walkthroughs to find everything there is in Bayonetta 2.

    The story can be corny at times, with terrible characters falling from buildings to comedic effect and Bayonetta’s cockiness coming across a little close to the knuckle, but it doesn’t detract from the overall fun of the game at all , and if anything had me in stitches at times. Bayonetta 2 does not take itself seriously, and to a degree, neither should you, just sit back, relax, and have a load of fun.

    FUCK THE WHITE MAGEEEEE
    The action sequences that take part in cut scenes are astounding, making for an exciting game both when you’re passively watching it, as well as when you actively take part in it.

    It must be said that the soundtrack and graphics were top notch as well, with each battle having extremely catchy music (seriously, just take a look at it, called tomorrow is mine) and the whole game being extremely colourful it was  a joy to traverse each level. There were a few platforming sections that felt a bit annoying, but these were limited and far between, ensuring you can stick to kicking enemies asses rather than exploration.

    Bayonetta 2 feels like a love letter from Nintendo and Sega to gamers the world over. With the introduction of more serious topics in games, from gritty marines to the explosion and saturation of FPS’s, Bayonetta 2 stands alone as one of the games that looks to be fun, unadulterated, dirty and funny fun. Every mechanic in the game feeds back into each other to keep you entertained and constantly progressing, improving you both as a player of the game, but also ensuring you’re kept engrossed and never bore of any of the games’ key moments. It’s a fantastic game, one which justifies a Wii U’s purchase in itself, and one I wish more gamers would be able to experience. If you own a Wii U, you owe it to yourself to play Bayonetta 2.

    5/5

  • Weekly Update: Evolve Alpha (Preview)

    Weekly Update: Evolve Alpha (Preview)

    Hi all,

    So for this week I didn’t get around to completing a game as I’m working on Twixel too much, but I did manage to fit a bit of time in for playing the Evolve Alpha by Turtle Rock Studios and 2K Games. If you want to take a look at my thoughts on the alpha, then please by all means follow the link below:

    http://www.gamrreview.com/preview/92096/hunting-down-evolution-in-evolve

    and to update you all on the progress of Twixel, I’ve just recently sent out a second test copy to testers, so I hope to hear feedback in the near future. I’ve changed the font used in most of the game, and have also made 4 additional levels that will be completely random. It’s all exciting and scary at the same time, so much so that I’m pretty sure I’m going to miss my release date unfortunately, but I’ll hammer on regardless.

    Until next week!

    Dan

  • Weekly Update: The Hell That is Steam Greenlight

    Weekly Update: The Hell That is Steam Greenlight

    FUCK THE HATERSSS
    After 5 days on Steam Greenlight, these are my stats so far. I’ve got a long way to go, and I feel my trailer certainly isn’t helping.

    Hi all,

    I do apologise, but I think for the first time in almost 2 years I am not going to be writing a review for this Friday (SHOCK HORROR!) due to the recent release of Twixel on Steam Greenlight. Because of this gargantuan undertaking I am putting myself through, I thought I’d share some thoughts and feels on the whole process, and what I hope to do from here.

    So, on Sunday I done it, I pushed the button to share Twixel with the gaming community that is Steam. I had been considering doing this for a while, but was concerned about the state of some of my promotional material and whether the game was actually finished enough yet to apply for greenlight. In the end, I decided that the sooner I get my game shown to millions of potential customers the better.

    Alas, as you can see from the picture at the top of this post, I may have made a mistake. My trailer for the game (which can be viewed below), was one quick draft to at least show each level and 1 obstacles in each level in both 2D and 3D perspective. As it currently stands, I feel this is my greatest downfall in all of my marketing material, with the trailer making the game out to be really simple and all symmetrical. This isn’t the case, as I’ve spent the last few weeks working hard on over 50 new obstacles that will be completely random on both sides of the screen to push players to the max when it comes to difficulty.

    In the coming weeks I really need to redo this trailer, as it really doesn’t represent the game well.

    Since the launch of the Greenlight campaign I decided it was time to release a beta of the game, one that could be played by many testers so that I could get as much feedback as possible on what they felt were the shortcomings. I’ve given the game out to 30 people so far, and out of those 30 I’ve had a fantastic response of…. 6. Whilst this isn’t amazing, I’ve had some great comments from those testers, with 2 of them asking for in-game volume controls (which I’ve now implemented), as well as highlighting many bugs on the obstacles themselves (some weren’t aligned correctly causing “glitches” to appear in the level). I also asked these testers what would be the price they feel would suit the game, with the average price so far sitting at £2.99, exactly the price I was looking for. Needless to say, I’ll continue sending out test builds of my game to these testers, and will take their feedback seriously so that I can make the best game I possibly can.

    I call Steam Greenlight hell because no one ever warned me of the amount of arseholes on the internet. Not only does my no votes continue to increase at a worrying pace compared to my yeses, but some people decide to go out of the way to put you down for even working on something. I’ve had some commentators say things like “congrats you learned how to put cubes and squares on a screen thumbs down”, or “This took 10 months of development? Are you kidding me?”. Whilst harsh, they don’t compare to one person making a group of games called “The trash of Greenlight” where he’ll sort through the trash of greenlight so you don’t have to. In every instance of these comments I think the end commentator forgets that there’s a person behind this project, someone who is currently doing this all in his spare time whilst also working a 9-5 job and writing reviews at GamrReview. It hurts, but I’ve also had a lot of positive comments, so I must push through and ignore the haters. how can I improve this and hopefully get less haters? The trailer needs to be redone so badly, I feel it’s the thing people watch and then instantly judge the game on.

    Over the coming days, and hopefully by the end of this weekend I should have a second test of the game available, one that will actually increase the speed of the stage on harder levels, as well as adding 3 additional levels for randomisation (rather than the obstacles appearing all in the same stages, so one stage can be seen as a practice stage and another the real test of skill).

    Thanks for keeping updated with Twixel!

    Dan

  • Weekly Gaming: Driveclub (PS4)

    Weekly Gaming: Driveclub (PS4)

    Hi all,

    So recently I’ve been extremely busy with making my game, as it’s due to be released on the 18th of November. These are scary times for me, but in the interim, I managed to fit in some playtime of Driveclub for the PS4. To read the review, head on over to GamrReview at my link below:

    http://www.gamrreview.com/review/92041/driveclub-ps4

    A lot of people don’t like the review and the score I gave it, but I stand by everything I wrote. At the end of the day, Driveclub was not a good game for me, despite how excited I was to play it since it was first announced in 2013.

    Regardless, I’ll be posting some updates soon on where to find my game online,

    Til next time guys and gals!

    Dan

  • Weekly Gaming: The Walking Dead Season 2: Episode 5 (PC) SPOILERS!!!

    Weekly Gaming: The Walking Dead Season 2: Episode 5 (PC) SPOILERS!!!

    FUCK THE DEAD ZOMBIEEEE
    So here we are at the final episode. It’s taken a while (7 hours so far), but its been worth it to see Clementine’s story evolve throughout the course of the Season.

    So here we are. After 4 episodes of The Walking Dead Season 2 we’re finally here, the penultimate conclusion of what will happen with the group and Clementine herself. Given the insanity of what happened at the end of the last episode (Rebecca being shot in the head due to turning into a zombie) and all out war happening between the Russians and our group, I was excited and interested of what would come of everyone, expecting the series to conclude with Clementine by herself again.

    Anyway, back to the start of the episode, where the consequences of the firefight are starting to play out. Luke gets injured and a few Russians die, with Jane making a return as she heard the guns going off and felt obliged to help. I was thankful of this conclusion as I was expecting the firefight to be a cop-out for the writers to kill off a bunch of characters easily without having to write them away. Regardless, once it’s over we take the Russian gentleman we stole the medicine from as hostage and tell him to direct us to his place with lots of food, and so the group embark on walking for hours to reach his safe, secret location. This all felt a bit strange considering we could all see a city from where we were standing in the last episode, yet no one suggested we go there.

    FUCK THE CHOICESSSS
    Choices are big and heavy in this final episode, with everyones sanity and lives on the line with every choice that you’re given. It doesn’t help that there’s a separation in the group forming, making every choice all the more important.

    During the hike, it’s determined that it’s too far to walk in one day, so the group takes a break in a generator sub station, ensuring they’re fenced in and can sleep easy for the night away from walkers. It’s here we start to see different sides to the characters, with Kenny being an emotional angry wreck like always, but being extremely protective of the baby, Jane being a loner that admits to liking luke and eventually joining the circle, and the others having a laugh and drinking. It was a nice moment, one which allowed everyone to loosen up for one night, joking about sex and things they done when they were younger, with Luke commenting how its his birthday. It was nice, but couldn’t last for long as the writers needed to cause some tension in the group, with Kenny getting annoyed at others for helping the Russian feel welcome to the group.

    In the morning the group sets out for the house, upon which they come across some walkers as they’re about to cross a frozen lake. It’s here you come across your first big death of the episode, with Luke falling into the lake after bonnie says for Clementine to help him. His deathly stare underwater was pretty gruesome, and made sense for this death to happen after the warm campfire and stories that were told the night before, so I should have seen it coming in hindsight. This death causes a lot of tension in the group, with Kenny’s temper becoming all the more aggressive towards the Russian, and in turn causing the rest of the group to fear him. It doesn’t look good for everyone, but at least there’s hope: a car.

    FUCK THE LAKKEEEE
    Emotions are high in this pen-ultimate episode, with everyone questioning everyone else’s decisions. Here we have Jane bereaving the loss of Luke after he died in the lake.

    Kenny eventually gets the car working, but not before we see even more tensions in the group, with the group seemingly becoming divided in two. Jane and Kenny with the baby (AJ for Alvin Junior) on one side, with Bonnie, Russian man and Mike on the other. During the night when everyone’s asleep you go outside to see what’s disturbing your sleep, only to find Bonnie, Arvo and Mike trying to escape with all of the supplies. I held them at gunpoint, but gave in and let them go, only to get shot by Arvo. From the looks of it, you were always going to be shot by Arvo, you were just given the illusion of choice. After waking up in the car with Kenny and Jane (plus AJ), you’re told that they didn’t take the car and that the bullet passed straight through Clementine, so she’ll be fine. It’s in here you still see tensions within the group, with Kenny and Jane bickering and shouting at each other over disagreements as to where to go with the car. Eventually, you come across a pile up of cars, and in the chaos of walkers coming over whilst Kenny explored, the group is split up with a crashed car and no where to run. At this point, you’ll take control of Clementine and will be tasked with walking through woods during a blizzard, meaning you can barely see 5 metres ahead, so avoiding zombies is best. This whole part was made to make sure the player felt hopeless, that they’re bound to die here with the snow and zombies both freezing and killing Clementine.

    Eventually, you find Kenny at a service station, and after a bit of time Jane returns, without AJ. Throughout the whole episode Jane has always talked of getting rid of the baby, which may seem heartless, but it’s a logical choice considering the group has no food and doesn’t know where to go, so at the moment Kenny doesn’t see a baby, he flips, starting a massive fight between Kenny and Jane. You try to get involved but it’s hopeless, with the two adults fighting to the death it seems. You’re finally given one final choice in the game: To shoot Kenny (who’s about to kill Jane) or to look away. No matter the choice, it seems Kenny will always die, even though I personally chose to shoot him due to how much of a risk he was to everyone’s continued survival. He tells me with his dying breath that I made the right choice, and that I must survive. It was a sad farewell to an otherwise likeable character, but when the game constantly gets you thinking about survival, he wasn’t the best of people to have along for the ride. We find the baby in a car, to which Jane said she done it so we could see Kenny’s true side, to ensure we made the right decision. I forgave her and so we walked on back to the superstore we were in Episode 3, where supplies are found and a new group of people are met. So concludes the season.

    FUCK THE DESICIONSSSS
    Possible one of the hardest (or easiest if you’re cold hearted like me) decisions of the show so far, choosing between a reliable and intelligent character and one you’ve known for a while feels like more of a decision over logic or heart rather than who’s the better character, with Kenny being heart for how long you’ve know him, and Jane being the intelligent survival choice.

    Edit: Upon reading up on the possible alternate endings, I’ve found that actually, the game differs hugely in what happens. Unlike the first season of The Walking Dead which would always end the same way with Lee dying and Clementine walking alone, the second season allows either Kenny or Jane to live, and then proceeds to either go back to the store (from Episode 3) with Jane or to proceed on to Wellington with Kenny. This seems insane considering how many different choices players are going to make, and can become a logistical nightmare for the team in the third season.

    I enjoyed my time overall for the whole game eventually. What started quite weak quickly turned into a proper decision making game, one where I thought my decisions were irrelevant until they actually started having a lot of weight behind them. Looking around online, it seems that there are so many possibilities for the third season, meaning I can’t believe how open this season was, for the players and the characters in the story. I look forward to The Walking Dead Season 3 now, which surprises me given how much I wasn’t enjoying this season at the start. These final few episodes really turned it around for me. I’d hugely recommend this season to anyone that has played season one, and would recommend they get through the first few episodes before truly making a verdict on whether they liked the game or not, as I was surely turned around by the end.

    Episode Score: 5/5

    Overall Score: 4/5

  • Weekly Gaming: The Walking Dead Season 2: Episode 4 (PC) SPOILERS!!!

    Weekly Gaming: The Walking Dead Season 2: Episode 4 (PC) SPOILERS!!!

    FUCK THE ZOMBIESSSS
    With Episode 3 leaving on a high point in my books, ensuring I felt a little more for the characters and was genuinely interested in where they would go, I was looking forward to playing episode 4, will it suffice to my expectations?

    After enjoying Episode 3 last week, I was looking forward to getting my teeth into episode 4, with the shit storm 3 left us with. For those of you who haven’t played, Episode 3 finished with the group managing to escape from the superstore and start making their way through the hoard of zombies disguised as zombies themselves with Zombie guts all over them. You finally come across radia? who has been bitten by a zombie, and its your choice whether to cut her arm off or to kill the zombie biting her. As I’ve been playing this season through as fairly heartless and logical, I went for her arm, ensuring she wouldn’t get infected and would at least live to see another day.

    Episode 4 begins with telling you whether your decision was meaningless and stupid regardless, just to ensure you have fights and tension later on with the rest of the survivors. This wasn’t necessarily a bad thing, we all knew that radia couldn’t survive amongst the hoard whilst either bitten or bleeding profusely, but it was how they treated and made Kenny act afterwards that truly was annoying. He becomes a mess, blaming it all on yourself (Clementine), and causes tension in the group where there should be none. It felt extremely contrived, which I suppose is a given at this point considering some of the flaws in the plot so far, but it still felt weird to have something so logically correct be reduced to a problem later on purely for story-tellings point.

    FUCK THE ACTIONSSSS
    The opening of episode 4 takes off right where the action got started in episode 3, ensuring players are able to go through one of the most daunting experiences of the season so far. Amongst all of the zombies, people break down, and tensions are high, ensuring the start of the episode has the most action of the series so far.

    Once the zombie hoard is done, it’s then a case of reuniting with the group whilst Rebecca struggles with her labour. This is where you’ll get the chance to get to know a fairly unknown character in the series so far: Jane. Jane is a master when it comes to killing zombies and surviving, meaning she’s fantastic for clementine to be hanging around to learn more survival skills. Jane will teach you a few killing techniques, like kicking a zombies leg then stabbing them in the back of the head with a screwdriver to get the job done. You’ll spend 20 minutes going around a trailer park killing zombies with Jane at your side, trying to find the others. Eventually, you’ll come across Luke and Sarah, who are held up by zombies covering a trailer. You manage to rescue them, but its here that you’ll have the option to save or kill Sarah, who seems to have lost her mind and cannot physically move when the zombies are coming. I managed to save her, but it seems like either way, she was going to die, with the player having no ability to change this outcome. You aren’t applauded for saving her, and if anything are actually told you made the wrong decision later on.

    Once you’re back at the camp, the Rebecca is definitely in labour, and so the group will have to find a safe place for her to have the baby. I decided to team up with Jane again, given how useful she is and how found of her character I was becoming. Going with her we found a man that we robbed for his drugs, whilst also finding a whole store and gift shop on a second floor, ensuring zombies wouldn’t be able to get to us. It was during this sequence that we started to see some of the flaws in Jane’s character, with her becoming quite angry and a bit unpredictable at the touch of a button. Clementine was then tasked with finding the others and telling them of the store, which gave me a chance to learn a bit more about everyone else in the group. A bit of playing was done, and we found a jacket which would come in handy for Rebecca during the childbirth, but nothing story wise happened, it was all more for character building, something that makes me sceptical as it could only mean these characters are going to be killed so soon after I get to know them.

    FUCK THE CHILDBIRTHHHHH
    Rebecca manages to finally have her baby, much to the delight of Kenny, who becomes somewhat weird in his maternal instinct towards this newborn. The baby is certainly going to come with his own challenges for the group.

    Finally, the hoard comes, and after some action of holding the zombies back, Rebecca finally manages to have her baby. In doing so, the group seems to relax a little, but they’re not out of the woods yet, with many having not eaten in days, and Rebecca getting weaker all the time. The group decides to move out, at which point they’re greeted by the gentleman we robbed earlier, who’s brought with him a group of russian gangsters that all have guns pointing to our heads. The situation gets a little out of hand, with Rebecca zombifying by the minute, Clementine is given the decision to kill her or shout for help. Yet again I done the logical thing which was to shoot her, which then ended the episode with gunfire going off from all sides. I can’t help but feel that this was only written into the episode to ensure most people died out before the final episode, as the group was fairly large,

    The episode overall was alright, I enjoyed the character building moments that allowed clementine to learn more skills but to also think on who she can and can’t trust in the group, and what she should do if worst comes to worse. I don’t feel this one was as strong as the previous one, but it certainly sets the series up for a nice finale. One thing kept bugging me though through my playthrough, was on how I didn’t really care about the character too much and was making more logical decisions than emotional ones. I can’t help but think that in the first season all the group you joined up with were in the same situation, you had been together through the start of the walkers and were a tight knit group, making peoples deaths all the more emotional. In this season Clementine is introduced to a group of strangers that already know each other: they’ve been through their hardships and have trust in one another. The entire season so far has just made me feel like an outsider, not thinking about the group and constantly thinking about myself, something the writers may have realised and worried about in the games development. I dunno, I’m just throwing that out there as it just keeps bugging me that I don’t have the same connections to characters as before. I suppose we’ll see next week how things pan out.

    3/5