Author: Dan

  • Weekly Gaming: The Walking Dead Season 2: Episode 3 (PC) SPOILERS!!!

    Weekly Gaming: The Walking Dead Season 2: Episode 3 (PC) SPOILERS!!!

    FUCK THE CHARACTERSSS
    With the previous episode not getting off on the right foot for me due to (in my opinion) not much happening, I was looking forward to Episode 3 to see if Telltale games have managed to better themselves at character building and the circumstances around said characters would make for better story telling and character progression.

    With Episode 2 of the second season of Walking Dead not really gripping me, I was looking forward to jumping into episode 3 to see what would become of the group of characters being slaves in a supermarket, considering how angry and psychotic one of the characters behaved at the end of the last episode. This was certainly going to be a better episode if not purely for the fact the season has to make a lot of plot points to tie it all up nicely within the next 2 episodes, so with more characters, more deaths and more decisions, I was hoping for the best.

    The episode starts out by introducing you to a few new characters at a new place: a superstore that has been barricaded and held up. We’re told the group currently occupying the place has done such a good job of holding up that they have electricity, guns, water and are even starting to grow their own food to ensure they constantly have a food source once the rations run out. The new characters you meet are just as diverse as the rest of the characters you’ve met so far, with Reggie being a kind and sincere gentleman (who is in charge of ensuring you don’t cause a ruckus and are introduced to others safely), Mike being a harsh but up front kind of guy, and Jane being a loner that seems to have survived by herself quite well before being captured and turned into a slave. (we are told she was found with zombie guts and blood all over her, meaning she knows that this is one way to hide from zombies from our past experience in the first season). The group is told to get an early nights sleep as they’ll be working around the clock tomorrow.

    FUCK THE SLAVESSS
    The group are held up and constantly watched by their superiors, ensuring that they don’t do anything out of line. It’s out here in the courtyard that you’ll actually have time to make your plans to escape, with Clementine and her small physique being put to good use in sneaking and gathering resources.

    On your first day of working you’re introduced to more characters that work throughout the superstore, and are even made to work for a lot of it, refilling ammo, cutting branches etc. to please Carver, the brains behind this operation. Throughout all of it you’re told this is for the best, to ensure you continue to survive and to ensure that everyone trusts each other after your group escaped once before. Throughout all of this, Carver takes Clementine aside and speaks to her one to one, asking her what it’s like to be raised in a world like this and also saying that him and her are alike, that they’re strong and need to do what has to be done in order to survive, unlike the others. It was a nice moment, one which showed a bit more of Clementines bad side which we rarely see. She may act nice, but she has to be strong in order to continue living in this hellish world.

    FUCK THE STORMMMMM
    The “storm” that’s fast approaching is in fact a massive amount of zombies that are invading the superstore. Using this storm to their advantage, the group decide they’ll escape among the chaos, a wise decision but one with many troubles.

    After a few days of hard work, the group work on a plan to escape this “prison” by getting a walkie talkie to Luke, who managed to never get captured in the first place, and activating all of the speakers outside the supermarket to attract the hoards, ensuring their escape is masked even more. With Clementine being the smallest character, you’re kind of forced into doing most of this work for the team yourself, a task which is annoying, but allows the rest of the characters quality time to start up arguments on how they should proceed. Nick is definitely quiet in this episode, which may be because many players may have had him killed in the last episode, meaning the writers of this episode couldn’t factor him in through fear of many players not having him to begin with.

    Once all is in place, the final day is upon your group, all thats left now is to proceed with the plan. As Clementine you manage to sneak into the managers office, start up the microphone, and set about attracting the hoards of zombies to the building. It’s here that your group will be stopped by Carter at gun point, to which Clementine manages to dissolve the situation by jumping on him and disabling him. What follows next is pretty gruesome, but needed in progressing Clementines story and narrative for future episodes: she watches as Kenny beats Carver with a crowbar. You can choose to walk away from this, but I felt it was best if Clementine saw this, to ensure she was strong for the future episodes.

    FUCK THE BITINGGGGG
    Decisions are reasonably big in this episode, with their consequences up front and deep. Here, you’re given the choice to kill the zombie, or cut Sarita’s arm off. I made the latter decision myself to ensure she survived (I won’t know if she did or not until the next episode).

    Overall the Episode was a lot more interesting than the previous one, with decisions left and right, all making me question what I actually wanted to do. There were many different groups of people making me choose between them, and I never knew the right thing to do. This episode was a perfect example of how The Walking Dead works best, with many different factors making your decisions all the more important, but with little time to make those said decisions. I found myself constantly regretting any decision I made the second I made it, with was a fantastic feeling from any game. If the last two episodes play out in any way like this one, then I’ll be happy and would have had a fulfilling and fantastic experience. The tension is building on Clementines journey north, and I for one and happy to see where this is going.

    4/5

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

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

    FUCK THE EPISODESSS
    Given how the last episode ended, with Clementine becoming a part of another group, big expectations are sure to come about for this next episode, with more personalities to explore and learn as this episode plays out.

    After playing through Episode 1 of The Walking Dead’s new season, It was time to jump straight into episode 2 to ensure I got to know my new group all the more better than our initial encounter. I wouldn’t recommend playing The Walking Dead straight through from start to finish, but playing a day between each episode seems to be the best experience.

    The episode starts out from the offset with your decision from the previous episode taking full effect. You’re being chased down with your choice of character that you saved whilst zombies make their way towards you. Clementine and Nick (I saved the guy that hadn’t been bitten), manage to find a shack that they can hold up in, and so starts the next 2 hours of character building, where not much actually happens in the scheme of losing characters or making big decisions, but instead you get a bit more intimacy in this new and weird group you’re now a part of.

    FUCK THE PEOPLESSSS
    Zombies as always are still a part of The Walking Dead, but they’re more of a background prop rather than the core premise behind the game. Where the real terror lies is in the people still alive, and how they interact with one another when the world around them has fallen apart.

    Eventually, you and Nick manage to get away from the shelter of this little hut, but are soon thrown into another danger: another group of survivors that are after the group you’re currently with for reasons unknown. So starts your adventure of getting away from the shelter of the house you’ve been staying in, where you now have to go on the run from these maniacs. It was this part of the episode where I most felt that the group, for all its flaws and weaknesses, was annoying in the way in which they both didn’t trust Clementine, but also in the way in which they went about doing everything. It felt like their arguments were contrived, senseless, and made no sense in the grand scheme of the narrative. In Season 1 of the walking dead you’d have Kenny constantly cause tension in the group through his worry for his own son Duck, which was understandable for any father in the apocalypse, but in Season 2, all arguments just seem trivial in comparison.

    FUCK THE CONTRIVED MOMENTSSS
    There will be some moments where things start to look a little rough for the group, but as always you know things will turn out OK in these early episodes so that you can grow accustomed to the characters to ensure the story becomes even more devastating when the game throws them away.

    Your group will eventually make their way to a ski resort, a place which seems to have a plethora of food, electricity and safety in an otherwise hellish world. It’s here that you’ll meet an old friend from the original season: Kenny. Kenny has seemingly managed to survive in this world, even after losing his whole family, managing to get a new family in the process. It’s himself that will introduce Clementine to the group at the ski lodge, and in turn bring up reminders of the past by asking about Lee and explaining a little about himself. It was nice to see a familiar face after seeing so much hostility from this new group of people, and was definitely one of the highlights of the episode, ensuring I look forward to seeing Kenny more in the next few episodes.

    The rather mundane episode comes to a climatic end when the rival group manages to catch up to the ski resort, saving everyone from a zombie hoard, but in the process taking everyone hostage. It’s in these moments that you’ll see the most death of the episode, with plot pieces being set up to ensure that players have to be put on the spot in their decision making, leading me to regret the choice I had made seconds after making it.

    FUCK THE CROWSSSSS
    There a few moments in this episode where you’ll need to scout the environment for everyone else to ensure the path ahead is safe, or to ensure the rival group aren’t after you. It’s in these moments that you see how small the area is that this episode takes place in, losing some of the gravitas that the dialogue gives to the groups current predicament.

    Overall, The Walking Dead Season 2 Episode 2 felt quite contrived in the grand scheme of things, with characters worries feeling mundane compared to past predicaments and their current situation. It’s definitely a far cry from the episode 2 of the previous season, with that one feeling more of a one off than an actual progression of the narrative, something Season 2 Episode 2 ensures not to repeat. In continuing to progress the story rather than have a one off episode, everything ends up coming off very obtuse, with situations lacking in substance and arguments feeling contrived, to the point that characters act outside of their usual selves just to make a plot point to further the narrative at a later time. I’m definitely interested in where this season will go, but so far I haven’t been impressed compared to how ground breaking the original was on so many levels.

    3/5

  • Weekly Gaming: The Sims 4 (PC)

    Weekly Gaming: The Sims 4 (PC)

    FUCK THE SIMMSSSSS

    Hi all!

    This week I took a look at The Sims 4 by EA, the latest in their long line of Sims sequels. I had mixed feelings about it, and even disliked a lot of the changes that had been made, but read the review to find out my true feelings.

    Edit:  Apologies, I seem to have forgotten to include the link to my review, here it is: http://www.gamrreview.com/review/91954/the-sims-4-pc

    As for Twixel, this week I’ve been working on a new touch method for iOS and Android, and have been implementing a new credits screen. I’m also hoping to have a trailer and poster ready for next weeks Eurogamer, considering it would have been a year since I attended it last. I’ll be writing up quite a few articles for Eurogamer next week, so look out over at GamrReview.com to see everything I write.

    Thanks again for your continued support,

    Dan

  • Weekly Gaming: The Walking Dead Season 2: Episode 1 (PC) SPOILERS!!!

    Weekly Gaming: The Walking Dead Season 2: Episode 1 (PC) SPOILERS!!!

    FUCK THE CHARACTERSSS
    Having followed Clementine from Season 1 of The Walking Dead, Season 2 should expand on her story further, allowing us to grow more attached to this character, and the personalities that surround her.

    I loved The Walking Dead Season 1. It was a masterclass in how to narrate a game, and how to build a world to make you feel that your decisions and your progress in the game actually shaped and formed the world you encompassed. Many agreed, with the original winning many awards and having a hand in Telltale games being able to grab franchises such as Borderlands and Game of Thrones, ensuring their dominance of the story telling adventure game genre was theirs and theirs alone. Season 2 is a return to their routes, the series that got them on the map, and is certainly one of the most anticipated games to release for a while.

    FUCK THE CASTTTT
    Christa and Omid are the only survivors you’ll recognise from the first season of The Walking Dead, but be warned, you won’t be with them for long, as Telltale really want to start from scratch again in this Season it seems.

    The game starts you out from the offset as clementine, you won’t be controlling anyone else this season, so you best get used to being a small child in this frightening and gruesome world. You’re with two members of the old party from the first season, and things seem to be going fine, until events take a turn for the worse. Suddenly, Clementines alone and having to fend for herself, and its not long until you come across a camp with a lonely dog who seems both cautious of you, but also helpful in trying to get a common goal for the two of you: food. It’s here that I found one of my first annoyances of the game: the lack of choice in your decisions. Once you manage to find food for the pair of you to eat, you get the decision of whether to share your food with the dog or not, to which I chose to, as no one in their right mind would want to anger an animal when they’re alone and hungry. To my surprise, the dog decides to attack Clementine, and so begins a QTE to ensure you manager to survive this ordeal. Now, this emotive sequence of helping a dog for it to suddenly turn on you definitely tugged at the heart strings, especially when you have the choice on whether to put it out of its misery or not, but it was the lack of decisiveness in my decision that annoyed me. It was apparent as soon as I made the decision about feeding the dog or not that I actually never had a decision to begin with, with the game just giving me the illusion of choice rather than actually giving me a decision to make. The Walking Dead Season 2 has a narrative it wishes to fulfil, and player choice will not play a part in it.

    FUCK THE GRAPHICSSSS
    Graphics haven’t changed much since the first season, with most of the world looking graphically similar. There are times when the lighting looks better, but that may be myself finding differences where there are none. I suppose you’re not here for the graphics though, and are here for the story right?

    The story continues with Clementine being found by a group of survivors who manage to save her from a bunch of walkers, to then find she’s bitten and believe it’s from an infected. It’s here Clementine becomes a true player in the game rather than being mummy-coddled, with her arm infected and no one willing to help her until the morning, she must fend for herself and fix it herself to stop the wound from getting infected and potentially dying as a result. You’ll sneak around the groups house, and find the supplies needed to fix yourself up before heading back to the shed they locked you in in order to fix your wounded arm. The next scene where you have to stitch Clementines wound together was gruesome, but necessary in order for players to realise that Clementine is her own person now and can fend for herself.

    FUCK THE CHARACTERSSSS
    Sneaking around a house isn’t the best way to tell a story, but it worked well in allowing players to hear what other characters thought of Clementine if they felt inclined to eavesdrop.

    Like previous Walking Dead Episodes in Season 1, you’re given a cliff hanger to finish the episode on, with one big decision on who lives and who dies. I won’t say who I decided on, but it seems like this decision too wasn’t in my hands and was going to be the same regardless of who I chose. It all felt contrived and annoyingly so, like this wasn’t my story anymore and instead I was just a pawn in the writers Chess board.

    FUCK THE LONELINESSSS
    Clementine will spend a lot of time alone in this episode, but the walking dead thrives on character interaction and reminding players that the walkers aren’t the evil things in this world, but people are. Playing a lonely child moves away from this philosophy, which is refreshing, but not great narratively.

    I look forward to getting tucked into the second episode, but am a bit worried as to the direction this season is taking. I’m not a huge fan of the lack of decisions I have (they all feel contrived so far, like I don’t actually have a say, a far cry from the originals ability to make you feel that everything was your fault), but I feel the story may get better with all the new characters that its introduced.

    I’ll review each episode individually so we can see how my mood changes as the season goes on.

    3/5

     

  • Weekly Gaming: Back to Bed (iOS)

    Weekly Gaming: Back to Bed (iOS)

    Hi all,

    So last week I reviewed a copy of Back to Bed that I managed to get on iOS. It was a nifty game, one that constantly reminded me of Monument Valley, a game I absolutely adored.

    To read the review, click the link below:

    http://www.gamrreview.com/review/91914/back-to-bed-ios

    This week I’ve been working on changing the main menu colours of my game to ensure that users on mobile can actually see the text. To say that grey text on a black background doesn’t work on mobiles in an understatement.

    Thanks again for all of your support!

    Dan

  • Weekly Gaming: Entwined (PS4)

    Weekly Gaming: Entwined (PS4)

    FUCK THE ABSTRACTTTT
    Entwined takes simplicity in graphics to a whole new level, with some objects in the world being barely recognisable compared to what you would expect. This doesn’t detract from the games aesthetics in anyway though, with the whole game looking sharp, precise and abstract.

    Having recently purchased a PS4, I decided that I needed to see some of the games that were available for it. Looking around on the PSN Store I found Entwined, a game I recall seeing at the E3 press conference just a few months ago. The game has a similar mechanic not unlike my own where players control two characters on screen at once ensuring that they’re pushed to the limits in getting the hang of controlling two independent characters. The game was only £6.49, and cross compatible on PS3, PS Vita and PS4, so I decided to take the plunge, as I recall the game was made by a bunch of University students that I can’t help but feel aren’t too dis-similar to myself, and at the end of the day, £6.49 for me is nothing, but that could make the world of difference to the team over at Pixelopus.

    FUCK THE REPETIVENESSSS
    Levels are varied but keep the same gameplay mechanics as well as similar patterns to avoid/collect in the gates. This leads to a game that feels very repetitive after spending only 15 minutes with it, meaning some players may have difficulty seeing Entwined through to the end.

    The game entails taking control of both a orange fish and a blue bird, both of which could be considered opposites in the sense of one is underwater, the other is in the sky, one is orange, with its opposing colour being blue. You control both the fish and the bird by moving the analogue sticks on the controller around the screen, each analogue stick corresponds to a character, the left is the fish, the right in the bird. Both characters have their own portion of the screen by which they’re meant to collect orbs and go through “gates” in the correct order to get their own meters up (found at the top of the screen). Once both characters have their respective meters up, they’ll then be able to attempt to combine into one being. I say attempt, as you’ll need to fly through a few more gates in order to successfully combine the character, failure to do so will result in continuing to replay the level until you get the meters full again.

    FUCK THE ANIMALSSSS
    The Fish and Bird are all that is used in Entwined, which is fantastic given that it constantly hammers on the subject of opposites coming together to make a truly unique and fantastic combination.

    There are two game modes to play in Entwined: Story and Challenge. Story encompasses playing through many different themed levels, without much story to actually go on. Every stage starts and finishes in exactly the same way, with no narration or any cinematics to actually point you in a direction by which to then make the story up for yourself. This isn’t a bad thing per-se, but means that the story isn’t actually a story at all, and is more of a campaign than an actual narrative. The challenge mode is more akin to something you’d find on a mobile phone, with the same levels that you played on story coming back, but this time endless and score based rather than the amount you fill your meter up by. I found this mode extremely hard, with your characters only being allowed 3 mistakes before its game over and you have to start the challenge again. It’s good for a challenge (I suppose the mode does what it says on the tin), but isn’t so great that I’d spend hours trying to do the same level over and over again.

    Each level is never ending, so Entwined could be likened to a mobile game, but where its mechanics may be simple, its graphics and art are certainly a step beyond what mobile can do at the moment. The art style has a vision, and as much as the geometry of characters and the environment look abstract in its uses of squares and circles to create objects, it all looks so polished and so post-processing heavy that you know this couldn’t be done on anything weaker than a dedicated games console.

    The Dragon is what your fish and bird will become at the end of every levels, allowing you to fly around collecting both orange and bus orbs until you've filled your meter at the top of the screen. Once this is done you'll be able to draw a pattern with your wings, which then finishes the level. It's creative, I'll give the game that, but feels a bit pointless in the grand scheme of things.
    The Dragon is what your fish and bird will become at the end of every levels, allowing you to fly around collecting both orange and bus orbs until you’ve filled your meter at the top of the screen. Once this is done you’ll be able to draw a pattern with your wings, which then finishes the level. It’s creative, I’ll give the game that, but feels a bit pointless in the grand scheme of things.

    The music and sound track were absolutely fantastic, with notes carefully being played as you progress through gates. Missing gates or orbs will result in the soundtrack glitching for a second, which is brilliant for portraying the mistake you just made. Each environment had it’s own sound and aesthetic, meaning that you never really got bored as you explored these new environments, something which sounds crazy considering how basic some of the geometry looks.

    All in all, I enjoyed my time with Entwined. I’m not sure if it’s completely great value for £6.49 considering how little gameplay there is and how often levels/assets are reused, but I can’t help but support my fellow indie developers, especially ones that managed to get up on the E3 stage last year and show off their creation to the world with such confidence it made me jealous and more motivated to pursue my own games design. By all means purchase Entwined when it’s on sale for £3 or below, but be warned if you spend more, it feels like a mobile game through and through.

    3/5

  • Weekly Gaming: Year Walk (iOS)

    Weekly Gaming: Year Walk (iOS)

    FUCK THE UNIQUE FONT
    The font choice here is fantastic for portraying the weirdness and unique setting Year Walk evokes.

    Having had Year Walk on my iPad for over a year, I decided it was time to see what all the fuss was about with this adventure/puzzle game many were saying was both revolutionary for the iPad/iPhone, but also scary as fuck.

    You start the game out like most indie titles and games nowadays – without no context on where you are, what you’re doing, and what you should be doing. This turns out (as I’ve said many times before) to be an extremely successful method in getting users entranced and involved with your game, with players touching the screen and experimenting with the game, causing them to in turn become more hooked as they play on. Year Walk is no different, and since it’s also a puzzle game you’ll be needing your notepad ready, as anything you come across in the game could be classed as a clue to use in the future, or an ordinary object.

    FUCK THE SNOWWWW
    Get used to the snow, you’ll be seeing a lot of it throughout your time in Year Walk

    You navigate the land of Sweden (where this game is based) by swiping the screen left and right to move on one “plane”, coming across entrances to places every now and then allowing you to swipe backwards or forwards to progress. It doesn’t take long until you’ve fully explored the land Year Walk has to offer, but its in all the little details and narration that you’ll find along the way which’ll make this world slowly become more filled out.

    Year Walking is the practice some people used to partake in, the game tells you at the start, where they would wonder through woods and forests eating and surviving on nothing to eventually come to the conclusion they could see into the past or future. Year Walk certainly makes you do a lot of exploring, and lives up to its name by making you find every single nook and cranny this forest has to offer. You could explore for 15 minutes and come across nothing, but suddenly, you take a different turn at a path and find yourself in a different area that has a different puzzle for you to solve, or even just a riddle that cannot be solved at that moment in time and instead is used as a clue for how to solve a future puzzle. It’s all a little bit mind bending, and its fantastic.

    FUCK THE JUMP SCARESSS
    Puzzles are both disturbing and essential in progressing throughout the world of Year Walk. Here, the game tries to jump scare you whilst you’re observing the riddle unfold.

    The game is pretty spooky, and definitely has an atmosphere about it. At first, you’re just lonely, and explore this wilderness until your hearts content, but eventually you’ll happen across huts or bunkers, upon which you’ll enter (cause, why the hell not, you’ve been seeing nothing but white snowy fields constantly) and get just a little more spooked out from a new puzzle you’ve encountered. I don’t want to spoil too much of the game, but take for example the first clue/puzzle you come across. Its a doll hanging from a noose; spinning its head enough makes it do a sequence of arm movements, and just before it finishes its little dance, it turns around to reveal a bloody face, with the games camera and sound effects coming to great use to scare you at an otherwise benign/normal stage.

    Characters you encounter throughout the game don’t help in making the game inviting, with an eerily silent woods occasionally giving way to intrinsic characters that are both spooky to look at, and scary to consider. Each mystical being you encounter will have their own sound effects and uniqueness about them, some may appear safe and nice to look at, but will soon make you question their presence in the game. Others are damn right freaky to look at in the first place, making you want to get away from them as soon as possible. They are there for a narrative reason though (not only to hamper your progress and give you more puzzles to solve), so its with these fantastically unique characters that you start to build a story for the game, ensuring you’re building your own narrative based on the limited amount of detail you’re given.

    FUCK THE CHARACTERS
    The characters you meet throughout the game are all unique, but all don’t make their intentions obvious, making them all the more mysterious.

    The soundtrack is creepy, and the graphics definitely help in evoking a desolate forest which is ripe for exploring. You may get freaked out at times because of the games ability to make you feel lonely, especially if you’re a fool like me and played the game in a pitch black room with headphones in. As much as I say I’m a fool for doing this, I’d hugely recommend that this is possibly the best way to play Year Walk, if not only to get just as immersed as you possible could do on a small portable display. And talking of small portable display, Year Walk pulls out all of the stops in being a mobile game like The Room by making you use all of the unique features the iPad has to offer. You’ll come across some puzzles or objects that require a novel way of thinking to solve, with these puzzles being some of the most interesting in the game by making you scratch your head for ages just to realise the simple solution.

    I thoroughly enjoyed my time with Year Walk, and I feel that if anyone can get it cheap enough they should definitely give it a go. It’s a surreal and weird experience to be played on your iPad or iPhone, and one that I feel a lot of people would enjoy. The adventure.puzzle elements work to the games advantage in pushing its narrative across to the player, and as much as lots of puzzles may seem random or annoyingly hard, they are perfectly integrated into the story and world, and will make players feel intelligent for solving them. I came away pleasantly surprised at the game, and now want to download the developers latest game, Device 6, to see how far Simogo can push the concept of lack of narration and puzzle adventure games.

    3/5

  • Weekly Gaming: Surge Deluxe (PS Vita)

    Weekly Gaming: Surge Deluxe (PS Vita)

    FUCK THE ARTWORKKKKK
    Surge Deluxe doesn’t require much artwork as its an entirely puzzle driven game.

    With Twixel in full charge wanting to be released relatively soon, I haven’t had much time to play games, other than the occasional half an hour here and there on Titanfall after a programming and game design session. This week, I really didn’t want to stop my 80+ week streak, so decided to quickly grab ahold of the game Surge Deluxe for the PS Vita and play it whenever I got a spare minute at work and at home.

    Surge Deluxe is a puzzle game, one in which you must get rid of as many cubes of the screen as possible by linking them together using the touchscreen to create combos and clear the stage. Whilst you’re doing this, you have two “pressure” meters which must be relieved by clearing blocks at the sides of the stage and releasing valves, whilst also trying to clear the whole level before the timer runs out. A lot is happening at all times, which makes Surge Deluxe both a pleasure to play and a nightmare to master.

    FUCK THE TOUCHSCREENNNNNNN
    The Electric you see in the background is made whenever you touch the screen, which has a nice effect to it as your trial your fingers across the screen. Let me tell you though, its bloody hard to take screenshots whilst doing this on the Vita.

    Surge Deluxe certainly amps up the difficulty as the game goes on, with press gauges going up faster with each level, whilst random tiles on the screen start to immerse, changing the gameplay dramatically. You have the colour block, which will change the colour of every tile on the screen to the one you match up, the multiplier, which multiplies your score depending on how many tiles you’ve linked before touching it, the bomb, which will destroy everything on the screen resembling the colour you link to it, and the ? block, which will increase in multiples the more that you link in one chain. These items all help to get the game interesting and dynamic as the endless strategy goes on. You’re constantly having to choose between getting a high score and clearing the level, which certainly caught me off guard many times as I’d die by being too greedy.

    Whilst the mode I was describing goes on forever and will introduce you to the game, Surge Deluxe also comes with a puzzle mode, where you’ll be presented with a set number of tiles on the screen, and will not only have to complete the level in a set amount of time, but also with a certain score, meaning you could be stuck looking at the same level for a while before coming up with the solution. I know one thing: It’s bloody hard. The scores to achieve are just ludicrous, with myself not being able to accomplish one in the half an hour I had a go at it. Maybe I just don’t understand the mechanics on how to get high scores well enough, or maybe the scores are just too hard. Regardless I think other people will have to let me know before I make a firm decision on whether its the former or latter.

    FUCK THE TILESSSS
    Tiles not in the open area cannot be accessed until you start to destroy the tiles in front of them, causing you to constantly calculate whether it’s worth going for the higher score or just removing them as soon as possible so you don’t lose the game.

    I found my time with Surge Deluxe both short, and extremely satisfying. I wanted it short due to the relatively short amount of time I get for leisure these days, but I feel I could have quite as easily become hooked on the game, investing hundreds of hours into it, maybe once every night before I go to bed. Regardless, the game is satisfying for an itch in the same way that Tetris needs to be played once every few years; it’s fantastic to use your analytical skills to succeed at many small puzzles every now and then to keep your brain exercised in the same way you would your muscles. By all means get the game, it’s relatively cheap, and can be found on Playstation Plus quite often (that’s how I got my copy). I certainly enjoyed my time with the game, and I hope others would too.

    3/5

  • Weekly Gaming: Sniper Elite 3 (PC)

    Weekly Gaming: Sniper Elite 3 (PC)

    Hi all,

    For this week, I managed to get a review copy of Sniper Elite 3 from Rebellion Studios, and so proceeded to review the hell out of it! The review can be found below:

    http://www.gamrreview.com/review/91805/sniper-elite-3-pc

    As for my game, well I’m now working on some posters, and in the next week I’ll be beta testing it with some friends, family and strangers at some events, so here’s to hoping I can get some constructive criticism and expand on it before I decide to take the plunge and release the game.

    That’s all for this week though,

    Dan

  • Bioshock Infinite: Burial At Sea DLC Part 2 (SPOILERS ALERT!)

    Bioshock Infinite: Burial At Sea DLC Part 2 (SPOILERS ALERT!)

    FUCK THE RYANSSS
    With the whole second part of Burial at Sea taking place with Atlas (Frank Fontaine), its nice to occasionally see Andrew Ryan scattered around the city.

    Following on from my Burial at Sea review last week, I decided to play through the entirety of the second piece of DLC due to the fact I’ve purchased it all well after their original release date (The advantages of Steams summer sale and late purchases you see). Please be warned, this review will contain spoilers, so if you have yet to play the DLC or are planning on purchasing it and don’t want the plot points spoiled, look away for now and come back next week.

    So the game starts off with you playing as Elizabeth, walking around the beautifully created Paris talking and meeting different passers-by as you explore the streets. Eventually, you chase Emily, the main girl Booker was chasing in part 1 of the DLC, and finally wake up to find yourself looking into your dead fathers eyes. Looking up, you find a group of gang members playing Russian roulette with your life just outside of the vent where Booker was trying to pull Emily out. You tell the gang (that turns out to be Atlas’ gang) that you can bring them to the surface, out of their depths to get back to rapture and let atlas have his revenge on Andrew Ryan. In doing so, you also tell the lie that you’re one of the chief scientists assistant, meaning you definitely know how to get the gang out. So hence forth, your mission is to get to the scientists lab to then save the city, getting Emily back from her captors. 

    FUCK THE PARISSS
    Paris is lovingly rendered whilst you play as Elizabeth. I genuinely didn’t want to progress with the campaign and wanted to soak in all Paris had to offer.

    The game starts out with a pretty big plot element, as well as gameplay element, with Elizabeth finding her dead body against the wall in the starting area, meaning this is a new Elizabeth who doesn’t have the ability to open tears in time. I say this is a big game play element, as it now means that Elizabeth has to rely on her skills in sneaking around and knocking people out rather than her brawn that Booker relied so heavily on. This is explained quite nicely, but also can be seen as a little annoying considering we’ve seen Elizabeth open tears for 2 games, and this time cannot do it ourselves.

    Burial At Sea part 2 is long. Very Long. For a piece of DLC this could have been a game in itself, with myself putting in 7 hours of game time, with barely any proper exploration and missing 2 audio tapes. This is partially due to the fact you play as Elizabeth, a fact the game pushes you to understand every few moments whenever you encounter enemies. This is due to the fact Elizabeth is not a fighter, so cannot take much damage, meaning the gameplay differs from other Bioshock games in the way it is no longer an action game, but stealth. Throughout most of the game, I was crouching the whole way, ensuring no enemies would see or hear me as I traversed Raptures darkest places. This was actually fairly refreshing for a game that relied far too much on its action sequences, something that hasn’t been toned back in part 2, but has been tweaked to make the experience more enjoyable.

    FUCK THE DADDIESSSS!!!!!
    Make no mistake, you may be playing as Elizabeth, but Burial at Sea is all about the little sisters and the bid daddies. In this DLC, you’ll learn of their origins, and how they became so inseperable.

    The game is split up like a traditional Bioshock game, with the main task at hand on the opposite end of the world, with enemies between, and when you get to your location, you find that you actually then have to go elsewhere before you can continue with your progress. It’s one way to extend the length of the game, but can become quite tedious, as you know nothing is ever as easy as it seems. Each section is broken up into parts where you sneak behind enemies and knock them out (using either your tranquilizer crossbow, or smacking them on the head), then a section where you get to take in your environment, and another to explain a bit more story. It all becomes predictable after a while, meaning you know that when you take out the next few enemies, you’ll be able to continue to explore the environment, looking for coins and audiotapes to find out more about the world of Rapture.

    My problem with this DLC and it’s mechanics stems more from the location the DLC takes place rather than the actual playability itself. The game pushes Elizabeth into a setting she didn’t really need to exist in in the first place. Bioshock 1 was beautiful, and amazing, but didn’t need to justify its existence through Elizabeths powers. The whole thing just feels like a prequel to Bioshock 1, something that didn’t need to be done at all.

    FUCK THE STATUESSSS!!!!!
    In your long playthrough of Burial at Sea part 2, you’ll travel back and forth between Columbia and Rapture, ensuring you see as much of the world of Bioshock as possible before its eventual demise.

    The aesthetic of rapture hasn’t changed much from part 1 of the DLC, but the opening scene in Paris, and the return to Columbia makes the dark, dreary corridors of Rapture seem even more dreary after visiting bright and lovely places. Graphics, as always, are brilliantly detailed whilst not being too demanding for your computer. It’s crazy how much detail and art irrational manage to squeeze out of the Unreal engine, especially considering how little geometry there is in the world and how its all textures. The art department at irrational deserve a pat on the back to say the least.

    Burial at Sea episode 2 was a fantastic piece of DLC to play through, but only for its new mechanics rather than the extra story it introduced to the Bioshock universe. The whole thing felt very much like when everyone complained about the ending of the TV show Lost, with it feeling like nothing had actually ever been accomplished in its own right. By all means, enjoy this second part of the Bioshock DLC, but know this: it won’t feel like you’ve done anything at all or worthwhile in the grand scheme of the narrative.

    3/5

  • Weekly Gaming: Infinity Runner (PC)

    Weekly Gaming: Infinity Runner (PC)

    Hi all,

    For this weeks review, I managed to get a copy of Wales interactive’s Infinity Runner, a game all about running as fast as possible through a spaceship whilst also transforming into a werewolf and killing guards. If you want to read it, take a look at the link below:

    http://www.gamrreview.com/review/91789/infinity-runner-pc

    My game is also coming along nicely, with a new tutorial level for the first time you boot the game up, along with the 360 controller now working 100% across the whole game. Lots still needs to be done, but it’s getting there, slowly but surely.

    Until next week,

    Dan

  • Weekly Gaming: 4PM (PC)

    Weekly Gaming: 4PM (PC)

    Hi all,

    So another week has come and gone, and yet again I have another review for you over at GamrReview.com. You can read it at the following address:

    http://www.gamrreview.com/review/91773/4pm-pc

    A few updates about my game. I’m currently in talks with a fantastic artist who I’ve met at a few conventions now for a really good soundtrack. I should have more details soon, but either way I’m extremely excited.

    This week I’ll be reconfiguring the collision detection system, as it seems I have a few bugs to work out (like the fact the cube moves BEFORE the collision detection system says it can or not). I’ll be cracking on with that all weekend, so hopefully by this time next week my game should finally feel how it will in the end.

    I’m also hoping within the next two weeks to make a tutorial level for the first time you ever play the game, so look for this the next time you boot it up.

    And that about does it for updates for now. To everyone who reads this stuff, thank you for your support, it’s greatly appreciated.

    Dan

  • Weekly Gaming: Luftrausers

    Weekly Gaming: Luftrausers

    FUCK THE LUFTSSSS
    The art style of Luftrausers is fantastic. Just a glance of the logo conjures up WW2 aesthetics.

    I bought Luftrausers months ago for my Playstation Vita in a sale, as it always intrigued me after having played it at the Eurogamer Expo last year. I don’t usually get on with Bullet Hell games, as my precision isn’t as good as it should be, but Lufrausers intrigued me due to its accessibility and stylish graphics. Needless to say, I’m glad I bought it, as Luftrausers is one of the best small games I’ve played in a while. Some may have their fill of the game within a few minutes, but I’ve played this little game for well over 8 hours, and don’t feel like stopping anytime soon.

    The game starts out with a tiny cinematic giving a little context on the situation of Luftrausers (and by tiny, I really do mean tiny, its like 5 seconds long). Basically, crazy scientists have managed to create some ultimate ships that can regenerate health if they don’t fire their weapons. You then start your first of many flights in Luftrausers, launching from a submarine every time.

    FUCK THE PARTSSS
    Customising your aircraft is a big part of Luftrausers, with each part you choose having a major effect on the way a life will play out.

    Controls are simple enough to learn, but extremely hard to master. There’s the up button/direction, which propels you forward in the direction you’re facing, left and right rotates your ship, and finally the X button fires your weapon in the direction you’re facing. That’s it. Extremely simple to learn, but with the amount of bullets and enemies coming at you it’ll take you a lifetime to master.

    There aren’t many enemies to learn about, and chances are,w within 3-4 playthroughs you’ll have met every enemy in the whole game. There are two types of enemies trying to get you which consist of both sea and air vehicles. Each class of vehicle has many variants, from small enemies like pawn planes that literally just follow you around and fire occasionally, to huge bosses that will take up the whole sky or sea firing so many bullets you cannot move without getting hit. Each enemy has different attack methods and movement, meaning some are easier to kill than others.

    FUCK THE POINTSSSS
    Being a bullet hell game, you’ll be glad to know that this is actually a fairly calm moment in most games, with the true challenge coming when bosses start to appear.

    One of the things that sets luftrausers apart from other bullet hell games is your ability to regenerate your health whenever you’re not firing. Your health is represented by a white cloud that surrounds your plane the more you get hit. Score is completely based around a multiplier that will go up based on how many enemies you kill. If you go a while without killing anything, your multiplier will disappear, meaning you’re constantly in a risk/reward situation, where the longer you continue to fire you’ll probably kill more enemies, but in doing so you won’t heal.

    Your ship can be customised in a variety of ways before launch each time you die, with a plethora of body types, gun types and engine types to choose from. Each plane part is unique, and will allow you to do a variety of things, from taking no damage underwater, to simple things like being able to turn faster. It’ll take some trial and error to see what combination of weapons and body parts you prefer, but that’s part of the fun. One of my favourite combinations was a gun that fired 5 bullets at once, a body that took no damage when colliding with enemies (fantastic for killing enemies in the sea that are hard to fire at), and an engine that allowed my plane to go underwater and above the clouds without taking any damage. It does have the disadvantage of only being able to take two bullets of damage before dying, but it’s one of the easiest ways to kill multiple enemies.

    FUCK THE BATTLESHIPSSSS
    Easily one of the most annoying bosses, and the one you’ll come across the most is the battleship. This monstrosity has plenty of health, meaning they’re one of the hardest enemies in the game.

    The soundtrack to the game is absolutely fantastic, with tunes fitting perfectly with the 1940’s style and aesthetic of the game. I found myself humming the tunes whilst playing other games, or even just walking down the road. It’ll definitely be a soundtrack that I’ll recommend for years to come, and one that I glad I experienced whilst playing through the game time and time again.

    As I said at the beginning of this review, Luftrausers is easily on of the best mini-games I’ve played in a long time, keeping me coming back for more and more every time I boot my Playstation Vita up. What it may lack in content, Luftrausers certainly makes up for in polish and replayability.

    4/5

  • Weekly Gaming: Bioshock Infinite: Burial At Sea DLC Part 1

    Weekly Gaming: Bioshock Infinite: Burial At Sea DLC Part 1

    Bioshock Infinite was one of my favourite games of last year, given its fantastic story and fairly unique setting. Ken Levine is a genius when it comes to setting up these lavish cities, where your imagination becomes a reality, and so it was a welcome piece of news that the first true piece of DLC for Infinite would take place in Rapture, a place we all find so dear considering how much Bioshock imprinted on gaming culture forever. The problem is, as much as rapture is so loved, Infinite opened the doors to the Bioshock potentially going anywhere, much like assassins creed 1 opened the door for the series to go to any culture in history and stake its mark, Infinite was full of potential, so its a shame that they decided to squander this potential by returning to an already visited location.

    FUCKKK ANDREWWW RYANNNN
    Just to make sure you know where you are, Burial at Sea pushes all the things you knew and loved about Rapture right in your face when you first start it up.

    The game starts out with you taking control of Booker Dewitt, a man you’re already accustomed to by now, in your office of investigations, sleeping the night away. A lady decides to wake you up, and upon seeing her face, you realise this is Elizabeth, the girl you spent the entire main game with. She asks you to take up her job of finding a little girl called emily who is supposedly dead, and will show you the way to find her. This start part is similar to the start of infinite in that it introduces you to the world of rapture before all of the chaos and disaster of the first game, meaning you get to see how people once lived in this beautiful metropolis under the sea. This is good for slowly easing you into the world, but you soon start to feel disconnected from the world being shown, as people around you speak once, then never speak again, repeating the same animations over and over. It all feels jarring, and pulls you out of an otherwise great and immerseful world.

    Before long, you start getting into some action sequences, with plasmids and gunplay taking centre stage. Gone are the columbians that are out to get you for being the chosen one that takes the lamb, which are all now replaced with splicers. These splicers aren’t like the original splicers of Bioshock, and instead are still human, albeit with some mental difficulties. Plasmids play a role in the combat, but I found the little time you play the DLC meant you couldn’t upgrade the plasmids to their full potential, meaning most of the time I relied on the guns of rapture to get me through, due to their ability to instant kill enemies with a headshot, and the plethora of ammo enemies drop after they meet their demise.

    FUCK THE PLASMIDSSS
    Plasmids make a return to the series, but this time you don’t get as much of a variety than the original Infinite or Bioshock. This could be because of the length of the game, or due to the fact the developers are running out of ideas.

    Through some weird coincidence, the sky crane, a staple from Infinite that was unique and not seen in rapture before, is now in rapture, with its use limited and rare. I found myself never using it in combat situations like I did in the main campaign, and it felt like it was there more for window dressing or a way to melee kill enemies than an actual gameplay mechanic.

    It’s hard to go into too much detail in regards to the story of the DLC without giving out massive spoilers about not only the main campaign, but also this piece of DLC itself. The story has its usual twists and turns, with booker getting to one location with Elizabeth, only to need a new plasmid or item in order to continue forward. All I can say on the story side without spoiling anything is that I definitely enjoyed it. I found that it had enough plot twists, along with enough audio boxes to find to give proper depth to this new reason for being back in Rapture, something I didn’t feel the DLC would be able to do.

    The DLC is beautiful, both graphically and artistically. I was stopping once every few moments in the beginning of the game to take as many screenshots as possible, as the amount of detail in every scene is staggering. Light rays gleam around figures beautifully, objects around the world are fantastically furnished that you wish you could actually reach out and grab them for their authentic 60’s look; the world of rapture has never felt more alive than in this.

    FUCK THE CHARACTERSSS
    Some familiar faces make an appearance upon your return to Rapture. Some of you may recognise this character from the original, others may find this confusing.

    The music was catchy, and constantly in the background, meaning you had a permanent reminder as to what decade you were meant to be fighting in. Having no internet at the moment means that I can’t find out whether the music was authentically taken from that error, or whether it was all made originally for this game; either way, it’s all a beauty to behold.
    I suppose I could sum up my time in rapture for the first part of DLC as enticing. The DLC gives enough story beats and justification for its own existence, but I still can’t help but think that it wasn’t needed at all. The DLC comes off another timeline from the game we played through in Bioshock Infinite, and although that can be seen as a good thing, I found myself wishing Bioshocks DLC would have gone to another place, with a new sprawling metropolis to discover all over again. Rapture is a place we’ve explored in every game in the series so far, nothing about it is new apart from the people within it, and they just aren’t that interesting when the game tries to justify the DLC’s existence through people you don’t really care about.

    3/5

  • Weekly Gaming: Monument Valley (Android)

    FUCK THE ABSTRACT
    Beautiful and abstract art make Monument Valley an absolute joy to behold.

    Having recently switched from a iPhone to an android device with a lovely 5.2inch screen, I wanted a game to push those pixels and play out and about. I didn’t have to go far to find a game that intrigued, with bytwo’s Monument Valley being a featured app in the Google Play store. At the cheap price of £2.49, I decided to take the plunge, I mean, from the looks of the game alone it was worth giving the developer £2.49 of my hard earned cash.

    The game starts you off like many tropes in video games these days by giving you no context about the environment you’re dropped into. This may be because it allows you the player to explore and realise the world as you progress, engrossing you more into the story and the world itself.

    FUCK THE GEOMETRY
    The levels have many platforms like this, with multiple floors being accessible by manipulating the geometry and the world to your will.
    FUCK THE STORY
    Story pieces are told through these encounters with the fairy lady. She’ll show you the past and the future so you have more context as to what’s happening in the world.

    You play as a white girl that must explore a seemingly puzzle like world made up of different geometry to get to the bottom of where you are, and why the world looks like it does. Throughout the story you’ll come across other characters, mainly black crows, that block your progress and try to hamper your progression through the narrative. Finally, you’ll come across the main form of narration in the game, a white fairy like person who’ll give a tiny glimpse of the past or future once every few levels to give you a little more context.

    The game is controlled merely by tapping the screen where you’d like the white girl to move. As you navigate across the stages, you’ll need to use the geometry of the world against itself to get higher and higher on platforms. Take for example, the Penrose Triangle, an object that shouldn’t exist, but when you look at it from the right angle, you can become higher or lower that you were before, even though looking at the illusion, you’re on the same level. Monument Valley is completely comprised of this trickery, which both makes you as a player feel intelligent, but also allows you to praise the amount of thought and effort that must have gone into creating the game.

    Eventually, the game starts introducing more core mechanics, like the ability to control a totem poll independently of your character, and additional parts of the level which can be moved into place for your progression. None of the puzzles are especially hard, in fact, I didn’t feel challenged once and was able to briskly get through the game within an hour, but you know what? I savoured every moment.

    Each level was beautiful and mesmerising, pushing me on to see as much as the game had to offer. Each level, filled with its unique and splendid geometry made me stop for a few minutes just to marvel at the level design of this game. It’s a fantastic showcase, one that I hugely recommend any person, whether they’re into games or not, to see.

    There isn’t much more to the game, except that the story eventually is concluded, albeit with the little pieces of information you’re given, you kind of make your own conclusion to what could happen next. You play Monument Valley purely for the visual spectacular, one which bytwo studios should be hugely proud of creating.

    Playing Monument valley was like being transported into one of those old abstract paintings, the ones where it messes with your head and your perception. Everything about the game twists your mind in weird an wonderful ways, and whilst not being too difficult to play or complete, it feels like an accomplishment to experience this truly breathtaking game.

    4/5

    Screenshot_2014-06-04-00-38-02