Tag: PC

  • 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

  • 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: 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: 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: Tropico 5 (PC)

    Weekly Gaming: Tropico 5 (PC)

    Hi all!

    This week, I take a look at Tropico 5 for PC, a game series I’ve always been interested in, but never taken the plunge into. To read this weeks review, click the link below, where I’ve done it on behalf of GamrReview.com:

    http://www.gamrreview.com/review/91643/tropico-5-pc

    I’ve also been updating my game Twixel more so than usual, with 5 new obstacles, a whole new level, and a collision detection system that now actually works! If you wanna give it a go, click the link below:

    Twixel

    As always, stay cool peoples, and by all means get in touch!

    Dan

  • Weekly Gaming: Among the Sleep (PC)

    Weekly Gaming: Among the Sleep (PC)

    Hi all!

    As I said last week, I’ve been making a few reviews over at GamrReview.com, so this weeks latest is Among the Sleep, which I Kickstarted a while ago. The game was alright, but failed to capitalise on such a unique and brilliant concept due to it’s length and depth.

    The review can be read at:

    http://www.gamrreview.com/review/91533/among-the-sleep-pc

    Hope you enjoy it!

    Dan

    p.s. I’ll be putting up a few posts about my game in the coming weeks, here’s to hoping I can get it finished soon!

  • Weekly Gaming: Transistor (PC)

    Weekly Gaming: Transistor (PC)

    Hi all,

    So for the previous two weeks I was actually on holiday travelling the length of my little country: the UK. Unfortunately, this left me little time to work on anything at all, so coming off of holiday I was able to work on getting through Transistor for the PC. The review has been edited, and is currently up over at GamrReview.com, so if you fancy taking a look, click the link below:

    http://www.gamrreview.com/review/91524/transistor-pc

    I’ll be doing this for the following weeks as I have quite a few games that I need to review for that site, from Among the Sleep, to Tropico 5. Rest assured that I’ll be back to my usual Friday, 10am posts before long, but for now, I’ll have to consolidate my reviews over there.

    Thanks for your support,

    Dan

  • Weekly Gaming: Octodad: Dadliest Catch (PC)

    Weekly Gaming: Octodad: Dadliest Catch (PC)

    FUCK THE TITLESCREEN
    Considering its indie origins, Octodad certainly looks the part, with highly polished graphics and menus looking like they’re straight from a AAA game developer studio.

    When Octodad was announced and shown off around the time of the PS4 announcements, I couldn’t have been more excited at the chance to play it. Here was a platform holder like Sony, bowing their head to an indie studio, and making way for a company that wouldn’t have been given the time of day 5 years ago. The Game looked goofy, fun, and all around a brilliantly unique game that I couldn’t wait to play for all of its ideals. Octodad was unfortunately delayed for the PS4, and as I haven’t got around to buying a PS4 just yet (my PC is more powerful than both the PS4 and Xbox One, and there just hasn’t been unique games yet) I decided to get the game on my PC. Did Octodad live up to my huge expectations? or was I just living a dream as to whats possible with indie development?

    FUCK THE WEDDING
    Octodad is a game based around seemingly ordinary things we do thorughout our lives, as Octodad tries to fool everyone around him into believing he’s another human, just like us.

    You start the game of Octodad out at a church about to attend a wedding ceremony. The game messes with the joke of Octodad being an octopus in disguise from the offset, throwing little quips about people not noticing he’s one straight away before you even control him. From here, its your job to find your suit and embark on an epic quest of controlling Octodads four limbs to pursue getting to your wedding reasonably presentable. The control mechanics are the core of this game, with Octodad being rather hard to manoeuvre reasonably well. You control his right and left arm with the left and right analogue stick respectively, pressing the RB button to pick things up and pressing it again to put things down. To walk, you press and hold one of the triggers on your controller in order to raise a leg, the longer you hold the trigger down, the higher it goes. Whilst you hold the trigger down, you then use the analogue sticks to control in which direction the leg should point or move. Combining all these actions allows you to manoeuvre Octodad around the world, but you have to be careful, everyone is always watching you, meaning if you make too many mistakes or are too clumsy in how you move Octodad around, you’ll suffer for it when people start to notice you’re not human.

    Throughout the course of Octodad, you’ll be repeating similar events to the start, with levels designed to push your controls of Octodads limbs to the limits. There will be levels where you have to do household chores, and other levels where you’ll just have to take your family out to the shopping market. The everyday scenarios with this crazy character adds a sense of.. surrealism to the game that I haven’t felt before in others. Who would have thought scanning items through a checkout would be so much fun when it’s considered a chore in everyday life. I suppose you could say that Octodad gets your preconceived notions of boring things in real life and flips them on their head with the introduction of one strange main character.

    FUCK THE COFFEE
    You’d think making a pot of coffee would be pretty easy in a game all about participating in everyday chores, but you’d be wrong. Ocotodad is a nightmare to control (a seeming fit to an octopus impersonating a human), with this chore alone taking up to 5 minutes just to grab the right objects and put them in the right place.

    The games chore stages couldn’t last forever though, with Octodad starting quite blissful, but turning into a fully pledged story before long. To make sure there’s a narrative, Young Horses have made a arch nemesis to Octodad: a chef. The chefs out to expose Octodad to his family and the world, and he won’t give you an easy ride in his mission to do so. This central theme pops up in places, and adds some urgency to an otherwise slow and weirdly paced game. You’ll be shopping in the supermarket with your family, when all of a sudden the chef appears and you have to run for your life, ensuring you’re not caught, otherwise you’ll need to repeat the sequence all over again.

    The game starts to change its pace half way through with this introduction of the main antagonist, meaning that the fickle controls are no longer fun and hilarious to use, but are instead annoying and frustrating at times. The final boss encounter for example involved walking across a lot of small beams, which I admit that I spent easily 15 minutes repeating over and over. I understand the developers need for a narrative to ensure that players didn’t feel like they were skimping out, but this narrative with its ups and downs and changes in pace deterred from Octodads core principal: funny controls in mundane situations. Using a badly controlled octopus to sneak past guards or walk across thin obstacles isn’t fun when the mechanics are just not there to support it.

    FUCK THE SHARKKK
    You’ll be surprised to learn that there is at least 1 part in the game where you actually get to play as Octodad’s true self, in a fishing section that doesn’t require much action on your part and is more akin to a quicktime event than an actual playable section. Still, it was a nice scene to watch unfold.

    The humour is great to begin with, but will soon become a little dry after a while, with both the narrative becoming a little more serious in tone, and the jokes becoming stale as time goes on. In this sense, its a good thing Octodad doesn’t overstay its welcome. Coming in at almost 2 hours long (I managed to finish it in 109 minutes), it’s easily one of the quickest games I’ve played in recent memory. This may or may not bother you (I know some people take a game time= value decision), but when it’s on sale in the humble store, I still think its great value for a truly original idea for a game.

    I’m glad Octodad exists. I feel it shows how far our industry has come, where a random game with very random mechanics and a very strange plot can get the backing of a huge publisher like Sony. It also stands as an accumulation of how creative developers can be, allowing them to come up with an idea, and sticking to it through thick and thin. Whilst the game of Octodad itself didn’t set my world on fire, the fact that this game exists at all still excites me even after completing it and having my fill. I truly commend Young Horses for this game, and look forward to their future endeavours.

    3/5

  • Weekly Gaming: Hearthstone, Heroes of Warcraft (PC, iPad)

    Weekly Gaming: Hearthstone, Heroes of Warcraft (PC, iPad)

     

    FUCK THE ENTRANCE
    Coming from the makers of World of Warcraft, you’ll be surprised to find that a lot of the art is original and different in style to the main game, with a lot of the artwork for the cards done by guest contributors.

    Given my love of Magic: The Gathering, I was surprised I didn’t happen upon Hearthstone sooner. The Free to Play World of Warcraft card game seems to be an exact replica of Magic, but at the same time adds its own uniqueness to the formula. With its recent release on the iPad, I decided to give the game a go, firstly for the amount podcasts have been talking about it, and secondly as its free and I needed an excuse to use my iPad.

    The game starts out by slowly introducing you to the games mechanics via some tutorial matches which will make you actively partake in the game before setting off and versing other players. Here, you’ll learn that every turn you take gives you 1 more mana than the last which you can use to summon minions or cast spells. The objective of the match is to dwindle the enemy players health down to 0 from its starting strength of 30. You can use your minions attacking power to attack the enemy player, or the individual minions the enemy summons. After a few matches, you’ll learn that you can use some cards to summon powers for your player themselves, such as weapons that allow them to attack, and after a few more fights you’ll finally learn about your own heroes ability, which always costs 2 mana and differs depending on the character you choose to play as.

    FUCK THE LUCK
    Hearthstone, like many card games, is just as much about luck as it is skill. I may have lucky matches like the one above, but then I’ll have plenty of terrible ones where I’ll lose 5 times in a row. It’s all about the luck of the cards unfortunately, no matter how hard you try.

    The games mechanics don’t take long to learn, but its the cards themselves you’ll have to master, as building a desk here is just as important as it is in Magic. Your decks are allowed to hold 30 cards in total, with only 2 duplicates in any given deck, meaning that you can’t rely on one amazing card for the whole game. The desk builder does contain a nifty companion, that will ask you to pick from one of three cards at a time, ensuring you have a decent amount of cheap cards and expensive ones for the long game.

    Cards are earned whilst you build your chosen character up to level 10, and after that its a case of buying card packs or forging individual cards using the deck builder. In the case of purchasing card packs, Blizzard have done a good job of making sure you get good value in your purchases, with an individual pack costing 100 coins (the in game currency earn by winning games or completing challenges), and other packs costing the following: 2 packs £1.99, 7 packs: £7.99, 15 packs: £13.99 and 40 packs costing £34.99. Each pack comes with 5 random cards, which, considering how much game you get for nothing up front, and how generous the cards are at the start of the game, I see a lot of people purchasing these packs in the hope of getting great cards they could use in their next deck build. The crafting mechanic I mentioned requires destroying your cards to create “dust”, which is then used to create a fresh new card. You can pick from any card that exists at the moment from within the game, which offers a fantastic amount of flexibility for a game like this, but it comes with a cost: destroying cards for dust gives half as much dust as it requires to build a card, meaning you’ll need to destroy a lot to get the cards you want.

    FUCK THE DECK BUILDER
    Building decks in Hearthstone could never be easier, with a guide to help you pick the best deck possible. You can still manually make your deck from scratch if you’re feeling adventurous, but the deck builder does a good enough job.

    Games play out rather predictably at the start of every match, with both players not able to do much with the tiny amount of mana they both have. Thing start to ramp up soon, with different opponents using different, unique cards to really turn your world upside down when battling one another. I’ve had infuriating games where my only hope is set on a strong minion with, just for the opposing player to steal it away thanks to their unique card I’ve never seen before. I’ll then have games where I manage to deal 27 damage in one fel swoop, meaning the other player never stood a chance. I suppose like other card games, it all comes down to the luck of the draw, and how and when you play certain cards, because not everything is left to chance.

    I’m enjoying my time with Hearthstone, and its needless to say that I will continue to play the game well throughout the next few years as a nice time sink. It’s a brilliant game to play for an hour or  whilst on lunch, or not doing much else, and somehow, whether you win or lose, you always feel like you’re bettering yourself as a player, which is always empowering when it comes to gaming. For a Free to Play game, you really cannot go wrong with picking Hearthstone up and giving it a chance. I give this recommendation with a warning though: you may get as addicted to the game as me with time.

    4/5