Showing posts with label pc. Show all posts
Showing posts with label pc. Show all posts

Sunday, July 1, 2012

Goombd Played! - The Walking Dead Episode 2: Starved for Help

It's all going south as soon as 'The Walking Dead' episode 2, titled "Starved for Help" opens. We find Lee and the group three months after the events of the first episode, after having found the motel and made an improvised settlement out of it. Much expected tension is brewing from within the group in regards to leadership and everyone can agree that that should be the least of their worries: they're hungry and supplies are running dangerously low.

Human drama is one of the best developed aspects of 'The Walking Dead', in both comic and TV show form, so it's no surprise that this episode of the game series revolves around it. Granted, some of the story bits turn out to be fairly predictable and clichéd, with how quickly some revelations are made and how some characters' behaviors change so suddenly.

Behavior change is one of the reasons that got me worried about the game while playing this episode. At E3, Telltale went on to mention how deeply your decisions would affect the story and events in future episodes, and Starved for Help already starts rolling out consequences about things you've said and reacted to in the premiere episode. Those particular spots seemed really out of place in my relationship to one particular character, considering how I've been treating that person since the beginning. Their change in behavior was radical and completely opposite to what I had been building by my actions and dialogue choices. This change revolved around the only time I went partially against that person's point of view in the previous episode.

I'm curious to see how far this change will go, although considering how other inconsistencies go, it might have been scripted from the beginning. Other events during this episode make it seem like your choices only affect small elements of the plot. Case in point, the E3 demo I watched which took place right at the start of the episode - someone is rescued and something happens to them a little while later. In my playthrough, I rescued someone else and later on, the same thing happened to them, in the same manner. Will that really be the measure of how deep my decisions influence the story? Or is the big shift coming in later on in the narrative?


Hopefully my worries will be destroyed as the series approaches its conclusion. Everything else about this game is absolutely brilliant and within the style of 'The Walking Dead'. We get to see some of the best action scenes and dramatic dialog seen in a Telltale adventure game in this episode. The new characters are well acted and irregardless of the shift in tone due to time constraints of a season episode, their development is realistic, despite the circumstances are little predictable. Although that might just be my inner thriller/horror movie fan talking here.

Conflicts and character development is what makes 'The Walking Dead' most unique. You won't be left starving for zombie carnage with episode 2 and by the time you're done with it, you'll have your fill of human drama. |8

Wednesday, June 27, 2012

Goombd Was There! - E3 2012: Dishonored

Bethesda had a big presence at E3 this year. While not presenting a humongous list of games in their booth, the handful of titles they did show were pretty impressive. Among them, at the top of Goombd!'s favorites, was Dishonored, a hybrid game of stealth and action set in a gorgeously designed 'steampunk' world.

Visually, Dishonored is pretty striking; backgrounds emulate the look of matte painting concept art drawings, characters have an European comic book influence to their design and the overall presentation is very slick.

It's easy to throw out the word 'hybrid' about a game, and in Dishonored's case, it's probably the best way of describing it - there is, however, more depth to be found once you get past the fact that Arkane Studios took lots of notes from games like Bioshock and Thief and applied some of the best parts of these series into Dishonored.

While 'hybrid' certainly does not describe that mix of designs, it can easily fit to explain how you can actually go about in Dishonored. As a revenge fueled assassin that happens to have some cool powers (some reminiscent of Bioshock's spell book) and is bent on taking down a country's tyrant ruler.

In the guided demo, our assassin was given the mission of killing two distinct targets that happened to be in a brothel. The approach they could take was free form, and from what I witnessed, Dishonored handles both of the obvious ways to finish the mission quite well. A violent method with guns blazing attracted an army of guards, and after a pretty bloody shoot out and display of some of the supernatural abilities that were set to 11 in the demo - you won't be nearly as strong at this point in the actual game - so both targets were dead in a matter of minutes. The game doesn't shy away from violence, and deaths were pretty graphic and detailed in just about every kill.
On the other hand, the stealthy approach was about as sneaky and clever as you would expect, with some interesting twists throw in for good measure. Dishonored features a morality system, that according to Bethesda, acts as a crossroads in regards to which branches the story takes along the way. While nothing brand new, this system is in full effect when you play the game being stealthy. There are ways to avoid killing innocents, but at the same time, you can achieve a similar result, in a quiet fashion, while making a pile of corpses along with the intended victims.

According to the developers, and what I got during the demo, your options won't be so binary, allowing for a mix of the two, thanks to the different paths you can take both in gameplay and in how you evolve the main character's powers. This upgrade system was not shown during the demo, and as mentioned before, the assassin was overpowered for the demo's sake.

Dishonored was one of Goombd!'s highlights at E3 2012 and it's stated for an October release on Xbox 360, Playstation 3 and PC. Keep an eye out for a write-up on it soon!

Friday, April 27, 2012

Goombd Played! - The Walking Dead Episode 1: A New Day

The Walking Dead is a phenomenon and it's easy to see why. It incorporates the best parts of the classic zombie genre movies as well as introducing even more human drama than we're used to seeing in just about any medium. We got a very successful comic for years, a new TV show going to its third season and now an episodic game series coming in from Telltale Games. Does it capture the dread and hopelessness of the original source material?

That's a resounding yes. The first episode of the 'The Walking Dead' game, A New Day, starts off and ends with a bang, with many, many exciting and terrific moments thrown in between. If you were disappointed with the Jurassic Park series, Telltale's earlier release, you should look into The Walking Dead, since it takes the best parts of that game's mechanics and mixes them up with a bunch of little elements from other series, like Sam & Max's direct control and conversation wheels, as well as adding a timer to make decisions ever more important.
 
It all starts as Lee, the handsome guy who's in most of the promotional screenshots for the game, is being driven to a prison in the Atlanta, Georgia area by a very talkative police officer. During their conversation, the guy can't help but notice a strange commotion going on - police cars zipping by on the opposite highway lane, the patrol car radio going berserk and oh, the wandering zombie just hanging around in the middle of the road. After a violent crash, he's left to his wits to survive the zombie apocalypse, at least until he meets up with Clementine, a smart little girl who had managed to live by her own up 'til that point.

If you've seen any of the trailers, you know the story goes well beyond that, and if you haven't, you're not reading this searching for info if you can't just play the damn thing, so the spoilers will be minimal, in fact, non-existent for now on. Safe to say, chaos ensues, pressing decisions are made, which carry over throughout the entire game (and possibly the series) and it's all extremely well made.


Telltale teased repercussions for your moral decisions when I interviewed them at last year's E3. According to them, your actions would influence who lived and died, how others react to Lee and even if your companion, Clementine, liked you or not. That holds true and is taken even further right from the start. You can be honest and lay the entire truth to just about anyone you meet, or hold info back and gain their distrust. Decisions like that carry more water than you think, to the point of there being a comparison board at the end of the game, showing the percentages of other players who agreed with you. The Walking Dead is all about decisions having an effect on the overall experience, and thanks to that, you might just get an entirely different game than your friends', and part ways right from the first episode, depending on the choices you make.

Frankly, I was already expecting to get a great game when I heard that the series' original writer, Robert Kirkman would be involved, as well as The Book of Eli's Gary Whitta, so it came as no surprise how well the dread of the comics was translated in game form. You're never sure who is going to make it through and there's never a safe moment throughout your first playthrough of this episode. Fans of the (now huge) franchise can appreciate how well the source material is treated, not just in story form, but in the presentation as well.

The comics' look made the transition quite well to polygonal look featured in the game. While still sporting relatively simpler character models, the texture work was made to resemble a comic book, with thick black lines thrown in, as well as a very well directed color palette. Granted, the 'The Walking Dead' comics are black and white and at a point in its development, the game was thought of having that art style as well, I have to say, I'm glad they went with the colored look. None of the characters look absurdly cartoony, in the "Telltale style" seen in previous games. We're given some great performances from the voice actors too, that are tied to very expressive animation.

Don't worry, you'll get plenty of zombies too. The ghouls look pretty good too and die just as gruesomely as you'd hope. Telltale is not pulling any punches. Deaths are bloody and gory, and characters throw expletives left and right, like anybody would in the situations they're put in. Conversations carry out in fluid manner, and diffusing potentially violent situations is not as easy as just agreeing with one side of the argument. 
This feels like Telltale's most mature title yet and it's great to see how well the series is starting out. If you're anywhere near a console or computer, you absolutely have to give 'The Walking Dead' a go. Not only is it a great piece of lore for the series as a whole, it's an exciting and tense experience in the form of a game. I'm definitely excited to see where things will go from here, something I haven't felt about an adventure game in years. |9

Monday, April 16, 2012

Goombd Played! - RAGE


id knows how to make a shooter. That's the thing everyone has known for years. Since the olden days of Wolfenstein 3-D, the name id has been synonymous with first person shooters. Even though the company's been through a lot of changes since then, they have managed to come up with a great shooter in RAGE.

RAGE has been talked about for years as the next huge thing to come out of id, a benchmark to today's games in a similar way Doom was back in the mid 1990s. Now that it's out, does it deliver? As a first person shooter, definitely. As it seems at first glance, as an open world experience, not so much.

The story opens up with the apocalypse of Earth. An asteroid wipes most of the life on the planet and everything turns into a desert. Luckily for humankind, the planet's government had a plan, to save the last bits of humanity in the form of arks, which held the best specimens our race had to offer: grunts. Fast forward a few hundred years, your ark opens and you're pushed out to the real world. You're the last of these survivors left intact and you're about to find out you are not the only person alive on the planet. Gangs and mutants have taken over and it's up to you to help out the last pockets of humanity if they ever hope to survive for long.

Frankly, that's not the most original of stories but it serves as a nice excuse to shoot the crap out of things. In that regard, RAGE excels. id's engineering for first person shooter is at its finest, from the quantity and variety of weapons, that range from the trusty shotgun to a point-to-point precision crossbow, to how enemies behave and attack. Weapons can be upgraded and there's also a crafting system that makes use of some of the junk you find lying around the desert. If you don't feel like tinkering, though, you can buy everything in the convenient general store out in the desert. On top of a pretty fun on foot shooting system, you also get to drive and equip your own set of wheels for races and destruction.


Sadly, it's the bit with the driving that might bog down your experience with RAGE. The open world feeling that is passed through cutscenes and visuals when you start the game doesn't really carry through to the end. Missions are very straightforward and there really isn't a whole lot to do in between the pockets of quest givers you drive to and back. Sidequests make repeat use of the same areas you 'instance' into for the main story and don't vary a whole lot from the same "shoot all that moves and pick up this bottle for me" mold you've come to expect. Even though the driving itself is a lot of fun, it doesn't really amount into much at the end.

Speaking of the end, the ending section to RAGE is also extremely disappointing. Without going into spoilers, you're given an incredible weapon and basically rats to shoot at with it. It's a frustrating conclusion to an otherwise exciting set of missions that could have been probably arranged at an alternate order and have resulted in a more satisfying experience.

Once you're done with the single played campaign, there's an entire separate section of the game devoted to multiplayer. If you can find people to play it with, the multiplayer portion of RAGE is varied and rewarding, even if it's somewhat under-populated at the moment. Instead of taking the easy way and throwing out a simple deathmatch mode, id decided to take the co-op approach and designed a set of cooperative missions set in the main game's levels. They're presented in the form of legends of the wasteland, side stories that involve the cast of RAGE and how they happened to have two very willing individuals who took down a lot of enemies.

Your other online option is a handful of racing tracks where you put your pedal to the medal, racing and fighting with other players. You can count on a similar leveling system you've seen in other online shooters, which rewards you with better weapons as you gain experience. While not the most original set of options around, RAGE tries to set itself apart, with relative success.


Whether you're tearing through the desert or just playing cards at the local bar, there's no denying RAGE is one of the best looking games in this generation. id's new graphics tech is easily one of the prettiest so far. That's especially true in outside environments, where the sky is visible and it just blows you away with how everything is so well lit and drawn. id's touting a new 'mega-texture' technology in RAGE, which is basically a fancy way of saying that all the textures are painted in a single, huge file that's supposed to help loading textures be much faster. In RAGE's case, that works most of the time, even though there are still some instances of draw in, even more when you're turning around all the time. That's when the illusion pops out and you can see behind the curtain of how it all works. That only happens once or twice, though, mostly when you're on foot outside.

Characters also look really charismatic and act cartoony. We're treated to John Goodman as a voice actor early on in the game too, which only ups the presentation. He's not on for too long but the rest of the cast manages to keep the bar high once he's gone. The cities you visit each have a distinct feel and definitely looked lived in and put together differently. Levels are relatively large too and aren't exactly a set of tunnels duct-taped together, although they don't escape the curse of being fairly straightforward.

As a shooter, RAGE is an excellent game. In comparison to other game's that claim to be open world experiences, like Borderlands, it doesn't really deliver. While not the most unique FPS around, it does what id's been known for years and looks stunning in doing so. The multiplayer component also helps, keeping you busy for a while longer. If you don't mind the cookie cutter story and lack of mission variety, you'll dig living through yet another post-apocalyptic journey RAGE's serving. |8

Monday, February 13, 2012

Goombd Played! - Trine 2


Following in the footsteps of its 2009 predecessor, Trine 2 is absolutely gorgeous. It carries the great combinations of beautiful art and smart puzzle design the original Trine an amazing indie game and takes some core ideas even further.

The magical artifact called the Trine calls upon the trio of heroes yet again. The wizard, an expert in conjuring items out of thin air, was busy taking care of his new family, while the bulky, sword and hammer wielding knight killed evil weeds and the acrobatic thief looked for the next big heist. Called off for a new adventure, they each employ their unique set of skills in their new quest to save a kingdom. Their only catch, which quickly becomes your problem - you can only control one of these guys at once.

That is if you're playing Trine 2 by yourself. This is the first time in the series where you're able to invite a friend onto your couch or online lobby to join you, each controlling a different character. Playing solo is possible and fun on its own but Trine 2's big draw is the new cooperative mode. The puzzle design is brilliantly designed in a way that allows you to figure everything out on your own but can also be broken up by a group of players putting their brains together.

Much like the first Trine, Trine 2's story is presented in a fairy tale book style. Each colorful level brings its own flavor, hitting your eyes with vibrant visuals in just about every corner. Even caves are beautifully drawn in this game. This is probably one of the few instances where you'll be happy to be in a dank place for so long, only to find your character drawfed by a gigantic sunset.

There's a lot to look forward to in Trine 2 if you're familiar with the original game. Likely, you probably got annoyed by the character development tree in the original or how magic drained a meter with every spell. One of these matters are done away with, in a sense. The magic meter, of one, is gone, while the development tree is made much simpler to deal with. A new skill point is earned with every 50 experience points you collect. It can be spent in new abilities for one of the three characters. This time, though, you're able to freely "respec" the tree at any time, so even when you don't have enough points to max everyone out, you can activate the right abilities at the right time and switch everything out on the fly.

These special abilities play a big part in game. Some puzzles require simple deduction and probably only one of your characters while others deal with complex timing that demands quick reactions and multiple abilities working in tandem. That's the fun aspect of Trine 2 that constantly dares you to be creative and think outside the box or even better, not to over-analyze a situation and simply look at what is dealt to you.

Trine 2 is a blast. While not the longest of journeys you'll embark in anytime soon, it's one hell of a ride. It's gorgeous, smart and mostly importantly, it doesn't hold you by the hand. This is one the best sequels out there and it can easily fall into anyone's 'favorites' list like it did with me. If you're into puzzle games with charm, personality and a little something extra, you should look no further. Trine 2 is just that. |8

Monday, February 6, 2012

Goombd Played! - The Elder Scrolls V: Skyrim


What can you say about a game like Skyrim? Possibly, that it's a huge undertaking for anyone planning to play it. Like previous Elder Scrolls games, Skyrim is immense, filled with little bits of content just about everywhere. Are you ready to get started?

Dragons are back to terrorize the Tamriel continent of Skyrim, the snowy home of the proud Nords. Sadly for our viking friends, the drakes aren't their only worry. The Empire is moving into their territory as well in their quest to gain even more power. But that's not for your lowly character to worry about. He or she has bigger problems. They're about to die at the gallows.

Without spoiling anything, it's obvious that your avatar in the game survives and it's exactly at that point that Skyrim begins. You're left alone, in the middle of a destroyed town with only a nudge about where to head next. Do you follow your fellow prisoner to safety or will you trust an Imperial who just moments ago was ready to lob off your head?


Skyrim is a game about decisions. They start with whether or not you want to help a greater cause or with the mundane task of deciding about your character's gender or race. If you don't want to focus on the main story, that's fine. Wanna rush it all and get it done with? Cool. You'll find something cool to see and mess around with at just about every corner of the icy lands of Skyrim.

Like in Oblivion, the guilds are easily best distractions in terms of quest content in Skyrim. Sadly, some of the groups seen in Cyrodil, like the Fighter's Guild, are nowhere to be seen. On the other hand, the groups that did survive the cut manage to provide some of the coolest quest lines in the game. If you were like me and loved the Dark Brotherhood missions in Oblivion, get ready to be blown away in this one as well.

Most of the action in Skyrim is reliant on how you build your character and how you decide to use your powers. In the Elder Scrolls tradition, abilities level up as you use them, for instance, if you're a heavy bow user, your marksmanship points will go up as you line up and make shots. That also goes for involuntary skills like heavy or light armor, as you take hits. Unlike previous games, though, you can also level up by talking to certain trainer characters and pay your way up the scale or by reading special books that you can find by exploring.


Irregardless to how you decide to take your character, there's always a companion just around the corner that will easily counter balance your development skills. Bethesda took one of the best aspects of their other RPG series Fallout and applied it to Skyrim in the form of companion characters "for hire". These guys are very damn useful, especially for less resistant character builds like wizards and can take a lot of punishment. Unfortunately, they aren't as well developed as your buddies from the Capital Wasteland and very rarely bring more story elements for you to mess around with.

In terms of story, I'll have to admit that I was a little disappointed with Skyrim's main quest line. The build up for the most of the game is very well developed but it just doesn't go anywhere. The ending is not satisfying at all. The world keeps going, people go back to their routines and heck, even though you did something that should have rid the world of a particular kind of problem, as soon as you step back into the world and keep playing, lo and behold, they're still around causing havoc.


Still, if you take into account the sheer number of things to do in this game, the fact that the main story is its weakest element is pretty much forgivable. The guild quests, allied with just about a ton of extra tidbits and areas to spelunk in are easily more exciting and will be the main crux of your activities in this game.

I'm very much looking forward to see what Bethesda will do with Skyrim in terms of DLC, especially after loving what they had to offer in Fallout 3 and finding most of the areas that heavily hint on possible threads to explore in future downloadable content in this game. You can be sure that once you're through with everything this game has to offer, you won't be done.

Skyrim is easily recommendable to just about anyone looking for a fantasy world to dive into. The content is rich and the shortcomings are easily overcome by the sheer amount of awesome stuff to do in the frigid land of the Nords. Whether or not you decide to be a hero or a villain, one thing is for certain, this is one of those gaming experiences that are not easily forgotten. |10

Tuesday, January 10, 2012

Goombd Played! - Fractal


Fractal, or Fractal: Make Blooms Not War, is the newest indie game to hit the scene. This time we're dealing with a puzzle game and in terms of being puzzling and immersive, it does its job in spades.

Making blooms of hexagons is the name of the game, and although some of the gameplay ends up feeling a tad random and out of our control, the smooth audiovisual presentation and quick pace help keep things moving.


The play field is a simple looking emulation of a flowerbed, with a few scattered hexagonal buds. Instead of directly moving these buds, you're given the choice of pushing them along a certain direction. Thing is, this movement acts a lot like a wind current, so whenever you blow the wind, any other cubes in the vicinity of its range will move as well. When the blocks make contact and a flower is build, a combo starts, more buds move in and so the game continues. You're given a limited number of blocks to play with and an overall score to beat. Clang that score and you're golden and move on to the next level.

The aforementioned random nature of the game comes from how blocks come in and the overall shape of the playing field. Sometimes combos come in way too easily, simply as soon as new blocks are placed. In earlier levels, where there's only one block color to worry about, this randomness becomes apparent, but thanks to the quick pace of beating levels and moving on, you're quickly taken to harder stages that not only add extra bud colors, but also a changing color influence your wind can have
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At that point, Fractal turns into a much more strategic game and starts to rise above a simple concept turned into a cheaper gaming alternative, like a lot of indie downloads tend to fall into. This is even more evident when you jump out of the campaign mode and start poking around the extra modes, where new elements and alternative objectives are introduced. In one of the special stages, you're pushed forward by a strict time limit while having unlimited blocks to deal with, while challenge mode gives you specific objectives such as triggering an specific number of flowers or reaching a certain combo before time expires.

Fractal is one of the best indie puzzle games out at the moment. Even though it started out a little too easy for my taste, it quickly kicked me into high gear and kept me interested past the campaign mode with some clever extra modes that could have easily been made into separate games by themselves. |8

Monday, November 28, 2011

Goomb Played! - The Witcher 2: Assassins of Kings

It's a wonder how a game like The Witcher 2 manages to be gritty and positively beautiful at the same time. Polish developer CD Projekt Red's newest role-playing game is set in a gorgeous fantasy world, lush with details, a strong lore and absolutely amazing characters.

No one is a hero in Geralt's group of acquaintances, including himself. He lost his memories and the only thing he's sure of is that there's trouble brewing and somehow his order, of the witchers, is involved. It all starts when a serial king murderer strikes where Geralt happened to be. Framed for the regicide, he's forced to prove his innocence and avert a global crisis.

For an RPG, The Witcher 2 plays extremely simple. You got three "evolution trees" which you can follow when you level up, in the form of alchemy, sword fighting and magic. Each of them is tied to an aspect of combat but also influence other key abilities, like crafting and the making of potions. Potions work differently and are only used before fights, when you enter Geralt in a meditation state, where not only you can drink these concoctions but also mix them.

The fighting part of the game is very basic and easy to handle. The Witcher 2 turns into more of a hack and slasher, although not as involved as God of War, for instance. Depending on your choice as a 'spec', your prowess with swords, magic or status effects is improved. Fights can quickly turn hairy since enemies swarm you at about every chance they get.

Role-playing is probably the best aspect of Garelt's adventure, thanks to some excellent dialogue and interesting quests. Sidequests are far from the usual fetch and destroy a certain number of enemies and manage to be important to the overall story. Sure, you will run into RPG tropes here and there, like the repeated monster contracts but even those are relatively varied and make use of more than just 'kill kill kill'.

A great presentation isn't the sole reason to jump into any game, although it helps a lot. The Witcher 2 is an absolutely gorgeous game. Environments are colorful and feel alive, even when you're sneaking through a cave. Geralt himself looks rugged, as he should look, like an aged warrior that's been on the wrong side of many blades, with scars to prove.

Music is superb as well. The score manages to be epic at just the right spots in the story or during action scenes and subtle at softer, calmer moments. When a character opens his or her mouth to speak, you're treated with very well performed voice acting. Geralt sounds just as gruff as he looks and dwarves... well, they sound like dwarves. Did I mention dwarves are the kinkiest race on the planet?

They sure are, thanks to how of a more mature tone CD Projekt Red takes in this game. Dialogue more than often turn sexual, with the constant use of the word "plowing", The Witcher 2's version of "frak". You get the drift, right? There's more than one instance of actual sexual situations too. While not nearly as intense as was hyped during this game's development, they are treated in a far less awkward manner than in a game like Mass Effect nor as say, interactive as God of War. They work more as cutscenes than anything though and don't particularly affect the story at all.

It's worth mentioning that this is an open ended game that features more than one path during the story. These forks in the road work a lot better than the usual karma options and they actually show unique facets of the story. The Witcher 2 demands a second playthrough as soon as you set your controller down if you wish to know the full story or see where a different choice in allegiance can take you, for instance.

The Witcher 2 is one hell of an RPG. While the combat can get mindless and cheap at some points, the story and atmosphere are just incredible. It's the type of game that will grip you. Simply put, if you got the machine to run this, you shouldn't miss it. |10

Monday, November 21, 2011

Goombd Played! - Jurassic Park The Game

It is said that some things are just better left extinct. In the game of videogames, certain styles of game design can fall under that category. One in particular was born in the 1980s, with Dragon's Lair as its shining example. It showed how colorful and well animated games could look but how boring and non-interactive they could be as well. You could only guide the knight Dirk by pointing which way he should head and depending on your choice, he either lived or died. Since then, we haven't gotten hardly any games fully based on that concept. It was pretty much dead and buried after a few other disastrous attempts a few scant years later.

What we now know as QTE (quick time event) can somewhat be associated with that concept, although very rarely do we get to play games that are solely reliant on it. It's usually used as just a gimmick, a break between action scenes that more often than not tends to be plain irritating, demanding precise timing and in most cases, brain dead button mashing.

So it came as a surprise when Telltale Games, the people behind episodic games like Sam & Max and most recently Back to the Future The Game, announced that they had acquired the rights to the Jurassic Park film and would be making an adventure game that would exclusively use this sort of mechanic instead of giving direct control of characters on screen. The resulting works mostly well but isn't rid of a few annoying problems.

Similarly to Back to the Future The Game, Telltale's pick for a niche to place the story for Jurassic Park The Game is rather interesting. Rather than being a sequel to the somewhat lackluster Jurassic Park film franchise, Telltale's game is centered around a can of shaving cream. That can of shaving cream. Barbasol. The one Dennis Nedry, Wayne Knight's obnoxious computer hacker character from the first Jurassic Park movie tried to smuggle dinosaur embryos out of the island in but ultimately failed. His contact decides to send two agents into Isla Nublar in order to recover the prize and that's where the game begins.

Scenes play out and don't give you direct control on what's going on with the characters and the situations they are placed in. Instead, you're given the task of correctly (and timely) pressing the buttons shown, like a quick combination of controller buttons and analog stick tilts. For most of the time, the intensity and demand of what you have to press fits with the chaos that's going on, while in others, it's just frustratingly obtuse.


Telltale has managed to convey a sense of immediacy for what happens to the game's characters into the indirect controls you're given to do but sometimes the game's interface manages to do a great job getting in your way. The graphics and character animation do a great job of showing emotion (mostly of desperation, as it's to be expected when dinosaurs are trying to eat everyone) but in some instances, amidst all the action it becomes extremely difficult to see some of the prompts or get the timing wrong due to how often the indications on screen become obscured by the camera that is often shifting positions and moving along a predetermined path.

The timing in which to press the buttons was my most frustrating issue of contention with this game. I rarely reached a point where I just wanted to give up, due to how well the check-pointing works in this game, although some people might get turned off after seeing their unlucky fictitious friend get eaten due to a mistaken or missed input. Regardless of how forgiving the action is for most of the game, allowing a fair number of mistakes before slapping you with a game over screen, it's still disappointing to see it happen instantly in some of the more exciting parts of the game, in "insta-kill" mode.

If you persevere, though, you'll be rewarded with a surprisingly well developed story that is delivered in the confines of this four part episodic series. Telltale once again manages to develop an exciting plot that plucks an overlooked element off the movies, all the while creating their own original elements that perfectly fit in the mythos of Jurassic Park, something that both of the movie sequels failed to do. Two other islands? Really, Mr. Spielberg?

While it's a little annoying that you don't get to guide much of what happens in the story, it's mostly up to you to uncover additional tidbits of background information on characters and the Jurassic Park canon. They're hidden behind certain dialogue choices and button prompts that can be easily missed if you aren't looking. The overall script is set, though. Certain character deaths, for instance, are written from the beginning and happen regardless of how perfectly you execute action sequence button prompts. The way you get to certain points in the plot can somewhat differ but it's nothing dramatic or short of a few extra bumps and awkward falls on the way to an objective.

It'd be easy to classify Jurassic Park The Game as passable if the scope of comparison was focused on action adventure games like Uncharted. But as an adventure game that strips the 'point' out of 'point and click' and replaces the 'click' with button prompts, analog stick movements and a few cases of insane button mashing, it works relatively well. You're still picking dialogue choices, examining items and solving a half of a handful of puzzles, even though most of what you do is firmly strapped in on a story that moves along a pre-determined track. Jurassic Park The Game might not be one of Telltale's best titles, but it's certainly the most unique of the bunch. |6

Monday, October 31, 2011

Goombd! Played - Fallout: New Vegas Lonesome Road DLC


Unlike the title might suggest, in Fallout New Vegas' newest piece of downloadable content, you're hardly ever alone. Lonesome Road picks up right after Old World Blues, where you discovered that you are not the only Courier in the Mojave desert. Courier Six, the first person approached with the task of delivering the Platinum Chip and who refused to do so, is hot on your trail for mysterious reasons.

It all begins after you get transmission from Six and are sent to the depths of the Divide through a conveniently placed entranced in the middle of the wasteland. Much like previous DLC, you're not allowed to take any of your party members along. The trip is hardly solitary though, since as soon as you get to the first area of the Divide, you meet an eyebot named ED-E, that much to your surprise, acts a lot like another ED-E you might have met during your journey through the Mojave.


Much of Lonesome Road revolves around discovering the reason why you've been brought there. You come in contact with Courier Six rather early on and he hardly gives any clue about why you're there, let alone how to find him. You do, however, run into a crap ton of active nuclear warheads, Deathclaws and irradiated mutants who must all perish in the name of Six.

This DLC goes so far as to give you a special gun that activates those warheads in order to clear the path through all the rubble in the Divide, along with a few new pieces of gear to don and fashion on your way back to the Wasteland. Red Glare is a new type of rocket launcher that has the added bonus of being upgradeable. ED-E can also receive updates if you're thorough in your exploration and can manage to find his fallen eyebot friends scattered around. The best part about upgrading the little flying hunk of metal is that it all transfers to your original ED-E party member once you travel back to the main game.


The best part of Lonesome Road that I found to be extremely rewarding, besides the smartly written story and dialogue, that are not as heavy in delivery as Old World Blues, is how your actions in Divide play a pivotal role in the main New Vegas campaign. None of the previous downloadable packs provoked consequences in the Mojave, aside from giving you exclusive pieces of gear, but depending on your choices in particular parts of your visit to the Divide, your main Mojave quest might be deeply influenced.

I'm talking extermination here - things that can create ripples in your New Vegas experience. This is an awesome part of Lonesome Road that makes it worth playing through and to put an end to a four part story that began way back in Dead Money, where I for one hardly thought they would reconnect story-wise in any way. I will go so far to suggest that you give this a go right in the middle of your main New Vegas experience in order to see how the hell these consequences play out in the story. You also run into recordings made by Six as he explored the areas covered in the previous DLCs that tie into and help carve out a personality for this enigma of a character.


If you enjoyed New Vegas, there's no reason not to give any of the four DLC packs a try. As a combined experience, New Vegas' pieces of downloadable content managed to deliver a much more solid overall story than say Fallout 3's, and that's saying a lot, considering how much I liked those back then. |8

Saturday, September 17, 2011

Goombd! Played - Renegade Ops


If you are remotely interested in explosions, chaos and death, then Renegade Ops is the game for you. It gives off that G.I Joe vibe as soon you press start, with an extremely cheesy story that takes you to a few different locales around the globe. All the while, you'll be tasked with destroying just about everything around you. And you'll love it.

Renegade Ops plays a lot like your typical top down dual stick shooter and it does it brilliantly. It instantly reminded me of an old Konami arcade game called Jackal, where you control a little jeep and rescue prisoners of war. There's so much in common between both games that the first level 'Ops has you saving civilians that were captured by an enemy general.



Also, similarly to Jackal, the difficulty is way up there in this game. Even on the easiest setting, you're gonna need to be mindful of enemies and obstacles along the way. It's a good thing there are so many options to pick from in terms of weapon power-ups and character customization. There are a handful of team members to pick from, each with their own set of strengths. I mostly stuck with the artillery barrage chick, for obvious reasons. Hey, I like my girls well armed.

Anyway, if things get too hard, you can always bring a friend or three along for the ride. And if things weren't chaotic enough when playing by yourself, prepare to be bombarded in multiplayer.


Seriously, this game has some brilliant explosion effects. In fact, the entire game is beautiful to look at. Even though the story is carried out in the already cliché 'moving comic' style, it's very well drawn and thanks to a cheese ball cast of voice actors, even if you don't follow the logical minefield of a story, you'll get a chuckle or two out of their performances.

I absolutely loved this game through and through. It's just difficult enough to be rewarding but don't expect a walk in the park if you decide to tackle hardcore mode, where you'll need to be on your toes at every corner if you want any hope you making it to the end. Renegade Ops is easily one of the best downloadable shooters around, period. |10

Thursday, September 15, 2011

Goombd! Played - Total War: SHOGUN 2

I've always been a tad intimidated by the Total War series. Honestly, who wouldn't be, at first glance? It's one of the most complex real-time strategy franchises around. One that has spawned a lot of entries and garnered millions of fans around the world. This time we're sent back to Japan for another go at unifying the country under one banner, with plenty of war, swords and of course, honor.

Under a similar engine that powered previous Total War game, Napoleon, SHOGUN 2 is absolutely gorgeous to look at. But don't get distracted by its impressive locales and scale, underneath the pretty visuals lies a lot of complex micromanagement and strategy creation.


The strategy comes into play rather early in the already lengthy single player campaign. SHOGUN 2 gives you a small window of time for you to familiarize yourself with the controls and interface before it kicks you off the boat and into the heat of battle. Things start off rather intensely as you're tasked with taking back villages that were conquered by a rival shogun and quickly move on to taking out said enemy.

Every battle plays out differently, even if you replay levels. The artificial intelligence that powers the enemy side is relatively smart, considering the number of units it has to handle, which can easily surpass the hundreds very early on in the game. Your own subordinates usually know where to go once you point out your orders, but will sometimes get stuck in more complex geometries depending on the map, like hills or steeper inclines. Thankfully it's easy to keep track of units when you're able to simply pause the battle and look around for stragglers.


If you grow tired of battling by yourself, SHOGUN 2 offers a pretty hefty set of multiplayer options to take your conquering band of samurai online, by either dropping a truce flag and recruiting a fellow warlord for a cooperative campaign or head-to-head skirmishes. I was naturally often defeated by more skilled shogun online, but there's truly a lot for the dedicated leader if they get tired of fighting against the computer.

Sega's been doing a great job promoting the Total War games and it wouldn't surprise me if SHOGUN 2 continues to receive improvements in the form of DLC for a long while. This is a huge game and it certainly calls for more expansions and options in the future. Overlord says so. He grows restless. |9