Friday, April 18, 2014

The Walking Dead Season 2 Episode 2: A House Divided SPOILER POST!!!!

!!!WARNING!!! THIS POST SPOILS THE WALKING DEAD SEASON 2 EPISODE 2: A HOUSE DIVIDED AND ALL PREVIOUS WALKING DEAD STUFF!!!! DO NOT READ IT UNTIL YOU ARE DONE PLAYING OR YOU WILL HAVE NEEDLESSLY RUINED A STORY YOU SHOULD EXPERIENCE FOR YOURSELF!!!! THAT MEANS YOU JON!!!!!!!!

Here are my choices:
     I said that Carlos told me to distract Sarah, so Carver seeing the picture isn't my fault. I don't know why this is a big deal though, as there's no way I could have known that taking her picture is a bad idea.
I sat with Kenny at dinner, of course!! I was so happy to see him and felt so much loyalty to him. Then I remembered some of the messed up stuff he did in season 1, like not going with Lee to find Clem. Jerk. This made me realize that it's hard to find people you can really trust, and that maybe I would be better off in the new group of people I don't know that well. I miss Lee. Still, I'm trying to stick with Kenny as much as possible and stay with him. Forget this new group. I tried to warn Kenny that Nick is stupid by saying I can't vouch for everyone. I think Luke took that hard thinking I was saying that I didn't trust the group. But I do trust Luke. I just wanted Kenny to know that Nick might turn on him pretty quick. You know, because he's stupid.
     I told Walter the truth about Matthew. That was a tense scene. Seeing Matthew almost lose it after all that goody-goody talk was crazy. But he really stuck to his principals and saved Nick. Darn, I just remembered that he died. Darn.
     As previously said, I got Walter to not attack Nick. I considered throwing Nick under the bus even more than I did, but I said that he saved my life, because that is totally true. Although I don't trust him now that he killed Matthew like that. Since this is a major choice that has stat tracking, I wonder if Walter does kill Nick if you do that scene differently.
     I left to find Kenny rather than turning myself in to Carver. I thought it was the best bet to survive and to help a majority of the group, even if some ended up dying. I figured Kenny and Luke and I could find a way to get out of the situation, or get some people out. Didn't work out that way though. Luke is still out there somewhere. I wonder if he'll try to save us or if he really did run away like Carver said.
     There were some great subverted expectations in this episode. Not that subverting expectations automatically equals good writing. I feel in these games it fits the theme of things not going according to plan or things just happening without a reason. When Matthew got shot by Nick, I thought it was just a sad, random thing; a possibility that can never be explored because it was cut short by violence. It took me quite awhile to figure out the stranger Nick blew away was Matthew. Right in the middle of exploring the lodge and talking to people, bam, it hit me, and I knew Walter would have a bad reaction to it if he found out. I had hoped the group would move on and I would stay with Kenny, then I would tell Walter about Matthew.
     Kenny calling Clem “Duck,” was pretty interesting. At first I thought that is pretty unhealthy for Kenny to kind of replace Duck with Clem in how he thinks about her. She's not Duck. But is it really that bad in a situation like that? Maybe not. Maybe that would be good for both of them to have that relationship.
     Nick killing Matthew is a great example of the kind of morality that exists in this situation. You have to stay with people even if there crazy some times as long as they are loyal to you. You have to move on with them and hope they do better, or find a way to ditch them. Or just wait for them to die. And hopefully it doesn't come to killing them yourself.
     That's Bonnie, the lady from 400 Days, with Carver, right? Looks like she will be in the next episode too. I loved her section of 400 Days. I think she ran away without that guy she loved after killing his wife in my game. Can't quite remember though. Interesting what she is up to now. Carver seems like a bad guy, but I have a bit of a sinking feeling about the group that separated from him too...

     Anyway, I want to stay with Kenny. He did a lot of good stuff for Lee and Clem in season 1, and I wondered if he had really died. He was a total jerk and idiot a few times, and he seems a little high strung now, which is not good, but I feel a lot of loyalty to him just because he is a familiar face and has done a lot of good for Clem in the past. I think he will be loyal to her to in many situations that could come up.

The Walking Dead Season 2 Episode 2: A House Divided Review

      You know, playing these Walking Dead episodes as they come out is like watching a series of connected films. They draw you in for about two hours of no-filler story telling. Of course, the interactive element takes things up a notch, making you really get inside the character's head. You really feel the tension of a decision when you actually have to make it yourself.
     Or at least you do when the game is as good as The Walking Dead. Another day, another similar Walking Dead episode review that complains about the technical issues and praises the story.
This time around, we have an extreme frame-rate issue. After every one of the episodes 6 or so load screens, which are too long, the game's frame-rate slips down in the extreme for about 10 seconds in the new scene. This is not the way to start a scene. It is really jarring to have every scene start that way, and really takes you out of the situation. Those loads screens are already too long, but seriously, if we could load for another 10-30 seconds and not have this problem, I'd be a happy camper. I would probably give this episode a perfect score too, because once again this series does not disappoint.
     The scenario in this episode is tense. Now that the setting has been established in the first episode, we really start to learn about the new characters, and take part in a few rough situations. It's a fantastic episode. Really enjoyable. See the upcoming spoiler post after you play it.

     A House Divided is a great game, tier 2. It's perfect in so many ways, but the frame-rate problem cannot be overlooked. Come on Tell Tale, I'm rooting for you to have the rest of the episodes free from major problems!




Everyday Shooter Spoiler Post!!!!

WARNING! READING THIS POST WILL SPOIL EVERYDAY SHOOTER FOR YOU. THE GAME HAS NO STORY, BUT IS ENTIRELY ABOUT DISCOVERING THINGS FOR YOURSELF. DISCOVERING THEM HERE IS LAME, SO BEAT THE GAME FIRST, OR COME HERE FOR TIPS. YOU HAVE BEEN WARNED!


So, here's all the stuff I figured out in the levels (and one thing the internet told me).

Level 1 – Robot – Basically, you want to start a chain reaction on one of the spinny, shooty guys while he is shooting. This makes the biggest flare and also gives you some glowing points for the bullets he shot out. Don't kill any enemies except in chain reactions; you can usually hold out and dodge everything until you start an explosion, unlike in the other levels where you have to shoot to survive. Also, do you see how the pillars in the background follow your movements? Took me awhile to notice that.

Level 2 – Root of the Heart (I'm including all the level names because they are amazing. They remind me of the chapter names in Atlas Shrugged and The Zombie Knight. Always shoot the biggest base. That will usually make all the others explode and give you points when it dies, although occasionally, some rogue base won't be linked up and will survive this. Also, if you cause a chain reaction to go off while those search light lasers are firing, the whole beam will turn into tons of glowing points.

Level 3 – Lush Look Killer – This is a hard level. Shooting the yellow eyes once will cause them to expand. If you wait until they are huge to shoot them again, they will kill many more little eyeballs than if you blow them right away. This causes points. As does killing the glowing robots, obvs. But the one thing that I didn't discover for a long time is that if you shoot the center eyeball a lot until it shrinks to its minimum size, it will start spewing out tons of glowing points as you continue to shoot it. Killing the big eyeball bases it spawns at the end of the level makes lots of points too. Notice: those eyeballs are watching you!

Level 4 – Porco in the Sky – Is that a reference to Porco Rosso? Has to be, right? In order to take out three red-baron guys, you have to kill both suns in the first section. This isn't too hard; if you are really aggressive you can do it most of the time. One way to do it is to wait until they spawn a lot of planes, then fly inside the circle of planes real close to the sun. This gives you a lot of opportunity to fire on the sun. Or stop a cube right in front of a sun to kill all the planes just as they are spawned. Then, to kill all three porcos, you must be really aggressive again. The times I did this unlock, I lost many lives in the level. I sacrificed them to take these jerks out, and it felt great. The best way to fight them is to back away directly from their flight path, dodging their shots with subtle movements and firing the whole time. It seemed so impossible at first, but just be really aggressive and use all your lives and you can do it!

Level 5 – Build 88 – This is a more straightforward one, as many of the things you kill automatically give out lots of points. Of course, lots of things in the level can shoot, so it's really hard. Those red guys are healing stuff, so make sure you kill big structures before they fix them, or kill the red guys themselves.

Level 6 – Bits of Fury – Also more straightforward. There are tons of bombs, and using them will get you tons of points. Grab any bomb you can, then stay by it and detonate it when things get hairy (read: 1 second later). Fly into the bombs' explosion as it goes off to avoid fire. In the short time before the boss spawns, link up as many bombs as possible up near the top third of the screen. Hopefully this will take out some of his lasers and a big chunk of his health right away. Otherwise fighting him is going to be real cringe-worthy.

Level 7 - Earthworm – For a while, I couldn't figure out how to kill a worm without it splitting in two. Destroying a section near the head seems to do the trick, and net you a bunch of points. Those green spinny things turn into worms if you don't kill them quickly enough. A few shots will postpone this if you are dealing with many at once and they are all about to turn. The brown shots come out of the worms. Because of the raindrops, I didn't realize that for awhile and didn't know where they were coming from. Knowing they are from the worms helps. I find that staying on the edge of the screen and firing across the level helps you to dodge the brown bullets (at least until the bush starts growing). I don't know what is up with the all spider section at the end. I guess it's just a calm way to end the level. I can't find a way to generate too many points out of that part.

Level 8 – So Many Ways – In the first section, when you see one of the arrows stop moving and pull away from the group and turn purple, shoot it quickly to cause an explosion that will usually protect you from the other flying arrows. Keep shooting as you move toward points, and you should be good. How to kill the boss is the only info in this post I got from outside the game. I figured out that shooting the circles when they are near him hurts him, and that it hurts him more if they have those vibration lines on them, and that the circles that hold still hurt him a whole lot. But the internet told me that if you shoot a circle once when it has vibration lines around it, it will become a circle that holds still. Of course, if your bullet hits any of the other circles, they will set it off, so it is hard to create these still circle bombs. But using ten or so of them is the only way I was able to kill the boss. And even then, it took about 4 tries. I can't imagine doing it at the end of running through all the other levels.That's hardcore. I lost almost all my lives when doing it on level-select mode. Once it dies, it will float in the middle of the screen and gush points like nothing else in the game. It also still shoots those long purple seeker bullets, but I found that I gained so many lives from the points gush that I didn't have to worry about that too much. Of course, that was in single-stage mode, so gaining a life still took fewer points. If you were playing on full game mode, you probably wound't gain more than 1 life this way, so you would have to be careful. Of course, you will be tempted by the points though...

That's it! If anyone knows anything I don't, please let me know! I'm curious if there are more secrets to the game's scoring. Thanks!




Everyday Shooter PS3 Review

     Nick Suttner of the Playstation Blogcast has said a few times on the show that real spoilers aren't necessarily the ones that ruin a game's story, but information that gives away the experience of playing the game and discovering things for yourself during gameplay. Everyday Shooter is all about discovering, learning, and experiencing the game's elements as you go, and is a perfect example of the ideas he talks about.
     Everyday Shooter is a twin-stick shooter. You play as a little square. The left stick controls your movement. Pushing the right stick in a direction causes you to shoot in that direction. Alternately, you can use the face buttons to control the direction of your shots. You can get diagonals this way by holding two buttons at the same time (for example, holding triangle and square makes you shoot north-west). And, as the creator of the game, Jonathan Mak, says in the in-game notes, I found the face buttons to be the way to go for controlling your shooting. I felt a lot more accurate using them. You can move while shooting, but you are faster if you aren't shooting. This seems like a small mechanic, and for awhile, I almost never stopped shooting. But then, as I learned how to play better, ceasing fire at critical moments to gain a speed boost became an important tactic. The square feels a little sluggish to me, and its bullets are kind of slow too. This was mildly frustrating throughout the whole game, but not a huge deal once you get used to it. Those are the only controls. Very simple.
     The game's complexity comes in its levels. In order to score points, you must generate them. They appear on the screen as small squares. You must physically run over them to score them. They follow you if you get near them, but only a little bit. It's not like they suck right into you if you get anywhere near them, you have to actually run them over. Some points glow, which means they are worth more than 1 point. All points disappear about 10-15 seconds after they are generated, so in order to score, you must generate the points and then get to them quickly. In each level, the method by which you generate these points is totally different, and only in the first level are you told how to do it. In most of the 8 levels, simply killing enemies will not net you points. You must jump through some hoops to actually score. This is in stark contrast with basically every game with a score system that I've ever played, and it is a big part of what makes Everyday Shooter so unique.
     Trying to figure out each stage's scoring system is fun and exciting. There's a sense of discovery in each new level, as if anything could happen. I'll run down the first level's scoring system for you, since the game explains it to you anyway. Basically, there are a bunch of geometric enemy types. One type will shoot salvo's of squares at you while the rest patrol the screen on a route (in other words they don't actually come after you). There are also these squares surrounded by floating pillars that will come on screen from time to time. If you shoot one of them, it will drift a bit in the direction you shot it, and then the pillars will open up and cause this weird lens flare effect. Any enemy hit by the lens flare will instantly die and leave behind a point, and also cause its own lens flare of varying size depending on which enemy type it is. As you might imagine, this can cause giant chain reactions if enough enemies are grouped together when you set off your first flare. If the chain reaction catches any bullets, they turn into glowing points. Shooting the lens flare also causes it to stick around longer and grow slightly, but it will always disappear after a few seconds. That's level 1. In level 2, you are doing something totally different. And then level 3 is totally different than both of them. Etc., all the way to level 8. I won't spoil too much about the other levels, as Nick Suttner would not approve, but in one level you duel with smart airplanes, in another you fight a single entity that generates tons of stuff, and in another you fight a fleet of troops that are built and generated on the fly. For tips and tricks for each level, see my spoiler post in the near future. By the way, my high score is 6520. Beat that!
     The game constantly pushes you to be aggressive to make your points. Being defensive will net you nothing, as just killing enemies to defend yourself usually won't get you any points. This gives the game a cool agrressive feel, but also leads to frustration if you die while trying to maximize points. I found that I usually got farther when I played more conservatively, but had more fun and got more points if I was really aggressive. More points per level anyway; I would die before getting to later levels.
     Each level lasts a certain amount of time. A progress meter creeps along the bottom of the screen. Each level is a song, and when the song is over, you go to the next level. This segues right into the music, which is excellent. I would call this game a music game in the same way Bit.Trip Runner 2 is. Everything you shoot and every point you collect adds a sound effect to the game's music. The music takes a little getting used to at first, as every song is just 1 electric guitar jamming. From what I understand, this is very literally true, the creator just jammed on his guitar to make the music for each level. This makes for a very different sound than most other video games. At first it might sound more like a demo tape than a game soundtrack. But man, once you get into the groove, it is amazing stuff. More games should have different sounds like this. It's one of my favorite game soundtracks. Each level is really unique and special musically, as is the title screen and transition screen songs. Jammin' stuff.
     The look of the game is something else too. There's a lot of stuff in the game that is in other games, like enemies, bombs, bases, and troops, but in many cases, they are very abstracted visually in Everyday Shooter. Enemies are often just shapes or blobs. Bombs and bases might be different types of shapes and blobs and colors. You have to learn in each level what things are, and often you can't tell just by looking at them. It's a really cool effect. Like the music, it takes some time to get used to, but it's great stuff. Being able to identify things visually and intuitively is often a hallmark of good game design, but this subversion of that idea is a perfect fit here. There are also some amazing, trippy special effects going on that really add to the game's abstracted feel.
     The game is very old-school in its approach, as you have to play the game through in one sitting, and you always start over from the beginning. The game is only about 40 minutes long from start to finish, but it is super hard, and if you lose all your lives, you start over from the beginning. Of course you can earn more lives by getting points. You can also buy more starting lives with your total pool of points from all your play-throughs. You spend these like money to buy more lives and visual filters and stuff. This loop of playing as far as you can, then buying some more lives with your points and starting over again is fun for awhile, but starts to get frustrating. This is because the game is really hard, and you will need to start over many, many times to beat it (at least I did). Losing a life is so painful, as each one matters, even if you have a lot. The amount of times you play the first few levels means you will get really good at (or at least used to) the first couple of levels, to the point where you might groan to have to play them again. That's why I highly recommend buying shuffle mode as soon as you can from the store. Once you buy shuffle mode and then unlock stages for shuffle mode use, this makes you play the levels in random order, which makes a huge difference in your experience with the game if you start to get bored or frustrated with starting over a lot. After many, many tries, I finally beat the game, although time ran out on me before I could kill the last boss. And then, even on level-select mode, it took me many tries and some internet tips to finally kill that sucker.
     Some of the things you can buy in the store are tied to trophy-like unlocks (this game is from the dark ages before there were trophies). Some have you killing certain enemies or bosses. Another wants you to survive one of the game's harder levels without losing a life. I wondered if I would ever get some of these as they seem impossible at first. But then, after repeated play-throughs, I got them all except for the one for killing the last boss in a whole-game run. It was a great sense of accomplishment to get these. Unfortunately the visual skins you unlock aren't very functional. They look kinda cool, but I found them too distracting to play with after a try or two and also not as great looking in general as each level's default graphics and effects.
     Everyday Shooter is a wonderful game of exploration and discovery. Sometimes I would discover a new way to get points or kill enemies in a level I had already played many times, and that is an amazing feeling. Unfortunately, frustration can set in after playing the game over and over without beating it. Shuffle mode helps a lot with this, to the point where it might have been better if it was the default mode, or at least kicked in automatically after you had played a bunch of times. Even with the variety that shuffle mode adds, I can still see the game being too hard and frustrating for many people. Personally, I was very much ready to be done as soon as I beat the last level, even though I hadn't managed to kill the last boss. Still, I had a great time with Everyday Shooter. So many of its design elements are clever, different, and beautiful. It's a great game, Tier 3.







Finished PS3 Bucket List!

     After several months of work, my PS3 Bucket list is finally complete! Please note that I don't want to play all of these games. They are ranked in order in each category according to (roughly) my interest in them. I will probably not play the games at the bottom, and in most cases I'm not really interested in them, but I left them on the list because there is some slim chance that I may gain interest in them. I know this is really hard to read since I'm pasting it out of a spreadsheet, so please forgive the formatting.
     The categories here are a little rough; I just did them as fast as I could to get this project over with, so I know some games are not categorized totally correctly, and I'm fine with that. Also, this list will grow every week as more PS3 games come out, but I'm not going to update it on the blog all that frequently. Maybe just when and if it grows by a large amount. Without further ado:

Non – Games
Proteus -explorer non game
Minecraft
Journey
Noby noby boy
Undergarden – ecco like exploring
Linger in shadows cool interactive art
Flow – beautiful non game – disc version with flower and Journey – will flow's dlc still work?
Flower
Doki doki universe – scribblenauts + personality quizzes?


Retro
Genesis Collection – Jeremy owns this

Tower Defense
Sanctum 2 - 1st person tower defense – cool
Castle storm – td with action parts – looks cool – avoid queen dlc though
Field runners
Comet crash TD with offensive component
Vector td tower defense mini cool look
Pixel Junk MonstersPS3 version – tower defense
Core blaster – puzzley tower defense
Bloons td – dumb td
Savage Moon – tower defense

Arkanoid Clones
BreakQuest 2
Magic orbz
Shatter – more brick breaking, like breakquest – not that great looking

Horror
Lone survivor – 2d pixel horror
Hysteria project 1 and 2
Dead Space – 1 &2, 3 has salacious posters, peng
Siren: blood curse – doesn't look great, little girl level looks cool, has thing where you see through enemies' eyes
Alone in the dark inferno – not great horror

Open World
Simpsons -looks cool – open world
Bionic Commando – if no other cool open world swinging games – not really open world
Prototype 2

2d ship shooter
Sine mora +?
Luftrausers – 2d plane fighting, looks awesome
Astro tripper
Whos that flying -2d ship shooter
Flying hamster – 2d ship shooter
Red star – shooter and beat em up
Pixeljunk sidescroller
Pixel junk shooter 1 and 2
Jetpack joyride – more like a shooter
Soldner x2 final prototype –looks ok, this or another shmup, not both
Microbot – twin stick with traveling in human body
Mini squadron – rocketbirds like
Galaga legions DX – more like a twin stick
Beat hazard – twin stick – uses your music to generate level
Ion assault – twin stick, doesn't look too good
Sky fighter – 2d dogfighting like rocketbirds parts

2d Platformer
Rocket birds
2d adventures octopus
Guacamelee
Thexder neo – 2d transforming robot – cool
Crescent pale mist – cool 2d sidescroller
Klonoa – 2d platformer
Ghosts and goblins – the old arcade one, looks awesom
Black knight sword – bloody platformer
Wolf fang – 2d mech game, PS1, sprites, fast paced, LOOKS AMAZING!
Cloudberry kingdom – hardcore platformer
Gunstar heroes
Rocket knight
Magician lord – Altered Beast like old game
Explodemon – MegaMan like guy who explodes
Pix'n love rush – platformer with retro skins
Hard corps – contra like
Scarygirl – the mini looks ok, 2d platformer – ps3 version doesn't look great
Burger time world tour – burger making platformer
Sound shapes – musical platformer
Giana sisters – 2d plat
Mr. driller – fast paced ps1 dig dug
Super motherload – drilling down 2d
Duck tales – platformer
Spelunker hd
Pixel Junk Eden – look for bundle
Young thor
Megaman 9 and 10
Terrover
Panda craze
Tomba – use a walkthrough
Alien spidy – hard speed runney platformer
Castle of illusion – mickey platformer
Mutant mudds – 2d platformer
Dust force – hard platformer – looks ok
Ninjamurai – runner + shinobi
Derrick deathfin like ecco but a race – looks ok
Tales from space: about a blob – short 2d platformer
Moon diver – strider like
Rushn attack – stealth 2d platformer
Pow
Fancy pants – 2d platformer
Bonk's adventure – old platformer cave man

Weird Minis
Idiot squad – sheep follow tiles you lay
Sneezies – weird sneezing game – kinda like every extend extra
1000 tiny claws
Wackylands boss
Alien havoc
Coconut dodge
Beam em up
Duael invaders – 2 invaders at once, control both
Floating cloud god
Kaleidescope – trippy mini games
Hungry Giraffe – like coconut dodge – cool
Blimp
Age of hammer wars
Arcade essentials – to try q bert clone Evolution has asteroids, frogger, and cave gravity flyer
Paper wars – tank in a corner
Run ghost run – clone of shooting bubble split games
Me monstar – monster fighting running around – cool graphics
Speedball – future sports – looks not great
Normal tanks
Aero racer
Love Cupid – shoot and catch hearts

Puzzle platformer
braid
limbo
abe's exoddus – abe box?
widget's odyssey 1 and 2 – platformer with cutscenes
Fez
archibald's adventures – cool puzzle platformer
Edge – block roller – really cool – puzzle platformer
papo and yo – 3d puzzle plat
Portal
munch's odyssey
Thomas was alone
do not fall – puzzle platformer – fast
stealth inc – puzzle plat
brothers
Magrunner – portal clone w/cthulu themes
Vessel – cool puzzle plat – lead creatures around with cool ai
Kahoots – puzzle platformer?
A-men 1-2 military puzzle platformer
Pid – cool puzzle plat
revoltin youth puzzle platformer 2/ great soundtrack
sideway ny – puzzle platformer
Master Reboot - 1st person puzzle explorer
Rain – stealth/puzzle
Warp – puzzle teleporting – not super great
Pallurikio – weird puzzle platformer
Swarm – play as tons of blue guys who die, platformer
Snowy – puzzle platformer
ibb and obb – meant to be co-op
Funky lab rat
stick it to the man – puzzle platformer – not great
ethan meteor hunter puzzle plat with tele like funky lab rat – doesn't look as good though

Strategy
mecho wars
akimi village- non violent rts – short
first queen iv – rpg/rts – in japanese, but looks cool
battle of tiles – strategy – no info – awesome
stormrise rts commanded from troop level – supposed to be bad, but looks cool
x com enemy unknown within gene mods screen is salacious
planets under attack – galcon labsish
Eufloria – like galcon
star hammer tactics – SRPG – maybe
greed corp – maybe, primarily multiplayer
history egypt – or romance?
Supermarket mania – maybe best of these time casual games
hello flowerz real time gardening sim
romance iv
under siege – RTS
rock of ages – roll rock down a mountain
Ruse – WWII RTS – cool zoomable map

Point and click
Secret of Monkey island 1 and 2 (no tales of) – 2d adventure
strong bad
Machinarium – adventure game
myst
puzzle agent adventure- cool look, bad puzzles

Action/adventure
strength of the sword 3 – amazing looking monster hunter ish action game
Wolverine – looks amazing
okabu
blood omen
soul reaver
fly fu
pacman dx – fun pac man variant
eat them – 3d kaiju destruction – cool
dyad
Shinobi – ps2
psychonauts
demon's souls
lost planet – no #2, others ok
Majin – lead a giant around action – bad voice acting pretty
naughty bear – teddy bear manhunt – looks cool
fairytail fights – cute/ bloody beatemup – cool
Medievil
Stardrone – pinball like game – control spaceship indirectly
child of eden
future cop
orc attack – 3d brawler – not good – some cool boss designs
Lair – has patch for normal controls
Viking – button masher, some strategic elements, looks ok
Katamari forever – looks good
The Last Guy – weird maze in city game
dead nation
age of zombies
castle crashers
magic carpet
retro cave flyer – like velocity mini game
gatling gears – play greed corp first
Ico and Shadow HD*
Neutopia – zelda clone from back in the day
alien crush – old pinball
rotastic- weird grappling hook game
mystic heroes dynasty warriors esque ps2 game
sky dive – squirrell suit simulator – no replay value
captain america – decent action game
DW gundam 3 – crazy long DW stuff
Thor – beat-em up looks cool
Firemen 2 – sprite based japan firefighting – looks kinda boring
Cursed Crusade – bad looking 3d action
pac man ghostly adventures – bad 3d plat
il sturmovik -ww2 flight, nothing special
Blazing angels – ww2 flight
Hawx – looks ok, has cool 3rd person mode

Driving
split second – over the top racing game, fast and cool
Fuel – post apocalyptic open world racing
driver San Francisco – teleporting
full auto – combat racing with cool destructible environments
need for speed –most wanted – looks really fast,
Dirt 3 – rally racing
Nail'd – over the top 4 wheeler racing
baja edge of control – off rode racing with damage being important

FPS
Bioshock Infinite
carnivores dinosaur hunter hd - + an ice age mini version sequel
alien rage – fps with combos and score – looks cool
Turok – cool fps
jurassic: the hunted – dinosaur fps, looks ok
Singularity time travel fps – looks decent
Unreal – tourney 3 has single player that is bot matches w/story
operation flashpoint red river – methodical fps – red river?
Jumping Flash – maybe
Descent – on disc
call of duty – no black ops 2 – try modern warfare
Battlefield – bad company – more like call of duty – 1 and 2
sniper ghost warrior – 2 might be ok if desperate for military fps sniper only
Sniper Elite – v2 – same but wwii – better but wwii
Brink - 1st person – best for multiplayer – not good single player
Condemned 2 – ok 1st person brawler
Haze – not great 1st person shooter
punisher even single player is multiplayer bots - 1st person shooter
Resistance- 3 sci fi fps's
Timeshift – bad fps with time powers
Medal of honor warfighter – fps 3-4 hrs – looks ok

Puzzle
Vempire – puzzle game
voodoo dice – puzzle dice moving, like cube moving game
Digitiles – hard math game
auditorium HD enigmo like puzzle game with cool music effects
mad blocker alpha – tetris like with great art
Storm – nature puzzler
aqua panic puzzle game I don't understand -which is awesome
angry birds
germinator/ ms germinator – like bust a move in reverse
cubixx HD – not the mini
Droplitz – puzzle game
critter crunch puzzle game
Circles – puzzle math
Deflector – enigmo vibe
super stacker – puzzle stacking
puzzle dimension – ball rolling puzzle game
3d twist and match – spin 3d objects – puzzle
chime super deluxe – musical puzzle game
Influence – hard puzzle game

Runner
impossible game – runner
one epic game – runner with shooting
feisty feet – runner – racing
I must run – canabalt with levels that end

3rd Person Shooter
transformers war for and fall of cybertron
Wanted – looks cool, gungrave in slo mo
dark void - 3rd person jeck pack steam punk – cool
Stranglehold – like gungrave
the club - 3rd person shooter – run through going fast – looks cool
Ghostbusters – disc game - 3rd person – looks cool
g force - 3rd person shooter/ platformer – looks decent – bad story
Fracture - 3rd person – you can lower and raise ground
the bureau – cover shooter
splinter cell – try blacklist maybe?
ghost recon future soldier – near future 3rd person
dark sector - 3rd person boomerang throwing – sound is so bad I don't want to play
Fighting
Cyberbots – 2d fighter w/robots – pending esrb rating – looks good otherwise
Kareteka – different fighting
RPG
herc's adventures – top down ps1 action rpg – looks great
3d dot heroes
labyrinth legends – dungeon crawler
Adventure time – boring dugneon hack and slash
Alundra
dungeon explorer – old action rpg
rythym
Kickbeat – dumb rythym
pixel junk 4am – only if I get a move, still not that great

Saturday, April 5, 2014

The Last of Us SPOILER POST!!!!!

SPOILER ALERT! YOU ARE ABOUT TO READ SPOILERS FOR THE LAST OF US! TURN BACK NOW! THESE SPOILERS NOT ONLY RUIN THE STORY, THEY ALSO REVEAL GAMEPLAY ELEMENTS THAT WILL RUIN YOUR ENTIRE EXPERIENCE WITH THE GAME! TURN BACK NOW!

     So, the thing I talked about so much in my review that ruined the gameplay and made survivor mode harmless is the fact that even in survivor mode, the game will magically provide ammo and health packs for you. If you are low on health and can't make a health pack or find stuff to make one, Ellie will give you one. On my first play-through this happened from time to time and I thought nothing of it, but I realized you can actually rely on this in my second run.
     You can also use all of your ammo in every fight, and your enemies will drop you more ammo when they die. They'll drop some if you have ammo left, but if you are totally out or close to it, they will drop you A LOT. Trust me, I did this many times, and it works every time. Use all your ammo in every fight without worry, you will get more.
     That doesn't sound like too big a deal as you still have to win the fights, and there is some challenge to that. But the entire point of this game is managing your resources, conserving what you have, and searching everywhere to get the stuff you need to survive. And if you try to do that, the game lets you, and that's great fun. But it's an illusion; the game doesn't generate ammo for you unless you need it, so if you ration your supplies, you won't even notice this effect. However, you can run through the whole game without searching for anything and still be fine, as the game will generate ammo and health as needed. I understand why this feature exists in normal mode, as you could get yourself into a permanently bad situation if the game had limited supplies. But to have so much dropped in your lap in survivor mode is crazy! Survivor mode would be amazing if there was a set amount of supplies and you had to manage them. That's not the case. You wouldn't even ever really get stuck even if you did run out of ammo as you can stealth your way through most situations. It would just be harder, which is what it's supposed to be. Once I figured out I would always have ammo, I didn't search around anymore and I was very careless with my ammo. In other words, I was totally disengaged with the whole concept of the game. Not good. At least I didn't figure this out on my first play-through.
     As for the story, I won't go into too much detail on my thoughts, but here are a few things to think about.
You can't tell me that Joel is in the wrong for stopping a little girl from being murdered. I don't care what the greater good is, he's not in the wrong. Now, he might be in the wrong for going on a killing spree to save her, but that's another story. It's wrong of the Fireflies to kill Ellie. I haven't seen anyone agree with me on this on a message board, but I'm sure someone out there must agree with me.
     The ending is subtle and non-conclusive, which is not something you see too much in gaming (except for cliffhangers, which are usually poorly done).

I'M ABOUT TO SPOIL THE ROAD A LITTLE NOW, SO BE CAREFUL! DON'T READ THE NEXT BLURB IF YOU DON'T WANT THE NOVEL/MOVIE “THE ROAD” SPOILED FOR YOU!

     I think the ending is better than The Road's because The Road seems to spring a little hope on you in the end. It was abrupt and didn't fit perfectly in my opinion, although it's still a decent ending. The Last of Us kind of leaves things in the status quo. Life is horrible, there will be no cure. That's how we started, and that's how we end. Joel and Ellie have each other, but there will probably be problems between them in the future, if they survive long enough to have them. That ending fits into that world better than The Road's ending fits into its world.


The Last of Us Review

      It was a hard battle to keep myself spoiler-free on The Last of Us for the last however-many months, but I mostly did it. And, as usual, that's what I recommend for you too. The Last of Us is talked about in revered tones by many as a stellar achievement in gaming. Did it live up to the hype for me? Keep reading to find out, or skip to the wrap-up at the end.
     The Last of Us is a stealth/action-adventure/zombie game. It takes place in a zombie-style dystopian future where society has broken down in the wake of an infectious disease outbreak that makes people mindless and violent. The source of the outbreak is not something I'd seen done before in zombie fiction. I won't spoil it here, but it's disturbing to note that it has a real-life analog in nature. You play as Joel, a survivor of the initial breakdown of society who now struggles on with his life some time later. At some point he gets tasked and motivated to transport a young girl, Ellie, to a militant group outside of the quarantine zone he lives in. That's about all I'm going to tell you about the story. There's actually a whole lot more to even the set-up of the story, not to mention where it goes from there. But I'll leave it at that. The story is excellent. It's in the top echelons of gaming story-telling. It's very well written and does some things I haven't seen done in video game stories before. It's not my favorite gaming story, but it's very high on the list. It's hard for me not compare this game to The Walking Dead games that I've been playing lately. Fortunately, the games are very different. I will say that I personally think The Walking Dead's story is better.
     The left analog stick moves Joel, the right moves the 3rd person perspective camera. Select opens your backpack, which lets you craft items and use pills to upgrade Joel, as well as look at stuff you have collected. Note that this doesn't pause the game, so you can't do it in the middle of a fire fight. Square is your melee attack. If you have a melee weapon equipped, you'll automatically use that. If not, you'll use your fists. You want to mash it as fast as you can to get your melee combo going. Triangle lets you pick up objects you find. Circle make you crouch down. This makes you much quieter and slower, and lets you use cover during firefights. Cross makes you climb obstacles and ladders. The directional buttons let you equip stuff. Left and right select your guns, up and down select other items, like bombs, bricks and bottles, and health packs.       While you are picking a weapon, you can hold down cross to open up your backpack to pull out another weapon, as you can initially only carry one rifle-size weapon and one sidearm at a time outside of the pack. This also doesn't pause the game, meaning if you run out of ammo in your gun and need to pull another out of your pack, you better hide first.
     L2 causes you to run. R2 activates listen mode, which makes Joel crouch down and move slowly, but he can see enemies through walls if they are making sounds, such as footsteps or talking. This is really cool, as when you are trying to figure out where enemies are you need to use a combination of looking around and listening, just like real life. And finally, L1 makes him aim, and R1 fires. While aiming, you can press R2 to make Joel switch hands. This allows you to get the proper angle around cover if needed. When shooting, the reticle widens and becomes less accurate if you move, and shrinks and becomes more accurate if you hold still.
     If you sneak up on someone from behind, you can grab them by pressing triangle and then strangle them by pressing square (which takes a few seconds) or shiv them if you have a shiv (which is almost instant). You can also hold people as a human shield during a fire fight, which let's you fire your pistol. If you wait too long, however, your prisoner will break free from your grasp.
     So, what is it like to play this game? Well, you typically explore abandoned and destroyed cities and buildings and stuff. A lot of times, you'll run into infected people. Most of these encounters involve an interesting balance of 2 types of infected; runners and clickers. If a runner sees you, it will run at you and attack you. Clickers, on the other hand, are blind (due to the...problems going on with their head area), and hunt you by sound. You can sneak right past them if you crouch down and move slowly. However, if you go too fast or run into something that makes a sound, they go into attack mode, flailing about wildly. If they grab you, they instantly kill you, unless you have the skill that lets you stab them if you have a shiv available. So you have this great tension between enemies you can sneak by and enemies that can spot you and make you have to fight them, thus making a lot of noise and making all the clickers come running at you.
     Encounters usually start with you not being seen, so you can try to eliminate some infected by stealth. Runners can be choked out if you sneak up behind them. Clickers cannot be strangled. If you grab them, you have to have a shiv available to kill them (I probably should have mentioned that shivs break after 1 use awhile ago. You can start making better shivs later in the game though). You also can't kill a clicker by punching it, you must use a melee weapon or a gun. So you usually try to take out some runners without them seeing you, cause if they see you you'll have to shoot or beat on them, which will cause all the clickers to charge you, and then you are in trouble. Most of these situations are tense and fun as you try to take out a few infected and then get out of the area before any of them see you. Sometimes you'll get away. Other times you'll take a few out only to have a clicker hear you and attack and then you end up running for a defensible position and fighting off runners and just barely getting away or killing all the infected. Very fun stuff. Straight aggression will usually get you killed in these encounters, you need to have a plan and adapt on the fly to survive. There are a few more specialized types of infected as well, but they are much rarer, and I'll leave them up to you to discover.
     Other encounters are with gun and melee armed humans who are out to get you for one reason or another. Fighting them is quite different than fighting infected, as you might imagine. Often you end up in an area a group of guys is patrolling, and you have to try to take them out secretly before a firefight breaks out. Often you need to wait until people separate and then strangle them one by one. Trying to stealth kill people out of the sight of others is an art form, and you'll have many thrilling close calls trying to pull this off. If a firefight breaks out and you are outnumbered, that's real bad news. Coming out of cover means you will get shot, and you can only get shot a few times before dying. If stealth fails you, your best bet is often to run to a new position so that the enemy doesn't know where you are, and then shoot some of them from your new angle, or wait for them to split up looking for you and take them out. Fighting human enemies is just as thrilling and tense as fighting infected, although things play out totally differently. The differences between these two kinds of encounters and the multitude of locations and situations around these fights keeps the combat fresh throughout the whole game. From claustrophobic office buildings to wide open suburban neighborhoods and everything in between, there is great variety to be had in the tactics you'll have to employ to evade and defeat both crazy infected people and smarter, armed normal people.
     When you're not fighting, you're often scrounging for supplies; rooting through drawers and shelves in abandoned homes and offices. This part of the game has a very Bioshock feel to it, and just like in that game, it's pretty enjoyable. You can find parts that you can use to upgrade your guns at workbenches that you find from time to time and pills that you can use to upgrade Joel, increasing his max health and giving him new skills and making him a better shot. You can also find materials that you can use to make stuff. For example, finding blades and tape lets you make shivs. Oil and rags let you make either molotovs or health kits. Explosives can be combined with blades to make shrapnel bombs, or with sugar to make smoke bombs (protip – molotovs, shrapnel bombs, and smoke bombs are all super effective). Supplies are not in abundance. The world has a feel to it like it's already been combed over several times. You might open several drawers in a row and find nothing. But then, just when you are about to give up on searching, you might find some precious ammo or a cache of parts.
     Speaking of ammo, it's pretty limited. It's in stark comparison to many games where you might have hundreds of bullets at your disposal. Looking at your inventory is pretty pitiful. If you have 5 guns, your ammo counts for them might be, like, 3, 2, 1, 6, 0. That's why you need a plan in your fighting.
     There are many open, large areas in the game, but there are also some that have a linear feel to them. Many times in the larger areas, I didn't know where to go, and would have to explore. This was fun, and really added to the mood of the game, or the desperate feel of being pursued and not knowing where you are. Other times the guiding hand of the design is a bit too obvious. It's frustrating to see many, many stairwells in the game blocked off with furniture. If Joel wanted to go up those stairwells, he could move that furniture very easily.
     When you're not fighting (and also when you are) you'll be talking to Ellie, and whoever else you might be with. The game has conversations running all through it the entire time. They are great too. It's a great story (repeated for emphasis).
     One interesting choice is the way Ellie and your other companions behave during enemy encounters and the way enemies react to them. Namely, unless you are seen, enemies can't see and won't react to your companions. This is good, because your companions are very dumb when you are being stealthy, and will do stuff like run into clickers for no reason. Obviously the ideal thing would be if your companions had good enough AI to hide and be stealthy themselves, but this system actually works alright since it means your companions won't ruin your stealth plans. You just have to get over them doing obnoxious and stupid stuff and watching enemies totally ignore them. It's a shame and takes you out of the mood, but you get used to it, and at least it avoids the pitfall of your friends ruining every stealth sequence, which would be really broken. Fortunately, your friends do well when the non-stealth fighting starts to go down. They assist you and kill enemies on their own. It's pretty amazing when they actually save you from dying in a dramatic way that is often relegated to cutscenes, like jumping on the back of someone who is about to kill you, or smashing someone over the head with a bottle right when they get the drop on you.
     The game is long. It's longer than you probably think it is. I won't say how long, 'cause that's kind of a spoiler. It doesn't get old though, and the length really adds to the feel of the games.
     In the category of realistic graphics, it's the best looking game on PS3. The in-game graphics are great. Faces are expressive and environments look real good. There are some glitches in the environment, such as plants that move strangely when you touch them (plant-life glitches, just like The Walking Dead!). There are also pre-rendered cutscenes that feature some really realistic people. Ellie, Joel, and almost all of the other main characters actually look real in these scenes. 10 years from now, we might laugh at these renders, but right now my brain is fooled into thinking I'm looking at real people about 50% of the time.
     The music is mostly understated, adding a little mood hear and there. There isn't much in the way of epic scores highlighting a climatic scene, and that's a good thing for the feel of this game. Some acoustic guitar parts highlight the rustic feel of many of the locales and their denizens.
     The game is a really great experience on your first play-through. There are some genuine problems in re-playing the game though. First, the trophies set you up to play the game three times, which is one too many in a game this long and linear. First, you should just play it on whatever difficulty setting you want (I went with hard first). Then, you'll want to play it on survivor, the hardest setting. But there is a trophy for beating new game + mode. You won't want to play survivor on new game + mode as the whole point of survivor is to have it be hard, and new game + mode makes it easier. Survivor is probably too hard for your 1st play-through, so if you want all those trophies, you're looking at 3 play-throughs (at least if you follow my philosophies). Also, new game + is totally inappropriate for this game. There is only basic character growth and weapon modification in the game, which is fine. It's just that there is absolutely no point in carrying over that growth into another game. New game + is for games that have a lot of new content in their re-plays, such as new character growth, areas, and challenges. It's a great feature in many games with robust post-game content, but is pointless here.
     Second, about half-way through my 2nd play-though I discovered a game breaking fact about the game that makes it much less fun. I won't say what it is here because it is forbidden knowledge that will ruin your fun. After figuring out this... trick... the game became super-easy and a whole element of it was removed from the picture entirely. I was playing on survivor mode, which isn't that hard to begin with. It was disappointing that survivor mode wasn't as hard as it could be, and then to figure out this...idea... made it laughable as a challenging experience. I'd heard so much about the great challenge of survivor difiiculty, but unfortunately it is a joke.
     And even though I adored my first play-through of the game, re-playing a game is a big part of the experience for me, so it pains me to say that the game went down in my esteem quite a bit due to my lackluster experience with its supposedly hardest mode. I'll have a spoiler post up soon that goes over what exactly I am alluding too, but please don't read it until you're done with the game.

     Despite this disappointment in the post-game, The Last of Us is a stellar game. It's a compelling and different story that is extremely well-written and well acted. It draws some obvious inspiration from The Road, but I actually like it's resolution better than the end of The Road (I'm talking about the book, I haven't seen the movie). This story is coupled with a convincing world and a very fun stealth/action gameplay system that is a blast to play through the whole adventure. If you've heard that The Last of Us is very realistic, you might be surprised at some of the abstractions present, such as the generic parts and pills you use to upgrade weapons and Joel. But if you view these abstractions as tools to give you a feel for what's going on, the desperate, realistic theme shines through. It's a Great Game, tier 2.