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Showing posts with label Jason Arriola. Show all posts
Showing posts with label Jason Arriola. Show all posts

Monday, November 25, 2013

Video Game Review: Beyond: Two Souls

BeyondTwoSouls_Wallpaper

Platform: Playstation 3

It’s a rare occasion that a game comes along and compels you to see it through to the end in as few sittings as possible. Having something create a world you want to continue to be lost in is a rare treat indeed. Beyond: Two Souls, tries really, really hard to do just that. Maybe a little too hard.


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Sunday, November 24, 2013

Video Game Review:Dragon Fantasy Book II

Dragon-Fantasy-Book-II

Platforms: Playstation 3 and Playstation Vita


reviewed Dragon Fantasy Book One earlier this year. While I enjoyed my time with it, the “swing and a miss” battles sucked a bit of my enjoyment out of it. Hoping for something a bit more brisk this time around, I sat down with Dragon Fantasy Book II wanting something a bit more refined.


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Friday, October 11, 2013

Video Game Review: The Bureau: XCOM Declassified

Platforms: Playstation 3, Xbox 360 (reviewed), and PC

You really do have to feel for The Bureau: XCOM Declassified. It suffered through such a tumultuous development, that it’s almost amazing it made it into the wild at all. Chris Plante over at Polygon wrote a really interesting article about how it came to be in the shape it is today. Seeing the initial idea change to what is today was affected by changing of hands and the surprising success of last year’s XCOM: Enemy Unknown. If you’re interested in that, please do give it a read. Alas, I’m not here to talk about the game this started out being or even what the game might have been. I’m here to talk about what The Bureau actually is.

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Friday, September 27, 2013

Video Game Review: Brothers: A Tale of Two Sons


Platforms: Xbox Live Arcade (reviewed), Playstation Network, and PC

I’d have thought you crazy if you were to tell me that the same studio responsible for The Darkness and Chronicles of Riddick: Escape from Butcher Bay was going to make a game that would affect me emotionally more than any other game released this year. Brothers: A Tale of Two Sons is, as I mentioned on this episode of my podcast, is one of those “indie darling” games that gets the press all abuzz. After finishing it, if it asked me to put $5.75 in my pocket, grasp a cup of Kool-Aid in hand, and put white Nike Decades on, I’d do so without much second guessing.

Brothers is journey of two brothers on a quest to get a cure for their father’s mysterious ailment. While the premise seems like it’s been done before, you find yourself in a different situation than you’d think you’d end up. The brothers don’t take up arms to defend themselves and slay any evil that gets in their way. Instead, they do what most young boys would do – head out with only their wits and one another to depend on. It’s a fairly simple distinction from other games of its ilk, but it’s something that truly sets it apart.


Having nothing to rely on but one another, the two brothers head out on their journey for a cure for their father. Making their way out the village, you’re given more time to acclimate yourself with the control scheme. You control the older brother with left stick and the younger brother with the right stick. Now you might be thinking how difficult it would be to make the brothers do anything, given that your thumbs are occupied by controlling their movements. The simple, and slightly brilliant, workaround is that the corresponding triggers handle all of the interactions the brothers have.

While the control scheme is simple, it’s something that does take some adjustment to an otherwise-conditioned brain. When it syncs up, the choice to go this route is marvelous, although just how often that actually happens is likely to vary considerably from person to person. There are some people that it just clicks for, and once it does, they never have an issue with it again. I fall into the category of it working for a time, realizing that it’s working, trying to concentrate on it as to not break the flow, only to have just that happen. It was only a slight a hindrance for me as Brothers never really requires any sort of dexterous thumb work.


Any of the puzzles in the game that impede your progress are fairly simple and will rarely take more than a few minutes to figure out. There’s also not an overabundance of them, making the ones that are there fit smoothly into the world. They also never really stick to one particular thing for very long, introducing you to one type of mechanic and then moving on well before it wears out its welcome. A favorite of mine involved something resembling a gigantic hamster wheel, which seemed absurd for a moment until I thought about why it’s there and what purpose it would serve. Little things like that help sell the realism of a world that looks and feels like a fairytale come to life, similar to Fable (sans the chicken kicking and the rampant flatulence humor that Fable is known for).

Both the whimsical sense of wonder and the sometimes darker narratives of those fairytales are present throughout your journey. Never having a decipherable language in Brothers adds to that feeling as you use your imagination to fill in the blanks. There’s some amazing setpieces that the two brothers don’t themselves understand, making you feel more a part of their journey than you might otherwise. I was left dying to know just what was going on in many of the areas, but you move so briskly from area to area, that you never really get the chance to ponder too long on any one scene.


It’s a short journey through, taking around three hours if you don’t spend any time exploring as you go. Those that spend the time to poke their noses around, something I highly recommend, will find the most rewarding experience Brothers can offer. While none of the sidetracking affects the game’s outcome, the more you explore, the more of the enriched you’re going to find your time spent in the game. Interacting with things with each brother separately will often net you a different result. One of my favorite moments is coming across a house with a harp on the porch. Interact with the younger brother and you find that you might have a musical protégé attached to your right stick, while you find the older isn’t anywhere near as competent with the instrument. The villager sitting in front of the harp will also react differently to each brother’s attempt at playing it.

Such wonderful little experiences like that are a testament as to just how much care was given to the single button interactions. There are a few moments in the game that made me realize just how much weight is given to this simple mechanic, one nearly bringing me to tears and another, after realizing its use, bringing such a sense of elation that it nearly brought me to tears again (or I’m just a big sissy).



Brothers is one of those games that has people buzzing about it for good reason. With a truly unique control scheme, a beautiful aesthetic, and one of few stories that ever brought about real emotion for me, you’d be fairly foolish to not play it. The moments when the control scheme might not work for you can be a bit frustrating, but even falling on the extreme side of the negative of it, it never hindered my love for the tale it was telling or my desire to see everything the world had to offer me.

9 out of 10 silently crying game reviewers


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Sunday, September 8, 2013

Video Game Review: Summer Carnival '92: Recca

Platform: Nintendo 3DS Virtual Console


On the very rare occasion, we get a nice treat on Nintendo’s Virtual Console. We saw some games that never saw a release in North America come to the Wii through the service, giving people a chance to play them without spending a good chunk of change on importing or going through that grey area of emulation. I booted up my 3DS this past week to a rather nice surprise: Summer Carnival ’92: Recca. It never made its way to North America, as production for the cart was extremely limited, so it’s developed a bit of a cult following and the premium prices that go along with that.


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Friday, July 26, 2013

Video Game Review: The Last of Us

Platform: Playstation 3


Sometimes a game comes along and takes my feelings about it on a rollercoaster ride. The Last of Us did that so much, that I very nearly stopped playing altogether a few times. I didn’t understand the hype and adoration it was getting. I really felt like I was missing something, but I dug in my heels and kept at it. And boy, am I glad I did.

The opening sequence is a rather surprising bit of game design. You find yourself not controlling Joel, the character you’ll be controlling through the rest of the game. Instead, his daughter, Sarah, plays as your window to the game’s prologue as she’s awoken in the middle of the night. While pulling the ol’ switcheroo on who you play as isn’t anything new, the amount of detail put into this rather brief sequence speaks volumes about how much effort Naughty Dog, the game’s developer, put into The Last of Us. As Sarah climbs out of bed and wanders around the house, there’s a very deliberate slower pace to her movements that are subtly emphasized by an ever-so-slight sway to her movements, giving more weight to the feeling of just having been woken up and unsure of a situation.

As you move to the next section of the prologue, you’re still in control of Sarah as Joel and his brother, Tommy, drive off to get away from the city. While Joel and Tommy try to figure out what’s going on as they talk in the front seat, Sarah sits in the back seat and will move around as you spin the camera around to get a view of what’s happening. As you move the camera around, Sarah will clamber over the seats pressing on the windows and leaning on the car’s seats to brace herself as she looks around. It’s a very subtle touch that’s easily overlooked. The effort put into this incredibly brief sequence is something that wouldn’t be missed if not included, but its inclusion is a brief hint at the level of design craftsmanship that’s been put into The Last of Us.



Once the prologue wraps up, you’re put twenty years into the future to see humanity’s struggle to survive against their brethren, both infected and not. Humanity is its own greatest enemy and obstacle to overcome and it’s a great analogy for The Last of Us. The “inner demon” of what something is at its core is the struggle of not only the story of The Last of Us, but the struggle of the gameplay too often getting in the way of the tale that Naughty Dog is telling.

The actual “game” portion will be more than a bit familiar to people who have played through Uncharted 2 and/or Uncharted 3. From a pure mechanical perspective, you’re looking at a very similar game. It’s not quite as simple as that though. Ammo is far scarcer and your health doesn’t regenerate, making going guns blazing a la Nathan Drake not only  inadvisable, but nearly impossible if you plan on seeing the game through to the end. As in Uncharted, there’s cover to use, but you’ll be using it more to sneak around to set up stealthy kills and hide from opposition more than to pop up from between segments of mowing down hundreds of people as casually as you were putting a second bag of chips in your cart at the grocery store because they’re “buy one, get one free.”

The Last of Us tries to deviate from the simplistic, popcorn-action flick style of Uncharted and instead wants you to sneak around more. With your resources more limited for both dealing out death and keeping yourself alive, it would make more sense to take this approach. You’ll find sneaking about the best way to handle most situations because if you try to go full Rambo, you’re likely to either fail miserably or be left with so little in terms of supplies that you’re next encounter will be the end of you.



It’s when the game forces you into full combat without the stealth that can be a bit maddening. Too many times I found myself reloading a section time and time again because I thought I couldn’t find the proper sequence in patrol patterns to take down most of the enemies in an area only to find out that there was no alternative to full on combat. It’s a little disheartening to find out you’re doing it wrong without any real cue aside from constant failure. For a game that presents itself with such a wide array of being able to fight or avoid enemies, it seems like a bit of a blunder to not include some sort of hint that you can’t avoid certain sections. Actually, it seems like more of a blunder that those sections exist at all. They’re far more common in the first half of the game, but once you learn that there are areas you can’t get passed without taking on all comers, those instances will seem less annoying.

Joel will also improvise weapons and weapon upgrades with the simple crafting system. It works very logically as you strap on scissors blades to a lead pipe using duct tape you find laying around. You’ll craft makeshift grenades, smoke bombs, and molotov cocktails using things you find laying around. You’ll also find glass bottles and bricks throughout the world that you can use to both distract enemies and stun them so you get the upper hand on them.

Granted, the logic of some of the stuff is a bit silly, but you have to suspend your disbelief somewhat. Realistically, what are the odds you’d find a random ladder to climb an inaccessible ledge or a conveniently placed pallet to help Ellie, your companion through most of the game, get across some water? Those sections of simple puzzle solving seem out of place and largely unnecessary. If there was more to them than “find object to make next area accessible,” I wouldn’t have a problem with throwing some puzzles in. As they are though, they’re one of a few unfortunate design tropes that made their way into The Last of Us.

Looking to access higher area of buildings? You’ll be blocked off by groupings of furniture used to block off a stairwell that are so precisely placed, that no one could have placed them from any direction but from the side that you’re looking at them from. Why block off an area so others can’t get to it if you blocked it off in such a manner that there’s no way you could have gone back to that area? It’s a simple thing, but when there are so many little details crammed into The Last of Us, it’s hard to overlook the nonsensical ones.

Those simple details that make the world so nearly believable are sprinkled throughout your journey so generously; you might not even notice them. Bricks are found only in spots that would make sense. Finding empty glass bottles thrown about everywhere in a bar makes as much sense as only finding one or two throughout huge areas. When Joel goes to grab a low spot of cover, Ellie will go to occupy the same spot as Joel if there isn’t any other logical cover for her. At first, this looks like she might be clipping through Joel and might be another design detail somehow overlooked. Upon closer inspection (spin the camera ever so slightly), you’ll notice that Ellie is actually against the wall and Joel has adjusted his stance as to let her hide under his arm. Joel is protecting her. There’s something about this when I finally noticed it that really warmed me to both Joel and Ellie more than I thought I was going to.



Will you warm to them as well? Odds are good you’ll likely warm to both and then go back and forth constantly on one of them specifically. I’ll leave that statement as vague as possible in case you haven’t had the opportunity to play through it yet. Let’s just say there’s a very purposeful choice in the game’s title that might not become totally clear until the credits roll.

Deep down, what exactly is The Last of Us? Ultimately, it’s a game that’s perhaps a stepping stone for gaming as whole. While it suffers a bit from the foundation it was built upon, the incredible design of not only the world, but the more subtle and small touches of animation and dialogue make getting through The Last of Us an experience you shouldn’t pass up. Sure, the combat might muck it up for entirely too much of the first half, but once you get passed that and the areas that require you to take out everything become less frequent, it turns into the game that everyone has been hyping it up to be. You’ll be on a ride that you’re going to remember for a long time and is likely going to be copied for a long time.


8 out of 10 blown off infected legs.


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