Despite being very excited about this game and pre-ordering the collector's edition (contrary to my typical avoidance of pre-orders), it took a couple months before I was able to spend much time with it. My strategy guides for Civilization V: Brave New World was a lot of work and took up a lot of time. I was only able to play bits and pieces of Dark Souls II during that time and didn't make much progress. I was hoping to have a review out in time for the PC release, but that didn't happen. Then I was hoping to publish the review before the first DLC hit, but that didn't happen either. I'll probably review the DLC later, once all three have been released.
Full disclosure: I haven't actually finished the game yet, but I do feel that I've played enough of it to be able to write a review. If completing the game changes my opinion considerably, then I will revise this review as I've done with other games in the past (including the first Dark Souls). I've also considered getting the Steam version, since it may be better than the console versions. If I do play that version, I may revise this review to include opinions on that version.
But for now, I've only played the PS3 version,
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Is Dark Souls II a victorious successor to a masterpiece of design and storytelling?
Is Frictional Games working on a new IP? I'm a bit curious as to why they outsourced development of the aptly-named A Machine for Pigs to the third-party developer The Chinese Room. Frictional's staff did stay on as "producers" for this game, so I'm sure that the final product is still consistent with what Frictional would have wanted if they had developed it themselves, and I think the overall story was still written by people at Frictional (but I could be wrong on that account). In any case, the change in development team has certainly had a dramatic effect on the way that the new game plays. The very core gameplay of exploring a linear dungeon with a flashlight is retained, but all the mechanics and the underlying feel of the game are completely different than its predecessor. This isn't necessarily a bad thing, as Amnesia: the Dark Descent wasn't perfect.
Once again, the underlying premise that sets up Amnesia: a Machine for Pigs is that your character wakes up in a mansion with no memory of who he is or why he is there. Your early exploration of the mansion reveals some vague threat, and you are forced to descend into a deep dungeon in order to discover who you are and resolve the threat. Along the way, you'll encounter deformed creatures and collect notes and documents from your former self explaining the situation, as well as have the occasional hallucinatory flashback as your memory slowly returns. But if you're worried that this sounds too much like the previous game, then fear not: A Machine for Pigs takes an entirely different approach to the gameplay and has a totally different feel to the entire experience. [More]
Are you as sick of zombies as I am? They're everywhere. Perhaps the real zombie apocalypse won't be caused by radiation or a genetically-engineered plague; it will be caused by media corporations drowning our brains in zombie entertainment until we all go crazy and start eating each other.
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OK, sure, the creatures in Naughty Dog's latest adventure game, The Last of Us, aren't actually "zombies", they are humans infected with a fictionalized variation of Ophiocordyceps Unilateralis. But they're functionally the same thing. The "infected", as they are known as in the game, are mindless, mutated monsters that shamble around and eat any human they become aware of. And if they bite you, you become infected and the fungus takes over your brain, turns your flesh into spore-producing tendrils, and makes you a cannibal.
[LEFT] An ant infected with cordyceps.
[CENTER] A moth infected with cordyceps.
[RIGHT] A human infected with cordyceps, as depicted in The Last of Us.
The game takes place 20 years after the sudden outbreak of the human cordyceps infection that leads to the death of the protagonist's daughter. Society has collapsed into ruin, with the surviving 40% of people (including the protagonist, Joel) concentrated in quarantined ghettos in the remains of major cities. Joel is working as a smuggler, bringing food, weapons, and supplies into the Boston quarantine zone to be sold on the black market, and he is tasked with escorting a young girl, named Ellie, to a research lab out west. Ellie is unique in that she seems to be immune to the cordyceps infection. She was bitten weeks ago, and has suffered nothing more than some ugly skin lesions near the bite; whereas, everyone else begins to turn into a zombie within hours of being infected. This, of course, makes her survival paramount, and Joel must do whatever it takes to ensure her safe arrival at the lab so that the researchers can hopefully study her to find a cure or vaccine. [More]
Since Silent Hill Downpour failed miserably to scratch my survival horror itch, I’ve been looking for something else to fill that niche. I picked up Amnesia: the Dark Descent on a Steam sale for pocket change, and am very glad that I did.
Mainstream game companies don’t seem particularly interested in releasing good survival horror games. It’s a very niche market and difficult to find mass-market appeal. Modern horror games mostly ape off of Resident Evil 4 by being designed as an action shooter first, and survival horror game second (if at all). The genre is dominated by fast-paced "boo"-scare games like Dead Space and F.E.A.R., and gone are the days of the deliberately-slow-paced psychological games like Silent Hill 2 and Fatal Frame. The "survival" element has mostly fallen away since resource management is widely regarded as too tedious, and the "horror" is usually just represented with difficult combat.
But where mega-publishers and AAA developers have dropped the ball, the Indie market filled in the gap 3 years ago (Sept 2010) with Amnesia: the Dark Descent.
Amnesia goes to the opposite extreme as Resident Evil 4 and Dead Space. This game is not an action game. [More]
This review was originally published 01/21/2011 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
Across-the-board interface improvements and incredible new Pro Mode make this the definitive music-rhythm game!
This review is a bit belated. This is mostly due to the fact that I didn’t want to write a full analysis of the game until I had a chance to play the new PRO guitar mode, the controls for which weren’t available publicly until late December. So if you’re still on the fence about purchasing this game even though it’s been out since October, I hope this review helps.
Three new controllers for PRO Mode (top to bottom):
Fender Mustang controller (available late November 2010) has 102 buttons to simulate the lower 17 frets.
Fender Stratocaster Midi guitar (available spring 2011) is a console-agnostic, fully-functioning, 6-stringed guitar equipped with pressure sensors in the neck for finger-placement detection.
MadCatz Keytar (available at game release, but sold separately) is a two-octave midi keyboard that can be used to play keys, guitar, or bass parts of songs.
Analysts and sales numbers may be suggesting that the music-rhythm genre is dying, but Harmonix isn’t letting that stop them from trying to innovate. Rock Band 3 is a very ambitious project that adds a whole new instrument (the keyboard) and attempts to incorporate REAL INSTRUMENTS into the gameplay. I am thrilled to say that both of these new marquee features work excellently!
The game’s menus and interface have also been streamlined to include more filters for selecting songs and new menu widgets for each player that they can open and close anytime they want to change settings, drop in or out, customize their characters, and so forth. Speaking of character customization, you now have much more options for creating your characters’ faces by mixing, matching, and editing different parts of the face (similar to the customization options allowed in The Sims).
I bet you all want to know about how the new PRO Mode feature works, so I won’t waste anymore time, and I’ll dive right into this ground-breaking new feature: [More]
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