Amnesia: the Dark Descent game banner

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: the Dark Descent - invisible water monster

Amnesia goes to the opposite extreme as Resident Evil 4 and Dead Space. This game is not an action game.

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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.

Rock Band 3

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.

Rock Band 3 - PRO instruments
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!

Rock Band 3 cover art

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:

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This review was originally published 06/21/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
I originally tried to review this game in the shoes of an objective game critic instead of a Silent Hill fan. As such, I was far too generous to it. In the time since the game's release, my opinions of it have changed dramatically, and I'm a big enough boy to admit when I'm wrong. Thus, I will include updated commentary in areas of this review where my opinion has changed, and I will not disregard my fandom for the sake of mass appeal. :/

Silent Hill: Shattered Memories

Silent Hill: Shattered Memories cover art

Climax perfectly poorly mixes the premise of the first Silent Hill with the psychological story-telling of Silent Hill 2 while laying the foundation for new "Horror" gameplay mechanics.

I’m a long-time fan of Silent Hill. I started with Silent Hill 2, which is my favorite game to date, and eventually made my way through the first game all the way up to the PSP’s Origins and last year’s craptacular Homecoming. I was very bothered to hear that Konami had disbanded the team that had worked on the first four games after the mixed critical and fan reception of The Room, and gave the development to a new team. Developers Double Helix and Foundation 9 completely dropped the ball with Homecoming, but Climax did a passable job with the story of Origins (even though the gameplay mechanics weren’t all that great) and Climax did a horrible job with Origins as well.

As you’re probably already aware, Shattered Memories is a re-imagining of the first Silent Hill game. It is NOT a port, nor is it a remake. Harry Mason gets in a car crash in the outer edge of the town of Silent Hill and wakes up to find his seven-year-old daughter, Cheryl, missing. He’ll proceed to explore the town of Silent Hill to find her, and along the way, meet several interesting annoying characters including a police officer named Cybil Bennett. But the similarities end there.

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This review was originally published 06/16/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.

God of War III

I was expecting an epic masterpiece for the conclusion to Kratos’s vengeance, but instead I got a merely passable sequel.

The first two God of War games on the PS2 were epic action adventures that gave players an amazing sense of scale and grandeur. The action was fast and fluid, and the platforming mostly worked. The games were also insanely difficult, but never to the point where you felt you wanted to throw the controller down in disgust (well, except for the log-tight-roping in Hades in the first game).

God of War III promised bigger, better, more. After all, how could fighting off the minions of the gods on the backs of immense Titans as they climb up the side of Mt. Olympus on your way to a final confrontation with Zeus himself possibly go wrong? Well, unfortunately, we’ll never know. The game’s previews promised that amazing premise, implying that a majority of the game would be these breathtaking action sequences and combat on the backs of the Titans. But instead, this is only about the first half an hour’s worth of gameplay. Then it’s back to the traditional God of War gameplay that you’re used to. This wouldn’t be bad, if not for the fact that the game doesn’t execute itself quite as well as the previous games.

God of War III cover art

Other reviews are celebrating the game’s sense of scale and scope, but I found that it wasn’t nearly as expansive as the previous games. Most of the game has you going back and forth between Hades and the top of Mt. Olympus. You’d think that’s a pretty big ascent, but it’s not. You fly straight up the middle of the mountain (or fall down it) several times, and other instances of travel from top to bottom or vice versa are done via teleportation portals. So while it’s convenient, it fails to mimic the first two games’ feelings of epic trekking through exotic locales.

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This review was originally published 09/14/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.

Final Fantasy XIII

Defines a new genre: the "On Rails RPG." I hope it’s a short-lived genre.

Final Fantasy XIII cover art

The "Final Fantasy" name is synonymous with "quality." The idea that any FF game could ever be bad is tantamount to gaming blasphemy. The reputation is well-deserved, as the franchise has consistently provided incredibly compelling characters and story with rich, interesting worlds, and deep customization and character development options. The franchise has completely reshaped the fantasy role playing world. With Final Fantasy XIII, the developers took some radical new directions in every aspect of the game. Unfortunately, these changes severely hurt the game, since they practically take away the need for the player to do much of anything. It reminded me of the girl, Yorda, from the game Ico, being grabbed by the hand and dragged around by Ico all over the castle. In fact, the game could be considered a whole new genre: the "On Rails RPG."

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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