
If not for overall "nostalgia fatigue", I probably would have been a lot more excited about RoboCop: Rogue City. I, like every other young boy who grew up in the 80's and early 90's, loved RoboCop. But the old 8 and 16-bit games of the era didn't really do the character justice. I'm honestly surprised that it took this long to get a modern RoboCop shooter. I would have thought that such an idea would have been perfect for the PS3 and XBox 360 era of dull, brown, military shooters. Maybe there were RoboCop shooters then, and I just missed them.
In any case, I had other games that I was playing when Rogue City released, so I put it on my eBay watchlist and waited for a cheap, used copy to come available. Joke was on me, as the game went on sale and was $5 cheaper on the PSN like the day after I bought my copy. But I wanted the disc anyway, so that I could pass it around between a couple friends who were also timidly interested in playing it, but not so much as to pay full retail.
If Teyon and Nacon really wanted me to buy Rogue City, then they should have given it full VR support. The RoboCop property seems like an ideal candidate for a VR game, and this game in particular seems well-suited to the VR medium. I mean, you're playing a first-person perspective as a cyborg! Being able to simply turn your head to point your gun in different directions to take down enemies from all sides would be perfectly in-line with the source material. Heck, it would even allow for blind shots with your back turned to an enemy. The slow walking speed of the character means players would be less likely to get motion sickness from free movement controls or nauseatingly-fast motion. Eye-tracking software could have potentially been used for tagging or locking onto targets, for some of the game's detective mechanics, and maybe to assist in setting up trick shots.
RoboCop would be perfect for a VR game! Too bad this isn't a VR game.
But alas, RoboCop: Rogue City does not have VR support. The potential is squandered on a simple first-person shooting gallery, that occasionally stops to be a light RPG about narc-ing on homeless people and writing parking tickets.
Robo-Narc
Honestly, the narc-RPG was actually the stuff that I liked most about Rogue City. I was having the most fun when I was patrolling around Downtown Detroit, issuing tickets, resolving citizen complaints, rescuing cats from burning buildings, and occasionally shooting up a drug den. There's a cathartic wish-fulfillment quality to spotting someone parked like an asshole, and slapping a ticking on their windshield. I think all of us (who aren't cops) dream about doing that from time to time.
Ticketing homeless people for loitering or littering is significantly less fun, which is why I usually let them off with a warning. I mean, it's not like they can pay the fine anyway, and they have nowhere else to go. I appreciated the game for giving me the freedom to let people off with a warning, and to not punish me with poor performance reviews, or something like that. I think upholding the law grants more experience, but there's plenty of opportunity for gaining experience without feeling pressured to have to throw the book at every loitering teenager or hobo sleeping on a park bench. In fact, the game often rewarded me for letting people off with a warning, by improving my "trust" rating with the general public, which resulted in better story outcomes at the end of the game. Apparently people like cops a lot more when they aren't callously writing tickets or gunning down perps without a second's hesitation. Who would've thought?! I'm sure it also helps to be a really cool, shiny robot man.
Writing tickets for asshole drivers is so cathartic.
There was probably room for Teycon to put more pressure on the player to uphold the letter of the law. The public trust system would probably also be more interesting in a larger, more open game, in which civilians are more present, and in which civilians might help or hinder the player depending on the public perception of your actions. Maybe that's an idea for any potential future sequel?
There's even a handful of characters who have branching stories and different outcomes based on whether you throw the book at them every time, or simply play the role of good-faith friendly-neighborhood narc. There's even a set of still vignettes at the end of the game (Fallout-style), telling the player how all these side characters fared in the end, and how your decisions influenced them.
This is some genuinely good stuff. The player is free to do some open-ended policing and make moral and ethical decisions about any given suspect's specific circumstances. I wish more of the game were this!
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Over the years, I have frequently recommended that people stop buying new games from AAA publishers at retail. Don't buy them at all, or if you do, wait for a sale, or buy it used. This is because the massive, international, conglomerate corporations that publish these games are sleazy, scummy, or outright evil.
They underpay their employees.
They abuse their employees with cultures of crunch.
They hang the Sword of Damacles over their employees heads with the perpetual threat of layoffs.
They report record profits to their shareholders and award billion dollar bonuses to executives on a Tuesday, and then lay off hundreds or thousands of workers on Wednesday because they "can't afford" to keep them.
Some publishers even have active cultures of sexual harassment and abuse of female employees, which their HR departments are happy to cover up or sweep under the rug.
They harass and ostracize transgender employees and hold their healthcare hostage.
They fight against unionization.
They overcharge for their products.
They sell un-regulated gambling to minors.
They sell half-baked or broken products at full price.
They cancel promising upcoming products with little-to-no rhyme or reason.
They want to take away the consumer's right to own the media that we buy.
The list goes on... [More]
860f709e-321c-4ad2-9fc6-ec6ece4e056d|2|4.5
Tags:Microsoft, Tango Gameworks, Arkane, Alpha Dog, Roundhouse Games, Bethesda, Sony, Japan Studios, retail, corporate culture, corporation, Activision, Blizzard, Ubisoft, Nintendo, Konami, Annapurna Interactive, From Software, Electronic Arts, EA Sports, Japan Studio, eBay, Hi-Fi Rush

Wow, this game was not at all what I expected -- but in a very good way!
When I first put Propagation: Paradise Hotel on my PSVR2 wishlist, I expected it would be more of a point-and-click puzzle-based walking-sim kind of game with some rudimentary zombie shooting. I was not expecting a full-fledged survival horror game with robust, immersive combat mechanics and open-ended exploration. And I sure as hell was not expecting the game to be nearly as intense or difficult as it proved to be. If you're squeamish about horror in the slightest, you probably want to stay far away from this game.
And when I say that Paradise Hotel is a "full-fledged survival horror game", I mean that it very blatantly evokes old school, classic survival horror design philosophies. Honestly, if somebody caught glimpses of you playing bits and pieces of this game, they could be forgiven for thinking that you were playing a VR adaptation of Resident Evil. Paradise Hotel draws very clear inspirations from the first Resident Evil game on the original PlayStation. From the hotel lobby that looks strikingly like the foyer of the Spencer Mansion, to the use and placement of save rooms, to the use of a first aid spray can for healing, to one particular enemy type that is the spitting image of a Tyrant, to the pacing of early-game exploration and puzzle-solving, Propagation: Paradise Hotel really does feel like a modern-day VR homage to the classic Resident Evil. And for the most part, I think the developers and designers at Wanadev Studio nailed all of it!
Paradise Hotel is deliberately evocative of the original Resident Evil.
At least, they nail the first half of the game or so. The second half of this short horror VR title is a little bit more shaky and uneven. It's still good! Don't get me wrong, I'm not saying that I think the game falls apart in the second half and becomes bad. It's good all the way through. The second half just diverges from the slower, methodical, exploratory play that perfectly captures the essence of retro survival horror, and starts to feel more like a borderline-unfairly-hard corridor-crawling action shooter.
Oh, and I want to apologize in advance for the poor quality of most of my screenshots. This game is incredibly dark. It looks fine in the VR headset, and the darkness makes the flashlight into a legitimately necessary tool. But all the streaming footage and screenshots that I captured are almost completely illegible. I couldn't find an in-game brightness setting, and the PSVR2's system brightness was at max, so I'm not sure what to do to get better screenshots and video capture. I tried increasing the brightness of the screenshots in Photoshop, but this left the screenshots looking washed out. So I promise you, the actual game looks a lot better than the screenshots in this review make it look. Maybe I need to disable HDR if I want screenshots and captured video to be legible?
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2d57a86b-35ab-4935-9f35-93015828a379|1|4.0
Tags:Propagation: Paradise Hotel, Wanadev Studio, PSVR2, VR, PS5, horror, survival horror, zombie, hotel, puzzle, save scum

I can't believe it's finally actually happening. EA Sports is finally releasing another college football game. After 10 years of having nothing but Madden, fans of video game football will finally have another big-budget, AAA football game to play. Yeah, sure, it's still from EA -- it's not like this is a new 2k football game or anything -- but it's something.
EA has released 2 trailers for EA Sports College Football 25. The first one was just a teaser, with a spokesperson talking about how excited they are to be back, and how much they love college football, how they've listened to feedback, and how committed they supposedly are to making the best game possible. I didn't talk about that initial trailer because there wasn't much to say about it. It was just a bunch of promises from a company that has not done anything in the past 20 years to make their promises mean anything.
The first teaser for EA Sports College Football did not show anything of substance.
Basically, my reaction to that initial teaser, and its promise to deliver "the game this sport deserves" was "Uh huh, sure. I'll believe it when I see it."
Well, now there is an actual gameplay trailer that shows us something of substance. And it's actually pretty good. Honestly, this trailer is better than I expected it to be. Much to my surprise, it did give me some nostalgic goosebumps.
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When Infinite was first announced, I (and many others) had assumed that it would just be an official release of the New Horizons total conversion mod for Stellaris. That mod was huge, offering tons of factions and covering the entire breadth of Star Trek canon from the Original Series all the way through Discovery (and even some Kelvin-verse-inspired content). Unfortunately, that ended up not being the case, and Star Trek: Infinite proves to be a major downgrade from New Horizons.
The "New Horizons" mod for Stellaris included all eras of Star Trek.
Despite its title, Star Trek: Infinite is surprisingly scaled back in scope. It only includes the Alpha and Beta Quadrants, and only 4 playable factions: the Federation, Klingons, Romulans, and Cardassians. I understand not including factions like the Dominion and Borg as playable factions. They actually make more sense as a form of "final boss" that invades the Alpha or Beta Quadrants to provide a late-game challenge that could help make the end-game of a 4-x strategy less tedious, less easy, and more interesting. And I also understand not including smaller, "alien-of-the-week" factions like the Gorn, Tholian, or Sheliak as playable factions. Although I wish more of them would show up as NPC factions. But I really think that factions like the Ferengi Alliance and maybe even the Breen should have been included. The Federation is peaceful and diplomatic, while the other 3 factions are (broadly speaking) different flavors of militaristic. The mercantile, yet exploitative trade-based play style of the Ferengi would have been a good change of pace from the other factions.
Worse yet, however, is that Infinite doesn't cover the breadth of Star Trek history that I had hoped it would. The game begins with the Romulan attack on Khitomer, for which Worf's father was framed, and shortly after the Cardassian occupation of Bajor. And [spoiler alert!] the Borg start appearing at the fringes of Federation and Romulan space within an hour or 2 of starting a new game. It takes place entirely within the scope of The Next Generation, and does not contain any content from Enterprise, The Original Series, or the "lost era" between The Undiscovered Country and Next Generation.
Star Trek: Infinite is limited in scope,
taking place entirely within TNG era, and having only 4 playable factions.
Unfortunately, Paradox killed support for this game prematurely, and it will not be seeing any additional updates or DLC. Initially, I had expected to see a lot of DLC that would fill in the gaps, because Paradox has always been known for the ridiculous amount of DLC that they always sell for their games. I expected to see DLC packs that would push the start of the game back to the 22nd or 23rd centuries and include Enterprise, Original Series, and "Lost Era" ships and storylines. I thought maybe we would see factions like the Ferengi, Gorn, Tholians, Kzinti, Xindi, Sheliak, and maybe even the Vulcans and Andorians show up as playable factions. And I had also anticipated expansions that might add Gamma and Delta Quadrant content, such as playable Dominion, Breen, Kazon, Vidiian, Krenim, Hirogen, and maybe even Borg factions, while also expanding the size of the galaxy.
But now, none of that is going to happen, and the only way Infinite will see any new content is if modders decide to take on these tasks. It would be cool if the "New Horizons" modders would move some (or all) of their content into Star Trek: Infinite, as it might give this game a new life, and help it live up to its true potential as an era-spanning Star Trek grand strategy game.
[More]
6bbe630f-75a5-46f1-98e0-8af900bdef89|0|.0
Tags:Star Trek, Star Trek: Infinite, Paradox Interactive, Nimble Giant Games, Stellaris, New Horizons, Stellaris: New Horizons, mod, PC, Steam, 4x, strategy, space, anomaly, exploration, war, diplomacy, envoy, warp, Federation, Starfleet, Klingon, Romulan, Cardassian, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star Trek: Birth of the Federation
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