Given my history with the Uncharted series, I wasn't expecting great things from Bend Studios' Uncharted: Golden Abyss for the PlayStation Vita. I'd grown weary of the series after playing all three of the main installments back-to-back-to-back, but thought
Golden Rainbow Golden Abyss might be a decent game to play on a mobile platform where my expectations might be a little more restrained, especially since it didn't cost me anything as a PlayStation Plus subscriber. It turns out even my modest "I'll enjoy it for what it is" attitude wasn't enough to prepare me for how utterly boring and disappointing Golden Abyss would turn out to be.
Saturday, August 16, 2014
Monday, August 4, 2014
Survival-horror is one of my favorite genres, and yet I don't like most of the survival-horror games that I play. It's a difficult genre to pull off, considering the entire point is to instill feelings of dread and horror in the player -- if a survival-horror game doesn't do that one, specific thing, then it's failed at its job. I've played enough of these games that basically nothing scares me anymore, and I'm good enough at these types of games that the mechanics don't do much to inspire tension within me, either, so it takes a rare, special type of survival-horror game to satisfy me.
Silent Hill 2 was one such game. I didn't think very highly of it at first, but it grew on me as I played, and even stayed with me long after I'd finished. Looking back, I realized how much of an impact its story had in elevating a borderline decent-good gameplay experience to something truly excellent. Silent Hill 3 had the unfortunate luck of following what has been commonly regarded as a monumental survival-horror game; it's difficult to top a masterpiece, and SH3 therefore never achieved the same level of acclaim as SH2. In some ways, SH3 is actually a better game than SH2, but I wasn't all that impressed with it.
Monday, July 28, 2014
Once the reigning king and quintessential embodiment of the survival-horror genre, the Resident Evil series has spent the better half of the past decade trying to recapture its former brilliance. Unsuccessfully, it would seem. I used to consider myself a fan of the series, from the slow-paced adventure-style gameplay of the originals to the stronger action focus of the fourth main installment. But ever since Resident Evil 5, which was itself an underwhelming letdown, I've found myself cynically jaded by the barrage of spin-offs to have been churned out by the grand corporate machine.
Resident Evil: Revelations was said to be a return to form for the series, offering a gameplay and atmosphere style that more closely resembled the originals while still retaining the over-the-shoulder third-person-shooting mechanics and control scheme that made Resident Evil 4 so successful. Revelations blends those two game styles (survival-horror adventure and action-shooter) relatively well, but it rarely reaches the full potential that either of those two styles are capable of delivering. The gameplay works surprisingly well on the 3DS, however, which makes Revelations a pretty good game when you can't take your PC or consoles with you.
Monday, June 23, 2014
L.A. Noire showed a lot of potential back in 2011. Going down its list of features, we have: a unique setting and theme, based around 1940s Los Angeles in a film noir-inspired detective story; a finely-detailed open world to explore, complete with side-missions; an emphasis on old-school adventure-style crime scene investigations; and never-before-seen facial animation technology allowing for realistic interrogations. This game had a lot to be excited about, and all of the pre-release hype and post-release praise had me quite eager to play it. But, as is seemingly always the case with such critically-hyped games, I found it incredibly disappointing and overrated.
L.A. Noire is one of the most expensive games ever made, and it shows. An astonishing amount of research went into accurately recreating 1947 Los Angeles, right down to traffic patterns and smog levels, and every square foot of the city is rendered with extraordinary detail. The facial animations, meanwhile, are some of the most realistic I've ever seen in a video game. All of this historical and graphical fidelity comes at the expense of gameplay, however, as if developer Team Bondi spent all their time and money bringing this wonderful world to life aesthetically, and then forgot to design some worthwhile gameplay to bring it to life mechanically.
Wednesday, June 11, 2014
My wife won't answer my calls, my partner is secretly working for a shadow agency, I can't get in touch with the Seattle Police Department's Computer Crime Lab, and I can't remember the password to my own computer. Such is life for Seattle-based FBI agent Craig Willmore, who's been tasked by Assistant Director Walter Skinner with locating his two missing agents, Diana Scully and Wolf Mulder.
Released in 1998 during the height of The X-Files' popularity, the aptly and succinctly named The X-Files Game is a point-and-click, full-motion-video adventure game designed to look and feel like an interactive episode from the television series. Featuring a story conceived by the series creator himself, Chris Carter, and cast appearances by virtually all of the series' regulars, The X-Files Game uses the license with great authenticity and is a real treat for fans of the series. If you've watched the show, you'll probably enjoy seeing all of the familiar characters, picking up on the references and in-jokes, and perhaps even treating it as a "lost episode" of the series' mythos. The game behind the license, however, isn't all that good.
Friday, June 6, 2014
The Cave is a game in which two-to-five players take the role of speleologists competing to earn the most prestige for exploring a newly-discovered cave system. The board begins with only a single tile at the cave's entrance and then progressively fills itself out as players explore beyond the starting point, laying new tiles for each section of the cave that they choose to explore. Along the way, players will face perilous drops, tight crevices, flooded chambers, and underground wonders. To get the credit for these discoveries, players will need to be well-prepared with the right gear for the job, and will have to use their limited actions and resources wisely before returning to base camp to resupply. Whoever manages their resources best and explores the most of the cave wins the game.
I was drawn to The Cave for a lot of reasons, but the primary factor was that I liked the idea of an easy-going, tile-laying exploration game that I could play with a variety of people. Seeing your cave expand the longer you play, shaping itself into its own unique configuration each time you play is very appealing, and the theme of scientists exploring a cave is something that I think everyone can enjoy. More importantly, the rules are simple enough to learn that this game could be played by just about anyone. The Cave is therefore a pretty good game to play with friends and family members who aren't very big gamers, but I find it a little disappointing to play in any other context besides that.
Wednesday, June 4, 2014
Tomb Raider 2013 was the first Tomb Raider game I'd ever played. I liked it quite a bit, despite all of my criticisms, though I realized it was a very different type of game than what was originally established in the 90s by Core Design. To get some more perspective on the series, I decided to try the one-two combo of the original 1996 Tomb Raider and its 2007 remake, Tomb Raider Anniversary. Originally, I planned on playing corresponding levels in each game side-by-side for direct comparison, but I gave up on that endeavor after only completing the first level in the original game.
As it turns out, the original Tomb Raider hasn't aged very well, and I just couldn't bring myself to put up with its clunky control scheme after getting a taste of the more modernized Tomb Raider Anniversary. From what I could tell of that first level, Anniversary seems like a faithful remake that captures the spirit of the original game with all of the same setpieces and puzzles, but with obviously better graphics and better controls. Anniversary takes it one step further by adding some of its own original content in the form of extra explorable areas on the side with extra hidden rewards, which I think makes Anniversary the definitive edition of this game, which is not to be confused with 2014's Tomb Raider: Definitive Edition.
Whereas my opinion of Tomb Raider 2013 remained a flatline from beginning to end, consisting of enthusiastic enjoyment marred by disappointing missed potential, Anniversary marked a much more dramatic rise and fall as I played through it. I was so impressed by its level design, its puzzles, and its convincing emphasis on platforming and exploration over combat that I was prepared to declare Anniversary one of my all-time favorite platforming games early on. The more I played, however, the more I realized how much I'd grown to despise it.