Sunday, November 10, 2013

Folklore: Such a Folking Disappointment















Folklore hails from the early days of PS3 exclusives -- back when the console cost $600, was the size of the monolith from 2001: A Space Odyssey, and sported that slick, stylish stupid-looking Spider-Man 3 font -- back before trophies even existed. Good exclusives were a little hard to come by back then, and when Folklore was released back in 2007 it seemed to fly largely under the radar. Given its relatively obscure status, interesting premise, and promising beginning, I was ready to feature Folklore as the next entry in my "Great Games You Never Played" series, but the more I played it the more I became disappointed with it.

Folklore stars two playable protagonists, both of whom arrive at the quaint town of Doolin at the behest of mysterious messengers. Ellen, a young college student, receives a letter from her supposedly dead mother urging her to meet at a cliffside in Doolin; Keats, a journalist for an occult magazine, receives a phone call from a woman in fear of being murdered by magical creatures called faeries. Unable to find their respective contacts when they arrive in Doolin, they witness an apparent murder and become key figures in uncovering the mystery of a few deaths that have been looming over the towns' surviving residents for 17 years.

Sunday, November 3, 2013

Dragon's Dogma is Pretty Damn Good















Dragon's Dogma is an open-world hack-n-slash action-adventure role-playing game by members of Capcom who had previously worked on games in the Resident Evil, Devil May Cry, and Breath of Fire series. To me, Dragon's Dogma feels more like a cross between Skyrim (in terms of its open-world exploration and quest structure) and Dark Souls (in terms of its combat and its dungeon-crawling feel), which pretty much makes Dragon's Dogma the best of both worlds. After sinking 128 hours and counting into a single playthrough, I feel confident in saying that Dragon's Dogma is one of the most compelling games I've ever played in this genre.

Dragon's Dogma begins with the resurrection of a dragon prophesied to bring about the end of the world. After emerging from a hole in the sky, it sets its sights on the small fishing village of Cassardis, the hometown of the player's self-created avatar. While attempting to fend off the dragon, the player becomes marked as the "Arisen," the hero destined to slay the dragon when his heart gets ripped from his own chest, creating a bond between the Arisen and the dragon. The dragon flies off in possession of the Arisen's heart, while the resurrected Arisen begins his epic journey to fight the dragon and reclaim his heart atop the Tainted Mountain.

Thursday, October 31, 2013

Outlast: Over-hyped and Overrated















If you believe the hype, Outlast is the scariest game to hit the market since Amnesia: The Dark Descent. In case you somehow missed it, Amnesia is the game that basically set the new standard for horror games back in 2010. I was extremely impressed with Amnesia when I played it and still consider it one of the best horror games ever made. Outlast takes a lot of lessons from Amnesia, and indeed it even feels a lot like Amnesia (which is perhaps reason enough to play it), but unfortunately my high hopes were dashed by what turned out to be a simplistic, repetitive survival experience. Instead of being the new heralded champion of horror games, Outlast feels more like a merely "average" horror game.

The game begins with you as Miles Upshur driving up to the front gate of the Mount Massive Asylum. You're a journalist who received an anonymous tip warning of illegal activities at the psychiatric hospital; you're there to document evidence and expose the story. The only thing you bring with you is a battery-powered video recorder, capable of recording in complete darkness thanks to night vision. In the beginning, Outlast seems to get the formula right, with this introduction sequence emphasizing a slow, atmospheric build-up before your adventure descends into madness. It's calm, creepy, and foreboding with the lightest sprinkling of jump scares to keep you wary of what you might encounter up ahead.

Thursday, October 24, 2013

Ain't No Rest For the Wicked - Killzone: Mercenary
















The PlayStation Vita is a pretty powerful piece of technology capable of delivering console-quality gameplay. With its dual joysticks, large screen, and impressive graphics processor, the Vita seemed poised to become the first handheld to deliver a proper first-person shooter experience. And yet in the system's 20 months on the market there have been fairly few FPS games, most of which have been received by gamers with a decisive yawn of indifference. Enter: Killzone: Mercenary.

Killzone: Mercenary is the FPS that Vita owners have been waiting for ever since the system's launch back in February 2012. It's been a while since I played a console FPS and I've never played any of the other games in the Killzone series, so I can't vouch for how well it holds up to any current console shooters or the Killzone series, but Mercenary is leaps and bounds above any FPS I've ever played on a handheld. Even compared to what I've come to expect from "typical console shooters" (imagine me saying that as disdainfully as possible), Mercenary managed not to piss me off and actually impressed me a little bit.

Monday, October 21, 2013

Dazed and Confused: Gravity Rush















A young girl wakes up in the gutters of Hekseville, a towering city in the sky, with no memory of her past or her own identity. Accompanied by a black, star-speckled cat, she's immediately thrust into action to save the life of a young boy whose house is being ripped from the city structure by a gravity storm. It's then that she becomes aware of her powers -- or rather, those of the cat who follows her -- to shift gravity. With this ability she runs along walls and even flies through the sky, but despite rescuing the boy, she's unable to save the house, and is met with contempt by the townsfolk who still look down on her and her kind; gravity shifters.

Gravity Rush, a PlayStation Vita exclusive (and one of the most compelling reasons to own a Vita), tells the story of Kat and her gravity-shifting companion Dusty as she attempts to adjust to life in Hekseville while putting her superpowers to good use. Initially, this means finding a place to live and furnishing it, but she quickly becomes a key figure in fending off the monstrous "nevi" afflicting the city, and in restoring sections of the town lost to the gravity storms. It's basically a superhero origin story with lots of deep, subtle storytelling and tons of mind-bending, gravity-altering physics bent around platforming, combat, and exploration.

In a market saturated by sequels and franchise spin-offs, it's always refreshing to play a completely original game with its own unique identity. Gravity Rush is a solid new entry from Project Siren (makers of the Siren series), but as with basically all new games, there are a few kinks holding it back from reaching its full potential. It's a diamond in the rough -- fun to play and pretty to witness, but rough nonetheless.

Monday, October 7, 2013

It's a Jungle Out There: Tokyo Jungle















Tokyo Jungle has quite the unique premise -- after humankind has mysteriously gone extinct in Tokyo, the urban city has become a sprawling jungle for animal wildlife. You play as an animal attempting to survive in this jungle, scavenging for food, defending yourself against bigger and stronger animals, claiming territories, and reproducing. When I bought the game ($14.99 on PSN), I was expecting a slow-paced, realistic survival simulator with a unique twist -- that would've been such an awesome gameplay experience. But it turns out that Tokyo Jungle is a much faster-paced, arcade-style roguelike. Not what I was hoping for, but the game is still surprisingly addicting.

Tokyo Jungle consists of two gameplay modes -- "Story" and "Survival." In story mode, you play specific scenarios with certain objectives that tell a loose story arc for different animals. The story mode, however, is not the game's main emphasis; it's survival mode. The entire game is built around survival mode, with the story missions consisting of derivative survival mode mechanics forced into certain situations. In fact, you can't even play the story missions until you've unlocked them in survival mode. The story missions and unlockable story logs are a welcome component, offering a little more depth and insight to the backstory of what happened leading up to the current situation, but if you're looking for something more than a survival roguelike, you should probably look elsewhere.

Tuesday, September 24, 2013

PlayStation Vita Impressions















A week ago I made a bit of an impulse purchase on the PlayStation Vita, intending to get some quality mobile gaming done during downtime at work. Over the summer, I'd been using an old hand-me-down PSP-1000, but used it almost exclusively to play old downloadable PSOne classics, since hardly any of the actual PSP games interested me. The Vita seemed like an appealing option since it retains the same backlog of PSOne classics as well as various downloadable versions of PSP games, all on newer and better hardware with the expanded library of Vita exclusives. The recent price drop to $199.99 USD was also an appealing factor in the decision. 

I bought four Vita games with the device: Gravity Rush, Soul Sacrifice, Dragon's Crown, and Killzone: Mercenary. Of these games, the only one I've played thus far is Gravity Rush, which has proven to be a pretty fun experience. The Vita came bundled with the full first season of Telltale's The Walking Dead, which I've already played on PC. I was also able to download the Vita version of Playstation All-Stars for free, courtesy of Sony's cross-buy policy, since I'd already bought the game on PS3. Finally, I bought the updated PSN version of Spelunky, after having played the original version extensively on PC. These are the seven games I have to start my Vita library, and here are my thoughts on the system after one week of use.