Monday, March 12, 2012

Video Games in TV: Video Roundup


"Some TV shows just don't get it." Part of a periodical series: Video Games in TV.

Since I'm struggling a bit to find full-length episodes online (that I can watch for free), I figured maybe it's time to roundup a number of smaller clips that I caught on YouTube. They're each just a few minutes long -- not worth dedicating an entire article to, so instead we'll get several all at once. Embedded clips from Dexter, CSI: NY, The Big Bang Theory, and Seinfeld, with a special appearance from the movie Reign Over Me await in the full article with my brief commentary.

Sunday, March 11, 2012

Day One DLC: Why I'm Skeptical


A lot of people are getting irritated with "day one DLC" becoming a norm among AAA releases. The general idea is that you pay $60 for a game, and then they ask you to pay an extra $10 to get the "full experience," seemingly raising the cost to an outrageous $70. Some people feel like they're being cheated out of content that should have been included in the full game at no extra cost, and other people are just concerned about developers and publishers abusing their customers' trust with a fiendish scheme to pinch more money from your wallet.

I can't voice my opinion one way or the other, because I don't think I've ever bought a game on release day. This stuff doesn't affect me, personally, but I am wary of it. At the same time, I'm not sure I fully agree with some of the comments a former BioWare employee made in defense of day one DLC. As Christina Norman puts it, "There's no point in releasing DLC a year after your game has come out when most people have already sold your game back to GameStop three times."

That statement makes sense from a developer's standpoint, but I don't think it addresses the concerns of paying customers, while also justifying their DLC practices by almost (and very subtly) blaming retailers and their customers. It just feels more like an excuse to me, rather than a legitimate justification, and leaves me just as skeptical as I was before. More of my rambling thoughts on DLC after the jump.

Saturday, March 10, 2012

Dear Esther, Don't Come Back


* Note: this review is of the 2008 Half-Life 2 mod, not the 2012 retail release version.

How many years have I put off playing Dear Esther? Apparently four, by the looks of it, as the original Half-Life 2 mod was released back in 2008. When I first heard about it, I was intrigued. Experimental first-person narrative storytelling in a video game? A ghost story that emphasizes exploration and offers a uniquely haunting atmosphere? It sounded great, but for some reason I never played it. With the recent Steam release of a newer, updated version of the game, I thought maybe it was time to finally getting around to playing it.

And boy was it underwhelming. When the screen faded to black at the very end, my only thought was "that was it? This is the critically-acclaimed game everyone's been talking about all these years?" It does more than just "stretch" the definition of what constitutes a video game -- it brazenly defies it with practically zero interactivity. Even though the writing is rather poetic and the voiced narration is well-done, the story lacks any kind of narrative thrust. And so, I was not impressed with Dear Esther. More of my thoughts after the jump.

Thursday, March 8, 2012

Great Games You Never Played: Pathologic


"Fine, obscure gems." Part of a periodical series: Great Games You Never Played

Pathologic may be the most unique and remarkable game I've ever played. Developed by the Russian studio Ice-Pick Lodge in 2005, Pathologic plays kind of like a cross between Silent Hill and Morrowind. It takes elements from different genres (FPS, RPG, adventure, survival-horror) and blends them all into a uniquely weird, disturbing, glorious, compelling, brilliant, horrifying, surreal experience. Whereas most games strive to create bustling, life-like cities and locations, Pathologic instead offers a dying city.

You play as one of three possible main characters arriving in town just before a deadly plague breaks out. As the town falls into a quarantine state and the plague kills more and more people every day, your mission is to find a cure to the disease and escape with your life. You have 12 days to accomplish this, with each day bringing about new tasks and challenges that threaten your survival.

It's a wonderfully original premise that's also fleshed out with intelligent gameplay mechanics. The face of the city constantly changes as the plague sweeps through different districts and as people fall further into decay and madness. Your survival hangs on your ability to manipulate a brutally harsh economy while micromanaging limited resources. Staving off infection is not your only concern, however, as death can come just as easily at the hand of a madmen or from simple starvation.

The atmosphere this creates is simply phenomenal, with you really feeling (and seeing) the effects of the plague as you try to get by in this hellish scenario. I've never felt more vulnerable in even the most renowned of survival-horror games, and even the story offers a lot of intrigue and philosophical depth, if you can understand all that happens in this weird, twisted place. Pathologic is just such a monumental game, and it's a shame more people don't know about it. If you're in any way intrigued, continue reading to learn more.

Monday, March 5, 2012

Impressions of Payday: The Heist


Steam recently held a free weekend event for Payday: The Heist, an online co-op shooter about robbing banks and other such missions in the life of an organized gang of criminals. It plays a lot like Left 4 Dead, except instead of shooting zombies, you're shooting cops. Instead of getting incapacitated by hunters and smokers, you're getting incapacitated by special forces units called the "taser" and the "cloaker." Instead of having to make it to a safe house, you're (usually) trying to break into a sealed vault somewhere.

Payday has enough distinctions from the L4D series to make it feel fresh and interesting, and could certainly provide enough hours of entertainment to justify a purchase. The RPG-style leveling mechanics alone could ensure that there's enough incentive to stick around, but after four hours of playing, I wasn't quite ready to buy it. It's a really good game, nevertheless, that you still might consider checking out. More of my thoughts after the jump.

Wednesday, February 29, 2012

Top 10 Alternatives to Skyrim


So you've played 500 hours worth of Skyrim and have finally finished experiencing all there is to do? Or maybe you only played for a short while before getting bored with it? Perhaps you don't want to pay $60 for a brand new game, and don't even own Skyrim? For whatever reason, we all come to a point when we stop playing Skyrim and search for games to fill the void it's left behind, whether that be a craving for more games like Skyrim, or for good RPGs in general.

As it turns out, there are actually a fair number of recent "fantasy-themed role-playing games" that are all good and worth playing, so I thought I'd compile a list for anyone looking for an RPG fix after Skyrim. Continue reading for the full list.

Tuesday, February 28, 2012

Why New Vegas is Better than Fallout 3


After having torn Skyrim to shreds, thus tarnishing Bethesda's reputation for generations to come (all with the best of loving intentions for RPGs and the industry in general), I was reminded of my experiences with the two most recent Fallout games: Fallout 3 by Bethesda, and Fallout: New Vegas by Obsidian. Given that they're both Fallout games that even share the same engine, they're about as similar as two games from two different companies can be. And yet, the experience of playing them is markedly different, with a lot of people loving one and hating the other.

I didn't like Fallout 3. Bethesda has a real knack for developing interesting worlds and then filling them with mediocre gameplay, and so I found Fallout 3 a bore and a chore. It just lacked a lot of the gameplay and role-playing elements that made the original two Fallouts (and RPGs in general) worth playing. New Vegas, on the other hand, was the solution to virtually every complaint I had with Fallout 3. Whereas Fallout 3 was basically just "Oblivion with guns," New Vegas was Fallout 3 with Fallout.

New Vegas gets an undeservedly bad rap from people who never played the first two Fallouts. A lot of people were introduced to the world of Fallout through Fallout 3, and they criticize New Vegas for deviating from the formula Bethesda used in FO3. When it should really be the other way around. Fallout 3 is the black sheep of the series, with New Vegas demonstrating a return to form and showing us how a real post-apocalyptic role-playing game should be.

(For related reading, check out my other New Vegas article, "New Vegas is a Better RPG Than Skyrim.")