Sunday, October 28, 2012

The Slender Man is Always Right Behind You


Slender is a free indie horror game based on the mythos of the slender man, an abnormally tall, faceless man in a dark suit and tie. Occasionally spotted in the background of photographs, people reportedly go missing and disappear in his presence. He is an entity of pure fear, silently stalking people until they go mad. And then he takes them.

The premise of the game is pretty simple: you're alone in a pitch black wood with nothing but a flashlight at your disposal, tasked with collecting eight pages scattered about the woods. Who you are and why you're searching for these eight pages is never explained; it's just an arbitrary goal to give you something to do whilst being terrorized by the silent madness-inducing presence of the slender man.

My review continues after the jump.

Erie: Somewhat Eerie, Not So Scary


Erie is a free first-person horror game made by students of the University of Utah's EAE Master Games Studio Program, using the Unreal Development Kit. You play as Oliver Victor, a Red Cross investigator circa 1966, sent to search for missing workers after a nuclear power plant suffers a partial meltdown. Once in the facility, you become trapped and have to flee from the mutated horrors and escape with your life.

In terms of horror, Erie is competently designed at first, with effective (albeit somewhat crude) audio and visual effects contributing to the game's immersive atmosphere. For the first several minutes, that's basically all the game is: atmosphere. Your walk through plant provides a basic tutorial for controls, which should be perfectly familiar to anyone who's ever handled a keyboard before, while providing a few atmospheric scares to put you just a little on edge. Bats fluttering out from a vent in the ceiling, a woman crying behind a locked door, sudden noises, monsters darting past a window, and so on.

My reviews continues after the jump.

Thursday, October 25, 2012

Killing Floor Halloween 2012: Hillbilly Horror


The folks at Tripwire Interactive recently launched a Halloween event for Killing Floor, their popular co-op zombie shooter. Unlike last year's Halloween event, which was sort of underwhelming because it featured entirely recycled content, this year's introduces entirely new content including completely original specimen skins, a whole new map, eight new weapons, new character skins, and new achievements. Rather than go with more traditional Halloween imagery, TWI have instead elected to poke fun at redneck culture by having you fight mutated hillbillies around a series of trashy mountain homes complete with beer can wind chimes and flame-etched cars.

After the last two weapon updates, I kind of felt like new weapons were the last thing Killing Floor needed, but these new weapons actually feel new and different -- I'm actually excited about working many of these new weapons into my regular arsenal. I'm much less excited about the new map and specimen skins, for various reasons, but the one thing that's got me somewhat annoyed is that TWI are charging money for four of the new weapons. Something they said they'd never do. More of my thoughts on the Hillbilly Horror Event in the full article.

Wednesday, October 3, 2012

Quick Impressions of Borderlands 2


The original Borderlands was surprisingly fun -- it held my attention for approximately 200 hours across multiple characters and playthroughs -- but it had its fair share of flaws and blemishes which hurt the overall experience. A year ago I wrote an article briefly discussing the kinds of improvements I hoped to see in Borderlands 2, and with 15 hours now clocked in the sequel, I'm pleased to say that Gearbox have taken great care to polish their product. The changes are not particularly dramatic, mind you, but Borderlands 2 offers more of the same great fun from the original with lots of subtle, crucial refinement in the formula. 

Perhaps the most important improvement I've noticed thus far is that they've put a lot more effort into the quest structure. In the first game, quests were shallow, mindless objectives simply there as a means to promote more killing and looting, which sometimes made the game a tedious chore. The quests in BL2 are a little more involved than they were in the first game, giving you more of a storyline setup (ie, a reason to care about what you're doing) and generally more interesting, varied objectives. It feels like the quests are connected to the main story (and your progression through the game world) in a more meaningful way, as well. 

Saturday, September 29, 2012

The Walking Dead: Episode 3 - Long Road Ahead


Long Road Ahead marks the third entry in Telltale's The Walking Dead series, continuing the story as Lee Everett and his band of survivors set out from the motel in search of safer lodgings. Compared to the previous episode, this one feels like its ambition is a little reeled in -- it's not as thrilling or exciting as Starved For Help, but it provides a satisfying experience that keeps the pace moving all the way through.

The story this time around seems pretty straightforward, but it manages to feature some of the most emotionally engaging sequences of the series thus far. A few moments were particularly shocking to me (much more so than the previous episode's twist with the St Johns), and others handled a somber, morose tone so well that they had me sincerely empathizing with the characters. As it turns out, I care a lot more about these people than I've cared for most other video game characters.

More of my review awaits after the jump.

Tuesday, September 25, 2012

Demon's Souls vs Dark Souls


Now that I've played both games, it's time for the inevitable "Demon's Souls versus Dark Souls" discussion. When I played Demon's Souls back in April, I was immediately hooked. The combat just clicked for me, offering a far more satisfying and engaging experience than any other fantasy combat system I'd ever played. There was such a remarkable precision in every aspect of that game's design, making it one of the most unique and rewarding games of recent memory.

With Dark Souls came a promise of "more of the same" in a supposedly bigger and better package, complete with a new open-world design, more areas to explore with a greater variety of aesthetic themes, new online multiplayer mechanics, and an expanded range of weapons and armor. While Dark Souls does deliver in some aspects of the "bigger and better" promise, there are still a number of things I prefer about Demon's Souls. Detailed comparisons await after the jump.

Wednesday, September 19, 2012

Black Mesa Released, Rather Impressive


Black Mesa: Source, the fan-made source engine remake of the original Half-Life, has been in development for the better half of a decade now, and it finally saw an official release this past weekend. As I understand it, the last few levels are still yet to be completed, but what I've seen so far has really impressed me. The new visuals look just as good as (if not better than) the things Valve have been able to do with their own engine, with remarkable fidelity to the game's original designs but with all kinds of exciting new variations, as well.

It should be noted, however, that Black Mesa is not just a graphics overhaul -- it also spices up the gameplay by incorporating certain mechanics from Half-Life 2, such as a greater emphasis on physics manipulation and being able to light headcrab zombies on fire with flares. I've also spotted a number of retroactive continuity references to Half-Life 2 (such as a more prominent meeting with Eli Vance, among others), which help tie the two games together a little better and which serve as fun easter eggs for fans. 

Perhaps most importantly, it seems that the development team made a deliberate effort to fix some of the illogical architecture and engineering that bothered me so much in the original game. At the very least, I've noticed the tram ride from the start of the game is now designed so that lab operations no longer obstruct the path of the tram, so I'm especially impressed with that. So far I've only played up to the "We've Got Hostiles" chapter, but playing Black Mesa has been a wonderful treat for my nostalgia, because it's almost like playing Half-Life for the first time again.

Anyway, I have a bunch of comparison screenshots of the original Half-Life and the new Black Mesa scenes for you to peruse in the full article, to get a feel for just how much work went into recreating the environs of the original game. Note in particular several occasions where there's now something where there used to be nothing, meaning there's a whole lot of new stuff to see and experience.