Sunday, 13 July 2014

This Week In Games, July 13 - 19, 2014

Written By: Tyler

Another week, another quick rundown of the games releasing this week. Now, this isn't every single game, so instead I picked games of interest. Most of the games in this feature will be games I want to play, but I will give an honest opinion on each and every one. Just because I don't want to play a game doesn't mean a game isn't an important release. The release date for these are all the North American release dates because that's where I live.



July 14

LIGHT


Coming Out For: PC
Genre: Puzzle/Action/Adventure
Gameplay: http://www.gamespot.com/videos/quick-look-light/2300-6420020/

LIGHT is a top-down stealth game where you sneak, steal and hack. It's not unlike Hotline Miami in ways, though it has less emphasis on violence and surrealism. It's supposed to have a good narrative, and maybe it will, but I'm having a hard time getting past the visuals. Playing as a square in a game like this annoys me a little bit.



Infinity Runner


Coming Out For: PC
Genre: Action
Gameplay: https://www.youtube.com/watch?v=2zBtpvWXK4M

Infinity Runner is a lot like Mirror's Edge, which isn't a bad thing. It's first-person and you just do a lot of running in a Sci-Fi environment. The trailer that I linked above makes it look like it's going to be pretty intense, so I will probably play this one.



July 15

Abyss Odyssey 


Coming Out For: PC, PS3, Xbox 360 (July 16)
Genre: Platformer/Action
Gameplay: https://www.youtube.com/watch?v=xtKd6paqhEg

Abyss Odyssey is a side-scrolling platformer/action game. You have three characters to choose from and then you can either hack and jump your way to victory by yourself or with a friend. It's nothing original, but it could be fun. The mechanics look solid.



July 19

Freedom Planet


Coming Out For: PC
Genre: Platformer
Gameplay: https://www.youtube.com/watch?v=1zlMtd4zeI0

Freedom Planet reminds me a lot of Sonic, if I'm being honest. That's not a criticism because the speed in the game makes it look like a good time, especially to those who miss the 90s. It appears that there are multiple characters to play as, and secrets to discover. I think Freedom Planet will end up being a fun little romp, a reminder of the games that kids in the 90s played (including myself).




That's it for this week folks. It's not a huge week in terms of big releases but there is still a bunch of cool little games seeing the light of day. Until next time, thanks for reading, and feel free to tweet me @ArtBathednCrime.

Thursday, 10 July 2014

All Arguments Should Be Solved With Rock-Paper-Scissors -- A Divinity: Original Sin Review

Written By: Tyler
Platform Played On: PC



Rating: 9/10
Verdict: Divinity: Original Sin could use a little bit of polish here and there, and there are some minor design choices that I don't agree with... but despite all that this is a fantastic RPG in the vein of the classic computer RPGs.


Are you tired of games that hold your hand and tell you exactly where to go, who to see, and even help you wipe your own ass? Enter Divinity: Original Sin, the latest installment in the Divinity series.

In Divinity: Original Sin, you play as Sourcehunters and you're doing what that name implies. trying to rid the world of that pesky Source (not the game engine, though that would be neat considering I got the game on the platform that Valve owns). You begin your tale as two characters that you get to create, and the first main quest you end up doing is investigating a murder. From there, things get deeper and more complex.


Character creation seems like a good place to start. When you start a new game, you have the opportunity to create two characters who will end up interacting with one another throughout the game. There is a good variety of classes to choose from, abilities and traits to choose and statistics to level up. Leveling up ends up being in-depth but not overly so. It never reaches the point where you're confused but some levels allow you to level up three different things, but most levels allow two: abilities and stats. The only problem, at first, with this is that the game doesn't really explain much about things like skills so there's a little bit of trial-and-error involved. Of course, it all becomes clear but that initial creation screen is a little daunting because of it.

There's a reason that you create two characters as opposed to one. You can actually play this game co-op because of this, though that's not something I have done because it seems more like a single-player experience for me. However, I can see how co-op would be fun because the other reason you create two characters is because they end up having conversations with each other and you can choose whether they agree or disagree. Maybe your one character is more violent and goes one way, only to have the other be a voice of reason. Or perhaps they just agree with each other. The joy of Divinity: Original Sin is that not only can you make these choices, but they actually impact the game and your own statistics.

For example, my male first character agreed with the female second character, and "Romantic +1" flashed on the screen. You will see things like this continuously throughout the game, and if you press I, which is your inventory/character screen, you can keep track of what their relationship is. This will provide bonuses or debuffs.

It's important to note that you can develop your character however you see fit, basically. You can put points into anything, but obviously you'll want to specialize in some things to get the maximum effect. You don't put points into learning spells and techniques, but rather you acquire skill books. How many spells you can have of each type is dependent on how much you've leveled up each particular skill. Divinity: Original Sin has a system where you can choose to forget spells in order to replace them with another. But be careful, because these aren't like your first heartbreak -- once they're gone, they're gone, and the remains of that broken alliance will not stay with you. The spells will leave too.

Choice reigns supreme in this game on pretty much all fronts. If there's something you want to do in the game and it makes logical sense in context of the world, then you very well might be able to do it. I'll just give a few examples of some of the things you can do.

  • You can't unlock a door because you don't have the key. No problem! Just break it down using your weapon (but be careful because they have levels of durability). Better yet, just use magic to do it.
  • You are a kleptomaniac and you're standing in a shop, but there are people all over the place and you're trying to keep a good reputation among the townspeople. Just use your party members to distract the people by getting them involved in conversations and use one character to walk around and loot the place senseless. This is incredibly satisfying.
  • There's a troll guarding a bridge, and he wants toll money. You don't have any, so you could intimidate him, reason with him or charm him. This will bring up the funny yet alluring rock-paper-scissors argument system where you have to win a few games of it, unless your charm is infinitely higher than the other person. It sounds silly, but I like it.
Those are just three examples, but it all adds up to a game where you feel like you can influence what goes on around you. Between how you interact with the world and how you level up your characters, it's very easy to feel like you're actually involved in this world.

This choice is a double-edged sword in ways too. There's a brief tutorial at the beginning if you want it, but it probably won't prepare you for what this game has to offer. It gives the basics, but it's all a little disorienting once you begin. The game harkens back to a time where there was very little hand-holding. There won't be waypoints telling you where to go all of the time, and the journal doesn't always tell you where to go so it's best to try to remember what people say to you because if you forget you may not be able to easily find out again.

Once a while something will flash on screen to give you directions, and the journal will on occasion be enough, but there's no denying that this game wants you to pay attention. You can look through previous dialogue but that's just a pain because there isn't an easy way to sort through it. In this day and age where games often lead you along, this could be seen as a refreshing game mechanic to some. I am torn on it, if I'm being honest, and I'm not afraid to lose my gamer-cred by saying this: I don't mind being able to click on a quest and get told where to go.

Luckily though, they've done a pretty good job of making being lost a viable action. It's a beautifully realized, colourful and vibrant world so exploring it is nice on the eyes. It's also not a cinematic RPG so it doesn't take you away from the game.





There are also a lot of quests in this game, and even if you don't know where to go, wander around and you will find a quest. They're scattered throughout the world, and the best part of them is that they're actually fun to do.


That's because they aren't just fetch-quests. Sure, in any game like this there's that element, and I'm okay with it, but there are a bunch of ways to do things a lot of the time, and because the game doesn't hold your hand, there's enjoyment in discovering it yourself. Even the beginning of the main quest, where you investigate a murder, ends up actually being a murder investigation where you walk around, talk to people and get involved. It's not L.A. Noire by any means in the way it handles a crime scene, but for an RPG of this type, it's pretty genius quest design. It doesn't stop there, but I don't like to give away much of games when I review them.

While I don't actually think that the plot is anything innovative or intriguing, it does handle it relatively gracefully with a lot of reading and a sense of humour. Some of the quests are a little silly, and the characters alternate between light-hearted and deadly serious, and this extends to the NPCs as well. There are also funny little touches thrown in here and there, such as your character disguising himself as a rock, or a bush, when he/she is sneaking around.


I have a few minor gripes that I should finally touch on because I've basically been gushing this entire time. The shop system is a lot different than most RPGs which makes an experience we've done a million times feel fresh, but I'm only half into it. You can walk around and barter with anybody in the game that isn't an enemy, and they may have money or they may not. They always have items to sell but it may not be much. It's an amusing take on the economical structure of the world because a lot of people appear to be poor, but sometimes it's annoying walking around town trying to find someone you can sell yourself to.  It'd be nice to just have a go-to hub where you can sell everything once in a while.

The game makes it a little annoying to do mundane tasks such as comparing your inventory when you're shopping. You can't just press the button to scroll to the next one, you have to actually click on the character portrait on the side in order to choose them. Otherwise you could be comparing a weapon that someone is selling with the weapon you're holding, only it's focused on the character you're currently controlling rather than the inventory screen that you have up. The lack of polish in some of the areas of the game add length to the game that shouldn't be there, and having to walk around town trying to find someone to sell things to is not what I call "real" gameplay. It's fluff, it's pretend, it doesn't make playing the game more positive and only extends it in the most superficial way.

Keep in mind that those criticisms are extremely light and do very little to detract from my own enjoyment. I just found that sometimes inventory management was more of a chore than it should have been.

I purposely left the combat until the end because it could be the best part of the game. It is turn-based, and not unlike what we've seen before in that regard, but the developers have put a lot of effort into making each battle its own entity, rather than just a series of "blah" encounters.

You have your bar at the bottom, and they all have cool-down periods. You have so many action points per turn, which can be preserved and added to the next turn, and everything takes up an amount of points. Obviously AP is key in combat, and as a side-note, you can equip weapons that are above your level but your AP usage will be higher because of it.

The game allows you to manipulate the elements in fascinating ways. Here's a very basic scenario to explain what I mean. I'm in combat, and it's an area that has a lot of fire on the ground. Not wanting to be inflicted with a burning status (which will take away my HP each turn, much like poison), I cast a rain spell that puts out the fire and allows me to walk on it freely. In the process I've just made myself, my team and the enemies "wet," which is also an ailment. The enemies were on fire before but now they are normal, and there was one particular enemy who would have exploded once hit but the rain put out his fuse, rendering him useless. Not only have I made the enemies less dangerous, but if I use a shock spell I will inflict more damage because, as you know, if you blend water and electricity together... unfortunate things happen.

Before I learned to settle all disputes with Smash Brothers, I used Rock-Paper-Scissors.

That's just one example of what can happen, but it's something that makes battles interesting. If you decide to play Divinity: Original Sin, be prepared for this kind of thing to happen. Also be prepared to be frozen, tripped, poisoned, lit on fire, and a host of other things in your playthrough, because the enemies are nasty. Be smart, and use the environment to your advantage, and you will survive.

As you can see, if you've put yourself through reading my crap, Divinity: Original Sin is one of the best RPGs of the year. So far it's probably the most complex. Though the story isn't outstanding, and there's a lack of polish in some miniscule ways, it's a compelling, addictive RPG that is easy to sink a lot of hours into. Just be prepared to work for everything you accomplish because while the game isn't crushingly difficult, it likes to slap you around a bit.


Tuesday, 8 July 2014

The Wolf Among Us Episode 5: Cry Wolf Review

Written By: Tyler
Platform Played On: PC



Rating: 9/10
Verdict: Season 1 of The Wolf Among Us concludes like it should, like a good TV show would, even if the watch-more-than-you-play aspect of the game might be off-putting to some people.

Here we are: after months and months we have the final episode in the first season of The Wolf Among Us, the Telltale Games series based on the acclaimed "Fables" comic book series. You play as Bigby, the Big Bad Wolf, and what started as an investigation into the murder of Faith has snowballed into something that threatens the very well-being of Fabletown. I have no intention of giving away key plot points in this review, so don't worry.

If you've been following my reviews for every other game in this series, outside of four which I actually forgot to play until two days ago, you'll know that I basically say the same thing about every new installment, which is this: amazing story, but these games will never get 10s out of me because of the core gameplay mechanics, which are simplistic at best.

Is someone going to tell him that there's something wrong with his left eye?

Let's talk about the good first, though, because this has consistently been one of the best told and most interesting story in games since they started. From the very beginning, Telltale Games have done a wonderful job keeping up a story with lots of twists and turns that, outside of a hiccup or two, has moved along at a brisk and brilliant pace. The very premise of The Wolf Among Us is one I'm in love with, despite not giving myself to the comics (yet). I absolutely love seeing the dark versions of all the fables we grew up on thrust into these situations.

The weakest link the series was episode four, which didn't hit as hard as it should. We are normally given a great cliffhanger to keep us clamoring for more, but episode four left us cold. It's not that I didn't want to continue, because I knew that episode five would start off with a bang do to the circumstances that episode four left us in. It wasn't even a terrible ending, but it felt more like a bridge to a cliffhanger rather than a true cliffhanger. It just wasn't a great place to stop.

However, episode five rectifies that by being the best in the series, which any season finale should aspire to do. The action is quick and intense right from the beginning. There are a lot of scenes that build tension tremendously. Episode four was a little light on letting you control the action, even by The Wolf Among Us standards, but episode five fixes that too. It has some of the most exciting action in the entire series, and it's extremely satisfying.

Speaking of satisfying, it also has the best scene in the series so far. After all this build, we are treated to something that was a long time coming and it lived up to the hype. Obviously I won't spoil any of it, and I hate being so vague because I just want to gush, but I'll let you experience the entire episode for yourself if you haven't already.

Just a regular night.

This episode pulled at my heartstrings more than any episode before it, and it's nice to see that even at the very end they left us with a choice and a plot point that makes us scratch our head and ponder it until season two starts. 

It's true, that even when you're playing this series you're not really playing, and it's with that that I level the same criticism I always have: more gameplay is needed. I'm a very open-minded gamer, and I have praised tons of games with the gameplay is light. I loved Beyond: Two Souls and Heavy Rain, and I haven't given The Wolf Among Us lower than an 8 on any of the episodes. 

However I will always feel that the core element of video games that make them special, and superior to all other art forms, is that they are interactive in the purest sense of the word. Before we had great graphics and advanced technology, we had the ability to control the action on the screen, regardless of how simplistic it was. 

I know that this is what Telltale Games does, and in this case I praise their ability to craft an engaging and intelligent story, but the gameplay consists mostly of some quick-time events and making dialogue choices. The fights allow you to click on the screen to interact with objects, but these are clearly laid out and the choices are minimal. It's better than nothing but it's not the most compelling thing ever. 

Admittedly, there's a great deal of choices to be made, so the game does a pretty good job of keeping you busy with that. Your choices do matter, and because of this I often second guessed my choices and thought as hard as I could about them in the limited time frame that I had to make them. I think more games should have the depth in dialogue that this series has. I want to feel like I've impacted things with the decisions I make, and The Wolf Among Us has done a great job of giving me that feeling of accomplishment throughout the entire season.

Still, it's hard for me to shake that feeling that with a little more gameplay I'd be immersed in the experience. It doesn't have to be much because each episode is short, but it would be appreciated. I have enough faith in them that they could have created a conventionally fun game while retaining the elements that make this series special. I don't think they'd ruin it with crappy game mechanics.

Everything else is the game is handled well. The visuals, as always, feel like a comic book and the little touches breathe life into the characters and the city. Outside of a few wonky parts, like cars moving incredibly awkwardly, they did a good job with this. 

As a whole, this season has been very rewarding even with the hang-ups of minimal gameplay -- though I am aware that some people aren't bothered by this at all -- because we have very capable people behind the story, which is where a game like this has to shine. Fortunately for us, it does. If you haven't played it yet, pick it up now and play through it because even all the episodes together would end up being less than fifteen hours. Give yourself to it, appreciate what it's offering.

Monday, 7 July 2014

The Top 10 Games of 2014 (So Far)

Written By: Tyler

We're a little past the middle of the year, and I love "Top 10" lists, so I think now is a good time to give a quick rundown of my favourite games of 2014 so far. Let's get right to it.









10: Earth Defense Force 2025 - I'm a little disappointed with Earth Defense Force 2025 because in a few ways they've improved the experience, but then they've dampened it in a few ways as well. They've improved classes like the Diver (jet pack), and they have some neat other classes, but I feel like one of them is broken and the other wouldn't be any fun unless you're with someone. Still, it's the same Earth Defense Force that I know and love, so it has to be on there because it's just mindless fun.


9: Jazzpunk - Jazzpunk is a parody/homage/satire of the spy genre, and it's one of the funniest games I've played in the past ten years... and it's one of the funniest of the year. It's a joy to see how silly everything is in this game.


8: Donkey Kong Country: Tropical Freeze - Even though I've always enjoyed Donkey Kong Country, it's not a series that I get excited for when a new game is announced, especially when I feel like the developer should have made a new IP or just done another Metroid. But despite all that, Donkey Kong Country follows a familiar formula but it's an awesome platformer.


7: South Park: The Stick of Truth - It'd be easy for South Park to just rip on the role-playing genre, and it certainly does that, but it embraces the genre at the same time. It's a solid, though pretty linear (as if a linear game is bad), and has solid game mechanics. If you don't like South Park you won't like it as much, but I love the show, and I feel like that should go without saying. Obviously the humour of South Park is the main draw, but even if you took it away there'd be a pretty decent RPG here.


6: The Floor is Jelly - The Floor is Jelly uses a bunch of different tricks to keep the platforming fresh, and it has a beautiful soundtrack by Disasterpeace, who should be indie video game music royalty by now. The ending also caught me off-guard in the best way possible.


5: Charge! - At the beginning of the year I was disappointed by a Jake Clover game, but then I played this later on and it reminded me why I love the game. It isn't much, but it's a lot of fun. It's essentially just a repetitive run-and-gun shooter but it's surreal and uses an excellent song by Jack King-Spooner really well.


4: Mario Kart 8 - I have a few beefs with the way they handle online and the Battle Mode is ass, but it has a good amount of re-worked old tracks and brand new ones. The driving is Mario Kart at its best, especially when you consider how nuts some of the tracks are.


3: Metal Gear Solid V: Ground Zeroes - If this was The Phantom Pain, I have no doubt that this would be number one -- I can already call my game of 2015. Since this is so short and is more of a teaser than anything, I dropped it down a point and only gave it a 9. The gameplay is awesome and dynamic, and I can tell from the limited experience that The Phantom Pain will be awesome... but it's hard to shake the feeling that this is an overpriced demo.


2: Sluggish Morss: Ad Infinitum - Jack King-Spooner released the third game in the Sluggish Morss trilogy -- a series full of surreal and odd social commentary -- and it's a doozy. It's easily the best entry in the trilogy, and while I still feel like it would do him well to add some real gameplay (not just walking around), it's one of the best games of the year due to the style, visuals and the story.


1: Diablo 3: Reaper of Souls - I'm considering an expansion a game, especially since this, and the update before it was released, re-works the Diablo 3 experience drastically. Diablo 3 was a good, even great, game with a bunch of flaws, but Reaper of Souls fixes pretty much all of them but one. The only flaw I think the game still has is the level system, but they'd have to do a complete overhaul to fix that anyway. The new act that they added was incredible, the music actually sticks out and is one of the best soundtracks of the year, and the new Adventure Mode adds a lot of replay value. Reaper of Souls made me go back to a game that I already put over a hundred hours into.

Sunday, 6 July 2014

This Week In Games, July 6 - July 12, 2014

Written By: Tyler

Welcome again to another edition of the cleverly titled, "This Week In Games." If you can't tell by the title, each week I tell you what movies are coming out. I check the release dates according to Gamespot and the "video games in 2014" page on Wikipedia to get my games, so blame them if the dates are wrong. I refuse to take any accountability for my actions.

These are only North American release dates because that's where I'm from and I try to keep it to new releases as opposed to games that are just getting ported, unless I feel they're a big game. I have rules that I probably consistently break, but oh well.

A final note is that it's not every game released in North America: it's only games that I think are of interest, whether that's because they're a huge release (even if I don't care) or if they're games I'm interested in myself. Let's get to it.


July 8

The Wolf Among Us Episode 5 - Cry Wolf


Coming Out For: PC, PS3, Xbox 360 (July 9), iOS (July 10)
Genre: Adventure
Gameplay: https://www.youtube.com/watch?v=umw8QPW5tiw

I actually forgot to play Episode 4 so I have to catch up, but I will say this... from my experience this has been an excellent series with a great story. I always criticize the lack of gameplay because I'm not real into these games where you mostly watch, but to its credit, it does allow you to make quite a few choices in conversation and when you're fighting someone. But anybody who is into this type of thing, this is a must-play because really, it has been a suspenseful thrill ride so far.



One Piece: Unlimited World Red


Coming Out For: 3DS, Vita, PS3, Wii U
Genre: Action-RPG
Gameplay: https://www.youtube.com/watch?v=uohkYxCcgvQ

Truthfully I'm probably not the best one to sell you on this, because I know zilch about the One Piece manga and anime, but I will try purely from a game-fan perspective. This is an action-RPG from the looks of things where you have real-time battles and you can catch bugs and go fishing. It looks like there's some decent freedom when you're walking around too, since you can grapple hook your way up to places and whatnot. It doesn't look like anything original, but it looks like a nice blend of some cool things, and if I didn't have Episodes 4 and 5 of the Wolf Among Us to go through, while also being knee deep in Divinity: Original Sin (review coming at some point), then I'd probably give this a go.



Mousecraft



Coming Out For: PS4, PS3, PC, PS Vita, Linux, Mac
Genre: Puzzle
Gameplay: http://www.gametrailers.com/videos/d4lal6/mousecraft-debut-trailer

Want something cheesy? This may be the game for you. Basically what you do is help your mice get cheese by moving blocks to allow them to proceed. The game is described as Tetris meets Lemmings, and that sounds about right.



July 9

The Escapists


Coming Out For: PC

Genre: Action/Adventure

Gameplay: https://www.youtube.com/watch?v=wpF3LFlXgSc#t=25

Unfortunately this is only hitting Early Access July 9, and I don't think I'll make a habit out of including Early Access games in this feature (because I don't like including unfinished games), but The Escapists looks fascinating, and when I know there's a really interesting game hitting Early Access I'll include it. Think of all the great prison-break movies that you've seen... now think about playing in them, only with pixel graphics and no Morgan Freeman. The Escapists sets you in a prison and you have to escape. There's a reputation system where the cons will react differently to you depending on what you do, a crafting system because every game needs one since Minecraft (just a joke), light RPG elements and apparently gang warfare. Count me in, honestly, because this game seems neat.






July 10


The Red Solstice


Coming Out For: PC

Genre: Action/Shooter

Gameplay: https://www.youtube.com/watch?v=Dt1c8AayNhY

The Red Solstice is a top-down shooter where you choose from 8 different classes and fight hordes of monsters, whether in a single-player story mode or with 7 friends in the co-op mode. The levels are randomized and resources aren't unlimited, so each playthrough will be different and you have to manage your ammunition or y'know, you will die. I'm always up for a top-down shooter because we don't get AAA versions of these types of games anymore and they're one of the genres I grew up with.




July 11


Terraria

  Coming Out For: PS3

Genre: Action/Adventure/Platformer/Builder

Gameplay: https://www.youtube.com/watch?v=UGo7iMUcxLc

I guess Terraria isn't out for every system yet? Like Minecraft, it appears that we get a port every few weeks. That isn't a criticism because it's a good thing. I played it on PC and it's a great game with a little more focus on combat and exploration than Minecraft. If you are into mining and building things, then this is the game for you because it is seriously awesome.

On a final note regarding Terraria, it has a perfect main theme. It's so dinky but makes me want to explore and dig for hours.



Any games coming this week that I missed that you are into? Yell at me on Twitter @ArtBathednCrime or just leave a comment in the comment box below. Thanks for reading!

Saturday, 5 July 2014

Kickstarter Games That Deserve Funding Volume 1 - InSomnia, The Deer God and Midora

Written By: Tyler

We live in an age of Kickstarter now, where developers flock to the website and go directly to the gamers to fund their passion projects. Whether this is a good system is hotly contested among gamers, but I thought it'd be interesting to make a feature where I talk about a few games that seem interesting and deserving of your hard-earned (or easily-earned, no judgement) money.

For any of these, it's smartest to go to the Kickstarter page and see a detailed description of their project right from the people making it, but I will use this opportunity to sell you on the game enough that you'll want to click the links.


Midora
https://www.kickstarter.com/projects/1867607597/midora-0?ref=category


Midora is a throwback to games like Zelda and Secret of Mana. Though I'm not a huge Zelda fan in general, I'm big into Secret of Mana. I'll just let them describe the story:

Midora is a colorful world, crafted by an ancient architect with the elements as his tools. For an eternity after this creation, those elements populated the world, fashioning cultures and kingdoms all their own. They contested each other for land and prestige, and when the world was finally overwhelmed by the strife, the architect came back down to seal the elements away, preserving the world for its lesser inhabitants.

  This harmony lasted for centuries, until even the eldest tribes had only vague memories of the conflict and its participants. The town of Seawind will be the first to remember the Inferno in earnest.
 
  Enter Snow, the lead character of this adventure. A young girl growing up on the edge of Seawind, she embarks on what starts as just a simple chore, only to uncover the catalyst in a war as old as the world she lives in. On her journey, she will encounter help and obstacles in various forms. Elderly town matrons, kings, long extinct races, burly blacksmiths, and the living elements themselves will play a role in Midora's newest story, but it falls to Snow herself to see it to the end.
The main gameplay mechanic is that you can control water. At the beginning you will be weak, obviously, but as the game progresses you will become a lot better at it. I like the idea of being able to manipulate water.

Besides that, it is an action-adventure game like we've seen before but that doesn't mean it's bad. There are no levels but your sword and shield have their own levels, and there will be little stealth elements that allow you to do critical damage.

There is also over 200+ items to get, along with 12 dungeons and 6 towns to go to. Of course, there will also be secret areas that you can find. You can use alchemy to create your own items, or just find them.

It does seem to truly blend together elements from the two main games that influence it, and that's definitely a good thing.



InSomnia
https://www.kickstarter.com/projects/1892480689/insomnia-an-rpg-set-in-a-brutal-dieselpunk-univers?ref=nav_search


InSomnia is a dieselpunk RPG set on "The Ark" which is basically a gigantic half-deserted space station populated by the race known as "Normans" in which you are a part of. You wake up on "The Ark" only to find that is moving to a planet only known as "The Evacuation Point," in order to start over because the "SORG Regime" are a bunch of pricks, basically.

So why is it interesting? Because it's a dieselpunk RPG, mainly. No, there's actually a lot going on here of interesting, namely:
  • No leveling system but instead the game opts for a more Elder Scrolls approach where you use abilities and they get more powerful. There are perks and whatnot as well, but this is a system that is a welcome break from what we normally get (not that I hate levels because I certainly don't).
  • 15-20 hours of main storyline with 20+ hours of side-quests. That's not the cool part. The cool part is that that is only the first season and there will be 20 free missions released post-release at some point.
  • Did I mention that it's dieselpunk?
  • Strategic real-time combat.
  • You can also play with friends if you're unlike me and actually have some.
  • Not only do you have to fight enemies, but there's a survival element (along with crafting). I'm a little concerned/curious about how the survival elements will co-exist with the sandbox elements because it could possibly get annoying to traverse the land while managing your food. I'm not trash talking the game, but it is literally the only gripe I have and it's not even a very big one considering the developers seem ambitious and I'm sure they'll make it work.
Those are only some of the things to look forward to in this game.

The bottom line is that if the developers can live up to their promises then it should be another great RPG to add to the already excellent canon of the genre. The planned release date isn't for a ways off, however, as it's planned for Q 2015 for PC with Mac and Linux a possibility later on.



The Deer God
https://www.kickstarter.com/projects/1907053239/the-deer-god-a-game-of-reincarnation-pc-mac-linux?ref=discovery


From dark and depressing to beautiful and majestic, here is The Deer God, a game in which you play as a fawn who was originally a human. Yes, the hunter gets reincarnated as a fawn. You will be a fawn until you gain experience and eat food. You can also apparently made with does.

The Deer God looks like one of those types of games that you will play and be in awe of how beautiful it is. If that sounded too poetic, then let me put it in internet meme form: you will get dem feels. A lot of games use pixel art, but a lot of them fall prey to getting by just on nostalgia. The Deer God does not look like that at all... it looks like a wonderfully crafted world that is full of life and populated by a lot of animals.

The developers say they are influenced by "Metroid, Zelda, Blaster Master, Kid Icarus, Ecco The Dolphin, Joust," and I'm down with all of those games that I've played, but especially Metroid and Blaster Master, which they bolded on their Kickstarter. They are also influenced by that pesky "outdoors" thing that I always hear about.

I know I haven't talked as much about the individual gameplay aspects as I did with InSomnia, but it really does look like it'll be fun to plat form and explore this world. You have to survive and grow into an elder deer (they say there isn't really an end, but there are things like that to make you feel like you've accomplished something), and you have to solve puzzles.

Just watch the video on their Kickstarter page and be inspired by the visuals and atmosphere. Then listen to some of the sample tracks because they've stated that music will be a big part in the game and I believe it.

Tuesday, 1 July 2014

11 Video Game Developers/Companies That Canadians Can Be Proud Of

Written By: Tyler


It's Canada Day here in Canada, so instead of going out and partying like every other single person in my country, I've decided to write a blog article that talks about a bunch of video game companies/developers that Canadians can be proud of. To come up with this list, I went through Wikipedia (I know, very professional) and am using the information from that site.

These are all companies either founded in Canada, by Canadians, or they have their main headquarters in Canada.



11: Tribute Games - Founded in 2011 by Ex-Ubisoft employees, they haven't developed many games as Tribute Games so that's why they are only eleven on this list. However, the one game I played by them -- Mercenary Kings -- is a wonderful, original take on the classic run and gun/side-scrolling shooter that gamers my age grew up on.



10: Radical Entertainment - Vancouver has been described as "the backbone of the Canadian video game industry," and Radical Entertainment was the leader of the pack, so despite the fact that I haven't actually played many of their games I had to throw them on here because they are literally a massive part of gaming culture in Canada.

Unfortunately Prototype 1 and 2 didn't find as much of an audience as they had hoped (they're solid games), and this was the nail in the coffin for them. Since then, they've been doing support work on Activision Blizzard games, but they will no longer have any original games that they create by themselves.



9: Relic Entertainment - Here's a company that is important due to the quality of their games within the strategy genre, but also a company that I haven't actually experienced. They've made games such as Homeworld, Company of Heroes 1 and 2, and a bunch of Warhammer games. Within that realm, they are giants, so they are included in this list because I know people love some of those games.



8: Ubisoft Toronto - I'm probably jumping the gun a bit with this one, but I have to give them some respect anyway because of the potential that the future holds for this offshoot of Ubisoft. They've only technically made one game -- Splinter Cell: Blacklist -- but they have two massive titles in the works: Far Cry 4, which I know will be awesome and Assassin's Creed: Unity, which is the first Assassin's Creed game to have co-op and consequently the first game in the series to have me excited. Plus let's be honest, it has Jade Raymond at the helm.



7: Klei Entertainment - I have yet to play Don't Starve, but I've played Shank 2 and I absolutely love Mark of the Ninja, so Klei Entertainment gets put on the list. Their games are stylish, always beautiful and with Mark of the Ninja they actually made a great 2D stealth game. I also look forward to Invisible, Inc. which is the game that they're working on now.



6: Capybara Games - Like a lot of people, I would imagine, my first experience with Capybara Games is with the excellent Superbrothers: Sword and Sworcery, which is my favourite mobile game of all-time as of writing this. I really want to play Super Time Force because it looks like a great take on manipulating time, wrapped up in an old-school style, but unfortunately I don't have the means to get it. Below is shaping up to be another solid entry in their catalogue, but I'll always remember the first time I played Sword and Sworcery.

Superbrothers also get respect because they co-developed Sword and Sworcery, so major props to them as well.



5: Eidos Montreal - Eidos Montreal is like Tribute Games for me, only they resurrected a franchise that's near and dear to a lot of gamers: Deus Ex. Even though they've only released a few games, and their treatment of Thief was only a little above mediocre, they will get love from me for the work they did on Deus Ex: Human Revolution. They also released a mobile Deus Ex game that apparently doesn't suck.

So even though there's only been one game I love by them, it's a doozy. The sky is the limit for Eidos Montreal.


4: Silicon Knights - Though I don't actually know if they're defunct or not at this point, and they released a stinker in Too Human (despite the ambition), I don't feel like Silicon Knights gets the credit they deserve. They re-imagining of Metal Gear Solid for the Gamecube wasn't better than the original, but even as a staunch Metal Gear fanatic, I appreciated the zany, over-the-top (even by Metal Gear standards) cutscenes that Silicon Knights created.

Sure, Metal Gear Solid: The Twin Snakes was pretty good and Blood Omen: Legacy of Kain was also a lot of fun, those two games aren't what define Silicon Knights for me. In 2002, they released a horror game that was quietly one of the best games that the Gamecube ever saw: Eternal Darkness: Sanity's Requiem. It was a truly scary game that messed with your mind greatly, and it is their crowning achievement.



3: Rockstar Toronto - In 2012, Rockstar Vancouver merged with Toronto. Combined, they have either created or collaborated with other studios to bring us games like Bully, Grand Theft Auto 4 and 5 and Max Payne. Upon researching this list, I figured out that they have more collaborations on their record than a rapper.



2: Ubisoft Montreal - They're a giant gaming studio, and they've brought us games like Prince of Persia, Assassin's Creed, Splinter Cell and Far Cry. Just this year they've released Child of Light and Watch Dogs, which were both great games, even if one of them (ahem Watch Dogs) was too overhyped for its own good.

It doesn't look like they're stopping anytime soon, because the future looks bright. They're collaborating with Ubisoft Toronto -- and some other companies -- to bring us Far Cry 4 and Assassin's Creed Unity, but they are also working on Rainbow Six: Siege... a game that impressed many, including myself, at E3 this year.



1: Bioware -- Bioware are owned by an American company now, but they were founded in Alberta in 1995. To a lot of people, Bioware are the kings and queens of the RPG. They have a list of conquests bigger than the Lindsey Lohan sex list:
  1. Baldur's Gate series
  2. Neverwinter Nights
  3. Star Wars: Knights of the Old Republic series
  4. Mass Effect series
  5. Dragon Age series
  6. Star Wars: The Old Republic
  7. Jade Empire
  8. MDK2 (I didn't like the Dreamcast controls but the game was awesome in every other way)
If you're into computer RPGs, then chances are Bioware is one of your favourite companies. They stand tall with companies like Obsidian Entertainment and Black Isle Studios. They make deep games, and their RPGs are often defined by choice. 



Did I miss anything? Am I a terrible Canadian? Let me know in the comments below or you can always reach me directly on Twitter @ArtBathednCrime. Thanks for reading and I will see you next time.