Dishonored (PC, PS3, PS4, Xbox 360, Xbox One)

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Welcome to the city of Dunwall! Where fascism lurks around every corner, the plague is in season, and conspiracy is omnipresent. You play as local badass and Protector the the Empress Corvo Attano. But none of that really matters as in the first 20 minutes of play you get punked by an assassin who kills the Empress right in front of you. To top it all off the Empress’ daughter, Emily, is kidnapped. In short, you’ve been Dishonored if you will. You must take revenge against the people who performed these vile deeds. By blade, shade, or spell you will eliminate those responsible — and maybe put Emily back on the throne… or whatever, I dunno.

History

Dishonored was developed by Arkane Studios lead by Raphael Colantonio and Harvey Smith and published by Bethesda. It seems like development began with the setting and world as a whole, followed by Corvo’s abilities, and then the levels were designed with Corvo’s capabilities in mind. Colantonio was quoted as saying, “we wanted to give [the player] very strong powers, to make [the player] really a badass, but at the same time we didn’t want the game to be too easy,”.

Fun Fact: The implementation of a morality system’s cause and effect was included after John Houston witnessed a tester infiltrate a masquerade ball. Instead of acquiring clues by listening to the other guests, the tester elected to kill them all and sort it all out later. Needless to say, Houston found this disconcerting and added consequences to actions like this.

Dishonored was released on October 9th, 2012. It’s competition was XCOM: Enemy Unknown (PC, PS3, XBox 360), Hotline Miami (PC), and Assassin’s Creed 3 (PS3, XBox 360).

Experiences

Dishonored is the first game that I completed out of spite. My friends and review publications gave it stellar recomendations so I figured I’d give it a shot. I’ll get to my disappointment later but the point is that I couldn’t review the game in good conscience until I finished it, so I did. Every mission I wanted to put it down but I thought, “It’d be a shitty review if I put the game down… maybe it’ll get better.” It never did. It just got harder and more frustrating. The quick-save key will be your best friend… until you save yourself into a shitty situation.

Gameplay

Dishonored is a first person action game with a heavy emphasis on stealth. You’ll have to sneak your way through the diseased and rotten city to reach the target of the day — or night. Whatever blocks you path you can sneak by, disable, kill, ignore, or outrun in any combination or measure. These guards aren’t dumb though, they’ll recognize when things are amiss. From seeing you to spotting bodies, the more alert they become the more aggressive and thorough their searching techniques become.

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I mean, they’re not always completely brilliant.

Corvo has a repertoire of magical activated and passive abilities. From the power to teleport, see through objects, and double jump Corvo’s magical powers will improve his chances of survival and eventually lead him to dominate his enemies — both figuratively and literally. Corvo can improve these abilities by finding Whale Bone Runes and Charms so keep an eye out for them.

One of the main aspects of the city is the Chaos level. Actions that Corvo take can increase or decrease the Chaos level. The greater the chaos grows the more plague rat swarms that will appear to feast on the living and the dead as well as an increase of Weepers — basically plague zombies. If you want to really get your murder on then it might have dire consequences down the line for Corvo and his allies.

The Gush

The setting is gloriously atmospheric. The Whale-Punk aesthetic is something I might actually run a roleplaying game in sometime. It creates a world in which knowledge is great in certain areas and yet totally limited in others. I adore something about the absurdity inherent in a world with single shot pistols and giant lightning walls both being relatively recent discoveries.

Samuel, just Samuel. The only character I could bear to listen to for more than a few minutes. The only character I can think of who sounded like he gave a shit on a consistent basis. Samuel the sailor is Corvo’s main transportation and primary source of information. Samuel gives Corvo a short briefing of every area before they arrive and he’s got a sweet scruffy voice. I was always glad to hear him and have him by my side.

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Look at that architecture! And while you’re at it check out Samuel’s grizzled mug.

Actually assassinating people is incredibly fun. There are different ways to approach every target and elements of the stage you can use against them. Unfortunately, if you elect to dispatch of them non-lethally, most of these avenues are locked off to you. So… I guess it pays to be good.

In addition to different ways to dispatch your targets there are a myriad of ways to actually reach them. From sewer tunnels to kicking down the front door, there’s no wrong way to reach your victim. Unless you’re trying to be non-lethal. Then the right way is the incredibly sneaky way where no one sees you and you knock out every guard along the way.

The Rant

Before I get to the Kvetch I’ve got to get mad. I’m mad because Dishonored is a game that lies to me three times in the first 30 minutes. Lying to the player is a dicey proposition that should always be approached with caution but is not necessarily a bad thing. I feel though that Dishonored does it wrong.

The first lie I was told was that Corvo Attano is a badass. He might be a badass when I’m in control but as soon as the cutscene starts I’m surprised he doesn’t choke on his own tongue. In the first scene of the game he manages to fail to protect The Empress of Dunwall, which I must remind you is his JOB as Royal Protector. Not only does he fail but he doesn’t even lay a finger on the person responsible. I know that it sets up the Assassin as a bad motherfucker but I’m certain Corvo’s Badassery and the Assassin’s bad motherfucker status could both have been maintained. What if instead of getting force choked and punked Corvo and that Assassin fight for a bit — maybe plug in a combat tutorial or something, I dunno — then when Corvo’s got this guy on the ropes he pulls out the force choke. Now I know I’m good at this whole Royal Protector thing, but I failed because my opponent straight up cheated. It also makes getting magical powers feel more important.

Lie the second is that leaving corpses makes the plague get worse. Rushing through the tunnels of the prison, a tutorial mentions that leaving corpses does just that and this rampant killing will lead to a darker conclusion. Aight, sounds good, leave no trace and all’s well. One of Corvo’s abilities he can put rune points into is called Shadow Kill and makes it so at the first level enemies who die via stealthy means are turned to ash. And at the second level enemies turn to ash no matter how they’re killed. Sounds great, no bodies, no problems. I had to spend eight points on it but it’s worth it to be able to play the game without as guilty a conscience. Wrong. It’s not leaving the bodies, it’s simply the act of killing the guards. Anyone you kill, whether they turn to ash or not, contribute to the plague’s worsening effects. So that’s a save down the tubes unless I feel like being a prick and continuing the murder cycle.

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I was too busy letting the rats eat innocents to consider the ramifications of my actions!

The third is much more intangible and definitely doesn’t constitute deception on the part of the game but I’m getting ahead of myself. When I saw the trailers and heard what people had to say about the game I imagined Corvo as a tragic hero. A prisoner taken from his lofty position to become experimental plaything for magic research and what have you. That the iconic mask was a byproduct of the scarring caused by the experiments, the knife being unkind to our dear Corvo. That’s not the case. Corvo is offered magic for… reasons… well no reason at all really. The Outsider bestows magical powers upon him cause they’re cool, yo. And Corvo’s tinkerer buddy Piero makes Corvo the mask for no real reason. Piero says It’s a sort of sentimental thing that will strike fear into Corvo’s enemies. Alright, I’m down, sounds good, maybe there will be like a Batman thing where I can spook guards to sow dissent in their ranks. I can dig it. I make landing in the first mission, choke out a guard, equip my still beating heart in my left hand, blade in my right. I’ve got my spooky mask on and I teleport up to a passerby in the street and she says…

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That is the wrong fucking answer. That is a completely illogical and immersion shattering travesty of atmosphere and writing. The mask serves no purpose other than to be something cool to put on the front of the game box or to make the cosplay recognizable. Without the mask Corvo would be a cloaked guy with long black hair or something — I can’t even remember what he looks like. I know I can’t hold Arkane Studios to the standards of a game I created in my head but these narrative elements could have some heft instead of none at all.

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I mean, they make good binoculars… what a croc.

The Kvetch

Way at the end of the game Corvo encounters assassins that share in his magical powers. The thing being, they don’t take into account Corvo’s abilities in a scene where they imprison him. Well, I mean, it’s not as if you could tell the guy was magical just by looking at him except OH WAIT! The Outsider’s mark is blatantly on Corvo’s hand as a sign of his magical power. So… these assassins put him in a hole and expect everything to be fine — which leads me to believe they are incredibly stupid… or the designers plum forgot all this shit.

What is the Outsider’s deal? He gives Corvo magical powers to make things, “more interesting,” but has excessive boredom and simultaneously near infinite power. He gives Corvo ‘Great Things are Expected of You’ speech #385 and sends him back into the world with a nifty teleport. Seriously, this is a cool character, give him something to do.

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Yeah… but why?

I don’t know what to think about the moral decisions the game has you make. Oh wait, yes I do, I find them very unsatisfying.  Assassination targets offer a lethal or nonlethal approach — kill them or soothe your conscience by knowing that they’re merely out of the way. The issue is that the non-lethal solutions often present a fate worse than death and penalize the player with a killer’s reputation otherwise. For instance, one of the nonlethal solutions was to send the targets shaved, mutilated, and mute into mines they owned to die slowly in the horrible conditions. Ironic but certainly not merciful — can’t I just shove them into a cell until we put Emily back on the throne? And I know we have a cell because it’s where we shove the man who’s killed hundreds in his ethically bankrupt experiments to cure the plague. There’s even a situation where instead of murdering a woman there’s an option to send her off in a boat with an admirer who will, “Make her love him.” And that’s considered the moral high ground, or something. I’m willing to choose the lesser of two evils but why not offer me a third legitimately good option? How about not framing non-lethal tactics as being inherently superior to simple and merciful murder? How about that?

The Verdict

If the aesthetic remotely interested you and you’re a fan of stealth games then you could do worse that picking up this game for $20 on Steam. I bashed it pretty hard but if I were better at stealth heavy games then I might have had more fun with it. That being said, the moral decisions are kind of crap and there are parts of the narrative that seem incredibly forced. If you’re able to ignore all that and just want to teleport around ghosting guards then I know you’ll have a good time but I’ll always see this game as something that’s too flawed for me to truly enjoy.

Next Week: Bioshock

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Shovel Knight: Plague of Shadows (For Everything Shovel Knight is for. Seriously, that’s a long list.)

Heads up, this review assumes that you’ve read my previous review about Shovel Knight so click here to check that out.

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The Order of No Quarter isn’t exactly as united as we were lead to believe in the events of Shovel Knight. The eccentric alchemist, Plague Knight, has hatched a scheme to create the Ultimate Potion. With it, anything could be his — and I do mean anything. Unfortunately he’s missing nine vital ingredients, which happen to be nothing less than a portion of each of the essences of the other knights in the Order, the Enchantress, and Shovel Knight himself — that’s right, this game takes place during his adventure. With the Ultimate Potion nearly within his grasp you take control of the masked maniac himself, Plague Knight, as he journeys across the land to defeat his so called ‘comrades’. The real question though, is what he means to do with the mighty concoction once it’s made.

History

If you want a fuller story of Yacht Club Games and the creation of Shovel Knight then check out the Shovel Knight Review. That being said, Yacht Club expected to make DLC campaigns but they didn’t know which characters to use… so they asked the fans. There was a giant poll for which members of the Order they wanted to play as and Plague Knight, Spectre Knight, and King Knight were the top three. As such, Plague Knight’s expansion was the first to be released. It and all other additional chunks of content are FREE so if you purchase Shovel Knight expect a ghostly present and a crowned present arriving in your future.

Plague of Shadows was released on September 17th, 2015. It’s competition was Undertale (Mac and PC), Armikrog (PC, Mac, and Linux), and Metal Gear Solid V: The Phantom Pain (PC, PS3, PS4, Xbox 360, and Xbox One.)

Experiences

Do you remember when I said Shovel Knight was the platformer I was most emotionally invested in? I may have fibbed a bit because it’s Plague of Shadows that really had me following characters and reading really deep into minute pieces of dialogue.  Every little interaction reveals more about what sort of person Plague Knight is, why he joined the Order, and what he means to do with the Ultimate Potion. He’s not just a stock villain. In an Undertale-Esque fashion it’s plain to see how he got caught up in all this and what sort of person he is. And — it makes no sense saying it here but trust me — it’s a delight to watch him dance.

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Shovel Knight’s a heroic guy with a lot of regret but Plague Knight is my favorite of the two.

Gameplay

This game plays unshockingly just like Shovel Knight. It’s the same levels and enemies but Plague Knight’s new abilities and play-style make it a unique experience. Unlike Shovel Knight, Plague’s jump is much shorter but he makes up for this with a little double jump and his ability to blast-jump. Plague Knight also differs from his spade wielding foe because he has a ranged attack. This small change makes combat completely different, it turns into a game of keep away where you cascade explosives on your enemies.

Our dear alchemy obsessed friend also has unique secret areas and collectibles. If you see any shining green coins floating around then try to collect them. This bizarre currency is used to unlock more upgrades that Plague can purchase with treasure — alchemy ain’t cheap, y’know. This includes blast effects, bomb fuses, and bomb explosion types — mix and match to destroy your enemies. Speaking of all this, Plague Knight doesn’t actually make all this stuff. His assistant, Mona — she’s the dour woman who lives in the basement by the juice bar — will be doing all this crafting from within Plague Knight’s secret under-village lab.

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Ah… the Secret Lab, Plague’s home away from the Explodatorium.

The Gush

I loved all the upgrades. There wasn’t one that I never used. For each component there is a situation for which it is the tool for the job.

Did you ever wonder where Chester got all those relics? Well let’s just say Plague can acquire an arsenal of his own and that he’s got no problem with the barter system. In short, Plague has got a series of very special items at his disposal that have a variety of uses such as mega bombs or a potion that makes HIM deal contact damage to enemies. I recommend finding them all.

Throughout the course of Plague Knight’s adventures he can go anywhere Shovel Knight could go. It’s really interesting to return to these locations and approach them differently. I can tell the designers had a field day thinking of all the ways to get Plague Knight through a Shovel Knight shaped hole…

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… both figuratively and literally.

Jumping jackrabbits, Plague Knight is incredibly mobile. Instead of taking attacks to the face like Shovel could you can dodge with all the grace and acrobatics of an explosion. There’s something great about jumping way high up and raining chaos and pain from above. I love how the guy has so much utility and yet lacks a basic melee attack — it really suits his style.

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Look at this dapper dude. He’s got style oozing out of his beak.

The Secret Lab is anything but solitary. It’s filled with goons to chat with and blast away — Plague Knight is not a kind boss– Magicist returns from the town above, there’s a goat-man performing mathematical feats, Mona, and a giant oboe creature. It’s really fun to see how they all bounce off each other.

The Final Boss is a real treat in this one. It’s mechanically and thematically satisfying as well as presenting a marvelous challenge.

The Kvetch

I described Plague as being incredibly mobile and sometimes this works against him. It’s incredibly easy to blast-jump into obstacles or into a pit. Between jumping, double jumping, blast jumping, and the Surging Staff’s uppercut it can be a little bewildering to coordinate. It took me a lot of practice to get all this stuff straight and it’s almost required for you to master all this junk to get Plague Knight where he needs to go.

The Verdict

This is a must-have piece of DLC for Shovel Knight and the best part is that IT COMES FREE WITH SHOVEL KNIGHT! That’s 15 dollars for basically two games. To top it all off the game’s got co-op on the WiiU so now you can play with your friends. I cannot recommend it enough and loved it so much I thought I would spontaneously combust.

Next Week: Dishonored

Shovel Knight (PC, 3DS, Wii U, Mac, Linux, PS Vita, PS3, PS4, Xbox One, Amazon Fire TV, and select digging implements everywhere)

 

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In a world of knights, kings, ancient magicks, hordes of treasure, and 16 bits there was an inseparable and unbeatable duo of knights, Shovel Knight and Shield Knight. Their adventures took them far and wide to the prestigious and dangerous Tower of Fate. A mysterious amulet wrought a dark spell around Shield Knight. As Shovel Knight came to Shield Knight was gone and the Tower was sealed. With a burden of shame too great for him — and the tower locked in any event — Shovel Knight went into exile. Some time later news reached him that the kingdom was dominated by the brutal Order of No Quarter lead by a bewitching Enchantress. The Tower of Fate has been unsealed and Shovel Knight vowed to figure what happened to his dear friend, no matter how many adversaries crossed his spade.

History

Shovel Knight is the inaugural title of Yacht Club Games, a collection of Way Forward Technologies employees who split from the company to go all in on this game. They started a Kickstarter Campaign to fund the project and it was backed three times over again. It was delayed for almost a year before its final release and it still has unimplimented features. There are three additional campaigns planned, with one released and two more on the way, and a battle mode in the works. All of these additional features will be free when they’re finished, I should note.

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Shovel Knight draws a lot of inspiration on games from the past, Megaman especially.

Shovel Knight was planned for release in September 2013 but was actually released on June 26th, 2014. It’s competition was 1001 Spikes ( PC, Xbox 360, Xbox One, PS3, PS4, 3DS, WiiU, Goddam everything), Valiant Hearts: The Great War( PC, Xbox One, XBLA, PSN, PS4), and Oddworld New N’ Tasty (PS4).

Experiences

Shovel Knight is like a lost and hidden gem of an experience. I bought it, beat it,  beat it again, and then bought the soundtrack. This was one of those deep binges. I completed the whole thing in three days, I just couldn’t get enough. I cannot think of another 2-D platformer in which I was more emotionally invested in the story. I wanted so dearly to see what had become of Shield Knight, what united the Order, and what happened in the Tower of Fate.

Gameplay

The Kingdom serves as the overworld map for the game and it’s a akin to Super Mario Bros 3 in many ways. Shovel Knight travels across it to different towns filled with helpful NPCs and upgrades, treasure troves filled with sweet loot, and enemy strongholds filled with baddies and a Knight of the Order –oh yeah, they all contain fun as well.

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Complete with ominous clouds to prevent you from seeing further than you’ve unlocked.

Shovel Knight’s control scheme is shockingly simple. He can jump, strike with his shovel, and bounce on enemies — different enemies offer varying levels of bounce. For such a little guy he can dish out and take shocking amounts of punishment — and he’s agile to boot. Don’t be too afraid of dying though. The only thing you lose is treasure and there’s always more of that to be had.

The shovel is both a weapon and a tool in the hands of a capable Shovel Knight. As such he can dig through earth and enemy alike. Secret treasures, relics, and music sheets lay hidden everywhere so keep your eyes peeled and give your shovel a swing at any suspicious piles of dirt of background.

The Gush

SHOVEL KNIGHT IS SHORT! I mean literally, he’s a short character, as in not tall. I can’t rightly say why but I really like that. The last character I remember playing who had difficult time reaching the highest kitchen shelf was Lil’ Mac from Punch Out. That’s some serious under-representation of shorter characters.

The music in this game takes the limitations of 16 bit sound and makes them shine. Jake Kaufman truly outdid himself with this memorable and bouncy soundtrack. It perfectly builds mood and atmosphere along with the beautiful art direction

The difficulty curve here is incredibly smooth and well calibrated. This game will challenge you, it will be tough but there’s never a situation or enemy that is unfair. Everything has a tactic or ability you can use to counter them, you’ve just gotta figure out what they are.

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Except for these Green Fan jerks. They’re LITERALLY impossible to figure out.

The story is scarce but it provides a skeleton of sorts. The player-base can brew their theories but there isn’t a lot of definite proof/ are not a lot of outright answers. I mean this all in a good way though. We’ll imagine a story that suits

Each of the relics you can find provide a powerful and interesting new ability for our digging implement related hero. They acentuate his strengths or cover up his weaknesses and in any event they provide a playground of design.

Every so often random minibosses will appear on the overworld. Should you cross their paths then there will be a rumble. Each of these opponents provides a quick but challenging boss fight — and a little treasure to sweeten the deal. Many of these were also created by Kickstarter backers who fronted a lot of money for the project.

The Kvetch

When Shovel Knight gets hit he gets knocked back just a bit. This will lead to many deaths due to pits or spikes. But the thing that frustrates me about it is that Shovel Knight gets knocked back relative to what direction he is looking instead of which direction he was struck from. It’s unexpected to bump right when Shovel Knight gets hit with a projectile that was coming from the same direction simply because he’s walking away from it.

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Take damage in a section like this is a near death sentence! Also, sweet flame rod.

Trying not to spoil things but Shield Knight is dangerously close to being a damsel in distress when that’s definitely not in her character. A few small tweaks and I think this game would be a little more woman friendly.

This one is really small but I wish there was a quicker way to access Shovel Knight’s relics. I can scroll through them with A and S but enemies are still moving during that time and it’s extremely stressful. The alternative is pausing and opening the relic menu and selecting what you need. It’s just a little too slow for my tastes.

The Verdict

Shovel Knight retails on Steam for $15 and I would say that pricing is perfect. If you were itching for an old-school platformer or you wanted to understand what your dad’s been railing on about all this time then Shovel Knight is a great place to start. Oh yeah, I did mention something about an expansion pack right? Well…

Next Week: Shovel Knight: Plague of Shadows

The Elder Scrolls IV: Oblivion (PC, PS3, XBox 360)

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Five years after the crisis in Morrowind spears have been outlawed and a new and powerful Daedra — which is the game’s word for demons — cult is part of a conspiracy to kill the Emperor of Cyrodiil, an act that hasn’t occurred in a long ass time. You play as a prisoner who is in the path of Emperor Uriel Septim’s flight from The Imperial City. Septim declares your presence as fate and tells his bodyguard to bring you along. Despite their best efforts to talk sense into Septim and keep him safe they fail in both regards. He is killed before your eyes and he bestows the Amulet of Kings on you — conveniently forgiving your crimes in this act, apparently. It is your duty to find the last heir to the throne and give him the powerful artifact — or you could go fight mud crabs instead, no rush.

When the legends say that a Septim must sit on the throne the legends ain’t foolin’. The walls between Cyrodil and Oblivion — Basically this game’s version of hell — and this strange cult are opening gates to usher in their Daedric host. Thwart their plans and take back Cyrodiil, brave prisoner-adventurer-guy or gal.

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I love this guy, he’s like a magical Grandpa — voiced by Patrick Stewart no less. 

History

Immediately after the release of The Elder Scrolls: Morrowind in 2002, Bethesda began working on the next installment in the series, Oblivion. The Havok Physics Engine allowed them to create a world in which objects could actually move in a semi-realistic fashion. Improvements in graphics technology and hard work by the developers allowed them to create a world approximately 14 square miles large. Sadly the enormous throngs of imperial citizens had to be curtailed to 20 or 30 to a town due to major slow down issues.

The big draw was the new Radiant AI system, home-brewed by Bethesda itself. It allowed them to alter and create semi-random behaviors in the citizens based on certain traits they had. Hungry characters who tended toward crime would steal food. Thieves will spawn outside of towns and try to sneak around to steal valuables. Some civilians will run away instead of fight — and others will, unreasonable, fight to the death because I stole a loaf of bread.

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YOU’LL NEVER TAKE ME ALIVE, COPPER!

The Elder Scrolls: Oblivion was released on March 20th, 2006. It’s competition was Kingdom Hearts II (PS2), Metal Gear Acid 2 (PSP), and Metal Gear Solid 3: Subsistence (PS2)

Experiences

When I think Oblivion I think glitches.  The game was notoriously glitchy on release. Bethesda would eventually do their best to patch things up but there were still problems. The craziest thing I’ve ever heard of follows as such.

My friend, we’ll call him Sparko, turned in a quest and in a scripted event he is attacked by the quest giver — nothing unnatural yet. Sparko retaliated, town guards arrived and joined in the brawl, killing the quest giver. The guards initiated dialogue and expressed sorrow that the dead man lost his mind. At which point the guards began shouting, ‘someone’s been murdered!’ about the man they just helped kill. Strangest of all, the body spontaneously rose as if nothing happened. He began to stare at where is dead body had formerly lain and joined in the chant of, ‘someone’s been murdered!’ Sparko then began to back away incredibly slowly.

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In short, it’s a well coded game.

Gameplay

Oblivion is a Sandbox Fantasy RPG. You’ll be swinging swords, firing your bow, or casting spells to get from A to B across Cyrodiil, to complete quests, or explore exotic locales and lost ruins. Um… that’s all there is to it really. There’s an overlying plot about putting an emperor on the throne but there’s absolutely no urgency to complete it and a million other things to do. There’s really no wrong way to play the game

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Except whatever this is. This is the wrong way to play the game.

Wanna kill an old lady, whatever, the guards’ll probably get pissed. Wanna steal stuff, aight. Like the plot and wanna pursue it, go ahead. Oblivion don’t judge and when it does it entails a slap on the wrist and some skill penalties — or death, those guards will not hesitate to kill you.

The Gush

Ragdoll physics might be the greatest innovation in video game history. Shooting a minotaur with a lightning bold and watching him flop through the air like a drunken ballerina is one of the most viscerally pleasing things on the planet.

The quests in this game are generally really fun and interesting. Some are even downright challenging and fascinating. I still remember the truth behind the Grey Prince’s lineage and I can’t think of a Daedric Prince quest that was boring.

Speaking of Daedric princes, the Shivering Isles is one of the greatest pieces of DLC I’ve ever purchased. I cannot think of a world in which I felt more like a guest in my own home than the dominion of Sheogorath, The Daedric Prince of Madness. Most of the time I find insanity to be a cheap character trait but the thing that makes Sheogorath great are his moments of clarity — so inconsistent is his inconsistency that he has powerful moments of immense sanity. The characters, architecture, creatures, and larger than life depiction of the Mad God himself blew me out of the water.

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I mean, just look at this dapper bastard.

The Kvetch

The leveling up system in this game is a mess. I think it’s pretty cool that your skills level up as you use them, even if it is slower than dirt for some skills — I’m looking at you athletics. But then raising your skills related to your class makes you level up. I follow so far but in order to level up you have to sleep, why? I understand that it’s indicative of epiphany but… it’s annoying… really annoying — and the trite inspirational quote that accompanies each level up screen is similarly unwelcome. When you level up you select stats to increase by 1-5 points. I thought that the degree of increase was random but it’s actually related to the skills that were raised for that instance of leveling up and there are only a certain number of skill raises per level up. Each skill correlates to a certain statistic so if you want to make a statistically powerful character then you need to make sure you only raise certain skills that correlate to the stats that you want to raise and the game doesn’t tell you which skills correlate to which stats. How do you figure it out? You gotta look it up, I guess. TLDR: I JUST WANNA GET STRONKER! HOW DO?

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I JUST WANT TO BE AN ORC! LET ME HIT THINGS!

I only complain so much about the levelling up thing because the higher your level the stronger the monsters get. So if you don’t put points in the right places, get good spells, and/or get good equipment then you’re gonna end up in the dust. My level 21 Orc Barbarian, Gronald, was stun-locked and viciously murdered by an unarmed goblin. That’s just wrong. This guy killed a giant demon spider and he got totally owned by goblin.

The persuasion minigame isn’t exactly intuitive and it’s certainly not fun. It’s not even particularly useful but some quests are impossible to complete without raising a subjects personal opinion of you.

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Just looking at this, try to figure it out.

I gotta complain more about the level scaling because it doesn’t just effect the gameplay, it can even shatter the immersion. Enemy equipment is also scaled up so sometimes the struggling bandits are wearing ebony armor. How did he get that? He just complained about his rumbling stomach. Did he blow all of his money on his suit of armor? Why doesn’t he pawn it for enough gold to eat for a year? I’m so confused.

Wouldn’t it be weird if the Arena, Thieve’s Guild, Mage’s Guild, Fighter’s Guild, and Assassin’s Guild all had the same leader? If you so choose, your character can be this individual. I’m not sure what the design alternative would be but it seems odd that it’s even possible considering that these guilds sometimes have conflicting tenets. Maybe quest chains could just end without the player becoming the all high, supreme, mega, leader and the actual Leader’s closest agent. Or maybe they could only choose to be leader of one faction.

The Verdict

I know I complain about it a lot but a few ticks down on the difficulty meter and the enemy scaling becomes much more manageable. For those few proud souls who refuse to lower the difficulty on principle I say, ‘Godspeed. May you be beaten to death by unarmed goblins for your hubris.’ That being said, the game is worth it alone for the Shivering Isle’s Expansion. The Elder Scrolls: Oblivion is available on Steam for $20 with all the DLC included. For the complaints I’ve cited I’d wait for it to go down to $15. It’s fun but it can be a real pain in the genitals. Especially when you could play next week’s game for the same cost as it’s theoretical sale price.

Next Week: Shovel Knight

Armello (PC, Mac, Linux, iOS, Android, and PS4)

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Armello is a kingdom composed of four major clans; Rabbit, Wolf, Bear, and Rat. Long ago they fought a grand, unending, war among one another but were united by the great and powerful Lion King. As of late however The King, a beacon of wisdom and justice, has lost his mind and begun to turn to dark magicks. You choose a hero from one of the clans and must dethrone the king by whatever means necessary –putting yourself on the throne wouldn’t hurt either–, Purge the land of this evil, become the heir apparent, kill the king with your own hands, or prove that you are truly the greater evil — why choose a lesser one?

History

Armello started off  in 2012 being developed by Team of Geeks, a 15 person team. It was originally going to be an iPad exclusive but Team of Geeks got a little stalled out. Development staggered forward for 2 years until they began a Kickstarter Campaign. Asking for $200,000 and getting $300,000 they made the game available for PS4 and computers.

The game’s influences include The Dark Crystal, Red Wall, Magic: The Gathering, and Spirited Away.

Armello was released on September 1st, 2015. It’s competition was Grow Home (PS4), Super Mario Maker (WiiU), and Undertale (PC and Mac)

Experiences

Big shout out to Youtuber Kikoskia, without whom I would have no knowledge of this game. Check him out, he makes good stuff. Before I go on I must announce that I have not actually played any PVP multiplayer. I can only speak to the vaguely competent AI. In my estimation games against other players would be totally different from a single play experience. I foresee the King dying and the players waking from their pvp smashing stupor to realize they were supposed to be playing the game instead of creating an endless cycle of revenge. My heart is filled with equal measure dread and zeal to play against another human.

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“Are you guys even trying to kill me?”

Gameplay

The first thing you do when you begin a game of Armello is pick a character. Each character has unique statistics and a special ability, their clan also gives them an affinity for night or day — offering them bonuses during that time. Fight is how many dice you’ll role in a fight, body is your health, wits limits the number of cards you can carry and is used to avoid certain perils, and spirit is the amount of magic you get each night and is used in certain perils as well.

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My favorite character is Barnaby because there’s something about a bunny in full plate that gives me the giggles.

What’s a peril? It’s a thing on the map that’ll mess you up if you fail to overcome it. What’s a card? Well it’s an item, spell, or trickery card that you can use, equip, cast, inflict on someone, or plop on a space and turn it into a peril. Cards also have a symbol on them corresponding to one of the faces on the armello dice — which are sword, sun, moon, shield, Wyld, and Rot. You can discard a card in combat or when faced with a peril to force one of the dice to roll that symbol. Barring that you can roll the dice and hope they fall favorably.

You also get to see who played the peril so if you know who’s at fault.

The resources in Armello are gold, magic, prestige, and rot. You gain gold from delving in dungeons and protecting settlements. Your magic equalizes at nightfall or can be boosted with certain items. Prestige is gained by defeating enemy heroes, saving towns, or killing monsters. It’s lost when you fall in combat, spend it on certain cards, kill a guard, or other special circumstances. Rot is acquired by playing certain cards, being killed by corrupted creatures, or failing certain perils — and rot is bad voodoo, just one point changes the way your character works and five points changes the game entirely.

The goal of Armello is to become the next monarch of Armello. You can do this by having the most prestige when the King dies, killing the king and surviving the encounter, gathering four spirit stones and bringing them to the king, or getting 5 rot and challenging the king to corruption mortal combat.

The Gush

When you have the most prestige you are prestige leader. Being prestige leader gives you the privilege of advising the king at the dawn of each day. He will present two options about how the kingdom should change and they’re almost always a choice of damnation. It’s a matter of choosing the lesser evil and some of the lesser evils are still very great. It’s a strategically satisfying mechanic.

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Naturally, as prestige leader you cannot have the least prestige so… uuuuuh, guess we’re not fighting each other!

You can unlock certain items that can increase your stats for the duration of the game. Increasing weaker stats to balance out your character or making their powerful stats even more impressive. Even possibly granting new and interesting abilities altogether like regaining health at night or starting with 2 Prestige.

There’s something very satisfying about discovering effective strategies with each character. The first time I played Barnaby, The Screwloose Tinkerer, I stumbled upon a Blacksmith in my quests which made Barnaby’s weapons and armor even more effective. Now, whenever I’m presented with the opportunity to acquire the Blacksmith as Barnaby I do so.

The latest patch just put in a speed up function. Now during other players turns you can speed things up and skip their combat scenes. It makes everything run lightning fast when you’ve seen all the animations a hundred times — although watching the other turns was entertaining when I started playing.

The Kvetch

Achieving the rot victory is frustratingly difficult. I have yet to figure out how to get enough rot quickly enough to challenge the king before he keels over naturally. It might just take a lucky hand of opening cards and abilities but that would also be very unsatisfying. Maybe it’s just something that happens on accident?

At the end of the game each character is given some superlatives about how they played but… the game never explains what each superlative correlates to so I just gotta guess.

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What the hell does being a warlock mean? Cause I didn’t cast a single spell. Or does that make me a purist?

I understand the flavor for each of the clans and it’s thematic and enjoyable. Wolf is all about fighting, rats are sneaky, bears are spiritual, but I have no idea what Rabbit’s deal is. Are they like the Hufflepuff of the clans? Doing that loyal and true thing? The closest thing I’ve got is that they’ve got a lot of ingenuity… I think… I dunno.

Sometimes I feel like the game’s go big or go home mentality makes the game too much about luck and too little about skill. Between card draws, dice rolls, Wonky AI, Guard placement and movement, monster movement and spawning, peril placement, and percentage chances of completing quests I sometimes feel victory goes to the luckiest.

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It’s a 20% chance or nothing and there’s no way to improve my odds. If I win everyone will groan. If I lose I will be sad.

The Verdict

Armello is serious fun. It presents all the best parts of a board game without the worst parts of a board game. There’s no set up time, no putting away time, and no way to screw up how the rules work. The systems are very simple but also incredibly deep. Playing each character feels like a new experience. You might go for a certain path to victory but it’s much easier to win if you have an adaptive strategy adding even more to the replayability to the game. I’m not entirely sure if it’s worth the $20 price tag but it’s definitely worth $15 if you can catch it on Steam sale. Alone or buying it with a group of friends it’s incredibly fun.

Next Week: The Elder Scrolls IV: Oblivion

Battle Realms (PC)

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Long ago the demonic beings known as The Horde were bearing down on the remnants of the Dragon Clan. Their leader, Tarrant the elder, used the ancient artifact known as the Serpent’s Orb to drive back The Horde and, in doing so, broke the world. The remnants of his people renounced their old clan and renamed themselves The Serpent after the orb and to foster a new way of thinking for their new world. A path of ambition, industry, and brutal feudalism.

Three generations have passed since the establishment of the Serpent Clan and the clan has smashed and shattered by their Lotus Clan advisers and Wolf Clan slaves. The last remaining heir of Tarrant’s line, Kenji, must retake the continent from the two remaining clans. Will you reestablish the well oiled machine and strict caste system of the Serpent clan or will you embrace the old traditions of the Dragon Clan and try to restore the broken planet?

History

Battle Realms was the first game released by Liquid Entertainment. It was held in very high regard at the time for being a real-time strategy game in full 3D. It was also praised for its East-Asian aesthetic and innovative unit development system — instead of spontaneously generating units at buildings units train at those buildings. Despite its critical acclaim it wasn’t well marketed and sales suffered. A stand-alone expansion pack was released known as Winter of the Wolf to middling reviews.

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I guess the fan base was not interested in barbarians of the ginger variety.

Battle Realms was released on November 7th, 2001. It’s competition was Stronghold (PC), Metal Gear Solid 2: Sons of Liberty (PS2), and Return to Castle Wolfenstein (PC)

Experiences

Patching can make or break a game. And this game, before the patch, was nearly a broken mess. When I played it as a kid I didn’t realize what was wrong with it — I mean, I thought Bubsy was a good game when I was a kid so… It’s plain to see in the pre-patch version that the characters either do too much damage or don’t have enough health and would generally die before I even had a chance to use their abilities. The low health also made the story campaign more difficult as the death of a plot relevant character forces you to lose the mission. Checking over the notes some of the abilities didn’t even work in the game before the update. Liquid entertainment released a series of patches known as the Battlepacks and these did a great job at fixing the broken parts of the game. Right on, Liquid.

Gameplay

Battle Realms is a real-time strategy game with internet multiplayer, skirmishes vs the AI, and two story campaigns. There are four different clans you can play as who all have different strengths, weakness, abilities, and themes. The story campaign limits your clan selection and training abilities at first but unlocks to the full tech tree by the end. The basic goal of a skirmish or campaign map is to create an army that balances its strength and weaknesses and counters the composition of your opponents army.

Unlike other RTS games you have peasants who can build peasant huts which produce more peasants who can train at military buildings. Those units can train at other buildings to become generally better or more specialized. These unit can acquire battle gear at select clan building to further specialize their abilities — although not all battle gear is created equal. Fighting enemies generates the clans moral element, yin or yang, which can be spent on clan-wide upgrades at training buildings.

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You can also tame and employ horses which move faster than most units and can trample foes.

The Gush

It’s something very small but I love how gold is not a resource in this game. Units are loyal to the clan, by choice or by fear, and are trained in rice and water instead of gold or something else.

The soundtrack is steeped in recurring musical themes between the different clans. I began to associate metallic chimes with the Serpent clan and whereas I began to associate the Wolf clan with chanting and exuberant shouts. To top it all off each song has a peace-time mix and a battle mix, switching between them as the battle rages or dies down.

Almost every unit has a secret passive ability linked to their character. Bandits, for instance, can scavenge rice and water off of enemy corpses and the powder keg sumo can spread salt across his comrades and reduce the amount of magical damage they take. The abilities vary in power and impact but I feel like they all give each unit flavor such as Shinja’s Ye of little Faith ability which lowers magic damage he takes — and suits his pragmatic and cynical disposition. Unfortunately these abilities were only hinted at in the manuals and some do not make themselves readily apparent in the game.

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And if you’re facing the dark magicks of the Lotus Clan then you’d best have magical protection

The animation in this game is quality stuff. When units are unselected they generally idle around and check their equipment and some even goof off. When you click them however they assume a battle-ready stance and are totally ready for your orders. This sort of attention to detail gives them all character.

The battles in this game are patently absurd. You’ll see a ginger Schwarzenegger wanna-be swing a giant wooden mallet against the armor of a professional samurai. It’s absolutely insane and I love it.

The Kvetch

I really dig the art style and graphic styles, don’t get me wrong, but some of the models were made poorly. Ballistamen for instance don’t have heads. They just sort of have faces sticking off their necks. And the proportions of some models are cartoonish at best.

Some of the campaign maps are broken and there are a few that present a brick wall of difficulty. Enemy bases are generally built as actual towns and thus sprawl across the entire map and as such you need to scour the whole area to ensure that no structures are standing — if a single peasant escapes they may be able to rebuild. And anyone who has played the game remembers the siege of Serpentholm as a totally unfair 2 on 1 battle.

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First things first, this army looks awesome. Second thing second the whole north half is filled with enemy buildings.

The Verdict

Battle Realms is a slim $10 on Good Old Games and I’d say that’s more than enough for the sheer experience of the story campaign and the pure gameplay. That being said GOG is working on providing servers to get multiplayer back online. Play with your friends! Get totally smashed by strangers on the internet — It’s great! If lightning shooting Warlocks or comically large swords played straight interest you in an RTS then this game might be up your alley.

Next Week: Armello

Max Payne 2: The Fall of Max Payne (PC, XBox, PS2)

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When we last left off with Max his life had gotten turned upside down by a new drug in New York known as Valkyr. Junkies on the stuff killed his wife and baby daughter and sent him on a revenge fueled trip into the criminal underworld. His undercover investigation into its trafficking led him to a shadow government organization, known only as the Inner Circle, that promised to bail him out if he could bring the whole Valky production and distrubution organization down. Max was able to accomplish this with a little help from local Russian Mob Boss, Vladimir Lem, his pure grit, and a healthy spoonful of angst.

The Inner Circle made good on their word and through coaxing, coercion, and blackmail Max was found not guilty on all charges and even returned to duty as a detective in the NYPD. Despite all of this, Max’s life is still missing something, his life is a generally empty mess. A new rotten filth has arrived in New York city though. A group of hit-men killing with impunity and preparing for some sort of gang war. To make things even more complicated Mona Sax, an assassin Max got chummy with in the last game, is also somehow involved. Max has got to figure out how these assassins are choosing their targets, what their goal is, and who they’re working for in this modern film-noir detective story — by which I mean, less investigating and more shooting.

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Are you ready to get particularly hard-boiled this evening?

 

History

Max Payne 2 was developed by Remedy Entertainment, a studio basically known for making the Max Payne games. Sam Lake wrote the stories for both of the games — and provided the model for the face texture of Max in the first game (In this game, however, his face is modeled after actor Timothy Gibbson’s face). He would make a pure film-noir detective story without anything too crazy in it — I mean, by the end of it almost everyone has literally survived a bullet in the head but that’s par for the course in film noir.

Max Payne 2 comes with a whole new physics engine, a modified Havok engine to be precise. No longer to enemies drop in the same set 30 patterns, they now properly ragdoll. Objects can also be knocked over or used as cover if the situation allows it. INNOVATION!

Max Payne 2: The Fall of Max Payne was released on October 14th, 2003. It’s competition was Jak II (PS2), The Suffering (PC, PS2, and XBox), and Call of Duty (PC).

Experiences

I played Max Payne 1 when I was but a young-un of 16 or so but I didn’t get around to its sequel until around 2012, when Max Payne 3 was announced. I was so curious about whether the latest installment would be good that I wanted proper context about the events of the second game. I’d had it in my Steam Library, I’d bought it on sale forever ago, but I had never felt truly inspired to play it. I thought I’d had enough of Max’s story. When I was finished MP 2 I decided to actually not play Max Payne 3, now satisfied with MP 2’s conclusion to Max’s story — who knows, maybe I’ll play Max Payne 3 when they announce Max Payne 4.

Gameplay

If you’ve read the Gameplay section of Max Payne 1 then you know everything you need to know about Max Payne 2. A quick refresher though, Max Payne 2 is a 3rd person shooter. The camera is tactfully put above Max’s head giving the player good scope of threats in whatever situation Max might be in. Those situations will probably involve guns and the shooting thereof and that’s some degree of fortunate considering Max’s proficiency with fire-arms — and the quantity he keeps tucked into his coat.

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You’ll need to remember the five Ds of gunplay. Dodge, duck, dip, dive, and dodge.

The big mechanical pull for this game lies in Max’s ability to enter bullet time. With a click of the right mouse button Max can initiate a slow motion dive or simply slow down time and give him the edge he needs in a fire-fight. Every enemy that Max kills an enemy while in bullet time slows the world around him even more, giving him, effectively, more time and making him more capable. In addition, killing an enemy outside of bullet time will refill the gauge a little bit in addition to its slow regeneration over time. This is Max’s major edge so don’t be afraid to use it when things get dangerous.

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Spoilers but not spoilers. Mona is actually playable in some missions and has a sweet Sniper Rifle. Mona: 1 Max: 0

I should also mention that, although there are in game cutscenes, most of the story is presented through comic book panels. Narrated wonderfully by James McCaffrey, he brings the story to life and fills the player with a sense of grit.

The Gush

This game feels overall much smoother than its predecessor. Reloading during bullet time in MP 1 would take Max out of bullet time and into a potentially deadly situation. In MP 2 Max’s reloads in bullet time are replaced by an incredibly slick and equally implausible duck and twirl motion — it’s visually impressive, incredibly stylish, and totally useless but it works and looks cool. In addition, Max simply controls better, making the rare platforming much easier — and dodging bullets… that’s easier too.

The music in this game seemingly took the direction of, “The same. But more and kinda different.” Max’s theme has more polish and the music overall no longer has that sense of deep darkness of the criminal underworld. It presents music depicting a world of much more upper class obliviousness and corruption in its greater production values and more varied instrumentation. In short, I dig it.

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Everything in this game is kind of “The same. But more and kinda different,” including Max’s injuries.

The Kvetch

The whole game Max obsesses about cracking the case. I know that he’s a film noir detective and by that virtue he must solve the mystery and beat up the bad guy but they could have given him a clear reason to crack the case. I guess I can dig it that Max takes this upon himself. But even when he’s figured out what’s going he doesn’t appeal to authority, he goes to solve the problem himself. I know that’s film noir as well but they never present a clear reason why Max can’t appeal to a higher authority or has to shoot, like, hundreds of dudes.

The Verdict

If you’re even remotely interested in a power fantasy in which you can take the law into your own hands, slipp into slow motion, and wipe out a squad of guys without reloading then this game is probably up your alley. It’s available in most locations for $10 or less and I’d say that’s a fair price for a delicious slice of film-noir action. My only caveat is that I would suggest that you play the original game before diving into this one but it generally runs for a mere $5 or less. Although they’re both a little dated, they still contain a mighty shine of that mysterious man who comes from the shadows and will put the night right with naught by his fast fists and his gun.

Next Week: Battle Realms

Middle Earth: Shadow of Mordor (PC, Linux, Mac, XBox One, XBox 360, PS3, PS4, and Select Toaster Ovens)

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Barad-Dur wasn’t built in a day. Sauron’s rise to power was actually a slow crawl and Mordor was not always the blasted hellscape depicted in the novels or movies. No denizen of Middle-Earth would have called it lush but it was recovering from the battle between the Alliance of Men and Elves and the Orcs of Sauron. You play as Tallion, a Ranger posted in a settlement around The Black Gate, making sure that all is quiet in Mordor. But Sauron’s power is growing quietly in the dark places where men dare not look. The Black Gate is attacked by an army of orcs and the settlement is raze,  Tallion and his family are killed, and things generally go to hell. Made the vessel of an ancient wraith and restored to a mockery of life –by one of Sauron’s agents no less– Tallion now has the power to take revenge and fight Sauron’s orcs and destroy his generals. Meanwhile the wraith has forgotten who it was in life and must scour Mordor for pieces of his past.

History

Middle Earth: Shadow of Mordor was developed by Monolith Productions creators of the Condemned series and, one of my personal favorites, Septerra Core: Legacy of the Creator. Monolith wanted to create a game in which in-game death had consequences, non-player characters would respond to the player’s actions, and to create unique orcs that the player would recognize. This all eventually became the Nemesis System which truly makes the game stand out.

From a narrative standpoint, Monolith wanted to show what occurred in the gap between The Hobbit and The Lord of the Rings, something that does not see much exposure in media.

Middle Earth: Shadow of Mordor was released on September 30th, 2014. It’s competition was Hyrule Warriors (WiiU), Stronghold Crusader II (PC), and Borderlands: The Pre-sequel (PC, PS3, XBox 360).

Experiences

I was always a pretty big fantasy nerd and in Elementary School my father suggested that I read the Hobbit. I was probably a little too young for it, I had a hard time visualizing the characters and events but I did understand the story. Even though I was a little in the dark I knew that I wanted more Middle-Earth. It was a good time for a blossoming Lord of the Rings fan, Peter Jackson was making his movies, new editions of the books were hitting store shelves, and even non-nerds were getting excited about it. There have been LoTR games being made since the days of the Commodore 64 and it took a long time for designers to really get things right. Shadow of Mordor is definitely a step in the right direction.

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This is no fabrication. Shadows of Mordor was the name of the C 64 text adventure Lord of the Rings game. Everything old is new again.

Gameplay

As a Gondorian ranger Tallion is a master of stealth, blade, and bow. Fortified by the power of the wraith he’s  a true force to be reckoned with. Possessing powers of ghost vision, insight into hearts of his enemies (the ability to see their strengths and weaknesses), summoning a ghost bow, control the minds of lesser beings — I ask myself frequently why Sauron thought it was a good idea to put a ghost in Tallion’s head– , and allowing him to endure death. But should Tallion die the orc that killed him will be celebrated as a great fighter and promoted to a command position. Tallion’s Ranger training will be put to the test now that it’s him vs. the legions of Sauron.

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I mean lesser in terms of brain power, not size :D.

Most of the game takes place around the Sea of Nurn and the Black Gate. Here orcs go about their business, enslaving local humans, trying to kill each other, having grog drinking contests, trying to kill you, and marshaling their forces for the coming war. The game is mostly about interrupting these activities and delaying the war machine by whatever means are available to you. Orcs having a grog contest? Poison the grog and see what happens. Free local slaves and they’ll feed you information about the commanders and even assist you in battle when they can.

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And there are a lot of commanders to mow through.

The Gush

The Nemesis System is the big pull for the game, it shows, and it paid off. Every commander has strengths, weakness, abilities, a primary concern, and personality. Some of these traits can create an enemy that is truly difficult to face except under special circumstances. On top of all this, you can fight Commanders that have defeated your friends for bragging rights. They’re not all just mindless mooks, there are some who stand out and will kick your ass. Hunting these guys isn’t just a task, it’s a genuine pleasure.

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The game rewards you with extra experience for using the commander’s weakness. INCENTIVE!

It’s something quite small but whenever Tallion encounters an orc commander the soundtrack fades away and is instead replaced with what sounds like every orc in all of Mordor chanting the commander’s name. It really pumps you up to fight this guy and simultaneously let’s you know that this guy is serious business and will murder your face. The chant resumes when Tallion is about to be killed by a commander, just so you remember the name of the bastard who killed you should you fall.

This might be the best Assassin’s Creed game that I’ve ever played. You’ve probably heard it a million times before but it bears repeating that this game is basically the free running and faffing about mechanics that are integral to the Assassin experience… but with orcs. And as the ancient Gygaxian philosophers once said Orcs are greater than Templar or something.

The Kvetch

Shadow of Mordor feels like Christmas morning in which your Father got you Legos, your mother got you tinker toys, your grandfather got you Lincoln Logs, and your Aunt got you megablocks. Each on their own is amazing and incredibly fun to play with but even though you could play with them together they don’t exactly fit. They don’t have the cohesion that they could. You can control these orcs and pit them against each other but there’s no end to that means. You have to do it for a few story missions but there’s nothing you can really do with it in the normal game.

Sometimes when you kill a commander they return with a chunk of metal holding them together. I named one of these guys Chucklenuts because all he would do was laugh when we clashed. The first time he came back I was almost honored and pleased to see Chucklenuts, so glad was I the opportunity to kill him twice. It started to get really old around the fourth time.

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Yeah, he’ll just walk that off.

I gotta put my canon scrutinizing glasses as far up my nose as I can and complain about the Uruk-Hai. Orcs have been around in Middle-Earth ever since Elves got twisted and deformed. The Uruk-Hai are basically super orcs created by the wizard Saruman in order to better conquer Middle-Earth. They’re more bigger, stronger, and more disciplined — good on you Saruman… buuuuuuuuuut I’m pretty sure that at this part in the canon of Middle-Earth that the Uruk-Hai hadn’t be created yet. It’s a pretty minor quibble but I am curious why the decision was made.

I’m very curious why the game omits the Wargs and Trolls, replacing them with Caragors and Graugs respectively. I’m genuinely curious if these are canon creatures or if Monolith couldn’t get the rights to the original creatures or something.

Oh yeah… I still don’t know why Sauron put a wraith in Tallion. I dunno, maybe his agent did it on their own but… then… why did Sauron’s minion do it? I’m so confused.

The Verdict

Middle Earth: Shadow of Mordor goes for $49.99 on Steam, and I don’t mean to downplay the game because it’s very fun and enjoyable, but I just don’t think it lives up to its price tag. If you’re a fan of Middle Earth and have a strong desire to kill some orcs and get some revenge then I’d recommend picking up this title on sale for $30.

Next Week: Max Payne 2

Cthulhu Saves the World (Xbox Live, PC, Xbox 360 [in that order])

If you’d rather just see the game being played then I’ve got a shameless shill for you! I’ve actually got a full let’s play of this game available on my youtube channel.

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Cthulhu. A being who’s stories has spread fear across the century. A being so grossly powerful and from a realm so foreign to our limited perceptions that he drives men insane at the sight of him and would destroy our planet on accident. He lives in his underwater fortress city of R’lyeh, with its non-euclidean geometry, and works through his Deep One agents. His dreams are so powerful that the nightmares inspired by the sheer power have kept humanity afraid of the dark for millenia. Now is the time for his rise from the deeps, when he collects the souls of mankind to fuel his dark designs in the cosmos, for a purpose we could never understand.

His awakening is interrupted by a powerful wizard who curses Cthulhu and strips his powers away from him. The curse has a catch though. If the Tentacle faced dragon man can become a true hero then his powers will return and he will finally be able to destroy the world. But will he instead learn to love the people he’s come to know and protect? Find out in CTHULHU SAVES THE WORLD!

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Well… he’s probably not gonna learn the whole friendship thing.

History

Cthulhu Saves the World was developed by Zeboyd games. Founded in 2009 in by Robert Boyd and William Stiernberg they began their careers with Interactive Novels such as Molly the Were-Zompire released in 2009 for Xbox Live.

Their first video game project was for a 2-D, turn-based RPG by the name of Breath of Death VII: The Beginning. It innovated on the classic RPG framework by awarding different choices of abilities for leveling up, increasing animation speed to make fights quicker, and offering limited random battle encounters per area to ease exploration. Cthulhu Saves the World followed suit and also included the ability to force a fight on the spot if you just wanted to get them all over with or farm gold and experience points. It was originally only available for Xbox Live but a quick Kickstarter campaign brought it to the 360 and PC dubbed the Super Hyper Enhanced Championship Edition Alpha Diamond DX Plus Alpha FES HD – Premium Enhanced Game of the Year Collector’s Edition (without Avatars!)

Cthulhu Saves the World was released on December 10th, 2010. It’s competition was Secret of Mana (iOS), the Oddboxx of Oddworld games (PC), and Shining Force II (PC).

Experiences

I find the evolution of Cthulhu to be fascinating. He’s gone from a minor monster thought up by Lovecraft and evolved into a world-wide phenomena over the last century. Creating and sustaining the genre of eldritch horror. Reminding humanity that there are things out there in the world that are so large that they do not care about us and would destroy us without even meaning to. Held aloft by teenagers as the pinnacle of horror via creepy-pastas and poorly informed fellow teens. And finally turned into a joke by the adults who grew up with him and can’t help but laugh in the face of madness and how silly powerful he is, evidenced by this game.

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It’s just that simple folks.

Gameplay

This game is the most stock turn-based RPG that has ever turn-based RPG. You walk around, delve into dungeons, choose your party members, find sweet loot, and use abilities to destroy your enemies — and try not to die, of course. The game is filled with, and truly held aloft by, comedic references to both RPGs and Lovecraft’s mythos that will render fans of either doubled over in joy.

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What? Bars serve milk… right?

The big mechanic in this game is that Cthulhu and others can inflict enemies with insanity. Insanity has a lot of bizarre effects on enemies. Near as I could tell it generally lowers their defenses. Be careful though, some enemies grow more powerful when they’re driven mad but it makes sense as to which enemies benefit. Drive elder gods insane is a recipe for disaster, but turning a zombie into a wreckless corpse is a safe bet.

The Gush

After you beat the game for your first time new modes of play are unlocked. Some of which change the game entirely like Highlander which limits the party to one member but increases XP gains dramatically — who’s the best for what situation, experiment and find out. And Cthulhu’s Angels which presents an all female party to help Cthulhu save the world because he’s too lazy… I mean busy!

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This game mode could be the best thing related to Cthulhu ever invented.

I can’t properly emphasize here how many Lovecraft and RPG jokes there are in this game. Some of them were so deep that they went over my head. Like the powerful Belt Man, made as a mockery of Tetsuya Nomura’s penchant for adding belts upon belts to his characters. A living sword joins the party and his class title is swordsword for wielding himself. Or the game’s use of classical Lovecraftian locales as the towns and settlements of the game.

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There’s a lot of humor and references to the Lovecraft source and the game’s a little alienating if you don’t get them.

The Kvetch

Taking a few wrong abilities at level ups can make things really rough. I tried playing Cthulhu as a mage because I was getting a lot of magic options I thought I could make good use of… boy was I wrong. That run ended in a total reset, the farming time for getting through the second dungeon was just plain untenable.

The Verdict

For a game with a 3 dollar price tag this is a bargain. That being said it’s a niche title. If you’re not a fan of Cthulhu or old-school turn-based RPGs then you might have a hard time getting into this title. But if you can Cthulhu Fhtagn and still remember Final Fantasy IV fondly then this game will bring a lot of great laughs and enjoyable experiences.

Next Week: Middle-Earth: Shadow of Mordor

Binding of Issac: Rebirth, Is It Worth it? (PS4, PSVita, Mac, Linux, and PC)

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Back in my Binding of Isaac Review I mentioned that a remake had been released under the name of Binding of Isaac: Rebirth and that it was more expensive and was pretty cool. It’s difficult to review Rebirth because it’s basically the same game as the original… and if that’s the case then what’s the purpose of making or purchasing a remake?

This is not a review of Rebirth. As it’s very similar to the Binding of Isaac Classic so if you wanna know what I think about Roguelike shooters check out that review. The question is, if you bought Binding of Isaac Classic is it even worth it to buy Rebirth? Is a Binding of Isaac remake worth $15?

History

Rebirth was developed by Nicalis with Edmund McMillen at the helm of design. Nicalis is a company that focuses on developing smaller indie titles and their record reads like Indie Gaming’s Greatest Hits with games like Cave Story and 1001 Spikes under their belt. McMillen’s desire to remake the game stemmed from his large dislike of having made the game in Flash. By the time he was done with the original there was no room to add more content and it was riddled with small glitches that seemed impossible to fix.

Binding of Isaac: Rebirth was released on November 4th, 2014. It’s competition was Five Nights at Freddies 2 (PC), This War of Mine (PC), and Assassin’s Creed Unity (PC, PS4, and XBox One).

Experiences

To say that Binding of Isaac is big in my friend group is an understatement. We play it while we all voice-chat, in local multiplayer, and talk about our luckiest and unluckiest runs. Further, I feel like the slacker of the bunch. I’m basically the only one of them not to unlock Platinum God and all of the content. I’ve nearly doubled the time I played Binding of Isaac classic in the hours I’ve put into Rebirth and there’s still more things for me to unlock and do.

Why It’s Worth the Cost

150 new items. From silly odd things like Tiny Planet — which will make you the center of attention or at least your attacks– to even a new Guppy item, Guppy’s Collar, and the immensely powerful Sacred Heart. There are so many new toys to play with.

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Guppy’s Collar, now available at a Devil Deal near you.

It’s no longer on Flash so it will be easier to add more content in the future, paving the way for whatever new idea pops into McMillen’s head.

You can now donate extra money to shops in order to improve their item pool and increase the number of items they sell.

It’s easier to collect, and therefore find, accurate data about exactly how different items effect Isaac. Evil, luck, and faith are all now documentable statistics and the tooltips are more clear for items overall.

Items can now synergize. Transforming their powers into one incredibly powerful effect.

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Brimstone lasers + Tammy’s head creates a wave of destruction impossible in Classic.

Some problematic items that are generally accepted as bad have been improved and buffed, making them viable again — Ipecac will no longer fly over the heads of your enemies and lemon mishap… is slightly better.

Even more new characters such as, the undying Lazarus, the enigmatic Eden, and the sinister Azazel.

New smaller pickups like runes which generate bizarre card-like effects and batteries to recharge your chargeable items.

New bosses, enemies, champion types, and challenges. Some of which unlock even more new items.

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20 Challenges in the base game and Afterbirth adds 10 more.

If you quit the game you can now take up from where you left off– or abandon a godawful run.

New areas like The Dark Room which lies beyond Sheol. And the Boss Rush which can only be accessed after defeating Mom in under 20 minutes — gotta go speed!

New 16-bit art style.

Better code so things are less likely to go totally ham and less crashing — this also means fewer I am Error rooms but it’s a small price to pay.

Level seeds! Every run has an 8 digit seed which can be input to repeat the run. You can’t get achievements from seeded runs but now you can challenge a friend, or rival,  to see if they could do better in terms of time or effectiveness with your exact circumstances.

And more things than I can even fit in my brain space.

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Such as crawl-spaces hidden under rocks, leading to special hidden areas.

Reasons Against

There are a lot of things to relearn and some of your tricks from the Classic game might betray you now. Some old items don’t even work the same way any more.

All of the old music has been scrapped so all of those tunes you loved so much can only be heard in Binding of Isaac Classic.

I haven’t been able to get Afterbirth to run on my Vista Laptop. I’ve tried every fix and it just won’t work.

There’s no transferring your save so you’ll have to unlock everything you unlocked from Classic all over again.

Some bug-fixes have actually made things more difficult. Cain’s lucky foot no longer guarantees good pills and and you can no longer have an infinite number of soul hearts.

AFTERBIRTH!

Heads up! Rebirth has its own expansion already, goes by the name of Afterbirth and sells for $11. The same caveat that goes for Wrath of the Lamb goes for Afterbirth, Afterbirth spikes the difficulty up quite a bit. Afterbirth brings even more characters such as Lillith– forever accompanied by her faithful Incubus– and The Keeper — for whom greed is certainly good. Afterbirth also comes with new challenges and even more new items and synergies. Afterbirth brings the Spelunky daily run to the Binding of Isaac experience.. There’s even a new mode of play, Greed Mode — it’s like a normal run but way quicker, contained, and fueled by sweet sweet money.

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Behold the might and wrath of Ultra Greed.

That being said, it’s not all sunshine and rainbows. Azazel got a bunch of nerfs that people are still a little miffed about. And the difficulty spike might be too much for some.

The Verdict

I’m totally for it — I bought it after all. But I hope that these pros and cons can help you reach an informed decision. This is what Afterbirth is bringing to the basement — and taking away in some cases. I welcome these changes because I think they create a more fun game experience overall so I would say that Rebirth and Afterbirth are both sound gaming purchases.

Next Week: Cthulhu Saves the World