As I engaged with allies, enemies, and explored the first few missions of F.E.A.R. 2: Project Origin, I couldn’t get over how good it looked. The visual detail present in character models and environments floored me. It was a remarkable improvement over F.E.A.R. and its two expansions, which released upwards of three-and-a-half years prior. Monolith Productions developed the first game during a transition period between console generations, while this entry was put together firmly within one, and it showed. That further familiarity with development tools and the platforms of release resulted in visual improvements isn’t surprising, however. But, personally it was a reminder of how good games of the previous generation could look, and how much improvement had been made in just a few years. Continue reading F.E.A.R. 2: Project Origin [Xbox 360]- Review→
Exclusive to the Xbox 360, F.E.A.R. Files is a compilation of Extraction Point and Perseus Mandate, the two expansion packs for the horror-themed first-person shooter F.E.A.R. First Encounter Assault Recon. Unlike the original game, which was developed by Monolith Productions, these expansions were handled by the now defunct TimeGate Studios, based out of Sugarland, Texas. Extraction Point debuted on PCs in October 2006, a year after the base game. It picked up immediately after the end of F.E.A.R., directly continuing the story of the Point Man, that game’s protagonist. Perseus Mandate followed in November 2007, releasing simultaneously on PCs and the Xbox 360. The exploits of a separate F.E.A.R. team, acting concurrently with the Point Man’s, were detailed in this expansion. As was the case with the base game, it was ported to the Xbox 360 by Day 1 Studios and published by Sierra Entertainment.
As I mentioned in my review of Rain, one of the reasons I decided to play that game was my thinking it may tie into the Halloween season. My preconceived notions were that it dealt with ghosts, but that wasn’t the case. It did turn out to be a little spooky, but the other game that made my shortlist was a lot spooky. F.E.A.R. First Encounter Assault Recon was that game. Continue reading F.E.A.R. First Encounter Assault Recon [Xbox 360] – Review→
Spearheaded by Sony’s Japan Studio and developed by Acquire, Rain is a somber adventure game available for the PlayStation 3. Released worldwide at the beginning of October 2013, Rain’s debut was no doubt overshadowed by the impending launch of the PlayStation 4. In fact, looking back on how I came to own the game, I didn’t even buy it; I received it through the settlement for the 2011 PlayStation Network outage. Unlike my ownership of the game, my decision to give it a go was intentional. Wanting to play through a batch of shorter games in the wake of Fire Emblem: Three Houses, and thinking it might tie into the Halloween season, it topped the short list of games I had put together. Continue reading Rain [PlayStation 3] – Review→
Why don’t I play MMORPGs? It’s a question that’ll come up in conversation every now and then, and one worthy of asking considering my soft spot for games like Final Fantasy XII and Xenoblade Chronicles, games which are essentially single-player MMORPGs. I know I’d love a game like Final Fantasy XIV, especially having watched my wife play it and witnessed firsthand the ludicrous amount of things to do and places to go. But that’s the thing. I know my completionist tendencies would require me to devote so much time to the game, time I’m sure I’d enjoy, but time that would be monopolized by a single game. I’d much rather experience a variety of diverse games. That’s the theory in my head, at least. And it sounds good, too, until a game like Fire Emblem: Three Houses comes along. Continue reading Fire Emblem: Three Houses [Switch] – Review→
As its full title suggests, Home is a unique horror adventure. The 2D side-scroller wasn’t scary per se, but the disturbing story at its core was chilling. Created and published by Toronto, Canada-based indie developer Benjamin Rivers, Home debuted in 2012 and is available on a variety of platforms including the PlayStation 4 and PlayStation Vita, where I played it. Blending nostalgic pixel graphics and creepy, minimal sound design, the game emanated a sinister vibe that kept me on edge as I uncovered a series of murderous events.
Assuming the role of an unlucky fellow awaking to find himself away from home and not sure why, I retraced his steps, exploring unsettling scenes along the way in the hopes of finding clues. They didn’t bode well. But maybe things weren’t all that bad, either. Taking certain items, putting others back, answering yes or no questions influenced the game’s outcome in a “choose-your-own-adventure” sort of way. Regardless of the choices I made, the endings were somewhat ambiguous, leaving plenty open to interpretation and further rumination.
It took me anywhere from fifteen minutes to an hour to complete a playthrough, depending on how thorough I wanted to be. Because of dual trophy support on the PS4 and Vita and the game’s brevity, I played through the entirety of it twice, like a madman! It looked and sounded great on the big TV, but man was it perfect for the Vita. I can’t say that Home blew my socks off or anything, but its dark tale and interactivity was novel and thought-provoking.
In the lead up to my recent week of vacation, I planned out a few things I wanted to accomplish. Top of the list was getting some car repairs done. I also wanted to spend at least one day with my wife driving around a nearby Oklahoma county, hunting for historical markers and eating local BBQ. There were a few odds and ends to be done around the house as well but when it came to video games, I had only one objective: begin, and hopefully complete, Bloodstained: Ritual of the Night. That didn’t happen, but before I even started compiling my to-do list I was already preparing a contingency plan. Continue reading Castlevania: Order of Ecclesia [Nintendo DS] – Review→