Acting upon a sense of urgency for no particular reason, this year has seen me completing many of the games that have populated my backlog for ages. Singularityand Syndicate, a pair of narrative-orientated first-person shooters, each with unique gameplay hooks, are two such games. While it misses the mark on alliteration, Call of Duty: Advanced Warfare otherwise fits the bill, scratching that itch for what I want in an FPS. Published by Activision on November 4, 2014, it was Sledgehammer Games’ second entry in the series, following their co-development of Modern Warfare 3 alongside Infinity Ward. Additionally, Raven Software (the studio behind Singularity, coincidentally enough) developed the multiplayer components while High Moon Studios handled the previous generation versions. Continue reading Call of Duty: Advanced Warfare [PlayStation 4] – Review→
The year is 2069. Once common forms of government now occupy historical archives on the dataverse, having been supplanted by mega-corporations decades ago. These mega-corporations, or syndicates, are few and amongst them Eurocorp is dominant, thanks to their invention of the DART chip: a neural implant allowing access to the dataverse. Unique syndicate specific versions are embedded in roughly half the world’s population, creating a societal divide between the haves and the have nots, metaphorically illustrated by the lush skyscrapers users live, work, and shop and the destitute “downzone” areas on the surface. As they’ve vied for control of the populace and protection of their intellectual property, corporate espionage and outright warfare have become standard, necessitating the need for bio-engineered agents enhanced with the latest in chip technology.
Towards the end of Breakdown, after a protracted fist fight against Solus, the game’s shirtless Sephiroth stand-in and resident antagonist, my amnesiac avatar Derrick Cole lie battered on the floor. Unable to save Earth from encroaching T’lan warriors, Derrick bore witness to humanity’s last best hope: a nuclear bomb to the heart of Site Zero, the very spot he rested. Twenty years later he woke up in someone else’s body, his memories having been transferred. The T’lan have overrun earth but he’s been given another shot. I, too, suffered a bout of amnesia with Breakdown. I played it years ago just up to completion and have always recalled it fondly. My memories failed me. Continue reading Breakdown [Xbox] – Review→
With Cubivore: Survival of the Fittest done and dusted, I thought I’d turn my attention to another game that’s been on my backlog for years: Singularity. Developed by Raven Software and published by Activision on June 29, 2010, it’s an alternate history first-person shooter centered on the Cold War and time manipulation. Accordingly, it has a few unique, and fun, time-based gameplay mechanics. The gunplay is solid but clearly intended for a mouse and keyboard in favor of a controller. Speaking of favors, I did myself none by playing on the hardest difficulty. Nonetheless, it lived up to my expectations and was a net-positive experience.
I’m a little late to the party on this one but I finally beat Portal. It’s an ingenious puzzle game that doesn’t overstay its welcome. In fact, I was befuddled that it was over as quickly as it was. Since I’d heard so much revelry and acclaim for it and witnessed the cultural impact it’d had in the gaming space I just figured there’d be more of it. What was there engrossed me though. The increasingly complex puzzles were mentally stimulating and the enigmatic GlaDOS’ darkly humorous speech had me chuckling well into the few hour experience.
The game is built around the portal gun which allows users to shoot portals on flat surfaces. The portals are connected and can be easily referenced as an entry and exit. At its most basic use, I could place a portal on ground level, shoot the other portal on a wall above a higher level and use the portal to reach higher ground without using a ladder. Through the game’s nineteen test chambers, the quandaries were rarely this simplistic. The way I had to manipulate the portals was fascinating and thought-provoking. Dropping into one and utilizing the momentum to fling myself across the room was always amazing.
As I mentioned the game has nineteen test chambers that lock progression behind increasingly difficult puzzles. There are no other lifeforms present although observation windows and empty chairs indicate there were at some point. Guiding the player through these chambers is GlaDOS, a disembodied mechanical female voice. Her statements are delivered with a sense of dry, deadpan seriousness that are made clear when her motivations are discovered. Things are not what they seem and while there is no narrative, there’s an abundance of environmental storytelling that allows the player to fill in the gaps themselves. It all culminates in an appropriate ending sequence that was riddled with GlaDOS’ hilarious interruptions.
For most I’ve probably revealed nothing new about this game. Portal sent shockwaves through the gaming culture when it arrived in 2007 as a part of The Orange Box and is still highly regarded and oft-discussed. I’m glad to have finally experienced it and would recommend it to those who have yet to do so. The game was brief but left me both fulfilled and wanting, in a good way. I can only imagine the impact the modding community had on this title and I’m excited to see the crazy stuff they came up with.
Who can say what sparked it, but one evening Jeff and I played the Sega 32X. It’s an add-on for the Sega Genesis that increased its power but never proved successful for a variety of reasons, namely poor timing. Its library rounds out at about forty titles which pales in comparison to the nine hundred plus that the Genesis hosted. Along with it, I also have a Sega CD which makes setup an absolute chore. There are three power bricks (although only two are needed if the Sega CD isn’t being utilized), an A/V cable connecting the Genesis and 32X, and an A/V cable connecting the monstrosity to the TV. Our session was a memorable one though, so it was worth it.
With such a limited library there aren’t a lot of options, especially when I only have a few games. The two that we spent the most time with were Virtua Racing Deluxe and Doom. As he’s not partial to racing games we barely touched VRD. That game’s primitive polygonal graphics can be off-putting at first, but I was surprised at how fast and responsive the game was; it’s definitely a worthwhile title. Therefore, we spent our time with Doom. Our session lasted a couple of hours, and we wound up making it to the final stage*.
His experience with Doom supersedes mine, having played it on PC closer to its cultural explosion. My first gameplay exposure came with the Xbox Live Arcade release. I couldn’t tell you what went through my head then, but I don’t remember being blown away, even considering the context of its release. After all, this was the most significant of the early first-person shooters and became one of the most popular, if not played, video games up to that point in time. Honestly, I wasn’t particularly jazzed about playing the 32X version but it’s hard to ignore how well-made it is, even this version.
For hours, we blasted demons with a handful of weapons and searched for keycards in order to open locked doors and progress to each level’s exit. That took place across fifteen-odd levels, with one or two focusing on a boss fight rather than exploration. On paper, this all sounds monotonous, but the gameplay was quite fun. It was a fast-paced shooter and the stages and enemy encounters never felt duplicated, despite a limited palette of either. Undoubtedly, playing with a friend and taking turns completing levels enhanced my enjoyment.
This newfound enjoyment and appreciation of Doom surprises even me, considering I really enjoyed Doom 3 – a game most others didn’t. I’m contemplating more Doom and my next steps branch two ways. The 32X version was a port of the PC original which hadn’t even fully released at the time, so I haven’t completely seen Doom (which this FAQ detailing version differences is just phenomenal). I’ll either start up the XBLA release or the version included with the Doom 3 Limited Collector’s Edition. I’ve also never played Doom II: Hell on Earth so that’s a natural progression too. Either way, I’m excited to play more Doom. I guess that’s one redeeming quality for the 32X.
* The final stage to reach the credits. If we had reached the same stage on a harder difficulty, there were actually two more stages.
On a Friday night, just after Christmas 2014, I was surrounded by the usual gang – Jenny, Erika, and Jeff. The pangs to acquire a PS4 were getting to Jenny, and with much coercion from Jeff, I was finally dogged into taking the leap. That week, Best Buy was running a significant deal on the console, one that included a digital game. Jeff, a team member (ugh) at Target coerced me with the temptations of his substantial discounts, on top of their price matching. Needless to say, we walked away with the system and a couple of games. With Jenny and I being massive fans of Far Cry 3, the choice of a digital game was easy as there was no choice – it was Far Cry 4 all the way.
Once again developed by Ubisoft Montreal, this game is strikingly similar to its predecessor. That didn’t make it a bad game; it was just a less surprising one. As usual, the setting was a lush, sprawling, wide-open game world that offered many distractions. All together it took me about twenty hours to get its platinum trophy, so yeah it was expansive as far as single-player first-person shooters are considered and… there were multiplayer modes – enough said. Finally, the story and cast were anchored by an outrageous villain that gave Vaas a run for his money. The developers took the formula from the previous game, changed the superficial portions, got it running on the new generation of consoles and probably thought “that’ll do.” And it does.