Early in Uncharted 4: A Thief’s End, it’s evident that life’s changed for Nathan Drake. His days of globe trekking in search of lost treasure and fending off cunning thieves are behind him, relegated to artifacts and journals in the attic. Nowadays he works as a recovery diver and spends evenings at home with Elena, discussing their day-to-day lives in a pedestrian, unfulfilling manner. When his long lost brother turns up unexpectedly, this allows him an opportunity to quench his thirst for adventure, but at what cost? Developed by Naughty Dog and published by Sony on May 10, 2016, Uncharted 4 tops the efforts of its predecessors in every way and nearly two years later, stands in my mind as a masterpiece. Continue reading Uncharted 4: A Thief’s End [PlayStation 4] – Review→
Spurred on by my recent purchase of Uncharted 4: A Thief’s End, I’ve returned to the series after a yearlong hiatus. Picking up where I left off, I’ve now completed Uncharted 3: Drake’s Deception, the final installment on the PlayStation 3. Debuting in North America on November 1, 2011, Naughty Dog attempted to top its predecessor, which I deemed a “greatest hits of the action-adventure genre.” In many ways, this entry does. The set piece events and ancient mechanical puzzles were more frequent and extravagant than ever before. Nate and company explored a variety of new, visually impressive and incredibly detailed environments. Gameplay was enhanced by an increased emphasis on melee and improvements to stealth takedowns. And, per usual the acting and storytelling was top notch. All that said, the multitude of “one-shot” cliff-hanger moments and the dependable presence of a perfectly placed ledge was wearing thin and eroding the veneer of realism. Continue reading Uncharted 3: Drake’s Deception [PlayStation 3] – Review→
When I began writing about Uncharted: Drake’sFortune, I considered it the high-water mark of the PlayStation 3’s library, at that point in the platform’s lifecycle. Having completed its sequel, Among Thieves, I can testify that it unquestionably usurped that role, and deserves recognition as one of the best games of the contemporary cinematic era. Originally released in North America on October 13, 2009, Naughty Dog maintained the excellent blend of third-person, cover-based shooting and wowing traversal that put the series on the map with the first game. What carried my interest however was the engaging narrative. Characters both familiar and fresh intertwined with Nate’s search for Marco Polo’s lost fleet. Danger and drama kept Nate busy across the game’s dozen hour runtime and the numerous set pieces often had me in disbelief and culminated in an experience that played like a greatest hits of the action-adventure genre. Continue reading Uncharted 2: Among Thieves [PlayStation 3] – Review→
Something clicked. With the release of Uncharted 4: A Thief’s End this May, purportedly the final entry in Naughty Dog and Sony’s acclaimed action-adventure series, I knew it was time I checked it out. The first game that is, Uncharted: Drake’s Fortune. Yes, after nearly ten years of opportunities, I finally got around to playing the Uncharted series in typical fashion, by starting at the beginning. Released on November 19, 2007 for the PlayStation 3, a couple days past its one-year anniversary on the market, Drake’s Fortune was arguably the high-water mark of the platform to that point. Continue reading Uncharted: Drake’s Fortune [PlayStation 3] – Review→
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearlyevery game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
Now this is the sort of game that gets me excited about video games! There’s something about the zany concepts and systems that video games of Japanese origin tend to have that really excite me. So when I first heard about this title, I figured I’d be into. Fast forward to many months after its initial release and it happens to be discounted to $0.99 on a PSN sale and of course I bought it. Fast forward to today when I’m writing this, and I still haven’t played it. Jenny has played it somewhat, stating that she thought it was weird and kind of difficult. From what I gather, it’s a survival game set in a post-apocalyptic Tokyo where you play as an animal and attempt to procreate and ensure your future lineage. Pomeranian dogs seem to the favored avatar too. That’s what I’m talking about!
Tokyo Jungle was developed by Crispy’s! in conjunction with Sony Computer Entertainment’s Japan Studio. It was originally released physically for the PlayStation 3 in Japan on June 7, 2012, and had its North American release exclusively on PSN on September 25, 2012. I’m not familiar with the developer, although it appears they’ve developed a handful of other games – mostly Japanese only.
When you have a video game collection like mine, it can be hard to play all of the games. This is especially true when additions are made on an almost weekly basis. Still, I appreciate nearly every game I’ve accumulated for this reason or that. In the hopes of improving my writing through continuous effort and promoting ongoing learning of these games, I’m going to compose brief, descriptive articles.
This was the first brand new game I purchased for the PlayStation 2. I can still remember so clearly walking into the newly opened GameStop in my town and picking this game up. It had to have been six months to a year after release as it was about thirty dollars, if memory serves. This was the first “major” simulation racing game I played. I was enveloped in the experience as a result and spent so much time playing, unlocking car after car. That was one of the things that kept me hooked. Since I grew up on Pokémon, I can dig collecting, and Gran Turismo is one of those series where there’s an immense amount of cars to collect. I didn’t fully complete it, and I daydream about returning to it, almost instead of trying my hand at one of its sequels. This will remain a collection of some of my fondest PS2 memories.
Gran Turismo 4 was developed by Polyphony Digital and published by Sony Computer Entertainment. It was released for the PlayStation 2 in North America on February 22, 2005, following the original December 28, 2004 Japanese release. As is the case with every title in the series currently, its development was overseen by Kazunori Yamauchi. Also, in keeping with tradition, this game was subject to many delays. That being said, no one can dispute the quality of the final product.
Okay, Final Fantasy V hasn’t been released as much as its predecessor. In fact, the first time it was officially released outside of Japan was with the American release of Final Fantasy Anthology for the PlayStation. That was in late 1999 – basically seven years after it was originally released on the Super Famicom in late 1992. It took another two and a half years for the game to eventually be released in Europe. Since then, it has been released on the Game Boy Advance and on iOS and Android platforms.
As they did for the Super Famicom release of Final Fantasy IV, Square opted for a cutesy cover over the traditional usage of Yoshitaka Amano’s artwork. Again, he was relegated to the logo design. This cover hones in on the wanderer Bartz, and easily conveys this fact. The logo chosen for this game includes a dragon intertwined with the font. This is also apt as dragons play a significant role in the narrative.
The game was subsequently released on the PlayStation in 1996. This is my favorite cover that’s been used for one of the game’s releases. The cutesy character design again reigns supreme and this time it’s highlighting the many job classes. With the exception of two as there were twenty-two job classes in the original.
So this is the version of the game that I possess. I really dig the box art, but it pertains to Final Fantasy VI, so it’s not really comparable in this article. I will mention that I had difficulty playing the disc on the PlayStation 3. There is a save screen glitch that the game freezes at. The glitch is still a factor when playing the disc on the PlayStation 2, but on that system, it’s only a graphical glitch. The menu can still be navigated and the game doesn’t freeze.
For the European release of Final Fantasy Anthology, this game received the honor of selling the game. If it’s successor was included in this package, I’m sure that wouldn’t have been the case. Still, this is prime Amano displaying the cast on one of the many ships.
For the Game Boy Advance release, a slew of extra content was added including extra job classes and an extra dungeon or two. I’d like to play these versions of the NES and SNES titles (excluding 3which never saw an Advance release). The Japanese release included a lot of negative space, yet still left room for Amano’s character designs.
The cover used for the American and European releases however did away with that negative space and really zoomed in on the characters. Plus the large GBA banner on the left-hand side takes up much space.
Just as the case was with Broken Sword: The Shadow of the Templars, this game has been released on many digital platforms that don’t really have box art. As I mentioned above, I prefer the box art for the Japanese PlayStation release. It’s different enough from the rest to stand out, and the cutesy design works well when displaying the many job classes.