Bastion is one of those games that has been near the top of my backlog for years. From all accounts, it was a hit when it debuted on the Xbox 360 on July 20, 2011, and in the years since, it has gone on to appear on damn near every platform, like an indie version of Resident Evil 4 or Skyrim. I first acquired it through a Humble Bundle in May 2012 and have checked it out a few times since, but never for more than a half-hour or so. In fact, I’ve spent more time listening to the soundtrack in the intervening years than actually playing the game! Obviously I think the soundtrack is great, but hey, it turns out the game is pretty good, too! Continue reading Bastion [Switch] – Review→
A couple of months after starting F.E.A.R. First Encounter Assault Recon in an effort to play something spooky around Halloween, my experience with the series is now complete. Although I’d always wanted to play that game, I didn’t think finally doing so would take me down the rabbit hole of playing every entry. But here we are. F.E.A.R. 3 brought the series to a close with the return of the Point Man, his evil brother Paxton Fettel, and their strained relationship with Alma Wade. The shifting trend of the series, to a more action-orientated horror affair reached its culmination with new gameplay mechanics, which made this the most enjoyable entry. Continue reading F.E.A.R. 3 [Xbox 360] – Review→
With F.E.A.R. 2: Project Origin, I thought Monolith Productions developed a sequel that was more focused on action than horror. It was a fine game, and enjoyable for many reasons, but I still found it somewhat disappointing compared to the original. Unsurprisingly, the expansion F.E.A.R. 2: Reborn continued down this path. Released on September 3, 2009, roughly seven months after the base game, Reborn had a novel premise but was too brief to serve as anything other than a narrative introduction to F.E.A.R. 3.
Instead of controlling the Point Man, or another member of F.E.A.R., I was actually put in the shoes of Foxtrot 813, a Replica soldier. This offered a unique perspective since the Replica soldiers were one of a few groups of “bad guys” I had faced off against. With a runtime of about an hour though, there wasn’t much time to explore this role reversal. On a routine mission, Foxtrot 813 was telepathically coerced by Paxton Fettel to turn on his squad. Fettel, of course, was one of Alma’s offspring and an antagonist from the first game. He didn’t really feature in the second game, but following his commands, Foxtrot 813 eventually made it to his puppet master. Fettel then assumed Foxtrot’s body and was, ahem, reborn.
There were many differences between the first and second entries in the series, but one I failed to mention in my previous review is the way gunplay was handled. It was an FPS released in the wake of Call of Duty 4: Modern Warfare and it showed, specifically when aiming down a gun’s sights. Pulling the right trigger to look down the sights with an enemy in the vicinity locked me onto that enemy, quickly and efficiently. This allowed for more precise gunplay, but offset with limited aiming speed adjustments and the plodding movement speed of my avatar, I couldn’t fine tune the controls to find a sweet spot that felt “right.” I made due, continuing to fiddle with the controls every now and then, but to no avail.
Between F.E.A.R. 2’s insane ending, Fettel’s appearance, and Alma’s attempts to prevent his return, I’m interested to see what happens in F.E.A.R. 3, the final installment in the series. Reborn, while offering a novel role reversal, brought little else of note to the series. The brief campaign had new environments and some exciting gunfights but was merely a proper explanation of Fettel’s return. At ten bucks, it’s hard to recommend to anyone other than zealous fans or achievement hunters.
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→
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.
Shortly after getting a Wii U this summer, Target ran a promotion on Wii U games – buy 2, get 1 free. At the behest of my friend, I chose this game in one of the transactions. What a smart choice! After taking a hiatus from the series since the first game, I was wowed by the improvements that had been made to the core mechanics. We sat down with this game for extended sessions, and while the progression was much improved from the first game, so too were the creation options. Our sessions devolved into creating random combinations of items/creatures and watching the world react to them. We have yet to actually complete the game, but the enjoyment we’ve eked out of it is hard to top.
Scribblenauts: Unlimited was developed by 5th Cell and is the product of Jeremiah Slaczka, one of the studio’s cofounders and its CEO and creative director. It was published by Warner Bros. Interactive Entertainment. It was released on the Wii U and 3DS in North America on November 13, 2012, and came out on the PC a week later – November 19, 2012. Curiously, this game was published by Nintendo in Europe, excluding the PC version.
Batman: Arkham City is the follow-up to one of 2009s most popular and critically acclaimed games: Batman: Arkham Asylum. The combat is nearly identical to Arkham Asylum’s while the environment is many times larger. Throw in a captivating story with a ton of post-game content, and I think 2011 is going to be a repeat of 2009.
Batman: Arkham City’s combat is mostly unchanged from Batman: Arkham Asylum. It revolves around Batman pummeling bad guys with his fists and gadgets and doing it exceptionally well. He leaps from goon to goon, even when they’re incredibly far apart and the blows he delivers are impactful, especially the final hit when dealing with a group of hoodlums. I didn’t make good use of every option available to Batman, but I really, really liked the melee combat. I’ve heard it called the best melee combat in video games and I’d have to agree.
The fights get tougher when different enemy types are introduced. There are a few larger than normal enemies that take a whooping and there are a few that require special tactics such as attacking from behind, but Batman’s biggest threat, aside from a few bosses, are enemies with guns. In a way, Arkham City has two modes of combat. The first is the all-out melee combat where I took on any comers, while the second revolved around stealth.
If I didn’t act stealthily around bad guys with guns and they noticed me, it was basically game over. Batman can take a walloping from run-of-the-mill bad guys, but guns shred him up. When I encountered a group of well equipped thugs, I took them out quietly, and this was as fun as tackling a large group. As I took more enemies out, they would freak out, giving me direct feedback on how I was doing. What I liked most about this sort of combat however was my forced reliance on my environment and gadgets. If I didn’t take these two aspects into consideration, thugs with guns would be much tougher.
After the events of Arkham Asylum, Gotham City is still fed up with the villains that plague them. Through a curious chain of events, the most crime-ridden area of Gotham City is condemned and turned into Arkham City, a massive jail essentially. Dr. Hugo Strange is a key figure and as one might guess, up to something sinister.
Strange captures Bruce Wayne as he’s criticizing Arkham City and announcing his bid to run for mayor of Gotham City. Unfortunate for Strange, Batman is now inside Arkham City, but he’s not alone. Catwoman plays a large role in the game, but it’s strange how she is implemented. The ability to play as Catwoman is really a piece of downloadable content and included with any new copy of Batman: Arkham City. But everyone else will miss out unless they buy the DLC. Not infuriating, but whatever.
Her story is woven into the game at four points, and at natural breaks in Batman’s story. Her plot intertwines with Batman’s and I generally liked the break from Batman. She plays very similar to Batman, but she doesn’t have the same gadgets. She doesn’t have a lot of them either; only three compared to Batman’s dozen. Her fights were predominately just that, fights; I rarely took enemies out stealthily as her.
Batman and Catwoman meet many familiar and not so familiar villains from Batman lore. Batman has run-ins with a few major players like The Penguin and Mister Freeze, but The Joker is his main foe. What happens is very peculiar though. For most of the game, they are seeking the same thing and they operate as frenemies, but the way their relationship eventually plays out is intense.
I was really captivated by Arkham City’s story. Every time I’d finish a story thread, something interesting would happen and make me want to continue. Unlike a lot of games, I rarely wanted to stop playing it, and when I wasn’t busy with the story, I had a fairly large open world environment to explore.
Scattered about Arkham City were hundreds of riddles and trophies The Riddler left behind; literally hundreds, nearly five hundred in total. I almost feel like it’s too many, but then again, I’ve spent as much time with the game after I beat it as I did to beat it. Most of his items are trophies and these require clever uses of Batman’s gadgets. There are also riddles which require me to take a picture of something, but I had a hard time with these considering the large environment. His items would be tagged on the map after beating up certain thugs and this was very welcome.
When not going after Hugo Strange, The Joker, or The Riddler, I had a decent amount of side quests to tackle. These were mostly tasked to Batman by his enemies, which seemed odd. I mean Batman had incentives to undertake them, but if I simply told you Batman was assisting Bane without elaborating, you’d probably be confused. In the same vein, Batman never kills his enemies, which in some circumstances, is frustrating. I understand he doesn’t want to take a life, but locking someone up in a simple cage seems shortsighted.
Besides the standard game mode (in which I could fully explore Arkham City post-game and tidy things up as Batman or Catwoman) I could undertake the Riddler’s Revenge mode. This mode contained a lot of maps where I was tasked with beating up groups of thugs and getting ranked on how well I did, or taking a group of thugs out silently, and in a few specific ways. There is a lot of stuff to do in this game!
Batman: Arkham City is an improvement over Batman: Arkham Asylum. The combat system has changed little in two years, but it’s still so great. I really liked the story and was surprised by a few things that happened; I’ll definitely remember the ending. My biggest takeaway from Batman: Arkham City is the amount of content it contains. I’ve spent a lot of time with the game these past two weeks, and it’s one of the only games I’ve ever completed and then jumped right back into… for another dozen or so hours. Having strayed from many of this year’s new releases I can’t say with authority, but I believe Batman: Arkham City is one of the year’s best games. Batman: Arkham City was developed by London based Rocksteady Studios and published by Warner Bros. Interactive Entertainment for the Xbox 360, PlayStation 3, and soon the PC. I played the Xbox 360 version.
I didn’t necessarily play a ton of new games in 2009, but Batman: Arkham Asylum was my favorite game that year. The beat ‘em combat was unlike anything I’d ever experienced in a video game. As Batman I took on large groups of enemies, and once I learned the ins and outs of the deep combat system, I was able to rack up incredible combos and effortlessly take out thugs. There was so much more to the gameplay than just the combat though; exploration was such a major feature too. Witnessing so many of Batman’s enemies firsthand was interesting and my knowledge of the lore was enhanced because of Rocksteady Studios’ attention to detail. Needless to say I was pumped for the sequel.
Batman: Arkham City just came out, like yesterday, and I wanted to recap my experience with the first few hours. The biggest difference I’ve noticed so far is the environment. Last time we saw Batman, he was confined to Arkham Asylum and the island it resided on. This was a large environment, but for the most part, everything was connected via hallways. This time around, Batman has all of Arkham City to explore; it’s many times larger than the previous environment and feels much more open.
I’m beginning to get acquainted with the city and am increasingly able to know where I am via landmarks and important buildings. I’m traversing much of the city in the “canopy” by grappling to rooftops and gliding around. For every new story beat, I’m given an indicator of where I need to go, and the game lets progress the story at my own pace. I’ve encountered many sidequests so far and I don’t think I can walk for more than thirty seconds before finding something to do. I’ve been splitting my time between advancing the story and partaking in sidequests, and I’m just baffled by the amount of stuff to do.
But what’s up with Arkham City what is it and why isn’t that game taking place in Gotham City? Well, when Arkham Asylum closed down, Gotham City still needed a place to put criminals and super villains, and Dr. Hugo Strange obliged. He’s behind the development of Arkham City, where ne’er do wells run rampant. Circumstances see that Batman winds up inside and yada, yada, yada. We all know Batman is going to do what Batman knows best, kick butt and put a stop to whatever madness is going on, and probably only temporarily. The story has introduced me to a handful of well known and lesser known enemies in the four hours I’ve played so far, and kicking butt is still challenging and rewarding.
The combat is identical to the previous game, I’m not sure I’ve even encountered any additional methods of attacking yet, but I’m sure that’ll come with time. That just means the combat is easy to learn and difficult to master like it previously was, and I’ve found I’m a little rusty, but then again I’ve already gotten a 40-hit combo. I still gain levels for kicking butt, completing quests, and finding secrets, and I still have a boatload of options to level up. That’s something I really like about Batman: Arkham City; there is a ton of additional stuff for me to do, and I feel it’s worth my time because the rewards have a direct effect on gameplay.
Honestly, Batman: Arkham City has exceeded my expectations in the four or so hours I’ve played of it. The story is captivating so far, but it’s really the gameplay that’s drawing me in. Fighting enemies and wanting to excel is challenging and fun. There’s so much to do too; I feel a little overwhelmed with the possibilities I have, progress the story, accomplish any number of sidequests, etc. but so far I’m blown away by Batman: Arkham City.