What Is Techno Again?

Where fiction collides.

Posts Tagged ‘PC’

Published: Tuesday, March 2nd, 2010

The Prince, Now Environmentally Savvy

Put those Jake Gyllenhaal posters away, my fellow Prince of Persia junkies. The upcoming Forgotten Sands, which fills in the seven-year blank between the first two main games, adds an elemental touch and promises to deliver more classic time slidey, puzzle solving, sword slashing goodness.

Everything's better with the undead. Everything.

Level design director Michael McIntyre reports that the new adventure will let gamers play in a time-manipulating sandbox more akin to The Sands of Time, a series highlight. When the Prince decides to pay his brother a visit, he discovers Malik’s city overrun by the sand fiends with whom he struck a deal. Since The Forgotten Sands emerges fresh out of The Sands of Time, players can rewind time in a cinch. When the Prince befriends a Djinn named Razia, she instills in him various elemental powers.

Puzzles and combat balance evenly for the most part, and as many as fifty enemies will bombard the hero simultaneously courtesy of the Anvil Engine (Assassin’s Creed II). McIntyre praises the new fighting style, which harnesses intense and flexible combat. He also explains, “The big mechanic here is to do your combos. But the combos don’t drive you in a straight line. It kind of feels like Sands of Time combat, but cranked up to eleven.”

I can smell the water already ... There's a hint of lemon.

The elemental powers intertwine with the Prince’s acrobatic feats, allowing the developers to establish brainteasing obstacles. For instance, the Prince can slow time to a standstill, solidifying water into a more performance-friendly implement. Eventually you’ll earn four core powers, which attach to the four trigger buttons. Dash combines air and fire, according to McIntyre: “It’s something you can quickly intuit as a player, but it opens up a lot of of possibilities.” Minor, customizable strengths, like the ability to summon mini tornadoes, can be purchased.

Another change includes the populace, who are no longer absent in a sense. Sand statue vignettes augment an otherwise linear story. “They breathe a lot into the world,” McIntyre commented. “It has that real Pompei vibe.”

Set for May on the PC, PlayStation 3, and Xbox 360 systems (a separate Wii game awaits on the sidelines), The Forgotten Sands makes a promising case for itself. For a more detailed look, visit Kotaku.com.

The only kind of timing I enjoy in video games: The not getting sawed in half kind.

Published: Thursday, January 21st, 2010

CONTEST: Bioshock on Your PC … Steamy

UPDATE: We have a winner! Curtis and I put our heads together and chose Danielle’s comment as our favorite. Way to go! Danielle, we’ll be in contact with you shortly.

PC gamers, ahoy! The wonderful and extremely generous code man Curtis McHale (developer of this blog) recently pre-ordered his copy of Bioshock 2 and is offering you lovely readers the chance to snag a free PC copy of the original Bioshock on Steam. Already played the game? Conquer Rapture again now with monstrous computer power and show those Splicers who’s boss!

Want to win? Of course you do. Simply drop a comment describing your favorite Bioshock moment, weird personal story, lovable game-related trivia—or just why you want the game! If we pick yours, Curtis will send you the PC game on Steam free of charge. Just remember to include that email address! Pinkie swear, no spam!

Now … would you kindly spread the word?

Entry deadline: Tuesday, February 2

Published: Thursday, January 14th, 2010

Silent Hill: A Decade of Nightmares

I’ve been meaning to catalog the full Silent Hill history for awhile, but now couldn’t be a more perfect time. Unless I’m screwing up the math (which is possible, trust me), then January 2010 marks the full ten-year anniversary of the survival horror series. What better way to celebrate than to take a look back on the years with all their missteps and achievements? … Okay, well, I guess we could all dress up as the crazy gang of monsters and characters and put on a performance enacting famous scenes from the video games in a thematic party, but maybe that’s a little much. Eh, there would be punch, though.

Who’s your favorite Silent Hill individual?

For the last ten years since its 1999 debut, the Silent Hill video games have launched gamers into the heart of a macabre town crawling with unearthly creatures, cult secrets, and enough horrid psychological chicanery to justify a happily executed lobotomy. Despite the series’ notable footprint on the surface of the survival horror expanse, each installment bears its respective weight in flaws as terrifying as its disgusting creatures and unsettling music. So what makes Silent Hill unique and massively popular among horror addicts? Here’s a rundown of the Silent Hill landmarks that established the series and an envisioning of what fans can expect in the years to come. Feel free to add your own tribute in the comments below!

Published: Monday, August 31st, 2009

PS3 Review: Batman: Arkham Asylum

PS3 Review: Batman: Arkham Asylum

Like the Joker, the latest Batman game comes prepared with all sorts of tricks up its sleeves. Thankfully, you also step onto the grounds of Arkham Asylum with a cue or two from the Dark Knight—armed with the power of the dynamic duo, Kevin Conroy and Mark Hamill (Batman: The Animated Series), and the storytelling of Paul Dini. Forget the trashy old video game adventures of the Caped Crusader you cringe to remember. Welcome to the smart next-gen, gadget-ready version you’ve longed to wrap your gauntlets around.

What You’ll Like

Home, Sweet Asylum

Besides providing a clever way to unload the opening credits, the introductory sequence of Batman: Arkham Asylum sets the tone for the rest of the game: entertaining and fresh, but with a hot trail of on-your-toes danger. The deadly prankster, the Joker, barely makes it through the front door when he breaks loose and commences to wreak panic and death upon the asylum, freeing his villainous peers along the way. To stop the Clown Prince, you’ll have to fend off waves of goons and put the deadlier of inmates back in their cells. Of course, not everything goes as planned when you’re dealing with an unpredictable madman like the Joker.

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Kevin Conroy is just as awesome as you remember.

One of the most impressive aspects about the game—and boy, is there a lot to gush about—lies with the smooth storyline. Not only do the game’s events keep a firm grip on your attention like a good choke hold from Batman, but they also progress extremely well. Many times you’ll find yourself ready to call it a day and retreat to your Batcave, only to end up playing for twenty more minutes. You only deal with a handful of comic book villains throughout your hostile tour of Arkham, but the time and unique gameplay devoted to each forms a balanced breakfast for Batman. The game never feels static, and the combat closely follows suit.

A simple button layout with the boost of a multiplier that bumps up power and dexterity, gadgets turned weapons, interactive environments, and a luxury of ways to say “goodnight” make for fights that are virtually seamless and a hell of a lot of fun. Success comes down to quick reaction time and keeping the flow going, and your skill determines how much experience you gain in return for punching some jaws. The more points you rack up, the more upgrades for gadgets and combat moves that will be available. When you’re not knocking down a thug or eight, navigating like a ninja through your surroundings comes as easily as scowling. And we all know how scary Batman’s scowl is.

Put Your Best Smile On

When it comes to graphics and music, Arkham Asylum shows no mercy. The details are crucial, as your zoom function—which sports a legitimate purpose starting an hour into the game—lets you see every crease on the Joker’s well-tailored suit. Even the Batsuit wears and tears. Plus, roaming the fantastically rendered asylum would be like a trip through a wonderland if it wasn’t for those pesky inmates trying to kill you wherever you go. The music you encounter throughout the game arrives fit for each area or villain you face. Scarecrow holds a degree in fear, so his portion of the soundtrack will send shivers down your spine as you fight off the maddening effects of Crane’s fear toxin.

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Using your gadgets never gets old ... like Batman.

Visual and auditory clues work hand-in-hand, as well. The sound of the Joker’s toy chattering teeth stands out while leading you down the right path. Oracle acts as your official news feed to what’s happening around Gotham, and the Joker’s voice (and green-and-white mug) follows you everywhere. Plus, your Detective Mode gives you a whole new way of seeing things—to spot and take down enemies, interact with your environment, and maintain your reputation as the World’s Greatest Detective.

Eat Pie of Every Flavor, Clown!

Beating the game requires 12-15 hours depending on your pace, but the extras that take you away from the main action come gift-wrapped with just about every henchman. Hunting down patient interview tapes, collecting rogues’ gallery bios via Environmental Analysis puzzles, crossing Riddler trophies off your checklist, and unlocking the Spirit of Arkham will keep you busy when you need to come up for air. The whole island becomes your playground after you successfully course through the game, and don’t worry, your mental endeavors are rewarded in the end. When you’re not showing the Riddler what’s what, you can test your might in the line-up of Challenge Modes. If you’re playing on a PlayStation 3, you can show off as the Joker himself.

What You Won’t Like

A Thug Here, a Batarang There

What’s not to like about Batman: Arkham Asylum? Let’s rephrase. How often do criminals see Batman sneaking up on them under the cover of darkness? Yeah. There’s a lot of Bat-tastic stuff to go around, and little that doesn’t please.

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Once you get the hang of combat, you won't want to stop trashing Arkham punks.

If you’re not well-schooled in the numerous costumed enemies Batman has earned throughout the years, then the Riddlers’ verbal puzzles—in which you have to locate and prove the answer with the press of the shoulder button—might be a bit tricky. However, even the tougher ones contain a hint that doesn’t pertain to the bizarre nature of the villain. So while you might not know who the Ghul is, you’ll be set knowing it’ll be a cold day in Hell when he rises. And speaking of rogues, it would have been nice to see more from the gallery incorporated into the game, although doing so might have jeopardized the overall experience. Arkham Asylum succeeds because it doesn’t overdo itself with the smoke and mirrors, yet it doesn’t hold back, either.

As mentioned, combat functions smoothly and comes loaded with a variety of finishing tactics, but if you’re not careful about keeping the multiplier and variation up, the result might not be as rewarding. The Dark Knight can unleash mind-blowing fighting sequences in which he flies around the room like a human batarang, but that action comes in sacrifice. You won’t have to memorize long chains of fancy moves, but you’ll need spot-on timing and overall mastery of a limited set of button combinations to reap the most benefit. In other words, you’ll definitely see the incredible depth of combat, but you won’t tell from the moves list.

Finally, although the story unfolds quite well, it’s more than a little amusing to consider Batman “cleaned up Arkham” when at least half of the asylum’s staff (read: guards, a doctor, guards, and more guards) died in the process. There are now more criminal nutjobs than employees. Good luck with that.

Recommendation:

Those complaints are, in truth, relatively minor, and they do little to bring down the stellar experience. Some final moments with villains didn’t cruise much higher than warm-up intensity, but were still enjoyable; fighting baddies never felt so good. From top to bottom, Arkham Asylum greets its guest of honor with detail-dripping style, gameplay and story quality, and a whole lot of laughs and entertainment. It easily ranks as the best comic book video game to date, and its highly approving reception puts it in the running for Game of the Year. 9.5/10

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"BANG! You're dead! Hang on, that was the trick gun ..."

Review format credited to the Girls Entertainment Network

Published: Tuesday, August 4th, 2009

SDCC09: TellTale Games Impressions

SDCC09: TellTale Games Impressions

What’s better than getting a full-on tour of Wallace and Gromit’s Grand Adventures and Tales of Monkey Island on your first full day of your first convention? Getting that, a free pin, your first assets disc, and a code redeemable for the entirety of Wallace and Gromit. I know, I’m a sucker for the little things. But hey, it was a landmark moment for me—and it did make me eager to jump on my write-up of my visit to the TellTale Games booth, which was fun!

Read about my impressions of both games over at the Girls Entertainment Network.

Published: Wednesday, June 10th, 2009

PS3 Review: Resident Evil 5

PS3 Review: Resident Evil 5

After two play-throughs and hours of Mercenaries, I’m finally sitting down to write a review of Resident Evil 5. Ready your shotguns and prepare for a gruesome monster fest littered with quick-time events and teamwork.

What You’ll Like

Welcome to the Jungle

Resident Evil 5 picks up where Leon Kennedy’s plaga-infested romp with Spaniards left off, and now the interactive gameplay that made us drool while cursing Ashley Graham takes on a whole new meaning. Co-operative play reigns as you work alongside the fresh face of Sheva Alomar; although you can plow through the game on single-player, the real value emerges when two players band together to cleanse the African terrain of Umbrella’s handiwork.

Chris---it's what's for dinner.

Chris: It's what's for dinner.

I Got You, Babe

Between Chris Redfield and his new partner, the total available inventory consists of eighteen uniform spots. In other words, whether you’re carrying a melee vest or a rotten egg, each item you take consumes one square of precious space. Thankfully, items are completely exchangeable—by both request and individual decision—and weapons can be transferred via the main inventory screen. Positioning items into the top, bottom, left, and right slots allows the player to quickly and conveniently switch between those central items instead of opening the inventory in real-time.

The latest installment in the series heavily involves back-and-forth relay between both players, which makes the experience incredibly unique and engaging. If enemies are bombarding you from all sides, you and your partner can watch each others’ backs; if you need your friend to distract a larger boss while you fire away, the entire tactical plan depends on your say-so. In fact, communication proves direly essential to piling the bodies and progressing through the game successfully.

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"I warned you not to eat that Majini's chili dog."

They Just Had an Extreme Makeover

Visually, Resident Evil 5 stands as the poster-child for next-gen graphics. Both regular gameplay and cut-scenes are remarkably crisp and dripping with amazing detail. The endless possibilities for team-ups barely cover the scope of options the game offers. The popular Mercenaries mode, the DLC Versus, and a wealth of extras will keep you coming back for a long time—so you won’t want to rent this baby.

What You Won’t Like

Back to the Not-Too-Distant Future

While its highly-praised predecessor, RE4, blew us away with its innovation and zombie-free re-imagining of the series, Resident Evil 5 fails to capture that magic in many ways. Most of what you encounter fills you with a disappointed feeling of deja vu—from taking down armored trucks barreling toward you to confronting chainsaw-wielding Majinis (sound familiar?). RE5’s story and gameplay translates into even less of a survival horror game than Leon Kennedy’s adventure; while the voice-acting and story then renewed our hopes for the future, the characters who charge through Africa can’t manage to pull through one scene without awkward, cheesy dialogue and melodramatic moments.

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"Hang on, you've got something in your ... EYE!

Somebody Call Barry

The Neo-wannabe, Albert Wesker, does sport a new layer of badass, but the end battle with him works two ways: 1) frustrating and ridiculous, and 2) way too easy. The return of Jill Valentine looks fantastic until she opens her mouth and the eye-rolling drama ensues. The only worthwhile new character turns out to be Ricardo Irving, just for his crazy quips which rival Alfred Ashford’s fun insanity. Unfortunately, we don’t see nearly enough of Irving in the game, which overall feels incredibly predictable and chains one disgusting baddie after another for no apparent reason other than, “Oh, yeah, we need blood and gore, right?”

Recommendation

If you can ignore the painful-to-watch story and the floundered attempt to reiterate the wonder of RE4, then Resident Evil 5 will give you a fantastic gameplay experience brimming with added content that guarantees countless hours with the controller in-hand. However, if you’re not playing with a real-life friend, then the AI version of Sheva will send you into a downward spiral of frustration and loathing (her accuracy ranks high, but she wastes unbelievable amounts of ammo and health—which apparently now comes in aerosol form). Not to mention the first part of the final battle is needlessly cumbersome and makes me want to throw my controller against the wall every time. Lesson? QTAs suck, but with the exception of the last chapter, RE5 implements them surprisingly well for such frequency. The two-player co-op will keep this game on your favorite shelf for months.

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Nothing beats a good shotgun. Uhm, not even a really big, sharp axe. Yeah.

Review format credited to the Girls Entertainment Network