Saturday, August 24, 2013

Saints Row IV Review


Saints Row IV is the culmination of years perfecting the open world formula and a testament to the oft-overused adage, "if you build it, they will come". A franchise so dedicated to a singular yet hilariously ever shifting vision that was destined to culminate in this near perfectly executed fourth entry. This is where Saints Row was always meant to be, at the very height of absurdity, revelry and utter comedic brilliance. And while many open world games continue to chase the untouchable Rockstar developed Grand Theft Auto, Volition has carved and nestled into its own place in the ever growing genre. At the start of Saints Row IV the Saints have already transcended their gang status and even the pop-culture icon status they received in the last game. Instead the Saints have ascended to the highest position of power achievable, President of the United States of America and Chiefs of Staff. It's ridiculous but par for the course in this series and things only get crazier when an alien race known as the Zin and their leader Zinyak invade earth and throw you and the Saints into a virtual simulation of Steelport, an unfortunate excuse to reuse the city from the last game.


Since the entire game takes place in a simulation the big new feature Volition has decided to throw in is superpowers, from skyscraper bounding jumps to fireball projectiles. It's the latest insanely fun mechanic that Volition implements spectacularly well, never making you so powerful as to make combat monotonous. It's incredibly impressive how perfectly balanced the game remains even with as much freedom in combat and mobility as you are afforded. The game retains the same great progression of power and unstoppability the last game excelled at but the scale in which it takes place has simply quadrupled. That being said many meticulously designed elements of the game are easily ignored, why would you drive a car when you can sprint 3 times faster, it's an interesting yet odd design choice. And with superpowers, you may think that weapons have been made obsolete and while that's true for the traditional pistol, rifle, shotgun categories it has forced Volition to come up with weapons like the dub-step, black hole and abduction gun that will encourage most players to land from there skyscraper hopping and lay waste.


Saints Row IV continues to build off the humor and tone of the last entry throwing pop-culture references both big and small in such a flurry you'll oftentimes be overwhelmed, going from a cheap sex joke to a deep Edger Allan Poe cut. But it's all in line with the highly self-aware tone and absurdest storytelling. A story that is shockingly well told with character arcs that have surprising depth and an overall message of friendship that while corny is better told than most video games. That being said this game expects you to be a huge fan of the franchise with callbacks to events of all 3 previous games so I would recommend playing through them to fully enjoy the story. But back to the games deservedly praised humor, the song choices in Saints Row IV reach astronomical heights as most story missions are accompanied by a couple of incredible song selections, with Aerosmith's "I Don't Want to Miss a Thing" being a gut busting standout.


While Saints Row seems to get even more insane with each new entry, it has found a surprising way to stay grounded through its characters. Saints Row IV feels at all times like hanging out with long-time friends, it's fun, comforting and can sometimes get a bit crazy. And while the mounting weight of the absurdity is bound to break at some point it's still holding strong here. It's refreshing to see a franchise willingly change gears so significantly and often. Saints Row IV is so purely enjoyable it's hard to decry the minor technical blemishes and large swaths of reused content. References are cleverly delivered, characters you'll actually care about, and easily the most empowering and exhilarating character progression I have experienced in a long time. Saints Row IV is the unadulterated embodiment of unhinged psychosis fueled by pop culture references and an unbridled sense of fun, an engaging romp that never loses sight of its small beginnings and is all the more endearing for it.
(5 out of 5)

Sunday, August 18, 2013

Disney Infinity Explained


Disney Infinity is an ambitious project for Disney Interactive, the video game arm of the family friendly mega corporation has struggled for years in their respective arena. Producing creatively bankrupt tie-ins for their big hit films for the majority of their existance. But Disney Infinity hopes to turn things around with a fully realized digital toy box. Taking the initial premise of Activision's "Toys to Life" Skylanders, Disney Infinity fleshes out that core concept into a much more engaging and feature rich video game. An initial purchase will require the Starter Pack which includes the USB base that all of the figures will interact with, a Playset (property specific campaigns) featuring Monster's University, Pirates of the Caribbean and The Incredibles as well as 3 characters for each of the included campaigns: Sully, Jack Sparrow and Mr. Incredible being the chosen headliners. There is also a random Power Disc (which unlocks character buffs or world re-skins) included to get the obsessive collector juices following. For those who do not wish to read


With the Starter Pack (74.99 MSRP) you can enjoy the full Disney Infinity experience, no additional purchases necessary. Each of the included campaigns are long enough that you will have gotten more than your moneys worth upon their completion. There are a few limitations prospective purchasers should be aware of, such as the fact that additional characters are needed for local co-op, an egregious omission for a product ostensible aimed to children as playing with siblings, parents or friends requires a heftier investment. The reason for the additional purchase is because each campaign can only be accessed by characters from that property as designing a Pirates of the Caribbean world accessible to anthropomorphic cars would present a significant design challenge. And there is only one character per world in the Starter Pack. That said, each campaign is incredibly in-depth and feels as well produced as any full priced retail game on the market. All campaigns are open world games, dolling out missions and leveling up specific characters similarly to an MMO. It will take most people around 5-8 hours to complete each play set and the varied game play introduced in each means the experience never gets monotonous, an important facet in any children's game.


The secondary mode where all the characters can interact is the world editor dubbed Toy Box. A blank canvas in which players can shape the world however they see fit, with near limitless possibilities. Slap together a quick race track and challenge the AI or friends. Summon Pride Rock and reenact the opening to The Lion King it's an open ended mode that requires creativity but not extraneous skill. The Toy Box includes elements from each of the play sets along with tons of classic Disney monuments like Cinderella's castle and other recognizable imagery from the decades of Disney history for you to decorate your world with. The Toy Box combines simple to use creation tools with simplified logic routines to allow for elaborate player created arenas, that give the player complete freedom. I'm shocked at how quickly I was able to make a functioning albeit simplified football match and an elaborate loop heavy race track. It seems a little daunting for the younger audience but the ability to download other players created levels means you can simply sit back and enjoy other peoples creations.


Available for purchase along with the Starter Pack are individual character figures retailing for 12.99 MSRP, additional play sets for Cars and The Lone Ranger for 34.99 MSRP and Power Disc Packs for 5.99 MSRP. The Individual figures are largely unnecessary as any included character will allow you to complete their respective campaigns but the separate figures do have unique powers and can access certain areas of the game inaccessible by anyone else. Each play set includes an additional 5-8 hour open world campaign for the given property as well as two characters from that universe to use in said campaign and Toy Box. And finally the most insidious of all, the Power Disc Pack, a blind pack of two discs that can add buffs to any character or change the aesthetics of the world (sky box and stylings of the ground, trees, etc).


Disney Infinity has a hefty price, especially when you consider how many unnecessary toys every kid will undoubtedly want. But it should be thought of as more of an investment as Disney Interactive will likely support this game for as long as it receives its all but assured profitability. But real solace can be taken in the simple fact that the game itself is one of the most imaginative and polished video games geared to young children available. I hope this quick overview of Disney Infinity was helpful and/or informative, I intended to have a review up as soon as I can but expect it to be a few weeks as other games have my attention at the moment, but rest assured Disney Infinity has left a strong positive impression and one I will embellish upon at a later date.

Saturday, August 10, 2013

Brothers: A Tale of Two Sons Review


Brothers: A Tale of Two Sons is a puzzle game with a sincere heartfelt story. So it may surprise you to hear that the game was created by Starbreeze Studios who previously worked on some of the darkest and most violent games of the last 10 years including The Chronicles of Riddick and The Darkness. Brothers attempts to tell a profoundly resonant story about life, death and family all without a single spoken word. And what initially sounds pretentious is pulled off with such elegance and a sure hand that every interpreted moment comes crashing down in a poignant and unforgettable ending. Brothers is a darker game than it initially lets on but a few hours into your adventure and the brutal realities of this world are made clear. Surprisingly for the scope of the game, both brothers have significant character arcs over the course of their journey as they learn things about themselves, their responsibilities to the world and eachother.


The game play is refreshingly unique with each boy being controlled with a separate analog stick and trigger making keen coordination necessary for navigating the gorgeously rendered environments and solving the games puzzles. The game deserves immense credit for the way it communicates to the player without explicitly pointing anything out, the subtle nudges allow for a more rewarding experience and one that had me grinning ear to ear with each new discovery. Brothers is the perfect length, at around 5 hours the game never overstays its welcome while consistently delivering plenty of unique areas and varied set-pieces that keep the game exciting till the end. And boy that ending, a tearful and beautiful finale that accomplishes an unprecedentedly emotional moment with the simple act of pressing a button, a feat so noteworthy it deserves to be experienced by anyone who plays video games. Brothers: A Tale of Two Sons is wonderfully realized and heartfelt without being sappy, a testament to great game design; a simple idea propelled by ingenuity and execution.
(5 out of 5)

Thursday, August 8, 2013

Saint's Row The Third DLC Review

Genkibowl VII (1 out of 5)
Genkibowl VII is a half-assed excuse for dlc and an insult to those who excitedly bought the Saint's Row The Third Season Pass hoping to receive more content in line with what's on display in the core game. Genkibowl consists of a meager collection of three new side activities, not even fully fledged side-missions, all of which are poorly designed distractions that tarnish the good will accrued with Volition's latest release. The activities include an escort missions in which you drive recklessly for Prof. Genki amusement, in a flamethrower equipped car to be fair, but uninspired otherwise. A repeat of the ATV demolition activity, here replaced with a giant ball of twine, a buggy and unwieldy unique vehicle that inspires frustration more than any enjoyment. And finally a sky diving event in which you fall through rings and fight mascots on rooftops, an other poorly thought out half-baked idea to round out the trifecta of a disappointing first effort from the crazy minds at Volition.

Gangstas in Space (2 out of 5) 

Gangstas in Space delivers a series of increasingly tedious action heavy levels with a ludicrous premise that never fully grasps its potential. Tasked with starring in a feature film the protagonist teams up with an increasingly berated co-star in a cheesy sci-fi action film. Unfortunately the film grain filter they apply to every mission and a few neat unique weapons and vehicles are the only interesting things about this measly hour long romp. Some of the setups are amusing but the director of the feature is a character so loud and repetitive I found most jokes simply annoyed. Too many misfired  and repeated jokes and boring monotonous combat scenarios drive home the fact that no thought and very little effort went into making this bite-sized sorry excuses for Saint's Row dlc.

The Trouble with Clones (2 out of 5)
The Trouble with Clones is another seemingly great premise with unused potential. As a Saint's fan creates a clone of the recently deceased Gat. Unfortunately this uber-fan is the focus of most of the games jokes and dialogue and is an obnoxious character that grates on the player to insufferable lengths. The final mission however is one of the most empowering moments to be featured in a Saint's Row game. An unrelenting spectacle of sheer power, from super human speed, fireball projectiles and comic book inspired POW exclamations from every downed enemy. All of which is unceremoniously cut short, with only a single mission in which any of these abilities are in effect, marking the only redeeming moment in the entire dlc.


Consensus - The Saint's Row The Third dlc is some of the most disappointing in the medium, with such a strong core game it's a shame developer Volition didn't think to deliver a more fully realized series of mini-expansion. Instead what players get are roughly hour long half-baked ideas that never coalesce into a greater whole. I hope this was simply a consequence of Volition being unfamiliar with dlc, and that for the eagerly anticipated next great entry in the Saint's Row franchise they've learned their lesson and will hopefully deliver more fantastic content that they so clearly have a penchant for but is inexplicably absent here.

Tuesday, August 6, 2013

Quick & Dirty Reviews

BIT.TRIP Presents ... Runner 2: Future Legend of Rhythm Alien (4 out of 5) 
Besides having one the most amazing titles in all of videogames, Runner 2 is legitimately one of the best games in the endless cavalcade of rhythm based indie games available. Catchy music keeps the players rhythm (I'm sorry) while the obstacles and difficulty ramp up. What makes Runner 2 stand out among the myriad of similar games is the great art design and refreshing variety of player urgency including alternate paths, consecutive button presses to get past a single obstacle, unlockable costumes and retro levels hidden in courses that incentives replays and much more. Cementing this games quirky stylings is a voice over intro by Charles Martinet (voice of Mario) who introduces random hilarious sponsors for the ensuing games in some fantastically written and voiced segments. Runner 2 requires a great deal of precision timing, something many will find frustrating as the game escalates in difficulty quite quickly, but past that demanding course focus is a fun and beautifully weird rhythm platformer that manages to distinguish itself enough to demand attention.

Bleed (3 out of 5)
Bleed combines chaotic action with fine tuned controls to make an exhilarating addictive but all too brief romp through absurd action game cliches. A side-scrolling bullet hell dual-joystick shooter ... thing. Bleed has smooth controls that enhance an otherwise typical action game. The jump button, oddly mapped to the R trigger here can be tapped in succession to dodge while in the air. While a slow-motion mechanic allows you to dodge the hellish onslaught of enemies and their projectiles even easier. Combine the two mechanics with the fine-tuned controls and you have a great hook that is novel for about three levels. It's a shame there isn't some sort of character progression or unlockable powers, though weapons are available for purchase and upgrade, because that initial fun factor wears out quick. There is a two-player co-op mode but the camera only follows player one to player two's constant aggravating detriment, making it a very ill-advised way to play the game. Bleed starts off strong and peters out faster than most games, a fact made abundantly clear by the games short length, just when you think you have a firm grasp on the mechanics the game is nearly over.

Giana Sisters: Twisted Dreams (1 out of 5)
While undoubtedly well intentioned, Giana Sisters offers no new ideas and suffers from frustrating controls and a one-note grating soundtrack. Giana Sisters has an odd history, originally a cheap Mario Bros. ripoff that has since surprisingly acquired quite a large cult following. This pseudo-reimagining is a not so successful bid for legitimacy, an unfortunate mess that infuriates more than entertains. The game provides the player with two characters to switch between on the fly, a swap that changes the individual levels aesthetic, enemies, music and player abilities. It's a neat effect that quickly looses its sheen when you realize every enemy is just reskinned, acting exactly the same as before. The music is only swapping between two obnoxious tracks. And the game irregardless still plays like crap. A floaty jump that is difficult to judge even after hours of playtime, a slight frame rate drop whenever to many enemies or effect are on screen and an overall unpleasant feel that is immediately apparent to anyone who has every played a video game severely shunt the games vague attempts at mimicking other more successful indie platformers.

Gunpoint (5 out of 5)
Gunpoint is an action puzzle game that takes cues from comedic spy/cop films like Pink Panther and The Naked Gun. The games missions involve preemptive planning as you hack the security of a building, swapping the effects of switches, opening/closing areas, and generally causing a ruckus and that's even before your super powered trousers have entered the equations. These magnificent mail-ordered trousers have you jumping insane heights and scaling the sides of buildings. It's a playful puzzle game that while challenging at times can be incredibly rewarding when a meticulously planned series of traps goes off exactly according to plan. The puzzle mechanics would have been engaging enough but the sharp writing and hilarious dialogue choices make an unfortunately short game well worth experiencing.

No Time to Explain (2 out of 5)
If you stare at this GIF long enough all will reveal itself, actually nothing will become any clearer, No Time to Explain is a simple action platformer in which you are tasked with running, or more accurately propelling yourself through time and space as you desperately try to save your future self. The game is unpleasantly difficult, causing anger more than inspiring a stream of dedicated retries. No Time to Explain is very unclear about what it takes to accomplish any given level, as it appears some levels abscond with previously understood parameters in service of whatever craziness the developer has decided is next on the docket. Certain levels have your powerful laser gun lifting you over large swaths of land, and then randomly taking that level of lift out of the equation in a subsequent level. It's odd and I can't determine if it's intentional or not, forcing me to count it among my criticisms. No Time to Explain is also incredibly short, roughly 2 hours by my count and a questionable value proposition for the $10 price tag. It's incredibly random and while that can bring about some hilarious sight gags it's also the games undoing, with inconsistent changes to the games core mechanics never allowing the player to truly excel at the game.

Proteus (4 out of 5)
Proteus is the most non-game I've ever played, more of an experience than a test of any skills. A blissfully serene stroll through a mysterious Atari 2600 style island with more than a few curious landmarks. Proteus is about two hours long, it doesn't require any reflexes, intellect or even any particular attention. It simply unfolds with the players as its sole witness the island provokes exploration with a variety of animals and significant unique hot spots. The music is even more tranquil than the stress free exploration washing over you with relaxing and calming chimes, bells and strings with certain elements in the world even giving out a simple note or two to further encourage exploration and experimentation. Once Proteus ends you might be wondering what was that about, but you certainty wont be thinking, "Well that was a waste of time." Proteus is a the ideal island to be stranded on, and one every player should visit.

Super Puzzle Platformer Deluxe (4 out of 5)
Ever thought it would be cool to play as a character running around the bottom of the chasm in which Tetris takes place? All the while dodging the blocks as they descend in an ever more aggressive fashion, well then ... you have very particular interests, but this is the game for you. Super Puzzle Platformer Deluxe is exactly as described above, with a higher score being gained by clearing the same colored blocks. Shooting a cube attached to a series of similarly colored cousins will begin to destroy them. The bigger the grouping the harder to destroy but the bigger the points cash out. Spikes, canons and other antagonistic cubes will attempt to stop you but the climb to a higher score is accompanied by upgraded abilities. There are a handful of characters to play as each with varying abilities like a double jump, jet-pack or unique weapon. Multiplayer has two players competing side by side to see who can last the longest in the harshest game of Tetris ever conceived. Super Puzzle Platformer is a great concept with near flawless execution, the gameplay is as precise as you would want for the demanding onslaught the Tetris gods are unleashing upon you. A highly addictive game that's tons of fun in small chunks or in larger multiplayer sessions.

Sunday, August 4, 2013

Year Walk Review


Year Walk is an atmospheric journey through Swedish folklore with invent puzzles and terrifying horror elements. Year Walk requires minimal player input as you simply swipe left and right to look around you and occasionally walk deeper into the snowy forest. The games visuals lend a unique look to the world as you push through the forest and landmarks perceptually move past you, giving you the illusion of real movement. Add superbly implemented sound design, with subtle crunching of snow beneath your shoes a definite highlight and you have a game that sells its atmosphere. Year Walk refreshingly doesn't instruct you, instead allowing you to discover the mysteries and terror for yourself. You'll wonder the meaning of something only to recall an earlier discovery that reveals the next objective, a satisfying nuance that most games ignore. Year Walk is also surprisingly scary for a game you play on an iPhone, building up tension and atmosphere for long stretches of time before a startling image or sound forces you to hurl your iPhone across the room. It's an incredibly impressive feat for a deceptively simple iOS game.


Year Walks puzzles are rewarding and challenging,  oftentimes requiring pen and paper note taking and abstract deduction. The puzzles can be inscrutable and thus frustrating but it's usually a result of over thinking the solution, something a small break would reveal. The mythology heavy story is purposefully vague and obtuse forcing you to reanalyze and recontextualize it after every new discovery. The game even creatively takes advantage of the platform it's on, though I wont divulge more than that for fear of revealing too much. Suffice to say the game is filled with hidden depth that transcend the single app and can be further explored if the player is so inclined. Year Walk was a deeply uncomfortable game to play in a single night, the skin-crawling tension and wonderful sound design made every new obstacle a possibly terrifying encounter.

(4 out of 5)

Saturday, August 3, 2013

The Act of Killing Review


Could you sleep at night if you had somebody's death on your hands? How about the deaths of hundreds of innocent people? Thousands? The Act of Killing is a chilling and terrifying documentary that follows the lives of infamous mass murderers in Indonesia. Men who graduated from simple street hustlers to committing government sanctioned war crimes during the 1965 purge of communism from Indonesia. Their satisfied recounts of what they perceive as the glory days all the while filming elaborate and feverishly insane staged reproductions of said events will disturb anyone with an ounce of humanity. But while morally depraved these men are the center of the most mesmerizing and fascinating in-depth look into their guilt ridden psyche and the power of documentary film making. The ability to expose, enlighten and edify that which most deserves a thorough examination and evaluation.


The film mainly follows Anwar Congo and Adi Zulkadry who are both single handedly responsible for the deaths of thousands of so-called Communists. They are heralded as heroes and speak frankly and proudly of the atrocities they have committed. These unremorseful recounts of their exploits are tough to stomach and their recent foray into film making have them obsessively recreating the events of their youth. The documentary is unprecedented as the film makers allow the men who perpetrated these crimes to document their version of the events. By the end of the film the realization that these vicious men still view themselves as necessary instruments to the existence of the entirely corrupt modern government is profoundly disturbing. But the genius behind the film is the unwavering and inescapable mirror it holds up to its subjects. All leading up to the gut-wrenching last scene. An unflinchingly raw depiction that no matter what flimsy justification these men have told themselves or how these men outwardly project themselves, the horrors of what they have done and the irreparable damage they've done to themselves has left them in such a deep-seated state of anguish it's crippling.

( 5 out of 5)

Shadowrun Returns Review


Shadowrun Returns marks the release of one of the most profitable and highly publicized Kickstarter success stories. And like so many Kickstarter games, Shadowrun Returns purports to revive a long since thought dead franchise with the original creators at the reigns. While mostly successful the games suffers from an over-reliance on the player bases long-term interest with a short campaign that is more a tutorial for the included level editor. Shadowrun Returns is a turn-based strategy game with adventure elements. Heavily story focused Shadowrun is set in a neon-lit future akin to Blade Runner with a pretentious need to have its own nonsensical lingo wherein characters talk about drek, the SINless and Halfers. The game is more than visually inspired by Blade Runner, as the story has your created character chasing down leads and fighting gangers in what resembles a classic detective story set amidst the seedy underbelly of this half-cyber half-magical future cityscape. You'll butt heads against deckers (cybernetically enhanced people) and trolls alike in this unique throwback with old school strategy and story-telling elements.


The game doesn't have graphics per say, instead relegating the background to meticulously detailed matte paintings. While pretty to look at the flat environments can become a hindrance once a fight breaks out. Things that appear to be cover are not viable, and line of sight is constantly obscured by some unknown element in the environment. The games save system is notably atrocious, forgoing any options and simply saving upon entering a new area. This can result in huge setbacks if a combat encounter is failed or you simply need to leave the house. The combat can be challenging, with patience and forward thinking rewarded above all else. Leveling your character presents tons of opportunity to spec in your desired play style: reliance on magic, hacking, melee combat or ranged its an in depth system that can be daunting but provides plenty of choice. The story unfolds in a fairly predictable manner and a cliche ridden script mean your investment in the proceedings may vary. While admirable Shadowrun Returns is too dependent on the players nostalgia for games of this era, and the latter half of the games campaign over reliance on obtuse puzzles slow the pace to a crawl. While an important Kickstarter success story, this game strives so hard to please those who backed the project that it may well alienate everyone else.

(3 out of 5)

Thursday, August 1, 2013

Kentucky Route Zero (Act I & II) Review


Kentucky Route Zero is more than the point-and-click adventure game it presents itself as. Much more. Taking cues from Stephen King, Twin Peaks and The Twilight Zone, Kentucky Route Zero sets out to immerse the player in a profound strangeness all the while telling a deceptively simple story. The game plays like a typical adventure game with a heavier emphasis on text, as certain hidden areas play out as simple text-adventures. The story starts out simple enough, the player as truck driver Conway, find themselves in an eerie gas station asking for directions about your delivery address. Only for characters to start philosophizing and speaking in strange riddles with only a hint of usefulness. But that's what Kentucky Route Zero does best it invites you in to its bizarre world and challenges you to discover all its mysteries in the hopes of getting a few answers.


The game is striking with sharp contrast and minimalist details emphasizing its unique art-style and visual tricks. Add to that a beautifully haunting bluegrass music score and you have an absolutely stunning game. The game requires a great deal of patience as each Act is only an hour long and filled with back-tracking to pad out the length. An understandable consequence to a one man game development team but disappointing nevertheless. There are currently only two of the five total acts available but what is playable now is highly recommended. Kentucky Route Zero is a surrealist painting come to life. Its intoxicating weirdness will permeate your mind the further down the rabbit hole you chase it, and you'll want to chase it.
(5 out of 5)