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Why Does the Gaming Industry Hate Animals‏

Posted on February 18, 2013 at 4:15 pm

If there’s something i am going to take from the last year in gaming, it’s that the industry hates wildlife absolutely despises it. If you live anywhere…

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Aliens: Colonial Marines review: Or methods to waste an excellent licence

Posted on February 16, 2013 at 4:15 pm

Aliens are like Superman. You cannot make a game about them without compromising the very thing that makes them so powerful. So the fellow of Steel has a health bar and may be beaten up by Sub-Zero, and xenomorphs – described by Ash in Alien as a ‘perfect organism’ – could be killed in droves by a single Marine with a machine-gun. Within the films they’re cunning, merciless, and intelligent; here they’re little greater than dumb animals.

You don’t actually see a xenomorph in Aliens for nearly an hour. In Aliens: Colonial Marines you’re as much as your shins in fluorescent green gore within ten minutes. The reason is, James Cameron understands such things as pacing, storytelling, and tension – and as the devs don’t.

In fact, they do not even appear to understand Aliens. They believe it is a film about guns, one-liners, and being ‘badass’ – a word you’ll hear a whole lot here. But for all their bravado within the first act of the film, the Marines are absolutely terrified after they realise what they’re up against. “How could they cut the ability, man They’re animals!” The aliens are so unstoppable – so perfect that even a complete squad of highly-trained Marines can’t survive an encounter with them.

STAY FROSTY

Set 17 weeks after the events of Aliens, Colonial Marines is a whirlwind tour of familiar locations. You’ll visit the stricken colony of Hadley’s Hope on LV-426, the derelict ship from Alien, and the U.S.S. Sulaco, in addition new areas created especially for the sport. Our environment design is superb, and the nearest the campaign involves evoking the mood of the movies, with claustrophobic corridors and atmospheric lighting. The cavernous chamber inside the derelict, where Kane first encounters the facehugger in Alien, is considered one of its most impressive sights – even though all you’re doing is sprinting through it killing individuals with an immense gun.

Yes, that’s right – people. They’ve decided that xenomorphs, one in every of science fiction’s most iconic, terrifying creatures, just aren’t ok on their lonesome, and feature brought in some generic FPS goons if you want to battle besides. Evil mega-corporation Weyland-Yutani are conducting experiments on LV-426, and they’ve hired a personal military company to give protection to their secrets – despite the fact that all their nefarious research equipment has their logo printed on it. Remarkably, the warriors are even denser than the aliens, and display concerning the same level of AI complexity as those man-shaped targets that move back and forth on a firing range.

Aliens is an action film, and there is a lot of shooting in it – but additionally loads of horror, drama, and moments of calm. This game can only dream of that texture: it’s more often than not just constant killing.

The hiss of an Alien instils about as much fear in you as a carefully purring kitten

There are a couple of attempts at variety – one in every of which we’ll focus on later – however the majority of some time is spent holding down the fireplace button while aliens run at you. It’s one of the vital basic, one-dimensional first-person shooters we’ve played shortly, and not using a tactical depth to talk of. Smart enemies are absolutely crucial to an even FPS. Once you hear the crackle of the Marines’ radios in Half-Life, you certainly feel threatened since you know you’re in for a tricky fight. When compared, the hiss of an Alien here instils about as much fear in you as a carefully purring kitten.

But let’s discuss what it does right. Despite this cascading waterfall of negativity, there are some things in Colonial Marines we do like. An early level sees you stripped of your weapons and compelled to crawl through a basement jam-packed with what seem like bizarre xenomorph statues. Occasionally one will spring to life, and you’ve got to prevent suddenly to prevent being spotted. They’re blind and are drawn to sound, meaning you could stay frozen as they creep past, inches out of your face. It is only a quick level, but a fleeting glimpse of what a good Amnesia-style horror game someone can make with the Alien licence. Alas, it isn’t long before your entire shooting starts up again.

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Brashcast: Episode 25: BioShock Infinite vs. X-Men: Destiny

Posted on February 16, 2013 at 4:15 pm

Why can’t I stop playing bad games

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Dead Space 3 review: EA’s horror series abandons its roots – and suffers for it

Posted on February 14, 2013 at 4:15 pm

Note: Main review by Matthew Pellett (MP); co-op verdict by Chris Scullion (CS).

As Dead Space 3 finally arrives, we’re left to ponder: what’s it about this generation and the capitulation of gaming’s greatest horror series

With the exception of Shattered Memories, Silent Hill’s been subjected to rotten remakes and ineffective sequels. Resident Evil’s transformed from the survival horror daddy to a flailing granddaddy wondering the way it grew so old, so quickly. Alone at nighttime For that we reserve the perfect to apply squelching noises – and never the great kind.

When Dead Space burst out of the vents and onto the scene in 2008 it promised scares and innovation by the slop bucket-load. A terrifying beacon from which the remainder could draw fresh inspiration. Six years later and it, too, is determined to enroll in the depressing list of significant horror franchises which have lost their way at the hours of darkness.

It’s not a horror series, for starters. The outlet hour of Dead Space contained more scares than the whole eighteen-hour running time of Dead Space 3. Yes, Necromorphs burst through air ducts and out of snow drifts regularly during this third game, but they accomplish that with little craft or or even less surprise. With the emphasis put on set pieces and all-out action moments, there’s little time put aside for slow-burning tension and stage-managed scares. Inside the third ‘Space, a minimum of, nobody will hear you scream.

SPACE BALLS

The big new weapon and item customisation system plays a hand on this unwelcome evolution. The basis for custom weapons was born out of Visceral’s dismay at seeing gamers shun nearly all of higher-powered weapons in favour of Isaac’s iconic Plasma Cutter, the classic weapon around which much of Dead Space’s unique combat and puzzles were designed.

Rather than hefting around separate weapons, now you can weld them together…

Well, now you can carry two bespoke weapons of your design, each with two different tools for various firing modes. Instead of hefting around separate grenade launchers and shotguns you may make a device that has both welded together for example – maybe with auto-ammo-pick-up modules and fire-imbued munitions bolted on for good measure. In and of itself it is not a nasty system, however the two major knock-on effects are detrimental to Dead Space 3’s atmosphere.

First up is Visceral’s notion that, for the gamer, juggling forms of ammunition for a lot of these potential gun parts is just too much to deal with. The developers’ work around is the introduction of a unified ammo system. Not will you should panic about running low on Ripper blades or emptying your final canister of flamethrower fuel.

You’ll never need to make the harsh decisions about which ammo types to assemble and which of them to discard to make room; decisions, remember, that we’ve sweated over in past horror games. Now, every weapon, irrespective of the projectile type, draws ammunition from the identical generic Ammo Clip pool.

The second one consequence of the weapon building is even worse. Because you’re now capable of tool Isaac and co-op partner Carver up with crazy combinations and deadly gun mods, the standard mix and numbers of Necromorphs would were far too easy to take care of.

So, to make sure you never settle right into a comfort zone, Dead Space 3 bombards you with giant hordes of enemies, without warning, each boasting Lucozade blood and trainers judging by how briskly they rush you. The joy of hanging back and strategically dismembering Necromorphs is replaced by a frantic grab for the loudest, punchiest weapons. And, right from the off, most enemies are sporting some sort of armour, meaning multiple hits are had to sever even a solitary limb.

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Sly Cooper: Thieves in Time PS3 Review

Posted on February 14, 2013 at 4:15 pm

We’re going back Marty, back to the 90’s!

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