I'm still playing games, so I'll be updating a bit more regularly. Oh, and I hope you like the new look. It's a template!
Friday, 21 January 2011
Reboot
I'm still playing games, so I'll be updating a bit more regularly. Oh, and I hope you like the new look. It's a template!
Tuesday, 6 July 2010
Uncharted: Drakes Fortune: Concluded
Everything feels right in Uncharted, there are very few times that the game experience is ruined by a bug or poorly coded AI behaviour. I’ve done a bit of research into Naughty Dog’s impressive production techniques, well worth a read if you can dig them out – the proof is in the pudding and when such good production techniques yield such a good game, you know they’re doing things right.
If I was being overly critical I’d say the game is around a third too long; Naughty Dog could have ended the game before introducing the cave-dwelling monsters and I’d have been happy. Oh, and the very end of the game is amazingly frustrating – without spoiling it for the few that might not yet have played it, the end sequence takes the mechanics you’ve been using throughout the last 8 or 9 hours and pops them straight in the bin, to introduce a new way of doing things right before the game ends.
Uncharted is a real boys-own adventure game, it’s polished to a high standard and a great introduction to the franchise. Roll on Uncharted 2!
Thursday, 22 April 2010
PS3
Ghostbusters: Concluded
Ghostbusters fans have been harshly treated over the years. I have hazy recollections of an old plaform game (probably on the Amiga) disappointing me, but other than that Ghostbusters games have been thin on the ground. Zootfly released footage a few years ago that peaked attention, but that game appeared to die after the news broke that there was no official license. Shame as the footage looked excellent.
The PKE image capture mechanic feels very tacked on, as if someone in Production decided the game needs something else, so they throw in the equivalent of a digital camera and expect the player to photograph every ghost, even in the heat of battle.
Friday, 16 April 2010
The Path: Concluded
Rather unfairly, the player fails if they go straight to the house. The aim is to explore the forest away from the path, learning more about each character and the forest itself.
Audio cues and ghostly images populate the forest and give it a deeply unsettling atmosphere, giving The Path very much a feeling of the Blair Witch Project.
The presentation is consciously arty, a trick which can impress if used correctly but I'm not sure it works here. Art for arts sake? Maybe. The game would feel exactly the same were it to have a standard front end and in-game UI.
Now we come to completely unfair arbitrary death that the player will suffer many times. I still don't know how to avoid these (which seem to crop up with most forest encounters), however I understand that it's a mechanic to further the story. There's nothing worse in a game to fail and not know why, because it's impossible to learn from such encounters.
Is The Path important like Jason Rohr's work, Braid, or Ico? I don't have the answers, go ask Roger Ebert.
Sunday, 4 October 2009
Dear Esther: Concluded
The Chinese Room have done a fantastic job of teasing out every last bit of performance from the ageing Half Life 2 engine, and the audio is on par with the visuals.
Exploration with nothing to find.
A FPS without the S. Try it, you might like it.
Saturday, 26 September 2009
Baby Break: Concluded
The one gripe I have about the whole baby thing is honesty. No-one is honest when it comes to their own offspring. "Labour's a magical experience". "You'll cherish every second of your newborn".
It's not, it's very difficult. All of it.
Anyway let's get back on track. I managed to get through a few games over the last three months (what else is paternity time for?) so I'll post my thoughts over the coming weeks.