tag:blogger.com,1999:blog-38288027934948312722024-02-20T01:17:10.906-06:00Bucket Hat AficionadoNoah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-3828802793494831272.post-20419269114642589272015-03-31T00:51:00.000-05:002015-03-31T00:51:04.246-05:00Broken Age Act 1 Review<iframe allowfullscreen="" frameborder="0" height="305" src="https://www.youtube.com/embed/4vbeBClQ2bo" width="542"></iframe><br />
<br />
This week we're taking a look at act 1 of Double Fine's adventure game 'Broken Age'.<br />
<a name='more'></a><br />
<a href="http://store.steampowered.com/app/232790/">http://store.steampowered.com/app/232790/</a><br />
<a href="http://www.brokenagegame.com/">http://www.brokenagegame.com/</a><br />
---<br />
SOCIAL MEDIA LINKS:<br />
<br />
Facebook: <a href="https://facebook.com/BucketHatAficionado/">https://facebook.com/BucketHatAficionado/</a><br />
Twitter: <a href="https://twitter.com/buckethataficio/">https://twitter.com/buckethataficio/</a><br />
---<br />
Created by: Noah Bradley<br />
<br />
Music: "Drive" by Alex Beroza<br />
Creative Commons Attribution 3.0 Unported<br />
http://creativecommons.org/licenses/by/3.0/legalcode<br />
<br />
Any and all copyrighted materials present in this video have been used with the express permission of the copyright holder or in accordance with United States Code, Title 17, Chapter 1, Section 107, entitled "Fair Use" and are used for the purposes of criticism, parody, and/or education. If you are the copyright holder, and feel this video has, in any way, violated your intellectual property, please contact copyright@buckethataficionado.comNoah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com7tag:blogger.com,1999:blog-3828802793494831272.post-18428161704157158492014-02-25T19:15:00.001-06:002014-02-25T19:17:42.646-06:00Octodad: Dadliest Catch Review<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="305" src="//www.youtube.com/embed/Kk4e-FmsKc0" width="550"></iframe><br /></div>
<br />
This week Noah takes a look at 'Octodad: Dadliest Catch' from Young Horses, Inc.Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com5tag:blogger.com,1999:blog-3828802793494831272.post-15513484293743003012014-02-03T09:24:00.001-06:002014-02-03T09:25:58.150-06:00Estranged: Act 1 Review<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="305" src="//www.youtube.com/embed/CrjS4GdRptc" width="550"></iframe><br /></div>
<br />
This week Noah takes a look at 'Estranged: Act 1', a free game available on Steam. It may be free, but is it worth your time?Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com1tag:blogger.com,1999:blog-3828802793494831272.post-62682498348109750802014-01-27T13:27:00.002-06:002014-01-27T13:27:42.131-06:00Nidhogg Review<iframe allowfullscreen="" frameborder="0" height="360" src="//www.youtube.com/embed/8lHAYyyRT8o" width="550"></iframe><br />
<br />
<br />
The First of my now weekly game review show! So happy with how this turned out; look forward to new episodes every Friday!<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-64527119923208144102013-11-22T08:45:00.000-06:002013-11-22T08:45:26.859-06:00PlayStation 4 First Impressions: For Really This Time!!!<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="305" src="//www.youtube.com/embed/TW3S5thhkvk" width="550"></iframe><br /></div>
<br />
Here are my actual first impressions of the PS4!<br />
<br />
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com5tag:blogger.com,1999:blog-3828802793494831272.post-40176698040301758882013-11-21T15:47:00.001-06:002013-11-21T21:24:35.570-06:00PlayStation 4 First Impressions????<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="305" src="//www.youtube.com/embed/0EvX5xtJhMc" width="550"></iframe><br /></div>
Alex and I sit down and check out the PS4, giving our first impressions...let's just say: we're not yet impressed. As you'll clearly see, we spent waaaaay too much time trying to install the PS4's Ver. 1.50 software and ended up just acting like idiots the whole time. This is the documentary of the aforementioned idiocy. Expect a REAL first impressions video soon.<br />
<br />
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com22tag:blogger.com,1999:blog-3828802793494831272.post-33492454450983541472013-11-18T19:24:00.000-06:002013-11-21T21:26:11.001-06:00Unboxing the PlayStation 4<div style="text-align: center;">
</div>
<div style="text-align: center;">
</div>
<div style="text-align: center;">
<iframe allowfullscreen="" frameborder="0" height="305" src="//www.youtube.com/embed/uSEtImHYkos" width="550"></iframe></div>
<br />
Holy shit! The PS4 is out and I did an unboxing video? What kind of sorcery is this!?<br />
<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com2tag:blogger.com,1999:blog-3828802793494831272.post-63325769565964739812013-11-18T13:20:00.000-06:002013-11-18T13:20:53.350-06:00Review: The Stanley Parable, Play It Again, Stan | GamerTell<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.technologytell.com/gaming/files/2013/11/the-stanley-parable-featured.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="224" src="http://www.technologytell.com/gaming/files/2013/11/the-stanley-parable-featured.jpg" width="400" /></a></div>
<br />
Like <i>Dear Esther</i>,<i> The Stanley Parable </i>falls into a certain subset of games that began life as a <i>Half-Life 2</i> mod and later went on to become full-fledged games powered by the now aging Source Engine. While the original mod had garnered a sort of cult-following, it never really made waves in the popular eye. Developed by Galactic Cafe, <i>The Stanley Parable</i>—and its HD counterpart (which is what I’m actually reviewing)—aims to make players think <i>way</i> outside of the box while providing critical commentary as to the nature of video games as a medium. After only a few minutes of play, players will discover <i>The Stanley Parable</i>’s dirty little secret: it’s more of a psychological study than it is a game.<br />
<br />
<a href="http://www.technologytell.com/gaming/120115/the-stanley-parable-review-play-it-again-stan/"><img src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/BHA%20Website%20Images/Read-More-Button_zps7531fb57.png" /></a> <br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-3298286044427805612013-04-12T15:23:00.000-05:002013-11-18T11:44:42.137-06:00Friday Night Beer N' Game | ToeJam and Moosehead<iframe allowfullscreen="" frameborder="0" height="305" src="http://www.youtube.com/embed/zOp2awFChj4" width="550"></iframe><br />
<br />
Holy Crap! I actually posted something for once; and it's a video! Go on check it out; it won't bite. ;)<br />
<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-67662847920094085522013-02-13T13:31:00.000-06:002013-02-13T13:32:35.871-06:00Noah's Weekly Journal 3<div style="line-height: 0px; padding-bottom: 2px; text-align: center;">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://pinterest.com/pin/271482683759548287/" target="_blank"><img alt="nightmare-before-christmas" border="0" height="480" src="http://media-cache-ec4.pinterest.com/550x/f6/71/56/f67156cc38466ca13d4307e032a76df3.jpg" title="Nightmare Before Christmas" width="333" /></a></div>
</div>
<div style="float: left; padding-bottom: 0px; padding-top: 0px;">
<div style="color: #76838b; font-size: 10px;">
Source: <a href="http://disneymania.forumactif.com/t947-halloween-chez-disney" style="color: #76838b; font-size: 10px; text-decoration: underline;">disneymania.forumactif.com</a> via <a href="http://pinterest.com/evilerik/" style="color: #76838b; font-size: 10px; text-decoration: underline;" target="_blank">Erik</a> on <a href="http://pinterest.com/" style="color: #76838b; text-decoration: underline;" target="_blank">Pinterest</a></div>
</div>
<br />
<br />
So here I am, smack dab in the middle of the spring semester and lo and behold, I'm tired as fuck! Don't know how tired fuck is supposed to be, but you get the idea. For once though the majority of my workload is of my own making rather than being school related. It may not look it from the few number of posts this website receives on a weekly basis, but I really do put a lot of effort into what I do here. The biggest hurtle so far has been trying to find enough time to actually sit down and play the games I review/critique. With homework, travel time, meal times, and bathroom breaks scattered around in such a disorganized manner, I'm lucky if I can get a couple consecutive hours of game time/writing time a day. And since I'm balancing all of this with trying to maintain some semblance of a social life, you can start to see just why I'm so tired. Ironically this lack of sleep makes me less productive during the day, so it's sort of a catch-22 situation.<br />
<br />
<a name='more'></a><br />
As for school, I'm having probably the best semester yet. My Philosophy classes are very interesting and the professor is so entertaining that three hours just flies by and you leave the room feeling smarter than when you came in. My Psychology class is pretty interesting as well, but has a lot more reading, which I'm WAY too slow at. And French, is just like any other foreign language class. Well that's it for now, I need to head to philosophy. My review of <i>Dead Space 3</i> should be up tonight if all goes according to plan, and I might be able to start playing <i>Aliens: Colonial Marines</i>; I'll be interested to see if the latter is any good because so far I've heard very diverging views on it.<br />
<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-91016650499075992402013-02-05T22:56:00.003-06:002013-11-18T11:38:19.633-06:00Ni No Kuni: Wrath of The White Witch Critique<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniBoxArt_zps5e3812d9.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="ni-no-kuni-box-art" border="0" height="400" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniBoxArt_zps5e3812d9.jpg" title="Ni No Kuni Box Art" width="345" /></a></div>
<br />
To say I was excited for <i>Ni No Kuni: Wrath of the White Witch</i> would be an understatement. I've been a huge fan of Studio Ghibli and, in particular, Hayao Miyazaki's work since I was a child watching such classics as <i>My Neighbor Totoro</i> and <i>Kiki's Delivery Service</i> quite regularly. Hell, I was once so enthralled with <i>Princess Mononoke </i>that I told a kid at school my girlfriend's name was San and she lived in the forest...that's actually a true story...don't judge me! Anyway, it wasn't until I got out of high school that I discovered the game developer Level-5, the first game of theirs I played being <i>Professor Layton and the Curious Village</i>: which I adore. So, you can probably ascertain my level of enthusiasm the first time I saw a trailer for this mash-up of superb game developer and legendary animation studio<i>.</i><br />
<a name='more'></a><br />
Originally <i>Ni No Kuni </i>was a DS game, and Japan exclusive, titled <i>Ni No Kuni: Shikkoku</i> <i>no<b> </b>Madōshi </i>(literally "Second Country: The Jet-Black Mage") so technically this is an HD remake of the DS game, but there are quite a few differences, which I will discuss <span style="font-family: "Times New Roman","serif";">in a special spoiler section near the end (don't worry you'll have fair warning).</span> <br />
<br />
<i>Ni No Kuni: Wrath of the White Witch</i> follows the story of a boy named Oliver who lives with his mother in a town called Moterville. One night Oliver sneaks out to meet his friend and test drive a car the two of them built. As Oliver is driving along a road running parallel to a river, one of the wheels pops off and Oliver is sent careening into the water. Oliver, who apparently can't swim, gasps for air when suddenly his mother grabs hold of him and swims him safely to shore. However, all this excitement causes Oliver's mother great stress and she suffers a fatal heart attack. For three days Oliver cries alone in his room, blaming himself for his mother's untimely death, when one day his doll, Drippy, comes to life and informs him that there may be a way to save his mother. Drippy, introducing himself as "Lord High Lord of the fairies" speaks of another world in which the soul mates (people who share a soul) of the people in Oliver's world live. Drippy also states that the soul mate of Oliver's mother is still alive, but has been imprisoned by an evil wizard named Shadar, and that rescuing her may bring Oliver's mother back to life. With this new found resolve, Oliver and Drippy travel to the other world and embark on a journey to defeat Shadar and free the soul mate of Oliver's mother; however, few journeys are so cut and dry, and sinister plots that go beyond the evil of Shadar begin to unfold.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot5_zps46ee07ce.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni no kuni oliver and drippy" border="0" height="222" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot5_zps46ee07ce.jpg" title="Ni No Kuni Oliver and Drippy" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Oliver and Drippy</i></td></tr>
</tbody></table>
One of the most appealing aspects of <i>Ni No Kuni</i> is, obviously, the way in which it emulates the style of a Studio Ghibli film. The really important cutscenes that are usually pre-rendered CGI cinematics are all animated by the geniuses at Studio Ghibli, but more importantly, Level-5 has done an excellent job of making the rest of the game look and feel as magical as the animated scenes. The fact that they managed to so gracefully translate a 2D style into a 3D world really shows the amount of skill and dedication the folks at Level-5 have. Beyond this, the developers crafted a fantastical narrative and environment that submerges the player into a world as wonderful and beautiful as any Ghibli film, with visuals, narrative, and musical score masterfully weaving together to emulate the works of the legendary animation studio. It's honestly amazing just how often I forgot I was playing a game and thought I was watching an unknown Ghibli film.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot4_zps2ad62c95.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-screenshot" border="0" height="223" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot4_zps2ad62c95.jpg" title="Ni No Kuni Screenshot" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Notice how well this 3D scene emulates its 2D counterparts.</i></td></tr>
</tbody></table>
<span style="color: #0000ee;"><u></u></span>Of course, style alone does not a good game make, and I initially feared that <i>Ni No Kuni</i> would fall into the bad habits most JRPGs have fallen into as of late; that is, spectacular visuals, awful gameplay (a "Golden Piece of Shit" if you will). Thankfully, <i>Ni No Kuni</i> avoids this easily sprung trap and delivers a solid gameplay experience that is both fresh and familiar. Rather than set out to redefine the now stagnate JRPG genre, it takes the rather clever approach of borrowing mechanics from more prominent games, carefully picking what works and casting aside what doesn't. Two such games borrowed heavily from are <i>Final Fantasy</i> (mostly <i>FFXII</i>) and <i>Pokémon</i>: these likenesses are most apparent in the battle system. Upon wandering the seemingly massive, unnamed, world of <i>Ni No Kuni</i> you will encounter many creatures from which you must defend yourself; thankfully these aren't the traditional random encounters that accompany most JRPGs, but you can actually see enemies walking around and if you touch them you are transported to a separate battle screen. There are two different ways in which you can engage in combat. The first way is to attack using Oliver or one of several other human characters that join your party as the game progresses. The second method involves the use of "familiars", creatures whom you've befriended that can fight on your behalf. Each character comes with their own familiar, but before long you'll gain the ability to befriend creatures in the wild to become your familiars. While human characters tend to be weaker in terms of physical attacks, they are much more flexible as they have the capability to cast more spells or special attacks, use items, or give commands to allies. Familiars are better equipped to deal a lot of damage in a short amount of time, but some simply act as support to call in if a certain special ability is needed.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot1_zpsff366644.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-battle-screenshot" border="0" height="223" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot1_zpsff366644.jpg" title="Ni No Kuni Battle Screenshot" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>A rather intense battle between familiars and wild beasts.</i></td></tr>
</tbody></table>
An interesting thing to note is that a familiar and the human that sent it out share an HP meter as well as an MP meter. <span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-ansi-language: EN-US; mso-bidi-font-size: 11.0pt; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin;">This is interesting in that it allows weaker familiars to have great amounts of HP and MP. The ability to swap between a familiar and a human character on the fly by pressing the L1 button allows you to use attacks and support magic from one familiar/human to buff the stats of another that you can then quickly switch to: it’s a great system that provides a wealth of possible outcomes and battle styles. Combat becomes more frantic, yet rarely tedious, when other party members join your cause. At the start of the battle you can choose which party member to be the “leader” and choose which of their familiars, if any, to send out first. </span><br />
<br />
<span style="font-family: "Times New Roman","serif"; font-size: 12.0pt; mso-ansi-language: EN-US; mso-bidi-font-size: 11.0pt; mso-bidi-language: AR-SA; mso-bidi-theme-font: minor-bidi; mso-fareast-font-family: Calibri; mso-fareast-language: EN-US; mso-fareast-theme-font: minor-latin;"> Combat is similar to how it was before, except now you can switch between different party members and their familiars. Since each human can possess up to three familiars at any given time, you technically have a total of twelve party members to choose from: though there are only three pools of available HP and MP. Only the leader is directly controlled by the player (as is the leader's familiar) and all other party members act automatically, however you can choose “tactics” from the battle menu when the leader is the active character to command your other party members. Unfortunately, the automated characters never seemed to follow the tactic I laid out for them; I don't know how many times I told a party member to "keep us healthy" only to find them vigorously attacking while another party member is on the verge of fainting. Familiars also have simplistic, <i>Pokémon</i>-esque type match-ups. These types include: Sun, Star, Moon, and Planet, with special "double" types of each. These type match-ups affect each other in a sort of rock, paper, scissors kind of way with Sun being strong against Moon, but weak against Star, which is weak against Moon. Planet seems to be strong against the previous three and has no weakness, but familiars of this type are rare. Double types are simply more powerful versions of their singular kin. While it isn't required to pay attention to these signs, battles tend to go much smoother if you do, so this turns out to be a great mechanic for adding depth to the game, without increasing it's complexity too much. Overall the combat system is fun and fast paced and makes you feel as though you're actually in command, rather that just sitting back, watching the action unfold.</span><br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot3_zps3e3de5ea.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-battle" border="0" height="223" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot3_zps3e3de5ea.jpg" title="Ni No Kuni Battle Stance" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Come at us bro!</i></td></tr>
</tbody></table>
Overall <i>Ni No Kuni: Wrath of the White Witch</i> is a very well designed and polished game, but there are a few issues that mar its otherwise mirror-like sheen. One of the biggest is that <i>Ni No Kuni</i> has the bad habit of holding your hand WAY too much; certain bits of information are so painfully obvious that it feels as though the game is just wasting your time. This is very similar to how Fi acts in <i>The Legend of Zelda: Skyward Sword</i>, which, understandably, gets rather annoying. I get that much of what this game is about is aimed at a younger audience who may not understand the finer points of JRPGs, but in a few places it seems as though Ni No Kuni is aimed more at a <i>dumber</i> audience. There's also the issue of just how botched the beginning is. Story wise, things tend to move a little too fast to really mean anything. In the span of just fifteen or so minutes we are simultaneously introduced to Oliver, his Mother, his friend Phil, and are told of Oliver and Phil's plans to sneak out and drive a car they built; we then see The White Witch using some sort of ju-ju to sabotage the car, Oliver being saved by his mother, his mother dying, and Oliver meeting Drippy. The breakneck speed at which the narrative is conveyed is accompanied by long, drawn-out tutorials and gameplay tips that I can see turning off more than a few players. Really, the first hour or so is nothing but tutorials and hints at already obvious mechanics; <i>Ni No Kuni</i> is a game that leaves little for the player to discover on their own, and instead walks them through even seemingly minor portions of the game. To its credit though, <i>Ni No Kuni</i> seems to break the forth wall at certain points to comment on how JRPGs are played. It’s as if the game expects a great deal of players to be new to the genre and it reassures them of some of a JRPG’s odder features through humor: for veteran players these moments become a sort of inside joke. What’s interesting is that Oliver seems as clueless about the rules and mechanics of this new world as I imagine a newcomer to the genre would feel. It almost makes me wish this was the first JRPG I’ve ever played just so I could connect with Oliver on a deeper level.<br />
<br />
There are a number of side quests for you to complete. These include the usual fetch quests, delivery quests, bounty quests, etc.. When you complete a side quest you are given various items and amounts of money as well as merit stamps. Merit stamps go on cards that are not unlike a punch card you would get at a store or a restaurant: buy ten, get 1 free! Each merit card requires 10 stamps in order to be filled out; once filled out, the merit card can be used to purchase special abilities, some of which require multiple cards, so it pays to do these errands. I think this is an excellent incentive for doing the side quests as it provides the player with extra perks and rewards that would not normally be obtained. The downside of this is that some side quests seem like last minute additions to the game put there simply to pad it out more; these usually consist of get X from person A and give to person B who happens to be standing just a few steps away. Also, special attacks of enemies and allies, or the presence of in-battle text can oftentimes throw your ploy off causing you to waste time, at best, or take a hit, at worst: I died several times while trying to resurrect a fallen party member simply because Drippy had something obvious to say about the enemy I was facing. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot2_zpsc6050ff8.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-screenshot" border="0" height="223" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot2_zpsc6050ff8.jpg" title="Ni No Kuni Animated Screenshot" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Run for the hills, he can see our flaws!</i></td></tr>
</tbody></table>
The story is heartwarming but not as “chill inducing” as I had hoped. Oliver is your typical lovable block head with a heart of gold, and it's amazing just how much his character evolves as the story progresses. Normally the main character in JRPGs tends to be very bland and lifeless so the player can project their own vision of who this character is; this isn't a terrible thing to do, but it seems like a rather lazy approach to delivering a narrative. However, Oliver is a very endearing character that gradually “grows up” as the game progresses; so gradually in fact, I didn't realize just how much of a manly badass he becomes until I began to reflect upon the game. Drippy is very amusing and acts as both a guide and a companion to both the player and Oliver; he has the ability to “lighten up” any dark situation (hence the lantern nose) which, admittedly, can be somewhat distracting during moments of high emotion, but I imagine this was purposefully done in order to maintain the lighthearted tone of the rest of the game. Speaking of Oliver and Drippy, there is a nice dynamic between the duo; Oliver is smart but likes to think things through, as well as think out loud. Drippy on the other hand jumps to conclusions (though he’s usually right), getting annoyed with Oliver for taking so long in his thinking process; Oliver then gets distraught when Drippy calls him dense, right at the moment he’s figured something out. This dynamic has the fourth-wall breaking effect of holding the novice player’s hand and spelling everything out for them, while also making more skilled players feel smart for figuring things out before Oliver; it’s as if novice players are supposed to identify with Oliver and veteran players with Drippy.<br />
<br />
(the much anticipated spoiler section is coming up; scroll down and start reading after the "END OF SPOILER SECTION" text and you'll be safe.)<br />
<br />
<div style="text-align: center;">
<span style="font-size: x-large;">***SPOILER S<span style="background-color: red;"><span style="background-color: black;"></span></span>ECTION*** </span></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
<b> </b>It pains me to say this, but another one of <i>Ni No Kuni: Wrath of the White Witch</i>'s flaws comes in the form of its story. For one, The title is somewhat out of place in that the titular “White Witch” doesn’t really do a whole lot other than grant powers to Shadar and get mildly upset when he fails. Shadar is the true antagonist and he is much more interesting than the White Witch. When the Witch does finally do something it is after you defeat Shadar (about 35 hours into the game). This action of hers is a very minor event that is guised as being much bigger than it actually is; she uses a spell called "Manna" that causes white ash to fall like snow, turning anyone it touches into a zombie. Not only does this attack come out of the blue, the affect it has on the inhabitants of the game completely changes the over all tone. Whereas before you were fighting wild creatures and monsters, now you are fighting human beings, albeit zombified ones. Plus, this "epilogue" seems like the writers wrote themselves into a corner and came up with something palpable but not very enthralling. After all, undoing the damage caused by the manna takes very little time and consists of the pattern: go to kingdom X; make your way to that kingdom’s throne room; defeat a boss; cutscene; done. Rinse and repeat two more times. After this its off to a mysterious island for a short while, then on to the final dungeon. Needless to say I feel a little bit cheated with how anticlimactic this all goes down, and I imagine that many other players will as well.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot6_zps6745b46e.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-white-witch" border="0" height="212" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot6_zps6745b46e.jpg" title="Ni No Kuni White Witch" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Just sittin' here, doin' nothin'...have some ash, because fuck it.</i></td></tr>
</tbody></table>
Really, the game should have ended after you defeat Shadar. The reason behind this is simple: Shadar is a much more endearing villain than the witch and there was certainly much more build-up to the final showdown with him. Not only that, but the encounter with him just <i>feels</i> like the climax. Oliver has just found out his mother was actually the sage Alicia the whole time, and she actually died in Moterville, so there is no chance of her being saved. Oliver is, in fact, Shadar's soul mate, which I honestly didn't see coming until just before it happened, and is equally as pure as Shadar is evil. Plus, Oliver reaches his apex in terms of character development just before this battle, leaving no more room for him to grow afterwards and causing him to just kind of sit back during the whole White Witch, epilogue, thing. All signs point to the battle with Shadar being the ending, so what happened? Well, from what I've read, this is where the DS version of the game ends, and anything after this point has been added for the PS3 release. This would explain why the subtitle of the DS version is <i>The Jet-Black Mage</i>, because the game was never meant to be about the White Witch, it was about the struggle against Shadar. Honestly, this is the first time I can think of a game needing to <i>cut</i> content in order to make the game better. <br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot7_zps982eb2dd.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="ni-no-kuni-shadar" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/Ni%20No%20Kuni%20Wrath%20of%20the%20White%20Witch/NiNoKuniScreenshot7_zps982eb2dd.jpg" title="Ni No Kuni Shadar" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>My Osteoporosis makes me a badass.</i></td></tr>
</tbody></table>
<div style="text-align: center;">
<span style="font-size: x-large;">***END OF SPOILER SECTION***</span></div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
When it comes right down to it, <i>Ni No Kuni: Wrath of the White Witch</i> is a flawed but fantastic game that is arguably the best JRPG of this generation. Few people can look at this game and not immediately be struck by its overwhelming beauty and artistic quality. As stated before, the way in which Level-5 so masterfully managed to capture the essence of a Studio Ghibli film is remarkable. <i>Ni No Kuni</i> managed to stir up my inner child which allowed me to see its world with even more magic and wonder than I otherwise would have. While the game takes a while to really build up some momentum and suck you in, and the ending may be lackluster at best, the value is, as they say, found in the journey itself<i>. </i>I highly recommend <i>Ni No Kuni: Wrath of the White Witch</i> because what it does well, it does<i> really </i>well and it's positive aspects more than make up for its handful of flaws.</div>
<div style="text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Special%20Images/4-star-rating_zps8892d4d6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="four-star-rating" border="0" height="60" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Special%20Images/4-star-rating_zps8892d4d6.png" title="Four Star Rating-Above Average" width="320" /></a></div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
<br /></div>
</div>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-59836341466078670762013-02-01T16:05:00.002-06:002013-02-08T21:08:02.019-06:00Noah's Weekly Journal Entry 2 Yeah yeah, I'm aware that it's been like three weeks since my last journal entry but there's a good reason for that: the spring semester started and I had to put 60 hours into a game to review (see picture below).<br />
<br />
<div style="line-height: 0px; padding-bottom: 2px; text-align: center;">
<a href="http://pinterest.com/pin/307230005799652473/" target="_blank"><img border="0" height="681" src="http://media-cache-ec5.pinterest.com/550/91/e6/cb/91e6cb033c9a7593bb21608a1f3f9b6c.jpg" width="400" /></a></div>
<div style="float: left; padding-bottom: 0px; padding-top: 0px; text-align: left;">
<div style="color: #76838b; font-size: 10px;">
Source: <a href="http://24.media.tumblr.com/tumblr_m2hcg1WIg61qlepxzo1_500.png" style="color: #76838b; font-size: 10px; text-decoration: underline;">24.media.tumblr.com</a> via <a href="http://pinterest.com/sengokubunny/" style="color: #76838b; font-size: 10px; text-decoration: underline;" target="_blank">Katherine</a> on <a href="http://pinterest.com/" style="color: #76838b; text-decoration: underline;" target="_blank">Pinterest</a></div>
</div>
<br />
<br />
So what do I think of <i>Ni No Kuni: Wrath of the White Witch</i>? Well, you'll just have to wait until I finish my review :). Like I said before the spring semester has just started and already I've been swamped with work and have had little time to play/review/blog about anything. Thankfully though, my schedule is now finalized and I think I have a good plan for how to go about balancing school with game reviewing. Plus as far as I know there aren't anymore 50+ hour games coming up in the months ahead, so reviews should be out the same week as the game is released, hopefully on the following Friday.<br />
<br />
<a name='more'></a><br />
Save for the usual stress involved with the first week of school, I'm rather calm and optimistic for the future. I was a little peeved at myself for how my review of <i><a href="http://www.buckethataficionado.com/2013/01/dmc-devil-may-cry-review_19.html" target="_blank">DMC: Devil May Cry</a></i> turned out as I think I could have been more fluid and less rigid in conveying my thoughts. But it turned out okay, it's just not up to the usual level of quality that I expect from myself. Though it was my first review in over two years so I can't really blame myself for being rusty. Anyway I better wrap this up, I've got a date with a wonderful girl tonight and I need to get ready. Expect my review of <i>Ni No Kuni: Wrath of the White Witch</i> in the next few days.<br />
<div style="text-align: center;">
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/QK8mJJJvaes" width="500"><br />
</iframe></div>
<br />
<div style="text-align: center;">
Also, I've had this song stuck in my head all week: it's just so damn catchy!</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: center;">
<br /></div>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-26508916748091412052013-02-01T10:55:00.000-06:002013-02-01T12:23:08.631-06:00PlayStation 4 Teased?<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/d-3GMHIgR-U?feature=player_embedded' frameborder='0'></iframe></div>
<br />
A mysterious video has popped up on PlayStation's official YouTube channel labeled #PlayStation2013, and a teaser page has also appeared on the official PlayStation website. Of course the biggest question is: Is this a teaser for the PlayStation 4? There's certainly a lot of speculation and a lot of eager internet denizens chomping at the bit for more information. Unfortunately it seems we'll have to wait another 19 days before we know for sure what this video is alluding to. For now though you can head over to the <a href="https://us.playstation.com/meeting2013/" target="_blank">page in question</a> and sign up to be among the first to know.<br />
<a name='more'></a><br />
So is this the fabled PlayStation 4? It seems very likely with the increase in rumors that have popped up as of late. Also with Sony handing out <a href="http://www.ign.com/articles/2012/11/01/report-ps4-dev-kits-surface-details-inside" target="_blank">mysterious dev kits</a> under the code name "Orbis" it seems even more likely that the February 20th announcement will be about the next console in the PlayStation family.<br />
<br />
What will the PS4 (or Orbis) be like? My hope is that it won't just be a hardware upgrade to the aging PS3. It would be nice if it featured a more modular design that allowed for graphical upgrades akin to the PC, only in a more simplified form. There's also been a lot of speculation that the PS4 will don a more fluid user interface and online service; whether this means a payed subscription akin to Xbox Live, who can say. Perhaps PlayStation Plus will soon be like Xbox Live Gold? My biggest hope for the PS4 is that Sony has learned from the PS3 and PSP launches that hardware alone does not sell, but rather, a system needs a strong lineup of both exclusive games and and third party titles. However, judging by the PS Vita's launch (and continued) lineup of software, I wouldn't hold my breath.<br />
<br />
This also begs the question: Do we really need a PS4? If you ask me it seems as though Sony is only entertaining the idea because Nintendo just released the Wii U and Microsoft is most likely releasing the next Xbox. What is the point of a new console? With current hardware limitations I can't see the PS4 being marginally better than it's predesscessor. Nintendo's move made sense because the Wii wasn't an HD console, but really how much better can it be? These are interesting questions to be sure but at the moment they are pure speculation and discussion based on rumor. We'll have to wait until February 20th before we have more concrete details to go on.<br />
<br />
What do you guys think? Are you excited? Indifferent? Do you think we need a PS4?<br />
<br />
<b>Source:</b> <a href="https://us.playstation.com/meeting2013/" target="_blank">https://us.playstation.com/meeting2013/</a><br />
<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-5234595781298420732013-01-19T13:41:00.000-06:002013-11-18T11:38:43.924-06:00DMC: Devil May Cry Review<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-boxart_zpsafc7cbbb.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="dmc-box-art" border="0" height="400" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-boxart_zpsafc7cbbb.jpg" title="DMC: Devil May Cry Box Art" width="342" /></a></div>
The <i>Devil May Cry</i> series has always been one that I've had an odd relationship with. I've played/own each game, have beaten 1 & 2, and have fantasized about being Dante once or twice (admit it, you know you have too), and while I've always liked the games and had great fun with them, I wouldn't really call myself a fan. To me the entire series is a collection of well executed action games that provide a great amount of surface-level entertainment, but very little depth beyond that. And yes, before anybody jumps down my throat, I'm aware that the whole point of <i>Devil May Cry</i> is to be a cheesy action hack n' slash, and that the complexity is found in mastering the combat system, not in its aesthetics or narrative. The point I'm trying to make is that the series is about fun and testing your skills: everything else, narrative include, is secondary. Hardcore DMC fans may disagree with me, but I bring this point up because I get the feeling that these same individuals will be criticizing <i>DMC: Devil May Cry</i> for the exact same reasons they defend the previous four games; I can't say for certain, just a hunch.<br />
<a name='more'></a> <i>DMC: Devil May Cry</i> comes to us from developer Ninja Theory, who are best known for their games <i>Heavenly Sword</i> and <i>Enslaved: Odyssey to the West</i>. Up until this point, each <i>Devil May Cry </i>game has been developed in house at Capcom, so it was a bit of a shock when it was announced that DMC would be created by an outside developer. Of course, the biggest shock regarding the new game came from fans who were upset at Dante's new look: mostly his hair being a different length and color. Then there was, and still is, some confusion as to whether this was a prequel to <i>Devil May Cry 3</i> or a reboot of the entire series. After playing it, I can safely say that this is a mash-up of a both a prequel and a reboot. Capcom and Ninja Theory seemed to approach this very carefully, crafting a game that could function as a prequel if it didn't sell and no sequels would be made, or as a reboot if the game was a hit; that's a little confusing, but it works.<br />
<br />
Speaking of things that work: I'll be damned if <i>DMC: Devil May Cry</i> doesn't have the best combat system of any game in the series, and one of the best for action games as a whole. Ninja Theory really managed to add a lot of depth to a rather simplistic system making combat both engaging and fun, as well as very fluid and fast paced. Dante has three move sets, each of which can be switched to on the fly with the simple press of a button. The normal move set has Dante's guns and sword; the demonic set has demon weapons as well as a whip that pulls enemies towards you; and the angelic set has angel weapons and a whip that pulls you towards an enemy. There are two demonic and two angelic weapons in the game. You can only have one of these weapons active at a time for each set, but you can easily swap between weapons in a set using the D-pad.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-2_zps9482636c.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="dmc-screenshot-1" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-2_zps9482636c.jpg" title="DMC Screenshot 1" width="400" /></a></div>
<br />
Unlike the weapons in previous entries, or most action games for that matter, the weapons in <i>DMC: Devil May Cry</i> are very balanced: each has their strengths and weaknesses as well as proper and improper uses. No one weapon is the end-all-be-all choice for any situation. This requires the player to constantly change weapons and attack styles in order to succeed, which in turn adds to your overall style rating that translates into earning more red orbs (currency) or white orbs (experience points) at the end of the level.<br />
<br />
<i>DMC</i> seems like a much more casual experience than the previous games: though I see this as a good thing. The older games were often too complex for their own good, which could easily frustrate players who didn't want to memorize a lot of intricate combos, but simply wanted to enjoy the game; sure, there was the automatic mode that allowed button mashers the opportunity of performing stylish and complex moves with minimal input, but this could get dull rather quickly. However,<i> </i>Ninja Theory seems to have come up with a nice balance that makes <i>DMC</i> a game that is easy to learn, but difficult to master. The combos have been greatly simplified so they are easy to remember and each weapon has the same sequence of button presses that do similar attacks. Here, the depth of the combat system comes from switching between weapons quickly and constantly, rather than entering long strings of perfectly timed button presses.<br />
<br />
Aesthetically, <i>DMC</i> is a toss up. On one hand, the levels look fantastic, especially when in you're in combat or in motion. Each level takes place in limbo which is depicted as a sort of warped reflection of the real world. Here, <i>DMC</i> makes great use of stylization through camera angles, screen filters, and the presence of graffiti on many of the walls. My favorite stylization choice however, is the use of large white text appearing on the ground and walls that give the player subtle hints about what to do or where to go, as well as setting the tone for an upcoming section or simply taunting/insulting Dante. The text is accompanied by a disembodied demonic voice that reads the text aloud as it appears, making these messages all the more prominent. Later in the game, Dante gains the "Devil Trigger" ability which allows him to become very fast and very powerful for a short period of time. During these instances the aesthetics of the level warp to a palette that consists only of various shades of black, white, and red: which I rather like. Each of these aspects that make <i>DMC</i> a great game in terms of style and playability are brought to a mirror sheen with a near perfect soundtrack made up of various forms of thrash/death metal and a good amount of techno and dubstep thrown in for good measure. These tracks always fit the given situation and serve to "pump you up" and keep you kicking ass.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-4_zps86cf1b9f.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="dmc-screenshot-2" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-4_zps86cf1b9f.jpg" title="DMC Screenshot 2" width="400" /></a></div>
<br />
On the other hand though, <i>DMC </i>drops the aesthetic ball with its cutscenes. The graphics present in these look very muddy and outdated with clipping and texture pop-in occurring very frequently. These problems certainly aren't deal breakers though, as it's clear the developers put more resources into the gameplay and less into the cutscenes, as they should; though, it can be rather jarring transitioning from gameplay to cutscene due to the heavy differences in style. Whereas the levels are highly stylized and colorful, the cutscenes are rather bland and earth toned. Most of the cutscenes take place in the real world so this could have been a design choice made by the developers who wanted the player to feel the foreboding atmosphere of an ordinary world that has an unseen, sinister entity casting a shadow over everything: however, it's more likely they just didn't have the time or resources to give the cutscenes some polish.<br />
<br />
Another aspect of <i>DMC</i> that's a toss up relates to its narrative; the <i>Devil May Cry </i>series has always had a pretty weak storyline that has only served to bridge levels and games together, and <i>DMC</i> is no exception. However, one thing that has always been strong about the series' narrative is the characterization of Dante; he isn't the deepest character ever, but he is likable and very entertaining, which is surprising because he's kind of a womanizer and a cheese ball. In <i>DMC</i> we have a much younger and more brooding depiction of Dante whose only real goal in life is to get drunk, kill monsters, and bang loose women. This lifestyle is quickly flipped on its head when a strange woman appears before him and warns that he is being hunted. Before he even has time to think about the woman's warning, he is pulled into limbo and attacked by a group of demons. <br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-1_zps4e58a9ea.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="dmc-screenshot-3" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-1_zps4e58a9ea.jpg" title="DMC Screenshot 3" width="400" /></a></div>
<br />
Soon, Dante learns that the woman's true intentions are to bring
him to her boss who is the leader of a terrorist organization called
"The Order". Upon their meeting, The Order's leader introduces himself as Virgil, and states that he plans to save the world from a man named Kyle Ryder who is the human incarnation of the demon king Mundus. Virgil then explains that he and Dante are nephilim, creatures that are half demon, half angel, and that they are the only ones who can destroy a demon king.<br />
<br />
This is more or less what <i>DMC</i> has for a narrative foundation; it's not really terrible, but it's certainly not groundbreaking either. What is problematic though is how the story is executed. For one, everything seems very isolated and inconsequential. We're told through several different conversations that Mundus' goal is to rule the world, but we're never given an explanation as to why he desires this other than "he's just a dick". This feeling of isolation is further perpetuated because there are only around seven characters in the game; three good, three evil, and one neutral. I think it was a great design choice to have each level take place in limbo, but this has the negative consequence of us barely seeing the people who populate the real world equivalent. This makes the city where everything takes place feel very empty and lifeless.<br />
<br />
On the plus side though, <i>DMC</i> adds another layer of development to Dante's character. Right away you get a sense of who he is from the painful to watch opening sequence that shows him getting hammered in a strip club and then having sex with two women back at his place. The first time I saw this, I thought it was just a poor attempt to make the game seem edgy, but really it's a brilliant attempt to make the game seem <i>cheesy</i>. Let's face it, most action games/movies come with a heaping helping of cheese and the <i>Devil May Cry</i> series is no exception. Think back to all the cheesy one-liners from classic 80's action movies and you'll quickly see that Dante is the king of bad puns and one-liners. <i>DMC </i>has Dante saying such gems as "You're all mixed up" after he throws a succubus into a giant blender or "Who wants to be the biggest loser" when two large, fat demons attack. The thing about these lines is that they are so bad, and occur so frequently, that they actually become pretty funny after a while and go a long way towards establishing his character.<br />
<br />
Like I touch on before, what makes <i>DMC</i> a good game lies in its gameplay and level design. For the most part, <i>DMC</i> is a linear experience with few branching paths. This isn't a bad thing in my opinion as it allows the game a sense of flow in regards to the action that a non-linear playstyle would interrupt. This allowed the developers to focus on stylization more than a non-linear game would allow and has lead to some very unique levels that do an exellent job of conveying a sense of disorientation that serves to make limbo a terrible, yet interesting, place. <i>DMC</i> also has some cool (though admittedly simplistic) boss battles; my favorite of which (other than the final boss) is the fight with the demonic form of Bob Barbas, the TV reporter.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-3_zps4251135c.jpg" imageanchor="1"><img alt="dmc-screenshot-4" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Reviews/DMC%20Devil%20May%20Cry/dmc-screenshot-3_zps4251135c.jpg" title="DMC Screenshot 4" width="400" /></a></div>
<br />
There are a few slip ups that mar the otherwise flawless gameplay of <i>DMC</i>. For one, there isn't a huge variety of enemies for Dante to vanquish. The game makes up for this though by placing different types of enemies together and in different settings, so rarely did I get bored dispatching the same foes over and over again. Another thing that can be problematic is how long the loading screens are. Maybe it's just because I usually play the PC version of a game, and this was the PS3 version, but I had loading screens that lasted upwards of a minute, which seems way too long for a game that isn't all that graphically intensive. My biggest issue with the gameplay is that <i>DMC</i> has a bad habit of closing the path you came from behind you. To me, this is a poor design choice since it doesn't allow for the possibility of going back and exploring other directions in search of secret items that would aid in your completion rating at the end of the level. Quite often I would reach a branching path and decide to head one direction because I think it is the way to a secret, but then something would close behind me and I'd quickly realize that I should have taken the other path first. This isn't as big of a deal to me once I realized it was impossible to 100% the game on a single playthrough, but it's still an unnecessary defect.<br />
<br />
Speaking of multiple playthroughs, <i>DMC</i> has a lot of replayability to it. After beating the game on Human, Devil Hunter, or Nephilim difficulty, you unlock "Son of Sparda" mode, which remixes which enemies appear where throughout the whole game. If you beat this mode you unlock "Dante Must Die" and "Heaven or Hell". Dante Must Die is just like Son of Sparda only much harder: Heaven or Hell makes it so every enemy dies in one hit, but so does Dante. Finally, if you beat the Heaven or Hell mode, you unlock "Heaven AND Hell", which gives enemies their normal amounts of health, but Dante still dies in one hit. So with that in mind I think it's safe to say that while Ninja Theory may have designed <i>DMC</i> to be more friendly to newcomers, they haven't forgot about the series' hardcore, masochistic fans. It's also nice that all of your skills weapons, money, and health/devil trigger carry over from one playthrough to the next and from the looks of things, it will take you at least three playthroughs to max out Dante's health and Devil trigger and acquire all of his abilities. At around 10 hours a playthrough, this is a game that could keep you entertained for a while if you don't mind playing the same levels on a higher difficulty and hearing the same mediocre story again.<br />
<br />
When it comes right down to it, <i>DMC: Devil May Cry</i> is a flawed, but fun game that stands as both a reboot and a prequel to a series that has always been flawed and fun. The games are like Dante himself: rough around the edges but wholly entertaining. They may get on your nerves from time to time, or make you cringe with their cheesiness, but there's something undeniably enjoyable about them and <i>DMC: Devil May Cry</i> exemplifies this aspect of the entire series very well. It will be interesting to see the direction Capcom takes the series in next.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Special%20Images/3-star-rating_zps1a68a9b2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="3-out-of-5-stars" border="0" height="59" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Special%20Images/3-star-rating_zps1a68a9b2.png" title="3/5 Stars" width="320" /></a></div>
<br />
<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-23724527754113963342013-01-15T14:28:00.000-06:002013-11-18T11:42:04.659-06:00Top Ten Games of 2012 Happy New Year! Okay, I know it's been 2013 for two weeks now and ideally I should have had this list out sooner, but screw it, I had other stuff to do (like get this website up and running). Anyway, 2012 has come and gone, and with it memories of the various games that graced us with their presence throughout the year. 2012 was an <i>interesting</i> year for video games, it...well...okay, I'm just going to come out and say it: 2012 was a terrible year for video games. There, it's out there and now we can get over it. Don't get me wrong there were a few truly great games released this year: games that really expanded our medium into territory once thought impossible. Overall though, there was a lot of crap and a lot of problematic and, frankly, broken games being released that unfortunately highlighted many of the things wrong with the video game industry. This list isn't about <i>those</i> games though. This list is about the truly exceptional, wonderful, and beautiful gems that reminded you of why video games are special.<br />
<br />
Thankfully, most of these games have already received a lot of praise (and awards) from people far more important to our medium than I, but still it never hurts to throw your own thoughts into a discussion, and that's what this post aims to do. Please note that I have only included games that I have actually played, and furthermore have played a great deal of. I'm sure I missed a few games this year that would probably be great candidates for this list (Far Cry 3 and Slender come to mind). Also, this turned out to be a fairly long post so a bathroom break, some coffee (or beer) and a snack is recommended. I've blabbed on long enough, so without further ado here's My Top Ten Games of 2012.<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/10-Fez-Banner_zpse0d950b9.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Fez Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/10-Fez-Banner_zpse0d950b9.png" title="Fez Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
From the moment <i>Fez</i> was first announced it seemed it was destined to be the latest indie darlin'. <i>Fez</i> is a wonderful mash-up of old school platforming/pixel graphics, complete originality and dedication from its developer; <i>Fez</i> manages to be both fresh and familiar. In the game you play as Gomez, a cute little pixelized something-or-other who lives in a two dimensional world where learning to platform is akin to learning to walk. One day Gomez witnesses something miraculous: a golden, three dimensional object called the Hexahedron. Gomez then finds (or is given) a magical fez hat that allows him to rotate his world and traverse sides of it he never knew existed. Once Gomez has this power he begins to rotate the world around him, changing perspectives in an instant. </div>
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: left;">
However, something goes wrong (as it always does when you begin to play with space or time); as Gomez rotates the world faster and faster, the golden Hexahedron is ripped apart and the game crashes. Okay, so it doesn't really crash, but Polytron Corporation (that would be <i>Fez</i>'s developer) did a good job of breaking the fourth wall here. The game "restarts" and we are shown the same opening sequence we saw the first time; only now, Gomez has the fez, and can rotate the world at will. Turns out though, the now shattered Hexahedron holds space and time together, and without it the universe will soon be ripped apart. Using his new found power, Gomez embarks on a journey across his world to find all 32 pieces of the Hexahedron and save the universe: "no pressure."</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/FezScreenshot_zps5300f55f.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Fez Image" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/FezScreenshot_zps5300f55f.jpg" title="Fez Screenshot" width="400" /></a> </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
To call <i>Fez</i> an ambitious game is an understatement. Polytron Corporation and the game's creator/director Phil Fish have poured their hearts and their souls into this game, and it most definitely shows. <i>Fez</i> was announced in July of 2007, with a slated release of Q1 2010. However, <i>Fez</i> soon became one of those games plagued by push-backs and some started to doubt the game would ever be released. To the glee of many (myself included) <i>Fez </i>was finally released this past April on XBLA. Barring a few glitches, save-deleting patches, and nearly hostile negotiations with Microsoft, <i>Fez</i> turned out to be a true stand out not only for indie games, but for the medium as a whole. It is also one of the most original, complex, cryptic, and enjoyable experiences I've had in a while. <i>Fez </i>not only forces you to think outside the box; it makes you change your perspective of said box entirely.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/9-The-Unfinished-Swan-Banner_zps7638a946.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="The Unffinished Swan Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/9-The-Unfinished-Swan-Banner_zps7638a946.png" title="The Unfinished Swan Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<i>The Unfinished Swan</i> follows the story of Monroe, a young boy living in an orphanage after his mother's death. His mother was an avid painter but had the quirk of never finishing a single painting. After her death, Monroe could only take one painting with him to the orphanage. He chose his mother's favorite: an unfinished painting of a swan. One night, he is transported into another world where everything is all white. Monroe quickly finds that he has the ability to throw an infinite supply of paint, which he uses to mark the layout of the world around him. As Monroe continues to explore this magical world, he uncovers the story of a kind, but odd, king who has the ability to create the world as he sees fit. Monroe continues to explore this surrealistic world, all the while chasing a giant, unfinished swan.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/TheUnfinishedSwanScreenshot_zps4fa96700.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="The Unfinished Swan Image" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/TheUnfinishedSwanScreenshot_zps4fa96700.jpg" title="The Unfinished Swan Screenshot" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
I'll just come clean and say I'm a sucker for whimsical, artistic games that manage to capture that sense of child-like wonder, so I suppose I went into <i>The Unfinished Swan</i> with the complete bias of already liking the game. However, I can honestly say that, setting my biases aside, <i>The Unfinished Swan</i> is one of the most beautiful games I have played in recent memory. My one major concern for this game was that throwing paint to make the world visible would become tiresome and tedious after a while. Thankfully though this mechanic is only the mainstay for the first level. As you progress through the game and learn more of the story, everything gradually becomes more complete. Objects soon cast shadows so that, while still white, you can traverse the world without having to cover it in paint first. In between worlds there is a cartoony storybook section that coveys Monroe's transition between levels. These sections are very cute and add a great deal to the overall tone of the game. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
One last thing I'd like to point out is that while this game is centered around Monroe's deceased mother, it is defiantly not a sad story: bittersweet in a few places, sure, but not sad. Of all the games on this list, <i>The Unfinished Swan</i> has probably been the most joyful to play. The game is very light-hearted, friendly, and easy enough for anyone, non gamers included, to pick up and play. Developer Giant Sparrow certainly understands child-like wonder and, more importantly, how to convey that feeling through the gameplay and to the player.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/8-Borderlands-2-Banner_zpsa96e9193.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Borderlands 2 Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/8-Borderlands-2-Banner_zpsa96e9193.png" title="Borderlands 2 Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Borderlands 2</i> was certainly one of the most anticipated games of 2012. After the success of its predecessor, Gearbox Software promised it would be bigger and better in every respect, and they delivered: oh, boy did they deliver. While the first <i>Borderlands</i> was great fun, it had the issue of becoming very samey after a while. I know it was the developer's intention to create a barren wasteland of a world, but that still didn't make the fact that 90% of the levels were rocky and sandy any more appealing. Were it not for the constant stream of slightly-better-than-what-I-had weaponry, I probably would have lost interest somewhere around New Haven. It's clear to see, however, that Gearbox acknowledged this downside of the first game and chose to make the scenery of Pandora much more diverse and easier on the eyes. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/Borderlands2Screenshot_zpse9af68fe.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="Borderlands 2 Image" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/Borderlands2Screenshot_zpse9af68fe.jpg" title="Borderlands 2 Screenshot" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>Holy shit, grass!</i></td></tr>
</tbody></table>
<div class="separator" style="clear: both; text-align: left;">
Though <i>Borderlands 2</i> is much more aesthetically pleasing than its predecessor, this isn't the only thing that's "bigger and better". For one, Pandora feels like a much bigger, and deadlier, place. The idea of having the Hyperion corporation show up and take over the planet added some much needed conflict that went beyond the protagonists' journey to find the vault. It was also a brilliant idea to have the four playable characters from the first game act as a way that simultaneously moves the plot along and makes your actions from the first game feel more substantial. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Speaking of the plot, Gearbox really stepped up their game for this one. To be fair, the writing in the first game was by no means bad. It had a few "Holy Shit" moments, and some witty banter between the characters but these were mostly shallow attempts at getting the player to chuckle. Conversely, <i>Borderlands 2</i> has genuine moments of hilarity strewn throughout, to the point where I had to momentarily stop playing because I was laughing so hard. A lot of these jokes are very tongue-in-cheek, such as Scooter's line about Crazy Earl eating an entire car with a fork, and other times they can be down right crude, scatological-type, jokes. In my opinion, this low brow comedy adds a great deal to the world by making the few truly witty lines shine all the brighter. Besides, admit it, everybody likes a good old fashioned poop joke from time to time. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Gameplay wise, <i>Borderlands 2</i> plays just like the first game, which didn't need any work in my opinion. Like I said before in my article on <a href="http://www.buckethataficionado.com/2013/01/critique-vs-review.html" target="_blank">Critique vs. Review</a>, <i>Borderlands 2</i> is an RPG first, and an FPS second. Because of this, the leveling system, skill trees, guns and upgrades go very far in keeping you engaged and entertained, as well as giving you a ton of content for your gaming pleasure. <i>Borderlands 2</i> is not only the most fun I've had shooting things this year, it's also been one of the funniest, and surprisingly deep. Fans of FPS's and RPG's would be hard pressed to find a better marriage of the two genres than <i>Borderlands 2</i>. Also, Handsome Jack is one of the best villains of all time. Just saying.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/7-Lone-Survivor-Banner_zps13097d14.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Lone Survivor Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/7-Lone-Survivor-Banner_zps13097d14.png" title="Lone Survivor Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Lone Survivor </i>is a game that puts you in the role of "The Survivor" who is, as you might have guessed, the only one to his knowledge to have survived a catastrophe involving unknown humanoid creatures (zombies, I guess). The Survivor lives in an abandoned apartment in a complex that is infested with the unknown creatures. The prologue of the story tells us that he has been held up in his apartment for an unknown length of time, but now he is out of food and must traverse the dark halls of the apartment complex in search of supplies, as well as a way out. Throughout this journey the player finds subtle clues that hint at The Survivor's true identity, and learn a great deal about his decaying mental health through his inner dialogue and dream sequences.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/LoneSurvivorScreenshot_zpsfd77e303.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Lone Survivor Image" border="0" height="223" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/LoneSurvivorScreenshot_zpsfd77e303.png" title="Lone Survivor Screenshot" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
The entirety of the game is played in a sidescrolling 2D perspective, which already makes <i>Lone Survivor</i> stand out amongst it's survival horror brethren. Then there is the sense of tension and urgency brought on by the limited battery life for your flashlight (which is a necessity because this game is very dark) and the need to eat and sleep regularly. Most of the times the monsters roaming the halls aren't even that frightening in comparison to the ever looming threat of running out of batteries in a dark area, starving, or collapsing from exhaustion when you're who knows how far away from the safety of your apartment. This was a brilliant ploy by the game's creator, Jasper Byrne. Byrne clearly understands that once you visually observe the source of your fears, it quickly loses its effect. Running out of light, starving, or collapsing in exhaustion are all fears that are abstract, and can never be seen. They're also inescapable. Finding batteries, food, or taking a nap are all temporary things and before you know it, the fears that these three bring about are back and more terrifying than before. To this, the monsters are merely obstacles that stand in your way as you try to delay these fears; the fears in your own mind.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/6-Thomas-Was-Alone-Banner_zps0896c89c.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Thomas Was Alone Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/6-Thomas-Was-Alone-Banner_zps0896c89c.png" title="Thomas Was Alone Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
I'm going to go on record here and say that any game that can make me care about rectangles is a work of sheer genius and a brilliant display of conveying narrative through game mechanics.<i> Thomas Was Alone</i> is a puzzle-platformer centered around several rectangular characters working together to reach the end of a level. Some of these characters can jump higher than others, but are too big to fit in certain places. Others are smaller, but need the assistance of others to reach high places. Some characters have special properties such as the ability to float or be used as a trampoline. What makes these characters so endearing though is not their abilities, but their personalities. Yes, I did just say that a group of varying sized rectangles and individual personalities: and also names.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/Thomaswasalonescreenshot_zpscba1f3f2.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Thomas Was Alone Image" border="0" height="203" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/Thomaswasalonescreenshot_zpscba1f3f2.jpeg" title="Thomas Was Alone Screenshot" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Throughout the game the story is delivered through each character's inner thoughts being read aloud in a novelistic style by the narrator. Though the game is named <i>Thomas Was Alone</i>, each character gets quite a bit of time to have their thoughts conveyed. What's spectacular though is just how quickly you begin to make a connection with the characters, even though they are just rectangles. The brilliance lies in how the mechanics of the game and the actions you perform have a way of <i>showing</i> you each character's personality, rather than simply having the narrator dictate it to you. For example, Thomas (the short, red rectangle) is very inquisitive. We are told this through the narration first, but as the game progresses we begin to <i>see</i> this side of Thomas because his size and jumping ability make him the ideal candidate of the group to scout ahead and learn the layout of the level. Then, after he has accomplished this goal, his role changes to that of one that observes and admires the talents of his friends: as well as needing their help to reach the end of the level. <i>Thomas Was Alone</i> proves that you don't need complex graphics, or a multimillion dollar budget to convey a message and cause players to become invested in your characters.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/5-Katawa-Shoujo-Banner_zpsf96c1413.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Katawa Shoujo Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/5-Katawa-Shoujo-Banner_zpsf96c1413.png" title="Katawa Shoujo Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
To describe to you just how much <i>Katawa Shoujo </i>has accomplished is very tricky. On the surface this seems like a perverse game that should be kept in the shadows rather than be number 5 on a list of best games. Upon its release, I was pleased to see that quite a few well known reviewers defended this game and described it for what it <i>is</i> rather that what it appears. However, for every person defending and praising this game's message, there seemed to be 30 others demonizing it.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
The game centers around Hisao Nakai who is an ordinary high school student. One day a girl from his school confesses her love to him. At this point he gets really excited and his heart starts to beat very fast. Too fast, it would seem, as in the next instance Hisao collapses and wakes up in a hospital bed. The doctors tell him that he has a rare heart condition that makes him very prone to having a heart attack brought on by even small amounts of stress. Because of this Hisao's parents and doctor agree that it would be best if he transferred to a new school, one that is specially suited for students with disabilities. In Hisao's eyes, his entire life is turned upside down, and he doesn't feel as though he should be going to a school with "different" students. After awhile though he begins to make new friends that help him not only come to terms with his condition, but also show him that he can still enjoy his life. Some of his new friends include: Emi, a girl who walks with prosthetic legs; Hanako, who has severe burn scars on the right side of her body; Lilly, who is blind; Shizune, who is deaf; and Rin, who has no arms. It is through the player's choices which of these girls Hisao becomes closer to, and eventually falls in love with.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/KatawaShoujoScreenshot_zps8049a61e.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Katawa Shoujo Image" border="0" height="300" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/KatawaShoujoScreenshot_zps8049a61e.jpg" title="Katawa Shoujo Screenshot" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
It's striking to me that a game like this actually ended up being made. <i>Katawa Shoujo</i> was developed over the course of 5 years by a group of amateur developers from the internet's infamous 4chan, who dubbed themselves Four Leaf Studios. To begin with, dating sims are almost always given a bad rap amongst video games for their inclusion of sexual content, and are often labeled as nothing more than mild pornography at best. And to be fair, most of the time this is true. Before you ask, yes, <i>Katawa Shoujo</i> does include sex scenes. Unlike most games in its genre though, these are all very tactfully done, and are only a small portion of the game that serves a way to strengthen the bond between characters and add weight to the story. Though, I do think it was a good idea for the developers to allow you to turn off the sex scenes, just in case you wanted to avoid them. It's a shame to see that our society isn't grown up enough to see the difference between a scene that is pornographic and a scene that is sexual. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
By choosing to include these scenes in <i>Katawa Shoujo</i>, Four Leaf Studios brought up a good point. Why is it considered taboo to be attracted to someone with disabilities? Aren't people with deformities entitled to enjoying love and sex the same as the rest of us? It seems as though this stigma is simply another way in which society isolates these individuals from everyone else, and, while I can't be sure, I think most disabled people would agree with me (by the way, we really need to find a better term than "disabled", it sounds very condescending). The controversy surrounding <i>Katawa Shoujo</i> is amplified, obviously, by the literal translation of the title, which means "crippled girls" in English; then there's whole ordeal with the crazy guy who got hammered and thought it would be a good idea to have his friend cut his arms off so he could be more like Rin. After all of that it's easy to see why so many people demonize what in reality is a very sincere, and well designed story that sends the message that people with disabilities are just that, people.<i> </i></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i> </i>All to often people with disabilities are portrayed as weakened individuals who need to be protected from the world; this could be one of the reasons there is a social stigma to being attracted to someone who has a deformity, or a disability. <i>Katawa Shoujo</i> manages to avoid these stereotypes, and introduce us to characters that are not defined by their disability; that are people with something to overcome in life: just like the rest of us and the fact that the story is (for the most part) very light-hearted and fun makes the characters all the more believable and special. Combine that with the fact that this is the most polished visual novel/dating sim I've ever played and you've got yourself a real winner. Oh, and did I mention that the game is free; because it is. Not bad for a small group of 4chan denizens.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/4-Dishonored-Banner_zps2969484e.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Dishonored Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/4-Dishonored-Banner_zps2969484e.png" title="Dishonored Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
Speaking of polish, I'll be damned if <i>Dishonored</i> isn't one of the most polished games I have ever played. In <i>Dishonored</i> you play as Corvo, bodyguard to the empress of Dunwall who has just recently returned from a sea fairing voyage to lands beyond. Dunwall, a city known for its dependance on whale oil and whale oil accessories, is on its last leg with a plague wiping out most of its citizens, and rats and weepers (zombies basically) killing most of the people who remain. During his reunion with the empress a group of assassins attack, killing her majesty and kidnapping her daughter Emily. Corvo is then wrongly accused of the crime and thrown in prison: though he won't be there for long. Soon a group of people outside of the prison hatch a plan to free him so they can utilize his skills. Before he can even get a full night's sleep though, Corvo is visited by a mysterious man called "The Outsider" who grants him new magic-like abilities. What follows is a plot to overthrow the corrupt government that formed in the wake of the empresses' death, as well as finding Lady Emily and making her the new empress.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/DishonoredScreenshot_zps45c441b6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Dishonored Image" border="0" height="210" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/DishonoredScreenshot_zps45c441b6.jpg" title="Dishonored Screenshot" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Dishonored </i>is one of those few games that comes along that blends action and stealth based gameplay while making both equally fun. The game also has a lot going for it in terms of choice. It's true that many games <i>say</i> they give you choice, but usually this is incredibly shallow and not very satisfying. In terms of the story, <i>Dishonored</i> fails at choice by leaving you with a very black and white ending that is the usual cliché "good" ending and "bad" ending, which it disguises as "low chaos" and "high chaos", respectively. To its credit though, the game's criteria for what is a good action and what is a bad action can be very ambiguous (save for killing someone, as this is always considered a bad action) with some non-lethal ways of disposing of a target seeming like a fate worse than death. Where <i>Dishonored</i> really shines in terms of choice lies in the layout of its levels. There is almost always several different methods of completing a task, and many different paths to traverse. Off the top of my head, I remember one area where the object was to get inside of a large building swarming with guards. My paths to achieve this goal were numerous: I could sneak to the back door and let myself in; Kill off all of the guards (stealthily or not) and enter through the front door; use my magic to possess a guard and walk right in, or possess a rat and enter through the ventilation system; use my magic to climb to the second floor and enter an open window; work my way through the sewer and enter the building from underneath; or any variation/combination of the aforementioned.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
The story in <i>Dishonored</i> isn't anything earthshaking, but it is well written and gets the job done. There are a few times at The Hounds Pit Pub (the "hub world" of the game) where the characters get a few good moments of interaction with each other that don't directly impact the story. It's also interesting to see how different the characters act towards you based on the actions you choose on missions. Then there's the interaction between Corvo and Emily that explores the father-daughter dynamic quite well, though Corvo is not really her father. Emily's personality changes quite drastically as well by mirroring Corvo's actions.<i> Dishonored </i>is also the first game in recent memory that caused me to start a new file the moment the credits were finished rolling. Even as I write this, I feel an itch to stop what I'm doing and play the game again, and if that doesn't speak to <i>Dishonored</i>'s quality, I don't know what will. Plus it's set in a steampunk (whalepunk?) world that is very reminiscent of Victorian era London, and I'm a sucker for that sort of thing.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/3-Spec-Ops-The-Line-Banner_zpsd41b7476.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Spec Ops Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/3-Spec-Ops-The-Line-Banner_zpsd41b7476.png" title="Spec Ops: The Line Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
Okay, still with me? We're almost there. (ahem) I'm going to start off by saying that <i>Spec Ops: The Line</i> is the least fun game on this list. When it comes right down to it, this game can be very dull, repetitive, and downright terrible. If all of this wasn't a completely intentional choice by developer Yager, I'd write this game off as a piece of shit faster than a blue hedgehog on meth. The whole point of <i>Spec Ops: The Line</i> is to convey a message to the player. Basically, the developers are criticizing games like <i>Call of Duty </i>and <i>Battlefield</i> for glorifying war by making a military shooter whose protagonist slowly morphs from a by-the-books soldier, to a profanity shouting stereotype of an online gamer, and eventually something much more sinister. The game's mechanics add to this effect by feeling very stiff and outdated in comparison to other games in it's genre. This causes the player to feel as lifeless and drained as the protagonist, while still managing to keep them engrossed in the world. After a while, shooting an enemy becomes so weightless and meaningless that it begins to feel as though you are simply "going through the motions"; it is at this state that the player becomes fully receptive to what <i>Spec Ops: The Line</i> is all about and it's this very feeling that ends up motivating the player to see things through to the end.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/SpecOpsTheLineScreenshot_zps08bdd490.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Spec Ops Image" border="0" height="224" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/SpecOpsTheLineScreenshot_zps08bdd490.jpg" title="Spec Ops: The Line Screenshot" width="400" /> </a></div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
I went into <i>Spec Ops: The Line</i> as I imagine most people did. I expected it to be just another mediocre shooter trying to capitalize on the success of COD; had I played only the first hour or so, I would have been right. Yager was smart in this regard. They want you to go in with a particular mindset so they can weave the protagonist's mind with your own, only to later sever those ties as the story is pieced together. Choices in this game are much less overt insofar as they are never explicitly stated and it is up to the player to determine through trial and error what "metachoices" are available, if any. </div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Spec Ops: The Line</i>'s plot centers a squad of three US special operatives tasked with entering the now sandstorm-ravaged city of Dubai to rescue any survivors, as well as determine the fate of 33rd Infantry colonel John Konrad and his men. Upon arrival the special operatives are attacked by the local populace and are forced to fight back using deadly force. It is later revealed that the locals are simply defending themselves against members of the 33rd who have now gone rogue; and I won't say anymore about the plot for fear of spoiling it.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Spec Ops: The Line</i> is certainly the surprise gem of the year. I did not bother playing it until the literally the night before I began formulating this list just to see what all the fuss was about: which I now regret. What I thought would be a mediocre, mindless shooter, turned out to be one of the deepest, most genuine explorations of the human condition I have ever experienced. This game manages to blur the lines between player and character in a way few games can. The subject matter and plot points make the game very dark and chilling so as to explore the nature of post traumatic stress disorder and the grey areas of war. A true diamond in the rough if ever there was one.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/2-Journey-Banner_zpsa9377c20.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="Journey Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/2-Journey-Banner_zpsa9377c20.png" title="Journey Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
Of all the games on this list, That Game Company's <i>Journey</i> is the one I was most excited for. The plot of the game is that, just as the title says, you're on a journey to reach a mountain that ever lies off in the distance. Who you are and why you're trying to reach this mountain is left open to interpretation. The character you play as is an unnamed humanoid creature with a magical scarf that allows you to float through the air for increasingly longer periods of time. Along the way you may run into other players, via the online connectivity, in which you may choose to to continue your journey with, or avoid and continue alone. Both are valid options in my opinion, and they serve to make the game feel different depending on your ally or lack thereof. The first time I played <i>Journey</i>, I turned of my PS3's connection to the internet so that I could play alone. The result was a very lonely, thought provoking, and soul-searching-esque experience that by the end brought tears to my eyes simply due to an overwhelming rush of beauty and wonder. For my second playthrough I turned the internet back on and quickly formed a companionship with another player, who ended up staying with me through most of the game. Even though we could only communicate through a series of bleeps and bloops, I grew quite attached to this player and was actually saddened when we lost each other at the very end.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/JourneyScreenshot_zps6d4c96b5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Journey Image" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/JourneyScreenshot_zps6d4c96b5.jpg" title="Journey Screenshot" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Simply calling <i>Journey</i> an emotional experience doesn't do it justice. Like I said before, it's quite amazing just how much of bond you make with some stranger even though you can't communicate directly to them. Admittedly, when I first heard of this feature I was a little skeptical. Anybody who has played online has had a bad experience due to the actions of another player, and I was worried that <i>Journey</i> would be littered with assholes that just want to mess with others. To my pleasant surprise however, every player I've interacted with in my numerous playthroughs have been very into the experience and I like to think that they developed as strong a connection with me as I did with them; it helps that they can only communicate through movements and bleeps and bloops: this keeps the asshole tendencies at bay. One player actually ended up way ahead of me in the final level and I was worried I had lost them, but once I reached the summit of the mountain, I was greeted with the sight of the other player's character sitting there patiently waiting for me to catch up.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i>Journey </i>isn't just about briefly forming an emotional connection with a complete stranger, it's about beauty, wonder, and creating a fantasy world like no other. Everything about this game screams artistic originality: from the way the wind moves the sand as if it were an ocean; to the way light reflects and sparkles at your character's feet; to the very game mechanics themselves weaving a tale that feels much longer and more epic that it actually is. All of this and more is meshed perfectly together with the award winning music that, even alone, can give you chills and put tears in your eyes. <i>Journey</i> is such a fantastic game, that I honestly argued back and forth with myself for a week as to whether it should be number one on this list or not, and for a while it was number one. Choosing between this and the next game on this list was a very tough choice for me to make, and really number one and number two are practically interchangeable in terms of quality and my personal love.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/1-The-Walking-Dead-Banner_zpsa2f489be.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img alt="The Walking Dead Banner" border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/1-The-Walking-Dead-Banner_zpsa2f489be.png" title="The Walking Dead Header" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
Yep, just like pretty much every other "best games of 2012" list/awards show/whatever, my pick for the best game of 2012 is Telltale's <i>The Walking Dead</i>. My picks for game of the year rarely line up with the rest of the industry, but this year there seems to be a general consensus that this adaptation of the best selling graphic novel of the same name is truly something special.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
The plot of <i>The Walking Dead</i> surrounds the protagonist Lee Everett, a former history professor at the University of Georgia. The game opens with Lee riding in the back of a police car on his way to jail for reasons that aren't made clear until later. During the trip, the police officer isn't paying attention while driving and hits someone, running the car off the road and into a nearby forest. Lee wakes up and sees the police officer is lying outside of the vehicle. As Lee approaches he can see that the man is dead, but before Lee can organize his thoughts, the officer's corpse begins to attack. Lee's quick thinking saves his life from the living-corpse, but soon more walking corpses appear and chase Lee into a small neighborhood. Lee desperately searches the first house he comes upon for someone that can help him, and in the process becomes acquainted with a young girl named Clementine. The two team up and agree to help each other survive, and Lee promises to help Clementine find her parents.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/TheWalkingDeadScreenshot_zpsb572dd17.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="The Walking Dead Image" border="0" height="225" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Top%20Ten%20Games%20of%202012/TheWalkingDeadScreenshot_zpsb572dd17.jpg" title="The Walking Dead Screenshot" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<i>The Walking Dead</i> is certainly a pinnacle of an emotionally charged experience that manage to become something much more meaningful than it first appears to be. The gameplay of <i>The Walking Dead</i> is akin to old school point-and-click adventure games with the added benifit of being able to move around relatively freely. You have various dialouge options which you can use when in conversation, but much of your time will be spent searching for various items that might be useful to progressing the story.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
However, the true "meat" of what makes <i>The Walking Dead</i> such a good game lies in what it has accomplished. Few games have a story of this caliber, and even fewer have one that is populated by interesting, well written characters that mesh and clash better than those found in most Oscar nominated films. The fact that not a single character in this game is a cliché or stereotype speaks volumes to Telltale's writing staff. The game's protagonist, Lee Everett, is one of the best African American characters of all time, in any media, and Clementine is right up their for one of the best child characters. Much like <i>Dishonored</i>, one of the themes that <i>The Walking Dead </i>explores is that of the father-daughter dynamic. Again, Lee is not Clementine's real father, but it's easy to see this type of relationship develop and grow stronger as the game progresses.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Another aspect that makes <i>The Walking Dead</i> such a landmark for the video game industry is its use of choice. Like I said before, choice systems, especially those of the moral variety, tend to be very shallow, completely black and white, and usually don't end up impacting the story very much. However, the choices you are forced to make while playing <i>The Walking Dead</i> are true tough decisions that almost always impact how the rest of the game is played. Several times you and your group get attacked by zombies and two characters will be attacked simultaneously; you have mere seconds to decide which character to save, and which character to let die. It's tough decisions like these, that are neither good nor bad, that make up what <i>The Walking Dead</i> is all about.<i> </i>This is a game that truly explores the human condition and works it's way into your mind, forcing you to think about and make the tough decisions you hoped you'd never even have to consider. This is a true testament to what video games can accomplish and a true masterpiece of an artistic medium, and that's why <i>The Walking Dead</i> is my pick for 2012's game of the year.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com4tag:blogger.com,1999:blog-3828802793494831272.post-66402195760086603932013-01-12T11:15:00.001-06:002013-01-14T21:07:28.486-06:00"The Free Bundle" Makes My Indie Heart Explode<div class="separator" style="clear: both; text-align: left;">
It's pretty obvious that I like indie games. There's just something about the idea of a small group of people, or even a single person, pouring their heart and soul into a project that makes it all the more special. Indie games have been getting more and more time in the sun as each year passes and the meaning of the term "Indie Game" has changed quite drastically as of late; but that's beside the point.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Random/TheFreeBundle_zps502eb63a.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://i1302.photobucket.com/albums/ag132/BucketHatAficionado/Random/TheFreeBundle_zps502eb63a.png" /></a></div>
<div class="separator" style="clear: both; text-align: left;">
Indie developers have always had the problem of getting the word out about their game, which is a shame because many of these games are true gems that bring a lot to our medium. However, it's becoming increasingly easy for indie devs to get some much needed exposure and give their labor of love a chance to make a splash in the world. Services like Steam and Xbox Live Arcade each have sections devoted to indie games and low budget works. Add to this the rising popularity of <a href="http://www.humblebundle.com/" target="_blank">The Humble Indie Bundle</a>'s pay-what-you-want model (as well as numerous imitators), and it's easy to see why indie gaming has skyrocketed in popularity. Now a new website has appeared that aims to make it even easier (and cheaper) than ever to not only get new indie games, but also discover ones you didn't even know existed.</div>
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: left;">
Enter: The Free Bundle, a website devoted to giving lesser known indie titles the exposure and recognition they deserve. Best of all, they're all 100% free, with no DRM, no survey taking bullshit; just click download and you're done. Easy peasy. The games all run on Windows, and really any computer, even older ones, should have no trouble running these games; so you really have no excuse not to play them (unless you use Mac or Linux, then, sorry).</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
As of writing this, there are six games available to download: <i>Nitronic Rush, Ascension, Celestial Mechanica, Imscared, Abobo's Big Adventure, and Treasure Island Game; </i>the last of which was posted literally fifteen minutes prior to writing this. So let's do a quick recap: six free games? Check. Giving hard working indie devs some time in the sun? Check. Runs on practically any Windows computer? Check. Free? Check, check, and double check! So, what are you waiting for? Quit reading my ramblings and go check out <a href="http://www.thefreebundle.com/" target="_blank">The Free Bundle</a> now.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<b>Source: </b><a href="http://www.thefreebundle.com/" target="_blank">http://www.thefreebundle.com/</a></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com2tag:blogger.com,1999:blog-3828802793494831272.post-26014572931526465082013-01-09T17:56:00.003-06:002013-02-08T21:08:17.311-06:00Noah's Weekly Journal Entry 1 Since I'm just starting out in the vast world of video game journalism, I thought it might be nice set aside some time each week to reflect on the things I have accomplished in the past few days, as well as briefly discuss my plans for the near future. I'll probably also touch on little things that go on in my day to day life or my overall current thought process. I can also see this as a way for my readers (when I actually have some) to get to know me better. Mostly though I'm doing this for myself as a way to track my progress as a game critic/reviewer and also to organize my thoughts about what I've done and what I'll do next. Anyway...<br />
<br />
<div style="line-height: 0px; padding-bottom: 2px; text-align: center;">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://pinterest.com/pin/563442603350409121/" target="_blank"><img border="0" height="750" src="http://media-cache0.pinterest.com/upload/56858014015670146_KobfS4Pz_c.jpg" width="494" /></a></div>
</div>
<div style="float: left; padding-bottom: 0px; padding-top: 0px; text-align: center;">
<div style="color: #76838b; font-size: 10px;">
Source: <a href="http://greatshowdowns.com/" style="color: #76838b; font-size: 10px; text-decoration: underline;">greatshowdowns.com</a> via <a href="http://pinterest.com/buckethataficio/" style="color: #76838b; font-size: 10px; text-decoration: underline;" target="_blank">Noah</a> on <a href="http://pinterest.com/" style="color: #76838b; text-decoration: underline;" target="_blank">Pinterest</a></div>
</div>
<div style="text-align: center;">
<br />
<i>Picture unrelated. I've just been watching a lot of "Adventure Time" and thought this was cute.</i><br />
<br /></div>
The way I look at it is that this week is the first week of Bucket Hat Aficionado. I've held the domain name for almost 2.5 years now, and have been working on the current website on and off for the past 3 months. As of this point in time I'd say the website is 90% complete. The major things are in place that were necessary to take care of before I started writing. Little things like object locations and stylistic choices still need some work, but overall the site is looking good!<br />
<a name='more'></a><br />
Also, the amount of blogging knowledge, tips, and tricks I've crammed into my skull over the past week is literally mind boggling. I've memorized little snippets of HTML, read countless articles about driving traffic to your website, and tutorial after tutorial of how to do X without screwing up Y. And don't get me started on what I've been going through with social networking! Even though I'm about to go into it anyway. <br />
<br />
As of right now Bucket Hat Aficionado's web of social networking platforms is spread out over 11 separate websites; not all of them will be used regularly (if at all) but still. I know there are thousands more, but I'm pretty satisfied with the ones I have chosen, at least for now. Right now Bucket Hat Aficionado has its own Facebook page, Twitter, Google+ page, Photobucket, Tumblr, YouTube channel, Pinterest, and RSS feed. I've also signed up for and submitted my first article <a href="http://www.buckethataficionado.com/2013/01/critique-vs-review.html" target="_blank">The Difference Between Critique and Review in Relation to Video Games</a> to social bookmarking sites Digg, Reddit, StumbleUpon, and Buzzfeed; I didn't even know social bookmarking was a thing until a few days ago. I also have a LinkedIn page for myself: so, there's that.<br />
<br />
Right now I'm feeling pretty good about the direction BHA and I are heading; even though I'm getting pretty tired from lack of sleep and long hours of research. Either tomorrow or Friday I will be posting my picks for Top Ten Games of 2012 (I know it's a little late, but I don't care, I do what I want) as well as a sort of mini review/discussion/whatever of <i>Pokémon: Soul Silver</i>. Next week I finally get to do a critical review of a game, <i>DMC: Devil May Cry</i>; I haven't yet decided what my article for the week will be about, but I have no shortage of ideas to draw from.<br />
<br />
<b>Self advice for the week:</b> Get more sleep and learn to separate work from free time; too often they end up bleeding together. Working the better part of 13 hours a day is probably overdoing it; even if that work is blogging based.<br />
<br />Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-42174635845109530172013-01-08T14:19:00.000-06:002013-01-12T11:46:14.812-06:00Pokémon X and Y Versions Announced Wow, I didn't see this coming. Well, I did, but not quite so soon after the release of <i>Pokémon Black 2 and White 2. </i>The big thing here, aside from a sixth generation of Pokémon, is this will be the first time the main series of games has moved to the third dimension. When I first read this I instantly had flashbacks of how slow the combat was in the <i>Pokémon Stadium</i> games, and how awful <i>Pokémon Colosseum </i>was. Thankfully my fears were quickly doused when I watched the announcement trailer. Yep, <i>Pokémon X and Y</i> look absolutely gorgeous. I'm still on the fence about the combat, but from what I can tell it has managed to maintain the quickness of the other main games. The announcement trailer is below:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='528' height='474' src='https://www.youtube.com/embed/IfclgYT7h-A?feature=player_embedded' frameborder='0'></iframe> </div>
<a name='more'></a><br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
Keeping with tradition you will start with your choice of either a grass, fire, or water type pokémon by the names of Chespin, Fennekin, and Froakie respectively. Also, at about 55 seconds into the trailer you can see a girl following your character. Maybe you have a human companion throughout the game. Or maybe there's even co-op over wi-fi. Probably not, but it would be an interesting addition if their was. <i>Pokémon X and Y</i> will be released worldwide in October, but I'm guessing we'll no a lot more about it in the months to come.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<b>Source: <a href="http://www.nintendo.com/nintendo-direct/" target="_blank">Nintendo Direct</a></b></div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<b> </b></div>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0tag:blogger.com,1999:blog-3828802793494831272.post-36934145459391410992013-01-08T12:52:00.000-06:002013-11-18T11:37:50.948-06:00The Difference Between Critique and Review in Relation to Video Games This is something that has been on my mind as of late: It seems like few people actually understand the difference between "Critique" and "Review" and end up believing the two are synonymous and interchangeable. While it's certainly true that critique and review are similar, their differences and purposes are actually pretty significant; this is especially true in the world of video games. There are plenty of people out there who do game <i>reviews</i> and are called critics, when the truth of the matter is that very<i> </i>few of them are doing any sort of critical analysis that is at the heart of what being a critic is. This isn't to say that these individuals are doing something wrong; most of the time they are very competent at <i>reviewing</i> a game. However, few people actually break a game down and analyze it piece by piece and consider why the developers made the design choices they did.<br />
<br />
<br />
<h3>
Reviews let you know what is present</h3>
<h3>
</h3>
The purpose of a review is to let you know what you are getting before you make a purchase. In the world of video games you can usually expect the the reviewer to talk about any or all of the following:<br />
<ul>
<li>Synopsis of the plot (if any)</li>
<li>Graphics/Aesthetics</li>
<li>Music</li>
<li>Development History</li>
<li>Glitches/issues</li>
<li>Multiplayer (if any)</li>
<li>Length of game</li>
<li>Their opinion of quality</li>
<li>Similarities/differences to another game <a name='more'></a></li>
</ul>
<br />
For the most part, all video game reviews read the same. Again, this isn't a bad thing, in fact, it's a very good thing. If you are on the fence about whether or not to purchase a certain game, then the consistency in which reviews are written can be beneficial to your decision making. Let's face it, gaming is an expensive hobby, and you can't buy a game and return it just because you don't like it. Video rental stores are quickly becoming extinct, so renting isn't always an option (unless you have Gamefly, but that's not for everybody), so dropping $60 on a game can be a big risk. While I wouldn't recommend buying or not buying a game solely on one review (or even two or three), it's always nice to have as much information as possible when making any decision. Plus, I don't know about you but I'd like to know ahead of time if the game I'm interested in has any major, game-breaking problems. A good example here would be when I was looking into buying <i>Bayonetta</i>. Normally I prefer to buy the PS3 version of a game if there isn't a PC version available and only buy a game for my 360 if it's an exclusive. Thankfully, a few of the reviews I read prior to my purchase warned readers of the PS3 version which was, and still is, plagued by low framerate issues, while the 360 version ran smoothly throughout.<br />
<br />
Like anything though, reviews do have their limits and downsides. For one, people often take reviews and review scores as law: there's some kind of psychology involved in hearing that something is good or bad. Seemingly, people can hear how good something is from a wide variety of sources and still be on the fence, but reading a single review on how bad something is, regardless of how creditable the source is, can often make up a persons mind; you know you've been guilty of this before, and I fully admit that I have. This issue is made even more problematic when review scores are added in. I don't know how many times I've heard people on the internet and in real life say how good or bad a game is simply based on an abstract numerical representation.<br />
<br />
There's also the problem of what I'm going to call "Reviewing Within a Genre". This would be reviewing a game in relation to a previously released game in the same genre, oftentimes using the older game as a gauge of how good the new one is. Wouldn't it be more beneficial to judge the game based on it's own merits? This problem was made very clear this past summer when <i>Spec Ops: The Line</i> was released; many reviewers spoke of how outdated the gunplay felt in comparison to <i>Call of Duty </i>or <i>Battlefield</i>, or how lackluster the multiplayer was, not realizing this "outdated" shooting style was a design choice made by the developer (Yager) to reinforce the message that they wanted to convey, or that Yager was forced to include multiplayer at the behest of its publisher, 2K. Sometimes reviewers even manage to compare the game they are reviewing with a game in an entirely different genre. I read one review earlier this year that frowned on <i>Borderlands 2</i> because it didn't <i>feel</i> like an FPS. The problem is,<i> Borderlands 2 </i>is more of an RPG than an FPS, so why review it as such?<br />
<br />
<h3>
Critiques go indepth</h3>
<h3>
</h3>
<h3>
</h3>
Critiques are just what they sound like, a "critical analysis" of something that goes much further than just telling you what is present. This is an area of expertise that the video game industry is sorely lacking and is what I believe to be one of the biggest reasons our medium hasn't yet earned the social respect it deserves. So what does a critique do/have that a review doesn't? A good critique will:<br />
<br />
<ul>
<li>Look for a deeper meaning or purpose</li>
<li>Ask questions like:</li>
<ul>
<li>Why was this game made?</li>
<li>Who developed/funded this project and what is their motivation/background?</li>
<li>Why did they choose to design the levels the way they did?</li>
<li>Does placement of object X solidify idea Y? </li>
</ul>
</ul>
<ul>
<li>Talk about how the gameplay/mechanics affect the narrative, or if they do at all</li>
<li>Talk about how similar mechanics are utilized better/worse in another game (note that this is different from comparing two games. For example <i>Mass Effect</i> is an RPG at heart, but it also relies heavily on third-person shooting mechanics. Comparing <i>Mass Effect</i> and <i>Gears of War</i> would pretty dumb, but comparing the similar mechanics would allow for a greater understanding of each game. Would a game like <i>Gears of War</i> benefit if RPG elements were added? Or would it detract from what the game already has?)</li>
<li>Look at the good and the bad realizing that just because something works/doesn't work in one game doesn't mean it will/won't work in another</li>
<li>Realize that every game, no matter how esteemed, has its flaws</li>
</ul>
<br />
<br />
Often times a critique and a review will draw very different conclusions about what is being presented. As with the aforementioned <i>Spec Ops: The Line,</i> a lot of reviewers missed its point entirely and simply focused on the game's surface. Most were quick to point out its unique narrative, sure, but very few of them mentioned or realized that the "mediocre gunplay" was an intentional design choice meant to drive how the idea that war is not fun, and should not be treated as such. <br />
<br />
Critiques and, by extension, critics delve beneath the surface and seek out the the fine subtleties of a game that the vast majority of people won't pick up on, or don't care about. That isn't to say that they never mention the billeted items that reviews do; they just talk about these aspects in a more analytical way rather than just giving an opinion. They'll talk about areas of great design choices, as well as areas of poor ones, and explain why something does or does not work. Also, the vast majority of reviewers, developers, and publishers tend to see gameplay and narrative as separate entities meant to complement each other. This is seen very often nowadays with most games following a "cutscene-gameplay-cutscene" pattern. Critics, on the other hand, know that, ideally, a game's narrative should be <i>reinforced</i> through its gameplay, and that gameplay alone can convey a narrative without the need for cutscenes or text based explanations. A perfect example of this would be <a href="http://www.kongregate.com/games/JordanMagnuson/loneliness" target="_blank"><i>Loneliness</i>.</a><=See how that is a hyperlink? Click on it, and play the game before before you continue reading (it only takes a minute or two to beat).<br />
<br />
See what I'm talking about? The game is about squares and that's basically it. There are no cutscenes and no text explanations (save for the very end, but you can ignore that part; it's kind of preachy), just squares. Sure, the game is called Loneliness so right away it puts that idea in your head, but even without the title the game mechanics alone would be sufficient enough to convey that feeling of being alone, even while others are near (the music helps a lot too); it can also be seen as how the square you play as desires to be with others, but for one reason or another keeps pushing them away. <br />
<br />
The biggest problem with critiques is that not everyone wants to read/watch them. Lets face it, not everybody sees video games as the next artistic medium; most people just want to be entertained and don't look for or desire a deeper meaning. Not everybody is going to care that <i>Katamari Damacy </i>is an allegory to mass consumption brought on by capitalism, or that<i> Braid</i> alludes to the never ending cycle of obsession. There isn't necessarily anything wrong with just playing for fun, but things can get problematic when there aren't enough people around that realize how the game industry changes, for better or worse, by how and what the majority group plays. I have no problem with the <i>Call of Duty: Modern Warfare</i> series. From a reviewing lens I can see that they are well made games that can be a lot of fun and can take quite a bit of skill to be good at. However, look at <i>COD</i> through a critiquing lens and you quickly realize how shallow an experience the<i> </i>series really is; an experiance that will in all likelihood be nothing but a fond memory ten years from now, and one that certainly won't stand shoulder to shoulder with the likes of <i>Super Mario Bros.</i> or <i>Shadow of the Colossus</i>. Of course, not every game needs to strive to change the course of gaming as we know it or try to become an artistic masterpiece; sometimes you just want to have fun, and I'm a firm believer that we need both types of games; but that's beside the point.<br />
<br />
Another problem critiques have that is prevalent in all forms of narrative media is that to properly explain why a narrative is good or bad, you have to actually talk about it (i.e. spoil it). For the most part people don't like spoilers. I for one get majorly irked when something I'm interested in is spoiled. Imagine the reaction people must have had the first time they heard Darth Vader say "No, I am your father." I remember it not being that big of a deal for me because already I knew about Vader's connection with Luke before I saw <i>The Empire Strikes Back</i>: that shit would have blown my mind otherwise. After reading/watching a critique people may feel as though the thing they were interested in no longer has any surprises left, lose interest, and buy something else. This is probably why most developers and publishers take criticism so harshly and try to bury a good critique under a pile of stellar reviews.<br />
<br />
<h3>
The ideal blend?</h3>
<br />
Critiques and reviews both have their place, and I'm sure I'll be talking about them both in the future, but for now I want to leave you with this question: What is the ideal blend of review with critique? After all, you can't do a review without at least some critique. Likewise you can't write a critique without some amount of review. Can one provide what the other is lacking? I think so. Like I said earlier, the biggest problems with reviews are that they don't go deep enough, they don't usually judge a game on its own merits, and often talk about game mechanics and narrative as two separate entities. Critiques don't appeal to most people, and usually have to spoil the plot to really get at the heart of why something is good or bad.<br />
<br />
Over the years I've found that the best and most interesting reviews/critiques were the ones that found the perfect balance between the two. So what is the perfect balance? It depends on the game in question. Not every game is going to need an equal blend of critique and review. It would be rather foolish to use 70% critique and 30% review for a game like <i>Pac-Man</i>, there just isn't enough to analyze. In this case using review as your primary lens would probably be your best option, since you couldn't really critique<i> </i>games like this beyond how good/bad the level design is; you'd come off sounding like a pretentious moron if you did that. With game like <i>Spec Ops: The Line</i> (last time I use this as an example I promise...well, for this article anyway) you'd need to use your critiquing lens <i>much</i> more than your review lens, if you don't, you might end up drawing the wrong conclusions about a game.<br />
<br />
Critique and review both have their pros and cons and can work well on their own, but they are best utilized in conjunction with one another. This style of <i>critical review</i> is what I strive for whenever I discuss a game, and I'm not the only one who does. Hopefully this method will catch on more and more so we can have the best of both worlds and continue to see the our medium grow into the artistic medium it's destined to be.<br />
<br />
<i>Credit must be given to <a href="http://www.penny-arcade.com/patv/show/extra-credits" target="_blank">Extra Credits</a></i> <i>for bringing</i> <i>Loneliness to my</i> <i>attention, as well as discussing the subject of narrative mechanics in much greater depth than I have. You guys are great, don't ever stop.</i><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<br />
<ul>
</ul>
Noah Bradleyhttp://www.blogger.com/profile/08334674970606530622noreply@blogger.com0