I’m just gonna leave this here for you because it’s made of fucking awesome.
So the 2 big bad boys have gotten their conferences out of the way yesterday. Microsoft and Sony both made their announcements about the next gen consoles that we’re all waiting for.
I’ve pre-ordered a PS4 and that’s all I’m saying on the console wars. Here are both conferences in full.
And something to make you giggle.
Like so many franchises, Tomb Raider has gotten a reboot. I went into this high hopes for the story since it was written by Rhianna Pratchett. While I will never forgive her for Mirror’s Edge, she did write the Overlord games which were wonderful fun.
I was not disappointed.
Rhianna gave us a believable beginning to an iconic gaming woman. A story that builds on the genius that is a young Lara that isn’t so self assured. From the beginning we are presented with someone who is not only smart but also insecure. She knows she’s right, but she doesn’t have the years of experience behind her to be the confident Lara we’re all used to seeing. I like this a lot. It shows a humble, if smart, beginnings of the confident woman. As we travel through to very well crafted story, she becomes more sure of herself. By the half-way point we’re seeing that familiar Lara and by the end you know she’s gotten a taste for something that she’ll never turn away from again.
I will say one thing about the whole “threat of rape” thing that was spinning a few months back. Yes she is threatened in this way, but she’s threatened with horrible-ness through the whole game, including murder. So yea, she is threatened, but it’s nothing to write home about.
Gameplay is what you would expect. Plenty of running and shooting and climbing ever surface in sight. The controls are all very easy to use straight out of the box. There are some quicktime events, but they’re unobtrusive and not a pain in the ass to do. I’m notoriously terrible at aiming shots in games like this but he aim assist saved me. So even if you’re rubbish at aiming, like me, don’t worry. I used the fucking hell out of the bow & arrow too. That thing was so awesome to use as an alternative to guns. One of my only complaints is that here really just wasn’t the amount of puzzles that I’ve come to expect from a Tomb Raider game. There are puzzles that are integral to the game, but it just felt a little lacking for me. You could tell what your upcoming tools would be simply by having a look around at what you couldn’t climb. Sure it was a little predictable, but I can forgive it this one thing.
I really liked the music and sounds of the game. They conveyed mood and drama very well. I didn’t find annoying, repetitive or boring. There’s not a lot I can say about the music than that.
Visually the game is stunning. You have this deserted island full of mystery and wonder surrounded by this impossible storm. The world around you is rendered in a very believable way and really has been thought out and deigned nicely. It felt like a lost island filled with a mythical ancient story just waiting to be discovered. Also, video games have had hair issues for a long long time, but this has made some great improvements. On the PC version you get to use the TressFX engine which is a special engine for just rendering the hair. Just wish it had been in the console versions too.
Ya know really did like he prequel a lot. My only gripes are the lack of more complex puzzles and it really felt kinda short. Even with doing a lot of exploring and completing about 90% of the game extras outside the main storyline; I only got about 16 hour of play from it. I know that’s pretty much normal these days, it still feels like it’s too short. This isn’t uncommon for me though, I don’t want the goodness to end.
Go get the game. It’s definitely worth it
I’ve come to appreciate co-op games as a form of marriage counseling.
It’s TRUE. Maybe he gets to be P1 Every. Single. Time., and yes, maybe he’s 100 million percent better at memorizing eulogy-length button-press combos, but at least I can gleefully hear him get his pixelated face smashed open and bask in his pleading for me to drop in and save his sorry butt.
Guacamelee encourages co-op through its life dynamics: when two are playing, then one player drops out, the dropped-out player becomes an immortal bubble. To drop back in, the player’s bubble must be hit by the other player — and when that happens, the newly-restored player gets allllll of his health back.
So, you can see what we did, right? Of course you can. We played the entire game through (getting every collectible, PS3 network trophy, and secret) by dropping in and out as necessary to NEVER DIE.
Another reason why I love this game: the artwork and the music are both beautiful. I’m a sucker for Dia de los Muertos themed stuff: my mother and my uncles spent a lot of time in Mexico when they were kids and my family has always kept some skull art around.
Look at that: isn’t that gorgeous? Influence from the “Samurai Jack” school of animation, influence from modern Mexico’s reinterpretation of Aztec and Mayan art, influence from the mashup of Catholicism and native pagan religion that is so uniquely Central America.
Boy Thing was a great asset to have when playing this game. He’s a Spaniard, you see — so Guacamelee was that much more hilarious, because he would burst out laughing at the Spanish-speakers-only jokes (and there are a few). He told me flat-out that the designer must be a native speaker, and he’s right: although Drinkbox Studios is a Canadian independent, the lead designer is from Mexico.
The lead designer is also a b-tard. Heads-up.
My favourite part of the gameplay was how balanced the fighting vs puzzling was. You fight and puzzle steadily throughout the game — and the puzzles were all fun and hilarious. Highlights: you get to be a chicken, and you get to swap dimensions from the world of the living into the world of the dead — and both of these things affect gameplay.
I had a lot of fun, especially when Boy Thing died a lot and I had to sigh and pick up the controller to kick my way through five or six enponcho’ed skeletons. Whoop.
A while ago, I wrote a review of Steve Jackson’s highly entertaining Zombie Dice game. There was a very silly expansion involving Santa and cheerleaders (and I mean that in a good way), which has now been followed up with a new stand alone game using the same background mechanic: Dino Hunt Dice.
Unlike the previous game, where the premise was to eat as many yummy human brains as possible, this time you’re trying to capture dinosaurs for your zoo – I like to think of it as people too lazy to make their own Jurassic Park from scratch indulging in a bit of suicidal industrial espionage. As with Zombie dice, you get a cardboard dice cup with the game, although this one is a little dinkier than its elder sibling’s. You also receive ten dice and a mercifully brief sheet of rules.
There are three types of dice, although the brains have been replaced with dinosaurs, and the shotguns with leaves. The footsteps remain, but their roles have been switched – instead of being a good thing, now they are a very bad thing indeed, and mean that instead of escaping, you’ve been “stomped” by an unhappy dino who didn’t appreciate your efforts to bag him. There are five green dice (apatosaurus), three yellow ones (triceratops) and two red ones (tyrannosaurus), with progressively more footprints and fewer monsters.
Players take turns in selecting three dice from the cup, chosen at random and without peeking. They then roll those dice, and see what they get: dinosaurs are put to one side, as are stompy footprints. Provided all three dice didn’t roll stomps, then the player chooses enough dice to make their hand back up to three and rolls again, if they want to; leaf dice are rerolled. All dice are returned to the pot when players change over, with the running total of dinosaurs captured marked by tokens (which aren’t supplied). The first person to twenty dinos wins.
It’s a deceptively simple mechanic, requiring each player to make a judgement on how much they want to push their luck in any given turn; after all, if you acquire three stomps in one roll sequence, you lose any dinos you’ve captured in that sequence. Sometimes nerves of steel pay off – in one game, my husband kept rolling and managed a streak of eight dinos and only two feet! It also meant he beat me…
This is a fast, easily portable game and a great deal of fun. Sadly, there doesn’t seem to be an accompanying app for this incarnation of the game. The lack of tokens is understandable as it will keep the costs down, but given the propensity of Steve Jackson Games to produce tie-in tat for Munchkin, I am a little surprised they haven’t done the same for these games – there is room in the cup for storage.
PS: In looking to see if SJG did have associated tie-in tat, I discovered that they also have a version of these games for deer hunting called Trophy Buck. Ick…
I originally bought Borderlands 2 for The Hubby as he was a great fan of the first game. This time though he managed to rope me into playing it through with him using the co-op. So we played through it together even though he’d already finished it and maxed his character and all that jazz. I very fast found myself becoming addicted to this game. We easily clocked up a good 20 hours of play that first weekend.
Many games have multiplayer, but usually it’s over the internet only. Not a lot of games have same machine on screen co-op and I’m always so happy to find ones that do so that me and The Hubby can play together. Although I have no idea how people with normal sized TVs do this. Ours is 50 inch and it’s barely big enough. TV size may be a post for another time. So, the fact that there was a co-op on same screen/system in the game made me happy. It was there in the first game too, but for some reason the first game just didn’t grab me like this one did.
So we’ve finished it now and we’re currently on our second run through on the harder setting and it’s proving to be quite the challenge. On normal mode with 2 players, the game already scales things to be harder since there is more than one player. This is actually rather impressive. I watched The Hubby play it on solo and compared it with what we’d seen in normal and harder modes; there’s definitely a difference. The first thing is the amount of bad guys for you to kill, but also their toughness is subtly more hard to kill if you’ve got 2 players compared to one. In the Vault Hunter hard mode there are very obvious differences. The Badasses really are badasses and make you earn the XP you’re getting from them. The un-armoured Maniacs who run at you are suddenly Armoured Maniacs and a bit more of a challenge.
It’s brilliant. Seriously, Gearbox are fucking brilliant. The co-op is absolutely masterful.
I don’t know if I can explain the intelligence that the developers have coded into the co-op and the difficulty differences. They didn’t just decide to throw more bad guys at you just because there is 2+ people playing or to just crank up the hardness of those you gotta kill. No, they gave it some thought and it really makes the game that much more fun to play.
Intelligent difficulty instead of fucking hard for the sake of being fucking hard.
This intelligent design carries through all that they’ve done with the game. The button mapping (at least on the PS3) is smart and easy to use and remember. The inventory/mission/maps/etc screens are simple and easy to use. Something that made me extra happy is that they made it easy to compare weapons. Nothing annoys me more than not being able to easily see if the big gun I jsut picked up is better than what I’m using. With an easy interface, everything falls into place wonderfully for Borderlands 2.
The above would be nothing though without all the other bits and bobs that make a game great, like the sound and video.
Gearbox have taken that extra step with the graphics that leads you so much further from the photo realistic-ness of so many games out there. Yes it’s cell shaded and beautiful, but it’s also very stylised. This stylised approach really helps with world immersion and looks rather fabulous to boot. I really cannot fault the visual style and approach.
Now I really can’t say how much I like the music choice for the game. The title song is by The Heavy and is a song titled Short Change Hero. This song sets the scene well as the unlikely hero for the game and has this funk blues thing going on. The composers did a good job of integrating little riffs from the title song throughout the gameplay. You’ll end up humming this song hours after you’ve stopped playing. Of course the downside of this is that while you’re in the middle of your work day humming the song, you’ll end up really craving the game. I speak of this from experience as I’ve bought the album with the title song on it and now it keeps getting stuck in my brain.
So for the story we’re looking at the repercussions of the vault being opened in the first game. Your primary nemesis is Handsome Jack, but like any bad guy he’s a bit of a nasty character. Generally I’d say the story is a “World Domination” scheme, but getting there is so much fun and very not run of the mill. You can expect Killing, great characters and plenty of car driving action. I don’t want to give any of the story away. Even though I didn’t play the first Borderlands game I had no problem getting stuck into the story of this instalment.
Seriously, if at this point you think I have anything but a massive addiction and obsession with Borderlands 2, then you’ve not been paying attention. The game is fun, has a great sense of humour. It looks fabulous with a very well done cell-shaded art style. The gameplay is easy even if, like me, you’re a bit shit at FPS games on consoles. The game is very well put together and Gearbox should be very proud of what they’ve done here.