Jun 272010

This blog will soon be moving!

TO: www.bretallen.info

Thanks!

Update me when site is updated
Posted by Mav
Jun 232010

its meeeeWords: Mav, writing for http://noaddedsugar.ie/

One of the titles unveiled at E3 but not as heavily henpecked as some of the ‘big’ titles is El Shaddai by Ignition. Maybe there wasn’t enough word count left to feature a game with the full name ‘El Shaddai – The Ascension of the Metatron’, which even abbreviated still comes out as the tongue twisting ‘ES:TAOTM’. For our benefit if not yours, the remainder of this preview will refer to it simply as ‘Shads’, no relation to the infamous river herrings.

Ignition Entertainment is not a terribly well-known name, producing smaller titles for the DS and Wii, though we are eternally grateful for their Metal Slug Anthology. Ignition are perhaps aptly named in that their hype at the moment is centred around what is to come, with various media picking up on the promising Swam and Blacklight: Tango down.

The latest buzz surrounds Shads, a fantasy adventure for the Xbox and PS3. Being developed in Tokyo with the considerable creative force of Sawaki Takeyasu and Masato Kimura (who? Devil May Cry, Viewtiful Joe and Okami) formerly of Capcom and Clover, there is an unmistakable manga vibe.

The result is a game that looks very, very pretty; not in terms of advanced graphics but, like Okami, in buckets of style and artistry. The scenes released so far are of a somewhat dated cell-shaded style and reveal very little, but a definite sense of surrealism and new gaming territory in terms of artwork can be felt at every turn. The final product will be more fleshed out, so early judgement must be hedged with hopefulness.

The RPG is, as one might expect, centred around the doings of Angels and God, and a human called Enoch who takes it upon himself to round up some renegade Angels for the big man sends a flood to wipe everyone off the face of the earth. Those well acquainted with Christian myth will be aware of the Book of Enoch in the Old Testament (the gory testament) and with the Gregori- Angels who watch over mankind but are perhaps at the most risk of being tempted to fall down to our level. El Shaddai refers to a name of God in Judaism, which is argued to be somewhere in-between ‘God Almighty’, ‘God of the Mountain’, and ‘God the Destroyer’. So, expect some drama. The Metatron is a very highly regarded Angel and this part presumably refers to our brave lad Enoch, who like the classic Metatron is a scribe (presumably an ass-kicking scribe or it will be a very short game), perhaps destined to… well, ascend.

Enoch is the blonde guy, a giant strapping and pretty fella who looks less like a scribe and more like Conan would if he was a Swedish supermodel, complete with suspicious breasty-mounds on his clothes. Enoch is not alone, aided by a powerful and dark angel called Lucifel (okay… we get the idea) who employs sarcastic wit to help save the earth. So, the emotional and fantastic story sets out, with our brave man using heavenly weaponry to take down the terrible dark angels; in fairness, something which appeals to me personally a great deal.

Combat appears to be a fluid affair with Enoch having first to disarm his foes to get an ‘Arch’, a curvy energy weapon that must then be purified with Heaven’s power to make it a force for good. The combat, as far as trailers reveals, does look very slick and revolves around multiple foes being taken out with graceful combos- the only fear is that it may have a somewhat cheap arcade vibe and bring Shads crashing back down to earth. This fear of arcade clumsyness is not exactly put to rest by scenes of side scrolling platform action that features the visually painful and unrealistic double-jump, a physics defying move that belongs on the Mega Drive and not the PS3. Maybe this will be cleaned up in the later versions along with the artwork on Enoch and Lucifel, who’s bland cell-shaded features (clad in jeans and modern shirts… not what you would normally call BC clothing) currently jar unpleasantly with amazing, dynamic backdrops that will certainly be breathtakingly beautiful on the TV screen.

There is no doubt that Shads will be an iconic and unique game, but substance always speaks louder than style and that’s what will decide how much impact it has commercially. The Chaiman of Ignition has made a point of saying that Sawaki and Masato have been given massive free rein to do their artistic thing; El Shaddai is resting on their talented shoulders. To see it for yourself, including a slightly odd but pleasant trailer video, go to http://elshaddaigame.com and bask in the arty glow. This title will be my one to watch, an E3 underachiever with great potential- if not commercially, then as a benchmark for a bold new breed of abstract gaming.

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Jun 152010

its meeeeWords: Mav

A lot has changed since the first Command and Conquer in 1995, not least of all the developer, with EA taking over from Westwood. It seems impossible to reviews Command and Conquer 4 from its predecessors when reviewing it; a fourth instalment demands to be bought on the weight of its reputation and thus it must be held up for comparison.

First of course you need to get to the game. After looking at Kane’s bald head frowning on the cover you install the game and are presented with a lovely big automatic download to update the game. Don’t worry, you can fill in your paperwork while you wait! Go to the EA site to make a log in account (grr) and then you can pick yourself a persona- essentially a profile- and then enter the big old activation code. You’re ready to start commanding and/or conquering, assuming you have an internet connection! Fear not, this intrusive DRM is justified by having you signed into a chat room automatically when you start the game and by sharing your personal stats online at all times. Oh good… I do so often find the general public improves my leisure time.

Well it’s Stardate 2062 and the game opens in a future version of Manchester (why?!). Some fancy airships fly to the GDI headquarters, formerly the site of Old Trafford, after stopping for a kebab. Enter Kane, the star of Command and Conquer, this time dressed as a Sith lord and with a sexy proposition for the GDI top brass; look at his ball.

Now Command\Conquer veterans will have been expecting live action and frankly I love it; I wish more games would employ actors for this kind of sleek storytelling that invests more attention into the characters. On the downside however the new Command\Conquer is somewhat more broody and dark than the others, which sort of falls flat since it’s still a bit… naff. The acting isn’t astounding, a bit like a faux-cheesy Starship Troopers but taken too deadpan, and the production is very greasy (and the subtitles don’t always match the speech- a small point but it gets on my nerves!).

Before long the plot thickens; some nice snippets of news show the new Tiberium network and the interference of a splinter Nod faction under a fellow called Gideon. We get a sniff of something more personal with your veteran character’s eye implants going freaky, hinting at a mysterious overarching plot. Your ugly wife pouts a lot at you but you don’t have to listen to her rubbish for long. You are given the choice of siding with Nod or GDI, done smoothly in the storyline which is very good. It begs the question of why a veteran GDI would run off with Kane but who knows? Oddly Kane and the GDI commander James appear in your cyber vision and bicker, actually looking sideways at each other, though presumably they’re just talking into a camera somewhere. I guess they do it for your benefit.

The gameplay is so divorced from the other games that it will, I feel, be a kick in the pants for many veteran gamers. You wanted Command\Conquer, so you bought Command\Conquer 4. Unfortunately you didn’t get Command\Conquer, you got an attempt at doing the genre differently. Now, we all love progress and if it was identical to the old games it would be slated for lack of creativity but the whole point is that people wanted to play a game they know.

Command/Conquer 4 gives you a choice of offensive, defensive or support deployment. In other words, more guns, more buildings, or more air strikes and technical wizardry. You can sometimes change halfway through a battle so the limitation is not a problem but it does feel a bit dumbed down. Gone is the mechanic of harvesting resources; now you just make as many units as you can power, which is about 7. Yes, the battles of the far future take place between about 12 tanks, some of them walking around on stilts, because it’s the future. These are somewhat underwhelming battles but the limitation does provide an intense tactical situation; every unit choice matters from upgrades (there are many unlockable) to the whole X is good against Y but weak against Z routine.

The flaw I found with this game, and I admit that I’m not great tactically and so I may be doing it wrong, is that your moving factory is left facing the enemy moving factory and both of you are able to make 7 vehicles at a time. Thus you are stood about a mile apart sending wave after wave of micro-machine style tanks at each other in a boring stalemate. Naturally there are ways to change this- being good at the game helps, plus there are depths to the tactical choices and equipment that can be plumbed to provide quite an array of different effects. My favourite is the self-destruct, but it also pays to utilise the scenery.

On that note the scenery is as pretty as it is useful with a great attention to detail in the form of small civilian vehicles and structures. The player units are the same but a certain outlined, clear cut quality to the graphics does make it look a little like a game of toy soldiers.

Once you master the art of making the right tank for the right… enemy tank, the game settles into a move and counter-move mechanic that is clunky but very intense. You come to know your units well and it does have a certain way of making you into a good commander, as if the game’s structure is training you rather than you learning it. If you like furiously clicking on things and managing people then you will enjoy this game assuming it doesn’t remind you too much of your office job. The more you do, the more you unlock, a nice reward system but it does cause the game to start out with hardly any options available to the player; nobody likes greyed out boxes. Not so good if you wanted to be a support class. One reward scheme I did like however is that you can use experience points gained in the single player campaign in your multiplayer battles, literally allowing you to get good before going public.

Kane makes this game, which is to say that the strength of the franchise makes this game. Fans of the old ones may be disappointed but veterans will at least be happy to be donning the Command\Conquer hat once more for a final outing. The storyline does not exactly wrap things up how everyone would like… but hey, that’s showbiz. EA perhaps should have made the same game but with the original mechanics but then we would complain that not enough has been done. Instead we have an interesting game that will fail to revolutionise RTS (even though the first Command\Conquer did just that) but nonetheless we have a fun and engaging game.

It is a shame that Command and/or Conquer did not end on a bigger bang but it is equally great to have finally put to bed a series that is rightly loved in a showy and sleek way. Nobody will be clamouring for more of the same after playing Tiberian Twilight, but I believe they will sit back and go ‘aaah’ in a satisfying wave of closure.

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
May 142010

its meeeeWords: Mav

American electronic metal band Kidneythieves have announced the coming release of their third album, to be titled ‘Trypt0fanatic’.

The band is popular among the alternative scene and earned no small kudos for an appearance on the ‘Queen of the Damned’ soundtrack and the in-game music of Deus Ex: Invisible War.

Trypt0fanatic is their third full length CD and will be available for pre-order in less than two weeks, with the charismatic and stunning lead singer Free Dominguez calling the offering simply ‘our best one yet… I am really excited about it’.

The Kidneythieves website and social networking outlets will be updating soon to promote the good news. Free Dominguez will also be seen at the Agra festival in Leipzig on May 21st, fronting with the band Conjure One and also appearing with Zeromancer. For those in the UK there will also be a chance to see the starlet in London on May 23rd

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Mar 092010

its meeeeWords: Mav, contributing for noaddedsugar.ie

As soon as 2K announced the arrival of Bioshock 2, the previewers and pundits burst from their crusty dens to proclaim the imminent game of the year. Thanks to the amazing and well deserved success of Bioshock 1, the sequel was understandably pegged as a top title to watch. The good news is; they were right.

I loved the original, so it’s no surprise that I like the sequel. Don’t misjudge the compliment I’m paying here; I’m not easy to please and rarely like something just because it has the same shiny logo. Bioshock 2 is frankly a great game and any FPS fan would be hard pressed not to find something in there to adore. The gunishment fans will find an array of exotic and staple weaponry to blow people up with. The horror crowd will enjoy the atmospheric madness of Rapture, the sunken city inside which the game rattles like a trapped squid. Even the RPG fans will find some pleasure with Bioshock, toting fireballs as they level-up abilities and get to grips with great plot, characterisation and karmic choices.

Okay, okay, I’ll talk about the game itself. You assume the role of an early prototype of the infamous Big Daddies; men fixed into diving suits and genetically programmed to protect the precious Little Sisters. For the newcomers to the series, the little ones are small girls who harvest genetic material called Adam from the dead. Adam is the lifeblood of Rapture, a blank canvas that allows scientists to change the genetic makeup of any citizen and grant amazing (or terrible) powers. So, this time you get to don the riveted boots of the Big Daddy and even wield the awesome drill-arm, which is a totally satisfying way to kill enemies. Of course, this being a full length game, they have had to tone down the power of your prototype Big Daddy in order to make normal enemies a challenge; at first this can be somewhat underwhelming, like getting the keys to a Ferrari only to find the speed capped at 30mph.

Your bumbling behemoth is called Subject Delta and you take on his quest to find the Little Sister he was once bonded to, who is now Hot Teenager Eleanor. She occasionally sends you cryptic visions and little presents, warning all the while of your inevitable showdown with Rapture’s new top brass, Professor Lamb. This nutjob heavily contested Bioshock 1’s Andrew Ryan in the authority stakes by philosophising against his point of view on society. As you find the various audio logs in the game, you can hear them both wax lyrical about the virtues of socialism, ethics and morality. I’ll save you some reading time: they’re all a bit loco. The characters you run into while chasing down Eleanor are typical Rapture fare, 20s style paupers and pin stripes, using top quality voice acting that never fails to draw you into the moral dilemma of showing mercy or getting drill-tastic.

The newest gameplay-relevant character is the Big Sister, a new creation which combines the Little Sister and Big Daddy to make capable combat servitor with Adam harvesting capabilities. The first portion of the game sees you tormented by one of them and they certainly fill you with fear; imagine a Big Daddy with finesse and grace, somewhere between a golem and a Silent Hill nurse. Their appearance is one of many little additions and edges created in this sequel which the canon lover inside me squirms at, wondering where these developments were in the first game, but the appreciative gamer inside me remember that changes must be made to keep a sequel fresh. The most obvious example of this is the new parts of Rapture you explore, supposedly abandoned or disconnected from the parts of the city in the first game by various disasters. There is nothing wrong with these sections, indeed the quality of level design has only risen, adding to the grandeur of the delusional architecture of Rapture, but there’s an imp inside me wondering how many more convenient, previously unmentioned districts Rapture might have.

Game play is much like the previous game; guns and plasmids working together to blow up, freeze or electrocute the insane citizens of Rapture. The research camera is still there, now as a less cumbersome movie camera, a nice touch which allows you to invest time in improving your character. Plasmids have had the same treatment, improving the operation of some and combining others together, particularly the tonics which now all come under the same grouping. All of this points strongly to a feel of 2K taking player feedback seriously and making an effort to incorporate it; cannot fault that design tactic. One change which many will be happy about is a change to hacking, which is now done quickly and smoothly rather than with a mini game better suited to mobile phones. The main new game play mode is part of being a Big Daddy; now you can adopt Little Sisters instead of just rescuing or harvesting them. This means that you can take the girl around with you and let her sap Adam from the dead for you- provided you can fight off waves of Splicers intent on stealing that go-go juice. If you go down this route then you might quickly become sick of these siege scenarios, where you place the girl down to harvest while you use traps to fight off the assault. I found it a little weary after a while, but will say that there is great fun to be had in the operation of the traps, from electric tripwires to plasmids that catapult your foes into the ceiling. Security plays a role again, allowing you to hack into guns and bots that fight for you. Here’s my top tip: get the plasmid that makes you invisible by doing lots of research. Then you can hack a safe and if you get it wrong, the security bots that come after you can’t see you- so you can try again with no penalty. Since the bots fly very close to you, this can be a good way of getting yourself a squadron of hacked bots in the process.

Bioshock 2 really has very few flaws; the only ones I have found pertain to comparison with the original. Since I loved the original, I’m not quite sure what I’m bitching about. The fact is that 2K delivered more of the game critics and gamers loved, with improvements in gameplay and graphics. The plot feels much less iconic to me, but it does expand on the nature of Rapture and the philosophy of human endeavour and society, which is a wonderful backdrop for what is essentially a game about setting fire to crazy people and agonising over the option of abusing or abandoning the children you ‘liberate’ from their loving guardians. If you like anything mentioned in this review, you will like Bioshock 2- there really is something for everyone and every reviewer will pick out a different little touch that made the game work for them. If this misses game of the year, then it can only be because the designers ran out of awesome.

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Mar 092010

its meeeeWords: Mav a-la Roadrunner

Hot off the press desk at Roadrunner Records, it turns out Dragonforce have shed ZP due to some difference of opinion:

 

 ”It is with great regret that DragonForce announce a parting of the ways with singer, ZP Theart.  This is due to insurmountable differences of musical opinion, but the rest of the band sincerely wish ZP great success with his future projects.”

 

 The lads can’t be too upset because while the creative core members have begun writing the band’s fifth album, they have also started a worldwide search for a new vocalist.  “We are looking for a powerful, melodic singer to write a new chapter of DragonForce with us.” said guitarist Herman Li. 

 

 You can even put in your audition on their site already- what the hell are you waiting for? Dramatic stuff, this Metal lark.

 

 Anyone wishing to audition for the vacant position should apply following the instructions at this web address

 

 www.dragonforce.com/audition

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Feb 042010

its meeeeWords: Mav

 

Something stirs in the wasteland as leaky sneaky bits of news regarding Fallout: New Vegas keep struggling their way blinking into the daylight and now finally Bethesda have put a face on this sequeltastic endeavour.

Announced last April, fans have been eagerly anticipating this release which thanks to a new official trailer released today now has definite form and substance. It’s only a teaser but at least now we have some movement. The game is due to be released in August giving us plenty of time to get through the other sequelgasms in 2010 (Bioshock, Stalker, Deus Ex, AVP, crikey) before plunging head first into New Vegas. For the forgetful types, the Fallout site where the trailer can be found is fallout.bethsoft.com (I havent put it on here because it’s meant to be behind an age gate thingy)

Despite trailer action the details are still thin on the ground but things look good so far. It’s worth making it clear that New Vegas is not a true sequel or ‘Fallout 4′ but an exploration of the same game world detailed in Fallout 3. It’s also worth making it clear that this is not an expansion pack (yawn) but a standalone game and is still available on Xbox, PC and PS3. What we can expect it would seem is a city similar to New Reno in Fallout 2; a real nasty dive full of criminals, but perhaps with emphasis on dusters instead of pin stripes. Oh, and a claptrap-style monowheel robot which is fine so long as it doesnt have a stupid voice. In any case its more Fallout!

Check out Bethesda’s promo copy:

“Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec, America’s First Choice in Post Nuclear Simulation. Explore the treacherous wastes of the Great Southwest from the safety and comfort of your very own vault: Meet new people, confront terrifying creatures, and arm yourself with the latest high-tech weaponry as you make a name for yourself on a thrilling new journey across the Mojave wasteland. A word of warning, however – while Vault-Tec engineers have prepared for every contingency,* in Vegas, fortunes can change in an instant. Enjoy your stay.

* Should not be construed as a legally-binding claim.”

Consider me unavailable for August, bad times, because good times are coming to stay! Dear Lord that sounded sad…

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Jan 312010

its meeeeWords: Mav, contributing among other writers for No Added Sugar

I have been asked to contribute some copy to a fantastic games website called noaddedsugar.ie; I could gush about their fair and incisive reviews and attention to core gamer issues, but truly the site speaks for itself. If you need more prompting, here’s a sample of the article I recently helped with and a link to the full technicolour glory:

It’s a new year, a new decade, and a potentially top-notch 12 months for videogames.

With all three main consoles in rude health going into 2010, the focus this year will very much be on games, rather than hardware. That said, developments like Microsoft’s Project Natal, Sony’s as-yet-unnamed motion controller, and even Nintendo’s Vitality Sensor (no sniggering down the back) promise to extend the lifespan of this console cycle well beyond what has become normal in this industry- a welcome development for cash-strapped punters…

..

16) Aliens Vs Predator (PC)

Australia have un-banned the upcoming threequel monster-mash Aliens Vs Predator after deciding that the franchise that coined the term ‘chest bursting’ is, while violent, acceptable for the consumption of humans. Which is good news, because this new AVP- the third PC game to bear the name- looks simply stunning. Graphically, this installment looks to be cutting edge with in-game footage appearing smooth and rich, a far cry from the engaging but ugly AVP2 that was spawned on the polygontastic Lithtech engine. What chiefly excites me is that this game has the movie feel of that 2nd game but the production team of the original, Rebellion Developments- so we can expect more innovation. Game content can be safely predicted as marines shooting at shadows, Aliens jumping on folk and Predators spearing heads and going “Hur hur hur”, as is the traditional call of an ancient, spacefaring race. Attention to detail on matters of spinal columns and face-raping baby monsters looks to be delightfully gory from early feedback. If this game can be as varied and fun as it’s predecessors, it can’t go wrong.

This is just one of my entries among 20 drool enducing previews. I urge you to read the whole thing at http://noaddedsugar.ie/?p=1816

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Jan 282010

its meeeeWords: Mav

Yep the ‘Breed are coming back to work with Machine Head- expect a full house at the Sugarmill. By all accounts this should be a great show.

Roadrunner press release shamelessly copied:

Hardcore legends HATEBREED have added an ‘off date’ headline show to their UK visit next month as special guests to labelmates, Machine Head.   Frontman Jamey Jasta and his East Coast bro’s, whose current eponymous album is in stores now, will be playing the following one-off date during the UK jaunt;

 Wed 24th Feb – STOKE ON TRENT Sugarmill

 Tickets are on sale now from the box office, all usual agents and online at www.thesugarmill.co.uk/tickets.php.

The remaining UK dates with Machine Head line up as follows:

 Tue 16th Feb – PLYMOUTH Pavilions (0845 146 1460)

Wed 17th Feb – NEWPORT Centre (01633 656 757)

Thu 18th Feb – LONDON Brixton O2 Academy (0844 477 2000)

Sun 21st Feb – BIRMINGHAM O2 Academy (0844 277 2000)

Mon 22nd Feb – LEEDS O2 Academy (0844 477 2000)

Tue 23rd Feb – GLASGOW O2 Academy (08444 999 990)

Thu 25th Feb – NEWCASTLE O2 Academy (0844 477 2000)

Fri 26th Feb – MANCHESTER Apollo (0161 832 1111)

Sun 28th Feb – DUBLIN Olympia (0818 719 300)

Mon 1st Mar – BELFAST Georges Market (0844 277 4455)

In addition, Orange County’s BLEEDING THROUGH, who recently returned to the Roadrunner Records fold in Europe, open the show.

 For further info on HATEBREED or MACHINE HEAD, contact Michelle at Roadrunner Records – mkerr@roadrunnerrecords.co.uk or point your mouse at www.roadrunnerrecords.co.uk.

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav
Dec 142009

its meeeeWords: Mav

Stories are integral to gaming. There’s actually nothing I look for more in a game, and I spent a foolish amount of time trying to convince non-gamers that there are some deep and wonderful stories out there in pixel format.

The problem is that such games can be few and far between. There’s a reason for this; I call it the plot vs play ratio. What arcane wizardry is this? It’s a very simple hypothesis based on the idea that you can’t have your cake and decorate it. It’s like quality versus quantity, where quality is the depth of the story and quantity is the freedom of the game.

When games started out as pixels jumping over other pixels, stories mostly belonged in books and movies. Then someone decided to name the pixels and make up a reason why they wanted to kill each other, and so games and stories came together: that’s when games got really interesting. We all like action and mindless slaying, but a tale is something that can be enjoyed long after the final credits. Get the action and the tale to complement each other and you make the most of the gaming medium.

The plot vs play ratio comes in when we have to consider that a game cannot do everything. When writing the story of a game, there has to be a balance between two things: the fixed elements of the plot and the freedom of the player to do what they want. A great example of this is sandbox style games, which are popular for the freedom they provide- you can explore and act however you want. They (sometimes) suffer in terms of plot depth because there are so many things to do aside from the main storyline. A game like Elder Scrolls: Oblivion lets you be good or evil, or even a lizard. This is fantastic but dilutes the story because it needs to be open enough to fit the everyman- for example; the NPC voice actors never say the main character’s name because you chose it. You don’t get to speak out loud and you have no background story other than being a prisoner. For all we know you could be in that cell for sodomising a mudcrab. Remember Baldur’s Gate? They did a great job with their story but had to design it so that the events could apply to a male or female of unspecified gender, from any career path and crucially a saviour or a criminal. We get the freedom to select the character’s opinion, but we never truly understand how he feels.

On the other end of the scale we have games like the Final Fantasy series with deeply detailed plots and predetermined storylines, but they take away your ability to choose. Cloud never gets to be evil and join Shin-Ra as an assassin. Resident Evil games have strong storylines but you can’t tell the useless cannon fodder NPCs to man up or play Chris Redfield as a scientist turned bounty hunter instead of a staarrrrrs operative. This is generally worth it for more fixed plot- your character can be part of the story instead of your avatar in the game world. He gets emotions and a background with reasons for doing the things he does. The best part is you care a lot more about what happens to these characters- when Max Payne is being kicked around noirtown, you’re plenty ready to get gritty on someone’s ass. That sounded better in my head. Metal Gear Solid took us through a poignant tongue-in-cheek story of warfare with brilliantly sculpted characters throwing around quotable lines like confetti. The Fallout games took faceless characters and then repeatedly screwed them over until you really, really wanted to track down the baddies and show them the meaning of wasteland justice.

This balance between story and freedom of play is a delicate thing and it goes without saying that the best games have some of both- but it’s the core strength of the story and the setting which sets that balance. Given the choice, I want story every time. I want to gasp at betrayals; I want to moan at plot twists. I want to hate a villain because my character does, not because he’s simply on the other end of the gun. Let’s not worry about graphics, or having 14 types of rifle, or multiplayer mini games.

I want our heroes and villains back.

 

Get you more at www.sleepwalkers.tvswtv

Update me when site is updated
Posted by Mav