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June 28, 2012

Sweet’N Low – Down on the Farm

Filed under: Editorial Rants — Tags: , , , , , , — Jamie Love @ 12:44 am

The Walking Dead chapter 2
I’m not entirely happy with the choices that I made whilst stumbling through the second chapter of Telltale Game’s The Walking Dead series.

An awkward feeling lingered after I put down the controller, thinking back on being directly confronted about something I’d decided to say about another member of the group, moments where I could have reacted more quickly to help, and making a hasty decision that caused Clementine to witness a violent act by my own hands. But this isn’t the typical groundhog day situation where I feel obliged to go back and live a more ideal day, because there are no ideal choices to be made here, only the constant pull between survival and my own humanity – the core of the source material that Telltale does such an exemplary job of capturing, so that all one can do is take a deep reflective breath after the experience draws to a close.

I’ve spent countless hours living the virtual lives of others and making decisions for them. And while that process has strived to become less black and white in the gaming medium, The Walking Dead hits a nerve of discomfort for me that seems to speak to how it is raising the bar, not just because there are no right or wrong decisions here, but because these are decisions I’d simply rather not have to make – I suppose this is another instance of being confronted with the downside of that being an adult business.

I still catch myself trying to outthink the process, searching for some ideal solution for each point of conflict, but the chaotic nature of the zombie apocalypse works well here to force more heated reactions that I can’t entirely explain my rationale for, which seems a bit more honest in capturing what really sucks about making hard decisions – living with them afterwards.

Elsewhere, Telltale continues to surprise me with a level of more direct interaction that convinces the idea that The Walking Dead is a game and not a visual novel. Action sequences continually arise, using quicktime prompts and some hectic windows of reaction time that certainly played a part in influencing several of those uncomfortable decisions. The greater stress remains the fight to maintain the group rather than fending off the zombie horde, convincing me that Telltale’s shtick was the best choice in trying to capture the franchise for the gaming set.

As with the source material, I only wish the constant tension didn’t remind me how impossible it is to keep everyone happy, and maybe how spending too much time with anyone inevitable discovers some bumps in the relationship.

The most interesting bit about making decisions here remains the way the reactions of others to one decision influences how I approach each new situation. I can’t recall ever making a decision within a videogame based on feeling bad about how the last one might have made me look. I suppose that has me slightly dreading where my decisions might lead me in the next chapter, but I can’t deny that I’m several shades eager to find out.

June 23, 2012

Extra Credit – Cutting to the Heart of Lollipop Chainsaw

Pop Lollipop (by Shaun Hatton)
I tend to love and gravitate toward games that are divisive amongst the gaming community rather than those that garner more universal critical acclaim, and the most recent example of this is Suda51’s latest masterpiece, Lollipop Chainsaw, earning plenty of my love while also cutting some sharply divided opinions from the community.

But any art that sparks such differing viewpoints will forever be more interesting than art that everyone can agree upon, and thus has the potential to live longer through discussion and debate. When it comes to art that exists in part as a reflection of a variety of past works, enjoyment can come not only from the piece itself, but also from appreciating its references and inspirations.

Grasshopper Manufacture, Kadokawa Games, and Warner Bros. Interactive Entertainment have pooled their creative efforts to bring the world one of the most thoroughly enjoyable pieces of entertainment I’ve experienced this year and, if talking exclusively about games, even this console generation. But appreciation of a game in a vacuum is one thing – appreciation of a game in context of existing pop culture is something completely different, and quite frankly, is where this game shines.

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June 17, 2012

Lazy Sunday – E3 Leftovers

E3 2012
Posting about all the games I spent time with at E3 has been an incredibe experience, which I remain entirely thankful for while winding down the task this weekend.

I hope you’ve dug our attempt at E3 coverage this year by the way, which owes a thankful shout-out to Shaun Hatton for providing some essential help during the typically crazy ride.

While it’s time to put E3 2012 to bed and get back to the business of more immediate releases, there were a few titles that warranted some words, and unfortunately many more that I haven’t caught up with as of yet.

In the spirit of lazy Sunday, I’ve rounded up a few more games I spent some time with at E3, which you can catch up with below.

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June 16, 2012

When Dirk the Daring Met Kinect

Filed under: Editorial Rants — Tags: , , , , , , — Jason Westhaver @ 2:34 pm

Dragons Lair Xbox LIVE Arcade Kinect
Since first releasing in 1983, Dragon’s Lair has seen a ridiculous number of ports and adaptations, for everything from the MSX2 to the PlayStation Network. But few, if any, of those releases have attempted to update the experience beyond visual restoration. In the last five years alone, we’ve seen no less than thirteen ports featuring the same mechanics, the same HD video transfer and the same QTE-styled hints.

While these present improvements over the original arcade LaserDisc, they do little to make the game appeal to modern players, and even less to excite fans for new releases. For a while it seemed like Digital Leisure had done all they could to squeeze money out of the property, but then they did something surprising – they added Kinect support.

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June 15, 2012

Review – Lollipop Chainsaw

Review Lollipop Chainsaw
Following in the Shakespearean tradition, Lollipop Chainsaw tells the tale of young love versus young angst, with a coming of age story featuring classic themes of satanic rock, zombie hordes, and one very peppy chainsaw wielding cheerleader.

Our heroine, Juliet Starling, refuses to let any of the unfolding chaos of the zombie apocalypse ruin her eighteenth birthday – from the decapitation of her high school sweetheart to the death of her perverted sensei, and certainly not the hordes of undead classmates tearing up the halls of San Romero High School.

Confident and true, Juliet isn’t interested in hearing from the villains responsible, because they suck.

Instead, she fires up her chainsaw and slices her way through six stages of the undead, with all roads leading to the bosses at the heart of the turmoil. That very little seems capable of darkening Juliet’s day could perhaps be read as commentary on the youth of today, except that there are easy parallels to the self-absorbed Buffy Summers from 1992’s Buffy the Vampire Slayer, a film that certainly provides plenty of foundation for Juliet’s adventure here.

With that in mind, it seems more apt to say that the kids are still alright, insofar as being partly crazed and entirely ready for zombies at the drop of a hat makes them right as rain in the pop culture stew Grasshopper Manufacture stirs and serves a heaping bowl of here.

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E3 2012 – Quantum Conundrum

Filed under: Editorial Rants — Tags: , , , , , — Jamie Love @ 9:11 pm

Quantum Conundrum E3 2012
Just for kicks, I’ve been trying to think of a way of discussing Quantum Conundrum without mentioning Portal, but that doesn’t seem to be happening today. Of course, referencing Portal to discuss Kim Swift and Airtight Games’ upcoming release is probably a good sign that we’re about to discuss a very solid title, which we are.

As with Portal, Quantum Conundrum features a series of puzzles that require the use of a rather strange device in order to solve them, and aside from the physicality of interacting with objects in this space, that’s probably where the similarities end – although there’s certainly a common thread that offers players a chance to see more in the minor details that merits mention.

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June 14, 2012

E3 2012 – Dishonored

Filed under: Editorial Rants — Tags: , , , , — Jamie Love @ 9:19 am

E3 2012 Dishonored
Aside from creating a world where throat stabbings represent a leading cause of premature death, I really didn’t know much about Dishonored prior to E3. I suppose I assumed plenty about the title, primarily that it sought to create a parallel world where players were gifted with extraordinary powers, which left me imagining a Bioshock-type experience that didn’t make it the biggest priority on my list of must see titles.

Visiting with Bethesda last week has done wonders for my enthusiasm however. I’ve learned that Dishonored takes place in a steampunk world largely dependent on whale oil, which seems like a rather delightfully absurd resource to base an economy on, but perhaps this is why the atmosphere of the game feels so consistently grim and desperate.

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