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December 9, 2014

Review – Game of Thrones: Episode One – Iron from Ice

Game of Thrones Episode One Iron From Ice review
Out now is the first episode of Telltale’s latest game series, Game of Thrones: Episode I – Iron from Ice. I have a track record with Telltale games that might be described as criminal; frankly, I have a tendency not to finish them. It’s not a matter of quality or even interest; I commend the storytelling of the titles, and the properties portrayed fall right into my realm of interest. I suppose the problem is merely that I have distinct times where I sit down to play games, and when I sit down to watch television—and a Telltale game exists in some unknown third state my rigid leisure time finds difficult to accommodate.

Telltale’s Game of Thrones, however, is a pairing that transcends such considerations. For the uninitiated, the title brings the dangerous, nuanced world of HBO’s Game of Thrones television series to life through Telltale’s (virtually trademarked, at this point) style of the choice-driven episodic point-and-click adventure.

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November 23, 2014

Review – Freedom Wars

Filed under: Reviews — Tags: , , , , , — Jamie Love @ 7:56 pm

Freedom Wars Review
We typically approach new games in search of an immediate clarity. Though the fundamentals might be familiar enough to allow us to find a quick footing, we want for instruction on the finer details of our abilities and objectives – the rules of the game.

Freedom Wars addresses this want by placing players in the role of an amnesiac in need of education regarding those points of play. And that, my dear sinners, is only the first of many crimes you’ll be punished for in this desperate new world.

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November 17, 2014

Review – Rollers of the Realm

Filed under: Reviews — Tags: , , , , , , , , , — Jamie Love @ 3:16 pm

Rollers of the Realm
Bringing traditional role-playing game elements to pinball introduces objectives beyond a high score in Phantom Compass’ Rollers of the Realm. And while the idea isn’t foreign to me, the implementation found me ramming my head against the game for a handful of hours before I stopped trying to simply keep the ball in play and learned instead to play with those elements the game offers.

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December 9, 2012

Sweet’N Low – Sound Shapes

Filed under: Editorial Rants — Tags: , , , , , , , — Jamie Love @ 2:06 pm

Sound Shapes
Have you ever really lamented leaving a coin behind?

I mean, when we need some money to pay the shopkeeper, or find ourselves forced to collect every coin in order to complete a level or win a challenge, we begrudgingly do those things. But if I only grab two coins while fumbling through a Mario stage, it’s hardly something that keeps me from leaping toward the flagpole and moving on to the next stage.

Maybe there was a time when I attempted to collect all the rings with Sonic, but forever abandoned the idea after getting hit by an enemy and watching them all shoot across the screen – that’s trickle-down economics for you!

But Queasy Games’ Sound Shapes, released earlier this year, offers up something rather brilliant in the realm of obsessing over every collectible, despite the very real risk of repeated failure on the part of the player. Each stage starts in relative silence, save for the strange rhythmic chants of critters sparsely spread throughout the environment.

Collecting a coin adds a musical note to the proceedings, the everyday visual subtraction of a collectible object earnestly bringing the stage to life for the trouble, and visually replaced by the beating pulse of the note in time with the evolving score. In this way, the idea of suddenly leaving any coin behind robs the landscape of its full potential, denies the player a complete harmony at the finish line, and necessitates that no note be left unplayed – a grand recalibration of want and need on a subject that has lazily floated its existence between the tediously obligatory and the entirely optional.

With most rhythm games, missing a few notes is no big deal; the song continues and the chance to improve remains intact. But here there’s a demand for completion.

Simplicity is at the core of mechanics continually capable of boundless elasticity, offering stages wrapped in albums that all deliver distinctly unique sensations with the same tool set. You can experience the chill Zen tactile pleasure and you can have the retro flavored platforming challenge within the same framework.

And then there’s the entirely fresh thesis of Corporeal, a contribution from Superbrothers that cements the achievement of Toronto’s collaborative development space – tracks that place players within soulless corporate spaces to discover beats and rhythm while traveling to the hellish heart of some lost idea of conformist machinery. The trip is something of a beautiful nightmare, grasping at some idea of what the structure of society looked like to a six-year-old version of myself.

A lot of people will tell you that Sound Shapes turns music games on their ears, but it’s difficult to know what that means without stealing some quiet space and time with the game. Its full intent hasn’t been easy for me to divine since its release, but I’m scratching at some idea of exploring the relationship between sounds and the sources that create them, an earnest attempt to enable players to feel what they hear and vice-versa.

Persona 4’s candy pop aesthetics may well be the Vita’s saving grace this year, but Sound Shapes represents something more enduring for the soul ,with a thesis on sound and play that offers a fresh path toward undiscovered territory in lands generally considered barren.

November 25, 2012

Review – PlayStation All-Stars Battle Royale

Review PlayStation All Stars Battle Royale
When PlayStation All-Stars Battle Royale was announced it immediately drew comparisons to another popular game series, and it’s not hard to see why. All-Stars practically begs to be measured against Nintendo’s Smash Bros. franchise.

Normally I would try to avoid a point-for-point comparison of two titles, but All-Stars pulls so much from the Smash Bros. games—without even a hint of subtlety—that I think it’s only fair to compare the two, mercilessly. You can expect to find many such comparisons ahead.

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October 23, 2012

Review – Silent Hill: Book of Memories

Filed under: Reviews — Tags: , , , , , , , , — Jamie Love @ 9:04 pm

Review Silent Hill Book of Memories
Living up to its name, the Book of Memories allows those that possess it to change the memories of others, essentially warping events in their favour to gain anything their little heart’s desire. Since said book arrives from the twisted town of Silent Hill, the consequences are inevitably twisted as well.

Changing memories in your favour comes at the expense of someone else’s good fortune. At least, I think that’s how this works.

After an initial delivery from a familiar postman, narrative depends on snippets of text, which during the first level detailed one person’s troubles at work, eventually leading to my own character getting a promotion because of said woes by the level’s completion. As with Silent Hill: Downpour earlier this year, the series seems continually flustered in the attempt to capture the essence of minimalist story telling that has made previous entries in the franchise successful.

The less-is-more approach here feeds detachment from events and characters that players have no emphasis or opportunity to make a connection with, which severely hurts the grind of play the game offers as the main course.

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July 6, 2012

Review – Gravity Rush

Filed under: Reviews — Tags: , , , , , , , — Jamie Love @ 2:20 am

Review Gravity Rush
Sony Japan’s effort to leave an early and definitive mark on the Vita begins rather simply, asking players to poke the touchscreen of the hardware in order to nudge an apple. It isn’t long for breaking from the stem and falling to the ground, only to roll off the floating island where the tree has grown, falling to the unseen depths below.

If you enjoy reading into such things, there’s room to suggest that letting that forbidden fruit fall away without taking a bite invites the idea that the player should abandon knowledge, that they should forget everything they know before stepping into this gravity shifting playground – that this experience is unlike any other to come before it.

And I rather like this idea.

It’s certainly the type of bold statement one expects from Sony, and Gravity Rush does indeed fight to turn the familiar upside-down, creating a play space where the often wasted space above one’s head becomes as important as the ground beneath their feet.

But Gravity Rush is also a prisoner of gravity and circumstance, struggling with the structure of that space and occasionally bumping against the ever present walls that contain it, and further burdened by a need to justify the Vita release by making the most of hardware features makes for some hard landings here.

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