Author: Matt Byrd (Page 14 of 34)

The Most Complicated Games of All Time

There are many games out there that are punishingly difficult, and gamer’s will admit bowing down to without shame. But for every “Dark Souls,” “Ninja Gaiden,” and “Ghosts and Goblins” out there, there is another type of game that is equally challenging, but one that fewer people will admit to being beaten by.

They are games that beat us not with waves of impossible enemies, or random death traps, but instead with complex rules, hours of learning, and serious brainpower requirements. They aren’t games that challenge our reactions, but rather our intellect. Regardless, they provide equally grueling experiences that only the most elite of gamers will ever see the end of (if there even is one).

These are some of the most complicated games of all time.

Tropico

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There are a lot of simulation games out there that cover every topic from Earth to ant colonies. However, as difficult as some of those can be, few are as challenging as “Tropico,” which places you in the role of a dictator over a small island.

What separates “Tropico” from other sim titles is the sheer number of things you have to oversee. There’s a surprising amount of aspects required to rule over a helpless populous, and almost every action in one field can cause horrific and unfixable problems in another, making it almost impossible to keep all the political, social, and economical needs in balance

To be fair, on the easier difficulties, “Tropico” is not much more grating than “SimCity.” Bump that difficulty up to one of the more realistic modes though, and you get a game that’ll have your virtual dictator reaching for his emergency revolver when the peasants come rioting, around the same time you do.

Pax Imperia

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Of all the 4X strategy games that require you to build a world (or universe) expanding empire from virtually nothing, few, if any, have ever dared to be as daunting as “Pax Imperia.”

Latin for imperial peace, “Pax Imperia” charges the player with building the largest empire the universe has ever known. While there may be similar games out there, “Pax” gets the nod due to it coming out at a time (1992) when this concept was foreign to games, and as such “Pax” throws an infinite amount of options at the player, without giving them much of a frame of reference as to how to use even the most crucial elements.

“Pax Imperia” is one of those games you can spend years perfecting your craft at before mastering it. Like many punishing games though, the amount of effort you put into it, is equal to the enjoyment you get out of it.

Rainbow Six: Rouge Spear

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You may not associate action games with complexity and, if you’ve only been playing them for the last few years, it’s probably not the word that springs to mind when describing the “Rainbow Six” series either.

However, 1999’s “Rouge Spear” shatters both of those perceptions with its punishing form of strategic team based special operations. Every mission requires you to craft the perfect plan, which can then fall apart in an instant if you don’t flawlessly execute it (and even then, you’ve got little hope). Oh, and the few moments of action are often one shot for a kill (which applies to you and the enemies…but mostly you.)

As frustrating as “Rouge Spear” can be, I actually miss the wait and see approach it took to the shooter genre. If you’ve never played the series’ original games before, give this one a shot if you want to experience a thinking man’s action game.

EVE Online

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It’s easy to forget that before “World of Warcraft,” MMO games were among the most daunting and complex of all gaming genres. Of those games, the crown jewel may be “EVE Online.”

“EVE” would be complicated enough on its own as most of the gameplay revolves around navigating a series of really detailed menus and performing hundreds of hours of mundane tasks, but the game’s hardcore players have turned the title into a whole different animal. Trying to jump into “EVE” as a newbie will thrust you into a universe of politics, economics, and caste systems that are as challenging to learn and overcome as any in the real world

“EVE” is not for everyone, and anybody sane will most likely give up on it before even the 20 hour mark. Press on though, and you may find every other game to be to suddenly be too simple.

Dwarf Fortress

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A theme with the other games on this list is that they eventually reward you for all of your efforts with a one of a kind experience. This is not the case with “Dwarf Fortress.”

Oh sure, somewhere beneath its text based graphics, 90% based on menus gameplay, and learning curve so steep that a publisher of technical manuals created a 238 page illustrated guide that just shows how to get started, is probably a game that provides moments unlike any other, but good luck ever sticking with it long enough to even find the surface to scratch.

“Dwarf Fortress” may be a game about constructing the ultimate stronghold for your gang of dwarves, but its real purpose is to crush souls and make Mensa members feel inadequate. The real kicker? It’s main mode is essentially unwinnable.

The New “Among the Sleep” Demo is Sure to Make Even Grown Men as Scared as a Baby

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If you haven’t been following it, “Among the Sleep” is a unique upcoming indie project that looks to take horror away from its recent “action game with some jump moments” state, and back to the realm of true terror by placing you in the shoes of the most unlikely horror hero of all.

An infant.

That’s right. In “Among the Sleep” you play through the eyes of a baby as he is awoken during a dark and stormy night and sets off in search of his parents, with nothing but his teddy bear as company. Without giving too much away, it turns out this is no normal night, and in fact some serious terror is lurking all throughout the house.

It’s a unique title to be sure, and to help people get a grasp exactly how terrifying it can be, developer Krillbite Studio has uploaded a demo of the game to the project’s Kickstarter page, for Mac, Linux, and PC users.

So how is it? Pants wettingly terrifying, since you ask.

Even in its clearly rough early state, the game does a great job of making you feel truly helpless, and of showing the world through a baby’s eyes (for example, writing is just scribble and jumbled letters). Scares can come in the form of normal things like lightning strikes, bizarre noises, and darkened hallways, but as the demo progresses, you’ll start seeing some truly freaky stuff that would horrify anyone.

There’s almost sure to be a moment during this demo when you’ll find yourself ducking under a table out of fright  until everything is okay, just like a baby would. It’s an effect accomplished through some truly incredible atmospheric design, and while it remains to be seen if “Among the Sleep” has the gameplay legs to be worth an entire adventure, the demo is a must play for anyone with the courage, and is sure to put “Among the Sleep” on a lot more gamer’s radars.

The Superman Problem and Who Could Fix It

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What is the Superman problem?

Simply put, it’s making a good Superman game.

To view the extent of this problem, try typing “best Superman game” into Google. Soon you’ll be met with the equivalent of a shrug, as the only results are people asking if there ever has been a good Superman game. Specify that search to read “top 10 best Superman games,” and the most relevant result is the “top 10 worst Superman games.”

That’s right. The Superman problem is so great that it even breaks Google.

While it’s impossible to attribute the problem to any single issue, the biggest one has to be Superman himself. Simply put, Superman is too powerful, and doesn’t make an effective video game character because there are only so many things that can cause him harm, or scenarios where he is in actual danger. So unless you’re going to equip every thug with kryptonite gloves (which you shouldn’t because it’s a terrible idea), there is a very limited rouge gallery that can even contain the god-man. On the other hand, the entire reason you want to play Superman is to use those very powers that makes him an issue in the first place.

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As a result, mediocre games like “Death and Return of Superman” and “Shadow of Apokolips” are held in higher regard than they should be because they do nothing more than let you play as Superman, and not suck too bad. Meanwhile, Superman’s actual best roles are cameo appearances in lego games, and fighting titles.

That last part got me thinking. Maybe the solution to the Superman problem lies somewhere in the fact that so many Superman games have been 3D action titles. While that would seem the most likely home for the man of steel, it’s beginning to look like a truly great Superman game will not emerge until a developer is willing to chart some unconventional territory.

Specifically, that territory may be an adventure game, and that developer Telltale Games.

Ok, so it’s not the first thing you think of when you think Superman, but that’s the point. It’s something outside of the Superman comfort zone, that has turned into the rut the character’s games are in. For instance it would be interesting to see “Walking Dead’s” choice system make a return, and force gamers to actually grapple with the decisions that come with essentially being God on Earth, rather than just wail on baddies level after level. Hell, Clark Kent could even be made useable, courtesy of some journalistic investigation sequences

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Best of all, they wouldn’t even have to trim down on the few highlights that do exist in Superman games. You could still have flying, you’d still have the epic feel of playing as Superman, and the powers issue is addressed as you would still be able to use all of Superman’s abilities, but with the emphasis now on plot and progression, there would be no need to trim them down, as the developers could instead have greater control over the action sequences where you get to use them.

It’s not the only Superman idea out there, and it’s certainly not one that is guaranteed to work, however it is an example of how the Superman problem doesn’t have to be one without resolution, and that there are still ideas for the series that haven’t been explored which could potentially turn the games from running joke, into a franchise that is as anticipated as the next “Batman” game.

Although yeah, personally after Telltale is done with that incredible looking “Fables” project, I’d love to see them take a shot at the franchise, and do what no company has done in the 34 years since the first Superman game for the Atari, which is simply make a game that associate’s Earth’s greatest hero with the word good.

John Carpenter Wants to Direct “Dead Space?” S*** Just Got Real

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As a rule I try not to get excited about movies based on video games for reasons that should be painfully (very painfully) obvious.

But for those of you that may not know, John Carpenter is one of the greatest horror film directors of all time, and during a streak in the late 70’s and into the 80’s directed some truly immortal movies, including the greatest sci-fi horror flick ever made, “The Thing.”

So when that man says he’s interested in making a video game into a movie, you pay attention. When that move is an adaptation of “Dead Space,” you have permission to shed your cynicism towards the whole idea.

Such appears to be the case as John recently told Game Informer that he would in fact “love to make ‘Dead Space’” into a movie. Now of course, no one has announced a “Dead Space” movie (except for those animated films), and this is just friendly banter from Carpenter, so far as anyone can tell, so this news should be taken as nothing more than that.

Even in that spirit though, it’s hard to not start imagining that Carpenter would in fact knock this out of the park. “Dead Space” the game is an elaborate haunted house type horror story, with some psychologically intense elements and an incredibly interesting plot that doesn’t interrupt the scares. Carpenter made his name directing films like that, and, when you consider the fact this is a case of a big name director who is genuinely excited about adapting a video game, it’s easy to forget that Carpenter hasn’t done a truly noteworthy film in about 20 years, and to start considering the possibility that this could just work in a big way.

Plus, are you going to tell me you’re not going to give the man who directed “The Thing” the benefit of the doubt when it comes to making one more truly great film?

Five Things That I’m Excited About in “GTA: V” (and One That I’m Not)

Like the rest of you I’ve been following every morsel of information that has come from the many previews of that “GTA:V” demo, and like many of you, I’ve started to form my own impressions based on what has been shown so far.

While my overall impression is that I really need to start scheduling some serious free time come September, more specifically I’ve noticed at least five things from all of those previews that really excite me…and at least one that does not.

Five things I’m Excited For…

The Fun is Back

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“GTA:IV” had a lot of things going for it, but one aspect that irked me the longer I played is how much Rockstar veered from the wild, anything goes, comically deranged world of previous “Grand Theft Auto” games and instead aimed for something more grounded, and serious.

“GTA:V” looks to be a glorious return to those old ways, but also has clearly retained an aspect or two from its immediate predecessor. So while the trailers show things like deranged rednecks highjacking helicopters in flannel, cars chasing planes while pulling off insane maneuvers, and the glorious return of miniguns, it also takes a moment to reflect on the serious motivations that drive each of the three main characters, and to show that Rockstar is crafting a world every bit as jaw dropping as “GTA: IV’s” Liberty City.

In other words, it’s looks the way “GTA” should. A wildly fun game that’s not afraid to get serious.

Improved Combat

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One thing that I saw mentioned in several previews is that the combat is smoother than ever, with some comparing it to “Max Payne 3.”

“GTA’s” combat has been steadily improving over the years, but it still feels clunky for a game where there is a lot of it. It’s good to know that Rockstar looks to be making a concentrated effort to provide full coverage to the series Achilles heel, especially in a game that is already adding ambition to the system thanks to the three man system.

Which actually segues nicely to…

The Three Man Band

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The subject of who will be the next main character in “Grand Theft Auto” is always a hot one, as it usually sets the tone for the rest of the game.

When Rockstar first announced that there would be three main characters who can all be controlled at any time, it was hard not to think of it as gimmicky, and a bit of a reach. The more that’s revealed about it though, the easier it is to see that this is indeed the most exciting change to come to the series, possibly ever.

From unique but intersecting plot lines, to the ability for characters to “do their own thing” while not being under control, to the amazing way that combat and heist scenarios make use of every character individually, this sounds like the first “Grand Theft Auto” in a while that is going to have people re-thinking how they play the series.

Money Matters

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In a misstep so big I still question if it was an error by the designers, money in “GTA:IV” was more or less useless. It didn’t take long to acquire enough dough to keep you rolling in suits and guns for the rest of your days, and even though money was always brought up as a plot point (more on that later) you always ended up with too much of it, and nothing to do about it.

Rockstar must have been aware of this, as they have confirmed that “GTA:V” will require you to have a constant cash flow in order to purchase all of the clothing, vehicles, and (most importantly) properties the title has to offer.

That means that no longer will you be able to buy a $3000 suit you already own just because the store is closer than your closet, and I for one am excited to start earning with purpose again.

A Driven Story

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If I sound like I’m hating on “GTA:IV” here, it’s because I am. While by no means a bad game, it is by far the most overrated game of this console generation, and a big part of that is due to a meandering story that dragged on and on without any real focus, or compelling reasons to keep pushing ahead besides the satisfaction of beating it.

“GTA: V” seems to be resolving this by focusing the majority of its story on a series of high profile heists. The mission highlight of “GTA:IV” is, of course, the brilliant bank job in three leaf clover, and it’s clear that Rockstar thought so too, as this time many missions will revolve around prepping for, or executing, heists as part of your three man crew.

It’s not a guarantee for a greater plot, but it sounds a lot more promising than working for a series of cardboard cutout thugs with vague notions of revenge and some superfluous cash being your only driving force.

…And the One I’m Not

You Can’t Shoot the Paparazzi

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What?

See during the IGN rundown of the demo it was brought up that there is a side mission where you escort a spoiled starlet and try to escape the paparazzi. When the questions was brought up if you could just kill them instead of escaping them, the answer was a surprising “no” as that causes you to fail.

I understand that Rockstar is aiming for a much more cinematic experience than before, but I’m really bummed out that in something so minor as a simple side mission, the game will limit your options for the benefits of that goal.

Games like “The Walking Dead” show that choice can be a huge benefit to storytelling, while titles like “Saint’s Row The Third” exemplify how creating a truly open world lends so much more to sandbox games. I just hope that in a game that promises to be the series biggest and boldest yet, there aren’t a series of similar limits that keep it from reaching that lofty height.

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