Author: Matt Byrd (Page 5 of 34)

As Halloween Approaches, Games Start to Get in the Spirit With Themed Updates

While the age of Halloween themed TV show specials is slowly coming to a close (we miss you TGIF!), videogames have been more than willing to pick up the slack in recent years by using the beloved horror holiday to unleash a bevy of downloadable frights on gamers everywhere. This year is no exception, and here are just a few of the recent Halloween themed additions made to some popular games.

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The incredibly humorous, and appropriately intense, re-make of the 90’s FPS “Shadow Warrior” continues its in-game trend of borrowing weapons from other series, as it adds an ice axe to the game’s substantial arsenal that comes courtesy of TellTalle’s “Walking Dead” games. While its effectiveness when put up against the katana it replaces is suspect, as anyone whose played The Walking Dead can attest, when in a pinch it can really make a baddie think twice, and should fit well into the game’s selection of awesome weapons best applied with extreme predjudice.

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Popular world building RPG “Terraria” gets a little more into the traditional Halloween spirit by filling it’s world with a variety of Halloween novelties. You’ll find enemies wearing costumes, random gift bags filled with in-game treats, a variety of Halloween themed items, weapons, and locations, to explore and create, and even a special new “Pumpkin Moon Event” challenge which adds a survival mode to the game, where waves of enemies all possessing increasingly better loot descend upon the player.

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The best of the Halloween updates though has to go to “Minecraft,” which has  just unveiled a Halloween update for the 360 version of the game that is simply mind blowing. It essentially re-skins the entire game in a way that lets you build a Halloween world of your own, not unlike that of Pumpkin Town from “A Nightmare Before Christmas.” The attention to detail here is phenomenal, and constantly provides the feeling that the developers are more excited for Halloween than anyone else. There’s too many examples of little Halloween touches to go over, but I have to give a shout out to whoever decided to turn the game’s teleporting Endermen, into the more horror appropriate Slendermen. A free update, everyone who has Minecraft on the 360 needs to experience this, as it just may be the best way to get hyped for “Halloween” available. Browsing the images of this incredible update is also highly recommended.

Of course this is just a sampling of the Halloween updates available, and the biggest annual update (The “Team Fortress 2” Halloween update) is still yet to come. Stay tuned here this week for more updates on that, as well as other horror themed articles in anticipation of Halloween.

Instant Impressions – Path of Exile

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It’s not possible to talk about the recently released free to play game “Path of Exile” without mentioning its strong resemblance to “Diablo.” In fact, lets just call it like it is and say that “Path of Exile” is, for all intents and purposes, a knockoff of “Diablo.” However, I’ve never found being a knockoff a bad thing in the world of video games, so long as said knockoff follows three simple rules:

 

1. Make sure you’re borrowing from an already great game.

2. Improve on any structural flaws the original game had.

3. Introduce at least one unique idea that the original game did not have.

 

Does “Path of Exile” adhere to all of these rules? For the most part, yes.

As mentioned, it draws most of its inspiration from the “Diablo” series (fulfilling the first rule), and does it to a degree that’s worth elaborating on. Right down to visual layout of the menu, this game has the design stench of “Diablo” all over it, to the point where a glance at a screen shot of both games, could possibly cause even a fan of the fabled Blizzard series to hesitate. I don’t really resent it for lifting the “Diablo” gameplay formula (click your way through mobs of enemies while improving your character, and getting better loot) because “Diablo” not only introduced that style of gameplay, but by an large perfected it, however I will say that the sheer amount of little design elements borrowed from that series, can cause you to roll your eyes once in a while.

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Fortunately any lapses in design creativity are largely negated by the admirable way “POE” honors rule number 2. The developers of “POE” recognize that when you are making this style of game, the most important thing you can do is to get the fundamentals right. That’s why extra care has been put into making things like loot drops, enemy balance, skill risk/reward, and combat variety, as sound as possible and implemented in ways that keep you from having to consider any of those elements while playing. What I mean is, the best type of ARPG’s are built in a way that quickly puts you into a zen like focus, as your brain reshapes its perspective to hone in on the gaming world, and all of its functions and rules. The moment that you, say, run into an impossible nest of enemies or wonder why the game keeps dropping the same item, are the moments when you focus out, and begin to lose interest. “POE’s” intent on making the genre fundamentals so solid ensures that these lapses back to reality are few and far between.

Does it do anything outside of the norm to satisfy rule number 3 though, and make its own mark? This is a little trickier than the first two, but I’m going to tepidly say “yes,” and cite the skill system as my justification. See, whereas most of these games work off of a simple skill tree where you choose basic branching paths to determine how you will build your character, “POE” uses a skill grid that is absolutely massive (you can’t capture it in a single screenshot), and as far as potential depth goes, leaves the old tree design in the dust. Trying to break it down entirely would be a fruitless headache, but just know that it allows you to take any of the game’s classes (which are all admirably balanced and equally useful by the way), and build them anyway you like. For example, it might not be as easy or immediately rewarding to build a barbarian character who is also adept in magic, but with the right level of dedication you can do just that, along with any other character combination you can think of.

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Despite fulfilling all three rules to this style of game design, I still find myself slightly resenting “POE” for it’s lack of creativity. Though I do really enjoy the design consistency of the game’s gothic horror elements, and the bleak world they come together to form, aesthetically speaking there is really nothing here you haven’t seen quite a few times before. Similarly, outside of the improved skill system, as far as ARPG’s go, everything here from a gameplay standpoint is pretty commonplace as well. This doesn’t really deprive the game of much at first, but as your journey wears on it becomes more and more obvious that not many original thoughts made it from the brainstorming process, to the final game.

That being said, “POE’s” lack of innovation does very little to harm the overall experience, especially once you factor in the free to play aspect. Yes I know it’s not usually a good sign when the final say on a free to play game is “It’s free,so you have no reason not to play it,” but the fact that this is a free to play game in the true sense of the word (I.E. you’re never encouraged to spend money if you don’t want to) takes it from a game that only dedicated fans will probably be interested in, to something that….well…. you have no reason not to play.

Some are saying that “POE” feels like more of a successor to “Diablo 2” than “Diablo 3” did, and while that’s certainly true in the sense that it carries on so many of the things that made that game great, the lack of progressive design keeps it from achieving the full implications of that lofty goal. However, I will say that with the exception of “Torchlight 2,” this is simply the most satisfying and consistent game of this type that I have played since the seminal “Diablo 2,” and deserves to be tried by everyone reading this.

Download “Path of Exile” for Steam

Ryse: Son of Rome Developers Suffer Some Intense Backlash After Controversial Tweet

It takes a lot of combined effort to make a video game happen. I once worked for a video game company doing QA (sorry, can’t say which), and the hours upon hours of work that multiple people in a plethora of different departments had to put in just to make a game that was far from AAA quality is absolutely immense. It’s a fact of the industry you probably have considered before, but believe me when I say that its hard to really grasp the day to day scope of just how much work goes into making a game when you’re actually a part of it.

The folks behind the upcoming Xbox One game “Ryse: Son of Rome” probably figured the same, and thought it might be humorous/insightful to share some fun facts regarding the game’s development through Twitter. One of these fun facts was that the folks at Crytek have purchased over 11,500 dinners for their staff as they made it through “crunch time,” a phrase used to describe a phase of development time when everyone is putting in serious extra hours of work in order to get the game ready for release.

At the time of Tweeting it, Crytek probably thought they’d receive nothing more than a few “Wow, that’s interesting!” comments, or perhaps some bad food puns. What they got, though, was something far worse.

Minutes after the fun fact was tweeted, the developer’s Twitter page exploded with angry statements targeted towards the game developer for making their employees go through crunch time. Specifics remarks included allegations that this would tear apart families, force children into lives of crime, or even make some involved turn to suicide before it was all over. As with most things on Twitter, though, some of these statements are ultimately more serious than others.

Even still though, I feel the overall tone of the majority of these negative comments was completely uncalled for. Yes, crunch time is a tiresome and trying endurance test that inevitably leads to late nights and early mornings, or even just sleeping at work, and yes there have been incidents where crunch time sessions went way, way too far (some of the statements of former EA employees support this), but as miserable as it can get to be a developer or member of a gaming staff during this period, its also genuinely accepted that this is part of their job.

It’s true that going through such an intense work period is sure to put a strain on someone’s mental well-being and personal life, but it’s somewhat immature to act like this is a burden exclusive to the game development industry, or a horror without professional equal. There are people all over the world that have to endure way worse in both their personal and professional lives than having to work serious overtime doing what they love for a more than respectable wage and, while that doesn’t excuse the more extreme cases of overworking employees in any industry, to outright accuse anyone of something so horrific as destroying families just because they did something that is industry standard at this point, is inexcusable, and horrifying once you take in just how many people lashed out against Crytek to such a passionate extent.

Ultimately there are too many unknown factors (including the exact details of this crunch time, and the personal situations of every employee who went through it) to draw a definitive conclusion regarding how warranted these Twitter attacks were. However, just by going off what is known, its safe to say that these attacks were mostly uncalled for, and serve as another unfortunate example of the all too common trend of gamers not being able to maturely raise an issue regarding something occurring in the industry.

Instant Impressions of Camp Keepalive

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The great thing about indie games is that they’re diverse enough to offer at least one game that, at least in concept, sounds like it was tailor made for you. For instance, when I saw a 80’s horror inspired strategy game called “Camp Keepalive” was in the works, I could have sworn that somehow, someone, somewhere had looked into some half thought video game idea I‘d come up with as a child, or possibly underachieving college student, and made it into a fully realized experience.

Well, as it turns out, they actually just made a visual representation of that half thought idea.

“Camp Keepalive” is a turn based strategy game that has you choose four out of a group of eight camp counselors as they watch over the campers. Complicating the menial position are a group of horror monsters roaming the woods around you, whom all seem unusually dedicated to murder as many counselors and campers as possible. Only by navigating a grid based world and bringing the kids back to the camp can you survive.

Upon initial inspection “Camp Keepalive” is a fine little strategy game. Basically there’s a variety of monsters who roam the map and each have a different method of attack and movement, (for instance, some will beeline straight for counselors, while others will choose one target to stalk endlessly) and your counselors each have unique skills to provide like the ability to go invisible, a call that brings all campers touching the square you’re on to you, or just a weapon to attack monsters head on with. The available skills and attacks are all very diverse and do a good job of not only catering to unique play styles, but immediately provide replay value as you experiment with what combinations of counselors works best for you. Outside of those skills, your only method of defense is to lay traps on grids which kill monsters upon contact.

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It’s not a bad set up, but it quickly becomes apparent that the designer got that far and hit a major creative roadblock. The biggest problem with it is that it’s way too random. Sometimes games like these benefit from a healthy amount of random, but here it just breaks some already simple mechanics, by spawning both campers and monsters on random grids to the point of makes it impossible to truly think more than a move ahead. The campers are the worst part about this, as they have no incentive to move towards safety and away from danger, and usually spawn in places that are not possible to get to.

I suppose in a way the feeling of overwhelming dread and helplessness supports the horror environment, but that’s not the best place to start inserting cute references, especially when the places references are supposed to be in the game fall short of satisfying the horror element of the experience. Yes, it’s sad but the horror theme of this title turns out to be nothing more than window dressing. While the writing does a good job at making humorous pokes at horror tropes, the overall experience only incorporates the scary stuff on an aesthetic level. The basic game could be re-skinned in several different ways and be perfectly applicable, as it does almost nothing to really take advantage of the horror movies it claims to be inspired by.

Oddly enough I’d actually say this game is overall a case of failed tributes. It’s a tribute to strategy games, but pays little attention to achieving their refinement. It’s a tribute to horror movies, but uses them for so little that it might just be a tribute to horror movie covers. Finally it’s a tribute to 8 bit era games, but unfortunately doesn’t just stop at borrowing the graphics of that era, but incorporates a simple, chaotic, and troublesome design that feels like something that not only looks like a strategy game on the NES, but unfortunately plays like one as well.

Maybe it’s still the love for the concept blinding me, but as unimpressed as I am with the final game, I also find myself strangely drawn back to it at times. Overall though, I think that’s more a knee jerk reaction to those moments when the games concept matches its execution, and that doesn’t seem be near often enough to warrant a purchase. “Camp Keepalive” has a lot of things going for it which may one day make it a worthwhile experience. As it is now, though, much like a day trip to Camp Crystal Lake, just stay away.

Rockstar is Preparing to Compensate All Those Affected By GTA’s Online Issues

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The problems with”GTA Online” may be getting played out to a meme like level, but it doesn’t change the fact that the first week or so with the game was rough. While the connection problems and various glitch annoyances may have been the face of the issue, the growing reports of players losing their characters and in game assets entirely quickly became the most troubling news to come from the whole incident. It’s also one that Rockstar didn’t seem to have an answer to as the reports grew and grew.

Now, however, it appears a solution is available, as Rockstar has announced that it will be giving everyone who played the game since launch $500,000. That’s in-game cash of course, though with the sales numbers for the game, they could probably swing that in real currency as well.

The funds will be available to any players who’ve accessed “GTA Online” in the month of October, and will be distributed in two deposits of $250,000 to players bank accounts when a patch is released in early November. While this may not restore the level progress of some players who lost their original characters, all things considered this is about as generous of a compromise as could be expected, and should set up most users nicely.

Oh, and if you’re debating whether or not to buy that luxury apartment or the luxury sports car with your recent influx of cash, I say hold off until the in-game stock market is working, and invest in real estate which will be on the rise after everyone starts buying places to live with their winnings. That’s how the 1% would do it.

 

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