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Return To 2D Consoles

ID-10027396 By zirconicusso joystick
Free image courtesy of zirconicusso/FreeDigitalImages.net

As gaming technology becomes more and more advanced, and graphics and gameplay become increasingly more complex, there seems to be a subterranean yearning for simpler times – when two dimensional game platforms were the norm, complete with 16 bit sound effects. As someone who grew up in an era when Mario and Bomberman were the top-of-the-line in terms of available video-games, it’s been a slow and difficult shift for some of us to adapt to the supra-realistic gaming realm of today.

The benefit of two dimensional games was the fact that they were limited by their graphics, which meant that they had to work extra hard to supplement the other facets of a quintessentially good game – namely, plot and character development. I don’t want to sound like a movie critic. But at the same time, video games have always fallen into a similar field of media, and they have been judged and lauded accordingly. Some of the best games out there, which have stood the test of time, are ones that have a deep and interesting story to tell, full of imagination and unexpected twists. Halo quickly revolutionized the FPS genre by combining not only great and unprecedented graphics, but also incorporating a fascinating storyline, which lent itself to subsequent sequels.

But in the 90’s, games had to rely on storyline a lot more if they wanted to have any lasting impact. One of the classic SNES games was Chronotrigger, that for all intents and purposes, pretty much defined the RPG genre up until the present day. It followed the temporal adventures of a kid named Chrono as he passed through various time periods, making friends from each era, and striving to uncover the secrets behind an eventual enemy named Lavos who would destroy the world some time far in the future.

But it was, like most SNES games, two dimensional. Nevertheless, the lack of ‘dimension’ was secondary to the worlds that the creators were able to portray, and the story arcs that developed (Chronotrigger was also one of the first games to introduce alternate endings, based on the decisions of the player).

Today this movement back toward two dimensional games can be seen in a number of independent companies, since they are relatively easy to develop – however, their ease of development doesn’t mean that they are any less compelling. Games like Fez (which is at face value 2D but uses a unique 3D ‘shifting’ ability to solve puzzles) and Reus (in which you take on the role of a world deity), as well as a number of other independent games, utilize the two dimensions to their utmost.

Of course, 2D isn’t restricted primarily to independent gaming companies – Sid Meier’s Civilization series is one of the longest standing world empire games, which a number of incarnations (I believe we’re on 5 already?), and many casinos and online gaming websites also employ two-dimensional interfaces into their games. However, both online casinos, independents, and commercial programmers are aware that the graphics of a game always play second fiddle to how playable and entertaining a game is to the buyer. For nostalgia hunters like me, it’s a way to reconcile some of the more vapid “high graphic” games coming out these days. I’ll take fascinating character development over realism any day.

The Top 15 Horror Icons of Gaming

As an unabashed fan of horror in all its forms, I’ve always had a special place in my heart for horror gaming. While not as prolific a genre as certain other game types, when a horror game comes along that gets it right, it manages to be more effective and plain scarier than horror films or books could hope to be. Play horror games long enough, and you’ll see some serious shit.

Much like the world of horror films, gaming’s forays into the demonic have left it with a plethora of iconic characters. While its debatable if gaming has produced a character as iconic as say Freddy or Jason, the overall quality and effectiveness of gaming’s horror icons can go toe to toe with those from any other medium, and as Halloween approaches I think its time they got some well deserved attention.

One quick note regarding these selections. A character can be scary and iconic even if it isn’t in a pure horror game, meaning that not every character on this list is from a game that is traditionally classified as horror! With that disclaimer, I present my top 15 horror icons of gaming.

15. Creeper (Minecraft)

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Now you see why I highlighted that disclaimer don’t you?

Minecraft is not a strict horror game, but it does rely heavily on its survival elements, which are also vital to good horror experiences. As such, the first night you find yourself out in the wild, or trapped in a deep cavern are among the scariest moments in gaming. That’s a feeling that’s due in large part to the presence of a creeper, whose silent approach and explosive death have been the end of just about ever “Minecraft” player at some point. The only time you fear the creeper more than when it’s directly behind you, is when you aren’t seeing it at all. That’s a pretty good indication you’re a horror icon.

14. The Yeti (Ski Free)

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So, it’s the early 90’s and you’re playing “Ski Free” on your fancy new Windows computer. There you are enjoying a leisure ski adventure, marveling at the game’s technical majesty, when all of a sudden a giant friggin Yeti beelines at your skier and straight up eats them.

The brilliance of The Yeti stems from the fact you’re not expecting it. It has absolutely no business existing in a casual game like Ski Free, and not only terrifies you the first time you play it, but makes you live in dread of his coming on subsequent tries. You may escape the Yeti, but you’ll never be truly rid of him

13. Wallmasters (Legend of Zelda)

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I swear I’ll get to strict horror games at some point, but until then, I’ve got to give the Wallmaster its due.

Wallmaster…**** you. Not only are you the scariest creature in “Zelda” (giant dismembered hands are always scary) but you are the most frustrating as well. Whereas most servants of Ganon are satisfied merely murdering the young adventurer Link, you find your perverse pleasure in picking him up like a broken toy, and tossing him back to the beginning of a dungeon, making you something of an in-game troll as well as a giant hand. For being the cause of more high pitched screams and broken controllers than anything else in the Zelda series, I salute you.

12. Alma (F.E.A.R.)

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You know what’s funny? “F.E.A.R.” isn’t really that scary of a series overall, and the whole “creepy little girl” thing was already getting kind of played out by the time Alma reared her freaky little head.

It’s the fact Alma managed to be so memorable in spite of those limitations, that gets her on this list. Remove Alma from “F.E.A.R.” and you’re left with a mostly generic shooter that would have been forgotten much sooner than it has been. With her though, you have a game that manages to keep you constantly on your toes in anticipation for the next moment that she will come and just scare the crap out of you. It’s her presence that manages to change the entire atmosphere and dynamics of the game, meaning whenever she is on screen “F.E.A.R.” goes from a semi-competent shooter, to pretty damn good horror game.

11. The Fog (Silent Hill)

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You know those directors who say something along the lines of “We may have shot in New York, but the city was more like a character than a setting.”? The fog in “Silent Hill” is just like that.

Originally implemented to compensate for the Playsation’s lack of draw distance, the fog in “Silent Hill” makes the whole game about 90% scarier than it would have been otherwise. It not only conceals your enemies making you rely on vague radio signals that only loosely indicate where the danger is, but even makes moments of supposed calm uncomfortable, like the fog is slowly seeping in and strangling you. It might not actually be a monster (that’s actually debatable considering the plot) but it’s certainly an icon of horror gaming.

10. Scissorman (Clock Tower)

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The “Clock Tower” series may never get the love it deserves in the world of horror gaming, but it’s high time that Scissorman was paid the proper respect.

Designed and modeled largely after the more famous creatures of film horror, Scissorman is a slasher in the pure sense of the term. He creeps, he stalks, he wields an iconic weapon, and he usually chooses the most cinematic moments to pop out and scare the living hell out of you. His design and actions make him often feel like some sort of missing character from the glory days of the 80’s slasher, and to this day seeing even a still image of him can inspire dread and a morbid curiosity regarding who he is, and where the hell he got those giant bloody scissors.

9. Necromorphs (Dead Space)

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Aim for the head. If George Romero movies didn’t already get that simple message buried deep into your subconscious, the years of film and video games that preceded “Dead Space” and preached the same words probably did.

The Necromorph directly plays against that universal shooter rule, by making the limbs the weakspot. While that no doubt caused nearly every player to panic during the first few encounters, even when figuring out the trick to defeating them, their steady menacing pace and skills at playing dead never fail to cause you to shoot randomly in terror once in a while when one comes into sight. Also, unlike many horror creatures, discovering the origins and motivations of the necromorphs actually make them more terrifying. “Dead Space 1 & 2” (you heard me!) are the premiere horror games of this generation, and that’s due in large part to the terrifying contributions of the Necromorphs.

8. Deathclaw (Fallout)

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Despite not technically being a horror game, “Fallout” manages to be one of the most terrifying series ever made due to the unfiltered horrific vision of the nuclear apocalypse it portrays. There are atrocities in those games without equal, and the bleak and somber tones of the world they inhabit make them all the more intimidating.

Yet none of the horrors these games can throw at you compare to the Deathclaw. While their pants wetting visual design, incredible power, and simply unfair speed certainly help their iconic status, the biggest reason they’re so memorable is due to the design of the games themselves. Because of the open nature of “Fallout” the first time you encounter a Deathclaw, you are likely in no way prepared to defeat it, and can only watch in horror as it swarms on you with blinding speed, and an almost professional level of malice. Hell, even later in the game when you’re basically a destroyer of worlds, a pack of these bad boys can still make you pause in fear.

7. Poison Head Crabs (Half-Life)

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Sure headcrabs are mostly derivative of the face huggers from “Alien,” but that did absolutely to suppress the terror they inspired when making there debut in 1998’s “Half-Life,” and they’ve since arguably surpassed their terrestrial spiritual brethren in terms of notoriety.

That being said, I give the slight nod to their poisonous offshoot from “Half-Life 2.” Even though the Ravenholm section of that game was basically a detour into the horror genre, the only sections I’d really consider scary involved these little bastards, and their ability to bring the player’s health down to 1 instantly. Much like the Wallmaster, the poisonous headcrab is memorable not just because of the way it initially sends a jolt of fear through the player, but because of the way it can wreck your gaming experience.

6. Evil Otto (Berzerk)

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When you’re first name is Evil, you’ve got some pretty big horror expectations to live up to.

Otto has done just that, though over a career dedicated to outmaneuvering the players of “Berzerk” and coming upon them like the specter of death itself, all while sporting a permanent grin that only goes away when its blood lust is satisfied. “Berzkerk” has claimed actual lives, and while that’s medically been attributed to heart attacks caused by the flashing lights of the game, anyone who’s ever cringed upon hearing the garbled “Intruder Alert, Intruder Alert” message that preceeds the arrival of Evil Otto know he was the more likely culprit.

5. The Cherub (Doom)

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In general, when designing an effective horror character, it’s appreciated if some level of subtlety is applied either in the origins or design. With few exceptions, obvious attempts to scare are not acceptable.

Meet one of those exceptions. Is it a bit cheap from a design standpoint to just throw a deformed monster baby out there and call it a day? Perhaps. However, it’s impossible to deny that when a gang of these things come screeching at you (of course they screech) you’re first reaction is to back away towards the last known safe point while screaming your head off and firing a shotgun in every direction. For the most part, the frights in the Doom series are muted somewhat by the sheer amount of firepower available to you, but there is no weapon in the game (not even the fabled BFG) that makes you feel comfortable when surrounded by these bundles of terror.

4. The Witch (Left 4 Dead)

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Ah the Witch. What else is there to say about the Witch?

The Witch is like a landmine of pure terror. Even though you’re up against an army of some of the most horrifying creatures imaginable, it’s the one that can kill you before you can put up a fight that scares you the most. Landmines might not make a noise to alert you of their presence like the Witch does, but those lamentations actually make her more frightening as the moment you hear them, you’re suddenly seized with terror and the knowledge you might soon be dead. The Witch has gotten us all at some point, and the moment you fire a shot in the wrong direction, she’ll get you again.

3. Shodan (System Shock)

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Like many other horror gaming characters, Shodan borrows several characteristics from something in film (in this case “2001: A Space Odyssey’s” HAL 9000), but uses the interactive advantages of gaming to maker her own mark.

The antagonist of the “System Shock” series, Shodan’s defining moment would come in “System Shock 2” when after your character has survived an abandoned space ship full of horror, it is revealed that the lone survivor that was guiding you along is actually the evil A.I. Shodan, whose been using you for her own agenda. Long before “Bioshock” asked us “Would You Kindly,” “System Shock 2” showed us how a twist can be that much more effective when coupled with the feeling of betrayal. Only here it’s made even more effective by the presence of Shodan whose megalomaniac personality makes you feel appropriately small.

2. Nemesis (Resident Evil 3)

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The argument that “Resident Evil” is the biggest franchise in horror gaming is not a hard one to make, and of all of the terrors the series has lent to our nightmares (lickers, giant spiders, those damn zombie dogs) none are more memorable than the Nemesis.

Essentially the Terminator of the franchise, the Nemesis was built for no other purpose than to hunt and kill S.T.A.R.S. members. Not bound by many of the series previously established rules (he can enter doors!), the Nemesis is like a boss character you fight the entire game, though you never know when he will appear, and as such are rarely prepared to stand up to him. With his strong aversion to dying, the only pang of regret you’ll feel when he finally goes down for good, is when you realize that the “RE” series, and horror gaming, may never see his demonic equal.

1. Pyramid Head (Silent Hill 2)

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In a way it was disappointingly easy to name Pyramid Head number one.

While his iconic looks are the very embodiment of terror, and certainly make him stand out amongst the crowd, it’s not until you start learning more about the characters origins do you realize just how depraved it is. One of the more disturbing elements of the character, which is rarely seen in video games otherwise, is its underlying sexual themes, which are highly reminiscent of the terrifying cenobite demons from “Hellaraiser.” It’s an example of the many ways this character assaults your emotions on a primal level, and gets under your skin in a very real way.

I think that may just be the clearest reason Pyramid Head gets the top spot. While just about every other character on this list largely only unsettles you when you’re actually up against them in the game you’re playing, Pyramid Head is the only one that really sticks with long after, and is as terrifying when you’re merely considering him, as he is when you’re facing him in the game.

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.

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