Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts
Saturday, 10 December 2011
ALAN WAKE: American Nightmare VGA announcement trailer
Welp, guess we know what the next instalment of the Alan Wake series is all about. No longer named night springs apparently. I adored the first, beat it about 8 times last year so im sure i will get this too. Interesting that it features more about mr scratch, an idea in the first game many just dont even know was in their after they beat it. That and new kinds of taken.
All in all it looks like Alan Wake may actually be leaning more towards the survival horror influence of its roots than its action thriller ones.
So lets see how this pans out- and relates to a full retail 'second season',
Saturday, 19 March 2011
silent hill online?
whujuwha?....
http://kotaku.com/#!5783702/multiplayer-silent-hill-rumored-for-xbox-live
Konami might be working on a multiplayer xbla silent hill?
Adaption of the 2 player arcade schmup or a brand new resident evil outbreak style multiplayer?
Who knows but worth pointing out to dream about the possibilities.
http://kotaku.com/#!5783702/multiplayer-silent-hill-rumored-for-xbox-live
Konami might be working on a multiplayer xbla silent hill?
Adaption of the 2 player arcade schmup or a brand new resident evil outbreak style multiplayer?
Who knows but worth pointing out to dream about the possibilities.
Friday, 18 February 2011
Well its friday.
So by now you, along with the rest of the world should be aware of the announcement trailer for dead island not being, well, dead.
If you haven't heard of it before it was announced in '05 or '06 and was due in 2008, it had a trailer that has aged terribly. Both in terms of what the game was like and the style of videogame trailers (namely terrible heavy metal music and smash cuts to lots of red text every 9 seconds on a black background) and a couple of videos to advertise its still impressive 'multi layered damage system'.
Then it vanished. Like Duke Nukem Forever and Alan Wake most folks assumed it was dead. A project to ambitious to have seen fruition.
I was pretty surprised to hear an announcement trailer for the product had appeared and was doing the rounds. Even more so that so many people where gushing about it being one of the best trailers ever made for a videogame. So of course, being a horror fan and a filmmaker i had to check this out.
I was not disappointed.
Not only doe's that get me excited for the game but that is, from a technical standpoint, a superb piece of work. In less than 3 minutes with no dialogue we get a narrative about a family vacation that has gone as wrong as it could possibly go and it invokes genuine emotion in its audience.
Sure the choice of music and the focus on the girl is a bit of an obvious, guaranteed heartstring pull but still it remains bloody effective. -pun not intended.
As a videogames enthusiast i am excited for the game without seeing anything to do with how it plays, so it definitely did its desired job with me. As a filmmaker myself i am impressed by it. Personally i feel the edits of it in chronological order have a bit more emotional impact, but still it remains an impressive piece that is easily up there with gears of war's mad world trailer or resistance 3's 'on the rails' trailer as one of the best attempts to sell a videogame as something a little more meaningful than "Bro check it, you will totally be able to kill some dudes in this!". For that alone the creators of such trailers should be applauded.
If you haven't heard of it before it was announced in '05 or '06 and was due in 2008, it had a trailer that has aged terribly. Both in terms of what the game was like and the style of videogame trailers (namely terrible heavy metal music and smash cuts to lots of red text every 9 seconds on a black background) and a couple of videos to advertise its still impressive 'multi layered damage system'.
Then it vanished. Like Duke Nukem Forever and Alan Wake most folks assumed it was dead. A project to ambitious to have seen fruition.
I was pretty surprised to hear an announcement trailer for the product had appeared and was doing the rounds. Even more so that so many people where gushing about it being one of the best trailers ever made for a videogame. So of course, being a horror fan and a filmmaker i had to check this out.
I was not disappointed.
Not only doe's that get me excited for the game but that is, from a technical standpoint, a superb piece of work. In less than 3 minutes with no dialogue we get a narrative about a family vacation that has gone as wrong as it could possibly go and it invokes genuine emotion in its audience.
Sure the choice of music and the focus on the girl is a bit of an obvious, guaranteed heartstring pull but still it remains bloody effective. -pun not intended.
As a videogames enthusiast i am excited for the game without seeing anything to do with how it plays, so it definitely did its desired job with me. As a filmmaker myself i am impressed by it. Personally i feel the edits of it in chronological order have a bit more emotional impact, but still it remains an impressive piece that is easily up there with gears of war's mad world trailer or resistance 3's 'on the rails' trailer as one of the best attempts to sell a videogame as something a little more meaningful than "Bro check it, you will totally be able to kill some dudes in this!". For that alone the creators of such trailers should be applauded.
Tuesday, 14 September 2010
"So why don't people like Alan Wake?"
Before i put up my review for Alan Wake i thought this was note worthy to write about.
I had been following Alan Wake for about 6 or 7 year maybe and as such had a lot of prior knowledge about it before it's release. However many of my friends had barely heard of it before it came out earlier this year, and many of them had been put off by the lukewarm reviews.
Knowing these type of videogames were my forte' and i usually end up being the go to guy when they have a question like "what does X mean in silent hill?" or "how do i do blank in resident evil?" they all approached me with the same question: "What's the deal with Alan Wake's reviews?"
See anyone can tell paid reviews are... i don't want to say crooked, just skewed. for example Halo Reach is getting 10/10 scores, but still has plenty of criticisms in the reviews. That doesn't make sense. giving something an absolute perfect score. saying it cannot be any better and then listing off its faults? its why i dislike numerical grading. Grading is subjective and articles should impress an opinion of the experience, nothing more- but thats a debate for another time. Point being, people are giving an impression of the experience. A game could be excelling in all its points from a technical standpoint and yet still the review is always the written expression of the reviewers experience.
Which in the case of Alan Wake will often be marred by a pre-associated stigma in my opinion.
To be blunt, even with little knowledge of the games development, Alan Wake is an extreme case of 'what might have been'.
Let's go back to the beginning shall we?, It's the early 2000's and Remedy entertainment, creators of the critically acclaimed Max Payne series announce they are working on a 'dark survival horror game' according to a small blurb in the Official xbox 360 magazine. This naturally piqued my interest, i believe my ravings at the time involved "its my favorite genre made by the developers of my favorite shooter!" or something along those lines.
Keeping my ear to the ground i searched out what little tidbits of information i could find. This would be a long wait however as it would be nearly 7 years before i got my hands on the finished product (In which time i started attending and successfully graduated from college AND university), the product i eventually got was not what i had been so eagerly awaiting however.
The earliest premise i can recall- and forgive any possible inaccuracies, as i've said its been a long time since i first heard about the original version of Alan Wake,- was a 'dark survival horror-thriller' about a writer named Alan wake, a insomniac who's wife had left him and with it he lost his muse and his writing ability. She had recently disappeared at the start of the original story, Alan alone headed to the washington state costal town of Bright Falls for some much needed R&R. He beings writing a book filled with and fueled by his nightmares. However Alan soon finds out that when the sun goes down the idyllic town changes, his nightmares come to life and a group of men in yellow raincoats are hunting him down. 'They come for him at night, and light is his only ally'. The tone was different, This wasn't a gritty episodic thriller, the music was different the world seemed different to the finished product. Even Alan himself was different. Hell the very type of game was different.
What we were shown was a free roam sandbox game unlike anything that had came before it and in all honesty still has yet to appear at all. By day alan explored the countryside, the towns and farms and locale's of bright falls in search of clues as to what was going on. By night the world turned against him and Alan needed sleep. Using Coffee thermos' scattered around the world to stay 'A.Wake' (ba-dum-pish) he could find a safe haven, somewhere either secure or a place he could rig with traps to ward off the light sensitive 'dark townspeople' that were hunting him down when the sun fell. One early example being using a tripwire and a floodlight to light up a narrow hallway if the door to it was broken down.
Whilst this may seem vaguely reminiscent of the likes of dead rising, albeit on a much larger scale, back then this was a completely new thing. As the game progressed we saw new stuff being demo'ed to show how far this amazing game was coming along. There was nothing but good praise for it "it represents everything exciting about the future of video games" "most eye catching game of e3" "i literally could find no better looking game" ect, ect.
The last big thing was this tech demo for intel's at the time most impressive core for gaming rigs which at the time was jaw dropping.
Then? nothing. The game fell completely off the radar. spending a few years considered as vaporware that would remain only a legend that never saw the light of day. Which in a way wasn't too far from the truth. Most people forgot about the game and those that didn't only looked at it fondly as something that 'would have been cool' and just dismiss it for the next big game that was soon to come out. Almost to the point where Alan Wake was considered this generations Duke Nukem forever ,which at the time of writing i can't help but grin to myself about that.
Then finally three years ago Kotaku announces that Remedy has confirmed the project to still be in production but it has been "reworked" and the team are 'taking a break' to revitalize themselves for the "new" Alan Wake, leaving many wondering just what happened to the old one they spent the last four years working on.
Then there were rumors of a windows vista exclusivity which in fact would later turn out to be completely unfounded. Not only that but the game was not coming to pc at all, and was in fact an xbox 360 exclusive game now.
Which, needless to say, annoyed many and the next announcement annoyed as many, if not more and left many confused. The game we would be getting was not what we had been waiting for. We would now be getting a story heavy, strictly directed episodic game. Basically the final version you have probably all played by now.
The official line was that sandbox just didn't work to direct a heavy story which isn't strictly accurate for anyone who has played the likes of Grand Theft Auto 4 or red dead redemption- a game that was in development for 5 years and released on the same day as Alan Wake- and that the game was rebuilt from the ground up as a "dvd boxset of a tv series" in terms of structure style instead. Something tried a while back by Alone in the Dark and wasn't particularly well liked for the choice then.
Of course there were rumors as to why this stark change was made. Some said money, Many blamed Microsoft. The most common was the crisis of the time forcing many studios to close, Rare being the poster-child example at the time, and that making the game was simply proving too complex and expensive and so to save the project they reworked it into a smaller game the console could handle. With lead by the hand directed pathways between set pieces, isolated by steep drops or high fences, to keep the player on track through small cross sections cut out of the ghost of the former, much grander world.
-and therein lies the problem.
What we see is good, great even (but wait for my review for that), however this is always damped by the ever constant looming, weighty shadow of what might have been this sense that no matter how good the product we receive is it still remains only a hurried cobbling together of parts from a far grander work to save a project from failure and that remedy had no problem releasing a neutered bare basics pale imitation of the original, eagerly demanded game was proposed to be.
Now this does not mean the game we have is bad. at all. It does mean however that if the reviewer has been following the products creation for its entirety there opinion can be very harshly skewed by said feelings of being handed a half hearted, uninspired product only put out to recompense the developers on there losses.
At the end of the day though it is just as likely as any negative possibility that one day the developers just went "you know what, this isn't working out as what we want" and took it back to the drawing board. Which is absolutely okay and there is nothing wrong with such a decision. The most famous of which being the complete redesign of resident evil 2 long into its development cycle- and the series' 4th installment too now that i think about it.
Yet no matter how great resident evil 2 was, we always want to see the "resident evil 1.5" that might have been (which is actually possible- more on that at another time), the scrapped version could be absolutely terrible, full of ideas that seem great but utterly fail. However the fact that there is a version we will never play has an air of mystery and revealing of the 'man behind the curtain' to it in equal measure.
We feel something is kept from us that may be just as good, if not better, than what we paid our hard earned money for. At the same time it just shows the developers are more than a logo on the case. They are human. They can make mistakes, bad design choices and can also have the good fortune to perceive these problems and take more time out of there own lives to improve on it till they feel it is ready for you, the audience. Still this ability to fail can inspire a lack of confidence and make us more, if not overly, critical of faults in the final product and judge it on "what could have been" instead of the faults and merits of the stand alone shipped retail product which is all a review should ever do. Honestly i think there are very few reviews for it that don't have a little bit of that sentiment to the final opinions on the critiques of the game and i have had to think really hard before finishing my review if i am letting my prior knowledge alter my opinion. At the end of the day i managed to write a review for Alan Wake, the game remedy worked damn hard for you on for a long, long time and write about the game, without wondering about the game we could have gotten.
For at the end of the day this is what Remedy had the pride to put there name on and ship with confidence that it represents the best they could do with the project. Sure things could have been better if things had been done a different way, if it stayed on the pc as well. At the end of the day this is what we received and can only judge it as such. Still i'm sure for many reviewers this has proved hard to do and i don't blame them. I don't think it means you should dismiss the reviews, i just hope i made some sense with this lengthy diatribe and you see what i mean or at least made some sense out of this wall of text in which i have tried to express my opinion some of the overly, an seemingly unneeded, harsh criticisms you have seen and emailed me about.
-and most of all, as usual, thanks for taking the time to read and i hope you found it interesting as always.
I had been following Alan Wake for about 6 or 7 year maybe and as such had a lot of prior knowledge about it before it's release. However many of my friends had barely heard of it before it came out earlier this year, and many of them had been put off by the lukewarm reviews.
Knowing these type of videogames were my forte' and i usually end up being the go to guy when they have a question like "what does X mean in silent hill?" or "how do i do blank in resident evil?" they all approached me with the same question: "What's the deal with Alan Wake's reviews?"
See anyone can tell paid reviews are... i don't want to say crooked, just skewed. for example Halo Reach is getting 10/10 scores, but still has plenty of criticisms in the reviews. That doesn't make sense. giving something an absolute perfect score. saying it cannot be any better and then listing off its faults? its why i dislike numerical grading. Grading is subjective and articles should impress an opinion of the experience, nothing more- but thats a debate for another time. Point being, people are giving an impression of the experience. A game could be excelling in all its points from a technical standpoint and yet still the review is always the written expression of the reviewers experience.
Which in the case of Alan Wake will often be marred by a pre-associated stigma in my opinion.
To be blunt, even with little knowledge of the games development, Alan Wake is an extreme case of 'what might have been'.
Let's go back to the beginning shall we?, It's the early 2000's and Remedy entertainment, creators of the critically acclaimed Max Payne series announce they are working on a 'dark survival horror game' according to a small blurb in the Official xbox 360 magazine. This naturally piqued my interest, i believe my ravings at the time involved "its my favorite genre made by the developers of my favorite shooter!" or something along those lines.
Keeping my ear to the ground i searched out what little tidbits of information i could find. This would be a long wait however as it would be nearly 7 years before i got my hands on the finished product (In which time i started attending and successfully graduated from college AND university), the product i eventually got was not what i had been so eagerly awaiting however.
The earliest premise i can recall- and forgive any possible inaccuracies, as i've said its been a long time since i first heard about the original version of Alan Wake,- was a 'dark survival horror-thriller' about a writer named Alan wake, a insomniac who's wife had left him and with it he lost his muse and his writing ability. She had recently disappeared at the start of the original story, Alan alone headed to the washington state costal town of Bright Falls for some much needed R&R. He beings writing a book filled with and fueled by his nightmares. However Alan soon finds out that when the sun goes down the idyllic town changes, his nightmares come to life and a group of men in yellow raincoats are hunting him down. 'They come for him at night, and light is his only ally'. The tone was different, This wasn't a gritty episodic thriller, the music was different the world seemed different to the finished product. Even Alan himself was different. Hell the very type of game was different.
What we were shown was a free roam sandbox game unlike anything that had came before it and in all honesty still has yet to appear at all. By day alan explored the countryside, the towns and farms and locale's of bright falls in search of clues as to what was going on. By night the world turned against him and Alan needed sleep. Using Coffee thermos' scattered around the world to stay 'A.Wake' (ba-dum-pish) he could find a safe haven, somewhere either secure or a place he could rig with traps to ward off the light sensitive 'dark townspeople' that were hunting him down when the sun fell. One early example being using a tripwire and a floodlight to light up a narrow hallway if the door to it was broken down.
Whilst this may seem vaguely reminiscent of the likes of dead rising, albeit on a much larger scale, back then this was a completely new thing. As the game progressed we saw new stuff being demo'ed to show how far this amazing game was coming along. There was nothing but good praise for it "it represents everything exciting about the future of video games" "most eye catching game of e3" "i literally could find no better looking game" ect, ect.
The last big thing was this tech demo for intel's at the time most impressive core for gaming rigs which at the time was jaw dropping.
Then? nothing. The game fell completely off the radar. spending a few years considered as vaporware that would remain only a legend that never saw the light of day. Which in a way wasn't too far from the truth. Most people forgot about the game and those that didn't only looked at it fondly as something that 'would have been cool' and just dismiss it for the next big game that was soon to come out. Almost to the point where Alan Wake was considered this generations Duke Nukem forever ,which at the time of writing i can't help but grin to myself about that.
Then finally three years ago Kotaku announces that Remedy has confirmed the project to still be in production but it has been "reworked" and the team are 'taking a break' to revitalize themselves for the "new" Alan Wake, leaving many wondering just what happened to the old one they spent the last four years working on.
Then there were rumors of a windows vista exclusivity which in fact would later turn out to be completely unfounded. Not only that but the game was not coming to pc at all, and was in fact an xbox 360 exclusive game now.
Which, needless to say, annoyed many and the next announcement annoyed as many, if not more and left many confused. The game we would be getting was not what we had been waiting for. We would now be getting a story heavy, strictly directed episodic game. Basically the final version you have probably all played by now.
The official line was that sandbox just didn't work to direct a heavy story which isn't strictly accurate for anyone who has played the likes of Grand Theft Auto 4 or red dead redemption- a game that was in development for 5 years and released on the same day as Alan Wake- and that the game was rebuilt from the ground up as a "dvd boxset of a tv series" in terms of structure style instead. Something tried a while back by Alone in the Dark and wasn't particularly well liked for the choice then.
Of course there were rumors as to why this stark change was made. Some said money, Many blamed Microsoft. The most common was the crisis of the time forcing many studios to close, Rare being the poster-child example at the time, and that making the game was simply proving too complex and expensive and so to save the project they reworked it into a smaller game the console could handle. With lead by the hand directed pathways between set pieces, isolated by steep drops or high fences, to keep the player on track through small cross sections cut out of the ghost of the former, much grander world.
-and therein lies the problem.
What we see is good, great even (but wait for my review for that), however this is always damped by the ever constant looming, weighty shadow of what might have been this sense that no matter how good the product we receive is it still remains only a hurried cobbling together of parts from a far grander work to save a project from failure and that remedy had no problem releasing a neutered bare basics pale imitation of the original, eagerly demanded game was proposed to be.
Now this does not mean the game we have is bad. at all. It does mean however that if the reviewer has been following the products creation for its entirety there opinion can be very harshly skewed by said feelings of being handed a half hearted, uninspired product only put out to recompense the developers on there losses.
At the end of the day though it is just as likely as any negative possibility that one day the developers just went "you know what, this isn't working out as what we want" and took it back to the drawing board. Which is absolutely okay and there is nothing wrong with such a decision. The most famous of which being the complete redesign of resident evil 2 long into its development cycle- and the series' 4th installment too now that i think about it.
Yet no matter how great resident evil 2 was, we always want to see the "resident evil 1.5" that might have been (which is actually possible- more on that at another time), the scrapped version could be absolutely terrible, full of ideas that seem great but utterly fail. However the fact that there is a version we will never play has an air of mystery and revealing of the 'man behind the curtain' to it in equal measure.
We feel something is kept from us that may be just as good, if not better, than what we paid our hard earned money for. At the same time it just shows the developers are more than a logo on the case. They are human. They can make mistakes, bad design choices and can also have the good fortune to perceive these problems and take more time out of there own lives to improve on it till they feel it is ready for you, the audience. Still this ability to fail can inspire a lack of confidence and make us more, if not overly, critical of faults in the final product and judge it on "what could have been" instead of the faults and merits of the stand alone shipped retail product which is all a review should ever do. Honestly i think there are very few reviews for it that don't have a little bit of that sentiment to the final opinions on the critiques of the game and i have had to think really hard before finishing my review if i am letting my prior knowledge alter my opinion. At the end of the day i managed to write a review for Alan Wake, the game remedy worked damn hard for you on for a long, long time and write about the game, without wondering about the game we could have gotten.
For at the end of the day this is what Remedy had the pride to put there name on and ship with confidence that it represents the best they could do with the project. Sure things could have been better if things had been done a different way, if it stayed on the pc as well. At the end of the day this is what we received and can only judge it as such. Still i'm sure for many reviewers this has proved hard to do and i don't blame them. I don't think it means you should dismiss the reviews, i just hope i made some sense with this lengthy diatribe and you see what i mean or at least made some sense out of this wall of text in which i have tried to express my opinion some of the overly, an seemingly unneeded, harsh criticisms you have seen and emailed me about.
-and most of all, as usual, thanks for taking the time to read and i hope you found it interesting as always.
Friday, 30 July 2010
I caved.
Thursday, 27 November 2008
Valve put up left 4 dead "movie" posters in online store.

So have a gander's, gentle horror loving folken, at the latest addition to the valve store. For those yet to play it each of the 4 stories in left 4 deads campaign mode has a fake movie poster for its loading screen at the start, listing each gamertag in the credits as each respective character they are playing. Now you can grab these from valves online store to go with your companion cube t shirt and lifesize headcrab. at 15 bucks for all 4 im very tempted, but for all i know ordering 4 pieces of paper form the states could cost an additional 10 to 35 bucks in postage costs.
Still, cool thing to frame and put in the studio at least.
-Oh, and rather than get all fanboy...ey and rave about it right after release im holding off on my left 4 dead review till ive played every mode to death.
EDIT- that would have been a good intentional pun to end on wouldn't it?, just a fluke i assure you.
Labels:
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Tuesday, 28 October 2008
Dead Space: The Review

Developer: EA redwood studios
Publisher: EA
Platforms: Xbox 360, Playstation 3, PC
Released: October 24th 2008
Genre: 3rd person sci-fi shooter/ survival horror
So its 3:24am and ive JUST finished dead space. i was really excited about this, which was confusing because ea hasn't made a good game since oddworld strangers wrath in my opinion. so after couple-a-hour stints is it the next big thing in survival horror?
Honestly? no.
and for once I'm disappointed to admit it.
I read the comics, did all the puzzles on the site, read all this lore voraciously, i had to know what the plot and back story was. All of that i loved, and don't get me wrong, i love dead space too. but its just a clone of resident evil 4.
So if you don't know already (and if you don't your mother and i are very disappointed in you young man), you play Issac Clarke. An engineer on a small ship investigating a distress signal coming from a dead, silent, drifting hulk of a mining ship the usg ishimura. unfortunately they get trapped there and they find out that, whilst the crews dead, the atmosphere certainly isn't.
cheesy i know but it works.
anyway i cant say much, but what i can say is the story can be wrapped up in 5 minutes, theres a good minute long interesting scene every few hours but all in all i finished the game wanting to know more, not in a sequel, but in back story. i needed it to be explained to me in a more concise and plain way.
Though this is a successful new ip so you know ea is gonna bleed it dry so i expect ill read a novel about it some time in 2009.
-Plus there is an animated feature film that tells the prequel story, so i guess youve gotta buy that to get the full experience.
bad e.a.
Game play wise its pretty much resident evil 4. remember playing silent hill or resident evil first and then the other and going "hang on, the controls are exactly the same". this is just like that nostalgic 1998 feeling, whether its good or bad i don't know but there we are.
The merchant is replaced by a machine, but you still get loot and ammo from enemies, which you can then use to buy new guns and upgrade them and stuff. but like resi 4 you cant upgrade it all in one play through. theres logs, over the right shoulder aiming. in fact its pretty much resident evil 4 with a new skin.
though thankfully they've got none of those damn quicktime events. everything, including being dragged by a tentacle across a room and having to shoot its week points to escape is real time relying on you, not pressing a a lot.
unfortunately i was drawn in with comparisons to bioshock. lets be clear. - THIS IS NOT BIOSHOCK. this is resident evil 4 by a mile between the two games. the problem with that is that the ishimura has no character, if you go in expecting rapture type world that's full of character you in for a disappointment. instead you get something more akin to the mars base from doom 3.
-anyway I'm going off on a tangent here, but the point is, rapture felt like it had a history, like you'd joined a game halfway through the worlds narrative. but in dead space all you've got is a blue line leading you in form an airlock to set pieces which seem to have been waiting for you.
Which neat leads me to the fact that this is not open ended, its funneling you down a path half life 2 style. only with back tracking for the final 3rd. it lacks character, you go here, do something, get told to go to the next point and follow the path. Which is lame but how its done is neat. issac uses , when clicking the right thumbstick, a hologram that beams along the ground to your next destination. in theory its really disappointing but its cool and different.
Speaking of which. theres no hud, well there is, but it not in your face. issacs spine is his hp bar, he gets a holographic inventory and display above weapons for ammo. its real time and immersive but unlike alone in the dark its not adding to the fear its just a neat factor.
overall i got used to the hud instantly, you can still pause, but it just feels like an interactive movie at some points.
only trouble is its less aliens and more jason x.
to sum up the controls its responsive and easy to use, but its overcomplicated by combos. left trigger plus x is stasis freeze, x alone is health packs, which is a poor choice when you might need to freeze a fast enemy, and use your last health pack by mistake and then get badly hurt because you didn't freeze it in time and have no health pack.
However, i can ignore most faults because of the dismemberment system, i got used to so much shooting out legs and arms off that i tried another game in the same vein and kept missing headshots because i aimed for the joints.
its fun, but its never implemented any more than you see in the first fight and it had more potential i think.
You can also upgrade weapons with a system reminiscent of the sphere grid from final fantasy x. you gain power cores across grids to upgrade the powers of your suits and weapons. its a nice touch but unlike resi 4 you may have to level up two blank spaces before you can gain any actual power ups.
Graphics wise space is beautiful. an orange ether permeates the sky and rainstorms of meteors flow past like a stream. However inside its, well, like i said, its doom 3 all over again. its not very easy on the eyes, theres jagged edges were there should be smooth surfaces, edges are grainy and cloudy and the colour pallet was uninspired. Again I'm going to compare it to rapture, but also the starting areas of resident evil 4, either Spanish woodlands or the art deco of fort frolic and its just bland in comparison to either. the game lacks character. the hero is iconic, but the levels and creatures leave a lot to be desired. it never detracts from the gameplay though, i had a blast. but in retrospect i think "yeah, at the time i didnt notice it but-", and im getting this a lot as i write this review. i enjoyed myself, but i can pick so many nits with this game. though possibly i am just being biased due to my poor previous experiences with ea?
Sound wise i was really disappointed, its poor and buggy and all in all annoying at times. there can be a creature in the next room but its so close to the door that tension building music is playing. but i would just be browsing the wares in the store and i noticed that after 30 seconds it stops instantly and then restarts. i cant think of that many items but i can say that its barely even ambiance, they couldn't feasibly release a soundtrack to this like obscure or alone in the dark.
i could go on about the factors that bugged me, but these faults, though they number in the good dozen or so, never mess with the experience, because honestly its the scariest game Ive played in a long long time. which surprised me. though like many games this does lessen as the game goes on but all in all i enjoyed it, it inst very good in the grand scheme of things but for 10 hours of horror gameplay id say its worth a rental but a full purchase buy?..... maybe, for once I'm indecisive, some of you will love it and disagree with me, saying I'm too harsh, others will hate it and say I'm too lenient but id say give it a try.
on one hand you will have a great time, on the other you will not care about it at all 1 year from now.
so i give it a loose-
SCORE: [6/10]
SCARE FACTOR: [8/10]
Tuesday, 21 October 2008
Remedy wakes up from slumber to release new trailer
Too cheesy?, yeah i thought so too, but im lost for good titles right now , gimme a break!
anyhoo, horror fans prepare to go nuts for the new alan wake trailer!, 'nuff said.
Monday, 20 October 2008
Bioshock 2: Sea of dreams PS3 easter egg trailer
A little late on the uptake i know, but i think ive got it.
So theres a lot of speculation on this, and my first thought was rapture rising from the sea, but i think ive got it now.
The girl is one of the little sisters, now in her teens, that jack saved from rapture in the good ending. only instead of living normal lives like the others she went all "carrie" and has similar plasmid abilities to jack and the splicers. maybe jack made the big daddy doll to give her something familiar to attach to when she was little and now its bringing back these long blacked out memories or rapture and she is unconsciously shaping the sand behind her to the images in her head as she looks out at the sea.
Perhaps it doesn't even take place on rapture, and this is just the catalyst for it, im definitley getting a carrie/ring vibe of the girl, but only time will tell. aside from a terrible endgame boss bioshock was almost perfect, maybe it could have used some more period music but the art deco style just captured my imagination. So needless to say i cant wait for this.
But seriously folks, the trailer, whats your speculation about it?
Labels:
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Tuesday, 14 October 2008
On the topic of homcoming
Now since pj doody was kind enough to give me an interview for the site ive gotten about 200 emails if i knew when it would come out in Europe. also comments on here, pms to my xbox account, i was once even asked in a game of lone wolves in halo 3!
well i asked pj because a lot of people are getting different dates , most commonly october 30th and november 13th, he was a great guy and asked about it and its still sketchy but apprently no we in the uk and europe cant expect it this month, im guessing novembers 2nd or 3rd week. so it doesn't have fable or dead space or the like to compete with. but that just a guess on my part.
not to exact i know, but please, enough wit ze emailzzzzz!!!
Thursday, 9 October 2008
The Suffering: The Review (or: "How Danny got back in the saddle")

Publisher: Midway games
Platforms: PS2, XBOX, Pc
Release: July 30th 2004
Genre: Third person shooter with psychological horror themes.
So a few posts back i posted a link were midway had, very surprisingly, put this game up for a free download. Being a horror nut (go figure) and the fact ive yet to see an xbox copy in stores i spent a good 6 hours on my poor connection downloading this. So yesterday i finally sat down to play it.
I'll then stood up after that "brief session" to find several hours had passed and i had finished the entire game.
So i guess i liked it, i think.
The game beings with the eyerollingly named protagonist "torque" (no, really) being admitted into carnate island penitentiary for the murder of his wife and children. Wouldn't you know it however that as soon as the locks bolt shut everything goes all "silent hill" on the islands population.
Now, do you remember the prison level from ghost hunter?, well this is it, albeit in a much more free roaming sense. from the off set your never given any clues theres maps and such but your not even told what button you use to see them. your just given a knife and told "heres the open cell door, escape!". Now this i really liked, i had no idea were i was, what i was looking for. i just fought my way through the demons filling up the prison and explored the blocks and tried to find a narrative in there. somewhere.
To be honest i dont know if this was intentional or bad design but i couldnt help but think it would make a good level in left 4 dead with 4 players stranded around this island trying to find a way off.
The level design is nice, albiet bland in parts. and sometimes the textures are apt to dissapear for sod all reason. really on the whole it feels so much like an incomplete test level from another game i cant place my finger on. the island has a mental institution, a WWII amy barracks, a beached slave trade ship and a graveyard of witch trial victims to name a few. i know ive played something like this before. its neat to explore but i cant escape this nagging feeling ive played something just like this before.
please leave a comment if you can think of he game im thinking of as this is bugging the crap out of me.
-anyway. music wise it not very good, just cheap screeching noises with flashes of gore to make use of those tired "jump" scares.
Control wise its not bad, but i find myself closing the program instead of opening doors because of poor placement on the keyboard at default (im not a pc gamer), sometimes the character, after a checkpoint starts constantly running to the left or right even when the keyboard is removed from the computer. I could go on but to sum it up its fun , to a point, it has faults.
This isn't really a long or in depth review, i think thats quite an apt analogy of the game itself, This game is like buffy the vampire slayer, or ghosthunter. A third person horror game that never feels like your in a world, like fable or resident evil 2. You are always conscious that this is an enclosed little area, like setting out pieces on a pre set puzzle board. Thats not to say it isn't fun. i had a relatively good experience playing this, going crazy with a shotgun running towards 2 done screeching terrors from beyond.
Is it worth getting?, its free, so of course. would i pay full price on release when this came out?, no. its an interesting gameplay experience, but in no way is it memorable, there are few scares, the story is ranging from inconsistent to none existent and it just needed more rounding off before release. For example, you can have prisoners or guards team up with you, but they can suddenly stop following you for no reason, disappear, or just get locked behind a door thats pre set to forever close after you enter it.
Honestly i can go on but these little faults allow for no mental interaction. its more of a mindless shooter with horrific imagery over a true survival horror. not once did i believe torque, who could turn into a bloody giant monster with a sword for an arm for gods sake!, was not going to make it through this without a scratch. To be blunt you just dont give a crap about him.
I know this review is inconsistent. but thats the game in one, its hard to define. can i recommend you will enjoy it for a gameplay session o two?, yes, its a free game that i can recommend. but is it worth your time as much as ghost hunter or obscure, let alone resident evil or silent hill?, no, honestly its not.
SCORE [7/10]
SCARE FACTOR [2/10]
Wednesday, 24 September 2008
Hasn't this guy died twice already?, at least twice?
The picture speaks for itself.


Yes, thats the one, the only, Ultimate B-movie bastard/ once leader of S.T.A.R.S for raccoon city mr Albert Wesker. Finally something of note worth posting, see a lot of stuff i hold off on since other more high profile sites focus on the same thing, but ive gotta give my five cents on this.
Ive always liked wesker, he was a double agent, so the "twist" was actually logical since he turned on chris and jill in resident evil. most games in this genre would have him turn out to be a secret relative or something like that yknow? hes never been blown up the way, say, sephiroth has been in the gaming community, yet hes easily more dangerous than he tyrants or possibly the nemesis. no matter how many times you kill him he keeps coming back, and given resident evils b movie inspired origins thats why hes such a great bad guy.
Just one more reason to look foreward to this game, though it kinda solves the mystery of how las plagas parasites turned up in arica huh?
DAMN YOUSE ADA WONG!!!
Wednesday, 10 September 2008
There WILL be a left 4 dead demo coming for the xbox and pc.
So make with the clicky-clicky here For the info about it. its been confirmed for co-op play too.
Now this bugs me a little.
Its what?, 4 or 5 different areas? in total?, im not sure how this demo is going to come about myself. You can give the player a level to try, like the city one weve seen a lot of, and whilst the a.i and director engine will make every demo experience different, by the time the levels over they will have experienced a 5th or a quarter of what the game has to offer.
maybe it will be in one barricaded building and one stand off to survive or just a set 15 minutes of gameplay which pisses me off. but its a good way to give you enough.
honestly i dont know, but im a long time fan of zombie films, novels and games so im sold from the first minute after i heard the premise, but this doesn't seem like a demo-able game to me.
Tuesday, 22 July 2008
-On that topic
Time for a recap on alan wake.
So there's the two trailers again. Im imagining that if you've not heard of alan wake, but being a horror games fan visiting my humble little site that your excited now?
yeah, i thought as much.
In some ways the graphics are showing there age a little, compared to alone in the dark, but the thing is this is early build footage from YEARS ago.
its really been that long. for those who dont remember or are new to wake. The game is about a struggling writer who is grieving for a lost loved one and heads to the town of bright falls to clear his head and find the peace he needs to right his new novel.
its all very stephen king and i dig that.
The enemies are wakes nightmares made flesh, there only weakness being the light, so they only attack wake at night.
so when alan sleeps he has to set traps, like a trip wire that sets off a lamp flooding a hallway with lamp to ward off the raincoat phantoms.
though they can break the lamp and stuff so youve really gotta think carefully.
the weather ranges from sunny, windswept or rainy to thunder storms or full blown, terrain destroying tornadoes.
i could go on and on but this really is a must own game for any 360 owner, horror fan or not.
Wake up!
So there's been a rumor doing the rounds that Alan Wake, my most anticipated horror game yet to be released, from the creators of the pieces of art that is the max payne series were going to finally show some new information about wake at the 2008 Tokyo game show (http://tgs.cesa.or.jp/english/) and for those not in the know, there hasn't been any major wake news since the bloody jaw dropping weather engine tech demo which was staggering in its grandeur.
... Unfortunately these rumors have been quashed by the site bright falls.net a very reliable fan site for news on alan wake. Apparently this is VERY old news from last years tgs event.
Well im disappointed now, but to be honest the longer remedy works on improving it the happier i will be. so take your time remedy, i know it'll be bloody brilliant regardless.
and include an address unknown easter egg!
Friday, 11 July 2008
Monter Madness: The Battle for Suburbia - The Review

Developer: Artificial Studios/ Immersion Games
Platforms: Xbox 360, PC, (Soon to see a PS3 release as monster madness: grave danger)
Released: June 28th 2007
Genre: Arcade horror shoot-em-up
.....I know, i know. you screaming "Danny, what'chu been smokin', this aint no horror game!!1!oneone!".
Well if you look back at my early posts i said i was blogging on my passion for horror themed games. They don't have to be inherently scary. This falls into the category. Its not scary, but horror fans will most definitely dig it.
Basically i bought this dirt cheap for £5 in gamestation, my usual bargain haunt. It looked interesting enough to hold my attention, a gauntlet style romp through a suburban setting in the middle of a zombie outbreak. How could i not like that?
So basically its gauntlet meets zombies ate my neighbors, a lucas arts classic on them thar early consoles. you run around, with 3 or 4 dozen zombies around you and you have dual nail guns.
Danny like.
Its mindless carnage, and the live multiplayer is just as good. The soundtrack and overall art direction is nice, but nothing memorable. The characters are cliche' the nerd, the slacker, the prissy cheerleader and the goth girl. but there meant to be so its all fine and dandy with me.
From start to finish its a homage to all the good old horror flicks of yesteryear and i really enjoyed it, the controls are simple, if a little buggy in the vehicles (including giant mechs i shit you not).
Overall its a simple, but lengthy game, and i can only criticize its lack of co-op gameplay on xbox live, whilst this is being done in the upcoming playstation 3 release, a patch for the 360 version would be most welcome.
SCORE [6/10]
SCARE FACTOR [0/10]
Thursday, 19 June 2008
Project Zero 2: Crimson Butterfly DIRECTORS CUT - The Review

Developer: Temco
Publisher: Temco
Realeased: April 29th, 2004
Platforms: Ps2, Xbox (backwards compatible on xbox 360)
Genre: Survival Horror
So right off the bat regulars will know im a big fatal frame fan, and today i finally finished the second game in the series "Crimson Butterfly", so my thoughts?
I bloody love it, heres why.
The game opens and introduces you to twin sisters Mio and Mayu. They are visiting a woodland they used to explore when they were children, and were mayu suffered a permanent leg injury, before the land gets flooded by the construction of an artificial dam. As they sit reminiscing about the past Mio snaps back to reality to find Mayu has wandered off. In the distance Mio can just make out Mayu following something into the deeper woods.
A crimson butterfly.
As Mayu follows her sister the sky darkens, buildings can be made out in the distance and people can be heard chanting.
And more butterfly's.
When Mio finally catches up to Mayu they are on a hill, by a shrine, overlooking a long since abandoned village, hidden for decades in the mountains of the regions.
Getting bad vibes they turn to leave, only to find the path has gone, so with no alternative route, given Mayu's bad leg, the sisters head into town.
At first the town seems dead, and it is, but it is by no means restful as they soon find out. "All gods village" has been in the same perpetual night for decades and the mad ghosts of the people who have died there roam the streets and homes, all with ill intent to use the sisters as part of there "ritual".....
So as you can imagine the plot kept me enthralled, its a story of loss, love, the nature of siblings and there responsibilities and it just never lets up, its like a cool mountain stream. It looks quite, simple, pretty, but try as you might you cant stop its progress, its a simple but powerful narrative ill spoil no further, but the endings a good one.
Gameplay wise its very much the same kettle of fish as the first fatal frame game, albeit with everything improved. the controls are responsive, well balanced and thought out, my only gripe being that, given the fixed nature of the static cameras in the game you can run up one corridor ,then ,given a reversed angle, start running back down it again without changing the analogue stick around.
Not a big problem, but worth a grumbling mention.
The sound is of the "less is more" variety, and its masterfully done, like bells, crunching gravel or creaking boards, rotten with age and neglect, all add to the mise-en-scene of each chapter and aside form the games theme played in the credits there's little music to speak of. But that only makes what there is have that much more powerful an impact.
Graphically its been given an upgrade for the xbox and it really shows, the characters are all memorable, there's like 50 different types of enemy in the game, which compared to resident evil or silent hill is a feat in and of itself, and overall its a great looking game, but that alone is not a note worthy thing.
I really must express to you the art direction of this game. its aesthetic, a grainy series of browns and blacks and general dark color palettes, are juxtaposed by the rich reds in the game every now and then. This contrast is a fantastic choice of design in terms of setting a mood, and giving the game a character which makes the predecessor pale in comparison to.
The pale girls, dressed in blacks and browns, in a shadowy forest, swarmed with the titular ,phosperecent, Crimson Butterflies is a powerful and memorable image.
Overall this is not your generic survival horror, this is something very special that only comes around every so often. Its an art house styled horror game, its psychological, thought provoking and terrifying all at the same time.
This Is , in my opinion, tied with Silent Hill 2 for the title of greatest Survival horror game in the genre. This game is an achievement in a world of mindless shooters and sex appeal over story.
If you are a survival horror fan you owe it to yourself to play this game.
[10/10]
Labels:
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Wednesday, 18 June 2008
Buffy The Vampire Slayer: Chaos Bleeds - The Review

Publishers: Vivendi
Platforms: Gamecube, Xbox, PS2
Released: August 27th, 2003
Genre: Horror themed beat-em-up/ Action adventure
Now i must admit, the time of Buffy has passed somewhat. I don't get into the reruns as much as i used to, but its always going to have some appeal for me, as Buffy the vampire slayer was one of THE key shows the springs to mind when i reminisce about my childhood viewing habits.
So i wasn't that jazzed to get into this one, but it was £2 so what the hell?, i gave it a spin.
The game opens literally dropping you into the middle of a fight. Giles' shop ," The Magic Box" is under assault from a gang of vampires. The task falls to the player to rid the store of these undead gatecrashers. Only a change has been made since the first one. Your not alone anymore.
Not only can you play as the titular Buffy summers, but now you are joined by the rest of the scooby's. You can fight using magic with Willow Rosenberg. Use vampiric strength with Spike. The Monster hunting skills of Sid the dummy. Faiths slayer strength.
and Xander harris, with the power of comic timing!

So each has different skills for you to use. Unfortunately you have no choice in which to play as, which would have added a nice multiple route ,puzzle solving aspect. Though this is because each characters location and motivations is intrinsic to the games plot.
To sum it up without spoilers, Buffys enemies are returning from the dead, alternate realities are "bleeding" into one another. Then wouldja believe its up to her to save the world?
So, game play. For the most part this is a fun, albeit flawed, beat-em-up engine. You use block, punch and kick (or in willows case energy or fire) to create combos with varying degrees of eviserating capabilities. Its fun, but its far to easy to get stuck in a combo by accident and punch yourself a path right past the enemy. then get knocked down by then and have ten bells of shit beat out of you for the transgression. Honestly, i know this was 5 years ago now, but i would have still kept this back a few more weeks to iron out some of the combat problems.
Story wise its basically a typical joss whedon creation. unique dialogue compared to most 3rd person games in the same vein. Though i must admit whedons "witty one liners" for characters, most noteably buffy and xander, have grown incredibly tired and stale since the first season of buffy.
I should point out that this is set between 2 episodes of season 5, just a while after joyce summers has died. overall the story has good dialogue, but the main plot itself seems like a straight up budget title, point being you could skip every cutscene and still play happily.
Music wise its the exact same stuff from the first game, granted i havent played it in a good few years now, but im quite sure that its the exact soundtrack that played through the first one. it still works, dont get me wrong, each scene is well set by it. it just sems cheap is all.
now i feel i should mention ,before i get to graphics, that this is a "monther" game.
What do i mean by "monther?" you ask?
a Monther is a game were you will breeze through 2 hours of gameplay and get to a point were you will be inexplicably stuck with no way of knowing how to progress, and without gamefaq's you will leave the game for months without knowing what to do.
For example, Xander had to get passed an electric fence. i saw an obviously pointed out fuse box, since its texture was a brighter hue than anything else in the room. I wasnt told this however, i was told nothing. save for the fact 20 minutes earlier a woman, ONLY IF YOU HIT HER BY MISTAKE. tells you that she hid a crossbow in the building.
I look everywere but find nothing. so the month begins, least, it would have had i had no internet connection.
Turns out you must beat open a locker, not use the same action to open doors, but beat a locker that looks eactly the same as 7 other lockers in the same room who are all indestructable boxes of scenery.
Then i shot the fuse box and climbed the fence.
This also occured in ghosthunter with the librarys poulterghiest, it doesnt ruin the gameplay really, but it just doesnt explain in any way what you need to do, and it should to some extent. not a major gripe to put me off the game, but worth ranting about.
Finally graphics, this is an odd one, character model wise theres 3 for each type of bad guy. though each model is skinned 3 different ways to streatch out the amount. thoughyou still run into the same ones in groups for some unkown reason, save the developers got a bit lazy.
xander, willow and giles look startlingly like there on screen counterparts in this videogame outing, buffy and spike however look like a generic npc from an mmo, no charcter to there appearance. just generic blocks.
the enviroments are varied enough, from a midnight churchyard to the streets of sunnyvale and beyond. there pretty cool and quite large for an origional xbox title, i was quite pleased by it. i was expecting small fable sized areas but the developers whent to town on this portion.

Overall its a game with character. Its flawed, but i dont think theres been a 3rd person action game yet that hasnt had a few glaring scratches in an otherwise stellar paintjob. Sure you can get stuck for months and the soundtack is recycled, but as a whole package it works. i had fun playing it and i think i will play it again some day instead of trading it in disspointed like i did with my last review.
If your a buffy fan its a definate purchase, though likely you have allready. For general fans of horror themed games id say give it a try, given its extreme budget pricetag its worth the miniscule dent in your wallet, but if it was brand new?, maybe not.
ill give chaos bleeds [6/10]
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