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  • What We’re Playing - February 18

    By Calvin Kemph on Saturday 18th February 2012

    The weekend is upon us and it’s time to play some videogames. Here are a few games we’ve been playing away from the office this week. What’s on your agenda?

    SoulCalibur V

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    It wasn’t the bouncing breasts or short skirts that sold me on SoulCalibur V, though maybe they didn’t hurt. It was ultimately the customization that stuck out like a sore codpiece and inevitably won me over.

    Having finished the vapid story offering – while sitting in the lobby for a fight – I watched as Darth Maul took on a man with a soul patch and a large afro to boot. Following this were fights featuring a procession of quirky characters, spanning a range of everything from furry abominations to a sequence of further afro fighters.

    And while this lobby chat area in-between my own fights isn’t the core of what makes it a good fighting game (in the end, it’s all about the fighting) it provided the proper venue to experience other people’s creations. There’s something good about that. Apart from the expected slew of returning series favorites and the inclusion of Ezio and some guy from Tekken, this provides the main reason to continue playing this year’s iteration.

    Calvin Kemph

    Call of Duty 4: Modern Warfare

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    Although the series has become a bit of a bloated, meandering cash cow nowadays, Call of Duty 4 was a revolutionary title. To say that I’ve been playing it this week is stretching the truth a little; in all honesty I’ve been replaying one particular level of COD4 for about four years now and don’t plan on stopping any time soon. Charlie Don’t Surf comes early on in the campaign and gives a glimpse into the workings of an American military operation. More that that though, the level displays the tight and elegant design that would soon become lost in all the tango talk and Generation Kill-esk whooping and yammering of subsequent releases.

    Charlie Don’t Surf passes in a shock of muzzle flash and grenade burst but the imagery stays with me for at least a couple of months before I go through it again. It’s a strange way to play a game but I’m sure we all have similar tales to tell; I figure it to be the gaming equivalent to having a favourite guitar solo or picking out the marshmallows from a bowl of Lucky Charms – just with more splash damage.

    Richard Murphy

    Chrono Trigger

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    On my shelf there’s a copy of Final Fantasy XIII lying about collecting dust. I’ve already played it for much too long and still haven’t beaten it. There’s a story there that’s interesting, but there’s also gameplay that’s so boring it makes me not want to play it. And Square Enix decides that game is the one that needed a sequel.

    A long time ago the Japanese RPG was King, and playing through Chrono Trigger, a game I also neglected to complete, is the kind of thing that shows where it once excelled. And JRPG’s didn’t just present amazing stories, though the story of Chrono and his attempts to stop a future gone wrong makes for an intriguing plot. They also advanced their gameplay, slowly but surely, instead of dumbing it down.

    Chrono Trigger did have an oddity it shares with Final Fantasy XIII in its battle system. There are attacks, usually ones that affect a small area, that depend on where people are standing. There are no movement controls in battle. It throws off tactical decisions, but for Chrono Trigger there were more than enough ways to work around simple flaws. In XIII the majority of tactical decisions were solved by letting the battle run automatically, thus making no decisions at all.

    Nick Vracar

    Metal Gear Solid: Peace Walker

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    I’d never really got to grips with Peace Walker upon its initial release aside from a few stolen moments on a mate’s PSP. The recently-released Metal Gear Solid: HD Collection however allowed me to experience properly for the first time the game that Hideo Kojima considers to be the ‘true’ MGS5.

    For a game released on a handheld device, it struck me just how massive Peace Walker is. From searching for prisoners in the jungle to battling giant AI enemies (including the final boss which can last well over half-an-hour), Peace Walker doesn’t let up for a minute. The main story is as in-depth as any MGS title and there are a large number of challenging side-missions, ensuring that you always have something to do or somewhere to go in the game.

    The backstory to the actual game surrounds Big Boss forming “Outer Heaven”, a haven for soldiers without a country willing to fight for hire. Capturing a soldier in the main story essentially recruits them into Big Boss’s “Militaires San Frontieres” and they can then be assigned to combat duty, medical duty or even to develop new weapons. Seeing my deserted base in the middle of the ocean expand and thrive as I delved further into the game addicted me and I began to enjoy running “MSF” almost as much as playing through the actual story.

    On a personal level, playing through Peace Walker properly for the first time let me breathe a great sigh of relief. I was worried that, with Metal Gear Solid 4: Guns of the Patriots neatly tying up every loose end in the story’s canon, that Peace Walker would prove to be a disappointing and unnecessary spin-off. On the contrary, Peace Walker represents one of the best stories seen in the Metal Gear series to date and assured me that, despite any reservations I may have had to the contrary, there is still life in the series for a long while yet.

    Ashley Wilkinson

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  • What We’re Playing - February 10

    By Matt Wadleigh on Saturday 11th February 2012

    The weekend is upon us and it’s time to play some videogames. Here are a few games we’ve been playing away from the office this week. What’s on your agenda?

    Red Dead Redemption

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    Few games contain so much depth and wish-fulfillment as Rockstar’s Red Dead Redemption, the epic love-letter to the bygone era of spurs and six-shooters. It absolutely nails every little thing you’ve ever wanted to do as a cowboy, from steely-eyed duels, shooting on horseback, all the way to the music of classic spaghetti western movies. It’s also one of the few games I can think of where I can enjoy the scenery and details the developers put work into without actually doing anything. Assuming no one is shooting at me or a bear isn’t trying to eat me, of course.

    - James Dewitt

    Uncharted 3: Drake’s Deception

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    After my Dad bought a PS3 for Christmas, I went straight out and bought the original Uncharted. I loved it, excusing the often frustrating gun combat in favour for superior platforming and a sweetly told story. Soon after, I bought Among Thieves. Once again, I was blown away, even more so than before, taken aback by the slick cutscenes and expertly choreographed set pieces, not to mention the astounding visual and audio design. Now, I’m on to the third game, Drake’s Deception. It has a lot to live up to, but so far it’s doing a great job of keeping my attention. Six chapters in and I’m enjoying it just as much as the second game. Seeing the familiar faces of Chloe and Sully feels like a family reunion, and they work so well off of each other that I struggle to think of a game that does it better. Bouncing between various locations, the art design is predictably flawless - the lighting alone has me spinning the camera around Drake every five minutes in a frenzied act of appreciation. I roll into every puddle I see just to witness the effect it has on his sweater, the water shining in the mid-morning sun. I always look forward to a classic climbing section, with bricks and signposts that are so obviously climbable, yet fit into the gameworld so well you forget it’s all the result of a level designer’s imagination. I’ve been playing these games on easy mode so to get through the gunplay quickly and without frustration, and it’s been working well, providing me with a seamless experience that rarely falters and never lets up.

    - Oliver Banham

    Kingdoms of Amalur: Reckoning

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    I’m ten hours deep into Kingdoms of Amalur: Reckoning and I still don’t know what to make of it. It feels like a single-player World of Warcraft, which I never got into. The inventory system is a little cumbersome, filled with lots of potions that I’ll never use and it could do better showing which weapons/armor are your best. It’s got a couple of crafting systems that aren’t very well explained and the story isn’t presented well enough to hold my interest. I can’t tell you a single character’s name, and the only reason I’ve done anything is because a spot on my on-screen compass told me to. Still, I dig the combat. The game controls nearly identically to Fable 2, which isn’t a bad thing at all, but without the cumbersome slowdown. There’s also always some new quest or object to explore - the game is bursting with quests of various quality, most of which involve silky combat against lesser creatures that leads to an oversized enemy to take down. I feel like I’m still waiting for Kingdoms of Amalur: Reckoning to impress me, that there’s something I’m going to find over the next hill or in the next dungeon. Here’s hoping I find it soon.

    - Matt Wadleigh

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    Trying to find the diamonds in the rough

    By Derek Tillotson on Sunday 5th February 2012

    Gaming is excellent these days. There are more gamers now than ever. This means that the gaming industry is experiencing rapid growth, and we’re seeing more games. I spent a lot of time downloading trial versions on the Xbox Live Indie Game Marketplace recently. Truth be told, that service has a lot of quality games. Games like Platformance: Castle Pain and Arkedo Series – 03 PIXEL! are wonderful experiences. There are a lot of hidden gems on Xbox Live Indie Games, and they’re well worth your money.

    The issue is that these gems are hidden under a bunch of crap.

    I literally had a nightmare from part of my experience. While the concept of playing as a gothic lolita-style woman is enough to wake up even the most hardened anime fan from his deep slumber, the content of this game wasn’t what bothered me. What I dreamed about wasn’t the style, the characters, or the sound. My subconscious decided to scare me by reminding me of the sticky, boring, and unresponsive gameplay.

    I’ll admit that I’ve always judged people who talked about loving movies that are “so bad they’re good!” I’ll probably continue to judge that notion a bit, but after some of the games I came across during my hunt were just awful, and I insisted on not stopping until the trial expired. I didn’t enjoy those games because they were “so bad they’re good”–there was nothing for me to enjoy. So many times I played a bad game longer than I should have, purely because I was convinced that those games had to get better. I nearly payed for a few of them, just to play through the entire game and see if it was really that bad. Then it occurred to me that this may have been the intention of the developer, so I passed.

    This is nothing against those indie developers. They put themselves out there, made a game, and released it. That’s a lot more than most prospective developers can say for themselves. I hope some of those who have released bad games take the time to learn from their mistakes and try again. It’s never bad for the fans to have too many games to choose from. The problem that arises is when developers (indie or otherwise) rush the final product. Many of the trial versions I played could have been perfectly enjoyable had there been just a bit more polish in certain areas.

    I love indie games, and I love the constant stream of indie games even more. It just bothers me to have to dig through piles of rough gaming to find the hidden gems. Some indie games get lucky enough to land first-party support or get a major third party to back them up (such as Bastion and Warner Bros.). Unfortunately, these games don’t even get affiliated with the Xbox Live Indie Marketplace. This leaves the rest to compete in the trenches. The Xbox Live Indie Marketplace is a great idea as it gets developers recognition they otherwise wouldn’t. I feel as if the system needs some sort of reform, however. With so many games available, there shouldn’t be any reason to have to go through ten to twenty games before finding something playable.

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    A Phone Call from Sony (An Ode to Barry Pt. 2)

    By Richard Murphy on Sunday 5th February 2012

    About a week ago I wrote an open letter to Sony, the letter detailed my misery at the death of my beloved PlayStation 3, Dead Barry. Not content with letting it sit on a gaming site in the hope that some Sony employee may blunder upon it, I e-mailed it directly to the PlayStation Support Centre and awaited my reply… and it came that very next day. I was delighted.

    In my reply I was asked for a telephone number and the best time to be contacted. I responded with my details and was told a member of the management team would call me at the time I had specified.

    “The management team”, I thought to myself. Would this finally be my chance to speak to Lord Kaz ‘that’s Mr. PlayStation to you’ Hirai himself? Do I address him as Sir? Do I need to wear a tie? Is my breath okay? I was shaking a little.

    Sadly Hirai-domo must have been busy that day, but I did get to speak to a rather wonderful and informative manager who was more than willing to talk to me about my problem. I told her about my poor Dead Barry and how I was coping with the grieving process and she told me how sorry was that I’ve had problems with the product. Her tone was that of professional empathy, I was impressed.

    She told me the problem was not an inherent fault with the console and if that was the case Sony would recall that model if they received sufficient complaints like mine. She told me they have had a launch unit running 24 hours a day at the support centre and that is yet to break.

    We talked about the option I had to purchase a reconditioned console at a cost of £110.00 and how Sony made no profit from that service; a service that no other console manufactures offer.

    Finally, by way of an apology, she offered me a console upgrade and an extended 12 month warranty all for the £110 recondition charge; a mighty fine gesture of affection that I sadly didn’t require any more as I’d already purchased a new console earlier that week. She told me that the offer would still stand if I changed my mind and marked my account thusly. We shared a joke, wished each other well and said our goodbyes. It’s nice to see at least some companies still find customer service important.

    I can’t speak for every consumer who has ever dealt with Sony and I can’t guarantee a positive outcome from every interaction with Sony’s support centre. What I will say is that on this occasion Sony handled my complaint honestly and fairly. Technology breaks, it’s a shame but it happens. It concerns me that whilst forums are full of people complaining about the yellow light of death not all of this is getting back to Sony. A simple e-mail got through to a support centre manager who offered me a much better deal for Dead Barry. If you have an issue with your PS3 go directly to Sony and be polite about it. You never know what you might get.

    As for me, I’ve gotten over Dead Barry now, there’s a new console in my life – Nigella. Her luscious slim-line curves remind me of all that is right about console design and I look forward to a long and fruitful relationship with her. Tender.

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  • What We’re Playing – February 3rd

    By Shane Ryan on Friday 3rd February 2012

    The weekend is upon us and it’s time to play some videogames. Here are a few games we’ve been playing away from the office this week. What’s on your agenda?

    LA Noire (Rockstar Pass DLC)

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    Having watched my first episode of Mad Men and witnessed Aaron Staton steal every scene he was in, I was inspired to take another look at Staton’s videogame acting debut LA Noire.

    I had completed the game on two separate occasions and, confident that my wallet could sustain the blow, made my way to the PlayStation Store and purchased the Rockstar Pass for £8, granting me access to four new cases, the equivalent of an entire new desk, and several fancy new suits and weapons.

    The four cases I received were “A Slip of the Tongue” (Traffic desk), “The Naked City” (Vice desk), “Nicholson Electroplating” (Arson Desk) and “Reefer Madness” (Vice desk). None of them contain any relevance to the running background story in LA Noire so their absence from the main game is understandable but each are as complex and as entertaining as any on offer in the original game.

    “Nicholson Electroplating” stands out in particular. Having just visited Jack Kelso in hospital, Phelps and partner Biggs see a huge explosion of nuclear proportions in the distance. Having driven to the source of the explosion the player will find themselves in one of the most dramatic scenes in the entire game, wandering through a wasteland of fire, smoke and rubble. LA Noire wasn’t averse to putting players in dramatic situations but making your way through the rubble in search of clues, finding airplane parts and dead bodies as you do, is an almost harrowing experience. It is a shame that “Nicholson Electroplating” didn’t make the final game as, whilst it has no relevance to the game’s main story arc, it is a genuinely emotional case to play through.

    The other cases are entertaining in their own right and it is nice to see some of your old partners appear. “Reefer Madness” is somewhat underwhelming given the genuine mystery of the other cases involved but it doesn’t detract from what is a superb batch of DLC cases from Rockstar. Anything that lets me watch Aaron Staton’s smug “I just busted this case” face one more time is worth £8 in my book.

    - Ashley Wilkinson

    Fallout: New Vegas

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    In terms of the setting’s value, the washed out wasteland of New Vegas is such a welcome improvement to the plainness of the harsh Nevada sand dunes and the heavy glow of depravity and greed emanating from modern day Las Vegas. That’s how the best videogame settings ought to work, after all, urging the player onward and creating those sufficient parallels, without doing the lazy thing and designing things exactly how they are. There’d be about as much value in that as exploring the real thing (see cancelled project This is Vegas).

    It’s the same feeling I got in playing last year’s Deus Ex: Human Revolution – Detroit is the most miserable city I’ve been to and I’m never going back but the videogame translation stood out as some kind of lovely and inviting utopia in comparison, albeit one smeared with an ugly kind of jaundiced filter.

    It feels a bit wasteful wading into the shallow end of New Vegas and promptly turning around to come ashore. There’s a vast ocean of life in New Vegas, a world brimming with things I’d love to see but will never have the proper time to experience. It’s a voyage requiring such a commitment in both time and energy; the kind I can seldom justify giving to any single videogame anymore.

    - Calvin Kemph

    Portal 2

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    You know you’re doing well at work when your boss lends you one of 2011’s best sellers.

    Portal 2 is indeed a step up from its predecessor, but still stays true to its foundational focus on puzzle solving without the need to maim and kill. Aside from thinking with portals, I’ve become romanced into thinking with gels, lasers, bridges of light and ethereal tunnels - what was it that Bill Nye used to say?

    As of this moment I find myself breezing through just about everything that the game chucks in my direction…that was until I arrived at my current spot. But am I gonna go on GameFAQs and YouTube with my tail between my legs? F$% no. Like with the previous Portal I’m all about figuring things out for myself. Better intelligence demands it, science demands, and all the fire-starting lemons demand it as well.

    - Stew Chyou

    Soul Calibur II

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    Just before the release of the next chapter in Namco’s sword swirling franchise I decided to dig out the second iteration just to re-familiarise myself with characters and controls. Sadly, I only managed to remind myself of one thing - I’m really bad at fighting games.

    My first foray was with Body Blows on the Amiga, a Street Fighter knock-off with awful characters and overly simplistic controls. Next came Tekken, in which I favoured the giant fighting bear with the neckerchief… the less said about that the better. Eventually I landed on Soul Calibur II and found my feet with the palindromic Kilik and his wonderful stick. I liked the four axis movement and I liked the bright graphics. I loved the Weapon Master mode as it added a whole new dimension to what I thought was rather limiting gameplay. Was I any better at fighting games after playing… no, no I wasn’t.

    Even with the cheapest character in the game I was unable to master the game on anything other than the regular difficulty setting. When I played with a friend even the uninitiated (and drunk) could hand me a liberal drubbing. Perhaps I lack the killer instinct needed to deliver the finishing blow, perhaps I wasn’t patient enough to memorize the entire move list; whatever the reason, my skills have not developed with age and I still remain terrible at an entire genre of videogames.

    - Richard Murphy

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