What We’re Playing – August 12th
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? Share what you’re playing!
Yup, still going strong with Mortal Kombat. As of late, I’ve been doing it up with Sub-Zero and Cyrax, two ninjas with an affinity for performing high damage reset combos. There are also a number of other characters I’m hoping to work on – the streams of this year’s Evo has taught me a lot. I only wish that the online portion would be improved upon but, since patch 1.03, there has been virtually no progression on that front. Doesn’t help that there aren’t that many people in my area who’re into MK. How I long to induce 56-73% damage to an unsuspecting clod…
It took a while for Limbo to shoot over to the PlayStation 3. Am I impressed? I certainly am. Whilst my exposure to the title had been limited to magazine reviews, word of mouth and online videos, I was yet to truly understand the subtleties which make up the body of the game. The thick and foreboding atmosphere and callous nature of the puzzles are difficult to explain or process without engaging with it in your own time and at your own pace. As one would expect with such a unique approach to design, the graphics have dominated many reports and reviews of the game, but the most striking thing about Limbo for me was its expectation of the player. Without word or warning we are plunged into a cold and frightening world and expected to fathom things out as we go. No hand holding, no button maps and no confounded tutorial missions to contend with; just gaming intuition and a curious nature to push you forward.
Treating gamers as idiots is usually the first port of call for many of today’s titles, it’s refreshing to be left to my own devices for a bit with a videogame; it’s not like I’m going to break it. Discovery is a big part of gaming, and I’d hope developers would expect me know how to steer a character though a platform game by now – Limbo was the first one who let me fathom it out for myself, and for that I thank-you.
Out the door, this game already has an advantage against its competition:it plays differently. There’s a manner in which the environment is navigated that gives a particular flavor that is unique to the series, and in a market of already similar games, being different in any manner already makes it stand out. It’s the Nanosuit that allows this, carrying over its features from the first game and implementing them into an urban playground and utilizes it to carry out your own strategies and tactics. Where other shooters are satisfied in providing ample cover along its forward path to victory, Crysis 2‘s levels provide ample room to sneak and rampage according to your own whim.
Also, the game has content. I’ve been playing for a few hours already and I’ve only made my way through a quarter of the game. Modern shooters in comparison seem to only have the stamina for a four to six hour campaign, so it’s nice to play a game that has some meat to it.