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Oni

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Castlemario. Mariotroid. MegaMario!

Have you ever thought to yourself "you know what would make Mario better? If I could play as Mega Man! Or Simon, from Castlevania! Or Samus! Or Contra guy!" Well, wonder no more friends, because this fantasy has become a reality.
 
 http://www.buzzfeed.com/awesomer/super-mario-crossover#
 
Mario Bros is so much better as Mega Man. I'm kind of freaking out but maybe it's all the sugar from the candy I'm eating. This is awesome.

4 Comments

Bonus Round foresaw IW split


 
 
(go to 
 http://www.gametrailers.com/episode/bonusround/402?ch=3 if the link doesn't work, part "the big move")

 Go to Chapter 3, "The Big Move". It's almost creepy! They even mention Zampella and West by name. Jason Ruben, former head of Naughty Dog, calls it extremely unlikely that any publisher would pick up just these two guys without a team behind them and fund their own triple-A game. Keep in mind this is someone inside of the industry who probably knows a lot about this. It seems certain that West and Zampella will be offered jobs, but what a lot of us assumed - that they'll get to make whatever they want, at any publisher - is apparently not all that likely? I guess we will get to see soon enough.
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Darksiders! Review!

 
Darksiders is a game that has a lot to prove. Its developer, Vigil Games, has no track record to speak of and the game liberally borrows elements from several different franchises. It could easily have turned into a hodge podge of unoriginal, poorly implemented ideas, yet it feels more unique, fresh and original than most mainstream releases these days.


What instantly sets Darksiders apart from its peers is its art design. Coming from the hand of Joe Madueira, a comic

 War eventually gets a horse to traverse the world with. Also, horseback combat is pretty cool.
 War eventually gets a horse to traverse the world with. Also, horseback combat is pretty cool.

book veteran, Darksiders has a bold and vibrant esthetic that gives the game a unique voice. War, the game's protagonist, is a big, bulky dude sporting a sword almost as long as he is, yet his movement is almost elegant in its weight and impact. Its post-apocalyptic vision of earth is bursting with a vibrant and diverse color palette, a far cry from the browns and greys of other versions of our planet's post-doomsday look. It almost seems like it would be a cool place to be.


Darksiders' story involves the destruction of earth caused by a war between heaven and hell. There's only one little problem: the war was set off too early, before the kingdom of man was ready for it. Thus, all of mankind dies and the forces of the underworld, controlled by a being called the Destroyer, wage an eternal battle against the angelic denizens of heaven. War takes the blame for all this, as he was the only Horseman of the apocalypse actually present, and so he is unleashed on the planet once more to clear his name and moreover to get sweet revenge on whoever set him up. The story is kind of a slow burn that's content to simmer in the background for most of the game, but it picks up again about three quarters of the way through, wrapping up nicely with all your questions answered, yet providing a great set-up for a sequel. Without spoiling anything, there is some stuff in there that'll make Zelda fans and Legacy of Kain fans go “oh snap!”


The gameplay will also seem familiar to people who have played a few Zelda games, as Darksiders adopts largely the same structure. Exploring the overworld is broken up by dungeon crawls where you will get a new item, like a boomerang-like weapon that can transfer fire or a powerful gauntlet, that you can then use to solve more puzzles and defeat the boss in a climactic confrontation. You'll run into lots of areas in the overworld that are inaccessible until you gain a specific item, giving the game a Metroid-like feel as well. It might sound derivative and uninspired, but it's executed with so much style and a level of quality that makes it easy to forgive. More than anything, Darksiders is likely to make you smile as it recalls memories of past dungeon crawls. There have been precious few games that have rivaled the dungeon design of Nintendo's seminal series, so it's a noteworthy achievement that Darksiders can place itself on that short list.


However, that isn't the extent of Darksiders' influences. Its combat is much more involved (and frequent) than it ever was in any of Link's adventures. It brings to mind God of War and Devil May Cry more than anything, as War hits enemies up

 Darksiders' boss battles closely follow Zelda's lead, but War's finishers are must-sees.
 Darksiders' boss battles closely follow Zelda's lead, but War's finishers are must-sees.

in the air with his giant sword with ease before jumping after them to continue the combo in mid-air. There's a decent amount of depth to it, as you can combine sword attacks with big scythes, ranged weapons, your gauntlet and brutal finishing moves that you can initiate when enemies are close to death. War even gains the ability to turn into a gigantic, flaming Balrog-like creature who can kill anything with a few hits, which is extremely nice when you get frustrated with a particular enemy. Combat never gets quite so demanding or difficult that it's likely to hold you up for long, but it does manage to feel satisfying regardless. The finishing moves emphasize War's brutal nature as he cleaves his enemies in twain and blood gushes everywhere in exaggerated, comic-y fashion. It's as over-the-top as anything else in the game.


By and large the combat and puzzle-solving/exploration parts of the game are fairly well balanced, but there are some sections where the game gets mired down in either seemingly endless combat or puzzle sections without any combat at all, both of which can get a little exhausting. The game is at its best when you're in the dungeons, where puzzles and combat alternate in satisfying doses, barring one dungeon late in the game that's overlong and repetitive.


It might be one of the laziest reviewer tropes around, but allow me to indulge: If you like Zelda games, you should absolutely play Darksiders. With the next proper Zelda still being a ways off, this is the closest thing you'll have for a while, and you know what? It more than scratches that itch. It doesn't quite have the same balance or scope of its inspirations, but it comes pretty close, and it makes me very excited to see where Vigil Games is going with what will hopefully be a strong franchise.
 
4/5

4 Comments

Video Game Spotlight: Soul Reaver 2

This isn't really a new idea: let's talk about old video games! But I thought it'd be nice to talk about older games that I'm still passionate about and maybe introduce some people to them. 
 

The Legacy of Kain: Soul Reaver 2

 
Soul Reaver 2 is obviously the sequel to Soul Reaver. Both are part of the Legacy of Kain series, which started with Silicon Knights' Legacy of Kain: Blood Omen.

  Kain and Raziel
 Kain and Raziel

The Legacy of Kain games can best be described as a dark counterpart to Zelda. The Soul Reaver games in particular have much in common with Legend of Zelda's 3D outings. You traverse the overworld to find new crypts/dungeons, where you will solve puzzles and eventually unlock new powers which can be used in combat or exploration. The combat is equally simplistic, never really stopping you from progressing the game to find out more about the story. Another trait the series share is that both have names in the title that aren't necessarily belonging to the protagonist, as the Soul Reaver games star Raziel, Kain's betrayed lieutenant, and Defiance sees both Kain and Raziel star.

And the story is why you are (or should be) playing this. Though the dungeons in particular deserve credit for fantastic puzzle design, what really stuck with me (and many more) is the insanely creative and ambitious story for this series. So as mentioned, this is the Legacy of Kain. Kain was a nobleman who was turned into a vampire in Blood Omen and set out for revenge. At the end of that game, he was given the choice: Die, or live but condemn the world to ruin. Seemingly selfishly, he chose to live. But, as players of the series will know, very few things are as they appear in this series.

The plot, which weaves through all of the games (Blood Omen 1 and 2, SR 1 and 2, and Defiance), is very complex and even events from Blood Omen that seemed insignificant at the time can come back to play a major role. No other game series has had such a coherent plot across multiple games that ends in an extremely satisfying way, where truly everything comes together, despite there being time travel fudgery, which rarely (if ever) works out well, but does so spectacularly here. As you may know I am a sucker for epic, elaborate plots that are spun across several titles (hey Phoenix Wright), and also a sucker for tragic characters (hey Raziel, Kain, Max Payne, Godot, Batman), so this story is right up my alley. 
 
The big theme here is free will. The relationship between Kain and Raziel is also really interesting and evolves in unexpected ways. Can Kain and Raziel change their destinies or are they locked into their paths? Kain is a determinist who believes destiny's path is set but Raziel is having none of that. The duo's rivalry changes as they realize they need each other and not everything as it seems. They are different, but turn out to have a lot in common.

It may interest you to know that the story for this game was written by Amy Hennig, who is now working at Naughty Dog and is making the Uncharted games, which many of you will remember for its strong characters. I didn't go too much into detail about the plot of Legacy of Kain, but suffice it to say it's incredibly. Every game feels like a season of a TV show. The story really picks up with Soul Reaver 2 though, so you could do like I did and read a synopsis for the past games on gamefaqs and watch the cut scenes on Youtube.

SR2 intro, which is probably confusing without knowing the back story. It's also kind of the ending to SR1.
  
It's worth tracking this down for the PS2 or PC, if you haven't played it. Like Zelda? Like epic stories? You'll love this.
8 Comments

Random thoughts about Assassin's Creed 2

 
When I'm playing this game, I don't want to stop. There's something about the world, about how lived-in and real it feels, that pulls me in like nothing else. The first game had this effect on me as well, this one possibly does it more. There's something about the fiction, and the Dan Brown-esque stuff going on with the present-day stuff that really grips me, too, and I hate Dan Brown books. It works in the context of a video game.

Ezio is a smooth operator. But I wish I knew him a little better.
Ezio is a smooth operator. But I wish I knew him a little better.
Sometimes the controls and the camera are annoying. Combat feels like a chore, even though I loved it in the first game. My memory may be failing me, but iirc the first game had far fewer enemies that resisted counters and stuff. Sometimes I jump to my death, blame the controls and curse up a storm. But I just don't want to stop playing it.
 
I wish there was more characterization. It had loads in the beginning, but now it's just "kill this guy, okay now kill THIS guy" etc, without me ever being really motivated for story related reasons (other than to move the plot along) to kill them.

The game has flaws. There are ways it could be better. Sometimes it's frustrating. But I have to almost physically tear myself away from it. This, developers, is how you make a world.
3 Comments

The Citizen Kane of Giant Bomb Blogs, or Giantblogs. Or not.

In a vain effort to attribute some relevance and artistic credit to everyone's favorite pastime (blogging, duh), I've decided to compare them to the crowning achievement of a totally different medium. These blogs are like the Orson Welles...es of games. I mean blogs. About games. Or something.
 
1)  http://www.giantbomb.com/profile/video_game_king/blog/
Video Game King has mastered the art of blogging. He doesn't just pretend to blog, he IS the blog. He plays like 5 games a week. He writes blogs about these games. I don't read nearly all of them all the way through but his dedication is inspiring to generations of bloggers, all these years later. Kudos.
 
2) http://www.giantbomb.com/profile/sweep/blog/
 Though Sweep's wonder years have come and gone, he still manages to write relevant and occasionally thought-provoking blogs, as well as entertaining all of us with tales of his drunkenness. Truly, this is the age of web 2.blog.
 
3)  http://www.giantbomb.com/profile/dalai/blog/
Dalai writes like 5 blogs a week. Though not all are as substantial, this easily makes him the Samuel L Jackson of blogging: No matter what he does, his personality and voice always steal the show. Remember Phantom Menace? Remember Sam Jackson in that? Remember anything else about that movie? Thought not.
 
4) http://www.giantbomb.com/profile/lordofultima/blog/
 If you like Street Fighter, this guy has got you COVERED. Especially if you like Akuma, or Gouki as the cool kids call him. I stopped watching a long time ago, but his singular dedication to what to some is a pointless fleeting pasttime is inspiring enough to earn him the Street Fighter The Movie: The Game award.
 
5)  http://www.giantbomb.com/profile/citizenkane/ 
The actual Citizen Kane of Giant Blogs does not live up to his namesake, but points for trying! And someone has to post all those funny gifs and memes!
 
6 ) http://www.giantbomb.com/profile/oni/blog/
I hardly write blogs anymore (mostly because no one reads them). and so, due to my under-appreciated genius and vision, I give myself the Jerry Seinfeld award for uselessness.

19 Comments

Congratulations Dreamcast! A quick retrospective

  Ah man, the Dreamcast. Cut down before its prime.

To be fair, it was not a terrific console. It did not have THAT many great games. It made a fuckton of noise. The breakdown rate was pretty high. But it was just so far ahead of its time. It had online play, and I'm sure PSO influenced lots of developers. Shenmue was just amazingly ambitious. Soul Calibur was like... the perfect game, at the time. It really captured the gamers' imaginations. There was just so much insanely creative stuff on it, like Shenmue, Jet Set Radio, PSO, Project Gotham, and of course it was THE console for arcade ports of fighting games and original shmups.  Jet Set Radio inspired an entirely new art style in games. It was pretty radical at the time, and because of the stylized graphics, it still holds up pretty well.  Powerstone may have been directly responsible for games like Super Smash Bros.
 
I played some Shenmue today, because Giant Bomb did a series of quick look throwbacks, and while most games haven't held up so great, Shenmue kinda has. And there are few games I am more nostalgic for. It's everything 14-year old me wanted out of games: Huge scope and ambition and cinematic storytelling. It was flawed, sure, but by painstakingly creating this huge, rich world and being so deliberately paced, it draws you in like few other games do. The mundanity of some of Ryo's life is somehow compelling. 
 
Its death was inevitable. But I'd like to think the gaming landscape today is that much richer because of the Dreamcast.

5 Comments

Why revamping Azeroth is the best thing Blizzard could do

Time and time again, Blizzard manages to keep surprising and delighting me with their ongoing work to ensure World of Warcraft stays on top of the MMO pile. Just when you think they've abandoned the old world in favour of pumping out more and more endgame content to keep the hardcore happy, they announce the next expansion will only raise the level cap by 5 and will totally revamp the old world top to bottom. This, without a doubt, is the smartest decision they could've made. Why? I'll tell you why, good sir/madam!
 
Alts.
 
Everybody rolls them. There isn't a single person who doesn't, at some point, get bored with his class and decides he wants to try a facerolling Ret pally, or maybe face-melting Warlock. Because hey, the grass is always greener, right? But you can only find Mankrik's wife so many times before you get bored of that, too. It's a long road to 80, and despite Blizzard's constant moves to make leveling faster, it can still feel like a drag, especially since the quests aren't as plentiful as in the later expansions, so the old world feels somewhat dated compared to the more recent additions to the game. Redesigning the entire old world means that everyone will WANT to level alts again, and will probably result in more people hitting the level cap in the first place. Though I can still imagine burnout setting in once you get to Outland, but I guess it's too much to hope Blizzard will also accomodate levels 60 through 70 (and maybe even beyond) in Azeroth, but we'll see. 
 

She's right there, dummy!
She's right there, dummy!

 This also has the added benefit of finally being able to use flying mounts in Azeroth, so you no longer feel sort of gimped. In addition to all this, Blizzard has also announced that they are severely streamlining the itemization system. Gone are confusing stats like armor penetration, and less-confusing, but still somewhat obtuse, stats like attack power, mana per 5 seconds, block value and defense. Obviously, this means how these stats work, as well as talent trees, will see some major overhauls. For one, Plate-tanks will get new talents to compensate for the lack of defense on gear. It should make itemizing your gear much more intuitive and will (hopefully) result in less people Needing on gear that isn't really meant for them.
 
I am not currently playing World of Warcraft, but they always manage to pull me back in somehow. Now that I do have a pretty decently geared 80 Prot/Ret Pally, I definitely plan to go back once Arthas is killable, for one. That dude has it coming.
3 Comments

Demon's Souls: The best PS3 exclusive you never heard of

At the end of Demon's Souls introductory tutorial level, you die. You face a giant boss that shrugs off your attacks and kills you with a single hit. This perfectly encapsulates Demon's Souls. In a word, it is uncompromising. Unlike most games, the enemies in Demon's Souls aren't there for you to kill, they are there to kill you. In that, it is reminiscent of Ninja Gaiden, but it shares few other similarities with contemporary action-adventure games.

At its core, Demon's Souls is a role-playing game. You kill monsters to earn their 'souls', the game's universal currency used for everything from buying and upgrading weapons to increasing your character's stats. You select which world to travel to, five in all, from a central hub where you can upgrade and buy new weapons, level up, learn magic and store items. In this Nexus, you are safe. Everywhere else, you are fair game to the vilest, most vicious enemies you've likely seen in any game since the NES days.

Demon's Souls marries its RPG elements to a combat system that, if anything, is reminiscent of the wildly popular (if you're Japanese) Monster Hunter games. That is to say weapons feel weighty and kind of slow, compared to games like God of War and Ninja Gaiden. There are no elaborate combos to remember, it's just light attack, heavy attack, block, parry and roll (again, don't think Ninja Gaiden, instead, go outside, take a running start, and do your best roll. Roughly like that.) You can also use some magic attacks, if your character is so inclined, or a bow and arrow, but melee is the main focus of combat, and also the most satisfying. You can attack an enemy from the back for a critical hit, resulting in impaling your foe with whatever weapon you're using and kicking him free of it. Timing a parry just right will let you counter-attack, running your enemy through so hard you knock him to the ground and follow through with your weapon. I'm just saying.


No dragons were harmed in this screenshot. Humans probably were.
No dragons were harmed in this screenshot. Humans probably were.
Every time you encounter a new sort of enemy, you are probably going to die. Until you know what each type of enemy can do, you're probably gonna bite it. If you rush in and mash the attack button, you're gonna be very dead. And when you die, you drop all your hard-earned souls. Then it's a very careful, cautionary trek back to where you died to reclaim your souls, and should you die again in that journey, those souls you dropped the first time? Yup, gone. Finito. For good.

At this point, you're probably thinking, "this does not sound like fun!" But the thing is, it's so rarely frustrating. Sure, there are a couple of deaths that you probably didn't see coming, because it's impossible to, but once you know about them, they can be avoided. When you die to an enemy, it's your own fault, and you could've done better. And the next time, you do. Almost every death is a learning experience. Learning to be more careful, learning to block that attack just so, learning that maybe you'll want to use the spear that allows you to block while attacking rather than the big broadsword that leaves your defenses wide open. And the moment you defeat the foe that so completely destroyed you earlier, there is hardly a more satisfying feeling in any game.

The game's stages are also very cleverly designed in that you open up shortcuts as you go, so when you die, you'll save considerable time getting to your corpse. Which is especially useful getting to the bosses, because as you might expect, those will probably also end up killing you a bunch of times. The bosses, at times, rival those from Shadow of the Colossus in size, as you will face giant dragons, a towering knight, a flaming spider and much more.

Luckily, you don't have to face all these challenges alone, for Demon's Souls features a very unique multiplayer system. For starters, as long as your PS3 is connected to PSN, you can see other players running around as white ghosts, in their own world doing their own thing. Also, these other players can leave notes on the ground, warning of impending danger. This can definitely end up saving your life, so your first time through you might want to read most of them. Not only that, but you can also summon other players as Blue Phantoms to help you in your world.


No Caption Provided
There is, however, a catch, as nothing in Demon's Souls comes free. You see, you can only summon these other players when you are in Body Form. You can attain body form by using a rare item or defeating a boss. The alternative is Soul form, and yes, that is pretty much the default mode in Demon's Souls: death. When in body form, however, other, more malicious players can also invade your world as Black Phantoms to try and kill you. That's right, the only way you can enlist help is by consenting to a form of PvP, where the stakes are the souls you've collected. If you're lucky, you won't get invaded, or you'll get invaded by an incompetent player. Should you be so unlucky as to be invaded by a player who is geared solely with the purpose in mind to destroy other players, well... be prepared to fight. Luckily, the Blue Phantom players you summoned can help you against the invader. I have, on one occasion, fought a single Black Phantom for about 15 minutes before he finally left himself open for a finishing blow, in this case my spear through his back followed by my boot kicking him off a cliffside. It was, in a word, epic.

The relentless nature of the game is compounded by the uniquely solitary feeling you get from it. There is no voice chat, so even when you're in co-op, you never get the comfort of a real human presence with you. There is hardly any music. The environments are eery, desolate and hostile, and at times hauntingly beautiful. Looking from the parapets of the Boletarian castle, you may take heart for a brief moment, before advancing towards the next murderous enemy. Other stages are without the prospect of any hope. In fact they feel designed to crush any feeling of hope you might have had. Precarious cliffsides and narrow walkways over a dark abyss, and a swamp that literally wants to kill you. It's not a technical marvel by today's standards, but in terms of presenting a cohesive atmosphere and some hauntingly beautiful vistas, it's unmatched.

There is quite simply nothing like Demon's Souls available today. There are so many nuances and features this review doesn't even cover, as I could literally write pages about it (check out the wiki - I wrote most of it). It is a game for the hardcore, by the hardcore, clearly created with lots and lots of love, even ff at first it seems that the designers may, in fact, hate you. And in turn, you fall in love with it.

Note: Demon's Souls is slated for a Fall release in the USA, but the Asian versions (minus the Japanese ones) are in full English, so import away. Though it has been brought to my attention that Atlus is doing some cool stuff for the NA release (see comments), so you may want to hold off for a little while.
21 Comments