In this second second edition of 3-Bit we discuss some games (again). These include Kingdom Hearts 358/2 Days, Tales of Monkey Island, Audiosurf, KOTOR and WoW.
Music Credit:
That's What I Get - Nine Inch Nails
Sunday, October 11, 2009
Thursday, October 1, 2009
Bioshock the Bedtime Story
Saw this over at kotaku.com.
It's bioshock, rendered into a warm, fuzzy, cartoony bedtime story for the little'uns.
Enjoy, but note obvious spoilars if you haven't played bioshock yet...
Which I hadn't until about 3 months ago...
It's bioshock, rendered into a warm, fuzzy, cartoony bedtime story for the little'uns.
Enjoy, but note obvious spoilars if you haven't played bioshock yet...
Which I hadn't until about 3 months ago...
Wednesday, September 30, 2009
Debrief after Episode 1
So here we go.
3-Bit has officially released its first episode. There's something surreal about listening to my own idiocy through headphones. Hopefully things smooth out over our next couple installments.
I wanted to post a little something about inFamous (yes that game that came out 6 months ago).
I just recently finished the game, and put down the controller slack-jawed. I really really enjoyed myself. I cannot overstate how lucky I was to break my ps3 cherry with this game.
For those of you unfamiliar with inFamous, imagine that GTA4 and Crackdown had a baby. Now add electricity. Voila. Bon appetit. (Actually, on second thought, please don't eat the game, or babies for that matter. I don't want to be liable for any gastrointestinal distress such actions may incur.)
The game strikes a refreshing balance between superstrength and vulnerability, which is something crackdown surely missed the mark on. Despite your superpowers, haphazard intrusion into enemy territory will certainly earn you a tombstone and a facepalm.
But at the same time, you are not just a mere speck in the city as with GTA4. You are a mighty force to be reckoned with; one that wields god like power and contains the potential for godlike wrath.
Game mechanics were mostly steller. I spent a good half hour marveling at the distinct way in which you climb buildings. I had no idea you could make such an action look so real or natural. I could barely fathom the amount of work it took to coat each building with so many climbing options, not to mention how long it took to bug test the vast city scape in which you roam.
I noticed one tool that must have been employed to circumvent this issue: repeating structures. There were "unique" parts of the world that I felt like I had been in before, and there were times the sense of deja vu permeated my pin on the map as I tried to grasp where I was and what I was doing. Alas, I had to resign myself to using the pause screen and the large map far more often that I probably would like to admit.
So too, I was curious how a game that so brilliantly executed and animated exploding cars, lightning bolts, and the scaling of buildings, could fail so hard at animating faces and dialogue. Seriously people, these characters looked like lifeless marionettes, and were laughably pathetic as they tried to portray the panic that usually accompanies the coming of Armageddon.
The other significant detail about gameplay exerience is, of course, the moral scale. You can be good or bad, depending on your actions during certain key missions. I warn you, you may be tempted by the dark side, but not for the reasons you think. The moral system is so black and white, that some times you can't help but think of the hilarity that might ensue from evil actions, as you lounge in your living room, by yourself or with friends. In fact the game damn near incentivizes evil actions with such timeless classics as "Well I could let the hungry people eat, or I could kill them all and take the food for myself." In fact, trying to play as a "hero" I was only truly conflicted in one moral decision. Out of more than about 20...
The final thing I want to say about this game is the way the game tells its story. There are audio logs, character dialogues and interactions, but most importantly there are cinema scenes which are much unlike anything I have seen or played. They are truly one of the most enjoyable parts of the game, because the art is just so fantastically refreshing.
To top it all off, the ending is bad ass. Like I said, jaws will be slacked. Unless I'm just a sucker.
Summary: Game mechanics, mostly good, except for dialogue and character interactions. Gameplay, extremely fun while not overtly easy--we all love playing god. Story, relatively good, even though the moral scale factor is a little cheesy and annoying at times, but the ending will rock your socks off (I hope, other wise I'm a sucker).
Basically this game knocked me right out of my fanboy nerd rage against the ps3. And that is saying something.
Enjoy,
/Kyle
3-Bit has officially released its first episode. There's something surreal about listening to my own idiocy through headphones. Hopefully things smooth out over our next couple installments.
I wanted to post a little something about inFamous (yes that game that came out 6 months ago).
I just recently finished the game, and put down the controller slack-jawed. I really really enjoyed myself. I cannot overstate how lucky I was to break my ps3 cherry with this game.
For those of you unfamiliar with inFamous, imagine that GTA4 and Crackdown had a baby. Now add electricity. Voila. Bon appetit. (Actually, on second thought, please don't eat the game, or babies for that matter. I don't want to be liable for any gastrointestinal distress such actions may incur.)
The game strikes a refreshing balance between superstrength and vulnerability, which is something crackdown surely missed the mark on. Despite your superpowers, haphazard intrusion into enemy territory will certainly earn you a tombstone and a facepalm.
But at the same time, you are not just a mere speck in the city as with GTA4. You are a mighty force to be reckoned with; one that wields god like power and contains the potential for godlike wrath.
Game mechanics were mostly steller. I spent a good half hour marveling at the distinct way in which you climb buildings. I had no idea you could make such an action look so real or natural. I could barely fathom the amount of work it took to coat each building with so many climbing options, not to mention how long it took to bug test the vast city scape in which you roam.
I noticed one tool that must have been employed to circumvent this issue: repeating structures. There were "unique" parts of the world that I felt like I had been in before, and there were times the sense of deja vu permeated my pin on the map as I tried to grasp where I was and what I was doing. Alas, I had to resign myself to using the pause screen and the large map far more often that I probably would like to admit.
So too, I was curious how a game that so brilliantly executed and animated exploding cars, lightning bolts, and the scaling of buildings, could fail so hard at animating faces and dialogue. Seriously people, these characters looked like lifeless marionettes, and were laughably pathetic as they tried to portray the panic that usually accompanies the coming of Armageddon.
The other significant detail about gameplay exerience is, of course, the moral scale. You can be good or bad, depending on your actions during certain key missions. I warn you, you may be tempted by the dark side, but not for the reasons you think. The moral system is so black and white, that some times you can't help but think of the hilarity that might ensue from evil actions, as you lounge in your living room, by yourself or with friends. In fact the game damn near incentivizes evil actions with such timeless classics as "Well I could let the hungry people eat, or I could kill them all and take the food for myself." In fact, trying to play as a "hero" I was only truly conflicted in one moral decision. Out of more than about 20...
The final thing I want to say about this game is the way the game tells its story. There are audio logs, character dialogues and interactions, but most importantly there are cinema scenes which are much unlike anything I have seen or played. They are truly one of the most enjoyable parts of the game, because the art is just so fantastically refreshing.
To top it all off, the ending is bad ass. Like I said, jaws will be slacked. Unless I'm just a sucker.
Summary: Game mechanics, mostly good, except for dialogue and character interactions. Gameplay, extremely fun while not overtly easy--we all love playing god. Story, relatively good, even though the moral scale factor is a little cheesy and annoying at times, but the ending will rock your socks off (I hope, other wise I'm a sucker).
Basically this game knocked me right out of my fanboy nerd rage against the ps3. And that is saying something.
Enjoy,
/Kyle
Tuesday, September 29, 2009
9/25/2009 Episode 1: What Hath We Wrought?
College dudes spoutin' off about video games. Specifics include Monkey Island, Scribblenauts, geoDefense Swarm, The Beatles: Rock band and Halo 3: ODST.
Music Credits:
The Secret of Monkey Island Theme - Michael Land
Tetris - 2pm
Music Credits:
The Secret of Monkey Island Theme - Michael Land
Tetris - 2pm
Subscribe to:
Posts (Atom)