Category Archives: Articles

Overlooked Gem: ZombiU

ZombiUGem

A few months ago, I wrote a two-part article recommending thirteen post-millennium horror games I had played and enjoyed (see part 1 here and part 2 here). Well, I better now increase that number to fourteen, as since the time of writing I’ve played ZombiU and it’s easily one of the best horror games I’ve experienced for a long time.

    Developed and published by Ubisoft and released exclusively on Nintendo Wii U as a launch title for the system in 2012, ZombiU is a first-person survival horror game set in London sometime after a zombie apocalypse has devastated Great Britain and left England’s capital teeming with the hungry undead, who are still much less ignorant and pushy than many of the people who crowd the London Underground every day in reality.

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The Life Of An Outlaw In The Old West Of Red Dead Redemption

RDR

I love westerns.

    Whether gravitating towards realism or a more romantic, mythical take on the realities of the time, the western is a genre of powerful imagery and archetypes, from the vast, sweeping vistas of untamed landscape to the mysterious and deadly gunslinger. It’s a genre that has permeated popular culture over the past century, as seen in the western novels of authors such as J. T. Edson and Zane Grey; television shows such as Deadwood; video games such as Gun (the less said about Custer’s Revenge, the better); the modern-day western comic series Preacher; and of course the countless brilliant movies: High Noon, The Man From Laramie, The Shootist, A Fistful of Dollars, Unforgiven, etc.

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13 Post-Millennium Horror Games You Should Play – Part 1

Nefarious1

The video game medium has evolved and advanced at great speed over the past few decades – playing something like Dark Souls, The Last of Us, or Grand Theft Auto 5 would have been the stuff of a madman’s dreams just twenty years ago.

    The advancement of not only technology but also creative visions as to what can be achieved with the medium has affected all genres, horror included. We’ve come a hell of a long way since the days of Friday the 13th on the Commodore 64 and Ghost House on the Sega Master System, with developers becoming able to create horror games that can genuinely unsettle, disturb, frighten, or simply effectively jump-scare the player via the use of intelligent writing, clever game design and gameplay mechanics, and the increased immersion that can come with improved visuals and audio.

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A Journey Through Dark Souls At SL1: Part 2

SuchHeroicNonsense2

* Note: Spoilers ahead regarding some of the characters, locations, enemies, and events of Dark Souls.

[This is part 2 of a 2 part series. Part 1 is available here]

Thirty-two.

    It’s not a particularly large number, is it. It’s no thirty-three, for instance. Or four-billion-and-seven. But thirty-two can be plenty, depending on the circumstances.

    “Ornstein and Smough. Soul Level 1. 32 attempts. FUCKING DONE. HAVE THAT, YOU PAIR OF GOLDEN BASTARDS.”

    The above was a text message I sent early on a Sunday morning to a friend and fellow Dark Souls player after finally defeating the boss duo of Dragon Slayer Ornstein and Executioner Smough – on my thirty-second attempt. Yes, I counted.

    But let’s backtrack slightly.

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A Journey Through Dark Souls At SL1: Part 1

SuchHeroicNonsense

“I got a bad feeling about this.” – Han Solo.

 

* Note: Spoilers ahead regarding some of the characters, locations, enemies, and events of Dark Souls.

 

You’re standing in a cave. Lying asleep on the ground before you is a huge male bear, the massive beast lying on his back, snoring. Covered in thick, dark fur, with claws and teeth that are long and sharp, the bear is one of nature’s killing machines.

    In your hands is a wet towel. You look down at it, then at the sleeping bear. Then you quickly spin the towel around and flick it outwards with all the force you can manage, snapping the towel against the bear’s testicles.

    The bear wakes with a start. At first, his expression shows confusion, surprise, and pain. Then his eyes focus on you, his teeth clamp together in a snarl, and a furious, murderous frown creases his brow as he glares at you.

    As the bear rises to its full height, towering over you, his eyes never leaving yours as he lets out a loud roar, you begin to feel a terrible sinking feeling in your stomach, and one simple truth passes through your mind: I brought this on myself.

    This was the situation I found myself in as I took on Dark Souls at Soul Level 1. Whatever crushing defeats and punishing challenges awaited me, however many seemingly undefeatable enemies and brutal deaths… I brought this on myself.

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A History of the Side-Scrolling Beat-‘Em-Up – Part 2

Taste the fist

By the late 1980s, the side-scrolling beat-‘em-up genre had become hugely popular amongst gamers, especially in the arcades, so it was no surprise that some companies who held licences to existing products of other mediums attempted to take advantage of this and create video games that applied a popular license to a popular genre.

    A good example was the arcade title Teenage Mutant Ninja Turtles, which I talked about in Part 1, and this was far from the last video game to feature the Turtles in an effort to exploit their popularity: the arcades later received the sequel Teenage Mutant Ninja Turtles: Turtles In Time, which was also released on the Super Nintendo, while some Turtles beat-‘em-ups exclusive to home systems included Teenage Mutant Ninja Turtles III: The Manhattan Project on the NES, and Teenage Mutant Ninja Turtles: The Hyperstone Heist on the Sega Mega Drive, although the latter title borrowed heavily from Turtles In Time.

    And I am now officially sick of writing the word “Turtles”.

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How Crowd Funding Solved Virtual Reality

VR

In March 2012 the world got its first look at the Oculus Rift.  This virtual reality display was accurate, low cost and had the potential to become a serious option for the home virtual reality industry.  Other than the impressive tech the difference with this attempt was that to fund the project they used crowd funding via a Kickstarter campaign.  This not only helped them raise 2.5 million dollars but made the Rift a recognisable name among gaming enthusiasts overnight.

While we await the consumer launch of the product we have be inundated with support from developers experimenting with the interface and pledging that their titles will be compatible. For the first time VR looks like it has a real chance at taking off with quality hardware and software support but since then we’ve seen other players enter the scene that fill in other parts of the VR experience and yet again crowd funding seems to be a key component.

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