A few days ago I took a job writing for Gamespresso. While I will try to still post to PBG occasionally, my focus has been shifted. I ask anyone who read PBG to please come join me on this new site. I'm excited for future content to come.
Blake Hester
Saturday, February 28, 2015
Thursday, February 26, 2015
Far Cry 4 - Valley of the Yetis Trailer
Source: PlayStation
Coming March 10, 2015, Far Cry 4's Valley of the Yetis DLC puts protagonist Ajay Ghale against the Himalayas, a dangerous cult, and Yetis. Yeah, freaking Yetis. We're very excited about this and you should be too. For more info on Valley of the Yetis, stay tuned to PBG.
Coming March 10, 2015, Far Cry 4's Valley of the Yetis DLC puts protagonist Ajay Ghale against the Himalayas, a dangerous cult, and Yetis. Yeah, freaking Yetis. We're very excited about this and you should be too. For more info on Valley of the Yetis, stay tuned to PBG.
Wednesday, February 25, 2015
Hunger Screenshots
Hunger is the new game from Swedish developers Tarsier Studios, the minds behind LittleBigPlanet PS Vita. Tarsier's official blog had this to say about the game:
Source: Tarsier Studios
"At its heart, Hunger is a simple idea. A young girl is trapped in a labyrinth full of monsters and wants to escape. It will be your job to help her do this. It’s a genre we’re calling ‘suspense-adventure’, on account of the fact that there will be plenty of both. Coupled with an unnerving ‘Dollhouse Perspective’, tactile controls, and characters with soft, dark centres, Hunger will take your hand and let it go at the worst possible moment!"Check out some eerie screenshots for Hunger below. For more news and info, keep it locked here on PBG.
Hunger - Teaser Trailer
Source: Tarsier Studios
Developed by Tarsier Studios, the studio behind LittleBigPlanet PS Vita, comes the new game Hunger. Described in a blog post as being "suspense-adventure," due to the game having "plenty of both," Hunger will follow a young girl as she tries to escape a labyrinth known only as "The Maw." For more information on Hunger, keep it locked on PBG.
Developed by Tarsier Studios, the studio behind LittleBigPlanet PS Vita, comes the new game Hunger. Described in a blog post as being "suspense-adventure," due to the game having "plenty of both," Hunger will follow a young girl as she tries to escape a labyrinth known only as "The Maw." For more information on Hunger, keep it locked on PBG.
Tuesday, February 24, 2015
Technical Issues
Due to a failing internet connection, our Twitch stream got cut short tonight. Hopefully future streams will run more smoothly. Sorry for the inconvenience.
Twitch Tuesday!
I usually do a "Twitch Monday," but was just far too tired yesterday. So, yesterdays missed stream will be done tonight at 8pm Eastern Time (5pm CST). Once again, I will be streaming The Wolf Among Us, I'm doing episode three this week, and I invite anyone to join and contribute to the conversation. See you there!
Link to profile.
Link to profile.
Monday, February 23, 2015
The Order: 1886 Review
Title: The Order: 1886
Platform(s): PlayStation 4
Release Date: February 20, 2015
ESRB: Mature
Review by Blake Hester
Taking place in an
alternate Victorian London, The Order tells a story of a secret war
that has raged for centuries between a species of Halfbreed Lycans
and Mankind. Keeping man safe and the war away from the public eye
are the Queen of England's Royal Knights, or “The Order.”
Knights of The Order are sworn under oath to protect man from the
Halfbreeds and are bound to allegiance by the use of Blackwater, an
elixir that extends life and speeds up physical recovery. When a
mysterious attack plagues the London trade monopoly, The United India
Company, The Order is sent in to rectify the situation. The Order
quickly blames the anarchist group, “The Rebellion,” for mixing
with the Halfbreeds in an effort to overthrow the monarchy. A
desperate battle begins between The Order and The Rebellion and it is
a race against time to save London from those who wish to see it
brought to its knees.
Players are given control
of the Knight, Grayson or “Sir Galahad,” whose blind allegiance
to The Order often stands in the way of him seeing the corruption
that digs its nails deep within the back of those who control London.
Conspiracies run deep, pitting many groups against each other, all
the while masking secret alliances. Galahad must search for answers
quickly or the entire species may be at risk and the very cause he
has fought for for centuries may be for nothing.
One of The Order's main
draws is its fascinating story. The game tells a story of
brotherhood, betrayal, and rebellion. The game builds up a rich
lore, and it's hard to not want to know more about The Order, this
centuries old war, and how things became the way they are in London.
The story's pacing is slow, but deliberate, never giving players an
absolute conclusion and always leaving them wanting more. As Galahad
digs through the layers of conspiracies, The Order inches you closer
and closer to the edge of your seat as one answer is given and
another is asked. By the time the credits roll, players are not
given a full resolution. But it doesn't feel as though the game robs
you of answers, rather it leaves you wanting more.
The Order takes place takes
place in 19th century London around the time of the
Industrial Revolution. But, the game is an alternate view of history
where technology is far more advanced and items such as the zeppelin
and the fully automatic rifle were invented decades before they were
in our universe. Ready At Dawn bends history in a way that is as
believable as it can be. Rather than giving Galahad lasers and
iPhones in Victorian London, the imported inventions usually are only
borrowed from a few decades after 1886. This makes their inclusion
in the game more believable, implying that the universe this game
takes place in is only maybe forty or fifty years more advanced than
our own.
Even the game's completely
fictional arsenal makes sense with the time period. Weapons such as
the Arc Gun that weaponizes a Jacob's Ladder and the Thermite Gun
that sprays a layer of iron oxide and aluminum before shooting a flair to ignite it
stay true to the inventions and discoveries of the time. A lot of
care was taken by Ready At Dawn to make liberties with history
believable and it shows as I was willing to suspend my belief as far
as they asked me to.
The Order looks phenomenal.
Character models and environments are meticulously detailed, giving
breath to the world. Halfbreeds are truly terrifying and watching
their American Werewolf-esque transformation from human to Lycan is
equally as anatomically believable as it is visually horrifying.
Districts of London, such as Whitechapel and Westminster amongst
others, have their own distinct feels that make each area feel
unique. But, I wish there were more opportunities for exploration in
the game. Very early on there is a shot of the entire city, allowing
you to take in this world that Ready At Dawn has created. But when
Galahad reaches the streets, they feel claustrophobic and linear, as
if the entire city was built out of alleyways.
The Order is a story driven
game and it is a very cinematic game. Taking cues from games like
The Last Of Us, The Order uses film techniques such as lens flares
and shaky-handycams to heighten the atmosphere. Visual nuances such
as dust and scratch marks add to the over-all look of the game,
giving the impression that the world is affecting the game camera.
Cutscenes can tend to be long, but it never feels like a chore to
watch them. On top of the great story, The Order has excellent voice
acting that gives characters plenty of emotion and personality. Even
at their longest, I was always completely enthralled by the
cutscenes, ready to learn more about the story.
The Order interjects small
cutscenes into gameplay in an effort to make a more fluid cinematic
experience. Things such as going through a doorway or rounding a
corner may be substituted for a cinematic that shows characters
having brief conversations or alerting players to an item of
interest. I imagine this may be distracting for some, or they will
feel that control is taken away from the player too often. But,
personally, I thought this was a very unique and fluid way of
storytelling for a video game and I found that control was never
taken away more than that of a Telltale game, for example.
I did encounter a few muddy
textures as the game loaded new areas and occasionally the frame rate
dropped, but for the most part The Order is a fluid experience.
Also, a few side characters or background NPCs will look fairly
expressionless. But these are nothing that belittles the overall
presentation. With that being said, there is a fog that surrounds
the whole game that did have a tendency to lower my field of vision.
This could have been included in efforts to add to the dark
atmosphere of the game, but personally I found it distracting. This
also hindered a lot of environments from standing out, as they were
masked by a layer of murk.
The Order: 1886 plays
extremely well. There is a weight to controlling Galahad that makes
him feel solid and grounded in the world. Firefights are excellent
and tense. Galahad, even when in the company of other members of The
Order, is often outnumbered and taking only a couple of bullets can
result in death. So this makes it necessary to be precise when aiming
and smart when taking shots. Understanding when to hunker down in
cover and when to move offensively is also necessary for staying
alive in the game. Players can use Blackwater to revive themselves,
but also to slow down time and take more precise shots at enemy weak
points. Enemies and allies will communicate with each other,
alerting one another when they are reloading, when to stay behind
cover, and when they need help. This not only adds to the
presentation of the combat, but also can be used strategically in the
moment, allowing you to have better knowledge of what is going on
around you. The firefights always had my heart in my throat as I
never felt in control of the situation. Rather each bullet that I
was able to get to make contact felt like a godsend.
One issue I did have with
the game is that there is often too much time between action
sequences. The first third of the game especially has many moments
where you just make Galahad walk from point A to point B, then to
point C, and then at point D you finally get to shoot someone. A lot
of this is spent advancing the story, but I feel like a lot of that
could have been done in cutscene rather than on foot. In the last
two thirds of the game, this isn't as bad and players are able to
engage in a lot more action and gunfights take a lot more time to get
through. But forcing players to walk continuously through the
beginning of the game can get incredibly stale and repetitive as
there isn't much to explore and despite a handful of collectibles,
there isn't much to see in the game either.
The Order's heavy use of
Quick Time Events has been the thing of criticism in the time leading
up to the game's launch. While it is true that the game is rife with
QTEs, for the most part (though not completely), a lot of these don't
feel like flaws in the game. Most of the QTEs are prompts such as
pressing one button repeatedly to get an enemy off Galahad or to
reach for an item that is far away, both which are constant in most
video games. The use of QTEs such as this don't personally bother me
and I never found them to be distracting in The Order.
However, there are a few
examples of the game using QTEs as a crutch and ultimately taking
away from the overall experience. The game has no melee system and
during occasional stealth sections when a melee attack is required to
maintain cover, the game opts for a time-sensitive button prompt that
if missed leads to failure. This becomes especially frustrating
towards the tail end of the game where an extremely long stealth
section becomes boring and repetitive as you are forced to repeatedly
start over because you couldn't press triangle in rhythm with the
game. Similarly, boss fights in the game rely heavily on QTEs.
These moments are built up to be extremely tense, but they lose
momentum fast, as all you have to do is strike, then move the analog
stick in the direction the game tells you to to evade. Boss fights
come during very pivotal moments of the story and the game takes away
the overall intensity of the moment with these simple button prompts.
These moments feel lazy on the developer's part and hopefully later
entries to the series will opt for more fleshed out melee mechanics
and more intense boss fights.
The Order:1886 is an
interesting ride. Its unique way of intertwining gameplay with its
excellent story makes for a seamless experience that keeps players
interested in what will happen next. The Order's twist on European
history paired with its great gameplay and excellent combat make this
a journey worth taking, but unfortunately too much downtime in the
game mixed with lazy QTE sections don't give too much reason to stay
in London once the credits roll on this entry. Hopefully a sequel
will fix these issues and give us reason to return during the next go
around.
7 out of 10
Very Good. This game is
worth playing, but it may have unforgivable issues that hinder it
from cracking the top three. It may be a fun game in the moment, but
also may be forgettable in the end.
PBG Is On Twitter!
PBG has joined the Twittersphere! Find us at @PBGTweeter and give us a follow to stay up to date with the site's content.
Saturday, February 21, 2015
PBG Update - 2.21.15
Unfortunately, I made the decision against adding new content to the site today (except for this of course). Aside from being deep in my own playthrough of The Order: 1886, it seems I can't turn my head with out seeing another outlet's reviews, discussions, and/or opinions of the game. For fear of spoilers or other information that may influence my own opinions, I have tried to spend as little time on the internet today as possible. That being said, I'm fairly sure I am almost done with the game and since I have a lot of thoughts and opinions cooking up, a review should be posted fairly soon.
Speaking of posting to the site, I have quite a bit of future content that I am very excited to post. I have an awesome interview with Czech developers, Spellbound Games, as well as a few feature ideas to tie in with PBG's coverage of The Order. This of course added to the news, reviews, and opinions already added to the site daily. I am very excited to share what I have been working on, so be on the lookout for these items within the next week!
-Blake Hester
Parentsbasementgaming@gmail.com
Speaking of posting to the site, I have quite a bit of future content that I am very excited to post. I have an awesome interview with Czech developers, Spellbound Games, as well as a few feature ideas to tie in with PBG's coverage of The Order. This of course added to the news, reviews, and opinions already added to the site daily. I am very excited to share what I have been working on, so be on the lookout for these items within the next week!
-Blake Hester
Parentsbasementgaming@gmail.com
Friday, February 20, 2015
The Order: 1886 - Initial Thoughts
I have played The Order: 1886 for about five hours and I am happy to announce that the credits have not rolled yet. Aside from debunking game-length controversy, I have really enjoyed my time with the game. It is amazingly beautiful, but also Ready At Dawn's skewed take on London is fully realized in the most believable way possible. A lot of care has been taken to make what didn't actually exist in the era, such as blimps or automatic rifles, fit in with the style of the world. I was worried that the game would be a Victorian London with lasers and all the added inventions would feel forced, but I find myself willing to suspend my belief as far as the game asks.
The Order has taken a lot of criticism for the amount of cinematics and quick time events that break up the flow of the gameplay. While the game does have a large amount of cutscenes, for the most part they feel necessary and flow well with the pace of the gameplay. As for the QTEs, a lot don't feel too different than those you would see in other games, such as The Last Of Us or Uncharted. QTEs that require you to repeatedly press a button to force an enemy off of you or to counter attacks are repeatedly used in The Order. But personally I have no issues with these. Unfortunately, the game omits a melee system entirely for simple button pressing, ultimately ruining the suspense of certain moments in the game. These instances are more troublesome for me as it feels lazy on the developer's part.
If I had to guess, I would say I am about half way through The Order. All opinions above are subject to change and will be fleshed out in my full review. For more on The Order: 1886, stay here at PBG.
The Order has taken a lot of criticism for the amount of cinematics and quick time events that break up the flow of the gameplay. While the game does have a large amount of cutscenes, for the most part they feel necessary and flow well with the pace of the gameplay. As for the QTEs, a lot don't feel too different than those you would see in other games, such as The Last Of Us or Uncharted. QTEs that require you to repeatedly press a button to force an enemy off of you or to counter attacks are repeatedly used in The Order. But personally I have no issues with these. Unfortunately, the game omits a melee system entirely for simple button pressing, ultimately ruining the suspense of certain moments in the game. These instances are more troublesome for me as it feels lazy on the developer's part.
If I had to guess, I would say I am about half way through The Order. All opinions above are subject to change and will be fleshed out in my full review. For more on The Order: 1886, stay here at PBG.
Alto's Adventure Review
Title: Alto's Adventure
Platform(s): iOS Devices
Release Date: February 19, 2015
Rating: 9+
I should begin this
article by saying that I do not like mobile games. It's a medium
that completely missed me. I find many to be nothing but time
wasters and I can't stand staring at a tiny screen while trying to play. So I really mean it when I say that Alto's Adventure is a really
good game that has me constantly picking up my phone for another round. Alto's Adventure is a simple game with simple
mechanics. Though the difficulty of the game never increases, it
wraps its players up in its addicting level goals and beautiful art
style.
Alto's Adventure tells the
story of a herder who wakes up to find that his or her llamas
have escaped and are running down what appears to be the longest hill
in the world. Without thought, the herder dashes off on snowboard to
collect these wandering llamas and maybe perform a few double
backflips along the way. That's all Alto's Adventure has in the way
of story and that is plenty to give you incentive to go down the hill
over and over again.
Alto's Adventure stands out
for being a visually stunning mobile game. The game is bright,
colorful and feels like it is popping off the screen, even when
played on very small one. Snow falls from the sky, trees lose their
leaves, and the sun pokes its head out from behind mountains in the
distance. Alto's Adventure has its own day/night cycle and even
dynamic weather that make each trip down the hill feel unique from
the last. The game has a calming soundtrack and sound effects such
as the sound of snow under your board or thunder crashing during
storms do a lot to add to the atmosphere of the game. It's awesome
to see so much care put into the visuals of a mobile game to give it
its own unique feel and stand apart from other games on the market.
The only slight annoyance
to this is that at night it can sometimes be hard to see obstacles
the player must jump over, leading to some premature runs. While
this doesn't happen often enough to be a major complaint, it is also
not rare enough to be overlooked.
Alto's Adventure is a
randomly generated game, where each trip down the hill is different
from the last. As the player rides downwards, there will be dangers such
as chasms or obstacles that they must jump over by tapping on the screen. There
are also ramps and bunting chords for the rider to perform tricks on.
Tapping and holding a finger on the screen will cause the boarder to
perform a backflip and landing on a bunting chord will result in a
grind trick. Occasionally riders will be chased down the hills by
NPCs called “elders” that come at players quickly and have the
ability to knock characters off their boards. It is up to the player
to jump, ramp, and grind away from elders to remain going down the
slope.
The game's mechanics are
very simple, but solid. The game always registered when I tapped the
screen and once I got the feel of the game, it was very easy to
control. When I missed a jump or didn't land a backflip, I always
felt that my rhythm was at fault, not the game. I think it is worth
noting that I played the game with a screen protector on and still
never felt that the game was missing my finger. During the several
hours I played Alto's Adventure, it constantly performed well.
One gripe I do have with
the game is that it never seems to pick up in difficulty. As you
travel further down the hill, their never seems to be an increase in
challenge. Chasms never get wider, you never have to outrun more
than one elder at a time, and obstacles never become
more numerous. I feel that the game's simple controls could have
created a good opportunity to make a challenging game that gave
players incentive to try and break their record distance with each
time that they played. But, once players understand the controls of
the game, its very simple to fly down the hill for great distances
without breaking a sweat.
Though the game never gets harder, the games level-up system poses different goals that are challenging and become the
major draw of the game. Objectives such as performing two
double-backflips in one run or staying airborne for three seconds
become addicting as you think that maybe you can get them all with
just one more trip down the hill. I found that I wasn't concerned
with how far I could make it in the game; rather I felt driven to
keep completing these objectives to see what new challenges it would
throw my way.
The game rewards players
with a new character for every ten levels they complete. These
prizes are satisfying and good incentive to keep trying, but they
also open up different ways to play the game. Different characters
will have different strengths and weaknesses and experimenting with
them to find out which one works best for each objective becomes
necessary to continue progression. For example, the character Maya
is able to flip quicker than others, but rides down the hill slower.
If an objective calls for you to backflip a certain amount of times
in one run, Maya may be your best bet. But, if an objective has you
running away from elders, than a different choice may be the way to
go. Finding which character is necessary for different objectives
becomes a fun challenge and it isn't long before you are constantly
switching out characters to complete each level.
I feel that many mobile
games don't offer enough content or mechanics to be given a numerical
score based upon the game as a package. So, in conclusion I will say
that for only $1.99, Alto's Adventure is worth checking out. It
packs in a lot of visual flair for such a small game. Though it is
very simple and at times can lack challenge, the game's very
unique look and attention to detail in its presentation, as well as
its excellent level-up system, make this a game that shouldn't be
over-looked for fans of mobile gaming.
Blake Hester
Parentsbasementgaming@gmail.com Thursday, February 19, 2015
Interview with Ryan Cash of Built By Snowman
"We
wanted to go back to that old-school gaming feel. Where games were
games. Not monetizing business machines."
I had the pleasure of talking (swapping emails) with Built By Snowman founder, Ryan Cash, about Tony Hawk Pro Skater, the importance of making things your own way, and Snowman's new game, Alto's Adventure. Alto's Adventure is a highly stylized, "never ending snowboard odyssey." The game costs only $1.99 and is available February 19th, 2015 for all iOS devices. Article by Blake Hester.
PBG - Where did the inspiration for a snowboarding game come from?
R - Inspiration for the game came from many places. For me it came from growing up playing games like Tony Hawk’s Pro Skater, Amped (for the original Xbox). I was also inspired by films like Into the Wild, and Redbull/Brain Farm’s “The Art of Flight” (snowboarding movie). We took inspiration from games like Journey and Windosill for the art direction, and were also inspired by games like Tiny Wings for creating something that isn’t like your typical App Store game. Monument Valley and Threes! gave us the confidence to stick to being premium after seeing them do well as paid apps.
PBG - Alto's Adventure has a very stylized art direction, especially compared to other snowboarding games on the App Store. The Snowman Blog cites games such as Tony Hawk Pro Skater and Journey as influences, can you elaborate on how these helped shape your game?
R - As mentioned above, they were sources of inspiration. Harry Nesbitt (the lead artist and developer on the project) often names Windosill and Journey as games that inspired his art style, but I’m sure there’s more too. With inspiration, oftentimes we notice things in the world around us and they stick with us – but we don’t necessarily remember them specifically as inspiration.
PBG - Built By Snowman has done several other apps for iOS. Is there a specific reason you chose to stick with the App Store for Alto's Adventure rather than trying to do a console release?
R - iOS is just what we know. I started working at Marketcircle right before the very first iPhone was announced. They were making business software for the Mac, and then started developing for the iPhone as soon as it was possible. Next came the iPad. I was there for 5 years before leaving to make Checkmark (our first iOS app). Since then I’ve been iOS-only, and it’s what I enjoy and feel comfortable with. We’ve had a lot of requests already (despite the game not even being out yet) to bring Alto to other platforms – but at this time, all I can say is that we’re listening!
PBG - On your blog, you note how important it was that Alto's Adventure had no adds or in-app purchases. Rather it was all paid up-front. When these types of things are common-place in gaming nowadays, why was it so important that your game broke the mold?
R - We wanted to go back to that old-school gaming feel. Where games were games. Not monetizing business machines. I have nothing against freemium games – I play a few myself, such as Crossy Road and TwoDots (we actually made one ourselves during development of Alto called Super Squares, but we wanted to do something for ourselves – the way we would want to experience it.
PBG - From here, what is next for Built By Snowman and what are your hopes for Alto's Adventure?
R - I hope to be able continue doing what I love to do. Building apps and games that solve problems and/or enhance peoples lives through entertainment. Making Alto’s Adventure has been by far the most rewarding experience in my life, so I hope to continue making things like it.
PBG - Thank you so much for taking the time to be apart of this interview. Alto's Adventure looks amazing and I cannot wait to get my hands on it!
R - No problem! I really hope you like the game – it’s been over 2 years in the making!
Wednesday, February 18, 2015
Alto's Adventure - Screenshots & Concept Art
Alto's Adventure comes out February 19th, 2015 for the App Store. For more information, check out the game's official website.
Alto's Adventure - Trailer
Source: Alto's Adventure
Alto's Adventure comes out tomorrow, February 19, 2015, for the App Store. For more information, keep it locked here on PBG!
Alto's Adventure comes out tomorrow, February 19, 2015, for the App Store. For more information, keep it locked here on PBG!
Tuesday, February 17, 2015
The Order: 1886 - The Cast Of The Order
Source: PlayStation
The Order: 1886 comes out exclusively for the PlayStation 4 on February 20, 2015. For more news and a full review of The Order, keep it locked here on PBG.
The Order: 1886 comes out exclusively for the PlayStation 4 on February 20, 2015. For more news and a full review of The Order, keep it locked here on PBG.
Monday, February 16, 2015
Twich Monday!
Head on over to PBG's Twitch channel to check out our stream of The Wolf Among Us' second episode. Feel free to comment and subscribe to see all other streams.
PBG does a Twitch stream every Monday. A post will be made on this site in advance saying which game will be streamed.
PBG does a Twitch stream every Monday. A post will be made on this site in advance saying which game will be streamed.
The Order: 1886 Too Short?
According to a recent upload of the The Order: 1886's entire campaign by Youtuber PlayMeThrough, the game has a campaign that clocks in at only around five hours. This accounts for both gameplay and cinematics. Check out the footage for yourself at the above link. Obvious spoilers.
Andrea Pessino, founder and CTO of Ready at Dawn studios, has Tweeted about the leak saying, "I am done commenting on click bait rumors about game length, 'downgrade' idiocy and such nonsense. Don't bother asking."
Is five hours too short for a full retail release? Is PlayMeThrough just doing a speed-run of The Order? Voice your opinions below in the comments.
The Order: 1886 comes out this Friday, Februay 20, 2015, exclusively for the PlayStation 4. For more news and a full review, stay tuned to PBG.
Andrea Pessino, founder and CTO of Ready at Dawn studios, has Tweeted about the leak saying, "I am done commenting on click bait rumors about game length, 'downgrade' idiocy and such nonsense. Don't bother asking."
Is five hours too short for a full retail release? Is PlayMeThrough just doing a speed-run of The Order? Voice your opinions below in the comments.
The Order: 1886 comes out this Friday, Februay 20, 2015, exclusively for the PlayStation 4. For more news and a full review, stay tuned to PBG.
Saturday, February 14, 2015
Dying Light Is The Best Selling Game For January 2015
According to the NPD Group, a market research company, Dying Light was the best-selling game in the United States for January 2015. "In January 2015, Dying Light had the highest first month of sales for new IP in the survival-horror genre..." said NPD analyst, Liam Callahan. According to a Tweet from Dying Light's official Twitter, one week after the game's launch on January 27th, the game had had over 1,200,000 "unique players."
Source: Dying Light
Source: Dying Light
For PBG's review of Dying Light, click the link.
For more info on Dying Light, check out its official website.
Evolve Review
Title: Evolve
Platform(s): PlayStation 4, Xbox One,
PC
Release Date: February 10, 2015
ESRB: M
In the future, humans
travel from planet to planet in order to keep their species alive.
Setting up colonies and factories, “The corporation” siphons the
natural resources that each world provides. It is only when man
lands upon the planet Shear that things become different. Shear is
home to giant monsters that have the ability to grow and “evolve”
after each feeding, the likes of which mankind has never seen before
and the likes of which do not take kindly to mankind's visit. The
beasts begin to terrorize and kill humans and it becomes apparent
that if mankind is to conquer these monstrosities they must employ
hunters with the necessary skills to bring them down. Teams of
hunters are sent across Shear, hoping to claim the bounty placed upon
each beast's head. It is a battle of species where life, dominion,
and bragging rights of the food chain are the prizes.
Evolve's story is simply
there to justify the game's existence. This isn't necessarily a bad
thing, but if you bought this game looking for a story with rising
action, a climax, and a conclusion, you made the wrong choice. In
fact, everything from the paragraph above was summarized from the
game's instruction manual, which has just fourteen sentences
explaining what is going on. The game does little to tell you why
exactly you are doing what you're doing. Rather it just throws you
onto Shear's surface and tells you to kill the opposing force.
Hunters are given personalities that do a good job of giving them
different characteristics and there is a cutscene prior to you
jumping into things that slightly explains why you are there. But
the game says absolutely nothing about the background of the
monsters. Again, not a bad thing and not a complaint. It just seems
odd to include a story to the game at all if it is only hidden within
the instruction manual and is barely evident on the disc.
Though Hunters are all
given unique personalities, that doesn't mean that they are all
likable characters. Some of the dialogue is painfully cliché and
lines such as, “it may be desperate, but nothing is impossible”
are enough to have your eyes rolling in circles. Characters are
voiced well enough, but once again each character is just another
cliché. Character's such as the confident commander, the mysterious
amazonian, and the hillbilly with an itchy trigger finger are all
accounted for in Evolve. But the worst of them all is the dumb
Austrian, Markov. His terrible Schwarzenegger impression repeats the
same annoying one-liners over and over and there is only so many
times you can hear him say, “all we need do is find beast,”
before you want to throw your console out the window.
Repetitive dialogue comes
from all the characters though. As you play through the game,
characters have conversations with each other. This is interesting
at first, but these interactions quickly become old as you hear the
same jokes and lines over and over. It would have been nice to see
more diversity added to these conversations so that they feel dynamic
and spontaneous. It is as if these characters are just passing time,
waiting for something to happen.
Evolve is a good looking
game, but it won't exactly “wow” you. Character models look good
and worlds are densely packed with terrain and wildlife, but the
visuals don't jump off the screen. That being said, something that I
started to notice very early on was a lack of diversity in the
different maps. While some offer more vertical terrain or a desert
skin and maps are huge, most of the them feel very similar. Despite
what map they said I was in, I constantly felt I was running through
the same forest with only the changing weather offering any slight
differences. If Evolve takes place on the whole planet of Shear, it
just doesn't make sense that the game couldn't offer a larger variety
of maps to play in. It's not something that takes away from the
overall gameplay, but it does become repetitive having to look at the
same jungle style map over and over.
Evolve consists of two main
game modes: A five round “campaign” called, Evacuation, and a
quick game mode called, Skirmish. These pit a four player team, the
hunters, who all have different jobs and skills, against a monster
that has the ability to evolve into two higher forms the more it
eats. Single matches rarely last over half an hour and playing
through all five rounds of Evacuation usually takes between an hour
and two hours.
The team of hunters
consists of an Assault, whose job is to fire as many rounds into the
beast as possible, a Trapper, who is in charge of catching and
capturing the monster so that the other player's can fight it without
it getting away, a Support, who shields the team, and a Medic, who
tries to keep the team at max health as much as possible. Each
player has a very distinct role in the match and it's worth it to
experiment with each role to find out which one suits your playstyle.
You may find that you rarely lose with one or two of the classes but
can barely even play as the others.
In order for the Hunters to
win, each team member is expected to do their part. If a Medic is
trying to take the part of the Assault rather than keeping a close
eye on everyone's health, there is no chance of them winning because
one-fourth of the team neglected their role. Evolve is a game that
demands player communication during matches and necessitates that
each player be on the same page in order to win. Evolve can be
immensely frustrating when no one on the team is speaking to each
other and the monster just demolishes the whole party. But, Evolve
has some of the best satisfaction I've felt in a game when a team is
constantly talking through their roles and working together to bring
down the monster. The game is made to put Hunters at a disadvantage
under the size and power of the beast. But when everyone understands
their role in the match and can adequately communicate what they're
best strategy is, bringing down the monster becomes a much smoother
and more fun task.
Something that can become
annoying is the time spent running around aimlessly looking for the
monster. There are things such as foot prints that you can follow as
well as being alerted to the sound of the monster startling birds,
but since the monster moves so much quicker than the hunters, it's
often hard to catch up with him. After a while, it feels like the
whole match has been spent running in circles without ever engaging
in combat. These moments can become extremely tedious and boring and
it would have been nice to see the game offer easier ways to track
the monster or just faster ways to traverse each map,
Playing as the Monsters is
not immediately the power trip it may appear to be. Initially, the
Monster is small and staying far away from the hunters is the best
approach. The plentiful wildlife that populates Shear allows for
quick evolution, but even once you do reach the second stage, the
Monster still has weaknesses, and it's important to pick your battles
wisely. If the hunters do engage you during these first two stages,
Monsters are incredibly agile and giving way to a cat and mouse chase
with the Hunters can be exhilarating as you try to dodge bullets and
reach the final stage of evolution. Using the Monster's far-reaching
smell ability allows for you to stay on track of Hunter locations as
well as find out the location of wildlife, but it is all left to the
player to strategically travel the map and evolve. It is with the
third stage that the monster becomes a complete power house. Though
it is not impossible for the hunters to beat a stage-three monster,
it is highly unlikely. Once at this point, the monster towers over
the map and combining its move sets makes short work of each hunter.
Reaching this level is an awesome reward for being patient with the
game as it makes you work for the hunt and doesn't let the stages
come quickly. It is totally worth the effort as you demolish
everything that tries to stand in your way.
Since Evolve's five
playable character's have such different characteristics, the game
tries hard to make sure that the player gets as much time with his or
her favorite class. At any time you can rank your favorite ways to
play the game and the game tries to place you in matches that will
cater to your desires. I found that I was often put into matches
that had me playing as my first two choices and rarely did I have to
play as the characters I wasn't fond of. This feature does an
excellent job of keeping player's in their favorite shoes as well as
keeping things fair and not forcing them to have to be stuck with a
class that they hate. The game keeps a good rotation between
classes, allowing players to get a majority amount of time with those
that they prefer.
In Evolve's Evacuation
mode, monsters have over run Shear and Hunter's have five days to
save as many lives as possible. Players compete in five different
games that have Hunters doing such things as destroying monster eggs
and saving survivors all the while being hunted by an AI or player
controlled monster. Match duration is usually dictated by how long
it takes for the Monster to evolve to the third stage. If the
hunters can complete the objective before the third evolution, they
win. But, if the monster is to evolve three times, usually the win
goes to it as it can kill the team quickly. Each of Evacuation's
games do a good job of maintaining a quick pace. Hunters have an
objective to complete before being killed by the monster and the
monster wants to kill the hunters before they complete their
objective. Each game has fair variation that doesn't allow
Evacuation to get old or feel repetitious.
The coolest draw to
Evacuation mode is the dynamic events that happen during missions,
based on who wins each match. Boasting “800,000 total
possibilities,” current matches are influenced by the ones before
it. For example, if you allow the monsters eggs to hatch in one
mission, the monster may have minions in the next. Or if you are
able to defeat the monster before it reaches stage three, the Hunters
may have active turrets that help them to bring the beast down in the
next game. These give players real incentive to do their best in
matches to get an extra boost and the addition of these events really
can change the tide of a match entirely. If one team, monster or
hunter, wins the majority of matches in Evacuation mode, the opposing
team's chances of survival become terrible, at best.
The highlight of Evolve is
its Skirmish mode. Skirmish is a quick game mode that's only
objective is kill before being killed. Hunters are to kill the
monster before it reaches stage three. The monster is to evolve and
kill all four hunters before they can return the favor. Monsters can
also destroy a power-relay once it reaches stage three which will
automatically win the match. Matches rarely last over thirty
minutes, but they quickly become addicting and the main reason I kept
putting the disc back in.
As mentioned above, Evolve
relies on communication between the four people playing as the
hunters and this is most evident in the skirmish mode. When a team
works, it really works in Evolve. The most fun I had with the game
came when my team and I were working together to bring the monster
down, learning from our losses, and experimenting with different ways
to play. Whenever I was a part of a team that didn't communicate
well or not at all, we always lost. Always. But this always made me
want to try again. To see if the next match would be different, to
see if I would find a team that I was compatible with. This quickly
builds up an addiction and it becomes hard to pull away from the
game. Evolve plays great and has solid mechanics, but also, it makes
its players think. It forces players to use strategy and work
together to take down something much bigger than themselves. I feel
comfortable in saying that Evolve's Skirmish mode is absolutely
amazing and entirely worth buying the game for.
Evolve does feature a
single player option that allows for a player to play all of the game
modes by themselves. This is a good way to level up different
characters or monsters, but if you have the option to play
multiplayer, then there's little point in playing alone. The AI
isn't very strong and defeating the monster isn't necessarily a
challenge, even if it has evolved to the third stage. Similarly, the
hunter AI is weak and you often find them running around aimlessly
and shooting at wildlife for no particular reason. Evolve is a game
that is meant to be experienced online and if you have that option
than there is no real reason to go it alone.
Something that should
should be noted and commended is how well the game runs. I spent
countless hours online with Evolve and rarely saw a stutter in the
frame rate, minimal visual issues such as texture pop-ins, and
absolutely no glitching. Very rarely the game would have a slight
lag, but it was never enough to detract from the over-all experience.
Evolve, from day one, ran exceptionally well and I never worried
about a match crashing or latency with the connection ruining my
experience. When numerous games are coming out requiring hefty day
one patches, it is awesome to see a game come out of the gate working
perfectly, especially one that puts such a large emphasis on online
play.
Instead of inundating
players with countless game modes, haphazardly thrown together into a
sloppy product, Evolve has given players only a few play options, but
refined the gameplay to near perfection. The game refuses to let
players run in guns blazing and expect a reward. Evolve requires
thought and teamwork. The game gives you a great sense of
satisfaction when all the pieces fall into place. When the pieces
don't, it's hard to give up, because you wonder if the next match
will be better. Evolve is addicting and insanely fun and despite a
few repetitive annoyances, the game is an overall great package.
8 out of 10
Great. This is a game
definitely worth your time. A game that is extremely fun and does a
good job of being fresh and inventive. This game may have only a few
issues that keep it from being something truly special.
Friday, February 13, 2015
Thursday, February 12, 2015
The Order: 1886 - New Screenshots
Four new screenshots have been released on the official The Order: 1886 Twitter. The Order will be released exclusively for the PlayStation 4 on February 20th.
For more news on The Order, as well as a full review, stay on PBG!
For more news on The Order, as well as a full review, stay on PBG!
Evolve Has Had Over 1.2 Million Matches
According to Evolve's official Twitter, since the game's launch on February 10th, the game has had over 1.2 million matches with the amount of hunter wins just barely leading the majority. It should be noted that this Tweet came about sixteen hours before this post, so these numbers could be drastically different by this point.
For more news and a full review of Evolve, keep it locked here on PBG!
For more news and a full review of Evolve, keep it locked here on PBG!
Wednesday, February 11, 2015
Tuesday, February 10, 2015
Initial Thoughts On Evolve
I have put about six hours into Evolve so far, and I have only played one of the game's modes. I should admit, that it was the most basic match style in the game. The "quick game" mode. The game is so fun that I completely lost track of time and I didn't even think about trying any thing else on the disc. I have mostly overlooked Evolve until now, not caring about all the trailers and publicity that surrounded it. But Evolve has taken me by surprise, and I can't get enough of it.
No matter whether you play as the hunters or the monster, Evolve builds up a sense of urgency and panic. Each decision you make matters, because your foe is constantly looking for you. Even after I learned how the game worked and I played countless matches, I never had time to stop and enjoy the scenery. I was constantly hunting or being hunted. No matter who (or what) you play as, finding your enemy before they can find you is necessary for the upper hand. The longer you go without being able to find the other party, the more panic builds, and the more you worry that maybe it will be you who is found instead. Evolve kept my heart rate sky-high and I loved it.
Like I said, I have only tried one of Evolve's game modes so I still have a lot to work through before I can come to a final conclusion on the game. But, as of right now, this game has me hooked. I had to pull myself from it for fear that I would simply play all night.
Stay tuned to PBG for more coverage and a full review of Evolve!
No matter whether you play as the hunters or the monster, Evolve builds up a sense of urgency and panic. Each decision you make matters, because your foe is constantly looking for you. Even after I learned how the game worked and I played countless matches, I never had time to stop and enjoy the scenery. I was constantly hunting or being hunted. No matter who (or what) you play as, finding your enemy before they can find you is necessary for the upper hand. The longer you go without being able to find the other party, the more panic builds, and the more you worry that maybe it will be you who is found instead. Evolve kept my heart rate sky-high and I loved it.
Like I said, I have only tried one of Evolve's game modes so I still have a lot to work through before I can come to a final conclusion on the game. But, as of right now, this game has me hooked. I had to pull myself from it for fear that I would simply play all night.
Stay tuned to PBG for more coverage and a full review of Evolve!
Evolve - Launch Trailer
Monday, February 9, 2015
Twitch Archive
Check out this link to view the archive of PBG's Twitch streams. Currently we have past streams of Far Cry 4, Dying Light, and The Wolf Among Us posted and more will be added each week.
Parent's Basement Gaming does a Twitch stream each Monday. A post about which game will be featured will be posted on the site before the actual stream. Make sure to subscribe, leave comments, and let us know what games you think should be a part of the next Twitch Monday!
Parent's Basement Gaming does a Twitch stream each Monday. A post about which game will be featured will be posted on the site before the actual stream. Make sure to subscribe, leave comments, and let us know what games you think should be a part of the next Twitch Monday!
Twitch Monday!
I will be streaming the first episode of The Wolf Among Us today for Twitch Monday. For added fun, I will only be making the choices I think are the worst ones during my stream to see what negative outcomes I may get. Head on over to PBGTwitch now to join in the fun and feel free to subscribe, leave comments, and add to the conversation!
Sunday, February 8, 2015
Renoir Concept Art
Renoir is a 2-D "story-driven noir puzzle-platformer," being developed by
Spellbound Games. Renoir will come out for PC, though a release date has
not been announced. A release for current-gen platforms is to be confirmed. Check out these beautiful black and white pieces of concept art and keep
it locked to PBG for more details about Renoir as they come out!
Source: Spellbound Games
Source: Spellbound Games
Renoir - Teaser Trailer
Source: renoir-game.com
Renoir is a 2-D "story-driven noir puzzle-platformer," being developed by Spellbound Games. Renoir will come out for PC, though a release date has not been announced. A release for current-gen platforms is to be confirmed. Keep it locked to PBG for more details about Renoir as they come out!
Saturday, February 7, 2015
Life Is Strange: Episode One – Second Thoughts
Dissecting Life Is Strange's
gameplay seems trivial to me. It mainly consists of walk here, look
at this, and occasionally rewind time to not say something rude.
It's all cataloged in-depth in my review and though it sounds like an
oxymoron, I don't think this game is about the gameplay at all. Life
Is Strange tells an angsty story, full of kids that tread their own
path and don't want to fit a convention. It definitely gives way to
memories of being younger and dealing with the awkwardness of growing
into one's self. But, more than all of that, it tells a story that's
all about being alone in the world.
Within the first few
moments of the game, the main character, Max, learns that she has
time-altering powers. Like any sane person, she questions her sanity
and realizes she can't tell anyone about this. As if anyone would
believe her anyway. She has a potentially world-changing power and
she can't tell a soul. She's alone with the greatest secret in the
world.
Where this differs from other stories of the same nature is that Max is not a super hero. If anything, she doesn't want the power that she has. Common super hero conventions are a power fantasy where the loser becomes the savior; the common man becomes the hero. By the end of Life Is Strange's first episode, Max hasn't changed; she is still the outcast. She doesn't don a costume and have her world transform to where she is on top. Max starts the game on the outside and ends the game the same.
Where this differs from other stories of the same nature is that Max is not a super hero. If anything, she doesn't want the power that she has. Common super hero conventions are a power fantasy where the loser becomes the savior; the common man becomes the hero. By the end of Life Is Strange's first episode, Max hasn't changed; she is still the outcast. She doesn't don a costume and have her world transform to where she is on top. Max starts the game on the outside and ends the game the same.
No pun intended, but there
is power in a story like this. Having female protagonists is
important, especially one that doesn't constantly wave her breasts
around. Max is an important character because she is not strong.
Max is nervous, shy, and alone. She appeals to an unclaimed
demographic: teenage girls. Life Is Strange tells a story that puts
focus on what is on the inside of a person, not the out. Max's power
stands for the intricacies of a person that you must get to know, not
those that you can see. In a time where the female figure is
constantly sexualized, the video game industry being no exception, it
is important to have characters like Max, Ellie from The Last Of Us,
and Clementine from The Walking Dead to appeal to young females who
are just normal human beings. These characters stand for people who
haven't quite found themselves in a world that is often frustrating
and as the title says, “strange.” These characters are important
and they are just as necessary as our testosterone-laden heroes that
we hold so dear to our gaming hearts.
Life Is Strange does not
set out to be a mechanically astounding game. It is a game that says
it's okay to not be normal and it's okay to not relate to everyone
else's heroes. Max is on her way to being a fan favorite because she
represents those who have been over-looked in the game community but
have no less of a voice than anyone else.
Source: God Is A Geek
Friday, February 6, 2015
Dying Light - Second Thoughts
The more I think about Dying
Light, the more impressed I am with the end product of the game. I
was never excited for Dying Light. If anything, I rolled my eyes at
the thought of having to play another game based upon a zombie
apocalypse. I think Techland was well aware of the genre fatigue
they were entering, and instead of making a game very similar to that
of their previous Dead Island games, decided to breathe fresh air
into a stale genre.
The first noticeable thing
about Dying Light is that it is a solid game that works. In the past
few months many games have come out broken or flawed, in need of
hefty patches before being playable. Dying Light burst out of the
gate with all its mechanics intact and ready to roll. I've seen
people report bugs and glitches, but in my over twenty hours with the
game, I have yet to encounter any major problems.
To me, Dying Light was a
unique game. The dichotomy of day and night in the game is striking.
When the sun shines over Harran, fear is the last feeling I would
use to describe Dying Light. Even with the hundreds of zombies that
hunt you, you don't always feel underpowered during the day and
escape is never all that difficult. But, when the game transitions
to night, the word fear is all I have to describe the game. Dying
Light purposefully and deliberately strips you of the upper-hand with
far quicker and more powerful foes and running seems the best and
only option. This complete change in mechanics forces players be on
their toes the second that sun looks like it is dipping below the
horizon. Dying Light never lets you fully fall into a rhythm before
it changes the rules on you completely and I love that. I was never
bored with the game, because my safety was always fleeting and time
was always of the essence.
Four days ago, it was
tweeted from the official Dying Light Twitter that “over 1,200,000
unique players” had played that game. This impressive number and
the ambiguous ending of the game gives reason to believe that we
could see a Dying Light Two within the next couple years. I believe
that if the game stays on the same path and elaborates on all the
things that made Dying Light great and unique, a second iteration of
this apocalypse could be nothing short of spectacular.
Source : Geekspective
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