Kraven Manor

Dipping people into molten bronze and trying to summon dark spirits just never works out.  Welcome to Kraven Manor.

I think this game proves that I just don’t like horror games.  Much like Amnesia, this game creates a great mood.  I think this game even one-ups Amnesia in terms of the puzzles – I didn’t feel like they were insultingly easy or just reliant on you being scared of them.  Not only that, there is a very cool feature which lets you move around rooms of the manor.  At the center table, you put pieces of the manor in different locations to enter new areas and unlock other areas by finding the right room piece within the already accessible rooms.

That’s a cool concept, and you can even see how many rooms you expect to find.  The trouble is that while I like playing puzzle games and I like playing games with horror elements, I don’t like them together.  In these games, if you don’t immediately see the solution there’s either no real danger to begin with or you die almost immediately.  That’s a problem unique to games since books, movies, and television just don’t let you have direct control over the protagonist’s actions.  Still, Kraven Manor is a good (though apparently short) game – deserving of Tier Two.  Just because I’m not a horror game guy doesn’t mean everybody else isn’t.

Steam link

Shadowgrounds

These are couple games by the same guys that would go on to make Trine: Shadowgrounds and Shadowgrounds: Survivor.  Shadowgrounds is a top-down shooter heavily inspired by the Alien franchise (well, at least as far as enemy design and general horror theming).  There’s a lot to like here, and (right now at least) you can get both for $2.00.  Even only counting my first impression, that brings my cost/hour down to $1 which is hard to argue with.

That isn’t to say that Shadowgrounds wouldn’t be worth it otherwise.  On the contrary, there are a many features that I particularly liked.  For one, (and as you can see in the screenshot above) your flashlight casts strange shadows all over the place.  This is a fantastic effect, and makes the environments and enemies far creepier than they would be otherwise.  The story may be generic, but the characters have just the right amount of camp to draw you in.  The levels are organically designed and feel like actual buildings: there isn’t just one entrance and one exit and exploration is rewarded with ammo and health.

If I had one complaint, it’s that the boss I encountered near the end of my hour was really just a bullet sponge – made worse by the imprecise combat.  The previous sections had taught you to be conservative with your ammo, but the boss requires you to pour all of your ammo into it.  This turned me off a bit, since the boss wasn’t particularly difficult – it just had far too much health.

It was a fun hour, but I think this will also need to go into Tier Two – just barely missing Tier One since I wasn’t really compelled to keep playing.  It will likely be a game I pick up if I find myself with nothing I particularly want to play some day.

That brings us to the sequel/spin-off named Shadowgrounds: Survivor.  While the original narrowly missed Tier One, this one narrowly misses Tier Three.  While similar to the original, Survivor does many things a bit less well.  The biggest issues here come from the less sympathetic characters, less open level design, and even less precise combat.  Combat in Shadowgrounds was already sloppy: your camera and aim were tied together, and the aliens don’t typically “pop” enough to distinguish them from the background.  That was mostly acceptable because it was a horror-like game, and you were playing an engineer who might jump at every shadow.  In the sequel, they unlocked the camera from the aim – only turning your view when your reticle was near the edge (shown below).

It may seem a small thing, but I can’t stress enough how terrible this felt.  Thankfully, they provided an option to undo this, which immediately made aiming and movement better.  Even so, just that doesn’t fix the other issues with combat.  First, there are just too many things on-screen (to the point that my frame rate dropped to unacceptable levels on a 10 year old game), and it is entirely impossible to tell the enemies from the background – even when looking directly at them.  Worse, the enemies seem to have a lot more health.  They tried to counterbalance this by giving you more ammo, but having so many combat options all the time just made it feel less suspenseful and more like a generic third person shooter.

Not everything is worse, which is why it avoids Tier Three.  There are a lot more enemy types (or they’re introduced quicker) with unique attacks and movements.  My favorite was a poisoning enemy which twists and turns your view; but while that was interesting, the effect was lessened since combat was already hard to control.  I wanted to like this game, but it just doesn’t have the same draw as the original for me.

Steam link

Crysis 2 Maximum Edition

CRYSIS 2: BENCHMARK EDITION. Or so I’m told. I dunno, I’m about 6 years late to the scene, so I guess it’s not really a benchmark anymore if I can run this with max settings.

 

I think Garterbelt said it best. “You know how there are times when you go see a movie and think, ‘I don’t care what that’s about. I just want to see something blow up for Christ’s sake and mind my own business. Is that so wrong?'” That pretty much sums up my experience with Crysis 2.

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Civilization (Series)

INTRODUCTION

Well, I had to do them eventually, right?

 

 

Civilization has been a sort of slow chugging but ever strong steam engine within the last 20+ years of gaming history. Always on the edge of popularity but never in quite the main limelight, the Civ series drew in a unique but loyal crowd of fans. Those who loved playing militaristic board games like Risk or Axis and Allies, historian buffs with a love for all the diverse cultures throughout time and those who just loved games about starting out with a few resources and ending with a massive collection of stuff to manage were all counted among these fans. Finally, a game existed where these people could gather together and begin answering previously un-answerable questions like, “What would happen if George Washington met Genghis Khan?”

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Deus Ex: The Fall

Woooo! Deus Ex is making the jokes for me! Can I really describe it any better than they already have? This truly is…

 

They say you need three units of data to establish a pattern and we have four. True to the up and down nature of Deus Ex, we’re in stor for another Tier 3 piece of garbage. Yes, it’s still better than Deus Ex: Invisible War (not very hard) but it’s still a waste of space, bleached of value to all, save for the most die-hard Deus Ex fans, the incredibly bored or both. Deus Ex: The Fall truly is “The Fall” again of the series, leading me to believe that those in charge of the franchise are completely capable of making good games–and equally capable of taking advantage of their good game by shotgun-releasing a rushed water down piece of trash immediately afterwards in order to rake in the easy cash.

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Deus Ex: Human Revolution

When will this roller coaster ever end? Well, I should just be happy–welcome to another high point in the Deus Ex series, this time brought to us by Deus Ex: Human Revolution.

 

Similar to Hitman: Absolution, this is another title picked up by Square Enix and once again it shows heavily what money and experience can do to a game. Powerful cinematics, enormous detail and decent pacing, DE:HR really scores big on my first impression. What’s funny is, there’s actually a lot about it that I don’t like… some of it I even hate… but it’s completely offset because the thing just looks and feels so good.

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Deus Ex: Invisible War

Tonight on WHEN GOOD GAMES GO BAD.

 

I’ve played Deus Ex: Invisible War already a while back for 3 hours according to Steam. My original impression was that the game sucked. Having played and finished the original Deus Ex, I considered that maybe my newly acquired sense of Deus Ex lore and context may provide the missing link enjoying DE:IW. Nope. In fact, knowing what I know from the Original DE, as well as my experience with how good it was actually just tells me that this game sucks even more than I had originally thought. I can’t believe how far it fell. Everything about this game just feels wrong.

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7 Days to Die (Completed[?])

 

*Note: To get straight to the review, skip the Foreward.

–Foreward–

There are those in the world that are architects. Put them in a room filled with Legos and they will construct a complex model of various structures, roads and buildings. There are some that are artists. Put them in the same room and they will build a clever work of art out of all the pieces available to them. Then there are people like me. People with the capacity to construct, but have no desire to do so on its own. People with the creativity to create, but lacking the motivation to do so without a purpose. You see, people like me need structure with purpose; creativity with function. If you put me in a room filled with Legos, you would soon find me creating rules, mechanical structure, objectives, goals, obstacles and enemies; leading to an ultimate confrontation hidden somewhere deep within the mystical Lego kingdom. Then I would invite some friends over to try it out. That’s where games like 7 Days to Die come in.

 

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Amnesia: The Dark Descent

Horror is a hard thing to do right.  Worse, even when it is done right, it has to be accepted by the viewer.  Amnesia: The Dark Descent is a puzzle/physics/horror game set in a castle somewhere around the mid-19th century.  Your mentor must be killed, but a shadow is hunting you.  From what I understand, Amnesia is well done horror.  And the first time I played Amnesia (some years ago), I think I felt that.  This time, I did not.  I don’t think it’s entirely Amnesia’s fault – I think I’ve just been exposed to more video games since then and am more aware of the imperfections.  It probably didn’t help that I was going in to it for a First Impression, either.

Whatever the reason, I didn’t find myself immersed in the world this time around.  Instead, I found myself solving puzzles I didn’t realize I was solving and a little frustrated at my walking speed and camera angles.  The first part I am okay with – if I were truly terrified, there is no doubt I would have trouble solving those same puzzles.  The walking speed is easily circumvented since you have unlimited stamina (which is a bit of an odd choice), and encouraged me to go speeding around the castle to make the most of my lantern time.

I feel quite bad that I didn’t find myself experiencing what so many others have (and I am only picking at the game because it is well-designed).  Indeed, my only real frustration was the “puzzle” I got stuck on at the end of my hour.  An invisible water monster was chasing me (indeed, the first enemy that seemed capable of doing damage) and you can only escape from it by hopping on top of boxes.  Unfortunately, there’s a hidden switch somewhere in the corridor that I just couldn’t find because I had just run out of lantern oil which made everything very, very dark (as you can see in the screenshot).

Stuck hopping from box to box, I was unable to find the switch to open the path forward.  Eventually I struck up a conversation with the invisible water monster, asking him why my sanity wasn’t draining like it does in every other part of the game when you are trapped in the dark.  Then I considered that I was talking to an invisible water monster, and realized that I, myself, must have already gone insane – so I congratulated Amnesia on its success and closed the game.

Steam link