Tuesday, May 20, 2014

Transistor "Peek"

Let's take a peek at: "Transistor"



Transistor is an action RPG made by the same guys who made the magnificent title: Bastion. It was just released yesterday and it's available now on PS4, Xbox One and Steam. And while it certainly resembles Bastion a lot, it is a very different masterpiece altogether.

As far as plot goes, the story is told in a fashion very reminiscent of its predecessor, only this time around, cut-scenes are more frequent and since they are comprised of amazing art and genius portrayal it becomes a delight to witness every single one of them. To put it bluntly and spoiler free, you assume the role of Red, a former high class member of the Cloudbank society who's now on the run after a tragic event. The only thing to keep you company is a very sci-fi looking great sword that can speak, and oh boy does it sound sexy as hell. (In the PS4 version you can have it speak through your controller)


cut-scenes riddled with this amount of detail, impressive artistic direction and totally rad script are really one of the highlights of the experience 


The game's visuals are stunning and its art style is outstandingly charming and colorful, it also does not sacrifice the slightest shred of complexity and seriousness where it is needed, and it is needed a lot, trust me. A soundtrack just as beautiful and varied as in Bastion accompanies you throughout your journey and often interacts with the way you traverse the city and battle your way through waves of evil technological monsters spawned by a phenomenon called "The Process".

It is often difficult to praise a game's design as well as its aesthetics and soundtrack when it looks and sounds as beautifully as Transistor does but it undoubtedly surpasses the latter. Transistor's strongest suit is it's refined gameplay, and here's why:


it's not only spectacular, it looks and feels frigging cool too.


Where as Bastion felt as if it was catered to a western audience, Transistor is heavily motivated to please the complicated strategist palette of the JRPG audience. Dozens if not hundreds of more numeric, priority focused and positioning tactics plague Transistor's combat system, and that's a good thing. Instead of being chained to an optimal dps model, you are given multiple choices when it's time to address your encounters. Be it through sheer fortitude, stealthy obliteration, multiple target barrages, ally recruitment subterfuge or even kiting methods. Virtually any wave can and should be addressed differently than the last and the amount of substantial change is chosen by you!

To better portray it all: You have 4 abilities that you can map to four buttons, but every ability can be turned into a passive for you, or an upgrade for another ability. The way you use these is just like you would in any action RPG game by pressing the button, duh. You also have a technique called "Turn" which stops time and allows you to program and deliver a sequence of abilities and movements in order to turn the tide of battle, dodge an obviously fatal blow or deliver the final one yourself.


this is just a sneak peek of the full ability roster but the amount of possible combinations and customizations is almost unfathomable, you'll most likely finish the game using a very different kit than any of your friends, seriously


Ultimately a story with an astonishing setting, compelling lore and characters, wonderful soundtrack and sound design, intricate strategic combat that doesn't sacrifice flow or immersion and rewards the player for learning its ropes all the while respecting his or her intelligence, cool boss battles and a nice amount of extra content. This is what makes Transistor a game very well worth it's price tag and a title you must have. Whether you're into action RPGs or not, give it a go. I promise you, you wont regret it.


come on man, what are you doing!? Red is waiting for you! hurry up!



Here`s some contact info you might like to know in case you wanna add me up and play or just have a chat with me, I must not seem like it now and I don`t think I`ll seem like it any time soon, but I`m not a company, I`m a kid who enjoys playing video games and is very excited to share them with you guys.

Steam: Bombermanganzon
Diablo III: kiwicupcake (yeah, dont ask about that one)
League of Legends: Skyward Svvord
Guild Wars 2: Vitesong

If you are looking to see If I`m available in any other game or platform such as Miiverse by example, email me at: fastpegasusboots@gmail.com

Tuesday, February 25, 2014

Super Mario 3D World Review

Super Mario 3D World Review:
Because jumping never gets old.



Super Mario 3D World is the latest main platformer game in the Super Mario Bros franchise. This already titanic if not god-like gaming monster, icon and ruler of its own genre just got its first 3D platformer-oriented entry on the Nintendo Wii U. Adopting a very similar approach to that of Super Mario 3D Land for the Nintendo 3DS but taking a bigger focus on multiplayer mechanics and a kitty cat related extravaganza that end up making it an amazing multiplayer experience. Now if we're really honest, it doesn't bring much that is new to the table, but in true Mario and Nintendo fashion it's one of the best platformers ever created when it comes to gameplay and level design.

Summary: For any of you living under a rock, inside it or being a rock yourselves, I'm going to go out of my way to explain you guys about the most well-known video game franchise in history. Super Mario games are usually about a quirky Italian plumber who's love interest: Princess Toadstool or Peach is usually kidnapped by the king of a bunch of turtle creatures called Bowser who's always had a thing for stealing her away. In one way or another Mario has to figure out a way to reach the foul creature's lair and rescue the princess back from it's clutches. To any of you who might have only played a Mario Sport related or Party game: those are just "Super Mario" characters taking a vacation and getting fit to do more platforming when summer's over.


2 words: Cat suits

Now it just seems silly to talk about a game that is most likely already very well depicted inside your heads, so we're going to talk about the particular aspects of this entry that make it pop out from the rest.

The Multiplayer

Super Mario 3D World is a very ambitious project because it aims to give comfort and a nice cooperative yet competitive approach to multiple players when it comes to 3D platforming, something that almost no games have managed to pull off effectively up to date. The result? It works, astonishingly well, as a matter of fact. First of all, you can play the game with a single Wiimote, a Wiimote + Nunchuck, the Wii U Gamepad or the Wii U Pro Controller. All of them control beautifully and provide the player with the same amount of button input complexity, all of it. The game uses a score oriented approach to reward the best scoring player at each stage with a crown that can be fought over throughout the next level. What it does is provide the crowned player with a bonus that further ensues said player stays king or queen of the play session. I happened to play through the entire game with friends and the amazing local play feeling that comes from screwing each other, collaborating to find hidden collectibles and/or reach secluded spots is the same that you got from many other games back in the N64 or PS1 era. It is so palpable, it really makes the whole game be played in multiplayer a must.


it's this frantic race and mayhem that really evokes those amazing feelings

Another aspect that should be mentioned is the character choice the player has to make. Just like when Super Mario Bros 2 hit the shelves in North America back in 1988 you can choose to play as Mario, his younger brother Luigi, Princess Peach or Toad, and they all show the same differences they had back then, Mario is well rounded and his controls are the tightest, Luigi jumps really high, Toad is the fastest and Peach can stay afloat for a bit after she jumps. So players can develop a sort of fondness to their respective character and use their exclusive advantage to aim for the highest score.

Story, Progression and Collectibles

The story this time around is the most forward we've seen since Super Mario Bros hit the NES, you get about 15 seconds of a non-spoken and dialogue-less cinematic showing Mario, Luigi, Toad and Peach taking a stroll through mushroom kingdom when Bowser basically pops out all of a sudden and shows them he kidnapped a bunch of fairies and leaves. Afterwards, they all follow him into a pipe that leads to "Sprixie Kingdom" a place very similar to Mushroom Kingdom aside from some unique, never-before seen power-ups and a handful of newcomer enemies as well as some pretty antique ones Nintendo decided to re-visit.


this is part of that cinematic so sorry for being spoiler-y you still have 14 more seconds to discover on your own *wink*

To be bold and straight forward, the game consists of about 8 levels with a few more difficult ones to challenge yourself with once you're done. It implements the whole "hidden stars" system to collect and get rewards from. You can also scavenge for Stamps to use on Miiverse, most of the time there's one per stage and therefore a ton of them in total.

It seems kind of silly to talk about Mario power-ups as part of the review but some of them really affect the whole scheme of things this time around and do some really cool things that are worth talking about.

Cherries: The cherry power-up basically gives you one more, well... "you". As a result you can control multiple characters that all follow the same movements. This can also have synergies with every other power-up, so if you're "fire" Mario and pick up a cherry you'll control 2 "fire Marios" which is just blazing! Actually, this also offers a player who's going through the campaign in "Solo" mode the opportunity to activate multiple character switches and solve puzzles he would not be able to otherwise.


you've got to admit that looks pretty cool. Cmon.

Cat-Suit: For many, this upgrade seemed childish and unnecessary, thankfully it was one of the main focuses for the game's level design. It is pretty much the most powerful and versatile power-up in a platforming Mario game ever and that's including the Invincibility Star. Simply because it allows you to damage most enemies from a safe distance and traverse virtually any obstacle that might come your way.


depicted: Mario's most powerful, agile and brutal form

There are of course a couple more power-ups to be mentioned but they're worth finding out for yourselves and are very stage specific.

As for progression, the game seems hectic and way too open for a platformer at first. But when all the players get accustomed to the controls and pacing, the game brilliantly makes them each plan their own fastest, most efficient routes and every level is basically turned into a flashy race full of opportunities to show off and get ahead of the competition. Difficulty-wise, it takes it's time to demand anything big from the player for a while but after about 50% of the game is done, the players who've been paying attention and learning the ropes really start to shine. At the end of the game it really gets as hardcore and unforgiving as a 3D platformer can get.


believe me, when you get to this stage you'll throw your controller to the ground because its so hard omfg sh- *grunt* f-ck!

So no more beating around the bush or should I say "jumping over" it? haha lame joke I know. Let's rate this thing:

Visuals: Super Mario 3D World looks beautiful and runs smoother than a F1 race car. At no point during my 4 player campaign did a screen filled with cats, goombas, fireballs and the like stutter for even a second. The Sprixie Kingdom while very similar to the Mushroom one has its own unique feel and makes the game feel like a very beautiful, simple, yet stylized new Mario game and not a "New Super Mario Bros" aesthetic-wise. 8.7/10

Gameplay: Mario games are sort of confined to the very old traditions they set for themselves throughout the years and therefore lack their previous potential to innovate. Despite this evident obstacle, the game managed to feel fresh thanks to its absolutely perfect and "over the years" polished controls, the exciting multiple routed layout of the levels and the very minor yet effective mechanics mentioned earlier such as the cat suit integration and focus and the character-specific player choice. 9.5/10

Story: Most Mario games that exist make a mild effort to set a story in motion and make the player feel at least slightly engaged with the situation at hand. Be it through the centuries old "Damsel in Distress" plots or just a plain old hero's quest, but Super Mario 3D World cuts out even the slightest of those tropes and uses an extremely short cinematic intro to get your game on, which is welcome. Let's be honest, no one cares why Bowser is being evil this time around or how Princess Peach got kidnapped. 6.3/10

Music: This game's soundtrack is just amazing, maybe it's strongest point if you're really sensitive and caring about a game's score. There are simply too many well composed catchy and moody tunes that vary almost endlessly and fit the diverse scenery of Sprixie Kingdom. It's just too cool and a blast to listen to even when you're not playing the game. 9.8/10

Final Verdict:

Super Mario 3D World just exists to show off Mario and Nintendo's seemingly unreachable mastery at making platformer games. It brilliantly takes on a multiplayer concept that is pretty much impossible to execute perfectly and SM3DW just falls short on very scarce occasions camera-wise, nothing else. Other than that, it is a wonderful multiplayer and high score single player experience that makes you get those pleasant nostalgic local multiplayer chills down your spine. You know, the ones you got many years ago on the N64 and PS1 era when most of us were so young and so cheerful. Super Mario 3D World can make you feel that way again which is rare, powerful and very difficult to pull off, so it earns a:

8.5/10

*Hey guys, sorry I was away for so long and didn't post anything in a while, college got tough and a lot of things happened, mainly I was running low on time and games to play, I hope to get back on the horse pretty soon and keep up the reviews.

**Also, I'd like any of you that actually read this far please inform yourselves about the situation we are currently living in Venezuela, it is a tragedy and we really need the global eye staring at us and supporting us even if its just wishes and good intentions from afar, thank you very much for reading and have a good day.

Tuesday, January 7, 2014

Pikmin 3 Review

Pikmin 3 Review:


Making an already great game even greater 101



Pikmin 3 is the third game in the amazing game trilogy "Pikmin" which has already spanned across 3 Nintendo console generations. It is, if I do say so myself (which isn't worth much... YET) one of the greatest accomplishments in the modern video game industry. Pikmin 3 sets out to and accomplishes to do something not many third entries on a series manage to pull off, and that is, improving it's heritage and making the overall quality and significance of their carried legacy superior. Not many games manage to get better and better exponentially from the get-go all the way to their third installment. So cheers to Pikmin 3 for being such a prowess!

We've recently discussed how some very promising series can sometimes make some horrible mistakes that ultimately tarnish their past accomplishments or worse, ruin their respective franchise's. So in this article I plan on explaining you guys how this game managed to not only dodge the bullet but backfire and hit the bullseye unlike many others in the past few years. So no more beating around the bush, here's what you need to know about Pikmin 3:


yes, yes, I know you're all dying to see this review now, calm down


Summary: The Pikmin games are Real Time Strategy games in which you raise, command and take care of a bunch of super cute and ultra cooperative creatures called "Pikmin". These little fellas are not only the main mechanic by which you complete all of the games in the series but they're also part of a much larger ecosystem that is extremely entertaining to explore in which you, the player, as Captain Olimar have to learn the ropes of treasure hunting and figure out a way to not only survive but prosper too! In Pikmin 3 there are a couple of differences that have a direct influence on the main mechanics of the game. Number 1: You're in a charge of a whole crew of Space Explorers this time around, Captain Olimar is no longer here! You are tasked with managing and exploring as Alph, a Space Engineer, Brittany, the crew's Botanical Researcher and Charlie, their captain! and Number 2: You're no longer on a mission to look for treasure. You're now desperately gathering food for your home planet and your crew, so learning how to effectively micro-manage your crew members with the GamePad is crucial to your survival and success

For any of you who are not familiar with the Pikmin games: Just because they are "RTSs" it doesn't mean the games play out like Age of Empires or Warcraft III do. Instead of gathering resources to fuel your "civilization's growth", you just raise Pikmin. These are the heart and soul of your society, they are your army, scout troops and heavy lifters. There are no buildings or "Eras" involved. This is a game about exploration, quick thinking, battles and resourcefulness.
 

 
As you can see they clearly need your help, just look at the face of  complete and utter terror the blue one in that crab's claw has


Now, Pikmin 3 is made up of a combination of factors that just flesh out a perfect recipe for video game genius. It does what every sequel should. It adds more content without changing it's franchise's true essence in the slightest and improves upon all that preceded it. It also takes full advantage and smart use of the Wii U's GamePad. So with it and a truly simple but effective way of story narration and development, it manages to tell the most compelling story about the most interesting Pikmin characters up to date.

The game is now based on the management of 3 leaders at the same time, which may sound complicated at first but it takes no longer than a couple of stages to get used to. Pikmin 3 also does a beautiful job easing you into the process. It's genius level design and a slow paced introduction of the many minor game mechanics and techniques, help you teach yourself the masterful art of divided exploration and food collection. You can use a leader at a time which can throw Pikmin and other leaders around in order to reach secluded spots or uncover another route to explore. You can use your GamePad at any time to send a specific party member along with his/her own Pikmin squad to investigate a specific spot on the map. For those of you who might be worried about the controls and preferred the WiiMote's precision from the Pikmin 2's Wii version: Do not fret, you can use the WiiMote too! And only consult your GamePad's screen in order to send out your unoccupied leaders.


you get to boss these 3 little fellas around, tell me their chubby little cheeks don't make your brain explode from the cuteness and anticipation


Enemy variety, boss battles, level design, visuals, new content and difficulty are all top notch. Not once does this game made me feel like it's stuck on a pattern or it's not constantly opening up. Every stage offers a new mechanic, new Pikmin or tool and adds a more challenging difficulty level than the previous one. Keeping the game fresh, rewarding and ultimately fun to play. The visuals of both landscapes and creatures are just excellent and I certainly cannot stress this enough. There's some of the most beautiful and realistic places in gaming for you to explore and a good number of magnificently designed enemies that can range from cute and creative to sheer creepy and cool looking.

There is a downside to this game though. It's a tad short, it does, as mentioned earlier, a terrific job constantly rewarding the player with new content and more challenging situations, but there's a downside to that. If you guarantee the player new content and just excellent progression with every single stage, your game becomes shorter. Yet this is one of the few games I've played in recent years in which I've craved for a "filler" level. You know, one of those stages that is just a redesign of a previous one or an extra stage that doesn't necessarily offer anything new or necessary for the story's progression. Simply because I had so much fun with the gameplay. On the bright side, the game really does offer a lot of alternatives and lengthier gameplay in the form of competitive play. There's missions you can take on solo or co-op to reach high scores, play boss battles again, finish the game in 100% completion in the least amount of time and a 2 player VS mode that is accessible and a whole lot of fun to dive into.


this is VS mode, it's split screen and 2 players compete in order to collect the items shown in their bingo cards to collect 4 in a row and win!


Another mishap happens to be the game's story. Even if it is in my opinion the best in the franchise, it builds up a little bit too relaxed and then takes you on an amazing roller coaster ride that doesn't last very long and this discrepancy just feels a little bit forced. Pikmin 3's plot is also an amazing one because for the first time in this series's history and in many modern video games, you are introduced to 3 characters very rapidly and they all earn your respect and love without cheap pop-culture references or super cool over-designed cut-scenes. Through sheer dialogue and emotions you care for these 3 and genuinely engage in their journey to save their planet.

There is simply not much else to say, other than mentioning the game only gets more entertaining the more you play it. I'd also like to let you guys know that it finishes beautifully, making you fully understand and effectively use it's new very well polished and introduced mechanics. Pikmin 3 not only has more Pikmins, it's also a game that just seems to have had more love put into it than the vast majority of triple A games today. 


this guy has one of the coolest boss battles ever, and there is a reason for that... try to figure it out just by looking at the picture!


Visuals: Pikmin 3 has nothing to fear from other current-gen games in terms of graphics and artistic design. Not even from some of the more graphically stylized games on more "powerful" consoles out now. And that's nothing to sneeze at. Like mentioned before, enemy and landscape design that should be taken as an example and inspiration for years to come make Pikmin 3's visuals excellent if not completely flawless. 10/10

Gameplay: Easy to learn, difficult to master and flexible controls, GENIUS level and boss battle design, the addition of great non-disruptive new mechanics that come with a brilliantly planned difficulty curve and excellent effort/reward approach on the game's progression, make Pikmin 3's gameplay excellent. If there is one downside though, is it's shortness. Unless you're willing to competitively play against other people online for highscores or have friends who can aid or challenge you in the Co-op and VS modes. 9.5/10

Story: Pikmin 3 offers the best story in a Pikmin game, period. But, that is not such a big prowess to be honest, Pikmin games are not known for their stories, but their gameplays. There is still an outstandingly well executed story here that manages to genuinely make you care for it's characters without resorting to overproduced cut-scenes or pop-culture references which is a trend nowadays. It feels disruptive at one point which damages it's overall value but it is great nonetheless. 8/10

Music: The music in Pikmin games has always been very characteristic. No other game franchise has music like it to my knowledge, yet it manages to feel familiar and unique at the same time. Tunes that immerse you in the heat and pressure of battle, extremely fitting boss battle themes and melodies that only encourage you to explore even more. Define this game's soundtrack which is great but I do believe there is some room for improvement. 8.5/10

Final Verdict:

Pikmin 3 is one of my top 3 games of 2013 if not the game of the year. The amount of fun and challenge it offers is just top notch. It's redundant to mention it's worth every single penny, with loads of content, multiplayer modes, DLCs for those who are left unsatisfied by this game's incredibly excellent shortness and competitive play for hours upon hours of self-improvement. Pikmin 3 does what almost no new games do, and that is helping the player teach his or herself and respecting their intelligence. It's also an astonishing feat it managed to improve even further on a formula that seemed close to perfection since Pikmin came out on the Gamecube back in 2001. So Pikmin 3 deserves a:

9.2/10



*I'm sorry I wasn't here to properly wish you guys a merry christmas and a happy new year, I was away with my friends and family, I hoped you all had wonderful holidays and expect 2014 has great things in store for all of us.

**For the native english speakers, I apologize for the grammar errors. I'm still getting the hang of this language, it is in my best interest to write as adequately as possible but please do not let those mistakes take away from the article's meaning and objective.

Remember to follow me on Twitter at "@pegasus_boots" and my new Instagram account "pegasusbootsgb" hope you enjoyed the read!

Sunday, December 29, 2013

Dead Space 3 Review

Dead Space 3 Review:

How does a great and modern franchise fall?


Dead Space 3 is the latest entry up to this date on the Dead Space franchise. It has already been a while since it's release and I was avoiding it because of the critics it received and overall poor feedback from friends of mine who loved the franchise as much as I did, if not more. I don't mean to say Dead Space as a whole is doomed and may never see the light of day again, but I do believe they attempted to turn an otherwise excellent franchise in a horrible, thorn riddled direction. In this review I would also like to draw some parallel lines between this last installment and the 2 previous ones so you guys can see which aspects I believe were lost and which were gained during this series's evolution.

I decided to make this review even though Dead Space 3 was released back in February because I brought myself to play its campaign with a friend in the famous co-op mode this entry brought to the table. So without further explanations to give and no desire to drag this around any longer here's what Dead Space 3 is all about.


this is what I've been doing on holidays, am I not the most social human being there is, playing co-op dead space 3

Summary: The Dead Space franchise WAS (past tense) a horror and survival game oriented series, they take place in the eerie, terrifying setting that is well, as it's name would imply, outer space. You play as Isaac Clarke, a space engineer haunted by nightmares and horrible experiences that must save humanity from a zombie-like alien infection. In the first entry you find yourself in the creepiest place in all of the series, the Ishimura, a mining space shuttle and ship that just never ceased to run chills down your spine. Almost every nook and cranny had an unpleasant surprise for you and its confined hallways warrantied nervous breakdowns when you saw yourself crammed in them with a bunch of necromorphs (the alien zombie things). On the 2nd entry you saw yourself roaming around the city of Sprawl. a space colony that is a bit more open and comfy to Isaac, but still filled with unnerving new enemies and a couple of places that beat the Ishimura's butt in terms of sheer creepiness. Finally you see yourself in a city in a moon that located well, umm... somewhere (shit's too wacky and not explained well so I don't quite remember) and you are tossed around by this group of half terrorists half rebels that want to gather an alien artifact that you've already dealt with a couple of times, so that makes you the right guy for the job.

So, let's talk positives first, in this particular entry, you can play the whole story with a friend! And if you do so, you even get some extra hours of gameplay! So that is pretty cool, the only downside to this feature that I couldn't quite understand is that you need 2 copies of the game to do so. What I mean to say is: It's not local, in order to play the co-op version of the campaign you need 2 consoles or computers each one with a working copy of the game. This baffled me. Why wouldn't you just make a split-screen mode!?


I know this game was terrible but the split-screen was a welcome feature, cmon EA stop trying to empty our pockets

Another kind of cool feature is the revamped crafting system which lets you basically pack 2 weapons into one and give secondary effects to its sight or its bullets. There is one problem with it though, when you reach about 60% completion if you've been paying attention, gathering blueprints and pieces, you can make some overpowered weapons that will practically make 9 out of 10 encounters a walk in the park. (I beat the game on hard mode, I know it isn't hardcore but it was still very very easy)

Now for negatives and boy o' boy are there a bunch of them this time around. First of all, the game changed genre's and just to be clear, I saw this coming since Dead Space 2's release only DS2 didn't make it so obvious. Dead Space 3 is a 3rd person shooter action game. All of its survival elements are gone and the horror is barely even there, a few jump scares that aren't even that well employed are the only things that make you nervous, at most. The story this time around is so convoluted and unbelievably disengaging that it is a miracle I could even understand half of what was going on. (I've got a short attention span don't judge me) Finally the setting this time around varies a bit more than in previous games which is nice but none of these places make you feel frightened, which to be honest is the whole point of a setting in a self-proclaimed survival horror game.


Explosions, yes, you'll be seeing a lot of them here, no more dark creepy hallways, just, well.. BOOM for you ;D

What bothers me the most about this entry is not a valid reason to give it a low score. It's just personal preference, but for a healthy mind's sake and more happy readers let me elaborate:

-On the first Dead Space, Isaac Clarke was a mute and even a faceless man for the vast majority of the game and that let me empathize with him, he wasn't speaking over radio transmissions every 2 seconds he was just grunting when he stomped item boxes and grunting even louder when apprehended by a necromorph. since DS2 he's been given a voice and not just for cutscenes, entire sequences are riddled with dialogues of him chatting over the radio with his allies and enemies and the constant speeches don't make you feel alone and helpless. You feel completely safe and the horror aspect of the game is broken to me, this only intensifies in Dead Space 3. Not only are you joined by a friend if you play co-op you also spend about 80% of the game in a conversation with someone which is just dumb, it completely kills the mood this series was known for back when Dead Space made its debut in back in 2008.


conversations, conversations everywhere

-The plot of the whole franchise has never been it's major strength, it isn't bad by any means but it's nothing to write home about if we're really honest. Some minor sub-plots though are very interesting and bring the story to life, they motivate you and make you care for Isaac. Since DS2 Isaac has become an inconsistent character, he seems like a complex character with deep issues but throughout the games you evidence he's just troubled for a couple of minutes at the worst point of his adventure and then he always gets back on the horse, finds a new girl and kills some more necromorphs so to me he basically lost all that made him relate-able. He just looks like a COD character in my eyes, and I mean that as a bad thing.

-During my play-throughs for both DS and DS2 I didn't encounter a single bug, glitch or error whatsoever. But Dead Space 3 was a whole different deal, it was one after the other it basically turned the whole experience into an endurance test for my patience as a player who despises glitches in a game. Here's a quick list of all the errors me and my friend encountered:


I was browsing the webz like a cute internet cat for glitch to show you guys 
and the first I found was one that actually made the game scarier so it doesn't quite help my cause

a) Aim fixation, my friend who used the keyboard to play it, found himself locked in an "aimed down the sight" state through about 2 chapters of the game after which he decided it was ruining his experience and decided to look for a fix online. After a few minutes he found one, it consisted of mashing the TAB key over and over again and this, ladies and gentlemen, fixed the issue lightning fast. But it was still pretty annoying, resetting the game, re-hosting it, changing hosts, rebooting his PC, none of this fixed it so that is one annoying problem to encounter if you ask me.

b) Out of sync cut scenes, this happened to us twice: One happened in a cut scene in which Isaac and his friend are captured by some human enemies and this was apparently followed by a shootout, only it wasn't followed. It happened at the same time, the NPCs were just standing there when we arrived at the scene and the cut scene suddenly triggered, some of the dialogue was past us and the other enemies were shooting at us while it happened. So there we were, listening to a menacing speech from the bad guy while we were being shot at. Want to know how I figured this was a mistake? well an NPC was grabbing me by the neck with his stump of an arm he just lost during the cut scene. Yes, the enemies shot their own friend's arm off and he was using a phantom limb to hold me down, the NPC that brought my friend into submission lacked a head by the end of the cut scene and we took a lot of shots too, they didn't kill us but our full health bar was nearly depleted when the cut scene ended and the real shootout began. The other time was just goofy and it won't be mentioned.

c) Invincibility, this sounds cool right? Well it happened, it didn't last long, not because it was a one time deal but because my friend was terrible at climbing sections. At one point in the game he started using the Bench (or crafting table) to make himself some weapons and he was caught by a necromorph. He forced himself out of danger and afterwards he was immune to damage, ALL DAMAGE. He could be mangled by a necromorph in a combat cut scene and he would receive no damage whatsoever, the only way he would die was if he let the creature devour him, but even then he would re-spawn with invincibility. He managed to turn it off accidentally when a chunk of ice the size of a truck fell on him during a climbing sequence but if he was any better at climbing he would have carried me like dead weight for the rest of the journey.*

And these 3 things my friends are basically legacy breaking flaws in my book. When you lose complete sight of what your amazing game was in the beginning, you let it's spark extinguish and it's magic disappear. Many friends of mine and I believed Dead Space to be Resident Evil's true successor but they both went down the same path, making over the top, explosion filled set pieces and overall action games that forget their true essence.


This                                is scarier than                                   This
So there is a problem here

Visuals: The game looked very good, there was an occasional frame rate drop but I blame our slow internet connections for it. Most of the particles and scenery were astonishingly well designed and just a pleasure to watch. So no downside here, just nothing transcendent. 8/10

Gameplay: If you can ignore the multiple and frequent bugs. The gameplay and controls are tight, everything is responsive and just fun to play. Though not only the survival and horror parts of the game's genre are gone, the difficulty was kicked down a couple notches. It is no longer vital to aim at the limbs in order to win an encounter with the dreaded necropmorphs, with the many overpowered weapons at your disposal and overall weaker enemies than in the previous games you can just aim at the torso and maul your foes which feels great but offers no challenge for the player. 5/10

Story: I personally didn't like DS2's story at all. The whole shock of hearing Isaac speak that much for the first time just killed it for me, but I still think it's better paced and well driven than the one Dead Space 3 offers. This time around you're just tasked to do one thing after the other and you lose sight of your true objective every 2 minutes. I'd bet this wasn't a bad plot on paper, but it was executed poorly from my perspective. 6/10

Music: Just as good as the pieces you can find in the previous games, which are OK, nothing to write home about but they do help you feel the intensity of the action set pieces and the mystery of an abandoned space station. 7/10

Final Verdict:

Dead Space 3 dismembered it's franchise's genre like Isaac used to dismember necromorphs, by removing the games Horror and Survival aspects and making it one of the easiest 3rd person shooter games I've played to date. It basically dishonored the Dead Space family name. There is still fun to be had, you do not need to have played the previous ones to enjoy or understand this one, Hell! I played the previous ones and didn't comprehend a single thing of what was going on for more than 2 minutes at a time. So if you're a fan of big action set-pieces, sci fi shooters with spooky looking enemies and games that allow you to play the whole story in co-op mode, get this game when its on sale or something, you'll have your fun. To those of you who are Dead Space fans: If you are afraid that playing this game might ruin your experience with the series as a whole, well that depends on your tolerance level, it only hammered in the last nail on the coffin for me. But I do go by a couple of wise words my older brother once spoke to me: "Don't knock it, till you try it".

6.5/10

Bubbye!


*For those of you would like to know about the conditions in which the glitches and bugs were triggered, we played the Origin version of Dead Space 3 on PC.

**For the native english speakers, I apologize for the grammar errors. I'm still getting the hang of this language, it is in my best interest to write as adequately as possible but please do not let those mistakes take away from the article's meaning and objective.

Remember to follow me on Twitter at "@pegasus_boots" and my new Instagram account "pegasusbootsgb" hope you enjoyed the read!

Saturday, December 14, 2013

Gone Home "peek/review"



Let's Take a Peek at: "Gone Home"





Gone Home is a first person "adventure" game with some of the best voice acting and overall setting there is on the market now. It was released on Steam on August 15th, 2013. It is highly acclaimed and it received "Best PC game" and "Best Independent game" in this year's VGX.


Despite the huge praise it's received and what the critics or media may say. I'm here to shed some light on the matter and explain to you as to why this game is good, some might even say outstanding, but it is far from being the best PC game this year or the best indie game for that matter.

I want to clarify that even though the title of this article is "Let's Take a Peek at:" it's more of a review. I usually do not make full reviews of short Steam games because most of them are targeted to a very specific audience and just because I did not enjoy the experience I had with a portion of it the game deserves either a good or bad score. Hence why I only recommend it for some and advice against a regrettable purchase for others, with that being said, let's talk positive firsts.


like how cool this 3D modeled snes cartridge looks

It's difficult to write about a game like this without risking to spoil something, it's not that the game's strong suit is it's story. The game's lungs, heart, brain and skeleton are it's plot and it's delivery so there's not much else to talk about. The story is excellent, but it isn't why I'm gonna sing the game's praises. The Fullbright Company managed to create and put the player into one of the most immersive and plausible settings you will ever encounter in a video game. 

To give you a small summary of what the game is about: You are a girl just coming back home from a long trip to Europe, you live with your mom, dad and sister in the U.S. When you get home, due to a sudden change in schedules you arrive to an empty house. Your sister leaves a note for you since she knows you're coming home, and the note welcomes you back but warns and asks of you not to look for clues or belongings related to her or where she currently is. From this point onward everything else is just exploration.

The game does a fine job making you feel like this place and these characters could totally exist, you are in the 90's and everything in this house fits in. There's no weird items that feel out of place, no home appliances, art or just furniture and decoration in general that seem unfitting. You get this sense of reward and curiosity by learning of the characters that are there for you to relate to even though you're completely alone. And by connecting the dots and taking a peek into your sister's interests and environment you ultimately hear and interact with a great story in a simple way.


for instance: you know you're in the 90's when a girl has a completely impractical locker in her room
 instead of using her Iphone as her teenage drama deposit

Now, the cons. This game is not the best game for PC or the best indie game, I cannot stress this enough. You might be mad at me if you have played it before, you might be disagreeing with what I'm saying but all I want is to state my opinion and offer some undeniable facts that make this game an overrated product, not bad, but extremely overrated. 

This is a game that costs 20 bucks at full price on Steam, and a game that I managed to beat in an hour and forty minutes. This isn't because I was speed running it, had played it before or because I didn't explore. I read every text I came across with and explored every room on the in-game map. Which is terrible too because there's almost no extra content, you MUST visit every room to beat the game and finish the story and once you beat it, there's no alternate story or collectibles, achievements, nothing. This is meant to be a story driven game, an art piece, a mix of literature, cinematography and voice acting but there is absolutely no video game related elements employed other than the fact that it "is" a game. Games like Portal, Journey or even mini games like The Company of Myself, have shown us in the past that a game doesn't have to be lengthy or overproduced to deliver an incredible experience but they are still games which involve the least bit of skill, intelligence or just general reflex and coordination but this game has absolutely zero of this. There are no cut-scenes, quick-time events or choices to make so unless you like hearing a really good story over and over again, this game's exact replay value is 1, you might want to hear it once again because maybe you missed something the first time or because you fell in love with the plot but that's it. It isn't even fun or exciting, all that keeps you going is the story and the setting, the whole "adventure" is a scavenge hunt in a place that isn't even that big and where things can be found easily, you'll go through the motions and reach the ending and there's your reward.

I probably sound like someone who is just whining too much, but I bought this game out of recommendation and praise and I feel so dissappointed. The game isn't bad, anyone out there into video games or not, looking to hear an interesting story, go ahead, this is for you. But you'll be paying 20$ for an interactive movie with no cutscenes or character appearances whatsoever, so you've been warned. Gone Home is ultimately a great story driven game that lasts less than 2 hours and brings absolutely no gameplay challenge/reward, no real innovation and no replay value whatsoever.


call me George Constanza if you like but I dont feel comfy paying 20 dollars for a movie I know I wont watch more than twice

*P.S: I only payed about 7 bucks for it during the autumn steam sale, and I would value this game at 5 dollars tops.
Here`s some contact info you might like to know in case you wanna add me up and play or just have a chat with me, I must not seem like it now and I don`t think I`ll seem like it any time soon, but I`m not a company, I`m a kid who enjoys playing video games and is very excited to share them with you guys.

Steam: Bombermanganzon
Diablo III: kiwicupcake (yeah, dont ask about that one)
League of Legends: Skyward Svvord
Guild Wars 2: Vitesong

If you are looking to see If I`m available in any other game or platform such as Miiverse by example, email me at: fastpegasusboots@gmail.com