Pulling off good horror with pixel art is difficult. Titles like Lone Survivor come to mind as somewhat recent examples of pixelated horror done right, but such games are far from the household names that Outlast, Amnesia, and even Slender have become. Part of the reason for that may be that it’s difficult to properly set up jump scares when playing from what is generally a pulled-out, third-person view; giving the player so much vision can undercut the effectiveness of such surprises. To combat this, many “bit horror” games choose the same tactic chosen by The Count Lucanor: the horror comes from the imagery and circumstances rather than their sudden presentation.
Telltale Games cut their point-and-click teeth on comedy, with Sam & Max and Strong Bad’s Cool Game for Attractive People becoming early breakout hits. As time went on, though, they headed in a more drama-focused direction, with the most publicized catalyst being the first season of The Walking Dead. Its focus on life-changing decisions made under tight time constraints created an emotional rollercoaster of an experience, with a plethora of scenarios whose outcomes were a far cry from black and white.
With this pedigree behind it, Guardians of the Galaxy: Tangled Up in Blue feels like a huge step back. That’s not to say that it’s a wholly worthless experience, but it feels like a game that largely ignores the developments made by its predecessors.
“Beware the barrenness of a busy life” is a quote that appeared on my new browser tab this evening. In a way, it’s appropriate. Here I am at 10 PM, realizing that I have no games ready to review, and homework that I should really be working on instead of fixing that. The insanity of the last week has left me feeling at loose ends this weekend, despite knowing full well that I have work to do. Maybe it’s warranted, though. Multiple 1-2 AM nights, one 3:30 AM night (is it even considered night at that point?), and probably something like five litres of hot chocolate. Thinking back, I barely know where half the time went. There were frustrating university assignments, final classes that seemed to last for an eternity, and the joys of crunch time on a video game development project. Yet it’s all just a blur.
On the other hand, I feel motivated. I know that I’ll never truly stop being busy, yet it seems like the worst may be over for the time being. Coming out of last week, I’ve realized that, aside from three exams and presenting the aforementioned video game, I have very little on my plate, at least from a school standpoint. In its place is something that I find far more exciting.Continue reading →
I mean, the title really says it all, right? But seriously, I know that it’s been a while since I last posted. If you follow me on Twitter (@Olivigarden, for those of you that don’t know…hooray, self-promotion!), you may have seen my tweets about how everything basically went to hell and back. Well, at this point in my prolific (HA) games journalism career, I feel that it’s probably in my best interests to keep my personal and professional (HAHAHA) lives separate for the most part. Unfortunately, certain events have a way of making it so that focusing on anything (including being a functional human being) is extremely difficult. I’ll avoid going into the gory details, but since February 11, I’ve been dealing with some…ahem…distressing personal circumstances. Don’t worry, nobody died. But, well, something did. Continue reading →
Played With: Mouse & Keyboard and Steam Controller (about 50/50)
Simplicity in design is something that can be truly magical for games. Sure, it’s possible to keep things fresh with complex, deep mechanics and ever-changing rulesets. However, experiences that are equally enjoyable (or sometimes moreso) can often come from games that focus on a single idea and do it extremely well. Reigns is a perfect example of this philosophy; the gameplay amounts to little more than “rule a kingdom via Tinder”, yet it still manages to be engaging and intriguing through much of its duration.Continue reading →
Well, it’s officially 2017 around the world. The start of a new year. Which means that everyone’s looking back on the last year and going, “Well that was a bit toss, wasn’t it?” That is, except for the people who are taking the opportunity to look back at their fond memories from the year past, namely when it comes to video games. There were countless fantastic games that got released last year, so many of which I desperately wanted to try out. Unfortunately, as a university student, there are two things that I severely lack in: money and time. As a result, it is incredibly common that I have to watch as new releases are hyped, released, and enjoyed by the masses, while waiting patiently for the day that they inevitably go on sale and I actually have the time to sit down with them. Some of these games have been sitting in my library for months, awaiting their eventual installation. Others are on my wishlist, hoping to one day be added to my ever-growing backlog. Whatever the case, these are (in no particular order) the games that I wish I had gotten to in 2016. You can also consider this to be a “To play in 2017” list, if that’s your thing. Either way, you’ve probably all already played all of these and think I’m a pleb for not looking at them yet.
Undertale is a game that’s very difficult to review without spoiling. Half the fun of the game is discovering the myriad of silly characters, songs, and even gameplay mechanics that are buried within. This is a game where I refused to listen to certain tracks on the soundtrack until I had heard them in-game; I considered the MUSIC to be a spoiler. So, full disclosure before I really get going: there will be mild spoilers. If you have some degree of interest in the game, I highly recommend that you check it out. I don’t think that you’ll be disappointed. However, if you’ve played the game already and want to see if you can feel validated in your opinions, or if all you’re thinking right now is, “What’s an Undertale?” then by all means, stick around. Continue reading →