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  • Violence and video games - a connection?

    Given recent events, violent video games have been headlining a lot of news stories. Countless pundits have labelled them as a culprit for instilling violence in our youth. Most recently, even the president of the NRA, placed the blame of school shootings squarely on the shoulders of violent video games. Congress appears to be jumping on the bandwagon calling for bans or regulation of these dangerous products. On the other side, countless gamers declare that they have never been unduly influenced by their games. They claim that any such insinuation lacks merit. So which side is right?

    Well, if we want to be honest, the best answer is no one knows. There simply isnt enough information to determine whether games contribute to violent behavior. Do they desensitive us to violence? Do they cause us to lose empathy and become more antisocial? It's possible but it's certainly not been proven. As such, most of the critics of violent video games are not basing their opinions on published research. They are going more on public perception or their own thoughts on the subject.

    Most of the perpetrators of these mass shootings have been young men, and not suprisingly a lot of young men play video games. Hence, there is a correlation between those who perpetrate violent crime and those who play violent video games. But as we have often heard in these forums, "correlation does not imply causation". There are lots of things that are strongly correlated but have no direct impact on each other. One famous example - shown on freakonomics -, was ice cream and the incidence of polio (pre vaccination days). These two events had an incredibly strong correlation. So much so, that people back in the day thought ice cream caused polio. Both ice cream consumption and the incidence of polio shot up tremendously in the summertime and then dropped signficantly in the winter. But as we know now, polio is caused by a virus not food. When summer came around, kids played with each other and transmitted the virus. Given the hot temperatures, they also ate lots of ice cream. So the two events were correlated but had no cause and effect relationship.

    Now this doesn't necessarily get these games off the hook either. They certainly may have deleterious effects on certain young and vulnerable minds. We just dont know. Rather than jump to unwise conclusions, maybe a little research is in order? However, psychiatry and psychology are incredibly complex disciplines. It may take quite a while to get any definitive data on this subject. The human mind is a very hard thing to study because you can't just isolate one variable.

  • Dead Island Riptide Reaction Was An Equality Fail

    Today, we collectively failed as a community once more. Even though not every one of us acted poorly, the fact that one side clearly pushed its rhetoric through has made this less of an open place and more of a restricted area: No fun allowed. To give this ongoing lament some context: Today, Deep Silver announced a risqué collector's edition called the Zombie Bait Edition, which prominently displayed a severed and dismembered torso with big breasts and small clothing. Is it tacky? Yes, probably. Is it a reason for a mass outcry? Hardly.

    Dead Island Riptide
    The culprit du jour.

    Normally, I'd make this into an official piece, thinking up of a point by point case, argument, solution, future thought and that sort of thing. However, that would require me to go on endlessly about a topic that is out of my hands in this industry already. Instead, the swift rebuttal here serves to prove that this is a personal standpoint, though it has the same basis as most of my op-ed pieces, when I'm not using my education to look outside of my values, which I personally believe are the only rules to live by. For those wondering: I live by The Golden Rule. In short, it's that well-known line that goes "treat others like you yourself would wish to be treated." On that aspect, we treated the Zombie Bait Edition news like we would like to be picked apart by vultures. It's a standpoint I can respect, but not one I can condone.

    News outlets were quick to release statements how "offensive," "disgusting," "repulsive," "outrageous" and more of these strong words on how appalling the limited edition was thought to be. Mayhap; I'm not saying such a provocative item won't burn in anyones eyes. I, too, am offended when Halo thinks it's a good idea to provide their promotional features with Doritos chips and Mountain Dew, implying that we're all greasy pigs. However, would I call for a massive outcry for someone offering a bust? No, not really; I'm not mad at art history for doing the same.

    This point can be argued until the cows are dead and we're serving their racks in a self-righteous buffet of hypocrisy, but it's where my mind immediately went to. I immediately associated it with a bust, because that's what it is: a bust, which is defined as "the human chest." That seems accurate to me. Dead Island also features dead women in skimpy, tropical outfits and has dismemberment elements. All these things are fitting and no one gave a crap about that when the original came out. No, more so, prior to that, Deep Silver released a clip containing the "magical negro" trope, which was linked to their character Sam B, but doesn't resemble him in the slightest. That is, unless you're a racist and think all black people look alike. More so, that clip is also filled with objectification, but that is fitting, why exactly? Is it that hip-hop makes it okay? Is it because black people use women as toys? No matter how you look at it, it's going to be bad when a clip shows over a dozen shots of body parts with no face, for no reason other than to show it. Again, here no one cared. It's an issue now that Deep Silver rubs it in our faces. We're not being very consistent in how are brainwashing works, but I'll leave that point open to debate.


    This shot of headless torsos is completely justifiable because...???...profit.

    No, other than your personal stand on whether or not it's offensive, it's how we reacted like infants to it that caught my eye. Even that would normally not faze me too much, since we all know how the gaming community can be. However, this time is different for one particular reason. This frothing of the mouth; the knee-jerk, quick wit with no further thought came from the very crowd that would pretend to be different: It is those that make the sensible, adult remarks on how we need to evolve, accept each other and so on. I don't know about you, but I've never been taught that acceptance needs to be shoved down my throat and if my opinion is wrong I need to be snuffed out. That sounds like the reverse of accepting anyone for their good or lesser ideas and ideals.

    How does acceptance work in Riptide's case? It made a provocative piece, so it needed to be shut down. Well, all this media outrage worked, as Deep Silver issued an apology the same day at how appalled they were by their own behavior. It must've struck them by surprise and so it should, because they did nothing out of the ordinary. They marketed their product with cheap attention grabbing, as anyone else in any walk of life does. No, not in our gaming community; we're fighting for equality in here, so there's no room for this.

    That last sentence doesn't work. You can't have your cake and eat it too, then sue the baker for making you fat. At some point, this mass hysteria needs to end. Whatever happened to disagreement? "I do not agree with what you have to say, but I'll defend to the death your right to say it." Isn't that how the enlightened philosophers thought about equality? There doesnt seem to be any defending in massively coming down on Deep Silver. There seems to be only offense. What people are doing by projecting negativity on this campaign is calling for exclusive behavior that will only allow certain things and disqualify others. This is being part of the very problem you're trying to fight. I'll even leave out the fact that publications were quick to publish the provocative item once more with the apology update, because showing a bloody bust is so disgusting that you should do it twice, right? It can't just be updated in the same appalled article, that picture must be drained for all its juicy contents. Again, consistency is lacking.


    Perhaps just use your fingers.


    However, the lowest of all points today was not even this sad state of affairs; it's that the dogs weren't appeased with the blood on Deep Silvers hands. Instead, it went after their personnel and showed the true nature of what it means to not know what you're angry about. Some of you may know Maurice Tan from his time with Destructoid. He's now an employee of Deep Silver and earlier today tweeted an off color joke about this ordeal. Seeing as I don't want to actively feed the flames of other people's misery, I wont link it and just state what it said; which goes as follows: "It is cut off, so who knows. S(he) might have a cock down there." The response to it was immediately and overwhelmingly negative. Ill post a screenshot here.

    Did we notice a pattern here? It has the same irate state of knee-jerk reactions, immediately going for the jugular, in the name of equality. The community had choice words for Maurice, because this was deemed offensive and bigoted. Yet, nothing in the tweet can be pulled any which way on that topic. There is no divide that would suggest a fixed view. Still, the immediate assumption is negative and the reaction is downright hostile. It's bullying in pure form, skewed on the platform of freedom of speech. It's not offensive, but it might be, so lets presume it is. It's these same presumptions that the community should fight, not endorse. That was the straw that broke the camel's back for me. The whole day today I thought I'd elevate myself and not fume like I watched people fume about their delusions. I failed, we all failed. Today was a bad day for gaming. We're not welcome in our own world, so what do we do now?


    That's my secret...


    It's getting to be exhaustingly late, the day was endless and I still need to edit this post with pictures and such, so excuse the longevity and unfiltered approach of this write-up. Again, I'd like to state that this is my personal reactionary movement and thus doesn't come equipped with the necessary softening filters. It is still based on my belief and my idealism focused on inclusion rather than exclusion. Let me end this rant, the only way the internet knows how:

    TL;DR: Judge not lest ye be judged. We didn't fight for equality today, we merely fought equality. Deep Silver shouldn't have had to apologize for endorsing freedom of choice and the fact it did has made our world smaller, not more open. We are all to blame.

  • Top 10 Games 2012 (Part 2 of 2)

    This is it ladies and gentleman, my five favourite games of the year. But first a disclaimer, I will admit the what I view to be the best game released this year (by quite some margin) and my favourite game released this year, is not on the list. Purely because it's a re-release of my game of the year last year, so if people want to say, 'how come Prepare to Die Edition didn't make it' you know why. It's the best game this year but I felt it didn't have a place on my list, Dark Souls got its praise from me last year, and remains one of the finest games ever made. So let the blog commence!

    5. Spec Ops: The Line

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    This was a game I had no interest in at all. I dont care for modern military shooters and this one looked completely generic. How wrong I was. Spec Ops is definitely the most interesting game I played all year and is a landmark release for the medium. Now I recognise that on a gameplay level Spec Ops is flawed, its unexciting and overly generic, however besides that the game does so much right. What really made the game excel for me is how in reality it was a commentary on military shooters, rather than just one itself. It took the tropes and it subverted them, it instilled the player with familiarity and then shocked them when it became something so different. Its a game that goes some way to show the effects of war, in several intelligent ways, and one that has a stance. It has something to say and it says it so well, but importantly it says it through being a game. Spec Ops is the most important game of the year, but its a game that isnt fun. That is weirdly why it is so brilliant, I did not have a good time playing Spec Ops, but its in the same way that I dont have a great time watching Apocalypse Now (an inspiration for the developer). I still think Apocalypse Now is a tremendous movie and I still love Spec Ops. Its not a game you enjoy, but its not un-enjoyable in a pejorative sense, it does what it sets out to do and is excellent for it. Its an eye opener and wholly thought provoking, if you havent played it you should.

    4. The Walking Dead

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    It seems Im in tune with the rest of the known world when I say Telltales The Walking Dead is rather magnificent. Ive been following this series from the beginning, picking up each episode as it came out and awaiting the next (Ive also reviewed every episode along the way for WikiGameGuides). I think I echo everybody who played these when I talk about the emotional attachment to this series and how it affected me in a way games usual dont. I cared for the characters deeply, and I agonised about my decisions. I echo the words of my good friend Ran Harpaz when I say that the Walking Dead is not a game that makes choice matter per se, it makes the act of choosing matter. Its a key difference, I didnt feel my choices had far reaching consequences that impacted the game, it carried on regardless and most things were the same whatever. In the moment though, it completely mattered because the choices were so well crafted. They were truly grey and questioned personal morality rather than abiding by a games system. Im somebody who has fallen out of love with morality systems; they are too clear cut for me. Recent games like Mass Effect 3 and inFAMOUS 2 really hammered home the bits I dont like about these conventional systems (though I stand by Mass Effect 3 as an excellent game), causing me to flock towards the Witcher 2s and Dragon Age: Origins of the world. But Walking Dead took it further, and while I agree that it was the act of choosing that was important here, I would also highlight the character impact as most important to me. My choices didnt change the story, but they changed how I felt about it and how I approached it. They didnt change the game but they changed me to a certain extent, and importantly they changed how I interact with characters. Situation A may still play out the same way every time, but Person B is angry at me because I took choice C. This really doesnt make a difference, but because I was invested in the characters it made a difference to me. It would upset me when friends took against what I did, or I would make sure to speak my mind to a character who acted wrongly in my eyes. Though this didnt change the overall picture, it changed my experience and thats what really matters. Yes the gameplay wasnt really good, it could drag, the pace was frequently halted and certain segments were completely misguided. But in spite of this, purely due to writing quality and interactivity, The Walking Dead excelled.

    3. Fez

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    For me, Fez is the best 2D puzzle game since Braid. I say 2D purely because Portal 2 exists, and I havent really thought about whether I prefer it or not. I probably do, but Fez is still amazing. Why Fez worked for me is due to how unique it was, and how it turned out as something completely different from what I expected. If you havent played Fez but want to, dont read on, the discovery process is magical and I dont want to spoil anything for you. If you are not in that boat then let me tell you why I love Fez so much. It is partly because of how crazy it is, its a game which required me to write out several full pages of notes, which look like total gibberish, just to decipher its puzzles. Notice I say decipher, not solve, Fez is a game you decipher. It is so much more than a faux 2D world that you can spin to marvel at the clever design and the wonderful pixel art. Its a deeply complex puzzle; the whole game is one massive puzzle. Everything exists for a reason, what looks like background detail is all part of the riddle; its a game where you have to work out a new written language, set of numbers and a code made up of Tetris pieces. All of these things you need to know in order to solve Fezs grander puzzles, but getting to this stage is a puzzle in itself. You have to note repetition, keep an eye on the environment and actually work things out. Not just work out mechanics and apply in game logic, you have to use your mind, your external reasoning. A basic example of this is having to translate and solve a riddle, but the more complex examples are so brilliantly obtuse yet achievable that you cant help but sit and wonder at Fez. Its a remarkable game, the music is great, the aesthetic is wonderful and its just so very charming. Its beauty though is in how imaginative and creative it is, how different it is. But importantly not just different for the sake of it or having different as its only plus. Its great at what it does and it inspired something wonderful. Fez was so complex and abstract that it united the internet to solve it, it wasnt a case of get stuck and look up an FAQ. If you got stuck you headed to a forum where others were stuck and you discussed it, you worked it out together. You shared ideas and you had a social experience. Sadly thats not something you can capture again, if you didnt get in at the start, you missed out on one of the best parts of 2012. It was a magical time and Fez is a magical game.

    2. XCOM: Enemy Unknown

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    At one point, during my deep XCOM binge, my housemate came into my room with his girlfriend and said that if she wanted to see what a man addicted to a game looks like, she should look in my direction. XCOM was a game that grabbed me for a long period of time, all I thought about was XCOM, all I wanted to do was play XCOM and all I talked about was XCOM. Perhaps this is a bad thing, but I thoroughly enjoyed it at the time. Taking my team of elite space marines to tackle the alien menace, whilst also making sure my base was researching what I needed, properly built and that countries were happy with my progress. Every facet of the game was excellent to me; I loved the tactical ground combat and the base building. They complimented each other and made the game as great as it is. It was also the most satisfying game this year, though it wasnt the pure fun of Far Cry 3, it was so much more engaging and worthwhile. Satisfying is the perfect word for it, when your sniper pulls off that headshot that he really shouldnt, when the aliens come in and the odds seem so against you but your tactical decisions wipe them out in a single turn, there was nothing as gratifying for me this year. Though XCOM may have lost some of its novelty with repetition, and how you can get to a certain point where you have broken the games back and nothing really bothers you (a step away from the brilliant challenge that made it so involving) I still put a great 60 hours into it. Its impressive that Firaxis made this deep yet accessible traditional strategy game in 2012, its modernised and streamlined for sure, but these arent detractions. Its just brilliant and one of the best games Ive played in a while.

    1. Max Payne 3

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    Apparently some people dont like this game. That confuses me. As you can tell by its placement, I adore Max Payne 3. I would call myself a shooter fan, but that doesnt mean Im a fan of most shooters. In fact Im generally very critical of the genre; Max Payne 3 though is a game that reminded me that when a shooter is good, there isnt much that can match it. For me Max Payne 3 is just a superb shooter, and this surprised me, sure I loved the previous two games (especially the phenomenal Max Payne 2) but I wasnt huge on Rockstar this generation. Ive recently rediscovered Red Dead Redemption, and fallen in love with it in a way that I didnt when I first played it, but the things that Max Payne was offering are things I dont class Rock Star as being good at. Rockstar make some decent open world games, why Red Dead is great is because of the sandbox open world. Where Red Dead falters is its core gameplay (especially gunplay), the pacing and some parts of the storytelling. A great linear style shooter like Max Payne needs to have excellent gameplay (especially gunplay), the pace needs to be spot on and if the game is going to be as good as those that came before, the core storytelling needs to be amazing. What Max Payne 3 showed is that the flaws I see in Rockstar come from their open world formula. It makes their games overlong (bloated) and the structure they abide by makes for story and gameplay conflict. This was gone in Max Payne, this game was just amazing. The production values where top-notch, the sense of style was sublime and it was just a joy to play. The game was a decent length, but excellently paced with nail biting action and perfectly judged quiet moments. The game posed a decent challenge, but wasnt overtly hard, it was just really fun. The core shooting (if you are a sane man and turned off auto aim) was perfect, the precise dot and your freedom of movement meant satisfying gunfights where skill had a deciding factor.

    Some took against how fragile Max was, and how crazy shoot dodging was no longer the deal of the day. Well, I had got that deal done to almost perfection in Max Payne 2. Something different but excellent is fine with me and the game felt enough like Max whilst offering something new. It wasnt carefree anymore, it was tight and you had to cleverly use the skills at your disposal to get through. It wasnt just diving around; it was knowing when you should dive and when a dive would pay off. It was knowing to use cover and to use slow down from cover to rack up the head shots. It all came together for me, and it was also complimented by what I found to be an excellent story. It was dark, and brooding, and superbly written. It was very Rockstar, and not very Remedy, but it was very good. If you want to complain that its different from one and two, then you are right in saying its different. Its not a complaint though. One and two exist and three is an excellent game that captures enough Max Payne to make it fit, whilst allowing Rockstar to make it their own. Im glad they did, because it made for an astounding game that is no doubt my favourite game of the year. Judging by other peoples lists its not a popular choice, but for me it is the obvious one.

  • In the Shadows

    The Nintendo 3DS has a problem. Regardless of what stunts it might pull off, of what masterpieces it may eventually house and of how many great games will continuously grace the system, it will always be a handheld that will be compared to its older brother: the Nintendo DS. Like a younger sibling who gets a masters degree in his twenties, and whose older brother already was a doctor at that young age; and like an Olympic medalist that collects three gold medals in an edition where somebody else captures ten of those; it is destined to live obfuscated by the gargantuan shadows of the accomplishments of its contemporary. That is by no means a terrible death sentence for the system, it is just the fair acknowledgement that it has a whole lot to live up to. And given how rare systems with such a high degree of quality in their library are, it is easy to bet against the Nintendo 3DS' chances to beat its predecessor. A good system it might end up being, but reaching the level of historical greatness of the DS is a far-fetched notion.

    The Nintendo DS had a lot going on its favor. Not only did it enjoy the massive support that comes along with being the handheld system of a company that utterly dominates the market, it also introduced the fantastic novelty of the double screens. The system thrived in the junction of those for two factors. A lot of talented developers and resourceful companies wanted to develop games for it, and once they started the process, what they discovered were the perfect flourishing grounds for new explorations in gameplay and design. The glorious match generated excitement among developers, and the direct results of that breath of life are unforgettable: Mario and Luigi 3, The World Ends With You, GTA: Chinatown Wars, Advanced Wars: Dual Strike, and many other titles were significant marks in the history of gaming for their audacity and freshness, and elevated the Nintendo DS into a level that can only be matched by the Super Nintendo and the Playstation 2; two systems that were filled to the brim with new brilliant franchises and old familiar faces at their creative peak.

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    As impressive as the Nintendo 3DS is from a hardware standpoint - all that it takes to display that is a few seconds of Ocarina of Time 3D footage - it trails from the get go in relation to its predecessor because, aside from 3D, it bets in the very same dual-screen mechanics that the Nintendo DS already explored to great lengths. The two screens still have a whole lot to offer in terms of great design possibilities, especially with the 3D effects added, but they aren't as fresh as they were seven years ago. As a consequence, the 3DS is not only being compared to a handheld with an unbelievably great library, but it is also - when that comparison is done - facing a friendly enemy at its own field of battle, giving the DS a considerable advantage.

    Still, even when those two core negative factors working against the 3DS are taken away from the equation - the undeniable and hard-to-reach greatness of its ancestor, and the difficulty to establish its own identity due to the great features it inherited - it is hard not to feel that the 3DS has had a bit of a slow start in terms of software, which is the most important measure of a system's quality. For many months negative comments towards the system were rightfully shielded with affirmations of how it was just way too early on its life to make any judgments. Right now, though, nearly two years into the life of the system, the overall feeling is that the Nintendo 3DS, though sporting a nice collection of very good games, still hasn't really reached a great pacing, and - even worse - it has, so far, failed to deliver a group of games great and original enough to start defining its identity.

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    It is not just a random feeling supported by blind nostalgia for the DS' unreachable library, it is something that is confirmed by cold hard numbers. According to Gamespot's scores, on its first two years of life, the Nintendo DS had 5 games that scored 9 or higher, a set of titles that included Advanced Wars: Dual Strike, Yoshi's Island DS, Mario Kart DS and New Super Mario Bros. The first was a glorious technological display, the following two were top-notch reinterpretations of important games, and the latter was a refreshing return to the past, albeit too easy. Sitting two months from its two-year anniversary, the 3DS has precisely zero games that managed to reach that score. Obviously, a game that does not reach that grade is far from automatically bad, but it does show that none of them caused the same impact as the four titles mentioned above, which says something.

    More worrisome, though, is the fact that a portion of the top games of the Nintendo 3DS are remakes: Ocarina of Time, Metal Gear, Star Fox and Street Fighter. Other than that, the system has housed the sequel to New Super Mario Bros. - which is a weaker affair, a stellar Mario Kart installment, the fifth Professor Layton game, a good Resident Evil adventure, a weak Paper Mario entry and a tridimensional take on the New Super Mario Bros gameplay in Super Mario 3D Land. Kid Icarus, Rhythm Thief and Zero Escape are probably the only three highly rated exclusives that brought to the system an experience that cannot be had anywhere else, and for a Nintendo handheld that is not quite good enough. The Nintendo DS also beats the 3DS when comparing their first two years when it comes to games rated between 8 or 8.9 (20 against 16), and it absolutely mops the floor with its younger sibling regarding games in the 7s (65 against 18).

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    By this point on its life, the Nintendo DS already had two Phoenix Wright games, Animal Crossing, Tony Hawk, two Castlevania titles, Elite Beat Agents, Kirby's Canvas Curse, Mario and Luigi, Trauma Center, Hotel Dusk, Meteos, Metroid Prime Hunters, Mario vs Donkey Kong, Age of Empires, Sonic Rush, among others. In other words, it had more games than an average human being can afford to play. What that difference may indicate, especially the one between games rated between 7 and 7.9, is that while Nintendo is definitely bringing out their support, third-parties are being weirdly shy. Investing on a Nintendo handheld is usually a sign of immediate profit, as the company pretty much dominates the market in a very remarkable fashion, but the on-going dominance is apparently not being as strongly backed up by other companies as it usually was in the past.

    It can't be argued that the DS simply started out very strongly, as its pace was very continuous. For instance, after receiving five games rated 9 or higher in its first two years, it went on to have eleven more of those through the remaining four years of its life. In some cases, its pace got even better, as it is the case with games in the middle category (between 8 and 8.9), where in the other four years the system had a whopping sixty-nine games rated in that range, compared to the twenty of its first couple of years. Once again, maybe the achievements of the DS were so gargantuan that whatever the 3DS has been doing loses its shine because it cannot make its light be seen outside of the DS' shadow, but there is still a considerable difference between the support both consoles received during the same amount of time.

    If there is one thing the 3DS has, though, aside from a nice library of games, is time. It is clearly too far off the DS' pace to try and replicate that kind of greatness. However, there are still many years ahead so that it can offer us unforgettable portable experiences that rank up there with Link's Awakening, Wario Land, Mario and Luigi 3, or the first two generations of Pokemon titles. Looking too far into the future would be an exercise in wild guessing, but glimpsing right around the corner shows us that Animal Crossing seems destined for a glorious rebirth after the blandness of City Folk, the meeting between Layton and Wright is about to happen, the sorely missed Luigi's Mansion franchise is making a seemingly great, bigger and better come back after ten years of absence, and at least one Zelda game is certainly looming in the horizon. The 3DS has time, Nintendo has the talent, and third-parties are aware of how well the handheld is selling. The recipe is ready to be cooked, it just needs someone to start a fire.

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  • Top 10 Games of 2012 (Part 1)

    My barrage of list based content is about to come to an end! Bear with me now for the main event (in my eyes) my top 10 games of 2012!

    10. Far Cry 3

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    In a way, its telling of how good this year actually was that this game is so low down on this list. Far Cry 3 is an excellent open world game, a brilliant shooter and is one of the most fun games Ive played all year. Its an incredibly dumb game, and I mean that both as a sincere compliment and a piece of criticism. The good dumb refers to the fun aspect, when I decide to go hunting bears using a car or finish off a mission by running at my target only wishing to knife him as I repeatedly stab myself with health syringes. As an open world sandbox Far Cry 3 does so much right. There are enough activities on offer to invite you to spend a good deal of time doing anything but the story, and that is where the game shines. Climbing guard towers, taking down outposts silently (if possible), driving missions, conventional side quests and the hunting were all a blast. The hunting especially, due to the progression of great unlocks that made it meaningful. This was all complimented by the way everything interacts in the environment which creates a great degree of improvisation to everything in the best way possible. One time I was silently scouting out an outpost with my camera, and then a tiger attacked me and in fighting it I drew attention of everybody and went on the all out offensive. This means using my full destructive arsenal not just silenced assault rifles and causing utter chaos in ways I didnt even know the game supported. Fire spread wildly (I tried to burn the enemies out but the fire spread to the bit of jungle I was in... Bad move), some structures fell (only small wooden ones admittedly) and it all felt completely out of control whilst leaving me in total control. It was superb.

    The game has its detractions though, and they really impacted the overall experience for me. I loved hunting, but it was over too soon, a very subjective complaint but one I can make on a personal list. I rushed out all of the crafting stuff and then the animals became set dressing that posed no threat, and that I didnt need to interact with. It also committed a cardinal sin of dropping me in an empty open world after I finished the story. I had done the side quests, the outposts and the hunting, leaving a world with no enemies and no real activities to do. I expected to keep playing after I was done, but there was no reason to not just quit the game. They core issue though was the story, which started out so strong. It seemed self aware but ended up embracing its clichés and stupidity and coming off as very bad. It got to almost thematically offensive levels and desperately seemed like it wanted to say something but it would rather you just killed everybody ever. Leaps of logic were forgiven at the start because the mood implied something else was afoot, nothing else was, it just ended up extremely stupid. The endings themselves are also awful (a running trend this year it seems), terribly written and laughable. The game started off so well, but the last third fell apart, melding poor story with poor missions and throwing everything I had enjoyed out the window. The last thing I did in Far Cry 3 was attain the completion achievement, and it seemed very appropriate when the words What A Trip popped up to the accompanying jingle. The trip was great, but the destination leaves a lot to be desired.

    9. Dishonored

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    Player choice is an interesting thing, something that usually brings to mind story choices and dialogue trees. For me Dishonored is emblematic of player choice at its best, and it does it in terms of gameplay. This stealthy gem placed the player in superbly crafted open ended environments and gave them a suite of tools, the rest was left to you. Movement and combat was refined enough for the level design to work and enabled you to enjoy the game no matter what direction you carved out for yourself. The powers worked together in smart ways and the mechanics just blended together for a seamless gameplay experience. The world was brilliant also. Few things were as satisfying to me this year as my non-lethal run through Dishonored. It was a game so mechanically brilliant that it felt like a simulation, a fictional magic assassin sim. Thats my kind of sim. Now I have issues with the game, the lack of new game plus was a big deal for me and the story was not good at all (culminating in another poor ending). Not having new game plus put the game in a situation where you didnt always have access to the game at its best, when you have multiple complimentary powers that you can utilise in imaginative ways. By the time you get the unlocks in the game you are hampered by having picked certain base skills that seem rather necessary, meaning you dont just have all the cool stuff, and the fact that some of the later missions arent as open and awesome as what came before. You then have to start again and wait to get to that point to do all the crazy things you hear about, when you combine time stopping and possession in bizarre ways. This was a genuine issue for me, I just feel the game could have shown why it was great and could have been greater if it really allowed me to let loose. Just let me carry on and do crazy stuff in the superior early game levels.

    8. Halo 4

    halo4.jpg

    Im a massive Halo fan and this was a really good Halo game. The campaign was really solid, and packed a decent emotional story (with a poorly told sci-fi narrative accompanying it), but this is mostly here because as writing this I want to go play Halo 4 multiplayer. Halo multiplayer is just how I like it, and 343 did it so very well. Its got enough CoDesque persistence to keep me invested and addicted, without all the CoD stuff I dont enjoy. Ive never been a fan of the fundamental balance of CoD multiplayer, and Halo 4 goes a bit down that road but only steals the certain elements I am ok with (luckily). In the end theres not much to say about Halo 4, its just a really solid Halo game, and thats super awesome. The shooting and movement is as perfect as it ever was and Spartan Ops is lame. Halo 4, pick it up.

    7. Hotline Miami

    Hotline-Miami-3-610x381.jpg

    If you want a game that will pump you full of adrenaline whilst also giving your brain a workout, look no further than the sublime Hotline Miami. Hotline is something to behold, it takes control of you in a hypnotic fashion with its sublime soundtrack and fitting visuals. Its a completely coherently designed game where every element compliments another and works towards an overall picture which is nothing short of masterful. Its brilliant from a gameplay perspective and its brimming with thematic interest. It doesnt beat you over the head with a message, it lays things out for the player to think on and make his or her mind up about. In doing this it becomes one of the most interesting games of the past few years, and its also super fun. The ultra-violent and lightning fast gameplay feels spot on; its challenging, but strategic and not frustrating. The Meat Boy like short levels and instant reloads keep you playing whilst the sound and visuals also glue you in place. Hotline Miami just works, from top to bottom it works. Its sublime.

    6. Journey

    journey_cover_image.jpg

    After a lot of violent games on this list, Journey is a great change of pace. Its also just great. Not only is it eye wateringly gorgeous, its completely joyous. Its easy to overlook Journey in retrospect, or look upon it cynically, but when you are playing it is impossible to do it any disservice. The feeling you get in that first playthrough is completely magical, and as a jaded human being Im tempted to look back scornfully, but then I remember how the game made me feel. It was wholly involving, I cared about anonymous bits of cloth, I took in the minimal exposition, and I felt like I went through all kinds of trials and tribulations to get to my destination. I didnt wholly know why I needed to go there, but I knew above all else that I needed to reach it. Was it because of some cave paintings or hints at a mythology? Simply it was because it was there. There was nothing but me and my destination as soon as I crossed that first hill and I would do anything to get there. This was hammered in by what it took to get to the mountain and how they made it feel like a struggle while still creating a wholly accessible game that will be celebrated as a landmark title for years to come. I dont know if I will revisit Journey, I dont know if it will stick in my mind, but I know that while playing it I was completely in love with it.

  • Randomly Encountered Nostalgia

    Going back to older games is kind of a fickle thing. So Gamespot UK's @dannyodwyer started a new video series Random Encounter and I suggested Giants: Citizen Kabuto, a game released back in 2000 to almost universal acclaim. So clearly a great idea from me for good times. Not so much. As it turns out that game in 2013 is significantly less awesome and makes us wonder what we were thinking back in those days.

    1382235-giants_2010_05_23_23_24_43_32.jp

    Part of this is just because some games age better than others, for various reasons. Deathmatch games like Quake 3 and Unreal Tournament haven't really progressed since then and in many ways have disappeared from modern games and the FPS is just something that's very different. Those two games are still fantastic. But it's hard for me to say how good those games would be if I hadn't played them back when they were released.

    I think the older games that don't resemble modern games have to a certain extent aged better simply because they lack that direct comparison. Space sims like Freelancer there haven't been the same advancements and developments that have happened to other genres. Back to Giants, third person action games have changed over the years. The ways in which that game falls flat on it's face are in many ways, just part of the times that it was in. Just from how the game moves and feels, the kind of terrible/incredible race stereotypes, the fact that the game is kind of trying to be a third person action game, but also a strategy game and also have this racing game in it as well. Also having it all happen in this really big open areas for you to traverse. It was incredibly ambitious back in 2000 and it was certainly pushing the boundaries of what was being done, but none of that makes for a game that will play well thirteen years later.

    So what does make a game age well, I mean being a good game to start with clearly helps but also clearly isn't a definitive indicator. Going back to a game like GTA 3 for instance, great in it's time, but the open world crime action game has progressed so far in the interim years that you see the flaws and problems in that game a lot more because well developers spent a great deal of time fixing them. I genres that have otherwise died off don't have the same points of comparison to modern games which definitely helps but if someone that had never played TIE Fighter before went back to it today, would they have any fun?

    A lot of this has been pretty speculative so far but there have been somethings that have been kind of figured out. Early polygonal games like PS1 era, just look bad now. Technically impressive in their day, but now they just look terrible. The catchy 8 bit music of old can still be really impressive. Strong catchy melodies have served those tracks incredibly well. Animation, particularly polygonal animation have come a long way, doubling animation frame speed as it turns out is a terrible idea. In short most games don't age well. Some do, but at the same time, it'll always be hard to say if you're enjoying those older games because of those fond memories or because the game still holds up as a good game in 2013.

    To cap this off I'll list a few more game suggestions for Random Encounter. Because clearly I'm not done ruining people's memories of old games.

    Alpha Centauri
    Oni
    XIII
    Ground Control
    Dungeon Keeper
    Stronhold
    Vampire the Masquerade Bloodlines
    Theme Hospital
    Homeworld
    Red Alert
    Freelancer
    MechWarrior
    TIE Fighter
    Morrowind

  • The case for Ictodad Tower Defence

    Look what the doctor found in my wife

    Baby



    For those that aren't sure what they are looking at the above is an ultrasound image of a foetus. Yes, an actual human is growing inside my lovely wife. Whether you find the idea to be weird or wonderful it's a bit of a shocker and I am finding it a bit unreal that I will soon be labelled as 'father.' This wasn't unplanned but it has happened rather quickly and I am struggling to get a mental grip on the realities of the situation. Many turn to books or films for advice and guidance but as a man who loves videogames I am turning to my gaming library for assistance. It turns out I probably shouldn't have!

    The closest comparison that springs to mind is the escort mission and it must be the nearest gameplay type to my current situation. Sadly I reckon gamers aren't particularly nurturing because I am pretty sure that when you see one coming you roll your eyes in exasperation as much as I do. Remember Ashley from Resident Evil 4? Instead of climbing a tree or waiting on a ledge when trouble shuffled into view she would just stand there while zombie dogs bit her face off. Then when you went to check on her she would accuse you of looking up her skirt. What a cheek! But she wasn't the worse. At least Ashley had the sense to duck when you pointed a gun at her, how about the human sheep from Dead Rising? I remember taking a swing at a big horde of zombies when one fool put himself in the way. I can only assume he was some zombie rights activist but his reward for such kind behaviour was getting his head stoved in with a sledgehammer. Unlike real life you can reload a game but with a frustrating escort mission you might not want to.

    But there is one exception. In Ico I genuinely wanted to save the girl and despite her frailty the game somehow fostered a bond between me and my fragile ward. It would have been nice if she had swung a stick or something every so often but then again Sheva in Resident Evil 5 had a gun and she spent most of the time pumping ammo into the sky so it's probably not worth the effort. I'll stick with Ico then.

    Ico



    So it seems there is some hope and on continued reflection even the unfriendliest of games have a protective element. In Call of Duty or Battlefield there are usually a few NPCs under your wing that charge with you into action. Naturally there are the fodder that get themselves shot to tatters in the first 10 seconds but Private A. Smith or Lieutenant B. Shootman aren't my concern. I am talking about mustachioed he-man Captain Price or fearless lunatic Private Haggard. Men who stand side-by-side with us as we battle whichever group are on the hate-list at Activision HQ that week. Should these men take a bullet we would be there to patch them up and send them back into the fray. The problem is that they don't. These are super-soldiers that can take an RPG to the chest and just run it off. You are a delicate meatbag that they are taking along for the ride but should you fall that's it. They move on and you don't. It's a one-way love.

    OK so maybe trying to find the caring side to Call of Duty is a bit ambitious but there are characters in games that are specifically identified by their role as father, characters like Max Payne or Kratos. Actually they are not the best examples of model parents either but they loved their offspring (to death in Kratos's case) and they can teach me what NOT to do. At least now I know that I shouldn't involve myself in organised crime and when in a brutal, frenzied rage, don't go straight home. Valuable life lessons there. But of course I am forgetting about the best gaming daddy of all, Octodad. He is not the biological parent (obviously) but he is still a caring provider to his kids. By not being an octopus I am already one step ahead. Things are looking up.

    Octodad



    In fact there is an example of an entire genre where protection and development are at it's very core, the tower defense game. Think about it. You are put in charge of a vulnerable and defenseless ...... well, something and must protect it from external forces hell bent on it's destruction. You are it's champion and protector and through your wisdom and patience you must take your delicate core from weak and new to strong, experienced and sophisticated. An example to us all.

    Of course there are plenty more examples of games that require looking after someone or something but they all have their drawbacks as parent trainers. Bioshock had Big Daddies but they let their kids turn into junkies, Pikmin had the little leaf creatures that you gently tended but only so you could lob them at bug-eyed plant monsters and Lost In blue put you in the care of a lost and frightened girl far from home who sadly was just too boring to live for. But these are no good. It's the loving triforce of Ico, Octodad and Desktop Defence that I am interested in and developers need to take notice, mash them all together, market them to nervous fathers-to-be and then take my money. I just need a catchy name before setting up my Kickstarter account. Any ideas?

  • Sony and Microsoft Next Gen in Jeopardy?

    Following my recent blog on the speculation of the Sony Patent and from the reaction to my blog I've been thinking a lot more on this issue. I've also realised that companies such as Sony and Microsoft should be very careful with their decisions and do the right market research because there is something else that threatens the very existence of these consoles.

    The downfall of the console industry is sitting right next to me as I write this. It is none other than a PS3 Sixaxis Dualshock 3 controller.

    2380946033_3f9e9270fc.jpg

    Last night I downloaded through Steam a game called "I Am Alive". I proceeded to play this game and thought "this would be much better on a console, then I wouldn't need to use my keyboard and mouse". I've heard before about how people use standardised logitech controllers as well as others on their PC for gaming and I'd never really grasped the concept, until last night.

    I went into my lounge room, grabbed the PS3 controller and cable, downloaded the correct driver, plugged my controller in to my PC and started playing "I Am Alive" with my Dualshock. I was in awe that this worked so easily. I then went back onto my Steam account and realised they have a section called "Big Picture" and this is a section completely dedicated to gaming with console controllers. There is already a BIG market for this.

    Steams-Big-Picture.jpg

    The gravity of what I had found astonished me. Here was Sony, about to go against the grain of the gaming community with new technology when now I've realised that I don't need Sony at all. Most of the games released onto PS3 have been ported onto PC anyway and now I can play these games in the exact same way but with even better graphics I don't think I'll bother with next gen from Sony or Microsoft.

    Steam Box. A hardware system designed to bring the PC to your living room. If the prices of each game are as good as they are currently in the Steam Store (I picked up "I Am Alive for AUD$5.80 whereas the same game on PS3 is almost $60) [EDIT: I have seen it advertised on the internet for close to $60 on one particular website, whether this site is reputable is questionable however it is availble from the PSN store for $20 - Thank you @OB_Shah ] this is going to be very strong competition against Sony and Microsoft. There will finally be another big player in the market place with a very strong product. Valve have been doing very good things for many years now and it's about to pay dividends.

    steamboxmockup.jpg

    Nvidia unveils portable android console. If this is done well, this could also see many more sales taken away from Sony and Microsoft with the next gen. Both Nvidia and Valve have chosen a very good time to start showing off their products to the gaming community because I know for sure how disappointed everyone at E3 was this year as far as hardware announcements went because the only real announcements were from Nintendo.

    Next Gen will be upon us before we can even blink and I suspect it won't be dominated by Sony and Microsoft this time which will be a completely refreshing and welcome change.

  • What Gamer Are You? (Compilation and Discussion)

    ...

    Gamespot recently released a video series called, "What Gamer Are You?" I found it to be a fun 4-video series that does what everyone loves: tells us stuff about ourselves! Seriously, though, what it does is categorizes us into the different "types" of gamers based on gameplay traits that transcend genres and specific games. I have compiled the videos below and written out the gist of the different kinds of gamers since I didn't see the list written down anywhere, and I find it useful to have in one spot.

    images?q=tbn:ANd9GcTw6jdv2N-3VOvl548I4jY

    Read below and tell us all: What Gamer Are You?


    Part 1 -Completionist,Speed Runner, Exterminator, Extrovert

    Completionist - map exploration and 100% completion/trophies/items, often replays games or replays from end of game saves to get all endings. (Compatible with: Exterminator)

    Speed Runner - goes strictly for end-game win and will get through any means; typically ignores NPCs, dialogue and story and just wants fun gameplay through and through preferably fast-paced games. (Compatible with: Extrovert)

    Exterminator - everything must die, no matter how big or small, not as into dialogue or story; prefers FPS and hack-and-slash. (Compatible with: Completionist, Extrovert)

    Extrovert - multiplayer, guild, groups prevail as socializing is the goal; genre is not as important. (Compatible with: Completionist, Exterminator)

    Part 2 - Reader, Builder, Introvert, Analyst

    Reader - reads every guide, data pad, dialogue and gathers all information; prefers lore-rich worlds usually found in older RPGs. (Compatible with: Completionist, Analyst and Introvert)

    Builder - creationist, prefers simulation games where management is important, and creating items with crafting and tools in other games. (Compatible with: Analyst, Introvert)

    Introvert - typically solos, sees gaming as more or a relaxing habit and enjoy exploring worlds to their heart's content. (Compatible with: Reader, Analyst and Builder)

    Analyst - puzzles are the main draw to games, manipulating physics and problem solving; enjoys tactics (Compatible with: Introvert, Builder)

    Part 3 - Ghost, Hoarder, Difficulty Snob, Min/Maxer

    Ghost - master of stealth and disguise, often plays as a thief or rogue; prefers tactics over outright gun play in many genres. (Compatible with: Analyst)

    Hoarder - gathers all resources, sometimes at the expense of teammates in multiplayer co-op games; rarely spends money unless it furthers their loot. (Compatible with: Completionist, Builder)

    Difficulty Snob - only plays on the toughest difficulty; does not like games that cater to the masses and dumb things down. (Compatible with: Exterminator)

    Min/Maxer - RPGs are the main genre where math reigns supreme; will explore other genres where customization of stats is exploitable; can delay groups as items are thoroughly analyzed prior to moving on with the game. (Compatible with: Completionist, Hoarder)

    Part 4 - Character Builder, Ultimate Evil Doer, White Knight and the Apologist

    Character Builer - tweaking and completely customizing their character's appearance, back story, anything that CAN be tweaked. (Compatible with: Builder)

    Ultimate Evil Doer - enjoys all manner of mayhem and cruelty, will often destroy NPCs and their weapons do not discriminate. (Compatible with: Exterminator)

    White Knight - always the paragon, white knight, displaying justice and charity; completes all companion quests and may sacrifice self for others, saves everyone if possible but can get themselves into trouble doing so. (Compatible with: Reader and Extrovert)

    Apologist - trudges through all games of chosen series even if undesirable. (Compatible with: Completionist)


    I fit well into several of the gamer types.

    White Knight: I can't bring myself NOT to help someone in need in a game, and I will often try to save every possible character from harm.

    Exterminator: I have a compulsive tendency to clear areas of all enemies, but this is also because I like to explore in peace. That, and I kinda sorta like shooting bad people in the face. A lot. I still care about dialogue and story, though.

    Character Creator: if it CAN be tweaked, it WILL be tweaked!

    Completionist: I have a penchant for exploring every inch of a map, but don't typically go for 100% on trophies and items because I don't have time in real life. I will often also end up grinding away at an RPG and end up getting bored and quitting for a while, at which point I feel compelled to restart the whole game. I have done this with Star Ocean: Till the End of Time about 4 times now after 50-100+ hours on a game run... I still haven't finished it... But I will! Someday.

    Hoarder: I need to grab every weapon I can carry, and the only real reason to use God Mode in Elder Scrolls for me is to pick up every weapon so I can drop them off at home. I do spend money a lot, though, but that's a personal issue. I really like shiny stuff. And don't get me started on shiny stuff on sale...


    Of course there is no "one size fits all" way to categorize gamers, but I did enjoy the analysis of the compatibility of various types of gamers. What I really appreciated in this series is the lack of attention to the notion of "hardcore" and "casual" gamers. Personally, I believe that if you enjoy gaming in whatever form then you are a "gamer". Sure, some are more outspoken and spend more time on this hobby than others, but typically the differentiation is typically used to put down people who do not game every waking and free moment, or take gaming so seriously that their ego depends on it. Whether you categorize yourself within either of these two roles, you will typically find that you will fit into several of the categories from this series.

    I think it would be nice to see this integrated with the Gamespot Players Network (GSPN), which does have its own gamer categories, but I think I prefer the series' analysis to the ones registered on GSPN, especially when it comes to compatibility. I thought that was pretty neat! I'd also like to see what gamer types do not get along per this analysis, because I know that I don't get along well with Speed Runners if I haven't played through a game myself, Ultimate Evil Doers in general, Difficulty Snobs because I just don't have the energy or Apologists because if a game isn't good, I don't want to play it (again with the lack of energy thing).

    Did you guys watch the series? What did you think?

    -z

  • A Line, Crossed

    I remember when I was younger, enrolled in an AP Literature course in high school. Every week there was a new work to read, whether it was Hamlet, Things Fall Apart or Beloved. But one work in particular always stood out to me, Joseph Conrad's Heart of Darkness. The day I started reading it was my grandfather's birthday. We were at a park setting up a barbeque, but I climbed up a nearby tree and as soon as I settled onto my branch I started to read. One hour later, I was four pages in. It was dense, there were people laughing and playing outside. But I shook it off and kept reading, another hour later and I was immersed in one of the greatest stories ever written.

    It wasn't until later in my early college years when I saw Coppola's Apocalypse Now, a film that used Heart of Darkness as its source material. And suddenly, one of the most harrowing stories I had read was brought to life on the screen. No longer a tale of European men in search of Kurtz in the African interior, Apocalypse Now became a tale of American men in search of a rogue Colonel Kurtz as they sailed across Vietnam. But there was something more to Apocalypse Now, the imagery was romanticized. Every bit of it seemed surreal. Initially I wondered if it was because the characters believed they were sent out for a just cause, that they somehow believed what they were doing was right. But the mind always returns to that famous line, "The horror. The horror." By the movie's end, I knew, just as I knew when I finished Conrad's work, I knew the horror.

    Later in 2012, there were murmurs amongst the community of a game that used the same source material. It was something that I ignored completely. This, Spec Ops: The Line, looked like any other military shooter and I have been of the belief that a videogame story is inconsequential. Characters may work, certainly, but never has a gaming story ever affected me in the way that cinema or literature have ever done. I suppose at this moment it is worth giving praise to Telltale Games and their Walking Dead game for bringing me to tears and raising emotions in me that no game has ever done before. Because of that game I chose to play Spec Ops: The Line. And it started off safe at first. The game was a cover-based shooter. It played similarly to Gears of War and featured soldiers who were always busy cracking one-liners and jokes. That was the first level at least. I wondered what the praise was for but kept on trudging. And then within the second level Yager Studios and, thanks in large part to their writer, Walt Williams, who has managed to craft one of the most gripping narratives that could only be possible through an interactive medium, created a surreal moment. And as my team barged through that sand-filled building and we heard the voice of a DJ or someone of that sort, it was impossible to tell so soon, talking down to us, I knew there was a chance for things to get interesting.

    They did. Where Spec Ops: The Line starts and where it ends are worlds apart. When you begin you feel like a hero. You blaze through a trail of enemies, mowing them down and saving innocents that were clearly going to be murdered by these people. You quickly begin the hunt for a Colonel Konrad in the deserts of Dubai. You are Delta and you need to stop this man and the Damned 33rd. The setup is entertaining; the explosions are typical and expected but help provide excitement as you continue to fight. But as you reach the final act, one of the greatest presented in an interactive medium, you tire of it. This is not meant to be a criticism of the game. This is pure, unabashed praise for Spec Ops: The Line. You no longer want to kill a human being. You feel the weight of each death. You begin to question why you are wantonly destroying, why you are marching forward on a manhunt and you realize that our medium has desensitized us to death. Our modern games no longer penalize us for dying, they spawn us where we died or moments before it and we continue slaughtering again. But Spec Ops: The Line makes you feel again. It makes you feel horror that no horror game has or can ever make you feel. It raises the point that killing is murder, regardless of whether you do it for yourself or your government. It is a game that through violence shows you how war can affect the soldiers fighting on the ground. And the third person perspective helps, as you make your way through hell, literally a hell, there is no other way to describe the battlefields but the planes of hell, as it scars and breaks and tears you and your team, as it takes you each to the edge.

    Never before has a game made me pause and put so much thought into the choices that it asked me to make. The choices are not there to dramatically change the experience, but what you are asked to do hold weight. And at times you are terrified of the choices you have to make. The game makes you feel dread, this is not what we have come to expect from the rabid jingoism of our military shooters, and it hits hard. And as you hunker behind cover, fighting more and more enemies, you tire, just as the characters do. They no longer want to kill just as you as a game player, you as an individual, and you as a human being no longer want to kill. But I went forward. Perhaps because I was trained that way, to see my games through to the end, particularly if I thought they were interesting. And Spec Ops held on to my interest. Normally if I were to tire of killing in a shooter I would simply stop, due to boredom. But Spec Ops was different. I wanted to stop because it was scratching at something in me. There was the same romanticized lighting from Apocalypse Now, and even then I still couldn't wrap my head around the horror. It was only nagging at me from the second act on, and by the time the third act came I wanted no more violence. I had realized what the horror was.

    But it got to me. It opened up feelings I had never experienced playing a game, just as The Walking Dead did. And I stood there, with angry civilians, unarmed, standing before me. They had figurines of Konrad, who they believed to be a savior. And yet I crossed the desert to find him. I saw the atrocities he committed. I knew he had to be stopped. They only expressed hatred towards me, and what I wanted was to liberate them, to save them. Instead, I watched them hang an innocent man. They barred my way and I did what I never thought I could do, I opened fire on civilians. I was not forced to, instead there was a sense of numbness that came over me and out of my own feelings, because of what I believed needed to be done I opened fire. And like that, I was broken. I stopped and had to reflect. I had to breathe. I was broken by a game.

    Spec Ops: The Line takes Joseph Conrad's Heart of Darkness and Francis Ford Coppola's Apocalypse Now and uses them as inspiration as it sets a new standard in gaming. No military shooter should ever be judged the same way again. No military shooter should be praised the same way again. Stories in our games need to make us question our own decisions. They need to make us question what we are being told. They need to make us question the protagonists we are controlling. Spec Ops: The Line proves that just because a game is a shooter, does not mean it has to be a power fantasy. But maybe thats the lure of the game? It starts as one, and then, an image of hell is burned in your eyes as you walk through heaps of dead civilian bodies, as you look at the melting flesh of a mother trying to protect her child from the horror that Joseph Conrad first wrote about. The same words I read as a child in high school, sitting in that tree while families played together.

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