Archive for the ‘PC/Mac’ Category
A title with a massive cult following, Vampire the Masquerade Bloodlines was plagued with bugs thanks to rushed development. Once it was finally patched to good working order, the game didn’t seem to play nice with Win7+ operating systems until a recent final patch came along that makes the game easy to run and play. You can find that patch here if you own the game on Steam or GoG: http://www.patches-scrolls.de/patch/4647
Fred jumps in, makes a character (Nosferatu), and proceeds to play the opening missions. This is a quick look to get a feel for the game and was originally broadcast on our Twitch channel. This is to become a regular series with a different class character as Fred discovers the intricacies of this forward thinking title.
***NOTE: I know I suck at the game and I know Nosferatu is not a good starting point if you’ve never played. This was discovered after the fact but clearly hinted while we broadcast. A new series of Let’s Play videos will be coming with a new character class.***
For whatever reason, the West gave up on the scrolling shooter genre back in the 90s. Sure, games came and went after the 32-bit generation, but for the most part series that had existed for decades like Gradius, Darius, and even R-Type ceased development. In Japan, however, the shooter – sometimes called shoot-em-up or the divisive shorthand of shmup – has evolved along with new franchises and coveted developers. Otaku, weeaboo (foreigners obsessed with Japanese culture), and shoot-em-up fans like myself remain aware and hungry for the new and challenging titles that come from the East. Of those modern franchises, there are few developers more notable than Cave and there are few franchises more recognizable than DoDonPachi. The name is a pun on both the literal meaning, angry leader bee, and the fact that “don” is onomatopoeia with bullet fire in Japanese. The story is somewhat irrelevant at this point, mostly because we never saw a release of any of the DoDonPachi series outside of limited release in arcades, but suffice to say it revolves around fighting various human fighters under the control of a large bee set on world domination. The “don” is fitting as well because your ship will be putting out literally hundreds of bullets every second and a sea of bright pink and blue bullet-fire will be coming back at you in retort. This sub-genre is known as danmaku (“bullet hell”), which is a fitting name given the minute-by-minute gameplay. Why does any of this matter? Because we’re finally getting a Western release of DoDonPachi DaiFakkatsu (aka Resurrection) on Steam that is part of an impressive resurgence of the genre for this region. DoDonPachi Resurrection is gorgeous, brutal, and feature packed to the point that both the veteran shooter fan and newcomers can find plenty to do and enjoy every potentially frustrating second.
There is no writer quite like H.P. Lovecraft and there’s definitely not a whole lot of games like Call of Cthulhu: Dark Corners of the Earth. A divisive title that is seen by some a tiresome game of pointless challenges while others revere it as the quintessential horror video game. Fred and Jam delve into the design, development, and campaign of this unique horror title.
DoDonPachi Resurrection will premiere on Steam October 14, a title previously exclusive to Japan. Here Fred takes a look at the initial stages and describes basic gameplay. This footage was captured at 4K/UHD resolution (3840×2160) and then downsampled to 1080p.
This quick look was originally posted on The B-Team Podcast (www.thebteampodcast.com) and have partial co-ownership with this site. This is re-posted with permission.
This week Jam’s pick was Psychic World. An action platformer originally released on the MSX as Psycho World (it was Japan only), this title received wider regard in the West as a Game Gear title and those in Europe may have also played the Sega Master System version. Fred and Jam dissect the development, gameplay, and version differences between this largely forgotten title by an almost unknown developer.
The Technomancer reminds me of one of those relationships before I got married. It’s dynamic and I enjoyed it, but ultimately I got to this point where I knew our time would have to end. Much like those relationships, it probably lasted a bit longer than it should have, but that doesn’t mean that it was a waste of time. Far from it. Regardless of your opinion of nitpicks like whether or not the faces compete with modern powerhouse franchises or exactly what genre it should be labeled as, The Technomancer is offering a throwback to the complete package of RPG we saw often last generation. That wouldn’t have made it stand out were it not for the fact that a title like this is somewhat rare these days. Sure, everything is going open world, but releases of RPGs that heavily integrate decision and story are somewhat scarce and especially if you’re looking for sci-fi or cyberpunk. So despite its flaws and not necessarily being able to keep up with its more established peers, The Technomancer is a worthwhile experience.
I’m guessing not many played developer Spiders’ first title Mars: War Logs, which you may be surprised to know is now available on PC and even Xbox One thanks to 360 backward compatibility (also on PS3). It really is the early version of what would eventually become this title and established the lore of human colonization on Mars and the core of what the technomancers are. That title was short, the combat was harshly integrated (especially for gamepads), and while I liked what it was doing I couldn’t get too invested. Having played Mars: War Logs did allow me to appreciate how far Spiders has come in its sophomore effort on the concept, but it’s in no way necessary as a buffer for this title. Newcomers and veterans alike will be introduced to Zachariah, a graduating technomancer that is coming to terms with his newfound powers and prepared to utilize them in an effort to keep the peace and eventually find a way back to Earth. He’s not unique, many technomancers work for Abundance, a mega-corp that provides security on Mars and all technomancers are to guard the order’s secrets in an attempt to discover a way back home to Earth. Beyond that you are free to hit the ground running in an open-world chock full of icons that represent main and side quests. Along the way you will inevitably face combat, both in and out of hub locations, where your action fighting skills will be tested from start to finish. I’ll return to the combat in a minute, but it’s important to note that the separation between non-combat zones and combat zones is blurred here, which I don’t often see in the modern world of RPGs that includes MMOs. It may not be much of a change, but it struck me as somewhat unique.
Trying something new here. Dishonored is a game I (Fred) have not been able to play properly and the first video in this series shows why. As a result, I’m trying to be more laid back and complete the title without worrying about perfect stealth and perfect pacifism. Instead of a “Let’s Play” I’ve decided to do a new type of series called a “Play Diary” and here’s what these will be. This video series currently only has one video, but will update as it grows. No new posting will be created for each video. If you want updates, I recommend subscribing to Fred’s channel.
Let’s Play videos are tough because the person playing them has to constantly be speaking to an audience, it stifles gameplay, and it’s a bunch of work to get live. A longplay is easy because you just capture and upload, but only a handful of people watch it. We’ve noticed that the commentary gets more views, but that people watch them for short periods, whereas a longplay is only seen by a smaller group but they watch often to entirety. The Play Diary starts with a full length “quick look” of an hour or two with commentary followed by update videos that are about 5-15 minutes that cover several hours of gameplay and commentary. In addition, the entire longplay is uploaded as a playlist for those that want to see the full playthrough. Hopefully this is a more user friendly way for everyone to see what they want. This will not completely replace my “Let’s Play” videos because certain rare games will want to be viewed from start to finish. The video below is the playlist for the diary and the longplay playlist can be found here: https://www.youtube.com/playlist?list=PLlLaoX7aLm9_32Aqpog3OgW2ZenWg_mV8
It all began in 1989 with developer Reflections Interactive showing a tech demo to British publisher Psygnosis. With Psygnosis impressed by what they saw Shadow of the Beast was originally released on the Commodore Amiga and was graphically mind blowing for the time. With several colours on screen at once as well as up to twelve levels of parallax scrolling backdrops, the game looked like it was from an arcade machine. Martin Edmonson, one of the founders of the company, was fond of very difficult video games. He wanted to be challenged and have to play a game multiple times to be able to master it. The score for the game was composed by David Whittaker, which was very atmospheric and left a lasting impression on fans. The cover art for the game was from the talented hands of Roger Dean who was well know for working on album covers for Yes, Asia, Budgie, as well as several others. Roger Dean merged a stone age look with technology to create a very unique look to the cover of Shadow of the Beast. He would also later go on to redesign the logo for Tetris.
As I said in a previous article regarding Wolfenstein 3D, “Wolfenstein 3D did it first and Doom did it best.” The same team, id Software, created both games so it’s less of a competition and more of an evolution. While I agree that all games are a team effort, the technology that runs these games can sometimes be credited to one person. In the case of Doom that one person is none other than John D. Carmack. By this point most of us are aware of John Carmack and what he’s contributed to video games as a whole, but back in 1992 he was the guy creating a new engine for a new game. That engine was called the Doom Engine. Carmack claims the name Doom came from the movie The Color of Money in which Tom Cruise describes a custom pool cue as “doom” when questioned as to what’s in his case. It was created to enhance the first person shooter to include different heights, distances, and even sound effects in stereo for a more realistic type of game. In truth the hardware of the time couldn’t handle rendering a 3D world so the game is actually all on a flat plane in the code, which is why rooms never overlap and you can shoot a guy on a ledge by just aiming at the wall beneath him. I don’t know about the rest of you, but in 1993 I hardly noticed. Doom had positional breathing of mutant men, lighting effects (including dark rooms), a hybrid cyberpunk and distopian Hell setting, and a ton of violence. It was the rock star of the video game world.