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Wolfenstein: The New Order

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There was a time when first person shooters were simple. You played the infallible hero, and almost everything in your world was against you. This simple setup carried you from beginning to end, with an increasingly devastating arsenal leading to an exponentially rising body count.  Level layouts were complex, hiding many divergent paths that often led to dead ends, where hidden goodies were stashed for the most thorough of players to benefit from. Treasures ranged from keys necessary for progression, ammo or health which was always in short supply if sticking to the main path, or often treasure itself adding to a post-level score. Everything was in the name of fast paced fun, and no one dared to mess with the winning formula.

Then Half Life was released.

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Middle Earth: Shadow of Mordor

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At the start of Shadow of Mordor, I wasn’t sure how I felt about the game. After a brief tutorial and story focused video, I was suddenly in the world. I dropped from the shining tower, and wandered around a bit. Having no graceful entry point into the open world itself was off putting. ‘So has the game started?’, I wondered. I decided to take a look around where I was.

The world looked great, with muddy puddles, foreboding mountains and a thick brown haze over the orc defiled land immediately surrounding the Black Gate. Orcs could be seen patrolling and whipping human slaves at various points around me, so it wasn’t safe to say the least; hostile even. I snuck off in the direction of the lone mission marker. The controls felt great, having an ease to the dynamic movement inspired very much by the Assassin’s Creed series. Simply point in a direction and the player character can handle the in between bits himself. Half way there, I came across a set of command huts set in the middle of a shallow canyon. As I rounded the corner of the last hut, there in front of me was my first captain. Read More

Crysis 3

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Crysis 3 was fun at times but mostly forgettable. The story had long gone off the rails, and while it had a far more open sandbox than that of Crysis 2, the bland set pieces and unfortunate over-reliance on the increasingly unsatisfying alien encounters left the end of this trilogy on a down note.  Luckily, it was also quite a looker when it came to the graphical fidelity of the environments and artfully crafted vistas. Here are a few choice screenshots from the totality of my playthrough. Read More

Bioshock Infinite: Burial at Sea

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The first Bioshock was a seminal release. Having missed the much lauded System Shock series, it ended up being my first foray into the ‘Shock’ series. The combination of a beautiful setting, solid shooting mechanics with a dash of rpg customization, and a sprawling narrative complete with an unreliable narrator, shook the foundations with which I had based the concept of a narrative-based first person shooter. Never had an interactive work felt so guided by the hand of a creator before. A single vision was present in all aspects, from the dialogue in the audio recordings to the set dressing of decaying Rapture, even to the small touches in how plasmids would have incredibly cool and creepy idle animations. I was immersed immediately and wholly, and to this day it remains one of my favorite gaming experiences. Read More

The Vanishing of Ethan Carter

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The Vanishing of Ethan Carter is one of the more visually impressive games I have played. It would have to be, as the engrossing world is the main reason to play the game. The stunning visuals, lack of almost any user interface and subtle soundscape really lend themselves to the overall experiential narrative. Read More

Up and running!

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Finally got this bad boy up and running again!

A friendly reminder to all of you out there: BACK UP YOUR WEBSITE! FILES, PICTURES, MUSIC… ALL OF IT! Nothing worse than losing weeks of work, let alone years of memories.

Hopefully i can manage to get back into making sporadic blog posts now and again with some silly drawings. Would be nice.