Dear Esther

These days games are either full of gore and explosions, full of more gore and more explosions, or are “artsy” indie games. Dear Esther is a game full of gorgeous vistas and explosive visuals, and yes, it’s an artistic indie game. It does fairly well as a game, though has short-comings.

Right off the bat, you’ll notice that the game has an atmosphere that breathes excellence. The mood reflects the curiosity of the unknown with soft piano playing and the  relaxing sounds of an ocean breeze. The world is a painting or photograph of a place you’ve always wanted to visit, and enables you to do so. The attention to detail in textures, lighting, and artistry is absolutely stunning. I can’t emphasize enough how beautiful and surreal this game is. A criticism I have of its beauty, is that the level design feels more open than it actually is. I found myself losing track of where I was and where I needed to go. Being a completionist or an impulsive explorer, like myself, won’t do you any good here, and your best bet will be to keep moving forward.

The atmosphere is the star of the game, and you are put into the world with a narrative being unveiled as you progress through the environments. Trouble is, I never felt connected to the narrator or invested in the story. It was as if I had just noticed someone was talking to me for the last 10 minutes, but I wasn’t paying any attention. They also decided to go with a narrator with an English accent. I tend to cringe a little when I hear voice actors with English accents, but not because they are bad. This issue stems from a notion that the developer wants the writing to sound more cohesive than it actually is. This is unfortunately true for the story, and lacked my interest. The writing was fair, but was still a miss.

The developer wanted Esther to be seen as art. I’m sure they were aiming for the more open-ended approach in its interpretation, but would have been better suited having a more straightforward conclusion. When comparing games with open-ended interpretations, Esther doesn’t meet the requirements. Other games tend to be more successful because they are more vague in their identity, provoking players to question. The only thing I wanted was a better ending.

With the gripes I have with this game, this is a much smaller game than one may think. I spent exactly 60 minutes playing the game. Not only is it short, it is probably one of the shortest games I’ve ever played. So take these negatives with a grain of salt. Don’t look at it so much from a “game” perspective and think of it more like looking at a painting or photo that you’ve always wanted to actually be in. For the asking price of $9.99, it’s a beautiful game and a beautiful experience.

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Command & Conquer 4: Tiberian Twilight

It’s not often that a series changes its mechanics completely with each rendition. Exceptions would include games like Final Fantasy or Dragon Quest, but it is still a rarity. Those games have unconnected time lines, different casts, and narrative. Nowhere else have I seen such a drastic change in gameplay than in Command & Conquer 4: Tiberian Twilight.

I went in not expecting to learn too much more than what I already knew, but I didn’t expect to learn everything. Base mobility is emphasized greatly in this game, and it became more annoying than innovative. There are 3 classes of base units: an offensive, defensive, and a support class. Each have their own purpose and groups at their disposal as well. I really didn’t feel like learning these about base units after I had just grown accustomed to the gameplay of Tiberium Wars and Kane’s Wrath. They had very cool abilities and attacks, but I felt overwhelmed with the seemingly abundant and cumbersome amount of micro-managing. I’m sure if I had put more of an effort into learning these things I would have gotten more enjoyment out of it, but I spent a lot more time learning about the units than I did playing with them.

The story is campy, predictable, and full of eye-rolling moments. You start the game assisting Kane and then he betrays you, and there is some guy named Gideon you have to go after. The story has a lot less punch than Tiberium Wars’ did, at least in its introduction. Unlike Tiberium Wars, you are given the choice between GDI and Nod after the first few levels when you start becoming familiar with the way the game works. Frankly, I just got annoyed by this and didn’t care for it. It is told in typical Command & Conquer fashion, but this time you are part robot with a clingy wife who doesn’t seem to do anything but worry about you while you are at work. These scenes are beyond melodramatic when you put it all into context. Frankly, your job is to tell units where to go, what to build, and what to shoot. Your character is never in harms way, so her worries of danger are beyond melodramatic. This can almost be excused because it is a Command & Conquer game. That being said, there needs to be at least some substance in the story to hold onto.

Tiberian Twilight seems to take on a much different tone than Tiberium Wars did with a much darker atmosphere and environment. The game is pretty, I’ll give it that. The lighting of clouds passing over head and the bright lights of vehicles, units, and structures look beautiful when they all come together.

Just to throw it out there, I am exhausted with this Command & Conquer universe and would like something fresh, but not to the point where I need to be retaught. It’s understandable if a developer wants to take a new approach and have their game stand out, but then there are games like this that just exhaust my interest. My lack of excitement and enthusiasm stems from feeling like I had gained enough knowledge to become an able player of RTS games, or the Command & Conquer franchise for nothing. Red Alert 3 is going to be a new beast, which is to be expected because it’s a Command & Conquer spin off. When you talk about sequels, there is an expectation that you can go into the new game feeling prepared with a sense of familiarity, but Tiberian Twilight left me with my pants down while running a marathon.

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Command & Conquer 3: Kane’s Wrath

Command & Conquer 3: Kane’s Wrath is an expansion to Tiberium Wars where we see a defeated Kane hellbent on rebuilding a stronger NOD empire. The central plot revolves around Kane gaining the allegiance of the other factions in order to exact his revenge on the GDI.

Not much has changed from Tiberium Wars’ gameplay, granted this is an expansion pack and not a full blown sequel. It has the same graphics engine as the last game, but only one playable campaign. Kane’s Wrath assumes you are a Command & Conquer veteran and has a much sharper difficulty curve. Admittedly, this created a barrier of entry for me as a novice RTS player. That’s not to say I will knock it for being more challenging, but Kane’s Wrath isn’t going to fare kindly to rookies.

Kane’s Wrath focuses solely on the NOD and requires players to become fimiliar with the play-style and its units. The reason why I spent the majority of my time playing as GDI was because it was much more accessible with a clear cut selection of units, making the “Rock-Paper-Scissors” dynamic between units a lot more apparent. Since the NOD was always on the receiving end of my attacks, it started making sense why it was a more awkward fit as I kept playing. NOD is a much more aggressive faction compared to the GDI and feels more improvisational. I found most of my success in using as many rocket crews as possible instead of having a variety of units at my disposal. Units that had similar characteristics on the surface actually were useful in different areas. An example where I ran into this was with the air units. GDI aircraft were effective against vehicles, but the NOD were anti-infantry focused. It’s not an impossible feat going into this with high knowledge of the GDI arsenal, but you are going to have to reeducate yourself.

If you were absolutely crazy about the narrative in Tiberium Wars and want to find out what happens to Kane, then this is for you. The target audience was definitely for C&C fans and not newcomers, such as myself. As an expansion pack, not much has changed and it offers more of the same. Don’t expect a world of difference, but be prepared to adjust your skills with a little more haste due to it’s steeper learning curve and change of play.

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Command & Conquer 3: Tiberium Wars

The RTS genre has never been my thing. It’s not that I haven’t played any, but it’s a genre that I couldn’t find accessible. Platformers or shooters have always been my, and many other gamers’, mainstay. I always got my kicks out of watching fights break out and attacking everything I could, with as many units as possible, but only to end in defeat. The Command & Conquer series has been around since 1995, and it wasn’t until Command & Conquer: Generals came out that I took note of the franchise. Tiberium Wars is a return to form for the series as a real-time strategy game, and I can play it with no fear… in singleplayer.

Two factions are at war here, the GDI and the NOD. The GDI are simply, “the good guys” and the NOD is a terrorist cult of religious fanatics bent on obtaining as much Tiberium as possible. The NOD mean well by distributing Tiberium to those wouldn’t be able to have it otherwise, but they are undeniably the “bad guys.” The GDI and the NOD have separate campaigns, but this is somewhat of a missed opportunity for the writer(s) to tug between the motivations of the two rather than stick to a black and white story. That being said, Command & Conquer has never had a reputation for being taken seriously in the narrative department. Full motion video cutscenes are back and are as cheesy as ever. Michael Ironside plays the role of Gen. Jack Granger, trusting you to bring the NOD to justice and defeat them in their quest for domination. The NOD wouldn’t exist though if it weren’t for Kane, as played again by Joseph D. Kucan, and his desire to send a message to the GDI that they are still a force to be reckoned with.

Tiberium Wars plays like a tradition real-time strategy game. Nothing stands out particularly, but unlike most RTS games I try to play, I know exactly what I’m doing. It was all very easy to grasp. Granted, there were moments where I was defeated over and over, but with a change in strategy I was able to prevail. One moment in particular was when I had to take down a NOD base that was surrounded by troops garrisoned in buildings watching the streets, as well as units patrolling the grounds and laser turrets ready to fire on sight. I started with the head-on approach that I had grown accustomed to use in other RTS games. As soon as I blinked, my army had vanished before my eyes. Later, I had placed all of my units in such a way that would cause the enemy to disperse and pose less of a threat. It had still appeared as if I had sent sheep to the slaughter yet again, but as the smoke cleared, a single APC with almost no health and a lone missile unit soldier stood on top of a hill. I had won.

Typically missions consist of you taking down the enemy’s base. On occasion, you will be confronted with scenarios that will force you to think a little more carefully about how to approach them. Objectives will be out of reach for the army you’ve built up and a different type of unit will be needed to get the job done. Another example of this would be being tasked to take down or capturing specific points to reduce the enemy’s ability to function at 100%. When playing as the NOD, you will be taking on a whole new beast. NOD plays more aggressively, but units deplete rather quickly. Because of this, you have to allocate units properly to take down certain enemy structures and units. These things aren’t meant to twist your brain or anything, but are there primarily to break the monotony.

I have 4 Command & Conquer games coming up and now I can’t wait to play them. The sense of being able to play a game in a genre that is typically unforgiving is a wonderful feeling. I may not be able to be an all-star StarCraft player, but it feels good to know I can be a part of something that I considered inaccessible. If you’ve ever had trouble adjusting to the steep learning curve found in most real-time strategy games, Command & Conquer 3 is a great title to start fresh with and enjoy what has made the franchise great.

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Capsized

This game has probably been heard of by very few people. I happened to stumble upon this game through a gaming forum. While I got Capsized for it’s visuals, I never touched it.

Let’s just get this out of the way, Capsized is beautiful. It brings me a great deal of joy to see so much care being put into the art of these indie titles. Capsized has a lot of detail to  the terrain, as well as beautiful lighting and depth of field effects in the backdrop. The sound is pretty “so-so,” but didn’t hinder Capsized’s presentation. The art style is similar to Braid, in regards to how characters are painted and designed. They didn’t aim for realism as much as they did for style and charm, which it pulls off successfully.

How Capsized plays is what matters of course. Overall, it’s a bag of awesome and has some really fun mechanics. The grappling hook wasn’t a standout feature at first glance, but I found myself having most fun using it. I mainly relied on the grappling hook when the jetpack wasn’t available, since it requires fuel cells to operate. In the meantime, the grappling hook allowed me to reach high places, lunge boulders at enemies, and gave me an opportunity to make the proper evasive maneuvers in sticky situations. The shooting feels very solid and there are a vast array of weapons to collect. Levels typically start with the simple pistol, which gets the job done, but with considerable challenge. Luckily, it isn’t too much longer until you get access to plasma cannons, guns with homing projectiles, and a flamethrower. In addition, all of these weapons have alternate fire settings. With each weapon there are pros and cons when combating the more aggressive aliens. A good example would be the plasma cannon. It has a strong punch, but has a damage radius that will backfire if you are too close to it’s point of impact. The balancing of each weapon is reasonable and combat works in your favor as you become familiar with each weapon.

The difficulty curve is very easy in the first few levels, but progresses with greater challenge and diversity. Medium offers probably the best challenge without being impossible, but as I moved level to level, the less and less I considered trying the Hard difficulty setting. As far as levels go, the first few levels are simple point A to point B missions, but soon you will take on rescue missions and sabotage operations. The campaign always varied in objectives and never felt repetitive. Another nice thing about the game is that it doesn’t have a heavy handed story and focuses more on challenge. Enemies become bigger and badder, starting from floaters that simply go after you, to ones that will absorb your bullets and happily throw them back at your face. Capsized isn’t afraid of giving you new baddies to worry about.

Capsized was definitely a fun surprise. It’s not a big game, and will take around 4+ hours to complete depending on the difficulty setting. The art is stunning and the game’s levels are just fun to play around with. There is a ton of variety here to keep things exciting within the confines of its mechanics, making you think of different ways of making use of your arsenal. It is a simple, enjoyable experience for all to play.

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Chronicles of Riddick: Assault on Dark Athena

5 years after Butcher Bay was released you’d hardly think that there would be a follow-up or even a demand for one. The then developers threw their arms in the sky and said, “NAY! A follow-up there shall be!” and that’s how Assault on Dark Athena came to be. True story. Starbreeze and Tigon studios developed Escape from Butcher bay and it was a surprise hit because it was a successful game based on a movie property. Even today, we gamers know that this is hardly a good mix. When the movie hit theaters, the game hit store shelves, and the twist was that it wasn’t based on the movie at all. While the movie wasn’t received well, gamers were stunned to find out the game was something worthy of their time.

Assault on Dark Athena knows that it’s been awhile since its 2004 release and packs not only the game which it is named after, but it’s predecessor, Escape from Butcher Bay. Not only did they include it, but they updated the visuals to match. The downside is that it doesn’t translate as smoothly to the mouse and keyboard configuration too well. The camera didn’t seem to want move where I wanted it to, and it wasn’t a sensitivity setting, it’s just how the camera works. On a controller it was much more manageable and felt right, but lo and behold they didn’t put the effort in to tell you what button does what. Leaving you to assume you know which button replaces “E” on the keyboard.

Escape from Butcher Bay holds up to today’s standards fairly well and does things that still aren’t seen in games these days. Its first-person melee combat system is the most interesting part of  the gameplay. Blocking, countering, sneaking up behind guards and snapping their necks. It all feels great, but I did find myself getting caught up in the heat of the moment and frantically pulling the right trigger like it was nobody’s business when my foes let their guard down. Shooting on the other hand (no pun intended), feels really heavy and doesn’t feel quite as satisfying or fluid. Zooming in does have an aim assist, but doesn’t seem to assist enough. In the era of Call of Duty, shooters should already be taking notes. An update to the shooting would have been nice, but the fact that this carries onto the new game is a little upsetting. Dark Athena doesn’t seem to do or want to do anything different either. At best, it’s an expansion pack and probably was released with Butcher Bay to give the illusion that it is the same game so you wouldn’t notice how little has actually changed.

The presentation in Butcher Bay seems to hold up and surpasses Dark Athena’s by a long shot in the way it weans you into the new and unfamiliar territory. That being said, Butcher Bay took, if not copied it’s notes from Doom 3, specifically the opening cutscene and first moments there after. Dark Athena just throws you into the game with little to no context. With my lack of context I went to Google to help me out on this issue. My source had summed it up like this:

The Chronicles of Riddick: Escape from Butcher Bay actually takes place after Pitch Black and Dark Athena….but before the Chronicles of Riddick.

The game starts with Riddick on the ice planet where he is first seen in the beginning of The Chronicles of Riddick. Riddick is remembering BACK to when he was in Butcher Bay (before Pitch Black).

So the narrative of Butcher Bay falls between Dark Athena and The Chronicles of Riddick…..but the gameplay from Butcher Bay takes place before Pitch Black.

Username: DugFreez
GameFAQs.com

So, with all this thrown at your face, you will probably need to be up-to-date with your Riddick chronology. The area I seemed to be the most upset with and confused by was its writing. It seemed to have a lack of consistency, both in its gameplay and its story. Butcher Bay has the stronger introduction of the two games. The way you begin figuring out the interesting relationships between inmates and the guards, as well as the conflicts between each other, and how things operate in Butcher Bay in general. Then, you get to the actual lines of dialogue and voice work. I would compare it spreading “bro” like it was butter on bread. Vin Diesel’s cheesy one liners and their delivery never failed to make me say, “Oh brother.” Xzibit makes a vocal appearance as well and does little to help this bro-fest. It all seems very 2004 if you will, and carries this same writing mentality throughout.

It’s between a rock and a hard place. Butcher Bay was superb in the days of Halo 2 and many other shooters, but fails to hold up in the shooter department in the era of Call of Duty. Butcher Bay is, simply put, a worthy experience. Dark Athena isn’t bad either, but requires a bit more knowledge of the Chronicles of Riddick canon and does little to differentiate itself from its predecessor. Butcher Bay is a much easier experience to jump into and Dark Athena is a tad underwhelming with the lack of context. This is a strange package of two games being that Dark Athena isn’t a direct sequel. The games are solid, but only half of the package is friendly to the unfamiliar, and appeals only to Riddick die-hards, which there probably aren’t many of, outside of Vin Diesel and the developers.

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Call of Cthulhu: Dark Corners of the Earth

Horror movies these days aren’t really all that scary. If anything, there are just monster closet moments where the sound blares at your ears unexpectedly. Games like Doom and F.E.A.R. have used this kind of shock to gamers and call it horror. Well, gamers haven’t played this game.

Call of Cthulhu: Dark Corners of the Earth is a first-person action-adventure game based on the writings of H.P. Lovecraft. I say action-adventure because you aren’t so much shooting things as you are running away from them. You play as Jack Walters, a private detective suffering from amnesia of the last 6 years, is sent to find a grocery store owner who’s gone missing. When Jack arrives into town, it is very apparent that strangers aren’t exactly welcome here. It is also apparent that something isn’t right either.

This is a horror game. It doesn’t use monster closets, it uses fear. Its the atmosphere that is the star of the show and the game just knows how to evoke fear of the unknown. The sound of the unsettling breeze, to the grim, darkly lit alleyways, it feet uncomfortable standing still. The unease of all senses creates fear of almost anything, because there are no knowledge of what’s to come. It’s when the pace revs up that this game will make you sh*t yourself. I don’t think I have ever been so terrified of being chased by AI in my entire life as a gamer. Being unarmed doesn’t help either. Did I neglect to mention you don’t acquire a gun or weapon for quite some time? That never helps.

The negative part about the game, is while it’s terrifying, it is exhausting. I found it almost impossible to keep going after about 3 tries on the same segment. It’s a flaw of the genre really, but in this game the action sequences seemed sensitive and the smallest of things would cause me to restart. I also don’t enjoy the “trial and error” of it altogether. When your game presents horror, there should be a more false sense of hopelessness rather than a true sense to keep the player interested. I restarted so many times, the fear was still there, but it began wearing on me. I’m sure the intention was to have moments of relief after those sequences in a timely fashion but I failed to many times, fear consumed a good 15-20 minutes of my play in just one area.

Another issue I had with the game was that I was never 100% sure of where to go. I recommend going online for walkthroughs and guides. The experience should stay relatively the same as it would be without it. This is obviously something that should never be the case for this genre of games made after 1995. It’s really upsetting that such a convincing world and story could be so vague about where it wants you to be.

Call of Cthulhu is a very dark and scary game. It is one of the greatest examples of how much influence atmosphere has in the genre. This is one of the few games that you can say is genuinely terrifying. Highly recommended for the horror fans and the H.P. Lovecraft die-hards. It has flaws that will narrow its appeal for the long haul for some, but it’s a fun horror experience. This experience will require a trained stomach for the possibility of prolonging stressful situations throughout though.

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