Let’s say that the first Dead Island was a survivor of a zombie apocalypse. He wasn’t the ideal survivor, but he had his quirks. You may not have wanted to stay around him for too long, so after you worked together for about 15-20 hours you left to go find your friend named Skyrim. Two years after leaving him, you decide to go back and find Dead Island, but all that is left of him is a shambling corpse that goes by Riptide. [Read more...]
I’ve never been much of a drinker. I mean, I’ve had a beer or two on occasion, but I’ve never really been in one of those situations where I just compulsively need a drink. I started playing Star Trek and was having a pretty alright time with its subpar co-op, third-person shooter action. Then Kirk uttered a line about how he was frustrated with the number of locked doors along their path. It was meant to be a quip, delivered by the dashing action hero and used to lighten the mood in a desperate situation. But this line only frustrated me. I hate it when characters call out flaws in a game’s design in an effort to brush them off; it’s as if the designer knows the game is terrible, and wants to joke about it with the player. I had a pack of PBR sitting untouched in my fridge for a pretty long time. It’s no longer there. All that’s left are a few crushed cans and a crumpled up cardboard box sitting in the corner next to my trash can. [Read more...]
I had fun precisely once in Army of Two: The Devil’s Cartel. About three hours in, I started playing solo, and hopped in the driver’s seat of a jeep with a turret. My AI partner was going to pick off enemies from his elevated position, but I barely noticed. I slammed on the accelerator (in first-person, no less), running over everyone in my path for a good one to two minutes. Because of the game’s new “dismemberment technology,” bodies exploded and limbs flew around goofily. It was dumb, but it was different. Most of The Devil’s Cartel isn’t. [Read more...]
In another life, things would probably be different. In another life, we might be somewhere else, someone else. But we’re forced to live with the hand we’re dealt, and there’s no changing that. Or is there? It’s hard for Bioshock Infinite to cast itself away from the shadow of its predecessor, mostly because of how strong the narrative of the original Bioshock was in its day. Bioshock Infinite quickly relinquishes itself from the shackles of just “going through the motions” and carves out a unique place all its own. [Read more...]
A Raven lands in a war torn courtyard; faceless men clad in bulky armor and armed with chainsaw machine guns stand at the ready. A drab color palette completes the scene and confirms that Judgment is definitely a Gears of War game. The similarities stay concurrent throughout the game, but there are changes that make Judgment feel fresh and new, despite having a very similar aesthetic to the past games in the series. [Read more...]
I played through The Walking Dead: Survival Instinct in one sitting. It wasn’t because I was having fun with the game, or because I had a large amount of free time I could devote to it. I played it through in one sitting because it was incredibly boring, incredibly short, and I wanted all of it to end as soon as possible.
Evan and Ryan really love Fallout 3. Like, a lot. Matthew does too, but his internet connection broke. Join them as they rediscover just how big an asshole you can be in the Capital Wasteland. [Read more...]
The Lara Croft of old was a snarky, athletic, rich girl, toting two pistols and clothing that any legitimate archeologist would chortle at if they saw. But the rebooted Tomb Raider’s Lara isn’t that kind of Croft; she’s a frightened, inexperienced, young adventurer thrown into a situation where she must fight if she has any chance of surviving. Crystal Dynamics’ reboot of the Tomb Raider franchise is a high-stakes adventure that develops a character from innocence to murder – in a very abrupt and disjointed way – and creates a platform for further Lara Croft adventures.