Category: Reviews

The various opinions I have of many different video games.

  • Juggernaut: The New Story for Quake II – A janky expansion.

    Juggernaut: The New Story for Quake II – A janky expansion.

    After writing about Doom Eternal last month, I felt like I was kinda losing my touch when it came to offbeat, weird stuff. Struggling to think of something to write about, I thought of something. And it’s time to head back to the unofficial expansion mines once again.

    I’ve been down this road countless times at this point, but this is one I had to come back to, since I mentioned it briefly before late last year. Since I covered one of the unofficial expansions — Zaero for Quake II — back in November 2021, I had to go back and look at another expansion for Quake II. And y’all, it’s a doozy.

    “Headgames is in no way affiliated with id Software.” Gee, I never would’ve guessed. (Cover courtesy of Mobygames.)

    Juggernaut: The New Story for Quake II – quite a mouthful – is an unofficial add-on for id Software’s space marine Strogg-killing shooter Quake II. The second of two unofficial add-ons, this came out around 1998 as a way to add more to your Quake II experience.

    I became familiar of this thanks to Something Awful, back when they used to “review” video games of dubious quality. Much like a lot of internet writing of that era, it’s really hard to go back to reading, especially since its creator Richard “Lowtax” Kyanka was an absolute piece of shit. But I had been curious about this add-on, so I started looking for a copy. Turns out it was a bit tougher finding a complete copy than I thought it would be, thus I put it aside and wrote about Zaero instead. It wasn’t until after I published that did a friend come and help me find a copy.

    Much like previous add-ons – official and unofficial – the game offers you to shoot and gib monsters, grab keys and have a fun time, right? I wish this was true, as this is not the case with Juggernaut. Problem number one is who published it.

    Sadly not sponsored by Foreigner.

    Head Games was a fairly infamous budget publisher through the late ‘90s, alongside some of the more infamous ones like Valu-Soft. While they dabbled in publishing unofficial expansions like the previously talked about Aftershock for Quake, their bread and butter was the “Extreme” line they published from 1999-2000, like Extreme Rock Climbing, Extreme Boards & Blades, and yes, the infamous Extreme Paintbrawl games. They’re not known for a high pedigree of quality, so buying a Head Games product meant you had to put your expectations real low. And this was before Activision acquired them.

    That looks more like a dome than a canopy.

    Though we can’t just blame the publisher: Developer Canopy Games has their own tale of making clunky games as well. For the most part, they were known mostly for budget-label driving games based on Harley Davidson, Hot Rod Magazine and oddly Initial D of all franchises; as well as Midnight Outlaw: Illegal Street Drag, a racing game clearly made to cash in on the Fast and the Furious franchise that Something Awful also covered back in the day. (This will be the last time I mention that site in this article, promise.)

    They occasionally dabbled in other genres, including the then-lucrative market of hidden object games in the late-2000s, but from the research I did shooters were not really their thing. Juggernaut would end up being their only add-on for a commercially released game. So I don’t have high hopes for this.

    These cutscenes are… interesting, to say the least.

    According to what I gleamed through the cutscenes and the readme files, the story goes like this: In the far-flung future, a Juggernaut ship exported people from Earth to the two moons on Jupiter – Europa and Callisto, respectively. You’re a soldier named “The Defender” who lives on Europa, doing your usual mining business until you find out that settlers of Callisto are doing science experiments on people that turns them into mutated beings. The Defender must fly to Callisto and eliminate those mutated freaks before their demon stuff… spreads throughout the universe? It’s not really clear, the story is likely explained more in the manual or the intro cutscene than it is in-game.

    Fun fact: In this intro demo, the player has god mode on. Already a bad sign.
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  • Doom Eternal: Time to Rip and Tear once again.

    Doom Eternal: Time to Rip and Tear once again.

    Something I’ve constantly talked about on this blog is how eternally behind I am in games. Procuring a massive backlog, buying games thanks to Humble Bundles, cheap Steam sales, and gifts of spare keys from friends has been the primary causes of my never ending back catalog.

    Yet, I try to keep myself in arms’ reach of the current video game landscape, even if I’m not a fan of the direction the industry is going sometimes. This results in me playing the newest games usually years after their release. Anyone who’s been a reader of this site has seen me write about big popular games after their popularity, such as BioShock Infinite last year. But this time around I kept myself a bit closer to the zeitgeist this time, by playing a game a year or so after its initial release. And it’s from one of my favorite game developers.

    Still fun as heck to this day.

    Let’s talk a bit about id software. They’re the absolute pioneers of the first-person shooter realm: Wolfenstein 3D, Doom, Quake. Important games that really made an impact on the industry as a whole. However, there was a sea change by the late 1990s. When John Romero left id on less-than-pleasant terms to form his own studio, there was a very clear change on how id Software worked as a company: Pushing technology at the cost of making games that while good on a technical level, were kinda boring to play.

    Any excuse to use this screenshot again.

    I’ve talked about Quake II a few times on here, and while my opinion has softened a bit in recent years, I still think that while a technical marvel was just boring to play.This was id’s MO during the age of John Carmack. Stuff like Quake III Arena, and Doom 3, while solid games, didn’t have the massive highs that their early works did. Indeed, their competition – Epic’s Unreal Tournament and Valve’s Half-Life 2 respectively – were making more of an impact on the industry in a way people could easily see.

    Rage was sort of the lowest point of this era, the unremarkable first-person exploration game of which the only good things about it were John Goodman voicing a character and its reload canceling mechanics, of which I wrote about way back in 2016, and that was around the point id was no longer the amazing developer it once was. Hell, I even had doubts id Software were ever gonna release an awesome game ever again.

    Then John Carmack left, a bunch of people got shuffled around, canned a version of Doom that was more like a big-budget shooter like Call of Duty, and gave us the 2016 Doom reboot. While the multiplayer beta was enjoyable but boring, the rest of the game turned out to be the return of id Software as an awesome company that could make good games. With an amazing game like Doom 2016, it’d be pretty hard to follow up. But in 2020 they decided to give it another try, with Doom Eternal.

    Not to be confused with Eternal Doom, a pretty alright megawad for Doom II released in 1996.

    The story of Eternal is a bit more pronounced than in the previous game: The Doom Slayer has noticed that there’s been Hell on Earth with demons destroying what’s left of the planet. In typical Doom fashion, the Doom Slayer must travel around Earth and Mars to eventually stop the Khan Maykr’s hell demons from invading everywhere once again. Pretty simple stuff.

    It doesn’t help that you can customize the look of the Doom Slayer, thus making them look like an absolute goofass in serious, emotional cutscenes.

    It’s kinda weird to see Doom Eternal go all in on story. While Doom (2016) had a story, it was just about enough of it to give motives on why the Doom Slayer must rip and tear and it worked. In Doom Eternal, they go all-in, with cutscenes that take place in third person, giving diatribes that would seem in line with many contemporary games. It’s not bad per se, but compared to the previous game where there was basically one motive — Stop the demons by any means necessary — it just feels a bit ridiculous here.

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  • Alien Rage: An old school shooter in more ways than one.

    Alien Rage: An old school shooter in more ways than one.

    Over the 10 plus years I’ve been writing about video game stuff, one thing that’s stayed constant is me writing about the most jankiest, clunky games out there, often in January. So much so that I almost considered making an event called “Jank-uary,” where people would play these particularly busted games as a celebration of the underdogs and trash of video game culture. Maybe I’ll still consider that in the future if there’s any interest.

    Since it’s the start of a new year, what better thing to write about then yet another janky FPS? After all, might as well keep up my tradition of writing about this jank to start the year. This time with a developer I’ve talked about a few times in the past!

    “Bet you can’t scream louder than me, human!” Cover courtesy of Mobygames.

    Alien Rage is a first person space shooter made by the present-day masters of budget label games: CI Games, the company formerly known as City Interactive. Released on Steam, the Xbox 360, and PlayStation 3 in 2013, the game came out to mostly uneventful fare, often being forgotten except by people like me who are a glutton for punishment as well as quality Eurojank™.

    We’ve talked about CI Games/City Interactive twice before: Once in January 2019 when I wrote about the interesting-but-flawed Enemy Front, a World War II FPS that tried to be a bit more stealth-action like the old school Medal of Honor days; and again in April 2021 where I covered the infamous Terrorist Takedown, a rail shooter that was made during peak War on Terror, and for a long while was CI Games’ most iconic franchise before Sniper: Ghost Warrior came around.

    Since I’ve played a myriad of the company’s work at this point, I know to go into this with the lowest of expectations. And boy those expectations were met and then some. The result is a game that doesn’t quite understand what it wants to be.

    It’s always those rare materials that we’re looking for, isn’t it?

    Taking place in the distant future of 2242 AD, humans find a new material named Promethium on a space rock, which they use to make a space colony. Then the Vorus, an alien race, come in and invade, taking over the Promethium, and starting a war between the humans and the aliens. Eventually the aliens burrow underground to further stop the humans in their tracks, and it’s all hinging on the help of one supersoldier named Jack to go in and eliminate the Vorus threat once and for all. Yep, in typical classic shooter fashion, they send one guy to do the job of a whole platoon. Though Jack is not alone in his journey, Jack is supported by an AI assistant named Iris and a soldier buddy named Ray. Guess you gotta give Jack someone to talk to, eh?

    “Hmm. This certainly looks like Something Bad’s about to happen…”

    Alien Rage is a run-of-the-mill first-person shooter. Jack can hold three weapons: a sidearm and two human or Vorus weapons he procures throughout his journey. Standard WSAD controls for movement, left click fires, right click ironsights, F does a melee attack, and E is the catch-all use button, where Jack will activate keypads and climb over chest-high walls when prompted.

    Middle mouse button activates a special alternate fire which changes for each weapon: A burst fire for the pistol, a grenade launcher for the SMG, etc. The player can hold a maximum of five of these overall, and can be used for any of the game’s weapons, so one must be careful when using them on a pistol rather than a rocket launcher.

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  • Die Hard Vendetta: The Lost McClane.

    Die Hard Vendetta: The Lost McClane.

    It’s the holidays again – at least as of this writing – and naturally I thought about writing about a holiday themed game. Realizing that’s not a particularly big pool of games to choose from, I opted for games based on media franchises that took place during the holidays. Like Die Hard.

    We could have the never-ending debate of whether or not Die Hard is a Christmas movie, but instead I’d rather talk about the strange resurgence of Die Hard video games throughout the late-90s to early-2000s. After the Lethal Weapon-like Die Hard With a Vengeance hit theaters, the fate of the franchise seemed to be in doubt, with whether or not a fourth film would even be made.

    I… sorta miss these? Companies publishing their own video game adaptations is something solely lacking these days.

    During this time, 20th Century Fox decided to get into the video game business, forming the short-lived Fox Interactive, licensing some of their film franchises for video games, with varying levels of success. The Alien vs. Predator games were fairly popular, with the original No One Lives Forever franchise also being one of the more critically positive ones. Also a bunch of terrible games based on The Simpsons, but the less said about those, the better.

    The action-packed Die Hard Nakatomi Plaza. Surprisingly alright, in spite of budget game jank.

    Naturally since 20th Century Fox produces and owns Die Hard, it too got a fair share of video games. There’s the notable Die Hard Trilogy which did three different gameplay styles in a single game, which was uncommon around that time. There’s that time Sega made a game inspired by the film called Dynamite Deka that got localized as Die Hard Arcade when it hit the States. There’s even the Lithtech-powered Die Hard Nakatomi Plaza which was originally meant to be a free mod until copyright lawyers came in, converting it became a full-fledged budget title. I wrote about that one back in 2015, of which you can read here.

    But there was one more attempt at a big Die Hard game. But this time instead of adapting the original film, they wrote a story that could’ve been the plot for a fourth film. And it’s the kind of game that will make you wish blew up Die Hard like Nakatomi Plaza.

    Wouldn’t be a Die Hard game without some explosions.

    Die Hard Vendetta is a first-person shooter developed by Bits Studios and published by Sierra and Fox Interactive, released in 2002 for the Nintendo GameCube. Initially, this Die Hard video game project had its origins as a Nintendo 64 title, but once the popularity of the N64 waned, they pivoted hard to the newer consoles, thus the game was shifted over to the more powerful GameCube. There’s a lot of information on the Nintendo 64 iteration on Unseen64, of which it’s an interesting read.

    At the time, critics were nonplussed by this edition of the franchise, with Jeff Gerstmann of GameSpot giving it a rather scathing review at the time. Other critics were about as critical, with this game being thrown to the pile of licensed video games that got mostly forgotten. I picked this up game several years ago when GameStop was slowly phasing out used GameCube games from their store. I remembered the GameSpot review for the game, and when I see a critic be rather harsh about a game, I kinda wanted to see for myself if it was truly that bad. Turns out they were right in this case.

    Funny enough, I got Die Hard Vendetta around the same time I got swindled into trying StoneLoops! of Jurassica through GameStop’s short-lived Impulse digital distribution service. I wrote about StoneLoops! way back in 2012, one of the early posts on the blog. Funny little coincidence, there.

    This is totally inaccurate to the movies. John McClane wouldn’t have hair nearly this good.

    Taking place years after the events of Die Hard With a Vengeance, John McClane is a semi-retired NYPD police officer who moved to Los Angeles… sorry, Century City, who’s watching a news report from Dick Thornberg, the snarky news reporter from the first film, where he’s reporting at an art gallery where they’re announcing a piece of art being recovered from Piet Gruber, the son of Hans Gruber from the original film.

    Guess getting William Atherton was a bit out of the budget for this game.

    Eventually a massive shootout happens, leading to a hostage situation at the art gallery. Several people are at risk, including the art gallery owner and John’s daughter Lucy, who’s now grown up and followed the life of her dad by also being a police officer. Being the caring parent John McClane apparently has become now, he grabs his service revolver and heads down to the art gallery to find out what’s going on.

    Bet that destructibility was pretty neat by 2002 standards.

    Naturally, Die Hard Vendetta is a first-person shooter. Fairly straightforward shooter controls for the time in spite of the GameCube having fewer buttons than its contemporaries: The control stick moves, C-stick aims, L button does more refined aiming, R button fires, Z button reloads. Fairly easy to understand stuff.

    Fumbling with an inventory system while in the midst of combat is not my idea of a good time.

    D-pad up and down will switch items and weapons, and left and right can switch between John’s arsenal and items he’s acquired throughout the mission. X and Y are your jump and crouch buttons, hitting X twice will do a dive to prone, which is required to progress in some parts of the game. While the game does have a dedicated jump button, the game also unlocks an auto jump option where if you’re on a ledge, McClane will automatically try to jump across. It’s interesting and can be useful sometimes, but a lot of times McClane will either not jump far enough, or will jump when I don’t want him to. Worst off, the game has some rather nasty fall damage if you miss these jumps.

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  • Zaero for Quake II: Back to the land of unofficial expansion packs.

    Zaero for Quake II: Back to the land of unofficial expansion packs.

    (Updated 8/10/2023: Updated a few URLs, and some minor grammatical changes.)

    When I wrote about the previous Mods and Maps article about Soldier of Fortune, Inc., I honestly wasn’t expecting it to go beyond Quake. When I found it that there were new tie-in levels made for Quake II, it made me replay through Quake II and its expansions, something I hadn’t done in years. I was originally not so hot on it, and I thought maybe a replay would give me a fresh perspective on the game. Sadly, it didn’t.

    Wouldn’t be an id software game without some classic monster infighting.

    Quake II is… fine as a game, I guess. A solid shooter with lots of colored lighting, a derivative story, and a killer soundtrack by Sonic Mayhem – with contributions by Bill Brown, Jeremiah Sypult and Rob freakin’ Zombie of all people – that just lacked the sort of bizarre mish-mash that Quake did the year prior that I enjoyed thoroughly. It just felt rather derivative as a game. Considering how id software was in turmoil at the time, I’m not surprised it feels kinda boilerplate, because they knew anything with an id logo on it would sell gangbusters.

    While playing those Quake II themed levels for that Soldier of Fortune, Inc article, it dawned on me that despite having written about all kinds of retro FPS stuff for Doom, Quake and Half-Life, I hadn’t written about anything related to Quake II. That changes today, as I look into one of the more deeper cuts of Quake II, released during that wild west period of the early-to-late ‘90s: unofficial expansion packs to games.

    Good to know it’s not supported by id Software, I guess. Cover courtesy of Mobygames.

    Zaero for Quake II is one of the aforementioned unofficial expansion packs. Developed by a group named Team Evolve, this expansion added new levels and weapons to the main Quake II arsenal. But how did this expansion come about? For those who weren’t really around when this was big – and admittedly, I was only tangentially aware of it back then – let’s give a quick refresher course on the shovelware compilation boom.

    I get to use this cover again! It’s just as ridiculous as it was the first time.

    For a period of time, a fair share of shovelware budget publishers such as Softkey, WizardWorks and others found a new way to make some easy cash: capitalizing on some of the biggest game franchises by releasing compilations of levels for these game, often downloaded off the still fresh-to-the-world internet, for $20-30 a pop. It was interesting to go to a store and find a compilation of new levels for Doom, which was becoming one of the biggest video game cultural touchstones of the 1990s.

    Unfortunately this practice raised the ire of some developers, feeling that those publishers were profiting off the backs of independent hobbyists and budding game designers. At one point id Software themselves decided to respond with The Master Levels for Doom II, a small set of levels made by a handful of the notable members of the Doom community, which came with its own compilation of Doom levels compiled from the web called Maximum Doom.

    The simple boxy shapes of Aftershock for Quake, one of these unofficial expansion packs.

    By the time Quake came out, these publishers pivoted from outright taking levels off the web to contracting people to make more original levels as unofficial expansion packs. These would often come with a few levels or in some cases full episodes of content, for the same budget price. I’ve talked about one of these at length before: Aftershock for Quake, which you can read here.

    Naturally with Quake II being the Next Big Thing from id software, people capitalized by selling unofficial expansions for that game as well, which competed against both of the official expansions – The Reckoning and Ground Zero, respectively. While none of these were more popular than the official expansions, they did carve a small niche for those who were jonesin’ for more Quake II stuff but didn’t have good enough internet.

    Zaero was one of a few unofficial expansions for Quake II, with Juggernaut being the other notable one. I nearly wrote about Juggernaut instead, but the version I seemed to find online was not the final version of the game. Meanwhile the version I found of Zaero seemed content complete, so I opted to write about that one instead.

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  • Darwinia: An early Steam darling.

    Darwinia: An early Steam darling.

    I’ve had a Steam account for about 18 years. I got mine the day it was available to the public: September 12, 2003. More than half of my life has been giving money to Gabe Newell and the folks in Bellevue so I can play PC games. It’s kinda surreal when you think about it.

    It took Valve several years to make Steam a reliable service. Those first few years of Steam were not very great: The always-online factor, an unreliable community service where alternatives like Xfire shined, having to get used to not being able to play games on day one due to server overloads, the works.

    A handful of companies weren’t on board with Valve, one of them being 3DRealms, who opted to sell their gravity-defying shooter Prey on rival service Triton first. And that’s not even getting into the recent kerfuffle Epic Games has been doing by trying to posture themselves as the David to Valve’s Goliath.

    Those early years were pretty much bolstered by Valve’s offerings and any small-time developer or publisher that was willing to support their endeavor. Stuff like Rag Doll Kung Fu and Shadowgrounds. But a small fledgling UK company by the name of Introversion Software, who self-proclaimed themselves as “the last of the bedroom programmers,” decided to try putting one of their games on Steam, and it was quite a game.

    This was available to people on Patreon one week early. Thankfully you don’t need any computer skills, just $1. You can support me here.

    One of the many intros the game will play after the initial launch. Others include a cracktro, a dedication to Cannon Fodder, and even a reference to the ZX Spectrum.

    Darwinia is one of those early Steam darlings. Originally released in 2005, the game would be Introversion’s second game after Uplink, and featured a similar theme of computers. Though instead of being a hacker like in Uplink, you’re a user trying to stop an evil threat on a network.

    Wow, a free keychain and poster? Sweet!

    Back then I wasn’t 100% on-board with digital distribution – technically I’m still not on-board, but regardless –  thus I ended up getting this game not through Steam, but through a physical copy published by Cinemaware Marquee, a publishing label known for taking niche games and bringing them to US audiences. In essence, Cinemaware Marquee was the Limited Run Games of the 2000s.

    It came with the game, a poster and a keychain of one of the little Darwinians. Funny enough, since the game is so tiny, the game comes with a 500MB video splash screen that is about 10 times more than the size of the game. While I still have that physical copy, I eventually grabbed Darwinia on Steam proper along with a bunch of other Introversion games years later.

    They don’t take long to throw you into the fray.

    Darwinia is a real-time strategy game with some action game elements. You play as the unseen, unnamed player who’s entered the world of Darwinia, a life simulator with little characters called Darwinians. Darwinia has been infected by a mysterious virus which is slowly corrupting the world, of which you join in just as it’s happening. After being briefly scolded by creator Dr. Sepulveda, he lets you learn the mechanics to hopefully stop the virus.

    This is quite a simple start compared to other RTSes….
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  • Gemini: Heroes Reborn – A puzzle platformer based on the biggest TV show of the 2000s.

    Gemini: Heroes Reborn – A puzzle platformer based on the biggest TV show of the 2000s.

    If there’s anything I kinda miss about the modern age of video games is that there’s not enough tie-in games based on TV shows or movies. Throughout the ’80s and ’90s where we had classics like Disney’s DuckTales and Goldeneye, and were rather ubiquitous during that 8 and 16-bit video game boom. They slowly started dying off by the early 2010s, during the start of the Xbox One/PlayStation 4 era, and haven’t really shown up since. These days when I think of promotions with licensed properties, it’s usually as crossovers in other games, like Bingo Story and The Price Is Right, or John McClane of Die Hard fame in Call of Duty: Black Ops – Cold War. The most recent tie-in game I can think of is, amusingly, a game based on Space Jam: A New Legacy made by the people at Digital Eclipse.

    Even though they’re not as common these days, there is still a video game based on a TV series or movie released here and there. Most of them are relegated to mobile devices, but sometimes a game or two does make it to the mainstream gaming consoles – or in my case, Steam. Gemini: Heroes Reborn is one of those rare cases.

    “Hey, could you like, help me here? I can’t dodge bullets and lift people forever!”

    Developed by Phosphor Games – a studio mostly known for making mobile games and Virtual Reality titles – the game was released in early 2016 as a tie-in to the TV series Heroes Reborn, a science-fiction drama that is a sequel series to one of the biggest 2000s-era TV shows: Heroes.

    Would you believe it was pretty hard to find a good promotional image like this?

    Admittedly I don’t watch a lot of television, so my knowledge of Heroes is through friends that did watch it: The show’s premise involves a giant corporation simply called “The Company” that was experimenting with human beings and giving them superpowers, of which a small group of people slowly find out that they have through a solar eclipse. Eventually they team up to stop the big-bad-of-the-week and eventually figure out the Company’s ulterior motives. Basically a serial TV show that would sow the seeds for things like the later Marvel Cinematic Universe.

    From what I gathered, Heroes started out great in its first season, then the Writers Guild of America had a strike midway through the second season. The strike basically threw the whole planned storyline out of whack in such a way that the show never really recovered, eventually getting canceled after the fourth season concluded in 2010. In 2016, a sequel series called Heroes Reborn came and went for a single season, of which its story is the basis for Gemini‘s plot.

    (Warning: Plot spoilers for Gemini: Heroes Reborn follow.)

    I assure you that this game doesn’t have cutscenes that look like they were hastily made in Photoshop.

    You play as Cassandra Hays, a woman who suffered amnesia as a teenager. She’s taken to an abandoned military base called “The Quarry” by her friend Alex to hopefully make sense of what happened to her. Eventually Alex gets captured by soldiers who apparently are still at the building, and Cassandra must find a way to save him. Cassandra later finds out she has special powers that allow her to travel through time, switching her between the then-present timeline of 2016 and the near-past of 2008, when the building was still operating. Eventually acquiring telekinesis powers in the past, she uses that and her time abilities to figure out what happened to her and what the purpose of “The Quarry” was.

    Our antagonist, Trevor Mason. I wonder if he has a brother named Alex

    The plot itself isn’t particularly remarkable. It falls into a lot of the common fiction tropes of characters double-crossing you and having to do bidding for the big bad – who’s unique to this game, voiced by Robin Atkin Downes of all people – while also figuring out the mystery of Cassandra’s family and her past.

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  • Weekend Writing: BioShock Infinite, the polarizing third installment.

    Weekend Writing: BioShock Infinite, the polarizing third installment.

    It’s been about several months since I last wrote a Weekend Writing post. Admittedly me playing games has slowed down considerably in 2021, due to a multitude of personal factors. Fed up with playing Bingo Story and Call of Duty: Black Ops – Cold War all the time, I decided to tackle a game in my backlog. One that has sort of an infamy among gaming circles. A game that’s particularly very polarizing, to a point where people who praised it as the “Game of the Forever” and considered its creator a genius now consider it the worst game in the entire franchise. And since I talked about BioShock 2 back in 2019, I feel it’s fitting to play the third – and as of 2021, the most recent – game in the BioShock series.

    So. much. bloom.

    BioShock Infinite is one of those games that I heard had sort of a legacy behind it. When released in 2013, the game was unanimously praised for its storytelling and gameplay, and won a myriad of awards. As time goes on, though, the general consensus has taken a 180 – damning criticism and people calling creative director Ken Levine a talentless hack. Even when I wrote about replaying BioShock 2 a few years back, that sentiment seemed to still be true, with some people even re-evaluating BioShock 2 as probably the best game in the series.

    But hey, I always believe in playing things for myself rather than blindly going with what others say, so let’s see if this is infinitely amazing or infinitely terrible.

    (Content warning: Plot spoilers for BioShock Infinite follow. While the game is eight years old as of this writing, I always assume that someone who’s reading this might not have played the game yet, much like me.

    In addition, this game does go into themes of racism and political movements, of which I’ll also talk about here.)

    Must these games always start with a lighthouse?

    The plot of BioShock Infinite starts thusly: Booker DeWitt must go to Columbia – a magical city in the sky, via lighthouse – to rescue a girl by the name of Elizabeth, for a bounty. As the game goes on, it turns out the goal is not that simple as we think, partially due to Elizabeth’s magic ability to create “tears” in the world that go to alternate timelines and worlds. Thus Booker and Elizabeth must stop Zachary Comstock and the world of Columbia he’s made, while also figuring out the mystery of why Booker’s there in the first place.

    As I went through the intro world of Columbia, there was a rather unsettling sense of christian white supremacy in the early story beats, which is a rather strong but somewhat upsetting start. Before Booker even gets the chance to visit Columbia, he must be baptized. Eventually Booker starts seeing the Vox Populi, the rival group of people demonized by the Founders that basically hate the cleanliness that Comstock’s Columbia brings. You would think that since there’s a clear hero/villain dynamic to the world that Booker would just be able to work with the Vox Populi and cause a revolution, right?

    If only this was a reality. Well, technically it is, but… it’s complicated.

    Well, technically no. Booker just wants to get out of Columbia with Elizabeth, being rather selfish. There’s a point in the plot where through a special ability that Elizabeth has brings the two of them into a timeline where Booker was the Vox Populi leader who became a martyr, but the rest of the plot tends to lean that both the Founders and Vox Populi are evil in their own distinct ways. I couldn’t roll my eyes any harder when they got to that point in the story.

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  • Terrorist Takedown: More like Stereotype Shooter.

    Terrorist Takedown: More like Stereotype Shooter.

    (content warning: Depictions of violence and war within.)

    In 2021, it was announced that the previously canceled game Six Days in Fallujah was being brought back. With some of the original development team handling development, it naturally got a lot of backlash now just as it did back in 2009: by glorifying a specific military conflict as a good thing, and feeding into middle eastern stereotypes of them being nothing but terrorists. So much so that the Council of American-Islamic Relations (CAIR) asked for major publishers to drop support for the game. It will likely come out to poor reception, if it actually comes out this time.

    A promotional screenshot from the original 2009 version of Six Days in Fallujah. Sure looks generic until you find out the game’s backstory.

    Seeing this made me think a lot about the glut of military games made in a post-9/11 world. While war games existed before that tragedy – Novalogic’s Delta Force franchise was modestly popular around the late 1990s – they ballooned to being rather ubiquitous once the War on Terror started. We got games like SOCOM, Conflict, lots of Tom Clancy stuff, even Battlefield dipped its toes into modern warfare. There were so many that actual US military organizations started getting involved, with games like as America’s Army and PRISM: Guard Shield. Nowadays, the only franchise from that period still around making similar war games is Call of Duty, but that might be considered a stretch by some.

    Why all this preamble? It’s so I can talk about one of those games made by a budget label that cashed in on the War on Terror, and is a bad game, not just on a technical level, but a moral one as well. One game I’ve had for several years, going back to 2013, and this has lately been a year of looking back, so let’s travel to 2003 and look at one of the more bad games.

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    Yeah, this cover looks incredibly generic alright.

    Terrorist Takedown is the first installment in a franchise made to capitalize on the war on terror. Developed by Polish developer City Interactive, this would be one of their early breakout hits. Nowadays they’re known as simply CI Games, but their overall message has been consistent: Make games based on war conflicts old and new, and sell them in bargain bins everywhere. For Terrorist Takedown however, City Interactive didn’t have much of a presence outside of Europe, so another budget publisher, Merscom, handled the release here in the United States. Merscom even touted that some of the profits of the game would be donated to the Special Operations Warrior Foundation, which I think is a conflict considering this game’s premise.

    Probably the blandest menu screen I’ve ever seen.

    There is no story to Terrorist Takedown. You play a bunch of no-name, faceless soldiers as you’re sent from one conflict zone to the next, taking down terrorists left and right by any means necessary. The “Terrorists” in this case are generic middle-eastern soldiers presumably meant to stand in for Al-Qaeda insurgents, but it’s kinda hard to tell in this game.

    Charlie Don’t Surf this ain’t.

    The missions themselves are rather varied: The first mission has you in a helicopter gunship mowing down anti-air emplacements and random soldiers. The second mission has you protect a convoy from enemy soldiers and RPGs. Each mission is similar in structure: Survive a conflict of terrorists while protecting objectives and not dying. At least it spices things up a bit, from using machine gun turrets to flying a helicopter, to controlling a targeting reticle on a surface-to-air-missile.

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  • Covering the end of Battleborn: A MOBA with an identity crisis.

    Covering the end of Battleborn: A MOBA with an identity crisis.

    I never thought I’d be starting 2021 with an article about a game that’s shutting down. While I’m often behind the curve and don’t play games until years after the fact – some of last year’s posts being about games that are 5-10 years old – this particular game is one of the rare times I was at least fairly current with.

    When I’m reminded that a game that I paid money for is shutting down, I might as well give it one last hurrah. It’s a shame the game in question is a bizarre genre mashup, made by one of the more infamous game studios of the 2010s.

    If only the game looked nearly as cool as this introductory cutscene.

    We’re talking about Battleborn, a game by developer Gearbox Software. At the time, Gearbox was mostly known as the makers of the fairly popular Borderlands series of first-person Diablo-like looter shooters. Battleborn would end up being their first original franchise made by them in the 2010s.

    This bundle was released around July of 2016, not long after the game’s release. Being part of the $15 tier, the highest one, was already a warning sign.

    My experience with this game was getting this in a Humble Bundle. To be specific, the “Humble 2K Bundle 2,” a collection of games published by 2K, such as The Bureau: XCOM Declassified, NBA 2K16, Mafia II and Duke Nukem Forever. Battleborn was unlocked at the $15 or more tier — the highest tier, and a few friends of mine decided to chip in that $15 and give the game a try.

    We eventually tried a bit of the game’s campaign mode, then we all dropped the game and moved on to other things. For me, I had forgotten about the game’s existence, even as recent as 2019 when I wrote about a Loot Crate featuring the infamous “Thanos Oven Mitt,” which featured a Battleborn pin as part of that month’s theme. The game just faded away into obscurity.

    Honestly, I wouldn’t be writing about the game had the news not broke in 2020 that 2K was shutting the game down on January 31, 2021. In early 2020, they had already shut off purchases for premium currency in the game, and the announcement of the game servers shutting down seemed to feign as much interest as the game did when it was released.

    So let’s take a look at the game touted as being “badass,” when in reality it was just bad and ass.

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    A lot of action going on at once. Hope you can follow along.

    Battleborn is a rather unusual game. It’s a first-person MOBA — think League of Legends or DOTA2 — with some elements of real time strategy and tower defense. 

    The gameplay mostly involves killing enemy minion bots and protecting your own minion bots to destroy an enemy sentry drone. Throughout your journey, you’ll kill said enemy minion bots that’ll drop shards which you can use to build turrets or drones, or to upgrade gear to give you and your squad buffs. Defeating enough minions or other players will give you the chance to level up your character with passive buffs for your character’s abilities. Kill enemies without yourself getting killed. Fairly commonplace stuff for the MOBA genre.

    These cutscenes really feel like concept art repurposed for the final game.

    There is a story mode, split between eight episodes that last about 40-60 minutes apiece, which consist of a bunch of rag-tag soldiers trying to stop an evil villain from destroying a planet for materials. Or something like that, the plot is mostly doled out through an introductory cutscene before the episode starts, and a lot of the plot is told throughout the game, but I couldn’t really tell you what happens in it. All I know that there are multiple enemy types and a few warring factions, which probably remind me a lot of different factions from other games like Destiny 2 or Halo.

    The MOBA elements still come in play in the story mode, as you can select a character, upgrade their abilities upon leveling up, and even purchasing a set of gear items with shards that can buff certain character and team abilities. Even the story missions are designed similar to the standard multiplayer, where players are basically defending minions or a boss to get to an objective while killing enemies throughout. 

    Players share lives and accumulate points through random crates strewn around the game world, and the points seem to really only matter in giving experience for your character and your overall rank in the mission. Exclusive to the story missions are power-ups you can pick up that can lower your ability cooldowns, boost your overall speed and give you extra shields.

    A bit of the “Meltdown” mode in action. Naturally played with bots since finding matches these days is impossible.

    Since it’s a MOBA, the game has a versus mode that plays more like traditional MOBAs: Squads of five shepherding minions through enemy areas to destroy sentries, while trying to protect their own. There’s not a whole lot else to say about this, it’s no different than other games in the genre, but it has more of a shooter/slasher bend like Smite.

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