Category: Reviews

The various opinions I have of many different video games.

  • Shellshock Nam ’67: A Vietnam War game from an unexpected developer.

    Shellshock Nam ’67: A Vietnam War game from an unexpected developer.

    There was a brief time around the 2000s where there were a bunch of shooters based on historic events. Medal of Honor in 1999 kick started the craze of World War II-themed shooters, which lasted well into the late-2000s. During this time period, there were a lot of games based on conflicts new and old, most of them shoved off into the annals of obscurity.

    During this brief period, there was also an unusual spike in Vietnam War games. Despite the Vietnam War being one of those pointless wars in retrospect, there were games that covered the conflict, usually in a sanitized safe “Americans vs. the Bad People” form. Basically, less like Apocalypse Now, more like The Green Berets.

    There were a fair share of these games around that time. Stuff like Battlefield Vietnam, the Vietcong games, and Men of Valor. I’m gonna cover one of those Vietnam War games, and it’s by a developer that you wouldn’t expect have made a game like that, especially considering their legacy.

    This reminds me of something, but I can’t quite place what.

    ShellShock: Nam ‘67 was one of the many Vietnam War-era games made during that brief period that kinda came and went. But it was one of the earliest games developed by Guerrilla Games, that Dutch studio that’s known for the Killzone series of games, and the critically acclaimed Horizon: Zero Dawn.

    This was the only game released during that in-between phase in their career, after their brief Game Boy phase as Lost Boys Games, but before they were a cog in the PlayStation machine. In a sense, we’re going back to their humble beginnings with this one. I always like looking back at developers before they were well-known, and this one’s no exception.

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    (Warning: Some plot spoilers follow.)

    This would probably have more impact if this intro wasn’t narrated by Steve Blum.

    You play as a nameless soldier as they rise up the ranks from rookie to special forces, as you find “King Cong,” a general by the name of Ngo Diem who leads the Vietcong. There really isn’t much else to the plot, you’re dropped in parts of Vietnam, you kill Vietcong, you destroy a few sampans and tunnels, rinse and repeat. In this case, the set pieces are what makes the game interesting, rather than the characters.

    How the heck is this gunner hitting me? I’m behind a rock, for chrissakes.

    Shellshock is a third-person shooter, which is unexpected considering Guerrilla’s pedigree for mostly making first-person shooters. Left click shoots, right click zooms in, Q to crouch, and there’s even leaning and diving to prone. You can hold a bunch of weapons, and you have a health bar that can be refilled by medkits. Shellshock does have a few tricks up its sleeve to make it stand out from its peers.

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  • Some Weekend Writing about Far Cry 4.

    Some Weekend Writing about Far Cry 4.

    I rarely abandon games. Mainly because of the infamous “sunk cost fallacy”: I spent money on this, thus I must play it in its entirety to get all of my money’s worth. Even for a person like me who doesn’t buy a lot of games these days, there’s that fear of wanting to not let even a game I bought on deep discount go to waste. With that thought process in mind, I would drag myself through a game that I wasn’t thoroughly invested in, just to see the ending and sit through a 30 minute long credits sequence.

    This post talks about my most recent case of suffering from that sunk cost fallacy. Amusingly, it’s a sequel to a game that I’ve written about on this very blog in 2014, the year that game’s sequel came out.

    One of the rare occurrences the fourth installment isn’t as good as the third.

    Far Cry 4 is a game that basically pulled a bait-and-switch on me and a friend, and in many cases did things backwards compared to the previous game, which I thoroughly enjoyed. How can a sequel bungle so many things that the previous game got right? Well, let me explain why this game is a disappointment to me.

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    There are a handful of games I own that fall into this category of “here to play it in co-op with friends” than to be invested in the story or the characters. This doesn’t mean I don’t care about the game’s world, but I tend to use it more as a social experience to talk with friends rather than anything to be deeply invested in.

    For me, Destiny 2 is a good example: While there’s a unique, interesting world with a rather neat amount of lore to it, I honestly couldn’t care less about any of it. Thus I just roam around areas and kill enemies with friends. Most “looter shooters” fall into this format with me, but at least Bungie makes up for it with cool designs and some rather picturesque visuals.

    Friend of the site Bobinator from Hardcore Gaming 101 suggested that I get Far Cry 4 way back in mid-2018 as it would fit that criteria of “playing it in co-op with friends.” It being on deep discount for $13 probably helped too. The two of us have played games like the Saints Row series entirely in co-op and we had a fun time playing through them. Far Cry has a similar free-roaming nature of causing chaos in a digital world, so I took the plunge. What could possibly go wrong?

    One of the few highlights during our co-op session. Don’t ask me why he has a shovel handle stuck in his arm.
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  • Stacked with Daniel Negreanu: Poker without Guns.

    Stacked with Daniel Negreanu: Poker without Guns.

    There was a time around the 2000s where you just could not avoid poker on television. Thanks to Chris Moneymaker making a decent bank in an online poker tournament, Texas Hold’em Poker got real big and started being the next big TV filler. Every channel had a poker show, from Bravo’s fluff-driven Celebrity Poker Showdown to NBC having a late night poker show to fill in the gaps between Last Call with Carson Daly and Early Today. Even Game Show Network had not one, but two poker shows under its belt.

    Then in 2011 there was a lawsuit involving some of the major poker websites possibly being involved in money laundering, and the poker boom was over. While there’s still mild demand for Texas Hold’em, it’s pretty much gone back to the pre-2000s era of popularity.

    During this poker boom, there were poker video games being made left and right. Some based on existing poker brands like the World Poker Tour. In some of these games you got celebrity endorsements, or actual professional poker players. Today, we’re gonna cover one of the more notable poker video games that’s not something like Poker Night at the Inventory.

    This title screen is preceded by a fancy animation involving poker chips flying everywhere. Clearly the budget was spent on this.

    Stacked with Daniel Negreanu is a fairly unique poker game. It’s likely the first video game poker game featuring a notable poker player in the title, making it somewhat of an oddity in the sea of poker games around this time. Developed by 5000ft Inc, this is their final released game, and it’s amusing it had to be a licensed poker game. Considering their previous titles were stuff like Army Men: Green Rogue when 3DO were pumping out Army Men games like they were going out of style, this is likely a marked improvement.

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    Kid Poker himself, in one of the tutorial videos you could watch to get tips from him about poker. Man, I’m getting Carol Vorderman’s Sudoku flashbacks…

    For context, Daniel Negreanu is a famous poker player. Nickname “Kid Poker,” he’s won 6 World Series of Poker bracelets, 2 World Poker Tour titles, and a handful of other tournaments here and there. Often appeared in many of the TV poker shows, he’s probably one of the more charismatic personalities to endorse your poker game. Though, I would’ve killed for a poker game starring the infamous Phil Hellmuth.

    Let’s see if this poker game stacks up to the competition, or if it should have folded its hand.

    Hopefully this casino isn’t sponsored by Randy Pitchford.

    Stacked starts by letting you either play random poker matches with changeable settings, or through the game’s long, challenging career mode. In Career Mode you’re given a stack of cash to start, and any tables to play to your liking, with limits/no limits in place. Some are cash games given to bolster your cash in game, but the others are standard table tournaments with buy-ins where you can win money if you reach a certain standing in the tournament.

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  • Some Weekend Writing about Battle Royale and Call of Duty Warzone.

    Some Weekend Writing about Battle Royale and Call of Duty Warzone.

    Please note: This was written in April 2020 and reflected what the state of the game was like around launch. In the years since, the game has added events and such not mentioned here. I’m adding this disclaimer since I wrote about a live service game, and thus some things mentioned here may not reflect what Call of Duty: Warzone is currently. Thank you.

    For a long time, I never really liked the battle royale game mode. There was some things about that mode that put me off in various ways. Over the years I’ve tried some of the notable ones, and even some of the off-shoots. Most of them were enjoyable for a pinch, but then I’d drop off of them for some reason or another. But then another battle royale game came out recently. And for some reason, this is the one that got me.

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    I honestly found 2019’s Call of Duty: Modern Warfare entertaining, yet rote. While I didn’t play the campaign, I did play the multiplayer beta before launch, and while I was having a blast like before, it just felt like I’ve been here before. To me, it seems like Infinity Ward has given up creatively, with this current effort trying to recapture that lightning in a bottle that they did with the original Modern Warfare.

    There were still attachments, perks and killstreaks, many of the same game modes, even maps I’ve seen in past entries started cropping up. It seemed the biggest innovation the game had at the time was basically ripping off Battlefield’s long-standing Conquest mode. Yet despite the game being fairly derivative, it was still fun to play.

    At this point, Call of Duty as a franchise has been a glimmer of nostalgia more than something I get incredibly hyped for. To me, Modern Warfare 3 was when it started going downhill, what with its busted multiplayer and ham-fisted conclusion of a campaign mode. I was so disappointed with it that I advised people shouldn’t play it way back when I played it on a Steam free weekend in 2012.

    This is pretty much WWII‘s multiplayer in a nutshell: People randomly watching others open lootboxes. To think this was so common a few years ago.

    The only Call of Duty game I played with regularity after that was, surprisingly, WWII. All the others might as well just exist in my mind, something where I play the campaign once, play through some of the multiplayer for a while, then move on to something else that piques my interest.

    Love how this is front-and-center. Probably annoying to those who play the standard multiplayer.

    In late March, Activision announced something I was worried they were gonna repeat: They were adding battle royale mode in Modern Warfare. I figured that with multiplayer, singleplayer and a zombies mode being in every yearly installment, that trying to make a yearly battle royale mode was the easiest way to kill battle royale’s popularity faster than something new taking its place. After all, this is Activision, a company that clearly sticks to what works until it stops making money.

    I was not really interested, until they announced the surprise: Warzone was free to play for anyone, Modern Warfare was not required to play. Now they’ve caught my interest, as I wasn’t really interested in spending more than $20 on a Call of Duty game in 2020. So I tried it, and somehow… it all clicked. After playing several battle royale games, I found the one that worked for me.

    Hey, this looks kinda familiar…

    Warzone really doesn’t need much explanation if you’re familiar with other battle royale modes. You drop as a squad of 3-4 or play on your own and try to be the last one standing. Search buildings and areas for armor, weapons, grenades and some of the Call of Duty hallmarks like killstreaks and the new field upgrades. Kill, try not to die yourself, seems simple. So you’re probably wondering what makes this different from the others you’ve played. Well, it’s complicated.

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  • Strife: The Outlier of the Doom Engine.

    Strife: The Outlier of the Doom Engine.

    Doom is over 25 years old. The tale of id software’s first-person shooter causing a new wave of clones and derivatives has been told to death. But id wasn’t just content with making games. They were willing to license their technology out to other developers who would add their own spin and magic to it, sometimes those games becoming big on their own. For example, Raven Software ended up using id’s Doom engine to greatness with Heretic and Hexen using id’s fancy engine. The two were practically inseparable for 15 years after that, using id’s engines for their games for a very long time.

    But there was one other major game that used that engine. One that had a troubled development due to a multitude of factors. You could say they had a bit of strife. The result is one of the more ambitious games made on that old Doom engine.

    Not to be confused with that other Strife, the MOBA.

    Enter Strife. A first person shooter that had a troubling development cycle and came out to little fanfare in 1996. Why did this game get thrown into the world of abandonware? Let’s find out.

    Strife had a rough history: Developer Rogue Entertainment consisted of ex-Cygnus Studios people after wanting to make a new game after 1994’s Raptor: Call of the Shadows. The developers had conflicts with their boss, and decided to take their ideas elsewhere. After co-operating with people at id, Rogue got a deal with publisher Velocity Inc, makers of the JetFighter games and Battlezone clone Spectre, to publish their new project. Strife ended up releasing in May 1996, to passable reviews.

    Problem was that by 1996, old “Doom clones” like Strife looked incredibly dated compared to the mind-blowing 3D visuals of Descent and id Software’s upcoming Quake, which came out a month later. This, combined with publisher Velocity folding not long after Strife’s release, meant that the game was basically dead in the water, and mostly forgotten by the general PC gaming populace.

    more like “Thanks, die”

    Rogue would eventually bounce back, making expansions for id’s Quake and Quake IIDissolution of Eternity and Ground Zero, respectively – and helping out on a former id Software employee’s pet project: American McGee’s Alice. In an ironic sense of history repeating, Rogue itself would dissolve in 2001 as the CEO left to go join EA, resulting in the remaining people forming Nerve Software, which is still around making games today.

    Back to Rogue’s debut. I found Strife thanks to the now-defunct Home of the Underdogs, which was a common go-to spot for so-called “abandonware” titles. (Other games I found thanks to Home of the Underdogs include Blood II: The Chosen, which I wrote about back in 2012, and the amazing System Shock 2.) At the time, I had made a good amount of progress into the game itself, but at some point, I forgot what I was supposed to do and ended up bumping around in a sewer area repeatedly before giving up and moving on to other games.

    After not touching Strife for so long, I decided to give it another try, nearly 15 years later, and see if it was as good I remember it. Turns out it’s… alright.

    Well, it’s a better remaster title than the dorky “Darksiders Warmastered Edition” that THQNordic was doing for a while…

    Around 2014, some ex-Rogue developers had the rights to the game and went to developer Nightdive Studios to make a remastered version of the game. The result was Strife: Veteran Edition (available on Steam and GOG). Nightdive’s remaster was reverse-engineered by some modders in the Doom scene that are still with Nightdive to this day, remastering games like System Shock and Turok: Dinosaur Hunter (something I wrote about back in 2017), and as of this writing, are currently hard at work remastering Doom 64, SiN, and, oddly, Shadow Man. At least they’re broadening their horizons, I guess.

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  • El Matador: A Czech take on Max Payne.

    El Matador: A Czech take on Max Payne.

    The early to mid 2000s were a weird time in the shooter realm. Remedy gave us the wonderful classic Max Payne in 2001, the shooter that popularized bullet time and action movie stunts, a tribute to John Woo. Yet it wasn’t until 2003 when the sequels to The Matrix hit did it really kick off a brief “bullet time shooter” boom.

    Remedy would return with a sequel that year with Max Payne 2: The Fall of Max Payne. Then two Matrix game tie-ins: Enter the Matrix that takes place inbetween The Matrix Reloaded, and Path of Neo, sort of a loose retelling of the film trilogy from Neo’s perspective. After that, Monolith’s classic F.E.A.R. in 2005. But then Call of Duty 4: Modern Warfare happened and the trend died as quickly as it came.

    Those are most well-known examples, though. A lot of Eastern European game developers took a crack at bullet time, including today’s entry.

    Not even a box quote from PC Gamer’s Norman Chan could sell this.

    El Matador was one of a handful of games that saw how big bullet time was and tried to make a decent Max Payne clone out of it. Developed by Plastic Reality Technologies and published by Cenega not long after 1C Company bought them, this game came and went, much akin to other budget games. Thrown into the pit of obscurity to be talked about from people like me.

    I’ve owned this game for many years, even writing about grabbing it in an old I Bought Stuff entry from 2012, complete with an interesting story inside the box. In what is a trend I need to inevitably break, it took me a very, very long time to actually get around and write about El Matador. Better late than never, I suppose.

    Victor solving the problem the only way he can: with bullets.

     

    You play as Victor Corbett, a cop for the DEA who after their success solving a hostage situation gets called down to Colombia to help their police forces take down a drug empire. After defeating one of the drug lords, he eventually gets the title of “El Matador,” which is generally accepted among the squad for reasons not completely explained. Corbett eventually goes from place to place, killing drug barons and helping out his squad to end the drug threat.

    Sometimes the game throws in these sections where friendly AI help you in your battle, but they’re just cannon fodder that get in the way.

    El Matador falls into the standard third person shooter elements at the time. Hold a gun, left click fires, right click zooms in (or scopes in with the appropriate weapon). Shoot dudes until they die, try not to get shot too much yourself, and don’t die. Pretty simple stuff.

    Victor gets a bunch of weapons throughout, which are common for a Max Payne clone. From the common pistols and submachine guns to gimmick weapons like sniper rifles and rocket launchers. Since he’s meant to be a cop, he’ll usually start missions with the assault rifle, which ended up being my preferred weapon throughout most of the game. It’s a shame, because in Max Payne he slowly built up his arsenal, forcing you to rely on pistols and shotguns until you get the bigger, better guns later on down the line. I rarely had to use my pistols or submachine guns unless I was completely out of ammo in those other weapons.

    Hope you like motion blur, cause this game loves it.

    Since bullet time is a core mechanic, Tab activates the slow motion while Shift does a shootdodge. Killing enemies refills the bar even while in bullet time, and Victor reloads weapons instantaneously while in bullet time, meaning certain weapons become literal bullet hoses. This made certain parts of the game a bit easier, though not by much.

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  • A little Weekend Writing about Darksiders.

    A little Weekend Writing about Darksiders.

    It’s been a while since I’ve done a Weekend Writing post. The last one was BioShock 2 way back in July, in fact. While I may not do it every weekend, it did inspire me to write about things I probably wouldn’t have otherwise. This one is no different, but it also spurred from a conversation a friend gave me.

    Anyone who checks this site at a cursory glance may notice I often write about about action games and shooters. Hell, the last post was Rambo: The Video Game, literally a light gun shooter. I’ve written about them so much that some friends have called me a “shooter guy,” which makes me feel like I don’t write about anything else.

    Today, we’re gonna change that. This ain’t about a shooter even though shooting’s in it. This is a game that’s a weird cocktail blend of everything, yet somehow it works without outright falling apart.

    I’m probably not the only one who’s confused this with a handful of other games that start with the name “Dark.”

    Darksiders is one of many games I’ve bought several years ago and only just now got around to. I got a free code from GameStop’s Impulse service many years ago, back when I had written about Stoneloops! of Jurassica. I never got around to it in 2012, but did end up with an extra code thanks to getting the Humble THQ Bundle, back before THQ got swallowed up by some German conglomerate and before Humble Bundle became Just Another Digital Storefront. Man, 2012 was a much different time. I eventually passed the Impulse copy to a friend since it came with a Steam key.

    I played Darksiders through the more recent Warmastered Edition, which was given free to those who already owned the original, which was a nice thing on THQ Nordic’s part. Warmastered Edition is one of several times THQ Nordic gave punny subtitles to the names of their remasters of Xbox 360 and PS3-era titles. (SEE ALSO: Darksiders II: Deathinitive Edition, Red Faction Guerrilla: Re-Mars-stered Edition, etc.)

    I didn’t play the original, so I can’t do a compare-and-contrast, but if I had to guess, there’s likely some polished graphics and optimization improvements but otherwise is identical to the original release. Perhaps the remaster has bigger impact graphically on the Xbox One and PlayStation 4, where they likely run smoother than the 360/PS3 original, but I can’t say.

    Darksiders’ story is fairly simple: It involves the spirits of Heaven and Hell fighting for dominance and causing the end of days, which Our Hero, War of the Four Horsemen, trying to stop and make sense of this. Eventually he’s dragged near death, but bargains on one condition: To figure out who done this, with the goal to be freed.

    So much detail for something barely seen this close.

    I’m gonna be honest: Darksiders’ story is really, really dumb. It’s something a 7th grader would’ve wrote doodling on a notebook while listening to Avenged Sevenfold. The whole game is trying to be edgy and hardcore with its story, but it comes off as incredibly silly. It alludes to The Four Horsemen and uses elements of Greek mythology in bizarre ways. Hell, War broods so much that even Kratos from God of War would tell him to dial it back a bit.

    Granted, I did not get this game for its deep, impactful story. I heard it was a good hack and slash game with some elements of The Legend of Zelda, and while I do come off as “the shooter guy,” I try to dabble in other genres so I don’t get burnt out as easily. So let’s dive in.

    Time to wreak havoc on these fools.
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  • Rambo: The Video Game: Torque bow sold separately.

    Rambo: The Video Game: Torque bow sold separately.

    The Rambo series of films are an interesting timepiece. The first film, aptly titled First Blood, features Sylvester Stallone as Vietnam war veteran John Rambo being chased from some irate cops in a small Washington town, and is more of an action-driven thriller. However, Rambo: First Blood Part II and Rambo III are definitely action movies in the simplest sense, something that could really only be made in the Reagan-dominated 1980s.

    They’re cheesy as all hell, and a little bit unsettling these days – especially the more recent entries, John Rambo and Rambo: Last Blood – but I can appreciate their relevance in pop culture all the same.

    Over the years there’s been a handful of Rambo video games, mostly of average quality. One of the more well-known ones was Pack-in-Video’s Rambo game on the NES that was a knockoff of Zelda II: The Adventure of Link, and many of Sega’s games throughout the ’80s. After Rambo III, there weren’t any games featuring that M60-wielding muscle man, unlike similar action films like Robocop that got games years after the films were relevant. Cut to 2014, several years after the fourth film, and at a time when the franchise couldn’t be any less relevant, and somehow we got… this.

    “I’m sorry they sent you to such a hellhole, John.”
    “I’ve seen worse.”

    Rambo: The Video Game is the most recent attempt to make the action movie series into a video game. With so many years between the last major Rambo game, you’d think we get a really solid adaptation of the film series, right? Wrong. Developer Teyon and publisher Reef Entertainment brought this out to critically negative reviews, from gamers and fans of the films alike.

    So, what’s the genre they opted to go for? First-person shooter, right? Perhaps a third-person cover shooter? The answer to that is neither: It’s a light gun game. Considering Teyon’s pedigree – they made a majority of the Heavy Fire series of light gun games – it seems fitting, but also very limiting.

    “Let’s commemorate this man by being glad the bastard’s gone, that’ll show him.”

    So how does the game piece the story together? Well, our game begins with a cutscene of a military colonel talking about John Rambo at his funeral, retelling his stories of war, while satisfied the man’s dead.

    This is amazingly inaccurate it hurts. Not only does Rambo live after the events of these films, it just comes off as incredibly comical and not at all powerful or emotional. I honestly thought this was a reference to a small scene in one of the films, but nope, this was made specifically for the game. I don’t know why they opted to tell the story this way, but it’s really really dumb.

    For a game released in 2014, this looks… pretty bad.

    After that, we’re thrown into a cutscene that takes place before the events of First Blood, featuring Rambo (with digital Stallone sporting a mustache just as ugly as he did in that movie) escaping from a camp. Then the game begins, in all its light gun glory.

    Now’s not a time to reload, Rambo!
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  • Alpha Prime: Plunging back to the world of eurojank.

    Alpha Prime: Plunging back to the world of eurojank.

    As I’ve been writing about random games for years at this point, I’ve started to look back at the various cheapo bargain bin games I’ve written about. Most of them were made here in the United States and published by ValuSoft, the most infamous of bargain bin game publishers. Other times I’ve written about stuff a little lesser known, like City Interactive’s Enemy Front. But sometimes, despite owning many different bargain bin games over the years, there’s a few that made me wonder “Why the hell did I buy this?” Alpha Prime fits that bill perfectly.

    A shame I have no idea who Ondrej Neff is. They should’ve done what they did with Metro 2033 and make a novelization of the game that’s somewhat difficult to read in English.

    I honestly can’t remember why I bought Alpha Prime. Maybe it was $1 in a Steam sale. Maybe I saw someone show me a dumb video about it, and it looked so bad I couldn’t resist giving it a try. Regardless, I had the game in my backlog, and I felt like I needed something drastically different from BioShock 2, which I had just finished and written about recently.

    Alpha Prime is made by Black Element, a development studio based in the Czech Republic. They were part of a collective called the Independent Developers Association (IDEA), founded by Bohemia Interactive. Suddenly it makes sense why the makers of ARMA and DayZ published this mid-2000s budget FPS. At least, according to the Steam store page.

    Since I have a penchant for rough, janky games made in Europe, I decided to give this a try just out of morbid curiosity. Let’s just say the experience was rather… unpolished.

    It looks like Arnold isn’t even interested in Livia’s advances. Wonder if that’s a side effect of the Hubbardium.

    The plot goes like this: Arnold Weiss (or Arnie as some call him) is a former soldier who was stationed at Alpha Prime, an asteroid full of Hubbardium, a fictitious space rock that is said to give people special powers. After being egged on at a bar by an old fling named Livia, he goes back to Alpha Prime to help his buddy Warren, and stop his group from mining more Hubbardium. But then disaster strikes.

    Those are words that *can* be used to make a sentence, but I can’t make heads or tails of it.

    At least, I think that’s how the story goes. Naturally, since this was made by Czech people, English is not their first language. There is lots of stilted, awkward dialogue in this game, combined with a bunch of spelling and grammar mistakes that made it very hard to comprehend the game’s story, and I ended up ignoring it after a while.

    Leaning? shooting behind cover? Yeah, this is definitely a 2000s era FPS.

    Alpha Prime is a by-the-numbers FPS. Shoot dudes, try not to get shot too much, that sort of thing. The weapons are standard FPS fare for the time: pistol, shotgun, assault rifle, grenades, the works. There’s some interesting ideas, like the assault rifle being a mini gatling gun, but it acts no different than your standard FPS assault rifle.

    These uses of the ReCon could’ve been useful, but most of the time it’s used to look into cameras, which isn’t really as useful.

    The game does throw a couple interesting ideas, however. At one point you acquire a ReCon, a device that lets you hack into cameras and activate platforms and traps. It’s kinda neat in spots, but in most cases seeing into the next area won’t help you that much unless there’s a trap inside to make combat easier.

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  • A little Weekend Writing about BioShock 2.

    A little Weekend Writing about BioShock 2.

    I’m starting a new idea for the blog called Weekend Writing.

    Weekend Writing is an experiment for me to try to write more often. Some posts may be about things that I don’t think merit a full article, or may be me talking about games I’ve recently played in an attempt to play more games than I usually do.

    There’s no guarantee every weekend will have a Weekend Writing post, but I hope I can stick with this idea for a while.

    This still looks pretty good years later.

    As of this writing, I finished BioShock 2 Remastered. Part of BioShock: The Collection, it’s one of those fancy HD Remasters that was released for the current generation of platforms and PC. I had finished BioShock Remastered back in 2016, not long after beating BioShock 2 for the first time. Since it had been a few years, I figured it was time to go back to it, just to have something to play in the meantime, and to see if my opinion has changed on the first two games.

    Something I didn’t know until looking through my screenshots for this and the original: This credits sequence is different in the remaster. Looks nicer than the original.

    I say first two because despite buying it way back in 2014, I still haven’t played BioShock Infinite. Maybe some day.

    BioShock is a pretty cool series. A stylistic art deco first-person shooter with skills, hacking and magical abilities; the game came out in 2007 to universal acclaim, some putting it on their “best of all time” list. I’m not one of those people, though I do consider it to be a solid game.

    Shout out to the artists at Irrational and 2K Marin for making a cool world to look at *and* roam around in.

    BioShock shares several elements with System Shock 2, considered a spiritual predecessor to BioShock. Fitting considering both were developed by Irrational Games. Stripping away the futuristic space motif for Rapture’s 1950s look was a wide decision as it gave them a fresh, unique environment to work with. BioShock’s look and feel is something I haven’t seen in a big budget game before or since, the closest is maybe Fallout. I’m surprised this style didn’t get ripped off more.

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