Category: Reviews

The various opinions I have of many different video games.

  • 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.

    (more…)
  • 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.

    This article was originally up on Patreon one week early. If you wish to see this article before everyone else, you can pledge to my Patreon here. Just a buck will get you a chance to see this stuff early.

    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.

    (more…)
  • 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.

    This was available one week early for those who pledged at least $1 to my Patreon. If you wish to be one of those supporters, check out my Patreon here.

    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.

    (more…)
  • 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.

    This was available one week early to people who subscribed to my Patreon. If you wanna see posts like these before everyone else, you can support my Patreon here.

    (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.

    (more…)
  • 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.

    This was available for Patreon supporters one week early. Want to see this stuff early? All it takes is a dollar. Check out the Patreon here.

    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.
    (more…)
  • 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.

    This was available one week early to people who subscribed to my Patreon. If you wanna see posts like these before everyone else, you can support my Patreon here.

    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.

    (more…)
  • 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.

    This post was available on Patreon one week early. You can join the Patreon to see this post first and see some exclusive-to-Patreon posts for just $1. Check it out here.

    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.

    (more…)
  • 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.

    (more…)
  • 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.

    (more…)
  • 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.
    (more…)