November 03, 2010 by Greg Noe
A few months ago I was emailed from a reader requesting I give Dwarf Fortress a try. He described it as “pretty complicated” but asked that I follow a series of tutorials written by a devoted fan. I gave the game a look, skimmed over the tutorials, and shelved the idea of playing it. Dwarf Fortress seemed a bit overwhelming and having been on a bit of a NetHack kick last year I was feeling a burned out with ASCII gaming.
I decided it was finally time to give it a chance though, so here’s my first hour playing Dwarf Fortress. The game is currently in development (and has been for the better part of the last decade), but since the tutorials I’ll be following are for a specific build from back in 2008, that’s what I’ll be playing. So keep in mind that while I have never played Dwarf Fortress before, I will be following the walkthrough site pretty closely (and using the included saved game, though nothing has been built out).
This seems like a great time to visit Dwarf Fortress, with the success of another indie darling, Minecraft, generating huge waves and sales; super-deep sandbox games are big right now. So let’s get this started and dig into Dwarf Fortress on the PC.
Read moreNovember 02, 2010 by Steve
Welcome to another Audio-Visual Experience, brought to you by the First Hour. Again, these articles are specially created and intended to give you a varied, concrete experience of the game's sights and sounds without having to actually play the game yourself. Whether you haven't played the game or have already completed it but need a reminder or some nostalgia, this experience is for you. However, if you think you may play the game anytime in the near future and would prefer not to be spoiled, you should probably avoid this article, as it contains direct spoilers at times, up to and including the ending. For a complete first hour experience, you can view the first hour of Penumbra: Overture.
So sit back and enjoy the stylings of survival horror masters Frictional Games in their original release, Penumbra: Overture.
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November 01, 2010 by Greg Noe
Remember that big game from late last year? The one with all the controversy where you shot civilians in an airport, defended America's cities against direct attack, and weren't allowed to run your own multiplayer dedicated server? Yeah, that one. Call of Duty: Modern Warfare 2. In my circle of gaming friends this game came and went. I beat it and pretty much put it away for good. Apparently it is still really popular though, and I like to keep track of every game I beat now, so I present my full review of Modern Warfare 2.
The game was released on the Xbox 360, PlayStation 3, and Windows, and is the direct sequel to Call of Duty: Modern Warfare, a game that features what I believe to be one of the best first hours I have ever played (so good, in fact, that I went on to beat the game in one sitting). The game as a whole was also very good, so I had high expectations for Modern Warfare 2. The first hour of it was impressive and pressed me to play on (but across multiple sittings this time), but in the end, it wasn't able to hold my attention as much as the original.
Here's my impression on the single player campaign, I did not play enough multiplayer to properly grade or judge it, in my opinion.
Read moreOctober 29, 2010 by Steve
Just in time for Halloween, we have a special first hour of Penumbra: Overture. Released in 2007 by indie developer Frictional Games, Penumbra: Overture is the first in a trilogy that promises to be a uniquely frightening experience. As part survival horror, part puzzle solver and part first person shooter, initial previews evoke thoughts of Half-Life 2 infused with terror, which is just fine with us. I've heard great things about the game for a while, mostly from flattering word-of-mouth. This is as good a time as any, after purchasing it from the Humble Indie Bundle several months ago.
For this first hour playthrough, we've trying something a bit different. I played through and recorded the initial first hour and then sent the video to Greg, who then watched and wrote what he saw and felt during the run. I was curious in seeing how his experience would differ from mine, especially since third-person impressions are so important to overall game opinion, especially when it comes to making purchasing decisions. So I'll hand this off to Greg (while adding some extra comments I deem appropriate) and then bring it back for the conclusion.
If you wish, you can follow along yourself with the provided Youtube videos. Apologies about the graphical and slight sound sync issues, but you can blame Youtube for those.
Read moreOctober 27, 2010 by Greg Noe
I’ve played a few iOS games this year, mostly just picked stuff up from word of mouth or something a friend developed. I started hearing about this little simulation title called Game Dev Story, and after reading up on the premise and reading about some crazy sounding experiences on Twitter, I had to check it out.
In a way, it’s basically in the genre of games my wife loves on her iPod Touch: the simple yet addictive management simulator. She loves Sally’s Spa and Diner Dash (and I’ll admit, I tried them both out and while I could easily recognize why someone would like them, they quickly became stale), and on the surface, Game Dev Story isn’t much different.
But it is different, and that’s why I’m bothering to write about it. Warning: Game Dev Story is extremely addictive, deep, and funny. Read on for my review.
Read moreOctober 25, 2010 by Nate
It seems "epic" has truly made it big this year, finally being promoted from the back of the box to the title. Not only has the game formerly codenamed "Epic Mickey" been finalized as "Epic Mickey," but Nintendo announced and released their own titanic mega-game worthy of the term: Kirby's Epic Yarn.
Wait, seriously?
That's right, a series that has seen the words Squeak, Dream, and Tumble in its marquees is now Epic. And made of yarn. The title, of course, is a play on the word "yarn" used as a story and also the fact that everything in the game is made of fabric and knitting. But those same reviewers whose five-stars and upward-thumbs sit alongside the word on so many rear covers are giving a game that ironically uses it on the front the same treatment.
I played an hour (and then some more). Would Nintendo want to put my words on the back of the box?
October 22, 2010 by Greg Noe
Rock Band 3 is due out very soon and I just read that there will be a Nintendo DS port of the game. Unlike Guitar Hero: On Tour, there will be no bonus peripherals used to control the game, just the regular buttons. If this sounds odd to you, well, the experience is already available! Harkening all the way back to Harmonix's first game, Frequency, released in 2001.
After Frequency and Ampltude grew a cult following, the rhythm music game world exploded with Guitar Hero and Rock Band. No more would we press mere buttons on a controller, but now we will press buttons on a plastic guitar (not hating, I love the Rock Band series)! I thought we would never see the classic button pressing gameplay ever again, but gaming history likes to repeat itself, and I recently discovered that Harmonix has brought it back with Rock Band: Unplugged and LEGO Rock Band DS.
Seeing as I don't own a PSP, I sat down to the odd combination of LEGO and Rock Band. Released about a year ago alongside its PS3/Wii/Xbox 360 big brothers, the DS version was hampered with a smaller soundtrack and no downloadable content, but it is available on the go. And of course, if you're a fan of Frequency and Amplitude, then it might be time to return home.
Read moreOctober 20, 2010 by Steve
Theologically, limbo exists as a state of divine neutrality, a residence between heaven and hell. Limbo by Playdead Studios displays this fuzzy pseudo-reality in its presentation, but with a sinister twist. This limbo can be cruel, grewsome and even downright evil. Bear traps randomly lie on the ground, forever waiting just for you alone to trigger them. Giant spiders hide in caves, hoping you'll wander close enough for them to skewer with their giant legs. In Limbo, ghost children satisfy their concept of play by settingup guilottines and buzzsaws to shred you. This game is in no way particularly kind.
However, that cruel nature only adds to the atmosphere as the player must remain constantly aware of the presense of death in this bizarre, mysterious minimalist world. In this world and state of existence, death is the norm. Beginning as a stylistic proof of concept by a disgruntled game artist named Arnt Jensen, the concept soon flourished into a full game as Jensen subsequently co-founded Playdead Studios with Dino Patti to develop his idea. Originally planned for a PC release, Playdead was able to procure Dutch government grants and investor support while eventually deciding on an Xbox Live Arcade release, likely to avoid piracy worries and possibly for 360 exclusivity bonuses provided by Microsoft. The game eventually released this summer on July 21st during the 360's "Summer of Arcade." So, how does the final product match atmosphere and action? Does the constant presence of death help or hurt player mood and motivation? Let's take a deeper look and try to decide.
Read moreOctober 18, 2010 by Greg Noe
Having just finished Split/Second last night at the midnight hour, I’m ready to talk about the experience. It was an intense, blister inducing ride that brought great joy and frustration to this veteran gamer. As I mentioned in my first hour review of the game, I’m not a fan of realistic racing games, but arcade racers like this and the Burnout series have a very special place in my heart (and on my game shelf). The first hour of the game blew me away, even though I played it almost two months ago, I remember the evening vividly. Split/Second was going to rock.
I just reread Ian’s full review of Split/Second (we received a copy of the game from Disney, the publishers, and have been passing it around the writers here - look at the perks for writing for this site!) and I really have to agree with almost every single point he made. It’s a really fun game but can be incredibly frustrating at times. I wouldn’t go as far to say as there’s all out NFL Blitz style rubber band A.I., but the computer is a very challenging opponent, and there are seven of them out there on the track with you.
There’s a list of things I found wrong with the game, but I’d really like to start off by saying that this is a really good game. If you like arcade racers like Burnout, you will enjoy Split/Second. If you like unique genre-mashing experiences, this game might be worth a try. Here’s my full review of Split/Second for the Xbox 360.
Read moreOctober 15, 2010 by Nate
It's not uncommon for a game's narrative concept to change mid-way through development. Story is just one of many factors that go into a title's creation, after all, and is probably the most malleable. Alterations to the game mechanics from the original plan often crop up during the creation process, and the story is adapted to reflect them. Other times, a new intellectual property will be merged into a proven franchise in order to create instant brand recognition. Before it was a celebration of all things Nintendo, Super Smash Bros. was "Dragon King: The Fighting Game." Star Fox Adventures started out simply as "Dinosaur Planet."
Such is the case for the newest installment in the Castlevania series. Lords of Shadow was originally the title, not the subtitle, and had no real connection to Konami's classic series. It also went through a few of those oh-so-common story adaptations. It was originally pitched as a remake of the original Castlevania's tale of Simon Belmont, but eventually became the series reboot released last week. And a reboot is something many would say Castlevania sorely needed: five attempts at a 3D installment of the series ended with five instances of mediocrity, and it's obvious that some fresh perspective would help, here provided by relatively unknown developer MercurySteam.
The game found its way into my mailbox last week, courtesy of GameFly. I'm a noted Metroid-vania fanatic, though my time with Lament of Innocence a short while ago was largely underwhelming. Does the reboot take the polygonal half of the franchise a step in the right direction?
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