First Hour

Tyler Smith's reviews and writings

Dishonored

First Hour Review

October 12, 2012 by Tyler Smith

Dishonored CoverDishonored, the new property published by Bethesda (The Elder Scrolls; Fallout) and developed by Arkane Studios (Dark Mesiah; Bioshock 2), is a brave and original story looking to enter into a decaying console cycle – the time when the sequel and spinoff reign supreme. It has to be said, the sights are firm and the course is true; Dishonored is looking to contend for Game of the Year status – and so it should. Arkane Studios has talent from across the globe, and a laundry list of prior experience. From Bioshock to Half-Life 2 to Deus Ex, and many more, Arkane’s capability holds great repute.

Dishonored sets off to be the spiritual successor to the very franchises that inspired it and you would be hard-pressed to find a reason why it does not fit the bill. At its core, Dishonored is a first-person stealth action game. You are able to sneak around quietly, hit confrontation head-on, or some other combination of the two. The level of freedom here is something that would make any long-time Deus Ex fan smile. It’s not just about the gameplay, though – the level of presentation on display is top notch.

Before getting into the review-proper, I want to touch on the design and visual presentation; its uniqueness begs prying eyes to observe. Dunwall, the city setting in Dishonored, is designed by the very same man who imagined City 17 in Half-Life 2. Visually, I get the sensation that Arkane started with something relatively gritty, and then moved the entire art-style in the direction of pastel and caricature. It’s just utterly dripping with style and brave design choices. The character design in particular is especially reminiscent of old political cartoon artwork, with all the exaggerated features necessary to convey a character without words.

Now, it’s not all sunshine and roses when it comes to the presentation. There are elements of the game that feel somewhat dated. While the character design is a pure joy of originality, the animations leave something to be desired. I’m never left with the sensation that these are alive, even for a moment. There’s also not much in the way of post-effects being leveraged. You have god-rays, dynamic shadows, and that’s about it. And while the artwork is incredibly balanced and fitting to itself, I found myself reaching for my video card’s anti-aliasing controls in short order just to get everything to sit better with the art style. Neither the MLAA or FXAA solutions quite cut it – the jaggies on display just detracted from the pastel effect.

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This Generation is Over

Editorial

August 1, 2012 by Tyler Smith

Alan Wake CoverAs we stand on the precipice of a new console generation, the old argument begins to show its ugly head: “We don’t need a new console generation yet,” or “the console is holding back the PC.” In this generation, more than any other I remember, the argument is loud and salient. Traditionally you had hard-core PC gamers on one side stating that consoles were lagging behind, and the hard-core console lovers on the other asserting that the current generation was still producing quality games. The reality, of course, is that developers always want more to work with, but they also need to be profitable. This, of course, doesn’t mean that all of them are going to push it to the maximum, but more horse-power gives the developer the freedom to choose how they use it as opposed to spending their time and money eking out every last drop of performance available (see: XBLA/PSN releases).

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Superman 64

Clocking Out

July 18, 2012 by Tyler Smith

Superman 64 CoverIn the world of awful games, one title will often be raised: Superman 64. You'll often hear about its terrible graphics or awful controls, but up until today, I had never been subjected to it. I was tasked to see how long I could play it before I couldn’t take it anymore.

Clocking Out is our new feature which pits one of our writers against a bad game and sees how long they can last. It's a test of endurance, willpower, and foolhardiness. There have been first hours in the past where our writers wanted to give up before it was over, but now they can admit defeat and clock out whenever they'd like.

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