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Tuesday, May 24, 2016

Dead Space

Space, the... FINAL frontier, kind-of. Today I'm silent protagonist Isaac Clarke. He and a group of Space Engineers travel to what seems to me a proper space ship. Only to find out everything that could go wrong, went wrong. In essence.... Humans exhausted all the resources of Earth, then when they find a "rock" on a different planet. No one stopped anyone and said, "Dude, maybe you shouldn't disrupt the nature of another planet." Instead , we do the exact opposite, and aliens invade the space ship. Thus stamping a new video game in the survival horror genre of games.







Like a true survival horror flick, Isaac isn't built for killing. We're starting from scrap with everything. Every gun, armor and minor tactic. Which is great for character development, if development is the key term we want to use. Controls are clunky as all get out and a constant learning curve moment to moment. I felt as though every 30 minutes the controller was switching button configuration, kinda like the ineptitude curve of Batman Forever on the SNES. Meanwhile, speaking of character development, like Ronan in Murdered: Soul Suspect we have a wife hanging over us and haunting our character. And again, like Murdered: Soul Suspect, it was really a huge waist of my time. To which I feel it would be really important to give video gamers a huge hint. The only video game with a dead wife worth caring about.... James and Mary from Silent Hill 2. Meanwhile we have to deal with the "team." The group of insignificant supporting characters include the following: two to three easily killable people due to lack of basic instinct to survive at all. A blond woman who'll tell you what to do despite everyone else telling her it's not a good idea. However, this goes against man rule number 5, "The woman is always right." So, far it's helped me in this game. Meanwhile there's Captain-Commander-General Umpty-squat who's constantly being verbally poned by the blond chick. So, off the side we'll get told to do shit for him because he's too caught up to do it himself. While not telling the other one what we're up to. Neither of this makes any sense, nor adds or subtracts characterization to the video game. It's like added voices to a video game because it wants you to know it's still involved with entertaining you with something of a storyline, goal or character. Thus, we're left not having relatable characters we can all love and adore, i.e. Rhoda from the Mary Tyler Moore Show. Instead we're dealing with surviving an alien infested space ship with two bimbos who are having military rank issues. Great...


I'll go on record to say for everything in a horror video game to be built on the trifecta of story, atmosphere, and gameplay. Dead Space nearly misses with the story and gameplay, but atmosphere nails it on the head. The only problem I felt through a majority of the game is how many shades of grey-scale could we traverse in a space ship? Every corridor and room is either grey, off grey, dark grey or sometimes. Wait for it, white and with a few hints of other colours. It's like the colour department was ran by a group of emo kids and one of them found the colour brown once. Thus the beginning of the movement also known as steam-punk. However, Dead Space saw the colour grey and said, "Ya'know, some yellow and red blinking lights once in a while would be different." Environments include the Shuttle Bay, Medical Department, Engineering and other significant areas of the space ship. The simplicity is built on the goal orientation of getting from point A to point B and killing nearly every alien to then turn around and get back to point A killing (again) the same aliens if not more in quantity and or difficulty. Thus continuing the story line. Examples include getting to the Engines, turning them online to then get back to the main room just so the space ship can get out of orbit from the planet we fucked with in the first place. Next, we travel to a gun bay. Shoot a bunch of asteroids, literally asteroids 1980's style and then going back to the same main room we started in. Just to travel to another trivial area. Yet, I'm still not convinced Isaac was the only guy in a group of three people who could have pulled this all off.


The overall package is complete with strengths and weaknesses all of their own. Dead Space delivers a new side to survival horror in terms of theme. Innovation is nothing short in terms of utilizing finally a game where gravity physics in a game is a variable. Or may I say an illusion as a variable. There are splendid moments of being in chambers where gravity no longer holds you down, meaning every part of the room is consequently both ceiling and floor. However, even in times of battling aliens it was a hit and miss of figuring out if the lack of gravity was actually making me feel like a little bitch. As far as weakness is concerned, for a horror game, jump scares are not scary... They're annoying. Especially when it's the above cast of characters communicating to you via Heads Up Display (HUD). Or a message from dead wifey for no reason popping out of nowhere in the middle of a dark hallow corridor. Never the less, timing of these moments couldn't be any more annoying throughout the game.

Sunday, May 22, 2016

Murdered: Soul (Un)Suspected

Ghost stories are all and good, and especially when the sales pitch is in the theme of a mock Sherlock Holes in Salem, Massachusetts. Like most sales pitches there's an ever slight creep of Swiss Cheese Syndrome. The thinner the slice, the more holes to find. Out the gate within five minutes of starting Murdered: Soul Suspect, Ronan, our fedora tattooed protagonist, is thrown out a window. But then we get this masked murderer grabbing his gun and shooting Ronan. Insult to injury.




The name of the game is walking around and finding our killer. First thing is first, tutorial mode of how to be a ghost. Low and behold there's other ghost among Salem. And as much of a selling point it is to be a ghost in a video game. The afterlife is really watered down with limitations which aren't even fulfilled through the end of game. Thus, the game becomes scripted hard. Instead of a fluidic video game script. Now on one hand the game has a great who's done it plot. However, the sub-plot of Ronan's wife became irrelevant. The plot twist was seen from a mile away, even after five hours running around aimlessly. Leading me to where our story is placed.

Salem has a rich history for America. However, how waisted is it for this game. Some people have called it a sandbox. However, the problem with calling this game a sandbox is the linearity of running from point A to point B. Unlike, "Prototype" or "Silent Hill." Running around aimless in wannabe New York or some horror town. Point is, not only has the game poorly developed characterization and playability and environment. Lets see what else went wrong.

Now Ronan can walk through walls, he can disappear in respective areas. And he can give wedgies to other ghosts too. However these tricks become insignificant two thirds of the game. Especially when the first plot twist rolls around and though the game really wanted me to be stealthy through a particular area. I found it was even more practical to just run through the area Rambo style. Also known as my Super Mario World play through.

As for the Mystery.... Here's the brake down.... You'll be in a room with a bunch of clues. Name of the game is to find all the hints and deduce what might have happened. The headache comes in when the developer really thinks we're so fucking dense. A question was, "What happened here?" In my head, given the clues I gathered, the least likely blatant answer I thought the game was really look for was, (I'm not shitting you) "A murder happened here." Um, excuse me game for not thinking I seriously needed to tell you a murder happened. It's in the game title! By the way, this isn't the only example. The game does this nearly ever 'level' and it's not only annoying, but irrelevant.


Though the overall concept of Murdered: Soul Suspect is plausible to be entertaining. The real problem is the fact it's a game built as a "pick your path" but seriously only has one true path. It a game which only cares about the who done it plot. While also trying to make other aspects relevant. Meanwhile, after a couple hours playing the main plot... The game seems unfinished. And even if the game wanted me to play a second time through I wouldn't even waist my time again.