Tomb Raider or Lara Croft & a Series of Fortunate Events

Post by Patrick


Tomb Raider has been part of our gaming culture for quite some time. The first game came out nearly twenty years ago. Since then the franchise has taken quite a nose dive in terms of quality.The majority of the games aren’t that good. Since then, Nathan Drake has taken over most of the treasure hunting and adventuring in the Uncharted franchise. No one has really cared about Lara Croft or Tomb Raider for the most part of 10 years, even though they still put out more than six games in that time. The only one that really made an impact was 2013’s reboot, Tomb Raider.


Tomb Raider is a lot of fun, the game does the important things right. Controlling Lara is great, she moves in a very fluid and realistic way. If you jump off a high cliff or building she’ll stumble as she lands while continuing the forward momentum. Which in turns makes a large portion of the game a joy to play. Square Enix made a vital decision in creating an open world for the players to explore and run around in. Another important aspect of the game is the upgrading your skills and equipment. Some games shoehorn these role-playing aspects into their games, but with Tomb Raider it makes sense since you’re controlling a young Lara Croft who is growing with experience every time you do something new in the game.

For the most part, this game is great. But it relies too heavily on gimmicks that it constantly repeats throughout the game. For instance, every time it seems Lara is about to fall to her death she lands on that one wooden plank that somehow doesn’t fall apart, even though every other plank around it are getting ripped apart. I understand if it happens once, maybe twice, but I lost count on how many times Lara survives a deadly fall. It spoils the feeling of immersion. There has to be countless of ways Lara could escape a building or tomb other than miraculously surviving a deadly fall. Or in one instance, somehow finding a parachute in a plane (or was it a helicopter) that looked incredibly old and decrepit.


Lara is 21 in this game, has never killed anyone before or used any weapons previously. Yet she somehow is able to beat seasoned warriors and mercenaries in one on one combat and in huge gun battles. I know this is a video game. I know this point might seem nit-picky to some people, but the developers made such a big fuss about Lara’s first kill and how it impacts her, yet 5 minutes later she’s killing with no remorse and with the efficiency of an elite soldier. By the end of the game she has killed hundreds. Which is probably more people than those mercenaries killed. I feel as though the developers missed a huge opportunity to make this game stand out, to make it more unique than Uncharted. Instead they took the easy route and turned Lara Croft into Rambo. Lara’s first kill means nothing if we don’t see her being negatively impacted by it.

But even with these issues it’s hard to deny that those segments where Lara some how survives aren’t fun. Those set pieces are entertaining. Fighting an onslaught of continuous enemies and gunning them down makes you feel like you achieved something by surviving. Getting a head shot with my bow and arrow on a guy who is zip lining down a cliff is incredibly satisfying. All these things I just complained about doesn’t take the fun out of the game, they just seem out of place in a game that tells the story of how Lara Croft came to be, how she became a bad ass. Instead of gradually building her up into that amazing adventurer, we find out she turns into a skilled killer and bad ass instantly after her first kill.


I still highly recommend this game. Microsoft did a great job securing exclusive rights for it because this new Tomb Raider has the potential to compete with the Uncharted franchise and more competition is a good thing. I also recommend reading this article on the original development of Tomb Raider and how it all fell apart for Core Design. Shows some insight on how hellish game development can be and how something with so much potential can be ruined.

So if you haven’t yet, grab this game, it’s worth it.


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Bloodstained Igavania

Post by Patrick


It’s been less than 24 hours since “Igavania” got started and while I was excited at first I’m not so sure anymore. The more I thought about this whole thing the more this whole Kickstarter thing rubbed me the wrong way. If I were an indie developer I would probably be discouraged about how these events played out. Koji Igarashi new game seems to have a lot of gaming “star power” pushing it, with the 8 hour stream that features Ergoraptor and Colin Moriarty not including all the well known dev’s pushing it on Twitter. The game got funded in less than 30 minutes and it stands at a little over one million dollars right now, breaking all stretch goals except the last two.


Can you guess which is Ayami’s art?

I have more issues with the game itself. The most obvious being the art direction. I complained about it at lengths on Twitter, but the concept art is not that good. Especially for an Igarashi Castlevania game. For those who don’t know, when you see good Castlevania art, that art was done by Ayami Kojima. So she started with Symphony of the Night, did art for the GBA Castlevania games and I believe the last one she did was The Dracula X Chronicles for the PSP. They went with the horrible, typical manga style art for two DS games and then went with an artist who tried to go back to a darker, more gothic theme for Order of Ecclesia.

Then there’s the fact that the game is not going to be a 2D Castlevania game. It’s going to be a 2.5D game. Whoever convinced Iga to do a 2.5D game is an idiot. Part of the beauty of his Castlevania games were the intricate, beautiful 2D visuals. Dracula X Chronicles, the PSP 2.5D remake of the Blood of Rondo looks like crap, the original Blood of Rondo had a much more interesting and unique style of graphics. The visuals gave the game more character. I’ve just never been a fan of 2.5D games. Mighty No. 9 is a game that’s gone 2.5D and the visuals for that game just aren’t upto par with the 2D Mega Man X games. The only 2.5D game in recent memory that was done well was the Strider.

Lastly, I think some of the tiers for the Kickstart are kind of pricey. It includes a $60 physical copy of the game, the problem I have with this is that this isn’t a AAA game for them to charge us AAA prices. $60 is already a steep price for games in general. At $100 it includes the physical copy of the game, a keychain, a slipcase, a strategy guide, a lapel pin, the soundtrack and your name in the credits. It just sounds like a bit much. But hey, they funded it so I guess I’m in the minority here.

I know this post is pretty negative but I’m still looking forward to Bloodstained: Ritual of the Night. I’m excited to see what Iga and his team put out and to see some gameplay footage some time in the future. Iga deserves all this attention he’s getting and it’s about time he gets some recognition. And whenever the game comes out, I’ll definitely be playing it.

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Striking Gold with Splatoon

Post by Patrick


Earlier this week Nintendo announced the Splatoon Global Testfire, essentially a beta of the game for everyone to try for only an hour at specific times set by Nintendo. For those of you who might not be familiar with Splatoon, it’s a shooter where the point isn’t to see who can kill more, but it’s about covering an environment in as much paint as possible. That’s at least the basic gist of it, the game will feature multiple game modes and a single player mode with a storyline as well. So instead of playing Monster Hunter with my friends last night, I was waiting patiently in-front of my Gamepad for the beta to start. It seems like I wasn’t the only one because once the beta started it felt like the majority of my Twitter feed was dedicated to the game. Nintendo basically made gamers, critics alike to schedule their lives around this one event so we can see what Splatoon is all about.

Nintendo really struck gold with the art direction and music that Splatoon is built around. If Nintendo can nail the single player mode than I think they have a new franchise on their hands. Considering Nintendo’s DLC plans for Splatoon the game might have an incredibly long life-span. It helps that the game is fucking fun. The rounds are short and quick and unless you have terrible team-mates, things can stay competitive till the very end. The beta featured 3 different maps, each map requires a slightly different strategy. Here’s where one of my complaints come in. You don’t know what map you’ll be playing when choosing which weapon you want to use. I’m not sure if this will be different in the main game, but knowing which map you’ll be playing can help determine which weapon you want to use. Not every weapon is effective in every map.

On the topic of weapons. A lot of people were using paint rollers online and have said the game isn’t balanced right because paint rollers seemed overpowered. I personally believe the paint rollers are a good newbie weapon, but it won’t be as effective once people play the game more. Each weapon has a secondary move/attack that can be effective against paint rollers, the Splattershot Jr. lets you can use bubble shields while the Splattershot lets you toss paint grenades. In the full game we’re also getting a bunch of equipment that will give players different stat boosts that I think will also help balance the game quite a bit. So I’m not really worried about one weapon dominating the rest.

So now we wait!

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Bloodborne: Love, Hate, Death

Post by Patrick


What I love about Bloodborne is that it feels like an adventure. The atmosphere in the game is so meticulously crafted. You don’t have a map so you’re never sure what to expect forcing you to rely on the senses to explore. As I was exploring and fighting through the streets of Yharnam I couldn’t help but feel stressed the majority of time, it was unnerving. I couldn’t put my finger on why that was. Yes, the game can be creepy, but it wasn’t Silent Hill. I think part of it was the fact that you don’t have a shield in the game, you have nothing to hide behind so you’re forced to push forward, to be aggressive, and not to be defensive. It pushed me out of my element and It encouraged me to play in a style I’m not used too.


Bloodborne has a reputation for being a difficult game, which I think is unfair because that overshadows the other aspects that makes the experience a lot of fun. It’s true that the game is hard, but it doesn’t feel impossible, it’s challenging. Having patience comes a long way in Bloodborne. Every enemy has a “tell” for every one of their attacks, their moves are very choreographed. The boss fights are tough, but every boss has a specific gimmick. You’re brain will want you to deal as much damage as quickly as possible, but that will only get you killed. The game rewards players who don’t rush through areas, useful treasures aren’t the only things you’ll find, but equally as important are the shortcuts you’ll unlock that will help you get around much quicker.


On the technical side of things, Bloodborne looks and sounds fantastic. The creatures you come across are incredibly creepy, gross and messed up. There’s nothing as hair raising as hearing the faint scrapping sound of a weapon being dragged by an enemy across the floor you yet can’t see getting louder, closer. The only real problem I have with the game are the loading times. In a game where death is prevalent, a 40 second loading time can be a nuisance especially when you just want to get back into the game after dying.


Now the problem isn’t that Bloodborne is too hard, the problem is that the major studios in the gaming industry are trying to cater to so many kinds of people that the majority of games are simply too easy, too simple. When a game is too easy you lose that sense of adventure. As much as I loved Dragon Age Inquisition it suffered from that problem. There were a lot of instances in Dragon Age were I would be shifting between feeling immersed and not. Making games easier and simplifying game mechanics isn’t necessarily a bad thing because it’s what helps bring in new gamers and it’s one of the reasons gaming has become such a popular hobby. The problem is that there isn’t any balance. A lot of developers rely on difficulty settings to try and please players looking for more of a challenge, but setting a game on hard is different than playing a game that was specifically designed to be challenging. The only thing higher difficulty settings do are usually increase the enemies health and maybe place more enemies. Most of the time it just makes the game feel cheap.


I enjoyed playing the Dark Souls series, but I felt that they were slightly overrated. The games garnered a lot of praise and critics seemed to gloss over the negatives like the annoying and frustrating level designs and the vagueness of the basic core game play elements so you were either left to guess what things did or you were forced to go online to do some research. With Bloodborne it’s as though creator Hidetaka Miyazaki and From Software learnt their lessons past games because the quality of Bloodborne really blows the previous Souls games away. It’s the first killer exclusive the Playstation 4 has gotten and probably the best exclusive when compared to what the Xbox One has to offer. Bloodborne is more accessible than Demon’s Souls and Dark Souls, so if you’re looking for something different or something more challenging than the average game I would definitely recommend Bloodborne.


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Playstation Plus – March

Post by Patrick

Oddword Abe’s Oddysee – New ‘n’ Tasty!


This is a remake of a game I remember playing on my Playstation 1 back in 1997 (or 1998?). I wasn’t really a huge fan of the game at that time because I was spending most of my time playing RPG’s and even though I enjoyed aspects of Abe’s Oddysee I never devoted enough time to it to fully appreciate it for what it offered.

Abe’s Oddysee is a 2D puzzle platform where you play as Abe to try and rescue as many Mudokon slaves as you can while you attempt to escape Molluck the Glukkon and RuptureFarms. The game looks great and can be pretty challenging at times, this is definitely going to be a game I play for a long time.



Counterspy is a 2D metroidvania inspired game that features stealth elements. The game is easy to play making it a perfect pick up and play type game. Visually Counterspy has a fantastic art style. The game is played mostly from a 2D perspective until you take cover behind a wall or obstacle, which changes the games perspective, moving the camera right behind you which looks cool. As you progress through the levels you find safe’s that include blueprints for new weapons you can use to unlock new guns. There’s a story but really, it’s not that important and the strength of this game lies in the gameplay.

OlliOlli 2: Welcome to OlliWood


The first OlliOlli game received a lot of positives reviews, I was never a big fan of it. My three favorite aspects of the game was the controls, the combo system and the music. But I disliked how the game looked. I love 2D games, but OlliOlli looked cheap, like the dev’s didn’t put in any effort in the art style or what the world should look like. The levels also didn’t do it for me, they were uninspiring and bland. There wasn’t anything exciting about them. So when OlliOlli 2 was announced I wasn’t looking forward to it. When it was announced it would be a free download for members with a Playstation Plus account I decided to try it out and I’m glad I did.

It’s a big step forward in the series. Visually the game looks better, the world is brighter and not as bland as it was in the first game. The art style is better and more consistent. The music is even better than it was in the first game. The dev’s added new features in the game like the ability to pull off manuals and grind-switches among other things. The manual is probably the best addition since it lets you bust out a combo that lasts the entire length of a level.

Check out this video of me going through one of the early levels in OlliOlli 2 to get a better idea of how the game works (and listen to that sweet, sweet music).

All in all, this has been my favorite month of being a Playstation Plus member since the release of the PS4. Check out these games and have some fun!

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20th Anniversary Sony PS4 Charity Auction

Post by Mark


Xcite are holding an auction for the limited edition 20th Anniversary PS4 on Saturday at Q8 Con, here is the info I received:

Enter the Charity Auction to OWN a 20th Anniversary Limited Edition PlayStation 4! All proceeds will be donated to Kuwait Centre for Autism.

Location: 360 Mall
Date: March 7th, 2015
Time: 5PM and registration begins at 4PM

Auction Regulations:
You must register to participate in the auction.
Only 100 seats are available.
Valid Civil ID is required.
Winner will receive the PS4 once full payment is made to Kuwait Centre for Autism.

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Win an Xbox One

Post by Mark


Alghanim Automotive are running a competition at Auto Moto 15 in 360 Mall. They have an Xbox One setup at their stand and whomever accomplishes the fastest lap will win an Xbox One at the end of the event. Fairly simply competition.

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Play classic DOS games in your browser

Post by Mark


Prince of Persia, Test Drive III, Terminator 2 – Judgment Day, Pole Position and around 2,300 more games are now all available to play online for free. Check them out [Here]

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DriveClub Review

Post by Patrick


I’m not a massive fan of racing games, but I love playing them every once in a while. You need to devote time to play them right and I’m usually playing role-playing games or some adventure game. With that in mind Driveclub is the perfect racing game for me. It’s a bare-bones racer that removes a lot of unnecessary fluff. You won’t be spending time checking out cars and trying to figure out which to buy, you won’t be spending time modifying your car and you won’t be spending a lot of time in menu’s.


One of the things I like about DriveClub is that you can navigate through the menu’s quickly and everything presented to you is self-explanatory. You can be in a race within a minute of starting the game. I wouldn’t describe DriveClub as a sim, but I wouldn’t call it an arcade racer either. It’s somewhere in-between. You’ll be racing across five different countries ranging from Europe, Asia, North and South America. And each country includes eleven courses, each presenting a different kind of challenge. Racing against the computer A.I. is intense and fast paced, they are aggressive and will do their best not to let you pass. Which is a nice departure from racing against the mechanical, predictable A.I. present in the majority of other racing games.


One of the main features of the game is that you’re connected with the rest of the DriveClub community at all times. So you’ll be racing through a course and come across a variety of challenges placed there by others for you to compete in. If you’re successful in these challenges you gain Fame. Unlike other racing games where you compete for money you’ll be racing to gain Fame which is comparable to experience points you gain in role-playing games. You gain Fame by doing well in races, events, and challenges, and the more Fame you have the more cars you’ll unlock. You’ll also be able to unlock new paint jobs and designs for your cars.

Another feature of the game are Clubs. You can create your own Club or join someone else’s. When you gain Fame racing on your own, you also gain Fame for your club. It’s an interesting concept that makes you feel connected to your friends even when they’re not online playing. The better your club does, the higher ranked it is in the worldwide leaderboards.


Visually, the game is stunning. The environments are detailed and the dynamic weather is just incredible. The environments are meticulously detailed. The stars in the night sky are accurately portrayed, so the star constellations you see while you’re driving are accurate for whatever country the course is in and skies are randomly generated every time you play, so you’ll never come across the same sky twice. It’s great that the developers incorporated a photo-mode that includes different settings you can play around to get the picture you want. You access the photo-mode by pressing the touchpad on the PS4 controller, it’s straight forward and hassle free.

I think anyone who enjoys car games will enjoy DriveClub. It might not have the depth of games like Gran Turismo but it makes up for it in its no nonsense approach. There are some things that I wish the game did better, the drifting mechanic needs some getting used too and I wish there were more ways to customize the way your car looks. The single-player campaign mode is lengthy and it includes two free DLC’s that are available for anyone. There’s also a solid multiplayer mode so you can go up against others. I haven’t played the new Forza, but with DriveClub on the PS4, I don’t feel like I’m missing out.



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Post by Patrick


I don’t write much about mobile games, mainly because a lot of them are terrible. But every once in a while you’ll see a game come along that’s fun and unique, taking advantage of the touchscreen efficiently. In the past year we’ve been seeing better games come out on phones, Threes! (which won iOS game of the year), Monument Valley, Hitman Go, Oquonie and Terra Battle were some of my highlights. I was browsing Polygon’s website when I came across one of their new features where they recommend free or cheap games called Play This Now. The game they recommended was the highly stylized Framed.


Framed is a noir-inspired puzzle game. The goal of each level is to to re-arrange comic book panels in a way that allows your character to forward without dying or getting caught. The control scheme is simple but given its context it’s also fresh and unique, best of all it works incredibly well. My biggest issue with mobile games is that their control schemes tend to suck. Games on smartphones shouldn’t use traditional control schemes made to work with controllers, I don’t want to see buttons, it’s not intuitive. My favorite type of games are ones that use the touch-screen in a way where you’re not forced to continuously keep your fingers on your screen. Framed controls incredibly well and the only actions you’ll be making are dragging frames across the screen or rotating them. Simple and straight to the point, keeping your focus on the solving the puzzle, not worried about how to control your character.

Visually, Framed is outstanding. The animations are silky smooth, the art direction is spot on and the level designs are fantastic. The visual cues are placed in levels in a meaningful and non-obtrusive manner. The color theme for the game is mostly made up of a variety of blues, blacks and some greens, visual cues tend to be an orange, red or white. The music isn’t an after thought either, it’s jazzy, fitting the mood perfectly. At the start of a level, as you rearrange the comic book panels the music is quiet and subtle but when the action starts, the music picks up pace and crescendos. It’s obvious that a lot of thought has gone into every facet of Framed, which is a rare for a game that’s made for smartphones.

Framed is available in the Appstore for $4.99, pick it up.


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