Dementium II

It's a shame that games like this must be so hampered by their platform. Dementium II has a contemplative, unnerving narrative with an unoriginal yet effective look that truly belongs on a console. It's difficult to create or embrace a proper horror atmosphere on a 3 inch screen with a MIDI-esque soundtrack, and it certainly doesn't do the combat any favors. The end result is unfortunate but promising.
 

The whole plot of Dementium II is quite intriguing, but lacks substance. You are William Redmoor (I think) and you're in an insane asylum (or is it?) for killing your wife (or did you?). Now, the eponymous Doctor did something to your (brain surgery… maybe) and accidentally (…) unleashed evil creatures from your mind. It wants you to entertain the notion of a big twist ending somewhere inside, but it can't really decide on one reality or the other. The characters are terribly one dimensional and the enemies feel more like obstacles than the demons trapped in your psyche, but since when did simple spoil a good horror flick?
 

What I can gather from reading over the first game (subtitled The Ward) really doesn’t help to explain anything at all, about itself or its sequel, both of which seem redundant. I found myself trying to delve further into the story and pondering its finer moments (there were indeed a few) as an afterthought, but the atmosphere that the game strives for is still barely out of reach. The unfortunate part comes when I imagine how well this eerie story could be told if it were fleshed out with cut scenes that do more than introduce you to your newest baddie. Give William Redmoor a proper retelling and two joysticks and he’ll be the next Alan Wake.
 
The first person shooting is handled incredibly well, feeling effective, agile and immersive. Your weapons and enemies are diverse, but none of it really connects. The boss fights are epic and challenging, but grow boring after the first 1/4 of the fight as you uncover the enemies weak spot and proceed to hit it at the right moment ten times over. It's usually easier to just avoid combat altogether to save your ammo, health and progress than to engage in battles that usually feel pointless and methodical.

Outside of combat, there are puzzles that range from challenging cyphers and lock mechanisms, to locked doors requiring a password hiding in the one room you forgot to search a mile back. The lighting effects do wonders for the all-important horror ambiance, particularly the flashlight mechanic, but all the action is deflated by predictable AI and feckless presentation.

I can’t not say it: Dementium II is pretty good for a DS game. What I can say is that I am excited about the rumor of a console remake that I’m starting here, because it’d be damn great if it came true.

Likes:
  • Get around the flat characters and the narrative can be quite enthralling
  • Long enough to keep you busy, but short enough to keep your interest
  • Controls get the job done
Dislikes:
  • Exemplifies how platform can hinder an otherwise quality game
  • Too many small annoyances overshadow the whole experience
  • Deserves the full treatment on a console

Review Score

 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Alan Wake


Imagine, if you will, a game of suspense and action, that threatens your expectations. A game where the characters are stock, but interesting; where the combat is solid; and where the inspiration is clear. You're are now playing: Alan Wake.

The first instinct to avoid with Alan Wake is expecting a horror game. As such, Alan Wake doesn't contribute any technical innovation to the genre, nor does it foster any sense that your assumed expectations will be met. Rather, keep in mind that Alan Wake is a quality thriller novel built on the classic foundations of suspense gaming, to the point that the story becomes a mechanic. The game makes quite sure you're aware of this intent, consistently providing characters, events and thinly veiled references to present the sum of all suspense. Yes, this is "H.P. King presents, Resident Evil 4: The Eternal Darkness Zone in LOST, a Danielewski production", but that's the point. It's not entirely frightening, but plays off of your expectations of horror and suspense to a stunning degree. The final product is a compelling and encompassing ride delivered as a successful attempt to transcend a gaming narrative.

In Small Pacific Northwest Mining Town A (aka, "Bright Falls"), you are a crime/suspense writer well versed in the horror inhabiting the town you and your wife are unknowingly vacationing in. Throughout, the characters of Alan Wake are fairly stock, but again, small clichés like this seem to be intentional, if not fitting. The plot is original enough and certainly engrossing, but its construction and use are of the highest caliber. Of the many vague and tampered memories Alan still has, one lost memory is of the pages of the transcript he finds scattered throughout the town. These appear to be written by him, but they are telling his story. They tell the future. While vague enough to avoid any spoilers, these pages taken from random points in the past, present and future of the story Alan is in serve to brilliantly enhance the plot and bend the players perception of the specific events and the overarching narrative. There are rather obvious plot occurrences, but it is all part of one of the most ingeniously constructed narrative experiences this generation.


The gameplay in Alan Wake is simply solid. It serves as a evenly memorable vehicle for the story and nothing more or less. Darkness is the enemy. It is not the absence of light, but rather something knowing, plotting, hungry, corrupting. Your enemies are darkness become human, and axe-wielding too. On your side, then, is light. It is your gun, your save point and your infantry. Concentrate your flashlight on your enemies to break the darkness keeping them untouchable, then put a few shots from your pistol or shotgun to good use. The shadowy presence you are fighting possesses various axe murderers, some fast, some strong, some big, but also inhabits tractors, gates, allies, trees and houses. Unsure of your state of mind and the proper reality, the dark presence is a deeply threatening and disturbingly real foe.

I hesitate to call this a game while realizing that only a game can produce such an experience. It is built like a first class novel; it unfolds like classic cinema; it is enthralling and captures a sincerely unique experience. Somehow, even the negatives such as stock characters and clearly predictable plot points are still used to great effect. The narrative breaks up severely into chapters, going so far as to feature "Previously On…" segments, which will work flawlessly with any future DLC. Despite a small excess of tedium, I am surprisingly called back to replay.


I truly hope that Alan Wake is a sign of things to come. As various forms of media have blended together for years elsewhere, this kind of engrossing and nearly meta product exceptionally defines the transition of "game" to "experience".
 
Likes
  • One of the most exceptionally crafted suspense narratives in gaming
  • Solid combat and mechanics are more a subtle vehicle than a distracting focus
  • Episodic format is perfectly used for the genre
Dislikes
  • Occasionally cliché or expected
  • Tedious, but rarely

Post-script: If the reference above missed its mark, and if this game holds an interest for you, please check out Mark Danielewski's novel House of Leaves. It is a brilliantly constructed book, and transcends "novel" in the same manner that Alan Wake transcends "game". It is also necessary that you buy the record Haunted, by Poe (aka Anne Danielewski). The two are parallax, and the sum of the two is much greater than the already exceptional parts.
 

Review Score

5 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Making History II

Who says games can't teach you stuff?! I think it's safe to say your average strategy gamer can tell you more about world history, economics and military tactics than your average college student. Making History II is one of those brilliant examples of an experience that's a blast to play at whatever level of "core" you like, while leaving you quite eager to chat with friends about the finer points of the political stage in Brazil in the 1930s or the economic subtleties of Monaco in the 1940s.

Though the time span of MH2 is relatively short (early 1930s through late 1940s), the scope is monumental. You choose just one specific country to represent, but if the country existed during this time period, you can play it. From South Africa to Monaco to Thailand, you're not restricted to the popular countries like Japan or the US. Thus, the goal of the game is quite different than the majority of strategy games. Don't just try to turn the map your color, 'cause playing as Luxembourg, you're quite unlikely to wind up invading Russia. Rather, consider your options while playing as Egypt and run with what you've got. Each turn is a week, so the pace at which you make your decisions is somewhat more delicate. As your end goal will differ greatly with your choice of country and how history plays out (e.g., you can't rely on Japan to bomb Pearl Harbor on December 7th, though their economic and military status certainly makes them prone to that decision), so will the myriad "winning" conditions. The game sets each of the 100+ countries as they were in the early 1930s, simulating their actual economic, military and cultural settings. So when you pick Germany, you'll be set to begin your rampage through Europe, but perhaps this time they'll do things through diplomacy instead.

During your turn, your options extend far further than "attack, defend or build". As the screen above shows, the depth to which you can barter, trade, infiltrate, exercise diplomacy or invade means you can play the game at many levels. If you want to expand the American empire to all reaches of the globe in a few hours, you can just build up your army, sacrificing your people, culture and economy, and go to war. At the same time, you can spend hours deploying troops to destroy an enemy territory's arms factories, planning your diplomatic future with an ally, or creating puppet states or colonies out of recently captured countries, all in just a single turn. To deepen things even further, countries are divided into smaller territories or regions, meaning you can't invade New York City and capture that along with the entire Midwest. Similarly, cities are also separated into districts, so you can choose to infiltrate specific production or culture centers of each city, for the intended effect..

A big problem with strategy games this deep is the fact that most people can't set aside 18 hours straight to finish a game. Thus, the turn timer. Player turns all take place simultaneously, meaning you all make your plans, end the turn, and watch history unfold. To ease everyone's time constraints, simply set the turn timer to any increment (i.e. 24 hours).  Make sure you log in and take your turn before the timer expires, and you can all keep up with history without having to hang out at your friend's house all weekend. This means one game can last for months, perhaps sped up a bit when you all can sit down for a few hours, then returning to a longer turn timer. The fact that you will be able to take your turn playing the full game in a browser allows even more accessibility and ease of play.

The origin of the first Making History was an educational tool. Eventually, so much progress was made that a fully fledged strategy game emerged. The sequel is even more refined; this is a deep as strategy gets. Fortunately, you don't need to be a history professor to make proper decisions regarding the future of your nation. Although, keeping Wikipedia handy wouldn't be a bad idea. For an in-depth look at the game with Muzzy Lane's product manager Chris Parsons, check out his guest appearance on our podcast from 4/26/2010! You can pre-order the game here or check the trailer here. Launch day is May 25th, 2010 with a price point of $39.99.

  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Splinter Cell: Conviction

It’s been four years since our last excursion with Mr. Fisher, and Ubisoft has certainly been spending their time wisely. The sixth installment in the series takes some great steps forward in stealth gameplay and narrative presentation, while keeping the core elements of the series intact.

Part of being a super stealthy spy is having the superior training that lets you act quickly and with deadly efficiency. Too many espionage games fail at providing this because of troublesome cameras, unpredictable AI, poorly built aiming mechanisms, etc. Luckily, Conviction avoids most of these issues with ease. “Mark and  Execute” technique allows you to pick a number of targets (based on your currently equipped firearm) within line of sight and swiftly and silently pwn them with the push of a button. Earn this ability by performing a hand-to-hand takedown, and use it as you see fit. The other big mechanic is “Last Known Position”, a basic marker for the player showing where the enemies assume you are, allowing for you to flank with ease. These two additions plus the otherwise solid mechanics make for some brilliant espionage executions. Despite Sam’s occasional inability to jump onto a ledge or hide behind the proper cover, the controls are quite fluid. Also, the “interactive” interrogation scenes are handsome enough, but are a step down from the likes of 2005′s The Punisher.

Although the combat techniques at your disposal have deepened considerably, your arsenal isn’t quite what it was. You’re given a wide array of pistols, assault rifles, shotguns and equipment (EMPs, flash bangs, cameras, etc), but as you spend most of your time creeping through the shadows trying to be quiet, you tend to avoid any non-silenced weapons (75% of your weapons). Additionally, your various kinds of vision and ammo have been removed. This seems more like a decision to concentrate on the narrative and combat, instead of hinder the player’s capacity, and it works well.

The story unfolds like the best of classic espionage fiction. Anyone with a knowledge of the Splinter Cell saga will be instantly rapt, while a newcomer will find simply another great spy experience. However, the experience is not a long one, clocking in at just over six hours, but that’s okay. It’s quite rare to be able to sit down with a game and a high quality narrative and finish it in a sitting or two. Sure, it may leave you wanting more after a few hours, but that’s what the multiplayer is for. The multiplayer Co-op modes are quite excellent, but make sure you’re playing with a friend. A fairly high level of coordination is required to get into the latter difficulties, and trying to pull it off by yourself or with someone you just met can be spotty at best. Co-op doesn’t feature the leveling systems we’re now used to in our multiplayer, but that doesn’t keep it from being seriously addictive.

Splinter Cell has progressed by leaps and bounds. Like past games in the series, each encounter is something like a puzzle. Read the situation, detect the patterns, account for unforeseen liabilities, and execute with ease. What has changed is how much more fast paced and fluid the combat is. Expect the best Jack Bauer James Bond Sam Fisher game so far, and plenty of quality multiplayer to keep you playing.

Likes:

  • Top tier espionage gaming.
  • Well paced, not overdrawn and engrossing (enough) narrative.
  • Fluid controls and combat.

Dislikes:

  • No versus mode
  • Occasional inability to perform a simple physical task can be frustrating

Review Score

4 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Questions on the Ethics of Internet Piracy

As long as something has existed, so have a group of people existed eager to plunder the goods. Given a basic knowledge of proper tactics, locations and means, any internet user can easily steal (or save, depending on your views) millions of dollars worth of software and media over night. The increasing availability of free yet illegal media means that the new *insert artist here* album could very well garner millions of listeners and not make a cent. However, this incorrectly assumes that all concerned humans entirely lack a basic grasp of economics and business ethics. As the media conglomerates feared, the day of the web pirate has come. Now, we must come to terms with the moral and economic implications of… INTERNET PIRACY! (dum dum dummm)

In the last two months of 2009, over 5 million copies of Modern Warfare 2 were pirated for the PC and 360. At $60 a copy, that’s 300 million smackeroos. That said, the game sold 4.7 million copies (for $282 million) in 24 hours upon release and has since earned over a billion dollars (for reference, MW2 cost just under $50 million to make). Assuming all 5 million pirates would have purchased a copy instead, how big of a deal is that loss? Well, when many of those copies are ripped from physically stolen copies, these numbers are quite quantifiable, as well as the capital lost by the publisher and retailer in producing and distributing those products.
 
While who loses when games are stolen (physically or digitally) is usually the aspect most highlighted by the media, who benefits is the just as important. It’s easy for a kid making $6/hour to justify downloading a new game from a multi-million dollar company. Those selling the game don’t lose any physical product, and maybe when he gets a raise he’ll buy the sequel. How “free” digital commodities are and whether they constitute a physical product is an entirely subjective and personal standpoint that will certainly not be settled any time soon (much less in the resulting comment threads, but feel free to try). However, when pirated games are then sold before the release date or at half price, here is where a very factual form of criminality begins. Whether digital or physical, this kind of profiting from the work of others is very tempting, very easy, very profitable, but very unethical. But, does this become okay when the seller of pirated goods does not seek monetary reimbursement for his efforts or product?
 
The RIAA would have us believe that pirates are no better than carjackers or shoplifters. Though pirating is by definition theft, the gap in their logic here is the lack of physical product involved for the majority of pirating consumers. When a game is stolen from a retailer, there is a clear and easily defined loss. When a digital copy is stolen, it is a product that can be reproduced and redistributed infinitely at no cost. Thus, the loss is only theoretical; profit that could have been made. Of the 5 million copies of MW2 pirated, how many of those consumers would have purchased the game at full price had the pirated copies not been available? Perhaps all? Perhaps none.
 
It’s obvious that a large amount of revenue is lost through the practices of millions of international pirates. If something exists, people will steal it. Yet musicians, game developers and filmmakers aren’t out of business quite yet. In fact, it’s been suggested that spreading media through P2P networks and torrent sites spreads interest and name recognition in consumers who will in turn provide revenue that never would have existed before. Will this new frontier of digital distribution kill profit in media? I quote Radiohead’s fan base in saying, “hell no!” The band met the inevitable event of their 2007 album In Rainbows leaking and being pirated worldwide by simply leaking it themselves. A physical album (DRM-free) was available for purchase through their website at a standard price point, but it was also put up on their website for download. Fans were allowed to download it for whatever price they desired. Despite many purchasers opting to pay the minimum fee of 45 pence, the album would up earning more than their previous record Hail to the Thief. It also must be considered that releasing an album in this manner (directing all revenue to the band, not to any label or publisher) is a serious threat to the music industry that relies entirely on consumers buying the albums of the musicians the labels sign and own the rights to.
 
 
Business ethics and economics aside, the argument boils down to the detrimental effects piracy has on the quality and availability of the product. Your favorite band can’t keep making all that great music if they have to take day jobs in order to support themselves. It’s clear in the mind of the majority of responsible consumers that not paying for a product will cause it to go away or greatly diminish. This guy I know has a friend who knows a girl who has pirated copies of the excellent new animated show on FX, Archer. She downloads these because he can’t afford cable, but laughed at the commercial she saw online and wants to watch more, as the DVDs are not yet available. She knows full well that should the DVDs not sell upon release, that could mean the show gets cancelled because it doesn’t make enough money to keep a roof over the head of those involved. Thus, she has the opportunity to be an intelligent consumer and to go buy the DVDs as soon as she can in order to vote with her wallet. She gives the show her support, and if enough people do the same, another season may get made based solely on the sales figures. Had this girl never pirated the show in the first place, her support (and the support of millions of others who watched, legally or otherwise) could have evaporated along with the show.
 
 or 
 
When a tailor makes a dress, it belongs to him (or his employer, etc). When an artist makes a song, is that also his property? Stealing someone’s property is wrong. But to what extent is art property? Stealing a painting is wrong, but is downloading a picture of that painting wrong? Stealing a person or company’s property is wrong, but unlike a dress, I can copy a song, movie or game with a few keystrokes. Does that ease of reproduction make giving it to someone who didn’t pay for it okay? What if he only keeps it for personal use and not for profit? Like marijuana in many American cities, should it be okay to possess pirated music, but not to sell it? These are just a few of the questions in the minds of media conglomerates and digital consumers the world over. Now, who would care to answer them?
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Monday Night Combat

Uh-oh. It seems like developers have really begun to exploit the secret to addictive gaming: a cool aesthetic, customizable classes and a deep leveling system all built on solid multiplayer gameplay. This time around, expect your life and soul to be eaten not by the next $60 AAA-budget title, but by Monday Night Combat, courtesy of Uber Entertainment, coming this year to XBLA (with an XBLA price tag to boot, around $15-$20).

Smash TV, Baseketball and Idiocracy all come to mind as some artistic inspiration here. MNC’s dystopian future has one purpose: to watch you shoot people and robots in sport for money. In the vein of Defense of the Ancients or League of Legends, two teams of 5, both accompanied by AI-controlled robot minions, start on opposite sides on a circular map (more map variants rumored to be included in the final release). Make your way around (or through or under or over) the circle, complete with hackable turrets and healing stations, to lead your robots to the enemy base, all while killing the enemy as hard as possible. Successfully defend your base’s shields and get your robots to take down their shields, then just rape, pillage, loot, repeat.

As the battle progresses, kill enemies and minions to earn money, which you can then spend to upgrade your character over the course of the game. Although those upgrades dissolve once the game ends, your account will level perpetually, giving you an increasing edge the more you play. All upgrades apply to one of six classes: Assault, sports an assault rifle and grenade launcher; Tank, the “meat shield” equipped with a Jet Engine (aka chain) gun and laser rail gun; Sniper uses the assumed and an SMG; Support, complete with Healgun and shotty; Gunner has a minigun and mortars; and Assassin backstabs with a dagger and shurikens. Additionally, each class has three unique (also upgradeable) abilities that deepen the combat and strategy considerably.

Included along with the core multiplayer are single-player and co-op modes, both pitting you against AI rather than humans. This doesn’t seem to really be the focus o f the game, but can provide tons of fun for fans of Firefight modes, those just not into competition or noobs looking to sharpen their skills. Though there’s no real plot to speak of, Uber Entertainment has done a great job of fleshing out the finer points of their world and their characters. Check out their site for more details and future updates on a release date and price tag. PC and PS3 versions are in the works, but nothing solid on that just yet.

  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Two Worlds II

Too many times we’ve seen greatness go sour in a sequel. Sometimes, the growing pains of the original can instead teach some important lessons for the sequel. In the case of South Peak Games’ Two World II, we’re fortunate it’s the latter. The open world, high fantasy RPG is new and improved, perfectly suited for those who find a thirty hour game, “a brief aside”.

 
 
The 2007 release of the original Two Worlds yielded a fairly buggy and unpolished game, though most issues were eventually patched up. The sequel seems to have overcome these hurdles and more. Originally planned as an expansion for the first game, the direction and scope desired by the developers began to grow past the limits of an expansion and became its own game, new engine and all. Each console (360, PS3 and PC) will each see a slightly different engine, specifically tailored to the specific strengths of each. The graphics and effects have certainly stepped up a bit as expected, with a special attention to expanding the particle, water and light effects.
 
 
The character customization exhibits the usual depth expected of the genre, with 26 different parameters to alter. However, the classless system provides a unique amount of depth and experimentation available to the player. Allot the points you earn as you level to concentrate on several types of hand-to-hand or ranged combat, as well as spell casting. The combat is allows for quick changes to adapt to each instance, along with changing between melee, ranged and spellcasting, producing a fast paced, yet strategic result. The spell system is particularly unique: throughout your quests, you’ll discover or purchase spell enhancement cards; pick a simple spell like Energy Bolt, and apply some of these cards (i.e., cold effects, double the number of bolts, heat seeking, ricochet effects, etc). With this system of customization, the total number of possible spells ends up around 1026.
 
 
The world is your fairly standard high fantasy (orcs, elves, goblins, etc), though the characteristics for each race are somewhat unique (orcs aren’t ALWAYS evil). Within the game, the scope of the world speaks for itself at a whopping 60 km2. The artists have taken inspiration from many real world cultures, reproducing the culture of feudal Gaul and Britain, ancient Japan and the savannahs of Africa, among others.
 

Two Worlds II provides an ease of access and a linear plot than will easily grab any casual player, but the vivid and massive world will most likely draw a crowd of hardcore RPGers who have no plans for the next 60-80 hours. No release specific date has yet been set, but expect it later this year.

  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

God of War III

I think it’s safe to say that most gamers have already made up their minds about God of War III. Either they’ve already spent their money wisely, or they’ve resigned themselves to missing out on one of the year’s best action games. While the game doesn’t present anything new to attract those who weren’t reeled in by previous installments in the series, the fluid narrative, intense gameplay and epic boss fights reaffirm God of War as the current standard in action gaming.

The biggest quandary that plagues this particular installment of the stunning action series is its inability to keep up with itself. The plot picks up right off the end of GoW2; Kratos has freed the Titans and they are scaling Mt. Olympus to seek collective revenge and dethrone the gods. This means your first “training” stage (for those new to the series/genre only) pits you against a god while riding a Titan in a battle that easily outdoes the biggest and grandest of final bosses. When the pace is set like this, it deflates the normal enjoyment of the puzzles and minions, leaving me plowing through the menial (although still exciting) in-between points as fast as I can to get to more of the good stuff. It’s fortunate, then, that my biggest “complaint” is that the boss battles are too awesome.
 
 
The camera issues that plagued previous GoW games are certainly as minimized as possible, but still present. At the same time, the way the camera smoothly pans away from the action to show off just how big the battles are is the best utilization of this technique to date. Only a handful of times was I left wondering where Kratos was mid-battle, as most of those circumstances were thought of beforehand, and your actions are tastefully highlighted via Kratos’ blades streaking through the air while at a distance. For a game of this size (35 gigs on the disc; the titan Gaia’s nose is 1 gig of texture alone), the transitions between the cinematics and gameplay are insanely smooth as everything, cinematic or otherwise, is real-time. The plot does well enough to support the gameplay, but don’t expect a novelization longer than 10 pages any time soon. Kratos is angry and set on revenge, the gods are defiant and powerful, the titans are huge, dead family members blah blah blah, can I kill stuff now?
 
 
As far as the mechanics go, don’t expect anything new. The team at Sony Santa Monica seems to believe in not fixing what isn’t broken, and thus GoW vets can pick up literally right where they left off. You do go through the mandatory stripping of powers/items after you seeing how badass you can be, but the weapons you do retrieve as you progress do very little to spice up the gameplay. Some weapons are longer and weaker, some shorter and can break shields, etc, but nothing that will present noticeable change in the way you play. The Quick Time Events are in full force yet again, but it’s usually a sign that a Grecian urn brimming with grade-A whoop ass is about to be poured… hard. Not necessarily unfortunate, but I found myself unable to concentrate on the action, being too busy watching for what button to push next.
 
 
After all is said and done, the experience oozes M-rated goodness, but the depth found in other RPG-centric hack-n-slash games leaves GoW’s replayability lacking. Thank god for DLC. I’m personally grabbing at straws to find flaws in my own experience, but I’ll avoid the cliché “fans of the genre will enjoy” business. The franchise really doesn’t seek to expand its target audience, but it’s not like it’s hurting for a fan base. God of War III isn’t quite a new standard for the action genre, but puts forth the game as Atlas, holding the bar high and finding those who would replace it wanting.
 

Likes:

  • Epic-est. Boss battles. Ever.
  • Seamless, smooth, HD brutality throughout.
  • Sensible and easy-to-learn control scheme.

Dislikes:

  • Tiresias could avoid a cliché with more ease (seriously, is Kratos an ancestor of Frank Castle or what?!).
  • The camera can be a bit sticky at points.
  • Too awesome for its own good?

Review Score

4 / 5


The review scale at LevelFortyTwo is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Final Fantasy XIII

The Final Fantasy series has always benefited from extreme consumer confidence. The franchise rarely fails or disappoints, and I don’t need to tell you what you already know: Final Fantasy 13 is no exception in its excellence. However, it does begin to reveal the dilemma of not fixing what isn’t broken versus innovating or reinvigorating the 23 year old series. While series veterans won’t find much if anything in terms of originality, the quality of FF13 is as high as always.


The biggest components of the game that haven’t seen much change (well, the names are different) are the characters and the plot. Square-Enix offers up the usual cast of stock characters: you’ve got your mysterious, former-military-gone-rogue guardian type; there’s the peppy, young mini-skirt; the black dude as comic relief; the bad-ass lover boy, complete with optimistically doomed love interest; the tortured youngster out to prove himself; and finally the dark, sultry bad girl with a forgotten soft spot of humanity. The characters do have some degree of depth, even pulling on the ol’ heart strings here and there as the story progresses, but the lack of originality on the part of the characters isn’t helped at all by the staleness of the plot.

Once again, our heroes are tired of the Orwellian theocracy, and are captured/exiled by the Byronic supremacist villain who believes he is just in his *insert crime against humanity here*. Facing impossible odds, they bop around the world until they discover a pure source of power our villain could not, and win the day to the tune of a bittersweet pop song and a plethora of cringe-worthy dialogue. Although the voice acting is just good enough to be believable, not much ofFF13’s story is new. What is new is that the minor background characters have much more depth, granting a great amount of realism to the worlds of Cocoon and Pulse. Nonetheless, the fact that we’ve seen all this before doesn’t keep the from being just as high in quality as any other FF.


The Active Time Battle (ATB) system has always been about sacrificing strategy for dynamic gameplay. This edition of the system, however, provides a surprising amount of strategy in light of how fast paced the battles are. The action hits hard and quick, and the way the combatants move about the battlefield arbitrarily staves off the stale presentation that most RPGs suffer from. Each character is able to fulfill six different roles within the party, and Paradigm Shift system gives you the ability to switch their roles via pre-planned sets in the heat of battle without sacrificing momentum. You can only control the party leader, but the AI that manages the other 2 party members is quite trustworthy. The end result is one of the best ATB systems to date.


This being the first numbered FF not scored by Nobuo Uematsu, the score composed by Masashi Hamauzu is just as good, if not more varied. Several jazz and blues pieces mix up the traditional orchestral/rock soundtrack, lending some much needed originality to the world. As should be assumed, this is certainly the most gorgeous world in an FF, despite still being more of the same aesthetic we’ve seen in past FF games.

Unfortunately, the environments aren’t any more lively or fleshed out than in previous titles. The abilities and items in the game will be familiar to any FF veteran, employing Phoenix Downs, Firagas and Eidolons (summons) as usual, with some new abilities (Ruinaga) and the revelation that Eidolons are apparently Transformers (you can now ride Shiva like a motorcycle). The leveling system is straight out of FFX, leaving you the choice on which role each character should develop via a grid of new abilities and stat improvements you can purchase using Crystal Points you earn in battle.

On each gamer’s Top 10 list, you’ll find a Final Fantasy game somewhere in there. Their formula has consistently exemplified the pinnacle of RPGs, and it still is. The fact that it’s still the same formula year after year is a bit disconcerting, but when that formula never fails to captivate the player for hundreds of hours on end (not to mention selling millions of copies), it’s hard to disagree.

Likes

  • The same Final Fantasy characters, world and style as usual.
  • Best. ATB system. Ever.
  • A massive, wildly vivid and incredibly enjoyable time sink.

Dislikes

  • The same Final Fantasy characters, world and style as usual.
  • Less linear gameplay would have been nice.
  • Not enough moogles!

Review Score

4 / 5


The review scale at LevelFortyT is between 1 and 5. A score of 5 is considered an amazing game, 4 is a well-done game with only minor issues, 3 is in the middle; not great, but not bad, 2 is a very problematic game, and 1 is absolutely terrible.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

A Monitorside Chat With Scott Johnson

Recently, I had a chance to sit down (Internet-style) with award-winning artist and podcaster extraordinaire Scott Johnson.   Having been a web comic artist since before the industry took off in 2001, Scott’s built a colossal following and community around his comics and podcasts, culminating in the annual Utah-based Nerdtacular event. More of a party than a convention, geeks from around the world gather to revel in good company, good food and good times all based around watching the geekiest summer blockbuster in a massive rented-out theatre (this year’s film will be Iron Man 2).

His comics include the general geekery of Extra Life and the MMO-centric strip Experience Points. A few of his myriad podcasts are the wide-ranging nerdiocity in Extra Life Radio; The Instance, featuring the latest news, tips and happenings around Blizzard’s World of Warcraft (Scott’s guild, Alea Iacta Est on the Earthen Ring server is the largest WoW guild in the world); Film Sack, where Scott and crew review old, forgotten movies, good and bad; App Slappy, reviewing news and apps for Apple’s iPhone; Current Geek, discussing weekly the geekiest stories on the web along with CNET’s Tom Merrit; and many more.
 
You can find all of Scott’s work at his umbrella company, Frog Pants Studios and on Twitter @extralife. Check out the abridged interview below or check it out on our podcast feed on iTunes for the full audio interview.  You can also listen to the full interview here.
 
 
So what’s your origin story?
 
Well, I could go way, way back into my childhood, but suffice it to say it was my goal from a very young age to do two things: draw for a living and do something in radio. As time went on and I started to enter the real world, if I wanted a comic strip in newspapers, it was gonna be a huge pain in the butt. You had to go through all kinds of hoops, and that’s still true. There’s one gatekeeper and a million people trying to get in through the gate, and unless you know the gatekeeper it’s very unlikely that you’ll ever get your work published. It was a time of disillusionment for me as an artist and a creator. I always longed for a different way to do things, and along comes the web and suddenly there’s a way for not just me, but everyone and their dog to do these sorts of things. For me, web comicry started as early as 1998 when I created my first strip called Real Toons, which no one’s heard of, and probably never will, but it was a comic based on first person shooter games. That went okay for a while, got me noticed. I started Extra Life in June 2001 and here we are 8 years later still cranking ‘em out.
 
Like most web comic artists, you didn’t necessarily start as a “professional” artist or podcaster, when would you say this first kicked off for you as a career?
 
It’s hard to say. From a technical standpoint, I just made the jump this summer to doing all this full time. It partially took me these 9 years to make it. In 2005 or 2006 I could have but I was just too chicken to do that. I think it was gonna take a little more under my belt for me to have the confidence to do it full time. The main goal was always to do the things I have the most passion for, and these are the two things I love and could do them all day, and I essentially get to do them all day, in one form or another. It’s really paid off, it’s created a new business for me that’s done super well out of the gate. Who knows what the future holds, but I’m not looking back, I’m looking forward to keep pushing new content. As long as people want to keep reading and listening, I’m good.
 
Did you have anything in mind like Frog Pants Studios when you started Extra Life back in ’01?
 
No, when I started it, I didn’t have any idea that I could churn this into something that would be a revenue generator. I knew very little about how that revenue would be generated. Turns out it’s a wild combination of sponsorships, site advertising, individual contributions, special arrangements with companies, commissioned art projects, all that mashed together to create enough of a living that I could do it. Jumping in, all I knew was, “I’m gonna put comics on the web and it’s gonna be fun!” I thought I’d just throw it out there and see if anyone liked it, and it turns out a few people did.
 
2001 was when web comics really started to take off as an industry. Having been there since the start, what can you say about the current and future state of web comics?
 
I think the overall picture is very positive. It’s more of a shared picture with all sorts of media, not just comics or art in general as the web being its vehicle for distribution. There are all sorts of things happening with video, audio, text and books. We used to get them in very traditional ways and it’s all making this major shift. The question is how will the creators make money or carve out a space for themselves. Those kinds of questions have yet to be answered, but there are of few of us who are succeeding at that. I would point at myself, Penny Arcade, I’d point a big, fat finger at those guys. They’ve really blazed a trail, they’ve got some really smart business people over there helping make that happen without hurting the creative side that Gabe and Tycho are famous for. Moreover, it’s an example of what communities and readers can do to help build your brand, because really that’s who does this. PvP, Scott Kurtz and those guys are trying new markets to get themselves out there in new and different ways. My big hook is the connection with podcasting, more community driven shows that connect to the art and the common culture of comics and games.
 
Have you ever considered going into print comics?
 
Oh, yeah. That was my goal and dream for as long as I can remember, and I won’t lie, it’s still very attractive. There’s something about having your stuff printed in books people can pick up, buy, put on their table, have out for people to see, treasure, pass down to their kids; those kinds of things are awesome. As easy as it is for me to go find every Calvin & Hobbes comic online somewhere, and you can, they’re all out there, I treasure these three big compilation books I have, I have my Farside collection and ancient Peanuts books. This idea that the web is killing print isn’t exactly true, there’s a lot of interest in having my Experience Points comic put into print, which is underway right now, should be out around spring or summer. What that says to me is that people still like having that physical artifact to prove that this was all here, and the web feels a little artificial without that. Anytime I get the chance to get something printed, I’m super psyched about it. I just had an ad appear in PC Gamer that I’m really proud of, I did some art for the World of Warcraft mod programming guide. I’m really proud of those to a great degree because they’re in print.
 
Several of your podcasts, Extra Life Radio and The Instance in particular, tend to hang around the Top 25 in the iTunes store, your WoW guild is the biggest WoW guild in the world, and Nerdtacular is something that started as a small local gathering that’s built up to something that thousands of people are coming from around the world to attend. What are the challenges and the perks of helming a community like that?
 
Well, the Nerdtacular is an interesting case, where every year more and more people come from out of state or country even, but it’s still at its core designed to say, “Hey, thanks for being the great community that you are, here are some cool prizes, here’s a fun day at a movie theatre we rent out, here’s a bunch of food, here’s a chance to hang out with like minded people, whether they’re gamers or comic book nerds or whatever. It not quite the style of a convention, though there have been people pushing me towards that. It’s all a lot more about them than it is about me. I may have provided a catalyst to get them all in one place, but ultimately they really run themselves. Thankfully we tend to attract some really nice mature folks, not a lot of trolls or weirdos, just people who wanna get together who aren’t your stereotypical fat pale white guy trapped in the basement, it’s a diverse group coming from many different cultures, races, likes and dislikes. What brings them together are those common threads, whether it’s gaming or whatever it may be.  I make this joke with the guild that I’m sort of the queen, so when they want me to do something of actual authority, “Eh, I’m just the queen,” which means I show up, people are happy to see me, it’s an institution they really enjoy. But in reality, I have no political power, it’s all in the hands of the guild officers, the message board moderators, people I trust and who’ve been around for a long time. It’s really not that much work. To run a good community you just have to be yourself and provide the place for them to be together and to use the web to bring ‘em together.
 
There are lot of podcast and comics out there, and it’s easy for those markets to start overflowing with 100 people with the same idea and one person who really got lucky with it. What can you say about how these markets get inundated like that and how people can come to really stand out?
 
It’s never really black and white, but I believe the key to succeeding in any creative endeavor, no matter what the market, is consistency and passion. What I’ve seen happen a lot of the time is someone will come into that world and say, “I can do a podcast like that about blah” and then 20 episodes into they’ll say, “man, this is hard work, I really gotta keep this going” and then they fade away and drop out, especially if they’re younger when you’re not sure what you really wanna do. Typically, it’s never really a viable outlet for that person’s career goals, but even if you’re really having fun, you gotta have a real passion for it and be consistent. But if you are consistently putting out your best effort and you have that passion, people will not only sense that, but your show will grow, sometimes slower than others, but it will grow, some of it’s luck. When we started The Instance, I was looking around for Warcraft podcasts and they all sucked. This was back in ’06 and lots of quality shows have come out since, but at the time it was a pretty arid wasteland of nothing, and I thought, “Well, I can do this, ELR’s already good, so I’ll do it, I have passion for the game.” I didn’t know how quickly it would grow, we went from zero listeners to about 80,000 unique listeners a week now plus archives, Apple featured us and that really helped. Just a right time, right place kind of thing. If someone looked at the WoW podcast arena today, there are hundreds of others that deserve people’s ear time. It may seem daunting, but if you’ve got a unique idea, a unique delivery system and a bit of talent to make it come together, I guarantee you have a chance. The good stuff rises to the top.
 
On the Instance, you and co-host Randy Jordan manage to keep a good balance of not forgiving every mistake that Blizzard makes, while still clearly being big fans of their work. Have you ever thought you might wake up one day and find your interest in the game diminished?
 
Honestly, The Instance has become the reason I still play, and not just because we have a show that we have to maintain. I mean, it’s a 5 year old game, and there are tons of others I’m into right now, but having the show spawned the guild which created this huge ecosystem of people and relationships that connected with our other shows, fans of ELR become WoW fans and then come to Nerdtacular, etc. The greatest power for me with WoW has been the community playing it with me. Without all that, I don’t think my interest would still be there, and I know that’s what Blizzard wants for the game.
 
Do you see The Instance hanging around as long as WoW does?
 
We ask that all the time. If a time came where we didn’t have any more passion for the game or the community, that would be the time to call it quits. Most TV shows have the standard of going until it gets stale or they try and go out on top, and that’s the thing about WoW is its longevity, and Blizzard has a milieu that’s easy to wrap a show around. All that said, we’ll just keep going as long as we love it.
 
With other Blizzard IPs like Diablo 3, Starcraft 2, etc, do you see the show expanding its focus to cover all things Blizzard?
 
Well, we kind of do that now. We do really heavy BlizzCon coverage every year, anytime big news breaks, we still definitely cover the hell out of that. But as WoW’s star starts to fade, it’s an old game getting older, and new other MMOs coming, so as that happens, we may see the show fade and start up Battle.net Freak Show Happy Time Family Hour.com or whatever the hell we end up calling it. Our show is less about WoW and more about the world around the World of Warcraft and the political and financial and communal sides of it.
 
In 2007, the infamous Mr. Jack Thompson sent you a Cease and Desist concerning a Photoshop contest you had about him. Considering that he has since been disbarred and has become one of the biggest internet jokes out there, has anything come of that encounter?
 
Not really, other than I emailed him after his disbarment, saying, “Sorry to hear about your disbarment, I wish you could have built more good will around the video game space so you wouldn’t have so many people ready to jump on your case.” I never heard back. I kind of wanted to so I could make a big deal out of it, but Jack Thompson has brought about some amazing things. He gave me a huge traffic boost from that incident, and the Cease and Desist I completely ignore because it wasn’t even a legal one, just a stupid email saying, “this is a Cease and Desist”. The real benefit from Jack Thompson that people will remember forever is that he’s the one that prompted Gabe and Tycho to start Child’s Play. From his stupidness and their angry nerd reaction, they really challenged him and started Child’s Play, and now that thing’s a multi-million dollar juggernaut of charity for sick kids in hospitals, it’s an amazing charity that does wonderful work for people. Without Jack Thompson’s inspiration, who knows if that would have happened.
 
Both Extra Life and Experience Points have even referenced their own lack of an overall narrative. Have you ever considered expanding those or creating a new one that focuses more on a structured story?
 
I couldn’t tell you how many ideas I have for new stories or new characters or titles that I’ve shelved for one reason or another. I’ve tried on several occasions to wedge in new characters or story lines into EL or EP, but I usually end up pulling away from it eventually the 3 or 4 times I’ve done it over the last 8 years, and I can’t really tell you why except that there’s just something fundamentally random about EL, and it needs to be that way. That’s definitely more what it’s about than the characters or stories, despite a few attempts here and there, and I’m okay with that to let it be what it is, that random voice of whatever comes out of my head. But then comes along EP where I tried to build the characters and stories around them and create familiar faces out of that, and I can’t see that comic any other way. With these comics, whatever you come into them with is what you stay with, even for the lifetime of the thing.
 
What can we expect to see from Frog Pants in the future?
 
Well, very soon here I’ll have completed the 56 Zombies as a follow up to 2007’s 56 Geeks project, which still sells prints and does crazy business, which surprises me to this day. Despite the guys who were paying me for EP closing up shop, we’re finding a new home for that real soon. As far as shows go, those will keep growing hopefully. My goal this year is to add 2 more shows to the network, one will be a throwback to something I haven’t done in a while, one will be something totally new.
  • Twitter
  • Delicious
  • Reddit
  • Digg
  • Facebook
  • StumbleUpon
  • Share/Bookmark

Next Page »