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    BETAVERS

    ION

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    TINY

    ZINE

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    Lang ZoneIm typically not someone who gets drawnup in public displays o emotion. Im gener-ally more o the deal with it quietly whiledrinking sort, but so ar that hasnt really

    worked out.

    A lot has already been written and said

    about Ryan, so Ill just get right to it and lay

    out the two thoughts I cant escape rom:

    Thing 1: When I rst started regularly in-

    teracing with the press I was horrible at it (as

    I type this I can hear Ryan saying Waassss

    horrible?). I was sti, nervous, and utterly

    dull. Id get done with an interview, listen to it,

    and be completely displeased with how I rep-

    resented mysel and my company. But whatoption did I have? I couldnt actually just be

    me, right? Id say something really dumb and

    make people hate me or the company, and I

    couldnt risk that. Only a crazy person would

    do such a thing.

    Then one day I had a thought: Hey, dum-

    my, all that stu youre terried o, well Ryan

    does that all the time and or the most part

    people love that dude. Ater several mental

    attempts at derailing this logic, I decided tobe sincere and not soten my personality in

    public. In essence I decided to be more like

    Ryan. I decided to be genuine in what I say

    and how I say it. I decided to let people get to

    know me. I nothing else Im happier with how

    the interviews turn out now. Thanks, Ryan.

    Thing 2: The military has a term or things

    that enhance the ability o their troops in the

    eld, they call these things orce multipli-

    ers. A orce multiplier can be anythinga

    technology, a skill set, a weather condition

    so long as it makes your ghting orce more

    eective than your opponent. An example

    would be elevation in a ranged skirmish. The

    geographic eatures are a orce multiplier or

    the elevated units.

    Ryan, and indeed the whole Giant Bomb

    crew, are Friend Multipliers. I met so many

    awesome people through them, people I con-

    sider dear riends, that I wouldnt have met

    otherwise. Ryan and the Giant Bomb guysaccepting me as a riend was a good enough

    credentials check or the rest o their crew to

    accept me with open arms. So now Ive got

    a lot more awesome riends. Thanks, Ryan.

    Its hard to praise Ryan in a bubble. So

    much o what made Ryan, Ryan was the

    way he is woven into the abric o what Giant

    Bomb is. Its almost impossible to separate

    his contributions rom those o Je, Brad,

    Patrick, Vinny, or Drew. Because o this a loto the thanks or Thing 1 and Thing 2 go to

    those guys as well. Im not thanking them

    now, though, because net time I see them

    those motheruckers are getting the big-

    gest hugs o their goddamned lives.

    Dave Lang

    Editor in ChiefOriginally Posted July 9th, 2013

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    Ask JeffAnonymous asked: Should someone make MUGENcharacter specically or Salty Bet that has a super thatjust plays a video o a twitch ad to see i it tricks people

    and pisses them o?

    This is my new avorite idea or anything ever.

    disemodied-dave asked: On the subject o the Last

    o Us. From everything Ive seen or heard it doesnt re-

    ally seem to live up to its hype. Ive been watching an

    LP and the story beats are incredibly predictable. The

    gameplay doesnt look too dierent rom any other 3rd

    person shooter with stealth stu. Do you think that this

    is going to be another game thats a critical success at

    release but will be torn to pieces months down the line

    like Bioshock Innite?

    Ive been watching videos o this interactive epe-

    rience and I dont think its all that!

    Anonymous asked: You seriously saved me rom a lie

    o depression by doing what youre doing. Thank you

    and keep doing.

    I will keep doing i you keep doing.

    awcko asked: BOTTOM TEN VIDEO GAMES OF ALL

    TIME GO

    PORK TIME 2000

    MAVIS BEACON TEACHES MURDER

    RED BARK

    DOG TRACK SIMULATOR 98

    TUSCAN BEATDOWN FEATURING THE

    B.O.O.Y.A. TRIBE

    TREME: THE VIDEO GAME

    SOAP 2

    SIT MAN

    VALOR DAYS: PURPLE HEART EDITION

    NIGHTS INTO DREAMS

    ocustestingorrestarters asked: Have you ever

    thought o becoming/been a vegetarian?

    Yeah, spending the rest o my lie eating ake meat

    and trying to convince everyone around me that its

    just as good sounds like a real scream.

    impulse422 asked: You have any thoughts about the

    spat between Phil Fish/Jonathan Blow and Marcus

    Beer o GameTrailers? Beyond the specic characters

    in play, it seems like it raises questions about the ap-

    propriateness o certain kinds o games media com-

    mentary, and the responsibility developers might hold

    in industry conversation based on past discussion.

    Glad to see Twitter is continuing to turn the video

    game industry into one giant high school.

    DID YOU HEAR WHAT SO AND SO SAID ABOUT

    THAT OTHER GUY?

    YEAH, BUT HE ONLY SAID THAT BECAUSE HES

    FRIENDS WITH THE GUY THAT DUDE HAS BEEN

    TALKING TRASH ABOUT FOR THE LAST FEW

    MONTHS!

    YEAH, BUT DOESNT THAT GUY SORT OF DE-

    SERVE IT?

    THATS NOT THE POINT, THE POINT IS WE LOVE

    DRAMAAAAAAAAAAAAAAAAAAAA

    m1st3rv asked: I noticed that Luigis mansion DarkMoon is just called Luigis mansion 2 here in the UK.

    Is there any reason in the Internet age to have the

    same game released with a dierent name in dierent

    regions? Unless it translates into something oensive

    doesnt it just create conusion?

    In the UK Dark Moon is slang or a street drug that

    is taken rectally, so they had to change it.

    Questions from blog.jeffgerstmann.net!

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    Reviews

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    Drained. Tired. Ready or a drink. These

    were my eelings as the credits rolled

    on Naughty Dogs latest. The Last o

    Us is a story about hope in a hopeless world,

    and the lengths well go to or those we love.

    Who is good? Who is bad? Do such distinc-

    tions matter in a world gone crazy? The Lasto Us is a bold work, especially or a devel-

    oper recently known or strapping us into cin-

    ematic roller coasters. The Last o Us is not

    un, at least not in the traditional sense, and

    thats exactly why its so interesting.

    The Last o Us is Naughty Dogs take on

    the zombie apocalypse. Here, the disease is

    ungal. Breathe in nearby spores, and youll

    turn. I youre bitten or scratched by an in-

    ected? Same ate. Its not clear where the

    inection came rom, but like The Walking

    Dead and Metro 2033 beore it, The Last o

    Us isnt concerned with exploring why the

    apocalypse came to be, but what happens in

    the days ater. Humanity ollowed a amiliar

    playbook when the crisis broke out. Sections

    o society have holed themselves up in mili-tary cities where citizens deal in ration tick-

    ets. The inection is still present, and theres

    no prospect o change. Were quickly intro-

    duced to Joel, who led a stressul but nor-

    mal lie with his daughter and brother beore

    all hell broke loose. Twenty years later, Joels

    changed. Hes survived, but its taken a toll on

    him. Joels partnered with Tess, a recracker

    wholl just as quickly bust your lip as help

    you across the street. The two have similar

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    values, so they get along. A series o events

    put them in charge o Ellie, a young girl that

    needs to be transported to the Firefies, a mi-

    litia group trying to establish order.

    Uncharted 2: Among Thieves remains one

    o this generations most celebrated games.

    Bombastic, sarcastic, over-the-top, un. Itwas Naughty Dogs legacy o technological

    prowess with a character o matched ambi-

    tion. Uncharted also popularized the term

    ludonarrative dissonance, wherein the char-

    acter portrayed in cutscenes doesnt match

    the one players control. Nathan Drake is an

    aloo everyman thats easy to relate to, a man

    one suspects doesnt take killing a man or

    granted. Yet, over the course o three games,

    Drake leaves thousands o bodies in his

    wake, and never bats an eye. We know why

    this disconnect exists: in service o un. The

    gunplay in Uncharted was enjoyable, and

    ghting o waves o enemies was, besides

    platorming, the core gameplay. The series

    was also amous or its setpieces, orches-

    trations o madness and destruction on an

    unparalleled scale. You were oten in control

    o these moments, and i you happened tomess up a simple jump, the sequence started

    over. A crumbling bridge is tense and exciting

    the rst or second time around, not not nearly

    as much when playing it a tenth time.

    The Last o Us rejects all o this. The Last

    o Us plays like Naughty Dog internalized the

    biggest design criticisms leveled against its

    last ranchise and set out to make the anti-

    Uncharted. While The Last o Us retains

    Naughty Dogs signature ability to push hard-

    ware urther than anyone elsea PlayStation

    3 game has never looked betterit gives the

    player ar more agency during the games

    biggest moments, ratchets down the overall

    body count by a signicant degree, and tries

    to make each kill worth a damn.

    The developers achieve this by attaching

    weight and consequence to your actions.

    Early on, its a brutal, dicult game. The more

    powerul inected have one-hit kills that arent

    counterable until later, and a single pistol shot

    will lop o one-third o your health. Health

    does not regenerate in The Last o Us, and

    one must crat or collect new medical packsthat are slowly applied in real-time beore re-

    gaining any vigor. Its possible to clear sec-

    tions o every threat, but thats a great way to

    wind up with no ammunition, little health, and

    not much else to show or it. In many situa-

    tions, the best option is to run away. (Its pos-

    sible to simply restart encounters, but I ound

    this to quickly diminish the threat o being

    caught and having to improvise.) The Last

    o Us asks players to ght their usual com-

    pulsions when it comes to playing a video

    game ocused on enemy conrontation, and

    make on-the-fy judgement calls that dont

    have clear risks or rewards when you initially

    take them. I you worry about checking every

    room and looking around every corner, have

    un dying over and over again. Then again,

    some o the games best crating pieces,

    ammo, and other collectibles are hidden inthose places. Is it worth the risk? Your call.

    By holding down L2, Joel crouches to

    the foor and uses sound to gain a sense o

    whats around him, highlighted in black-and-

    white. Its not a supernatural ability, but a

    visual extension o Joels 20 years o hard-

    ened experience. Joels perception changes

    as the enemies move, and i an enemy hasnt

    yet made a sound, youll have to place them

    in sight or prod them. Bricks and bottles are

    scattered around, and youll use them oten,

    as the inected and humans react to sound

    (sometimes to an exaggerated, unbelievable

    eect). Joel can and must use distractions

    to make quiet killing easierplayers choose

    between a loud choke-out or shivvingor to

    sneak along. The same objects are useul on

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    the oensive, as well. In one sequence, a build-

    ing with six or seven enemies was too much or

    me to take on without using up most o my avail-

    able pistol ammunition. One alse move during

    a stealth kill later and everyone was alerted.

    Noticing the exit to my let, I ran. The exit itsel

    was guarded by a beey dude with a shotgun,though, and I tossed a brick at his ace to stun

    him. This allowed me to run by, head around the

    corner, and avoid unnecessary combat with a

    whole room ull o bad guys. Did I miss an op-

    portunity to loot a sae or collect extra materials

    to upgrade my bat or build a bomb? Probably.

    But I also came out alive.

    Staying alive is a balancing act that requires

    more than a steady aim and calculated move-

    ment. Crating plays a huge role, one that comes

    with its own checks and balances. Players have

    a small amount o cratable items that unlock

    over the course o the gamemolotov cocktails,

    health kits, smoke bombs, melee upgrades, oth-

    ersbut each requires multiple materials, and

    making one item will inevitably mean you can-

    not build another. Are you condent youll make

    it through the next section without a scratch? Is

    it more important to kill the our inected block-ing the way with a molotov cocktail? Like heal-

    ing, crating takes time, which is precious in The

    Last o Us. Once the bullets start fying or the

    inected start chasing, there are rarely moments

    to sit down, open your backpack, and wait or a

    bar to ll, signiying the creation o a new item.

    Crating speed, healing speed, and other tech-

    niques can be upgraded by collecting medicine

    during the game, but nothing will make you all-

    powerul. Death is always around the corner.

    Ellie is a key component during much o the

    game, as well. Shes not just a character you

    talk to, but someone who takes part in the ac-

    tion. This would raise red fags in most games.

    Thankully, it works neshes helpul. In ad-

    dition to Ellie, there will be other characters

    ollowing you around, shooting enemies, and

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    hiding behind desks. They wont get in your way,

    and while its a little weird when enemies dont

    notice these characters walking right in ront o

    them, thats preerable to having them constant-

    ly messing up your approach. The characters

    are not in your control, but theyre also useul

    and resourceul.At times, The Last o Us eels like a classic

    survival horror game, and it prompted certain

    personal instincts to kick in. In games like this,

    Ill hoard everything, use very little, and nd my-

    sel at the end o the game with a glut o items,

    weapons, and other stu that the game never

    orced me into a position o using, so I never did.

    I the game isnt going to back me into a wall

    and orce the use o precious cargo, Im going to

    be cautious and make sure Im stocked up. The

    Last o Us deeply constrains the player in the

    early hours, but i youre like me, that no longer

    becomes an issue in the latter hal o the game.

    Joel is capable o holding more than hal-a-doz-

    en weapons at once, and while the game does

    an admirable job o ammo limiting certain weap-

    ons or long stretches o the game, I eventual-

    ly hit a point where I wasnt thinking about the

    weapon I was wielding. The games early hoursare the most harrowing, and its why Id recom-

    mend players interested in a rougher experience

    consider dialing up the diculty beore diving in.

    Maybe its the nature o a lengthy video game,

    but despite its restraint, the bodies start to stack

    up in The Last o Us. Eventually, the violence is

    no longer appalling, the kills no longer shock-

    ing. Its partly due to Naughty Dog indulging in

    Uncharted-like setpieces that transorm enemies

    into shooting galleries. One has dozens o guys

    swarming a sniper spot, and youre orced to kill

    them in a clinical and detached ashion at odds

    with whats come beore it. And you have un-

    limited ammo. Its a moment engineered to eel

    indulgent, as the player has been slowly sneak-

    ing through a town to eliminate a sniper thats

    been a total jerk, but it doesnt work. When the

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    last enemy had hit the ground, I was rolling

    my eyes instead o being relieved. But play-

    ers may react to these moments dierently,

    largely ueled by the agency Naughty Dog

    gives them in determining the kind o surviv-

    alist Joel is.

    The emotions are heightened by the be-lievable acting happening in-game and out.

    The perormance capture techniques that

    made Drake, Sully, and riends come alive

    in Uncharted are put to terric use in here,

    with Troy Baker and Ashley Johnson both

    ully committing to their roles as Joel and

    Ellie. Contrary to most games, Joel is not

    the player surrogateEllie is. You empathize

    with her, and she says what the player is

    thinking. When she tells Joel to uck o, you

    want to give her a high-ve. (At one point,

    you actually can press triangle and give Ellie

    a high-ve!) Ellie can hold her own. Joels

    perspective has been warped, and yet this is

    the guy you play ashe asshole. You dont

    choose how Joel acts. Naturally, theres much

    more to Joel thats explored as the story goes

    alongthe man has his reasons or being

    bitterand some o the best moments dont

    even happen in the cut-scenes. Every onceand a while, Ellie (or another character) will

    have an icon appear above their head, sug-

    gesting an optional piece o dialogue. Oten,

    these moments occur while Ellie is staring at

    a painting, poster, or another piece o scen-

    ery. Joel lived or years beore the world im-

    ploded, while Ellie only knows chaos. These

    moments inorm the larger ction o The Last

    o Us, and bond Joel, Elile, and the player.

    I you choose to ignore these moments, Ellie

    comments on your decision to ignore her. Its

    a nice touch, and the interactions evolve as

    the game goes on. Early in the game, Ellie

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    Insomniacs rst multiplatorm game in its

    post-Sony era comes in the orm o Fuse,

    which used to be Overstrike, which used to

    be more humorous and stylized than the run-

    o-the-mill gritty, uture-tech shooter it ulti-

    mately became. Fuses bland art design and

    overall lack o personality are disappointingin the context o that initial reveal trailer, but

    under the hood its still a generally well made

    third-person shooter with a clear emphasis

    on co-op and the imaginative weapons In-

    somniac is so good at dreaming up. But there

    are too ew o those weapons, and a ew too

    many irksome issues, to lit Fuse signicant-

    ly above the many, many other cover-based

    shooters its competing with.

    The game casts you in the role o the

    our smartmouthed mercenary agents o

    Overstrike 9, who trot around the globe, hid-

    ing behind crates and shooting at aceless ar-

    mored bad guys to satisy the whims o their

    paying clients. In this case, youre hot on the

    trail o a or-prot terrorist outt called Raven,

    whos in possession o the titular super-ele-

    ment, one o those pesky substances that

    behaves in whatever ways the plotor thecharacters unconventional weaponsneed

    it to. Each o the characters have a single ex-

    otic Xenotech weapon taped to their arm.

    Group leader Dalton gets a magshield that

    you activate with the let trigger, which stops

    bullets and lets teammates shoot through it

    or extra damage. Naya has a warp rife that

    lets you paint multiple targets and then set

    them all o in a really satisying chain explo-

    sion. Jacob has the most broadly eective

    weapon with a crossbow that shoots a sort

    o energy dart that vaporizes enemies and

    is great or headshots. And redheaded Izzy

    has a rapid-re rife that crystalizes enemies

    or a ew seconds when you pour shots into

    them, ater which you can easily shatter them

    to pieces. These guys make limp little jabs

    at each other as the missions progress, but

    theres not a lot o lie in the banter nor the

    storyline itsel, the twists o which are easy to

    see coming a mile away.

    Youre ree to play Fuse by yoursel, during

    which you can quickly swap between charac-

    ters to utilize their unique weapons and fankgroups o enemies. For the rst couple o

    missions, setting up warp chains or dropping

    a magshield to take cover behind is pretty in-

    teresting, but since each character is stuck

    with the same primary Xenotech weapon

    the entire game, the novelty wears o aster

    than it should. Each agent has a skill tree that

    you can put points into as you level upand

    the way experience is doled out encourages

    you to use your weapons creatively, so you

    level asterbut the skill trees dont oer a

    meaningul level o customization. Instead,

    they really only oer you the choice between

    crit eects on your Xenotech weapons or in-

    creased damage on your regular ones, and

    aside rom a ew weapon-specic secondary

    abilities, each tree merely gives the same ge-

    neric abilities to each agent.

    Certain aspects o playing alone turn outto be irritatingly cumbersome. Most o the

    time, switching to another character puts you

    in a compromised position where youre out

    o range o the action, standing straight up

    in the middle o a reght, or acing a wall

    while a bunch o guys are shooting you in the

    back. The AI characters will occasionally get

    in your way, jump onto a turret youre trying

    to use, or ail to revive you when youre down.

    Distributing skill points requires you to manu-

    ally switch to the character in question, dig

    through the layers o menus to get to the skill

    tree, then back all the way out to the action

    and perorm the whole process over again.

    Its a case o a ew little things that add up to

    a big annoyance ater a while.

    Worse than those quirks, I just ended up

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    eeling bored by the stretches o the cam-

    paign that I played through by mysel. Aside

    rom a ew rudimentary climbing sequences,the entire game is one long linear sequence

    o large combat-oriented rooms laid out with

    numerous cover points and walkways. Most

    encounters give you a chance to knock out

    a stealth kill or two beore the bullets start

    fying, but the only real choice you have is

    which cover or walkway you want to return

    re rom, and what kind o gun you want to

    do it with. Theres so little to the storyline and

    such a lackluster attempt at humor on the

    characters part, the endless shooting at en-

    emies who usually sponge a ton o damage

    started to wear thin or me about two mis-

    sions beore the game was over.

    Fuse is substantially more entertaining with

    other people. Even though you dont have the

    reedom to switch around as much and enjoy

    all the characters specic weaponry, playing

    with thinking human allies lets you actually

    set up intelligent combos and maneuvers thatyou cant pull o with the AI guys (though,

    aside rom going or headshots with Jacobs

    crossbow, youre really just dumping bullets

    into enemies with the same old guns, some-

    times through Daltons shield). Many o the

    characters unlockable secondary abilities

    become more satisying to use in co-op as

    well. For instance, Izzy gets a throwable heal-

    ing beacon that can resurrect downed allies.

    Playing solo, I tended to just throw that thing

    at my eet when the ghting got intense, but

    playing the tougher last couple o missions

    with riends, I got to eel like I was taking on

    a useul healing role by aiming the beacon at

    teammates who were down so I could bring

    them back remotely and get back to the

    ghting. Playing with a team actually lets you

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    fank enemies, which is good since what eels

    like roughly hal o Fuses enemiesrom riot

    shield-equipped inantry to big hulking ro-bot suits with vulnerable uel tanks on their

    backsneed to be shot rom behind. Solo,

    its hard to get those enemies to ace any-

    one but the character youre playing, but in

    co-op you can actually sort o kite enemies

    around and draw their ire (or aggro, i you

    like) so others can get back there and do

    maximum damage.

    Playing with riends was so much more

    entertaining or me that Id go as ar as to

    say its the only way you should play the Fuse

    campaign. I actually ound three players to

    be a nice sweet spot, since you get plenty o

    intelligent tactical potential but can still swap

    around a bit i you need to take on a dier-

    ent role or some reason. Co-op doesnt ully

    alleviate the tedium that sets in as you dump

    round ater round into the especially resilient

    enemies later in the game, but its a heck o alot more interesting than plowing through it all

    alone. I you want more Fuse aterward, you

    can replay individual chapters to keep build-

    ing up your agents. I didnt nish any one

    characters skill tree by the end o the story

    mode, and only bought three o the the incred-

    ibly expensive team perks that increase your

    experience intake, give you more time beore

    bleeding out, and so on. So theres still plenty

    o post-game leveling-up to do, i thats your

    thing. The most rigorous ghting is to be had

    in Echelon, a wave-based survival mode with

    rotating objectives that you certainly want

    our good players or i youre going to tackle

    it seriously. Bringing leveled-up charactersinto this mode is a must, and youll earn a

    bunch more experience or playing it. But

    Echelon is tough enough that it also exposes

    some o the most annoying things about the

    games enemies, like the cloaked ones that

    are hard to see in a reght and will disable

    you the second they touch you.

    Fuses gameplay has some good ideas,

    but they dont carry enough weight in whats

    otherwise a shooter campaign the like o

    which youve almost certainly seen beore.

    And its hard not to think back to the exciting

    rst trailer rom two years ago, since many o

    the shipping games most outlandish aspects

    would have been more at home in that highly

    stylized, wisecracking version that never got

    made. Fighting in an undersea base and a

    space station? An exotic Asian assassin who

    turns out to be someones ex-girlriend? Asneering Russian who shoots himsel up with

    Fuse and grows 10 stories tall? It eels like

    the o-the-wall good ideas Insomniac had

    or that sillier game have survived, but those

    ideas are a bit uncomortably at odds with

    the serious look and tone o the game as it is

    now. Fuse plays pretty well, but with smooth-

    er execution and a more cohesive identity,

    it would have an easier time standing out in

    a genre that, as this generation o consoles

    comes to a close, is wearing out its welcome

    more and more. BRAD SHOEMAKER

    Insomniacs trademark creative weaponry gives a little etra

    oomph to Fuses otherwise by-the-numbers third-person shooting.

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    How do you surprise someone thats

    expecting a surprise? I went into Bio-

    Shock Innite wondering i Irrational

    was content to simply all back on ormula,

    swapping out city beneath the sea or a city

    above the clouds, the Big Daddy or Song-

    bird, and so on. Instead, Innite cleverlypreys on those expectations right out o the

    gate. It eeds you just enough amiliar mate-

    rial and gameplay to make it all t into what

    you think the word BioShock implies, but it

    strikes out in some really exciting directions,

    too. The combat is nicely varied and the story

    moves along at a pace that gives you plenty

    o things to piece together on your own as

    you get closer and closer to discover whats

    really going on in Columbia.

    Columbia is a foating city ruled by a man

    named Comstock, more commonly known

    as the Prophet, and its intended inhabit-

    ants worship Americas ounding athers as i

    they were gods themselves. The game opens

    in 1912 with the player controlling a man

    named Booker DeWitta man with debts

    and regrets who agrees to hunt down a girl

    who happens to live in this mysterious city.One rough ride in the sky later and DeWitt is

    loose in Comstocks decaying utopia on the

    hunt or Elizabeth.

    Though youre not certain why youre

    trying to nd her, it quickly becomes clear

    that shes a central gure in many o the

    strange things happening around Columbia.

    These things take the orm o tears in real-

    ity, small openings to... something, some-

    time, or somewhere else. Most o the more

    meaningul tears are utilized to urther the

    games linear story in some airly mindbend-

    ing ways. This is one o the ways that Innite

    distinguished itsel rom its predecessor.

    Rather than waiting or one big moment to

    twist and pull the rug out rom underneath

    you, this game starts showing you things

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    theyre not my thing here, either, but the abili-

    ties are about as useul as they were in the

    original BioShock.

    Though there are optional treasures and

    audio logs to nd in various corners and hall-

    ways, Innite is a linear game, and you can

    tap up on the D pad at any time to make an

    arrow appear and guide you in the right di-

    rection. The games great about pacing its

    combat sequences and spreading things out,

    giving you plenty o time to explore your well-detailed surroundings between gunghts. I

    ound mysel mostly relying on the electric-

    ity power to stun a chain o enemies long

    enough to shoot them all in the head with a

    carbine or machine gun.

    Elizabeth is with you or much o the game,

    but an on-screen bit o text makes it pretty

    clear that Innite isnt one big escort mission

    and that she can take care o hersel. Thats

    only partially true, really. Shell still run into

    trouble, but only when the story demands it.

    The rest o the time, enemies just seem to

    ignore her completely. During combat, shell

    occasionally shout out to let you know that

    shes ound some salts, health, or ammo. You

    can tap a button to get her to toss the goods

    over. Out o combat, shell occasionally nd

    and toss you some money. The way the AI

    appears to be blind to Elizabeths presenceis one o the games ew disconnects, though

    at least you dont have to constantly rescue

    her rom trouble.

    Innites audio is outstanding. The voice

    cast has turned in a remarkable set o peror-

    mances, and the dialogue theyre reading is

    well-written and believable. The music is also

    a top-notch collection o material perormed

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    in a period-appropriate way. Hearing a bar-

    bershop quartet perormance o the Beach

    Boys God Only Knows also served as one

    o the early clues that Columbia is a strange

    place, indeed. Theres a lot to like about the

    way Innite looks, especially on the PC, but

    Ill sum it up by saying that the emotional

    points o this story would all completely fat

    i Elizabeths ace hadnt been as animated

    as it is. Those animations do more to sell the

    story than anything else.Youll see a lot o BioShock in Innite, but

    even i you try to make direct comparisons

    between the two, its clear that Innite is a ar

    better game than its predecessor. It moves at

    a better pace, with more meaningul and more

    playable big encounters than BioShock. But

    it still carries that sense o exploration and

    the eeling o dread that comes with knowing

    that everything is just continuing to unravel

    beore your very eyes. Watching Columbia

    all while attempting to take Elizabeth away

    rom the foating city is a antastic way tospend a ew days. JEFF GERSTMANN

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    Memory can be a depressing thing.

    Oten some o our ondest memo-

    ries end up lost to the ravages o

    time, while some o our most traumatic linger

    endlessly, like a punishment. So, what i you

    could excise those memories? Or input new

    ones? What i you could experience the lieo another through their own past experienc-

    es? Its a dangerous-sounding and ascinat-

    ing premise, one that Remember Me, a new

    third-person action game rom rst-time stu-

    dio Dontnod, almost manages to success-

    ully realize.

    Almost.

    Where it alters is unortunately where so

    many other thoughtully written games tend

    to: its mechanics. Remember Me is a bet-

    ter story than a game, a mixture o Philip K.

    Dick-style plotting and Luc Bessons sci-

    aesthetics grated onto an initially nity, but

    ultimately repetitive gameplay design. There

    are a ew characters here worth caring about,

    a story that twists itsel eectively around the

    troubled morality o orever trying to eraseones own painul history, and a visual palette

    thats absolutely gorgeous. But in-between

    the margins o Remember Mes best elements

    are sluggish combat, brainless traversal, and

    a ractured sense o progression and pur-

    pose. This is a game o many highs and lows,

    with little middle ground to speak o.

    Fortunately, one o the highs is the char-

    acter you spend the most time with. Nilin is

    a memory hunter ensconced in the seedy

    underbelly o Neo-Paris civil war. When the

    game opens, Nilins memory is in the process

    o being wiped clean by nearious scientists

    o a corporation that more or less runs the

    whole show. The companys Sensen technol-

    ogy is ubiquitous in Neo-Paris, with all walks

    o lie sporting implants that allow them to

    access others memories and dump un-

    wanted ones. Unortunately, it can also grant

    access to those with Nilins special skills,

    who might be looking to play around inside

    o your mind.

    Though Nilin has lost much o her mem-

    ory at the outset, a strange voice appearsand helps guide her out o the prison shes

    mysteriously ound hersel in. The helper, an

    omnipresent Errorist leader named Edge,

    tells Nilin bit-by-bit who she is, what shes a

    part o, and what her mission once was. Its a

    airly typical case o rebellious anti-corporate

    terrorists looking to bring down Big Memory,

    but how that struggle is ramed against the

    slowly returning memories o Nilin is where

    Remember Me most denitively succeeds.

    Remember Me is deliberate in its meting

    out o inormation, introducing you to other

    characters o varying degrees o villainy over

    the course o its roughly eight-hour adven-

    ture, and then proceeding to give you a bit

    o insight into how they came to be what

    they are. The characters the script both-

    ers to fesh out are oten strong presences

    throughout the game. However, a ew toomany characters are tossed into the mix or

    brie periods, only to be tossed aside later

    with nothing worthwhile learned about them.

    I mention this only because the story is at its

    best when Nilin is allowed to dig deep into

    these characters motivations. Some o the

    less-interesting characters, like the miserable

    warden o the new La Bastille prison, are sim-

    ply psychotic and horrible. Others, like the

    husband and wie duo that run the corpora-

    tion, have more nuanced reasoning or how

    they came to be so powerul, so merciless,

    and so deeply destructive.

    These memories are presented to Nilin in

    separate gameplay sections, which task you

    with remixing dening memories in their lives.

    Theres not much to it, in that you essentially

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    just rewind the memory until you nd exploit-

    able glitches, which you can then use to com-

    pletely alter the scope o whats happened.

    Though it amounts to little more than a bit o

    extra button-pressing, the consequences o

    those changes become immediately appar-

    ent, and result in some o the more thoughtul

    storytelling moments in the game.

    Unortunately, not enough is done with

    these memory remixing sections to make

    them more than an occasionally meaningul

    distraction. The rest o the time, youre punch-

    ing and jumping your way through the variousslums, skyscrapers, and scientic acilities o

    Neo-Paris, taking on enemy soldiers, robots,

    and Leapers. Leapers are essentially memory

    junkies, grotesquely deormed dregs o this

    uturistic society that can scarcely hold a co-

    herent thought, and lash out at anyone not

    similarly deormed. The Leapers are a sad,

    tragic enemy that nonetheless never evolve

    into a more consistent threat than anyone

    else in the game. They, like the soldiers un-

    der the companys employ, simply lash out at

    Nilin every time you enter a battle arena, and

    proceed to die at your hand.

    Were the combat better, or at least better-

    paced, ghting them might have been a more

    engaging experience. As it stands, hand-

    to-hand ghting is largely Remember Mes

    weakest link, a hodgepodge o basic button-

    mashing combos made ar more complex by

    a system that requires precision and trial-

    and-error to be most eective. Each move

    Nilin learns can be manually placed in the

    structure o a larger combo. There are our

    distinct attack varieties, each which does

    something a bit dierent, bonus-wise. Some

    attacks help restore health, while others re-

    duce the cooldown time on Nilins special

    moves, which can range rom intense blasts

    o memory disrupting energy, to circuit-

    scrambling attacks that bring robotic ene-mies over to your side.

    Its a nice idea, but it alters in execution.

    Each hit requires a airly precise timing to

    continue to the combo string, and the volume

    o enemies you oten ace simply doesnt al-

    low or much precision in your ghting at all.

    Nilins attack animations also have a tendency

    to run a bit long, which makes parsing out the

    combo timing a real pain early on. Eventually

    youll get the hang o it, but it never becomes

    much un to ght, no matter how tricky the

    enemies eventually get.

    The rest o the game is peppered with

    traversal puzzles and the occasional ac-

    tual riddle to be solved. These suer rom a

    similar problem o repetition to the combat,

    where you simply nd yoursel darting rom

    Remember Me is an elegant premise eecuted problematically.

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    The trouble with stealth games, or me

    anyway, is all that stealthiness. Which

    isnt to say that stealth in games cant

    be an enjoyable actor, but too oten the

    stealth genre deals in such rigid requirements

    o absolute precision in movement and ex-

    ecution that it kills a lot o the un or play-ers who arent invested in becoming the most

    skilled thieves, ninjas, or special operatives

    out there. Sometimes, you dont necessarily

    want to lose every single time a guard spots

    you. Sometimes, you just want a little more

    chaos in your stealth gameplay, you know?

    I you share my sensibilities, theres a good

    chance youll enjoy Pocketwatch Games

    Monaco: Whats Yours Is Mine quite a bit. Indevelopment or something like our years

    now, Monaco has evolved rom its early

    showings as an intriguing indie curiosity into

    a ull-fedged adventure, replete with numer-

    ous characters, skills, and challenging stages

    to master. Its especially strong in coopera-

    tive multiplayer, where up to our players can

    plan, execute, and in some cases, rantically

    try to salvage elaborate heists that oten have

    a tendency to go haywire, albeit oten in themost enjoyable ways possible.

    There are eight characters to choose

    rom in Monaco. Fourthe Locksmith, the

    Cleaner, the Lookout, and the Pickpocket

    are available right at the beginning o the

    game. Over time, youll also unlock the

    Mole, the Gentleman, the Redhead, and

    the Hacker. Each o these characters has a

    unique skill that makes them vital or specic

    tasks throughout the story. The Locksmith,or instance, can push through locked doors

    twice as quickly as any other character; the

    Hacker can disable security systems by up-

    loading viruses through any power outlet;

    the Gentleman can disguise himsel or a set

    amount o time; and the Cleaner can chlo-

    roorm any in-game enemy he manages to

    sneak up on.

    I youre playing alone, you can just pick

    rom any one o these characters once theyre

    unlocked. Every stage in Monaco can be

    beaten with any character, but some levels

    are denitely designed with certain abilities in

    mind, and some characters are just balanced

    better than others. The Mole, or instance,

    can dig through walls, and especially in the

    rst hal o the game, is exceptionally useul.

    Conversely, the Pickpocket, despite having a

    monkey that collects coins or him, is regret-tably pretty useless in most key situations.

    The primary goals o Monacos many un-

    savory characters evolve over time, but

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    objectively speaking, pretty much everything

    revolves around you getting into a heav-

    ily guarded/booby trapped area, stealing

    something, and getting back out. Cops, ci-

    vilians, guard dogs, cameras, laser barriers,

    computer-locked doors, and just about every

    other manner o security must be navigatedsuccessully in order to survive a mission.

    In addition to your primary goal, youll also

    be trying to collect the many coins that have

    been scattered throughout each stage, all

    while generally trying to avoid detection.

    The thing is, you wont avoid detection

    orever. While its distinctly possible that

    some obsessive players may be able to

    sneak through whole levels o Monaco with-

    out ever spooking a guard or being spotted

    on a camera, you really dont have to do this

    to succeed. When playing solo, getting de-

    tected really only means that you need to

    bolt to a nearby hiding spot, either in another

    room, or in an air duct, or even inside a near-

    by shrub. Enemies arent terribly thorough

    in their searches, so i youre ar enough out

    o their sight line and arent making noise,

    theyll usually just wander o, and youregood to go.

    Multiplayer requires a bit more strategy,

    given that you could have up to our people

    all wandering around dierent areas o the

    environment. It pays to have a plan, which is

    to say that it pays to spend time learning the

    layouts o the dierent stages, and have cer-

    tain characters attack certain areas or maxi-

    mum coin collection and minimum collateral

    damage. That, o course, doesnt alwaysgo according to plan. In most games, see-

    ing your best laid plans go to pot is usually a

    source o rustration. However, at least in the

    early goings, Monacos levels are generally

    bite-sized enough to avoid orcing players

    to restart large chunks o content, while also

    providing just enough challenge to ensure

    that when things do go wrong, they go hilari-

    ously wrong. Later on, as the levels become

    more intricate and rankly just a lot longer,

    those ailures do become a bit less amusing.

    Obviously a disastrous outcome isnt the

    point o playing Monaco, but that the disas-

    trous outcomes are, in their own way, oten

    so very entertaining is a testament to how

    un the game can be in multiplayer. Pulling

    o a well-constructed heist, lled with coor-

    dinated distractions and intricately executed

    strategy is awesome, but even having it allall apart on you, with guards and sirens and

    dogs all converging on everybody, is weirdly

    un too. O course you never want to be the

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    guy who ruined everything, but there are,thankully, just enough ways to get yoursel

    out o a jam in Monaco to prevent you rom

    ever eeling like youve hopelessly destroyed

    everyones chances just by screwing up

    once or twice.

    It helps that Monaco is a pretty simple

    game, mechanically. You can use a control-

    ler on the PC version i you like, but the de-

    ault controls really only require movement

    via the WASD keys, holding the right mousebutton down to sneak quietly, and using

    the let mouse button to use weapons and

    other items that pop up rom time to time.

    These can range rom simple guns to EMPs

    that knock out all the electronics in a nearby

    area. For every ten coins you pick up, you

    earn another use o the item youre current-

    ly equipped with, which can be very handy

    when you just need to get one guard out oyour way to get to the next area.

    There are quite a ew chapters to play

    through in Monaco, though you cant unlock

    the second volley o levelswhich are es-

    sentially remixed versions o previous lev-

    els designed with more challenge, and an

    alternate story path, in minduntil youve

    cleaned out enough stages on the rst.

    Cleaning out requires collecting all the coins

    in a given stage, which, especially in the laterstages, is easier said than done. The earli-

    er stages are easier to pull this o in, and

    in act, I managed to clean out a ew levelswithout really even trying too terribly hard.

    But those arent the norm, and in most cas-

    es, youll have to painstakingly scour levels

    to nd all those coins.

    The story is cutely written, meting out

    pieces o ino that simultaneously fesh out

    the stories o the games characters, and pay

    homage to a ew o the all-time crime movie

    classics. Still, the atmosphere o this game

    isnt really what sells it. The piano-heavysoundtrack by Austin Wintory does a nice

    job o capturing the sort o jaunty, old-timey

    soundtracks o classic silent lm, but the

    games visual palette sometimes has a hard

    time dierentiating certain environments and

    settings. Its a good looking game with some

    nice pixel art, but there are denitely mo-

    ments where all the little icons, characters,

    and pieces o scenery turn into something oan indistinct blur.

    While I admittedly became less enamored

    with Monaco as it ramped up its diculty

    and turned some o its later missions into

    tedious exercises in trial-and-error, the vast

    majority o Monacos content is simply a de-

    light to play, especially when enjoyed along-

    side a rogues gallery o your most deviously

    skilled riends. It may not best serve the sol-

    itary brand o player, but or a cooperativegroup o would-be thieves, Monaco can be

    terric un. ALEx NAVARRO

    Monaco makes or a more compelling multiplayer

    romp than a single-player adventure, but its charms

    shine through any way you choose to play it.

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    Games are a unny medium. Unlike

    movies, books, and music, games are

    made in dierent parts o the world,

    but we hardly take note o their place o ori-

    gin. I its un to play, does it matter? In some

    respects, this makes games a wonderully

    progressive medium, one in which the qualityo the creation is judged or what it is. Its also

    resulted in a homogenization o design. That

    we cannot tell i a game is rom one place

    or another suggests the desire or worldwide

    acceptance is oten stomping out quirks that

    could help dene the medium.

    Thats what made 4A Games Metro 2033

    stand out. Metro 2033 was set in Russia,

    made in the region, and played like it camerom there. You wanted to swig rom a vodka

    bottle to be a little closer to itI called it ull

    immersion. Just being dierent wouldnt be

    enough, though. Metro 2033 was drunk on

    atmosphere, and brought players to an alien

    place where the real and the supernatural

    swapped places at will. It also had terrible

    combat. Im happy to report Metro: Last Light

    makes impressive strides there, changes that

    will make jumping into its world easier orthose who were put o by some gameplay

    elements that didnt work well last time.

    Metro 2033 concluded with Artyom launch-

    ing a barrage o missiles at a nest o Dark

    Ones. Ever since the bombs dropped, the

    survivors o the area around Moscow have

    been barely scraping by living underground.

    Theres not much ood, water, or other sup-

    plies, and in addition to the mutated animals

    that have adapted on the surace, a new

    race o sentient beings capable o destroying

    olks minds with a wave o their hand is

    causing humanity to wonder i its about to

    be replaced. Artyom appeared to have suc-

    cessully destroyed all the Dark Ones, but

    Last Light opens by encountering a survivor

    o the blast, starting a quest to learn their

    true nature.Atmosphere went a long way towards

    helping you orget the rustration o shoot-

    ing things in Metro 2033. The gunplay was

    shoddy enough to break the illusion. Im par-

    tial to the theory that awkward controls can

    actually contribute to immersion when done

    properly (see: Silent Hill), but in Metro 2033,

    youre supposed to be a gunslinger with a

    deadly arm, and it was tough to be that guy.

    It takes precious ew moments with Metro:

    Last Light to appreciate the mechanical up-

    grade. On a controller, the controls are much

    more streamlined, and allow you to swap tac-

    tics on a whim. This translates to the mouse

    and keyboard, as well, and refects a general

    shit in combat design to encourage more

    than popping o rounds and hoping or the

    best. The way it eels is harder to describe.

    It just...eels like a modern shooter, and is nolonger a distraction. The Metro games arent

    about the power antasy in so many other

    shooters, and it doesnt reinvent shooting a

    gun. Now, rather than ussing with the con-

    trols, you can easily re away, and ocus on

    surviving the hellscape.

    Your survival is acutely conveyed in the

    rst-person, a perspective that comes with a

    great power that ew games wield very well.

    Each time Ive declared Im done with rst-

    person-shooters, what Im really saying is Im

    4A Games makes impressive strides in

    improving Metros core gameplay without losing

    the pieces that made the original so special.

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    tired with what the games areor arent

    doing with the opportunity in ront o them.

    There will always be something satisying

    about holding let trigger to aim and holding

    right trigger to shoot, but that eeling dulls alittle more with each game. Its easy to think

    thats all there is to it, and then a game comes

    along and reminds us games arent trying

    hard enough. Mirrors Edge was one such

    game; Metro 2033 was another.

    Its the little details that matter in Metro,

    and how they add up. Its about having to put

    your gun away in order to manually recharge

    your fashlights battery. Its about being asked

    to both reload bullets and manually pump the

    pneumatic tubing on a rife that you can, oh

    yes, accidentally over-pump. Its about hear-

    ing a terriying beep rom your watch, signiy-

    ing theres a minute let on your current mask

    lter, the only thing keeping you alive while

    scouring the surace or a replacement. Its

    about the game employing mission markers

    only by asking you to check a compass, or

    pulling up a notebook that has the next ob-

    jective written down. Its about being in an

    intense reght, blasting a twisted creature

    away with your shotgun, their blood splat-tering onto your mask, and the only way to

    see whats going on is literally hitting a button

    assigned to wiping your mask o. Its these

    dierentiations that combine with Metro: Last

    Lights oppressive and claustrophobic sense

    o place to transport you to a world o hope

    and suering.

    And Last Light spends a surprising amount

    o time conveying that suering. In Metro

    2033, this largely happened through idle

    dialogue and inerence. Last Light doesnt

    abandon asking players to draw their own

    conclusions, but its also ar more blunt, and

    introduces a narrative trick that allows the

    game to indulge in some truly horric mo-

    ments that recall the day the bombs ell. One

    sequence, involving a plane, remains etched

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    in my mind. By the end, you still dont know

    why the nuclear winter was triggered, but Last

    Light succeeds at conveying the awe-inspir-

    ing terror o the day that changed everything.

    It doesnt skimp on the ollies o man in the

    post-apocalypse, either, including a harrow-

    ing moment early on when the player quietlymoves through a concentration camp run by

    uture Nazis. In these moments and others,

    the player is given opportunities to help, but

    its not impressed upon them, and rarely is

    it tied to the unlocking o an achievement or

    signicant player benet. I you chose to help

    the citizens o Metro, its because you chose

    to reach out your handor dont.

    Possibly the most surprising addition are

    the amount o stealth sequences. Its com-

    mon to be presented with a huge room ull

    o soldiers, and while its possible to ght

    through them, thats a bad idea. Ive been

    rather vocal about games with trial-and-error

    stealth gameplay, so there was a brie mo-

    ment o panic. This was ollowed by a sigh

    o relie, as it became apparent how ast

    and loose 4A Games was with the concept

    o stealth. Seriouslythese enemies neednew glasses. It means you can waltz in ront

    o them, so long as your hands indicator

    says youre invisible. While it made these

    sequences tolerable, it robs all tension rom

    them, and the sheer volume o the stealth se-

    quences had me wishing the game was more

    punishing about playing them.

    As with Metro 2033, Last Light is a tech-

    nical juggernaut designed to bring the most

    powerul o PCs to their knees i youre try-

    ing to max the visuals out. My modest but

    capable Radeon 7850, 16GB o RAM, and an

    i7 CPU heavily chugged at the games most

    intense moments (almost all o them were

    outside and included environmental eects)

    on the high settings. The Xbox 360 and

    PlayStation 3 versions are acceptable ways

    to play the game but hardly ideal. While the

    rame rate holds up admirably, texture detail

    take an enormous hit.

    I was also bugged by an oversight that

    probably wont present itsel to many peo-

    ple reading this. I view Metro 2033 and Last

    Light like oreign lms. I could play them withEnglish dubbing, but as they were developed

    in Russia, it makes sense to play them with

    Russian voices and English subtitles. While I

    dont expect to understand everything, Last

    Light doesnt subtitle a number o story mo-

    ments, and not or any obvious technical rea-

    sons. It may be understandable that every

    piece o ambient dialogue cannot be trans-

    lated because the game wont know where

    the player is looking, but there are important

    ambient set pieces where the players atten-

    tion would be directed nowhere else and the

    game ails to subtitle them at all. I not only to

    maintain my level o disbelie and immersion,

    its also a ailure to successully address ac-

    cessibility or the disabled among us.

    To be this ar without having gone on and

    on about how well Last Light renders the end

    o the world speaks to the impact o every-thing else. Did I mention it has the creepiest

    spiders since Deadly Creatures? By its very

    nature o being a sequel, Last Light doesnt

    eel as resh as Metro 2033 did, but theres

    still nothing else like it. Few games gener-

    ate immersion through gameplay and trans-

    port you to their world the way Metro does.

    PATRICK KLEPEK

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    Shadowrun Returns would not exist

    without Kickstarter, but the moment a

    game leaves the Kickstarter station, its

    crowdunded background no longer matters.

    When it appeared on a marketplace with a

    price tag attached, it became a game that ex-

    ists alongside every other game. Thats not a

    problem or Shadowrun Returns, ortunately,which unctions just ne as a great strategy

    game, regardless o origin.

    The Shadowrun universe, a mashup o cy-

    berpunk and antasy, comes rom the mind o

    Jordan Weisman, the designer also responsi-

    ble or MechWarrior and Crimson Skies. Set

    in a 21st century Seattle taken a turn towards

    the dirty, Shadowrun exists in a world where

    magic exists alongside your usual technolo-

    gy, and orcs, elves, dwarves, and dragons are

    real. I dont know why this is, and Shadowrun

    Returns never really explains it, either, which

    is indicative o problems within Shadowrun

    Returns that run ar deeper than the prem-

    ise. (Wikipedia tells me the world suddenly

    shited in 2011, with magic becoming part o

    the world, and parts o the human population

    randomly becoming orcs and trolls. Children

    became a mix o human, elves, dwarves, and

    other things. Who cares? Its cool.)

    Whatever one makes o the universes

    mixtape elements, it sets the strategy game

    up or a wide diversity o play that makes the

    gooness worthwhile. The Shadowrun games

    produced or SNES and Genesis took RPGelements rom Shadowruns tabletop origins

    and combined it with ast-paced, real-time

    action gameplay. Shadowrun Returns adopts

    a much slower pace that will eel immedi-

    ately amiliar to anyone whos played XCOM:

    Enemy Unknown or Fire Emblem: Awakening

    in the past year. Viewed rom an isometric

    perspective, players control teams o one-to-

    our characters, with one being your primary

    character and the others oten hired goons.

    Players choose rom a set o raceshuman,

    el, dwar, orc, trolland assign one o several

    classesstreet samurai, mage, decker, sha-

    man, rigger, physical adeptthat automates

    early stats. You can opt to not choose a class,

    but entry level players may eel overwhelmed

    by the sheer choices in stat selection.

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    About halway through the game, I -

    nally came to grasp the breadth o what

    Shadowrun Returns had to oer, and ound

    mysel prooundly disappointed at some o

    my decisions, choices made in ignorance.

    Shadowrun Returns primes players to play

    the way they actually want to during a sec-

    ond playthrough, but only because it spends

    so little time explaining its nuances. I un-derstand not wanting to include a two-hour

    tutorial to walk players through every detail,

    but giving players the option to learn that or

    themselves would have been useul.

    But when the game nally clicks, it clicks,

    and theres so much to play with. The bat-

    tleeld is a toy box. Every class approaches

    combat so dierently, and this makes en-

    counters ripe or discovery (which, sadly,

    it actively discourages, but lets talk about

    the ideal scenario). My avorite lineup was a

    mage, rigger, street samurai, and whatever

    class I hadnt touched yet. Riggers are robot-

    ics experiments, capable o sacricing their

    turns to dierent types o controllable drones.

    Some drones are mobile medics, others are

    gun-toting mercenaries. Their tiny stature

    means theyre able to sneak through vents,

    setting up all sorts o wrinkles in your tactics.Id use my drones to suck up aggro rom en-

    emies, bu up my street samurai through my

    mage, and send that sword wieldin maniac

    into the thick o battle, slicing down ools let

    and right. My street samurai would oten be

    hiding in plain sight, while everyone else took

    cover around the world. Cover and movement

    works similarly to XCOM, with the mouse

    hovering over environment tiles and commu-

    nicating movement cost and whether a spot

    will provide zero, hal or ull cover. Your view

    is xed, though, and this lead to some costly

    mistakes when its not entirely clear where a

    movement choice will leave your character.

    For the most part, it works just ne.

    Other than movement and cover,

    Shadowrun Returns is dened by random-ness, a ckle mistress that will both reward

    and punish those arrogant enough to test her

    wrath. There are ew experiences more pain-

    ul than watching a careully calculated set o

    maneuvers to fank a set o enemies unravel,

    as the text bubble missed show up over

    and over and over. While its easy to ocus

    on the times ate works against you, it grants

    unbridled power just as oten. The dice rolls

    happening behind-the-scenes in Shadowrun

    Returns eel air, pulling o the troublesome

    balancing act o making the player eel equal-

    ly parts rustrated and elated each turn.

    Whats less random is Shadowrun Returns

    much-maligned save system, which com-

    pounds the game backing players into a

    creative corner. There is no way to manually

    save, which usually means missions must be

    nished beore you can saely turn the gameo. The autosave system kicks in during

    loading screens, which means some multi-

    level missions get you o the hook. It makes

    sense or Shadowrun Returns to ditch play-

    ers ability to save and load reely, as it could

    eliminate any sense o consequence during

    combat. Its sound logic, as Im the kind o

    person who reely exploited loading to avoid

    You dont have to know a lick aboutShadowrun to enjoy this deliciouslyweird, i fawed, strategy game.

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    permanence in XCOM. This leads to some

    unintended consequences during unexpect-

    ed diculty spikes, bad rolls that turns an or-

    dinary combat sequence into a shit show, or

    lie orcing you o the computer.

    Heres a good example. Money (nuyen) is

    tight in Shadowrun Returns, and every pur-chase is important. Hiring a squad is expen-

    sive, and or just about every mission requir-

    ing one, someone gives you money upront to

    make it possible. One o the games previous

    ew side missions skips that step, leading me

    to believe I could get along with only me and

    another shadowrunner. That was mostly true,

    but the nal encounter, which kicks o ater

    30 minutes o otherwise ordinary reghts, is

    much, much harder. I was pummeled ater a

    ew dice rolls went in the enemys avor, and it

    was back to the start o the level. With some

    creative thinking (read: running away and re-

    grouping), I was able to complete the mis-

    sion, but having to crawl through 30 minutes

    o battles several times over was enough to

    make me consider giving up on the game en-

    tirely. A save system with strict restrictions

    in place would have encouraged players totake risks with the gameplay systems. As it

    stands, saving is an wholly unnecessary hur-

    dle to immersion.

    Once you learn to begrudgingly live with

    the save system and get up to speed with the

    various classes, you begin to sigh, realizing

    the campaign is beginning to near its climax.

    When it all comes together in Shadowrun

    Returns, its satisying to watch the narrative

    sync up right alongside your understanding

    o how the game works.

    There are, i you click around enough, a

    ew ways to extend the journey. Some side

    missions exist in Shadowrun Returns, but the

    game is a largely linear aair. Finishing the

    campaign will probably take you between 10-

    13 hours, but a powerul mission editor holds

    tantalizing promise.

    An unexpected delight was how the game

    encourages players to urther dene their

    characters through branching dialogue trees

    without the patronizing good vs. bad split

    in other games. My shadowrunner, Scully,

    would regularly scuttle between a goodperson caught a bad situation to an oppor-

    tunistic scumbag The lack o systemic re-

    action opened up avenues or roleplaying

    without worrying about i points were going

    up or down.

    I hadnt touched a strategy game with any

    serious intent until Firaxis turned my world

    upside down with XCOM. Though Shadowrun

    Returns assumes too much about the play-

    ers prior knowledge about the universe and

    too oten skimps over introducing key game-

    play systems, getting over the hump is worth

    discovering the deeply gratiying strategy

    game within. PATRICK KLEPEK

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    Saints Row IV builds o o Saints Row:

    The Thirds successul break rom

    the open-world crime game norm in

    plenty o successul ways by giving you new

    abilities and options set in an increasingly

    ridiculous world that gets wrapped around

    some solid, unny writing. In plenty o ways

    its all-but-identical to the previous game,

    but plenty o deviations both big and small

    make it eel quite dierent. On the small side,

    a more-ocused track through the games

    side missions makes it more enjoyable to

    see and do everything the game has to oer.

    On the large side, the developers at Volition

    eectively created Lewd Crackdown by

    imbuing your cyber-President with the abilityto leap over buildings, glide around the city,

    and collect hundreds and hundreds o orbs.

    Clusters! Sorry, theyre called clusters. Orbs,

    sheesh, where did that come rom?

    The story picks up where The Third let

    o, more or less, with a quick escalation and

    a ve-year fash orward to the point where

    the boss o the Saints (thats you) is now the

    President o the United States. Oh, and then

    theres an alien invasion courtesy o the Zin,

    your main enemy or the bulk o the game.

    The alien leader, Zinyak, tosses you and your

    crew in a Matrix-like computer simulation o

    Steelport, the same city rom the previous

    game. Since real-world rules dont apply in

    this oppressive simulation, things quickly

    spiral out until you can run aster than cars,

    jump higher than buildings, and shoot reeze

    blasts out o your sts. This, as you mightexpect, changes everything.

    The developers willingness to utterly dep-

    recate major parts o the previous game is

    really interesting. Why would you ever drive

    or upgrade a car once you can run aster

    than the games astest vehicles? Grenades

    and other thrown weapons are completely

    replaced by a trio o super abilities and the

    Saints Row IV builds on

    the style and sense o

    humor o the previous

    game really well, even i it

    leans a little too heavily on

    its predecessor at times.

    weapon tree gets blown out with guns that

    shoot black holes, alien rockets, or the heal-

    ingsorry, destructivepower o dubstep. It

    makes a game that was already pretty gooy

    even gooer. And throwing the vast majority

    o the game into a dark simulated versiono the city o Saints Row: The Third makes

    the whole thing eel like some elaborate ex-

    pansion or mod, rather than a ull-fedged

    sequel. Obviously, that has good and bad

    baggage associated with it. Returning to the

    city makes or interesting story setups and

    remembrances o the previous game, but

    even i youre gliding over all o it and ignoring

    most o its structure, it occasionally doesnt

    eel like something that stands on its own.

    Actually, the story leans pretty heavily on

    your knowledge o Saints Row: The Third,

    to the point where Id probably recommend

    playing that game rst i you havent al-

    ready. Crazily enough, it also throws back

    to the rst two games in some key ways,

    but missing these reerences wont leave

    you struggling too muchalso those games

    are a lot harder to go back to at this point.The story goes in some interesting direc-

    tions by occasionally ocusing more on the

    characters around you and giving you some

    insight into their past and present motiva-

    tions. These missions are the best part about

    Saints Row IV, and in many cases, they give

    the characters more depth than youd ex-

    pect rom what might otherwise look like

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    one 17-hour Matrix-meets-Mass-Eect gag.

    Unortunately, a ew opportunities or char-

    acter building are really squandered, leaving

    all the interactions with one highly anticipat-

    ed return character eeling completely fat.

    That 17-hour number isnt something I just

    pulled out o the air, by the way. Thats abouthow long it took me to complete Saints Row

    IV, including all o the side missions (most o

    which with silver or gold medals) and with

    copious amounts o time devoted to collect-

    ing well over a thousand o the clusters. The

    game is shorter, but in a way that comes o

    as more ocused. The side missions are o-

    ered up to you in batches, so i you like, you

    can let the game guide you rom one task

    to the next, with a bonus item or bu wait-

    ing or each group you complete. Or you

    can run around as beore and just complete

    the tasks as you nd them, and the game

    will adjust accordingly and not orce you to

    complete the missions twice. Its a smart ad-

    justment that makes the tasks ar more man-

    ageable while giving you meaningul rewards

    or your eorts.

    Visually, Saints Row IV has the capacityto look better than the previous game. The

    moodier lighting o the simulation and the

    way the walls occasionally swim as the sim-

    ulations textures animate across the sides

    o buildings is a nice eect, and things even

    look nice when youre fying high above the

    city. But rom a tech perspective, its mostly

    on-par with Saints Row 3. The characters

    models are roughly identical, the weapon

    eects are oten similar, and so on. Its not a

    huge leap orward, even i the games engine

    is better at serving up its polygons and tex-

    tures at high speeds. Also, I can only say this

    about the PC version o the game.

    Not to sound elitist, but going rom the

    PC version o Saints Row IV to the Xbox 360version o the game was enough to make

    me think that they maybe shouldnt have

    released this game on consoles. The rame

    rate o Saints Row: The Third wasnt pretty

    on consoles, and the bigger ask related to

    your characters speed and mobility make

    this game run even worse. The rame rate

    is rarely acceptable and on top o that, the

    game likes to hitch up completely or a bit

    when it autosaves. Making precision land-

    ings and lining up headshots is more dicult

    with its rotten rame rate, and the game is,

    overall, less un on the Xbox 360 than it is on

    a proper PC as a result.

    That said, I enjoyed it a great deal, and

    parts o this game almost eel like theyve

    been specically tailored to my interests. I

    mean, Ri Ra hosts one o the radio sta-

    tions. Thats a great choice. The game ispacked with some great moments that sub-

    vert the open-world crime genre even urther

    than SR3 did, its unny, and its reerences

    arent just lazily tossed o, theyre earned.

    Youll eel like youve played some o this be-

    ore, but i youre at all interested in Saints

    Rows brand o weird, its absolutely vital.

    Play it on PC, though. JEFF GERSTMANN

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    Kentia HallIrst met Ryan in person at Caliornia Extreme.I was a big an o Giant Bomb and the Whis-key Media properties in general and had heardabout Ryans anity towards collecting laser-discs. I just happened to have a huge pile o LDsthat were part o a stu purge and couldnt thinko a better home. We met up at the show (coinci-

    dentally also the same show that Patrick pickedup his Neo Geo cab) and lugged a giant bin backup to his hotel room. We shared a ew drinks, dis-cussing the technical superiority o the LD ormatand all the gems we learned rom directors com-mentary. Sitting on the balcony chatting, I elt likeI had been given the key to some secret club thatI could tell you about, but then Id have to kill you.

    Ive always known that GB was a cult o per-sonality, you elt attached to the site because youelt like you knew the people behind it. Ryan toldme that hed oten be approached by ans talk-

    ing about something on the Bombcast and hedhave to say something like and whats yourename? People (mysel included) elt so connect-ed to him and the rest o the crew that ans wouldoten orget that it was oten a one-way street,at least initially.

    Thats what impressed me most about actuallymeeting the man and getting to know him a littlebetter. Ater that one encounter he made me eellike I was a close riend, even i I really wasnt inthe traditional sense. Ryan was so genuine and hehad this incredible inectious energy where eve-

    rything seemed awesome when he was around. Ihave to admit that rst time I heard my name onthe Bombcast I elt like I was on top o the world.

    I remember being contacted by Anna, thelove o his lie and wie or too short a time. Shewas looking to get him a Ms Pac Man machineor Christmas and somehow my name came up.Serendipity, I ound an insanely clean upright ora great price and worked out all the details. Wewheeled in the machine the day ater Christmas,

    big red bow attached, and I wanted to tell himto marry the woman who made it possible. Ocourse, he already knew that and even to the cas-ual observer you could tell how much they meantto each other. Even then he mentioned that sheloved Area 51 and a ew years later we were ableto ll that hole in the Davis arcade.

    The last interaction I had with Ryan was talkingwith him about how to get the Neo Geo cab romPatricks place to his. I had just gone through sur-gery and couldnt help personally, but did whatI could to get him some help. I was looking or-ward to some Warlords cash games at CaliorniaExtreme and sitting around drinking whiskey,catching up since my move.

    Being around Ryan, in-person or over the in-ternet, made lie seem more un. As many havesaid, even him giving you shit elt great in a waythats hard to explain. I remember him telling me

    that he just put himsel out there and let others bethe judge, just ocus on what he elt being a goodperson should be and let the chips all where theymay. At the time I was probably doing too muchto curate my online persona and his thoughts re-ally helped to change a lot o that.

    The outpouring o support today on Twitter,Reddit, NeoGa, etc. just makes more publicwhat we already knew. We lost someone veryspecial this week and though today tears havebeen shed, theyre mixed with laughter as we re-member all the joy hes brought to our lives.

    I only broke bread with him a handul o timesand cant imagine what it must be like or thosewho knew him well. I oer my deepest condo-lences to his riends and amily. I eel ortunateto have known Ryan Davis and truly believethat my interactions with him have made mea better person.

    Thank you, duder, or everything you shared

    with us while you were here. Rest in peace.

    Steven Plin Originally Posted July 8th, 2013

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