giant bomb tiny zine 1 beta
TRANSCRIPT
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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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