Quote of the Day

"We're only here briefly, and while I'm here I want to allow myself joy. So fuck it."
- Amy, Her.

Showing posts with label PS3. Show all posts
Showing posts with label PS3. Show all posts

Tuesday, 3 April 2012

RE:View: Journey


"Are video games art?" is a question I frequently see posed all around the web. The debate in which whether making something built for interaction is merely entertainment or an actual crafted product of creativity has raged online for a while now, with neither side quite trumping the other. But if Journey, the latest downloadable PSN title from thatgamecompany of Flower fame, is anything to go by, then the battle is substantially over. Journey is quite simply a marvel.

 You play as an unnamed robed traveller, Journeying across a desert wasteland to reach the distant mountain top and fulfill your mysterious destiny. That's it. No back-story, no cutscenes, no dialogue. You're just plopped into this dazzlingly bright world, and told to move in that direction. But it works, delightfully so. This is the kind of game where the less you know the better, so you can fully experience what happens around you as you play.

Thankfully, the back-drops in which you do this are of a very high-class level. Sun flares magnificently off the camera and illuminates the lush sands and stones for which to explore. And whilst the desert-based adventuring quickly changes to some surprising, even vaster and often unsettling climates, the visuals evolve along with it and help to truly immerse you in this odd, mysterious world.


In terms of controls, Journey is again kept bare-bones simple. Move, Fly and Shout are your three options as you navigate your traveller through the game. As you go along, you'll encounter strange creatures and tapestries in an asian-like language, that when brushed pass give you the limited ability to fly swiftly into the air to reach higher-places and glide over the terrain.

The Shout button gives you a personal insignia to broadcast and
interact with things within the world
But the greatest thing throughout Journey is the subtlety in which it takes players along the, well... Journey. As you progress, a little more is learnt about the world around you, and why the pilgrimage being undertook is being undertaken. You won't even notice it while playing, until you take a step back and realise you've been immersed within this game for the last couple hours and are absolutely with it. Naturally, the touching and ghostly score that accompanies the entire game does a lot to help accomplish this, coming out of nowhere at times with what you'd expect to hear in a big dramatic epic. The way it guides you without ever speaking a word is something to really respect in the way of both storytelling and game-making, that unfortunately is becoming less and less common in the age of the FPS and Action Orientated gaming.

And while roaming, you may notice another traveller join you on the unspoken quest. Not an NPC, but a real person, somewhere in the world playing Journey at the same time and in the same place as you. Seamlessly you are hooked up together, with no names given and no means of communication other than the Shout button, a single communication beacon to tap for a response. For me, this was what made the game truly magical: the ability to connect to another human being, watch and react to their little movements on screen, without having any preconceptions or information on who they are. Wondering around with someone like this increased the experience of Journey furthermore, because then everything just felt so real.

Companions
 We had a connection, a shared motif to play. But that's it. And so we Moved and Flew and Shouted together in a graceful harmony of what Journey really stood for. Hell, when one partner left me at a particularly dark part in the game, I was physically saddened and scared for the prospect of carrying on alone. When playing with another, there was this thrill, a sense of being that I'd never had with a game before. And then I reached the glorious final moments of the game, which were as harrowing as they were tremendous, due to me being alone and burdened with actual emotion within myself. It was madness, yet it was beautiful.

And when thinking about Journey, that seems like what it's all about: The Beauty. To give players a ride of awe and wonder with the game's presentation and experimental flow of story, to immerse them with the toppest of notch scores and brilliant execution, and then force them to feel the experience extend past the controller and screen, with the euphoria of an unseen connection whilst all these mechanics merge together to invade the mind and heart.

So when reaching those final few moments of the game, watching the credits roll and then presented once more with the start menu, I just had to stop. I had to think, to reflect, to be. It was quite a shock to have to do that at the end of a video game - I'd only ever experienced that "stare into space and absorb what just happened" moment when finishing an important book or film, but never a game. So you tell me, "Are video games art?"

If you own a PS3, if you can access the Store, and happen to have £10 free, then I believe you owe it to yourself to get Journey. As memorable as it is enjoyable (which is a seriously large amount), Journey is a modern masterpiece in gaming, and proves that you don't need guns and action to have a good time with your console. More than just a game; it's an experience, one that I doubt you'll find anywhere else for the short time it takes to finish. But of course, it's not about the destination...

A real game changer.

5 Stars
ATR




Tuesday, 26 July 2011

Trailer Tuesday: Games Special 2

As if I haven't said it enough already, the San Diego Comic-Con was on last weekend, and that means new game trailers to go along with it. So, like I did with the E3 ones, I've compiled a lot of them for your viewing pleasure.

First up, Battlefield 3:


Showcasing a new map based in and around the Paris Metro system, as well as tooting their own horn about awards, this trailer has me pumped for the explosive, vast and awesome multiplayer the game has to offer when it releases October 28th.


Zelda returns to Wii! Could this game make me pick up a Wiimote again after all this time?


After over 3 years in development, Star Wars: The Old Republic is finally nearing, and here's a trailer showing off the different classes the new MMO has to offer. I call Smuggler/Jedi! Hey, there should be Jedi Smugglers! *Jots down idea for future writing*

Thursday, 24 February 2011

RE:View: Stacking


Russian nesting dolls.
 In a game.
 About child labour.

 Now I wouldn't blame you if you thought I was joking here. Seriously, the setup sounds ridiculous, right? Surely it can't work! Well, I'm not joking, because this is Stacking, the latest downloadable game from Tim Schafer's "Double Fine" studios, the creators of such titles as Brutal Legend, Psychonauts and The Secret of Monkey Island. An adventure-puzzler game at it's core, Stacking is a cute and approachable game that leaks charm out of all and every orifice with increasing style and fun.

  The premise: You play as Charlie Blackmore, youngest of a large family and the smallest doll in the industrial age of the world. But when the Blackmore father goes missing, the family comes in to debt and the evil Baron forces the children to work to pay it off, with the exception of tiny Charlie. So, embarking on an epic adventure which will take him on the likes of shiny zeppelins and grand cruise-liners, Charlie sets out to free his poor siblings from the dastardly clutches of the Baron, with the help of his rather odd ability to control other dolls by hopping inside them.

 From the off, the story sounds rather depressing with it's themes of child labour and debt, but luckily it's counteracted by the tongue-in-cheek humour used to portray the sadness, along with the silent-movie type cut-scenes that add charm and style to the presentation and narrative. Seeing the various dolls perform goofy animations a top some witty dialogue can often be a joy to watch and helps to distance itself from the heavy topics previously mentioned.

Childish but irresistible laughs
 
 In between these sometimes lengthy and frequent cut-scenes (which may frustrate some impatient players), is of course the gameplay. As you roam around the dainty little diorama settings, you're given various objectives, involving some sort of challenge you must overcome. But it's how to go about these challenges that brings the main gameplay mechanic forwards; stacking. As the smallest doll in the world, naturally you're not going to solve these trials alone. So, to get by, Charlie must hop into other dolls, all with their own unique abilities, and use their certain talents to complete the objectives. For example, to get a guard away from his gate, you can hop into the alluring female doll and use her powers of seduction to lure him away, allowing you to unstack and sneak through. But it's not that easy, as you need to stack into a doll exactly one size larger than your current one, so you can't go straight from little kid to heavyweight boxer in one fell stack.

A classic problem

 These challenges can then be revisited in a number of different ways, allowing re-playability and forcing your brain to think of several different solutions at once. You can move on after you've found an immediate answer, but I often found myself trying to find all solutions before continuing. However, if you do get stuck there is a helpful hint system, which, while handy, can ruin the puzzle aspect of game at times, as it's easy to abuse and the cool-down time is a joke.

  The scenery you find yourself stacking around is full of vibrancy and life, even though the things inhabiting it are essentially inanimate, wooden objects. The sweet cartoon style works well in this lavish world of wackiness and slap-stick, and the sluggish camera doesn't hinder the views too much, giving the player an incentive to explore the landscape to see all. Plus the sound is a quiet delight with some sweet little fanciful music and well matched sound effects to compliment the overall fun.

The visuals are definitely a treat 
  Though short, the experience definitely gives you 4-5 hours of enjoyment, especially since there are plenty of unique dolls to find and "Hi-Jinks" (little mini-challenges that are doll specific) to conquer once the main story has finished. Whether or not I'd revisit it after I'd achieved 100% is yet to be seen, but with no other modes outside of the story it's quite unlikely. But hey, it's a downloadable title, so what do you expect? At 1200 Microsoft Points or £10 on PSN, this is an absolute steal and an entirely unique experience that you wouldn't get anywhere else.

Summary:
+ Cute and Charming
+ Unique Gameplay
+ Nice Sounds and Visuals
- Short and Easy
- Lengthy Cut-Scenes (Impatient)
- Sluggish Camera

Stacking: 7/10

Well that was my first (kind of) game review. I hope you enjoyed it and yeah, I know I ripped all the pictures off of Gamespot. So what? Sue me. Wait, no, don't to that... I certainly enjoyed my time with the game and I hope this review might prompt you to want to try it as well. Remember, there's always a free demo for downloadable titles, so give it a go if you've got the time.

Before you go, please vote on my latest poll to have your say on what movie I review next. You've got until around 10 AM Saturday (British time) to have your say, so get them votes in now! Thanks for reading and I'll see you all soon, or at least my words will. Stay safe now!