I’ve got my greasy hands on The Legacy Collection of Metal Gear Solid now, so expect some initial impressions of Sons of Liberty up sometime next week when I begin playing it. It’ll be a quick first impression before doing a deep dive into the core game and what it’s all about once I’m done with it. Needless to say, I’m as excited as a school boy at Christmas. I expect:
- Better control scheme
- More expanded stealth mechanics
- A hell of a lot of cut scenes
- Cardboard boxes, again
- More dialogue
- Huge, gigantic breakages of the fourth wall
- Snake being dumped in favour of a more feminine protagonist after the opening titles roll
Im already aware that Sons of Liberty was a total ‘fuck you’ to MGS fans of the day so I’m fully prepared for the VR stuff at the end. I’d be interested in seeing how Kojima manages to pull it off.
On top of this I’m hoping to get another article up at some point too!
Continue reading “A small update on The War Epilogue”
The War Epilogue is a series focussing on the Metal Gear Solid Series, from 1, through to 4, in release date order. I’ll analyze where the series used to be, all the way up to where it went, and the themes that lay behind the games. Metal Gear Solid, much like it’s creator, is a larger than life series with layers of complexities that flood the veins of gaming culture, even to this day. With the controversial final entry The Phantom Pain firmly lodged in my mind, I will journal my experiences with these groundbreaking, genre-defining titles having never played a single one. I’ve just finished with Metal Gear Solid, here are my final thoughts.
Boss design is easy to get wrong. It can either be a statistical challenge that requires the player to “top trumps” their way through by having more stats and health points than the boss or it can be a true battle of wits, as it is in Metal Gear Solid.
Continue reading “The War Epilogue: Naked Fist Fight”
Duke Nukem 3D is a game very dear to my heart. Cast your minds back to late 1998, where a younger, more foolish version of myself used to delight in sneaking out of the house to visit a nearby friend and play a naughty game with swearing and breasts in it. At the time, playing Duke Nukem 3D felt unruly. Set in gritty, action movie locales, it revelled in the pleasures of the skin and swearing and farting in a way that felt really adult, but in reality was quite immature. Regardless, Duke Nukem 3D is a beloved classic, where shootouts result in broken glass shattering, sending fragments across your screen, wood and twisted metal punctuate explosions. This was all packaged with a wink and a smile; with Duke cracking his knuckles at the start of the first level, it makes it clear that you’re in for a cigar chomping rollercoaster of shootouts and explosions… and aliens on the toilet.
Read the rest of the review over at GameSpew.
Continue reading “Duke Nukem 3D World Tour PC Review”
The War Epilogue is a series focussing on the Metal Gear Solid Series, from 1, through to 4, in release date order. I’ll analyze where the series used to be, all the way up to where it went, and the themes that lay behind the games. Metal Gear Solid, much like it’s creator, is a larger than life series with layers of complexities that flood the veins of gaming culture, even to this day. With the controversial final entry The Phantom Pain firmly lodged in my mind, I will journal my experiences with these groundbreaking, genre-defining titles having never played a single one. Currently, I am tackling the first Metal Gear Solid game…
As a writer, and specifically, a writer of games and gaming culture, I generally regard expectations as a bad thing. Expectations can give you a false impression of a game before you’ve tried it. You can think a game is better, or worse, than it truly is and until you actually get it in your hands to touch and feel, the game presented in media and in trailers should be treated with wary scepticism. Continue reading “The War Epilogue: Shadow Moses”
In late 2015, I absolutely fell in love with Metal Gear Solid V, the epic, sprawling open world stealth game by legendary game designer Hideo Kojima. It’s the first Metal Gear game I’d ever played and with roughly 200 hours logged in it so far on both PC and PS4, I think it’s pretty safe to say that it’s one of my favourite games of this current generation. I love how it intellectualizes the action game, specifically, the tired old open world action game genre.
After years of radio towers, maps filled with objectives and quest markers and bland repetitive content, The Phantom Pain was the perfect antidote to this, tying a deep cave system of game design elements into the open world stealth simulation. TPP was a revelation for me – it brought depth to a genre that was a mile wide but an inch deep… and I’ve loved every minute I’ve logged in that huge, complicated masterpiece.
Continue reading “The War Epilogue: The long road to peace”
Perspective is a funny old thing. If you follow any modern discussion about the classic 90’s shooter Duke Nukem 3D, it almost always circulates around how out-of-date and embarrassingly sexist he seems now in in retrospect. Back in the 90’s trashy Howard Stern toilet humour was wildly popular – It gave rise to cultural icons with South Park and The Simpsons. Even wrestling got in on the act with a trashier, cooler product of “cool” bad guys and thumping metal music. 20 years later, though, the generation X of rock and roll culture has very slowly dissipated from memory and it’s no longer as funny or clever to laugh at sex workers and turds and naughty swears as it once was and criticism of how out of place old man Duke is nowadays is just as common as articles about how ground breaking the original Duke Nukem 3D was. Gearbox software have taken the reigns on the latest re-release of the classic 90’s naughty swear word shooter and this time they’ve crammed it full of new bits. Now, full disclosure, I absolutely adore Duke, and the out-of-date arguments we hear a lot of usually make me feel really confused, so what is it that’s pushed it just outside of people’s memories? Continue reading “Duke Revisited: How can we refresh an outdated image?”
Hacker culture is pretty well exposed these days. In between the paranoid fever dream of Mr Robot and the myriad of indie games attempting to recreate the fascinating sub culture, along with all that real-world stuff of whistle blowers and Edward Snowden and privacy debates, the dystopia written at the birth of the Internet seems to be slowly coming to life. As a society we lurch closer … Continue reading Hackmud PC review
In the late 90’s, id software’s incredible work on titles like Doom and Quake paved the way for greater graphical fidelity in PC gaming and with it brought a culture of competitive, incremental improvement with each title. With the genius of John Cormack at their helm (a man who to this day has an almost godlike programming talent) the company was pushing ahead and forging new ground not just in computer graphics but in game design too. Doom was an earth shattering air strike; a watershed moment for gaming that told the world video games can be grown up, too, and that we’d need the graphical horsepower to prove it. 3D was merely a far flung experiment before Cormack and his team got hold of it and turned it into something that was realisic – something that could be put to practical use in games.
Continue reading “Shallow: Defining the future of innovation in games”
Zenith is a game that shouldn’t work. In fact, it often doesn’t work. It’s a game that demands you pass it by. Its storefront on Steam looks as generic as it gets. Its myriad of bugs and issues should be turning you off. The shoddy menus and absolutely horrible combat system is so bad it might set your hard drive on fire. However, amid the dire design choices lays a small, tiny golden egg. Among the wreckage of this game is a little thing I like to call heart and soul.
You can read the rest over at GameSpew!
Continue reading “Zenith PC Review”