Matto Talks Games – The MGS2 Effect

I like talking about video games, but I also like talking about hilarious and/or stupid bullshit that you sometimes don’t think is important, but actually is. Today, I am putting on my gaming historian glasses to talk in-depth about an aspect of video games we sometimes think is always a good thing, and it is! Most of the time. Great sale figures!

Pretend you are a game developer and a game publisher. Yes, both. We’re not counting self-publishing such as indie titles, because most of my examples I will present in this piece are major video game releases. Say you are a game developer who spent two-plus years working ungodly man hours and your publisher gave you millions upon millions of dollars to make a video game. You can either succeed massively, mildly or just fail. Such is the way of this gaming industry. But hey, if you made a great game and it sells very well? Good for you! You not only received tons of praise, you could probably make any game you want for the same budget, sequel or original game! Continue reading “Matto Talks Games – The MGS2 Effect”

Happy 2017 – January Gaming HYPE!

Hope everyone’s doing well. There’s a lot going on in the world, but none of it really matters when you’re sipping some tea with a quality videogame. In any climate, our personal happiness and growth is the most important and powerful thing we can offer the world. 2017 is not a year I am comfortable predicting, it could be really good or really bad depending on a variety of factors out of our control. One thing I do know, is that our ability to have fun and get hyped is entirely within our means. It’s true. You could have fun at any given moment without warning. I want to kickstart the year on this site with a bit of spark, so here’s a buncha fun, real stuff to get hyped for right now in the gaming community.

Continue reading “Happy 2017 – January Gaming HYPE!”

Resident Evil: The Mercenaries 3D – Anxiety On the Go

After getting back into Resident Evil 4 it was just silly that I hadn’t played Mercenaries 3D yet. This game takes the tried-and-true Mercenaries mode from Resident Evil 4, 5 and 6 and makes a full game out of it. Dropping the need for a single player campaign, it features dozens of missions that are designed to flesh out the gameplay with no context other than “training”.

mercs3dtitle

Continue reading “Resident Evil: The Mercenaries 3D – Anxiety On the Go”

Resident Evil 4 – Wii on Wii U Edition

leonhunnigan

*tch* This is Leon. I’ve arrived on the Wii U through the Virtual Console, some kind of digital download service. They took a sample of my blood and uploaded it. I’ve also been injected with a virus, it seems to have changed my reflexes. I can see a green cursor wherever I aim my gun. It seems to be beneficial so far, but I’ll keep you posted on any adverse affects. Leon out. *tch*

Continue reading “Resident Evil 4 – Wii on Wii U Edition”

Shadows of the Damned – Upgrade Your Boner

Combine the creative mind of Suda 51, the structured work ethic of Shinji Mikami, the haunting melodies of Akira Yamaoka and a big hot boner, and what do you get? A pile of steaming hot poo on the floor.

steamingpoo

After my misadventures with Resident Evil 6 I decided to do a bit of soul searching and got a craving to play some similar shooting games, simply because I spent so much time adapting to the style. Shadows of the Damned is a game I’ve beaten before and already loved, but after playing so many games in-between I’ve found a whole new level of appreciation for it. This game is exploding with charm, quality and more significantly; identity. Grasshopper’s games are always known for that but Suda 51 has been a bit hit-or-miss since No More Heroes in my opinion, and this game’s style might have more to do with director Massimo Guarini. With all these big names and ideas it could easily be a trainwreck but it all combines beautifully and consistently. Playing this game again awakened a part inside me I had forgotten about, an appreciation for bizarre worlds.

Continue reading “Shadows of the Damned – Upgrade Your Boner”

5 Easy Steps – How To Fix Resident Evil

I’ve just finished playing Resident Evil 6 and after some very bad first impressions, the full game turned out pretty decent. Leon’s campaign was extremely enjoyable and the game does a lot of things right as well as wrong. The game has some interesting scenarios, amazing bosses, great dialogue (by cheesy RE standards), and even good music. One thing I really love are the environments, they are unbelievable to walk around in. The streets of China have ridiculous detail as does almost every area in the game, and there’s some nice unique scenes to enjoy and bask in. I had a lot of joyous moments simply moving the camera around and looking at all the unnecessary detail in every corner. Furthermore the gameplay is extremely robust, and the controls are a good refinement of Resident Evil 4 and 5’s strengths. I think in terms of game mechanics, this is the best Resident Evil to date.

However the the more detail you have, the bigger the mess when it all falls apart, and the things the game does wrong are big enough to kill the mood. While the shooting mechanics are good, they are abused far too much. I simply don’t like shooting games. As a Resident Evil fan, I shouldn’t have to know how to play Battlefield. I’m tired of shooting and after Chris’s campaign I need a break from the sound of gunfire and explosions for a good month. The pacing is relentless and ridiculous, if you can even call it pacing. People troll the game a lot and it’s very easy to criticise, but the significant thing about all these bad changes to the series is they are simply design choices. Resident Evil 6 could have been AMAZING if somebody stepped in and said “this is a bad idea”. In this hypothetical article, I am that guy.

re6teatime

Capcom has invited me to their development offices to flip tea tables over, but I can only destroy 5 of them. These are the tables I would flip.

Continue reading “5 Easy Steps – How To Fix Resident Evil”

Resident Evil Revelations HD – Wii U Demo Impressions

Capcom just released a demo of Resident Evil Revelations on Wii U (roughly 600mb) and I jumped on it. I’m a huge fan of the 3DS game, it was so good I think it should have been called Resident Evil 6. The thought of a more polished version of the game with Wii U features is a very juicy one indeed, it’s been far too long since the last good Resident Evil home console game. First impressions were good, and by first impressions I mean the title screen. Hearing the excellent atmospheric music over my TV speakers sent chills down my spine. My body was ready to enjoy 32 inches of Jill and Parker.

parkerready

Continue reading “Resident Evil Revelations HD – Wii U Demo Impressions”

I’ve got $10, let’s go game shopping – November 2012

While they’re fun to work up an increased heart rate to over the internet, video games can cost a lot of money. This is not much of a secret; it wouldn’t be worthy of a TV special. Video games are typically much more expensive than a bag of ice, but less than three blocks of LEGO. With new release titles costing an average of $625,000 each, plus additional day-one paid DLC (to unlock access beyond their title screen) in the vicinity of three million dollars, just what can a mere $10 get you these days?

Continue reading “I’ve got $10, let’s go game shopping – November 2012”

Hey U – Give Me Real Controls

The Wii Remote & Nunchuk was last generation’s innovation in violence – still strong today, still better than the competition. This was the method of controlling the last true console Resident Evil experience the world would know: The Umbrella Chronicles.

For the previous console cycle, there’s a seldom-stated lesson Capcom briefly learned (see RE4:Wii) then immediately forgot (see their “HD” games): if you’re pretending to KILL in a video game, do it properly. It’s just a shame we don’t have to pretend anymore: modern games, such as Capcom’s premiere action series, have gotten so smart that they play themselves (step aside Super Guide). The games don’t hesitate to handle much of the excitement on their own, and work hard to convince us that quick-button-context-flashback-retrospection-cutscene was an artistic achievement (“Best QTE of 2012,” is there such a thing?). Opponents of violent gaming love to point out how video games “teach kids how to kill”, but I know that’s rubbish cuz most games suck at that, especially as more games suck at being games. It’s supposed to be like watching a movie, right? Why not an effing GAME? Thru these last couple generations of analog masturbation, popular shooters have more or less surpassed “REALISTIC EVERYTHING” – nevermind the gameplay. And in a (not really) fun twist, “more realism” cheerfully graduated to “more Hollywood”; new gameplay became movies that look like gameplay. “Wow, it’s like playing a game,” – thanks, my confidence in the new generation is at an all-time high.

Before proceeding, I want to be clear that the major ideas in the blocks of text below don’t necessarily apply to every genre or gameplay mechanic. Many of our favorites are derived from things like tennis, team sports, board games, gambling, mazes, vehicles, boxing puppets, and Donkey Kong – there’s no reason to mess with certain core elements. However, TANGIBLE VIRTUAL VIOLENCE has a raw, engrossing quality that the majority of the Industry has not been interested in embracing for some time; fluid human movements seek the spillage of human fluid, yet they insist gamers don’t like movement and just seek Mountain Dew. Trapped in the game industry’s electronic erection contest, the prestigious computing “arms race”, we continue enduring their fake war: fake gameplay and fake value. Cash and companies continue to perish in the high-priced struggle to show violence; rarely do we see genuine imagination towards playing violence. It doesn’t have to be this way; we can still search for decency. Aim off-screen and raise your real arms to rediscover what’s in front of you: the gameplay in your hands.

/wii joke

Continue reading “Hey U – Give Me Real Controls”

ZombiU, or is it really GhostU?

As we near the Wii U launch, we also near the launch of a surprisingly-original Ubisoft title in the form of ZombiU.  It’s a fresh take on the survival horror genre, and is more of a Resident Evil game than Resident Evil 6 is.

The gist of the story is that John Dee, head magician of Queen Elizabeth I’s court, made a prophecy of a disaster that would eventually come to pass as the zombie apocalypse presented within the game.  The player is not the main character of the story (the main characters are the NPCs you meet over the course of the game), but instead takes an interesting angle in that we step into the shoes of a random Joe on the streets of the plague-stricken city of London.  Once they die, it’s Game Over for Joe #1, and we move onto the life of Joe #2 (or Jane #1).  It’s a fairly straight-forward story, or at least what little of it we know of at this point in time…

But is that the whole story?

Are there ghosts lurking within the shadows of London?  Why are they there?  What purpose could they possibly serve in what was a seemingly straight-forward story of survival in a Z-Day situation?  27 days remain…