Supergiant Games’ sci-fi action/strategy game Transistor has arrived! Is it a Badass Jammin’ Title (BJT) or a Monster Of Supreme Fugliness Exemplifying Terribadness (MOSFET). I’m an EE and this has been jokes about transistors, thank you everyone goodnight.
With PAX East just recently wrapping up, I figured I’d give my top 3 favorite games from this year’s show.
Broforce
What can be said about Broforce that hasn’t already been said about Tony Hawk, lightsabers, and KFC’s Double Down?
Broforce is a side scrolling shoot-em-up title whose heavy inspirations are early shooters and everything related to explosions in the 80s and 90s. Marry the one hit deaths, high ammo count, and hostage rescuing of Contra with destructible terrain and everything Arnold Schwarzenegger and you’ve got it. You take control of one of many action star-inspired characters like Bronan the Brobarian, B.A Broracus, Bro Dredd, the Brominator, and many more. Each character has their own abilities and moves to take down a sea of bad guys to make it to the end of the stage, shoot Satan in his stupid face, and fly away on a sweet helicopter. The controls are tight and constantly switching characters upon death keeps things very interesting. Add in killer multiplayer action and this is easily going to be the next big party game for anyone who hears about it.
It’s been compared to video game version of The Expendables and it’s so apt. I can’t wait until I can sit on my couch with some Mountain Dew Code Red, crank the Beastie Boys, flip my baseball cap backwards, and settle in for an American ton of fun.
You can also hear my full interview with Evan, one of the creators of Broforce here:
Developer/Publisher: Free Lives/Devolver Digital
Release Date: Out now on Steam Early Access, planned release on consoles
Transistor
The latest title from Bastion creator Supergiant Games was unveiled right before PAX East last year and the demo was already pretty great. Fast forward one year and where are we with one of the most anticipated indie games of the year?
Well, the demo was almost identical. Same stage, same general layout, slightly different dialogue. At first I was confused. Why, I wondered, would you show off an old demo when release is imminent? That’s when I discovered what had been hiding under my nose all along — the upgrade system.
Now, the main character not only gains more abilities along the way, but when you level up, you can combine those abilities for form new abilities. So if I have a quick smash and a bouncing projectile ability, I can combine them to add knockback to the projectile. And this addition isn’t just with a set number of abilities. From what I’m told, you can combine any number of abilities with any number of other abilities, making a gargantuan pool of potential power-ups.
If you enjoyed Bastion and the wonderful storytelling abilities of Supergiant, you’re sure to love Transistor. Pick it up on PS4 and PC later this year.
You can hear my interview with the writer of both Bastion and Transistor, Greg Kasavin, here:
Developer/Publisher: Supergiant Games
Release Date: May 20, 2014 for PC and PS4
The Evil Within
Detective Sebastian Castellanos is having a rough day. He and his partners go to the scene of a murder only to find a supernatural force waiting for them. Sebastian is sucked into a world that makes no sense, filled with monsters, trying to fight his way out. Sounds cool, eh?
If it is, I honestly can’t tell. Maybe I’ve been jaded by an oversaturation of games in this genre, but I was really not feeling it. The colors are grey, like a lot of modern games these days, we’ve seen all the weapons before, zombies are the enemies and they just kind of hang around until you get close. Can anyone say Resident Evil?
But take out the creepy stuff and replace it with a general feeling of sleepiness. Like Resident Evil 6/ That’s my impression of The Evil Within — it’s like a more boring version of Resident Evil 6.
I was a little surprised by the guided demo they showed too. It starts with Sebastian in a falling elevator shaft. He yells, clearly startled, and after falling, groans before getting back up. In all that time, his facial expression didn’t change. At all. What is this, PS1? And about halfway through the demo, the game froze to load (no loading screen, just a dead stop) for about five seconds before continuing. You’re supposed to show your best side at an expo and if this is The Evil Within’s best side, it’s release can’t be good. If you’re still interested, you can pick it up later this year.
Developer/Publisher: Tango Gameworks/Bethesda Softworks
Release date: August 26, 2014 for PC, PS3, PS4, 360, and Xbox One.
Will the latest entry in the Battlefield series be the best, or has it finally shriveled in quality?
Please enter the url to a YouTube video.It’s been three and a half years since the release of Heavy Rain, Quantic Dream’s murder mystery experience on PS3. Since then, the company has been a go-to source for the latest in emotional storytelling visuals, including last year’s tech demo Kara. It’s with much anticipation that the company’s next game, Beyond: Two Souls, is released. Is it truly the next evolution of interactive storytelling, or has Quantic Dream pushed the medium in an undesirable direction?
Story
And here we have Aiden killing a guy. Neato. |
The story of Beyond: Two Souls is as wide reaching as it is interesting. Following Jodie’s interactions with the government, people she meets, and situations she finds herself in with her spirit to help her, the game explores the idea of what it means to be truly dissimilar to everyone else. The way Quantic Dream handled Aiden’s character was also impressive in that he has no lines of dialogue, but you really care about your unseen protector. By having Jodie interact with Aiden and seeing his motivations through his action, you’re able to piece together a rather detailed feeling about who this spirit is even if you’re not really sure what it is.
Why is she not sunburnt if she’s been walking in the desert for days? |
The story is engrossing a large portion of the time, but many moments exist in its storytelling in which I’m reminded less of a blockbuster film and more of a SciFi original movie. This steep decline in believability happens rarely, but it is enough to suck you out of the moments the game worked so hard to create. Some of these happen because of choices you have when exploring or the controls, but most of them are because the game felt like parts of it were removed or dots that weren’t connected needed to be out of necessity. For example, you get trained to be a covert agent, but only use the skill twice, once for a very small portion of time. Why even dedicate an hour to that in the game when you could get the same message across in less time? Also, certain characters make rather dramatic changes in their personality in the last bit of the game, seemingly out of nowhere. Almost as if the game had a number of endings, but they could not pick just one. Though Beyond: Two Souls’ story overall is interesting and more thought provoking that its spiritual predecessor, it doesn’t feel as high quality as Heavy Rain.
Narrative Choices
You’ve got something on your face. Let me get it. |
Two notably large names have been attached to this project – Ellen Paige and Willem Defoe. Hands down, these two deliver solid performances throughout the entirety of the game, and seeing them interact with one another adds richness to the story. Their relationship is one of the most human and believable ones of the game and seeing the characters brought to life through them is great. The only bad thing about this collaboration is that though performances this high quality are rare, they do exist, and when they do you believe the character more because you cannot put a face, backstory, or previous context to them. When I look at Booker DeWitt and Joel from The Last of Us, I have no idea what Troy Baker looks like and I didn’t even know he portrayed both until I looked it up. In contrast, anytime Jodie Holmes and Nathan Dawkins interact, somewhere in your mind, you can easily imagine Juno and Norman Osborne just based off of the visuals. This unfortunate disconnect isn’t nearly as distracting as this paragraph length may believe you to be, but it is something to note.
Gameplay
Homeless Jodie is my favorite. Her chapped lips are such a nice touch |
The gameplay is almost identical to Heavy Rain with quick-time events driving high-intensity parts of the game and the right joystick lets you interact with things during the exploration parts.Interacting with your environment often worked well, but felt clunky at times. When walking around, getting around objects was often a chore because of camera angles and when bumping into walls or just wanting to turn around quickly, the immersion was broken by how sluggish the controls could feel when you wanted quick, precise movements. Sometimes, the game would even stop altogether for a second as if it hadn’t quite loaded everything and needed just a second more to catch up, another annoyance that broke immersion. Another frustrating aspect of the controls came during quick time events. When time slowed down in a scene, it’s your cue to use the right joystick to make Jodie interact with her environment. Though the tutorial says to push the joystick in the direction Jodie’s body is moving, often times that direction isn’t clear and resulted in our protagonist getting in far more scrapes than she should have. Also, there’s an incredibly tacked on 2 player mode in which one person controls Aiden, but you can only switch controls between people when pressing a button, resulting in a subpar, frustrating experience for both parties. Just keep it single player, Quantic Dream.
If all of the waxing poetic about the game wasn’t an indicator, I like it. Superficially, Divekick is a joke. Obviously. One of the characters is a doctor named Dr. Shoals who has rocket boots and its looking for a cure for a foot disease called Foot Dive. Of course it’s a joke.
As Divekick matured, its roster grew, and with more characters, things to distinguish between characters needed to be added. As a result the roster is significantly expanded, allowing players to choose a character to fit their playstyle. With that comes a certain degree of having to learn a character and I was initially scared that this would mean the end of what I enjoy most about Divekick—its transparency. But as I played, I found that these fears were unfounded as it’s as complex as it is understandable. The metagame of Divekick—trying to figure out when your opponent will attack, how high they’ll jump, etc…—is incredibly complex, but the controls and movesets are so limited, you’re always in control and your opponent’s moves are never an unknown.
The game features single player mode, which has exactly as much story as you’d expect—somewhere between five and six panels of moving comics plus three dialogue banter sessions. Of course there’s a local versus mode, even on the Vita, but there’s also an online portion which boasts the best netcode of any fighter out there. To be fair though, I’ve had more than one match with a little lag, and one in which the loading screen came up for a few seconds before the battle resumed.
The art style is hand drawn and can be a little amateurish at times, but it all fits with the themes of the game. The music is unobtrusive and the backgrounds aren’t distracting, lending to the idea that in Divekick, combat is king. Just like in most fighters, you can complete story mode in about half an hour per character if you’re bad. Matches are completed in anywhere between 15 seconds and the absolute maximum of 3 minutes, meaning it’s as quick as it is intense.
Verdict: Come on, have I not gushed enough? Divekick is hands down the most simple, elegant, fair, and accessible fighter I’ve ever played. To fighting game terri-bads like myself, it’s perfect since the investment to get proficient is so low. And to fighter pros, it’s also perfect since the movesets are so simple, you’re forced to be creative and quick thinking to pull off a victory against a seasoned pro. Or lucky. That’ll work too.
Just go buy it, come on man.
As a side note, Iron Galaxy was kind enough to give me a review code for the game the day before its release on a far too late request from me. Even though he wasn’t in the office, the CEO himself handled my request quickly and got me the code very quickly, so thanks so much to Dave Lang. Also for the record, I bought the game on Steam just so I could support them with my dollars. You should too!