There be pictures here!

There be pictures here!
Darksiders II

Thursday, November 8, 2012

Dishonored Full Review


When a player hears the word "freedom" tossed around lightheartedly describing a game it may give them reason to pause. How much freedom can we expect in a video game?

Games themselves are simply a set of rules and scenarios presented to a player in the hope that they will take and apply those rules in the intended ways. Dishonored, however, sought to break the mold of its predecessors and allow the player a high degree of freedom to move through the game in a way they see fit.
So what is Dishonored? If you were to categorize it then you'd label it a stealth action title. But it's more than that, Dishonored took the standard stealth game formula and ran with it, giving birth to an incredibly intricate mission based stealth sandbox.

The gameplay is a fluid mix of physical weaponry and supernatural abilities, a combo reminiscent of Bioshock’s combat systems. Players can upgrade their physical arsenal in significant ways using currency and can augment their supernatural abilities by finding hidden items called Runes. This customization can be pursued to the player’s liking; allowing Corvo, the protagonist, to become anything from a walking supernatural armory to a shadowy assassin armed with nothing more than a blade. The choice is entirely the player’s and Dishonored doesn’t demand that any of these abilities be used to complete the game.

The plot the other hand, draws from many tried and true themes and plot points with heavy emphasis on betrayal and consequence. Much of Dishonored’s themes, however, are communicated through a visual medium, as you take control of the silent protagonist, Corvo, and guide him through the ruined remains of the once great city of Dunwall, now reduced to a shell of its former self by a brutal plague akin to the Black Death.

Corvo’s story is, in part, left up to the player. It can be a story of vengeance and death, as Corvo becomes part of the chaos he seeks to destroy to exact his revenge on those who took both family and dignity from him. Or it can be a story of retribution and redemption as there are non-lethal ways to complete every mission.

No matter what choices you make you will end up in the same geographical locations but they will be vastly different in content depending on how the player has shaped the story. This is measured throughout the game by determining the level of “chaos” the player has caused in completing Corvo’s assignments. Should the player choose a more chaotic path, it will be reflected in both the mission content and the environment itself as the city reels in the wake of Corvo’s vengeance.


Dishonored is arguably one of the most prominent stealth action titles to hit the market in recent years and promises a solid, albeit short experience. It is a must have for any fans of the stealth genre and has fully earned my approval

Friday, November 2, 2012

Fest's Character Corner: Pets!

Pets are great. My house is a complete zoo containing three cats, two massive huskies and an albino ferret. Pets add texture to my life in the same ways that they do in games. Pets in video games often take a variety of roles depicted as anything from a companion character that serves little purpose, to an actual playable character.

Generally speaking, I love dogs. Most people do. Often shown as a dedicated ally to their owner it's hard to think about life without them once you've had one. As far as dogs go in the virtual world I have to say that one jumps into mind before all others; Blanca a character from the Shadow Hearts franchise and the main character Yuri's ever faithful companion.

Blanca was always a character I added to the character lineups I'd use for battles not because he was the "best" choice but because I liked the dynamic between Blanca and Yuri. Blanca is always viewed as a highly intelligent guardian who decides to go with Yuri after his original master was killed by the people Yuri was pursuing.

Since I am such a dog person I loved Shadow Hearts even more when there was a canine companion to add into the mix but I digress. As far as pets in games go they serve to create an emotional bond between the player and the game. Pets are good for facilitating that emotional stimulation and connection as it is a widely shared experience, most people have loved a pet at some point in their lives and that makes it easy to love a pet in a virtual setting as well.


                                                                    Gotta love the dogs!

Thursday, November 1, 2012

What CAN Make it in Today's Market?

As an avid gamer throughout the years I have watched the industry ebb and flow in some pretty significant ways but none quite as extreme as the changes we're seeing these days. For me, there has always been an expectation of quality coming at a price; games that were worth my time often demanded a significant portion of my money. This both encouraged me to spend my time in-game to make sure I was getting my money's worth and it also kept companies accountable to their subscribers.

This standard has gone through a complete shift in the past few years as more online games embrace a free to play model of business. So what does this mean for the players? What about future MMO's? Will online games hold themselves to the standards that they did in the past or become bland in the absence of motivation?

It's important to keep in mind that with the hundreds, even thousands of online games available for people to play that it's going to become even harder for a new MMO to achieve any sort of success as most players already have their online home away from home established. There is a significant level of brand loyalty that comes along with the games people play. You find players investing their time and often money into building a better experience for themselves within the game world they inhabit. Even with the free to play model becoming more common players spend money in virtual cash shops for special items, which generates the bulk of the revenue an online game produces but I digress.

What can actually make it these days? In the days to come we will see Star Wars: The Old Republic transition to a free to play model and, quoting my good friend Kemp, "If Star Wars can't do it WHAT can?". Good food for thought, arguably the most popular, well known license can't even maintain a pay to play status then how could anything else, especially new concepts, hope to find success?

Personally, I hope this forces developers to realize that it's time to take things to the next level with online gaming. We have such great tools at our disposal that now, more than ever, we need to innovate and rethink what online games are. Just some food for thought.