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From: www.gamesradar.com

Technobabylon Review

Added: 21.05.2015 5:01 | 2 views | 0 comments


When the going gets tough, the tough sometimes take a fishing pole and start fishing in a bloody Jacuzzi stuffed with a mutilated body. That's, at least, the lesson you learn in Technobabylon, a point-and-click adventure that's set in 2087 in a city where a powerful AI controls and observes all. It's a cyberpunk quest with ideas that elevate it above cliché, using clever and (mostly) logical puzzles to keep you entertained for hours.

This kind of material usually runs the risk of slipping into tired homages to Neuromancer seasoned with a dash of Blade Runner, but Technobabylon rejuvenates the formula by shifting the focus. Here, you spend much of your time in the guise of Doctor Regis, a member of the Central AI's police force that's sent out to handle all the things that need an actual body. He may have a penchant for covering monitoring cameras in his office, and he may dislike contemporary technology, but he's very much a part of the system. Still, the genre's tendencies toward loners and outsiders reveals itself here as well, although it's largely limited to Latha Sesame, who spends her sad days wired to a Matrix-like "Trance" while her crummy apartment and recycled paper clothes rot around her.

Bigs are rare enough that Technobabylon can safely poke fun at them elsewhere.

Much as in Game of Thrones, the story benefits from shifts in perspective between these and other characters. Knowing the truth about how a particular event played out, for instance, makes it all the more difficult to control the actions of a character who places the blame and motives elsewhere.

This is heavy stuff, and Technobabylon has the good sense not to take itself too seriously. The splashes of humor tend to appear in some of the game's toughest (or at least most time-consuming) puzzles, where they serve as a nice chaser to the frustration that comes with matching incorrect inventory items or not knowing what to do with that goo that's in your pocket. The script smartly recalls past secondary references and repurposes them for new and often humorous effects, and at one point, a character's grating silliness actually becomes a clue.

I should use this line with Comcast sometime.

As a result, Technobabylon feels like a real world, mixed with as much mirth as menace. Even the dystopia isn't as bleak as what you'll find in the likes of Shadowrun; for better or worse, it presents a generally believable picture of what life would be like toward the end of the century. True to the zeitgeist, Technobabylon even sneaks in exploratory conversations regarding sexuality and spirituality, but they're never heavy-handed or superfluous. Like so much of Technobabylon, it simply is. These elements come together to make the few choices encountered feel more meaningful, although the events reach the same basic outcomes regardless of the means it took to get there.

The game depicts these events so capably that I find myself half-forgetting that developer Wadjet Eye drenched the whole project in a pixelated aesthetic that seems better suited to The Legend of Zelda: A Link to the Past than the futuristic landscape where the action takes place. The strong voice acting generally helps, as do the expressive conversation windows. (However, as a Texan, I laughed when two characters claimed they could recognize each others' Texas accents. Doctor Regis sounds more like Regis Philbin than anyone I've ever met in my neck of the brush.) It's a simple and increasingly outworn style, but there are stunning shots here nonetheless, such as when the camera rushes up the side of a skyscraper to peek through a hole in a shattered window. People and objects are well-crafted but just blurry enough to make the imagination do the right amount of legwork, and sound effects often pull the weight for what the visuals can't achieve.

Technobabylon sometimes shakes up the rhythm by making you pilot things remotely.

It's worth mentioning that, strictly speaking, Technobabylon isn't an entirely new game--its DNA reveals the vestiges of shorter freeware episodes released earlier in the decade. The art style has improved, however, and the mini-games from that era are mercifully gone, but the basic puzzling remains much the same, even if it serves different purposes for the new storyline. This is generally a good thing, as it's given Wadjet Eye the time to clean up cumbersome elements. Some of the associated problems with pointing and clicking remain, however, such as in a room where I had to grab a table's edges and pull it across the room. Minutes passed before I realized that something so simple as the table's edges existed, and then I had to endure the mildly tedious chore of searching for just the right pixels to grab them.

Fortunately, the puzzles themselves tend to find a sweet spot that delivers the right degree of challenge, and the character commentary that pops up when clicking on an item in your inventory or the world wisely makes up for the absence of a hint option. (Or, at least, I don't think there's one. It seemed like there might be hints in the developer commentary, but it repeatedly crashed the entire window every time Wadget Eye CEO Dave Gilbert finished his introduction.) While Technobabylon places a heavy emphasis on picking up objects and using them on something else, it never floods you with items. Many of the game's best ah-ha moments happen when you stop clicking on items in the world and play with matching items in your inventory, which suddenly opens solutions where there previously seemed to be none.

The doctor...is out.

That's not to say that I didn't get stuck. Quite the contrary--I can recall at least four incidents when I couldn't progress for an hour or more, but to the game's credit, it usually sprang from some mistake of my own. I once wasted 30 minutes thinking that I was supposed to throw a sheet over a camera, for instance, and (in a slightly more UI-blameworthy mistake), I didn't realize that a certain object wasn't working in my inventory because I hadn't right-clicked on it. Up until then, left-clicking had sufficed for inventory-related items.

Regardless, I consistently enjoyed Technobabylon. The puzzles are always meaningful, and the story proves that you can teach the aging dog of cyberpunk some new tricks. At times, I found myself genuinely surprised by story developments; at others, I marveled that it kept me smiling through rough patches when another game might have had me switching it off and playing Skyrim out of spite. And when a game can explore issues of sexuality and government surveillance while giving you a plausible reason to use a fishing pole at a crime scene, that's pretty all right.

From: www.gamespot.com

Skyrim Dragonborn bust will set you back $650

Added: 20.05.2015 19:16 | 6 views | 0 comments


Gaming Heads has revealed and opened preorders on its new Dragonborn bust from The Elder Scrolls V: Skyrim.

From: n4g.com

The 15 most divisive games of all time

Added: 18.05.2015 14:00 | 22 views | 0 comments


'Different strokes for different folks'. 'To each their own'. 'You're just mental and my opinion is definitely better'. One of these three statements doesn't quite belong, and here's a hint: it's the exact same one that gamers most love to utter. We really are a surly, self-important bunch, at least we can be, provided players believe strongly enough in their own video gaming verdicts. One player's 'massive pile of slag' is to another 'the sweetest culmination of a thousand euphoric truths'. Defy a Zelda devotee at your peril. Defend a critically-panned cult hit at your own personal risk. It certainly doesn't take much for the long knives to come out when a fan's deepest convictions are questioned.

So then, what kind of games are we talking about? Which titles produce the most volatile of forum fracas, the most bile spewing of debates? Just what are the most polarising, the most massively divisive games of all time? Click that there page turner and find out.

Supporters see - An interactive Twin Peaks, complete with compelling, if altogether nonsensical, cast and an ambitious open-world design. Atmospheric, richly layered and boasting a self-effacing, humorous charm, Access Games' epic remains the veritable grand wizard of cult hits. In choosing to criticise its lacklustre mechanics, detractors only emphasize their own skewed perspectives - this is an experience so much more than the sum of its parts.

Detractors see - An insufferably tacky and horrendously realised title that lacks even the basic semblance of playability. Controls are atrocious, the visuals are worse, and the game's much-touted storyline reads like a teenager's pained attempts at eccentric edginess. Fans of the narrative forgive far too much, lauding its story while forgetting about every other element that makes up a game - a bit like persevering with a broken laptop because you find the particular tint of the blue screen of death to be soothing.

Let's settle it - Twin Peaks marathon. First one to question the nature of reality loses.

Supporters see - Endlessly creative, visually engrossing and buoyed by the same brand of gentle, enjoyable gameplay as its famous forebears, Wind Waker succeeds on almost every level imaginable. Its story is more absorbing, its content more diverse and its challenges more numerous and more finely honed than ever before. TWW represents the absolute perfection of an already magnificent formula. How sad that some players cannot overcome their graphical bias.

Detractors see - A needless reinvention of a time-honoured visual tradition. Just imagine the uproar had TES: Skyrim switched to cutesy characters, or Metal Gear Solid gone kawaii crazy. Not only that, but the game employs numerous unadorned fetch quests, simplistic 'shopping list adventures' that themselves make use of the game's ultra bland sailing mechanics. Majora's Mask hinted at bold new moves, Wind Waker just repaints old Ocarina and calls it a day.

Let's settle it - Wooden sailboat endurance race. First one not to drown is crowned champion.

Supporters see - A novel concept tied to a challenging narrative. Gone Home represents the future of video game storytelling, weaving a multi-faceted and emotionally charged tale of everyday familial intrigue. Though seemingly simplistic at the outset, Gone Home's sparse environment actually belies a far deeper tale, one that is both horror and not-horror, mysterious and at the same time oddly humdrum. It's a tale that relies almost entirely upon the player's own fragmented perspective for effect, prompting our imaginations to do much of the heavy lifting. We're the ones who make it horror, or thriller or murder mystery. In that, Gone Home represents a brand new breed of interactive storytelling.

Detractors see - An utterly pretentious 'statement piece' lacking in any rewarding gameplay mechanics or even basic value ($20 at release). As an adventure game it lacks challenging tasks and/or puzzle elements. As a prospective horror title it foregoes any actual menace. As a thriller, it lacks thrills and as a detective title it leaves players with an utterly underwhelming conclusion. As socially and even narratively progressive as it may be, Gone Home comes off as more of a damp squib than a revelatory adventure.

Let's settle it - Toss a coin. Then inspect said coin repeatedly hoping for some sort of clue. Go bonkers.

Supporters see - A satisfyingly brutal, intensely challenging and richly detailed 'old school RPG' for the modern age,one that foregoes the hand-holding and exposition-heavy treatment of its contemporaries for a far more difficult, albeit infinitely more rewarding payoff. Dark Souls is a game that crushes you down completely, to rebuild you in its own terrifying image, and proving only as cruel as it needs to be in order to achieve that end. Souls institutes a veritable trial by fire, the completion of which yields vast new worlds of immersion, excitement and elation. This is real adventure, one in which triumphs are only ever as rewarding as its tasks are testing.

Detractors see - Needlessly punitive, consistently frustrating and altogether unfair, Dark Souls brings the coin-guzzling difficulty of old school arcade machines direct to your living room. Particularly galling are the game's many boss monsters - overpowered behemoths that utterly annihilate the player several times over before their attack patterns can be memorized. Even then, encounters often feel cheap. So, if your idea of fun is banging your head into a brick wall over and over again until finally it cracks (or you do) then this is the game for you.

Let's settle it - Slip 'n' Slide water torture contest.

Supporters see - A more visceral and immediate take on the Dragon Age formula, Dragon Age 2 ditches its predecessor's expansive settings and associated bloat for a more driven and linear adventure. That's not to say it's a short game however, as Hawke's tale still offers up a generous 40 to 60 hour run time. Combat is smoother, its mechanics more streamlined, and the game's storytelling far less grandiose or liable to meander. Naysayers may balk at the loss of needlessly obtuse menus and character creation suites, but that's no reason to slam this bloody good title.

Detractors see - A corporate-ordered sequel bereft of any new ideas, desperately pandering to the mainstream action fan. What had seemed like an amazing franchise in the making was shortly thereafter been sullied, transformed into something far more flashy, yet much less substantial. Gone are the tactical flourishes and strategic micro management of old, not to mention a narrative of any actual significance, replaced instead by a brainless brand of combat and a largely inconsequential plot.

Let's settle it - Poor quality LARP-level sword fight.

Supporters see - The Sopranos of the video game landscape. GTA 4 added a whole new level of depth, maturity and gravitas to the tried and true sandbox formula, marrying meaningful character design to realistic and vivacious environments. Liberty City is more than just a setting, it's a character, one that horrifies and entices in equal measure. Its inhabitants are every bit as complex and emotive as their city, displaying their own particular quirks, desires and demands. Added to that is a much improved combat system and a chaotic multiplayer suite. Cynics may bemoan the loss of the series' juvenile humour, but it's a worthwhile trade-off nonetheless. Every franchise has to grow up sometime.

Detractors see - A pompous, self-important and downright gloomy addition to a franchise formerly known for its sense of outlandish, satirical fun. GTA IV mistakes sullen grit for cinematic greatness, opting for chore-like realism to the detriment of the player's engagement. Cars handle like bricks, shooting is sub-par, and inter-character relationships feel forced and occasionally aggravating. Realism for the sake of realism - even the boring bits.

Let's settle it - Invitation contest. Both sides send incessant, highly annoying invitations to one another. First one to crack loses.

Supporters see - A rollicking good action franchise boasting outlandish setpieces aplenty. Blessed with grade-A production values, top quality multiplayer modes and some of the slickest shooting mechanics this side of a Halo ring, CoD is more than just some angry tween's playpen - it's a wildly entertaining slice of popcorn cinema served straight to your console. Sadly, COD's ever-present status and mammoth sales figures have turned it into a perfect target for the contrarian 'too cool to be popular' crowd. They claim the game never changes, when in fact it's really undergone all manner of tweaks and adjustments, the kind they'd probably notice if only they weren't too busy decrying the title to actually play it.

Detractors see - Unambitious, unrefined and iterated half to death, CoD represents the game of choice for the hulking 'dudebro' masses, the majority of whom couldn't spot a quality narrative if it knocked off their indoor shades before punching them square in the face. CoD is everything that's wrong with the modern gaming scene, from the scores of irate clichés screaming down their microphones, to the publisher's now seasonal exploitation of fans.

Let's settle it - Man with the Golden Gun-style duel to the death.

Supporters see - A darker, more mature interpretation of the classic Zelda mythos. Despite ringing the changes, Majora's Mask proves to be every bit as brilliant as its illustrious predecessor, buoyed up by an equally classic soundtrack, superior cast of characters, and a richer, more varied brand of gameplay. This may be a different breed of Zelda, but it's easily on par with the triumphs of Link's Awakening, Ocarina and co.

Detractors see - 'Errand Boy: The Video Game'. Majora's Mask opted to scuttle the series' dungeon-led formula in favour of an ongoing series of fetch quests and mini-games. It's also far more linear than previous entries, and a major step back from the greater accessibility and openness present in Ocarina.

Let's settle it - Run around a costume shop adopting the characteristics of every new mask worn. First to be thrown from the premises Jazzy Jeff-style is declared the winner.

Supporters see - An exquisitely crafted, sharply streamlined, and altogether more focused addition to the recent Final Fantasy canon. It also bears mentioning that 13 looks absolutely stunning, sounds fabulous, and features a deep and malleable battle system. It's linear, yes, but who needs more tiresome fetch quests or perfunctory exploration - this is a franchise about battles, character and otherworldly atmosphere. FFX13 nails all three.

Detractors see - A sizeable step back for what was once a progressive and keenly ambitious franchise. Only the bare essentials remain. Combat, now far shallower and less thoughtful. Characters, largely clichéd and unlikeable. A storyline bereft of any real scope or weight. Gone are the vibrant, explorable cityscapes, the unique and talkative NPCs, and any kind of challenge in combat. FFXIII is little more than one pretty corridor after the next, an on-rails RPG for the brainless masses.

Let's settle it - JRPG hair-teasing contest. First contestant to pass out from all of the hairspray fumes is declared the loser.

Supporters see - An epic, oftentimes moving send-off to the illustrious Solid Snake. Metal Gear Solid 4 includes everything that made the franchise so special to begin with. and then adds a whole heap more. Gameplay is as tight and nuanced as ever, allowing players to sneak or shoot past every obstacle, while the game's central storyline justifies its lengthy runtime through top quality direction and performances. Sadly, detractors just don't have the patience for this kind of complex experience.

Detractors see - An overwrought, overlong and underwhelming adventure plagued by outdated mechanics and godawful writing. Movement is wooden and unintuitive throughout, characters are tepid and unlikeable, and those damnable cut scenes go on for far, far too long. MGS has always fancied itself a bit of a blockbuster, but 8 hours of pained, non-interactive exposition is just way too much.

Let's settle it - SM sneak-athon. Both parties don tight rubber suits and crawl around their local towns. First to be arrested loses.

Supporters see - A bold new step for the Metroid series, Other M combines beautiful graphics, compelling gameplay and a much more ambitious style of narrative to create one of the Wii's most under-appreciated gems. In keeping with the series' 2D roots, Samus returns to her agile best here, forsaking the 'tank-like' movement of the Prime titles and introducing a unique and highly responsive control scheme.

Detractors see - A short, overly linear and occasionally uncontrollable mess that disregards much of the franchise's tradition. Featuring a bevy of unskippable, overlong cut scenes, starring a newly obedient Samus, Other M consistently interjects lame, cookie cutter plot beats into a franchise that has little-to-no need of them. Give us back our strong leading lady.

Let's settle it - Both parties confront MMA champion Ronda Rousey with classic 1920's sexism. First to die loses.

Supporters see - The precision gunplay of Halo meets the endless possibilities of the MMO, bonding quality levelling elements to a rewarding and consistently-varied shooter. Hype has a way of hardening some people's perspectives, but don’t be fooled, this is a highly competent and gratifying experience that’s sure to endure and expand over the years to come.

Detractors see - An unfinished, largely generic FPS title masquerading as an online game-changer. Quests are uninspired, the setting pretty but lifeless, and the storyline all but non-existent. Go here, kill this, defend that - rinse, repeat and regret. Even the mighty Peter Dinklage can't summon up any enthusiasm for this paint-by-numbers actioner.

Let's settle it - Xbox live endurance test featuring Clockwork Orange-style apparatus. First one to devolve into casual racism and juvenile mic tirades loses.

Supporters see - An emotional roller coaster unlike any other game before it. Beautifully realised, both in terms of its graphical fidelity and authentically mo-capped performances, Two Souls ably continues Quantic Dream's stunning run of unique and challenging titles. This is the 'interactive narrative' writ large, delicately measured and consistently thoughtful throughout - certainly not one for any knuckle-dragging action fans.

Detractors see - A barely interactive 8-hour movie that scarcely deserves consideration as a game. Beyond's narrative aims for high art and misses by some margin, its runtime racked by numerous instances of dreary tedium, and all despite being almost completely linear in nature. Gameplay where it does exist proves to be just as tiresome, clunky and unfocused, with the game more than happy to press on without you, essentially relegating the player to the role of inconsequential 'page-turner'.

Let's settle it - Spot the difference contest featuring Ellen Page and Ashley Johnson's in-game avatars.

Supporters see - An aesthetically sumptuous title that isn't afraid to take established RPG mechanics in brave new directions. Final Fantasy 8 is consistently challenging, its battle systems deep and adaptable and its cast of characters more richly layered and believable than ever before. Purists may loathe the lack of traditional aeon and mana use, but in their place stands a far more customisable, if initially tricky system.

Detractors see - A needlessly fiddly experience that disregards much of what worked before in favour of change for the sake of change. The central junction system is overthought and underdeveloped, as are the levelling, SeeD, 'draw' and GF mechanics. One malfunctioning element would be bad enough, but all of them? As for the game's storyline, that too quickly descends into gibbering farce, filled with criss-crossing plot holes and poorly considered motivations? It's different, but not in a good way.

Let's settle it - See Final Fantasy 13

Supporters see - One of Ninty's teresting experiments, Zelda 2 completely defied expectations, introducing a slew of new and permanent additions to the ongoing Zelda franchise. It may be the relative black sheep of the saga, but that doesn't make it any less of a classic.

Detractors see - An awkward and unnecessary shift away from the first game's iconic framework. There's a reason later games in the franchise would better reflect the original. There are hundreds of identikit side-scrollers out there, but only one Zelda.

Let's settle it - Pistols at dawn.


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