Wednesday, 22 January 2025
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From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

GamesAsylum - Rocket League - Review

Added: 16.07.2015 7:15 | 17 views | 0 comments


GamesAsylum: "Even racers from as far back as the 32-bit era were known to feature car/soccer hybrid mini-games tucked away somewhere on the game disc. Were pretty sure that one of the Psygnosis PSone racers had one, and were even more confident in saying that Monster Truck Madness and Test Drive: Eve of Destruction did as we vaguely remember playing them. As fun as they were, there was no escaping the fact that they were just mere mini-games. Rocket League a sequel to 2008s Supersonic Acrobatic Rocket-Powered Battle-Cars takes this simple concept and expands upon it greatly, resulting in something that feels surprisingly substantial"

From: n4g.com

Capcom Brings Back the Nostalgia With Mega Man Legacy and Resident Evil Zero Remaster

Added: 16.07.2015 3:00 | 6 views | 0 comments




Capcom always has a good presence at San Diego Comic-Con, and this year was no different. With Street Fighter V as their flagship title, it's no surprise that it was the main draw at both this year's E3 and Comic-Con. However, the only noticeable difference between the content shown at both shows is that the public got to play the game at Comic-Con, and there was also a tournament. Since GR has already covered Street Fighter V extensively, I decided to focus on Resident Evil Zero and Mega Man Legacy Collection.

From: www.gamerevolution.com

The Arkham games could#39;ve worked wonders for these forsaken Batman foes

Added: 15.07.2015 18:00 | 94 views | 0 comments


Not every villain who opposes Batman can be as iconic as The Joker or Scarecrow, but that doesn't mean they can't be memorable. When crafting the Arkham games, developer Rocksteady knew just how to make the most out of the Dark Knight's diverse rogues gallery, applying smart redesigns where necessary to match the series' darker, grittier atmosphere. It's impressive when B-list bad guys like Calendar Man or The Mad Hatter can be made menacing, and WB Games Montreal later mimicked Rocksteady's style in Arkham Origins to elevate underachievers like Copperhead and Anarky into worthwhile adversaries.

With the release of to pursue new projects. That means there won't be any in-game criminal makeovers for the legions of forgotten weirdos who've made the mistake of trying to terrorize Gotham. The following villains are generally thought to be some of the least threatening crooks Batman has ever beaten up - but I'd like to think that the patented Arkham style could've scored them a spot on the caped crusader's Most Wanted list. Just imagine the possibilities of fighting the virtual, redone version of someone like...

He's ridiculed because: Poor Crazy Quilt. This petty criminal underwent an experimental procedure to restore his vision after going blind, but the results were less than optimal: Crazy Quilt could see again, but only in a wild kaleidoscope of bright colors. This constant, prismatic assault on the eyes drove him insane. Now, he cavorts around Gotham wearing a garish multicolored costume and a sight-enabling helmet, which can also hypnotize his enemies or zap them with lasers. Try as he might, nobody - least of all Batman - seems to take him seriously.

But in an Arkham game: If you've played , which employs dazzling visual effects that fill the screen with neon and corrupt pixels. Imagine seeing Batman transported into a similarly disorienting, intensely hued world when he's zapped by Crazy Quilt's beams of weaponized color. Given how gorgeous the graphics are in Arkham Knight, this kind of experimental aesthetic could look absolutely stunning.

He's ridiculed because: If you think The Riddler overestimates his own importance, just wait ‘til you meet this toga-clad gangster. Ol' Maximillian here is absolutely convinced he's the reincarnation of the Greek gods' head honcho Zeus, which spurred him to rise up through the ranks of organized crime. Even though he's got no superpowers or inherent strengths to speak of, he's somehow persuaded legions of gun-toting goons to obey his every command. Batman: The Animated Series has him fighting back with a thunderbolt-shaped electric rod, which helps makes his motif seem a little less dorky.

But in an Arkham game: Though he never shows up in-game, the unlockable character bios in Arkham Asylum depict Maxie as a beefcake with a deranged sense of superiority who went haywire after too much electroshock therapy. What if all that shock treatment left him with 10 million volts of electricity surging through his veins, not unlike a certain Metal Gear Solid villain by the name of ? It wouldn't be too much of a leap to think yourself a reincarnated god when you can shoot lightning from your fingertips and flash-fry your enemies in an instant.

He's ridiculed because: When you're a supervillain wearing a white leotard spotted with multicolored polka dots, getting any kind of respect is going to be an uphill battle. But don't judge this crook by his cover, because his power - the ability to morph any of the dots on his suit into a wide assortment of weapons - is actually a legitimate threat.

But in an Arkham game: Arkham's thumpy, trademark brand of fistfighting goes a lot deeper than merely punching and countering, thanks to the variety of enemy types you encounter later on. Throughout the series, Batman has had to deal with rioters, mercenaries, and assassins wielding swords, bats, electrified clubs, miniguns, and remote-controlled drones - but no one soldier combines all the tactics needed to deal with these assorted methods of assault. Enter Polka-Dot Man, who could use his suit to become an all-in-one foe that would demand mastery of all your gadgets and counter techniques to take him down.

He's ridiculed because: You know you're in for a treat when an original character is excessively campy even by 1960s, live-action Batman standards. Played by horror legend Vincent Price, Egghead's shtick is that he's obsessed with eggs. That's pretty much it. He's got a gargantuan bald head, wears a suit of white and yellow, chucks hazardous chicken eggs that can emit radar waves or noxious gas, and makes egg puns at every available opportunity. His greatest peace-disturbing accomplishment was instigating a food fight with Batman and Robin, who then proceeded to smash his face with eggs and fists.

But in an Arkham game: Let's go extra dark and disturbing with this one. Instead of chicken eggs, this twisted Egghead would be obsessed with stem cell research, plundering human embryos from Gotham's hospitals to fuel his own research for developing a genetically perfect henchman. Of course, there'd be many failures along the way - leading to an army of horrific, mutated fetuses viciously crawling at Batman like the . It'd be a scene right up there in the 'mind-warpingly disturbing' department as the infant Crawlers from Dead Space 2.

He's ridiculed because: Just look at him. Charles Brown (likely a reference to the kite-tormented protagonist of the Peanuts comic strip) decided that the best way to distinguish himself in Gotham's crime community was to soar through the air on a gigantic glider and wield miniature kites as projectile weapons. Without any updrafts or wide-open spaces surrounding the things he wishes to steal, Kite Man is completely useless. Unless you feel threatened whenever you hear "Let's Go Fly a Kite" from Mary Poppins, Kite Man is about as intimidating as, well, a kite.

But in an Arkham game: Batman's gone up against other high-flyers in the Arkham series, like Firefly and [minor Arkham Knight spoiler redacted], but they've never involved any test of your combat abilities. The AR flight challenges push your cape-gliding skills to their limits, but their presentation is simply boring. A fight against Kite Man could address both problems, testing your capacity for sharp aerial maneuvers while you fistfight in midair, weaving between Gotham's skyscrapers and divebombing to avoid Kite Man's attacks.

He's ridiculed because: Just as Bizarro is the polar opposite of Superman, Batzarro is the cartoonish negative of the Dark Knight. For starters, he wields dual pistols (which he may have used to shoot his own parents), calls himself the World's Worst Detective, and... has fangs and no eyes, for some reason. In an amusing flip of Batman's constant inner monologuing, Batzarro usually just blurts out whatever he's thinking (all styled with the same grating 'opposite day logic' as Bizarro-speak). Unfortunately, he's a little too goofy for many readers' tastes.

But in an Arkham game: The Arkham series rarely gets to flex its humorous muscles - but as your exchangers with The Riddler (and, on occasion, The Joker) prove, there's value to having bits of laugh-out-loud comedy amidst all the doom and gloom. As with his counterpart Bizarro, Batzarro's more unpredictable than outright evil, causing chaos whenever he tries to assist his idol Batman. Battling Batzarro could be a boss fight where you have to subdue him and a group of thugs before he kills them in an attempt to help out, all while he spouts ludicrous, laughable dialogue.

He's ridiculed because: Ever see a kid getting picked on because they take too much pride in their fancy calculator? Calculator (the Batman villain) takes that kind of regrettable preoccupation with number-crunching to the nth degree. His master plan revolved around preliminary failure: Calculator would dress up like a TI-83, get beaten to a pulp by various superheroes, then use his costume to analyze the do-gooder's fighting style in the hopes that he'd outsmart them the second time around. Unfortunately for his schemes, those calculations never seemed to pan out.

But in an Arkham game: Calculator has turned his criminal life around in the comics as of late, ditching the geeky getup for a job as a tech-savvy information broker and hacker for the criminal underworld. That effectively makes him the evil equivalent of Batman's close ally Oracle, who plays an important role in the Arkham games. Going up against an in-game Calculator might involve counter-hacking his attempts to take over the Batcomputer, assisting Oracle to help shut him out or misdirect the Calculator away from crucial intelligence related to the Dark Knight's next move.

He's ridiculed because: With a name like that, you might be expecting a terrifying Grim Reaper type who wields a scythe, but no - he's just a guy dressed like a skeleton who's really good at playing dead. By inducing a full-body yoga trance, Lord Death Man can fake his own passing, which apparently aids him in committing crimes. Then, somehow, he developed the power to actually reanimate himself after taking fatal damage. Though he's not much of a supervillain, you've got to give him points for sheer willpower.

But in an Arkham game: Lord Death Man's unique ability could push Batman to the limits of his 'no killing' rule (even more than running over thugs on the streets of Arkham Knight). LDM could create a scenario in which Batman would have no choice but to inflict lethal harm in order to prevent further calamity, forcing the Dark Knight to 'kill' him with the knowledge that it wouldn't take (this is actually something that The Joker has tried in the past). It'd also make for a pretty memorable 'Gotcha!' moment when Lord Death Man miraculously shows up later in the game.

11 developers we want to see take on a new Duke Nukem

Added: 15.07.2015 17:18 | 37 views | 0 comments


So, Gearbox has game, and Randy Pitchford wants a co-developer. Given that Duke Nukem Forever was made over the course of 10 years by four separate teams, at the cost of millions of dollars, billions of salty sadness tears and one series' reputation, it could be a hard sell to even the most avaricious dev.

Which is where I come in. I'm here to suggest a few choice developers who could make something truly special (and that absolutely doesn't mean "good") with the Duke Nukem license - and explain what the pitfalls might be along the way. With any luck, I'll inspire both you and the developers involved to think about what could come out of such match-ups, and we'll see a new game that doesn't make you think of the smell of human gas when you hear the term 'vapourware'.
Why it could work: The "big three" on the fabled Build Engine were Duke Nukem 3D, Blood (more on that one later) and Shadow Warrior. While Duke became a parody of himself and game development in general, this Polish Studio took the latter and polished it up for a new generation. By keeping the streamlined, gameplay-first spirit, removing all of (OK, most of) the racism and popping in some modern ideas, they made a worthy successor to a much-missed oldie. It's a trick that'd work just as well for Nukem - just swap excising xenophobia for misogyny, swordplay for gun trickery and dick jokes for... well no, keep all the dick jokes.

What could go wrong: FWH's focus on all-action gameplay might lead it to ignore the genuinely excellent level design of Duke 3D, its love of secrets and interactive set pieces. Or the studio could go mad and make the entire game a self-reflexive joke about its own name, given that flying, wild hogs are actual enemies in the Nukem-verse.
Why it could work: On first glance, this just looks like another Flying Wild Hog old game update - but the Swedish dev team took their ancient franchise in a very different direction. Some (me) would argue that much of The New Order's gunplay wasn't actually up to much, but there's no arguing that its storyline took what was originally a retro-futurist joke and turned it into something compelling, emotional and deeply disturbing by turns. Give me a Duke Nukem game that performs the same trick, and I'll call you a genius.

What could go wrong: That last bit proves physically, philosophically and hilariously impossible. Contractually locked into the struggle to make Duke anything but a swaggering machismo hydrant, MachineGames' staff barricade themselves in their offices, eventually going mad. When police finally break in, all they find is a single, dusty monitor, endlessly playing a video of a beautifully-rendered Nukem saying "For sale: Baby shoes, never worn" and laughing horribly.
Why it could work: The likes of Strafe prove that there's a genuine interest in seeing new games use old visual techniques - so why not use the original Build Engine to make a whole new game? And if you're going to do that, why not use the people who knew how to use it in the first place. Monolith's always been an underground hitmaker, and Blood was one of its earliest successes - a grottier, weirder game than Duke Nukem, but necessarily similar in approach. If you want something truly authentic, give it to these guys.

What could go wrong: Driven wild by the ability to mess with the superstar that made Blood a second-tier game back in the day, Monolith makes the worst Build game of all time. Even worse that William Shatner's Tekwar.
Why it could work: If you're going to go old-school, you do it with the best. The new Doom is so back-to-basics that it's literally reusing the original's name, not to mention its ideas about weapon inventories, health systems and gibberish plotlines. It rejects most new-fangled ideas of how a shooter should work, simply because it doesn't want to be new. Frankly, it's so authentic that I'm surprised it's not a total arse-ache to aim along the Y-axis. After Duke Nukem Forever's stinking gumbo of old and new gameplay elements, some proper focus is precisely what the series needs.

What could go wrong: Still owing a favour to John Carmack, id announces that Duke Nukem will be VR-only. After years of testing, it becomes clear that the only thing people enjoy about the experience of looking through Duke's eyes is going for a piss. The game becomes Duke Nukem: Lava-tory, a game about micturating in increasingly dangerous situations, the finale being you extinguishing an active volcano through sheer force of bladder ejection. Entire hundreds of excited gamers wet themselves on day one.
Why it could work: Ted Price and his crew have been making self-consciously kitsch games involving aliens, ludicrous weaponry and occasional swearing for many years now. This is just a natural fit. Expand Duke Nukem 3D's opening level into a city-wide playground, pepper it with dumb '90s references and smother the whole thing in a fabulous butt-rock soundtrack. This is the stuff really stupid dreams are made of.

What could go wrong: Everyone remembers that the '90s were awful, the latest hipster mores become a celebration of the austere browns and greys of the 1910s, and Duke's hypercolour/MTV Real World/Crystal Pepsi/Gen X jokes end up looking exactly as heartfelt and unironic as they were in the original games. We all sigh, and continue using our antique spinning wheels to knit the newest band logos.
Why it could work: Did you play Far Cry 3: Blood Dragon? The ludicrous spin-off managed to balance knowing bro reference humour with a neon-spattered take on open-world stealth-combat. It's a spitballed idea that snowballed into a full project and came out as a game in which balls were occasionally the topic of discussion. Michael Biehn's Rex quipped constantly and badly while acting out a cheesy sci-fi plot worthy of the worst off-brand Hollywood had to offer. It's practically a Duke Nukem game already.

What could go wrong: A mistake's made on a memo and Ubisoft accidentally take a Far Cry 2 direction instead. The new Nukem becomes a plaintive metaphor for the folly of violence and the impermanence of fashionable haircuts. We watch as a nuclear blast turns LA into the desert it has always threatened to be, and Duke stumbles around with a single, half-loaded revolver. In an irritating gameplay twist, Duke is going bald, and peroxide blonde wisps will occasionally float down your field of view - at which point you must stop completely and jam scavenged hair plugs into your scalp, moaning all the while.
Why it could work: Do you know what's teresting than Duke Nukem Forever? The making of Duke Nukem Forever. And do you know who'd love to make a game that knows it's a game about a game? David Cage. I present to you Duke Nukem Forever: Forever, an existential interactive love story set over the course of the game's development. Starring a depressed 3D Realms UI Artist and a surprisingly sentient wireframe of Duke, all they want is a finished game, and each other. And to laugh at the misfortune of women.

What could go wrong: Literally everything I just wrote.
Why it could work: We've already seen Devolver port Duke Nukem 3D to modern devices, but it simply wasn't greedy enough. That game is rife with opportunities to squeeze money out of players. The adult theatre screen you can blow up in 'Hollywood Holocaust'? It plays adverts for Chillingo games. Every time Duke flashes the cash to see a flash of pixelated stripper-boob? Real money microtransaction. That boss Duke kills and then takes a dump on? It's a white Angry Bird. Winner.

What could go wrong: Nothing - this is a solid gold cash cow with a thousand, sparkling coin-udders.
Why it could work: This would be the story of the century. Phil Fish returns to Twitter to write a single message: "FEZ SEQUEL. OUT NEXT WEEK". After days of speculative list features not unlike this one, everyone downloads the mysterious game, whether to enjoy or mock, play through or pillory - and finds out it's a level-for-level remake of the original Duke Nukem platformer, except every pick-up in the game contains a different hieroglyph. When translated and read backwards, it forms a compelling mystery novel, except the twist - revealed in the final sentence - is missing. A year later, Fish logs into Twitter once more, simply to write "SUCKAS".

What could go wrong: I actually think Phil Fish could make a pretty interesting Duke Nukem platformer if he wanted to, combining the mechanical ingenuity he clearly has a flair for with the furious, intelligent persona he uses to distance himself from the industry. The problem is that no one would talk about it, because they'd all be too busy discussing Phil Fish.
Why it could work: The problem with Duke Nukem Forever wasn't really the game itself. The problem was that it was many games, by many people, pushed into a too-small mould and sold to recoup the losses from several failed projects. What Duke Nukem needs is project managers, people who know how to cope with creative work that requires a long gestation. Who better than the novelist who took 55 years to release a second book, and the musician who took 15 to make something new that I guess we can call music? A steady ship is all Duke needs to come back strong.

What could go wrong: It turns out that the reclusive Lee is a total rager, sending a vulnerable Rose back down the rabbithole of drink and drugs. A new Duke Nukem comes out 34 years later, but is released three console generations behind contemporary standards, and plays like hot ass.
Why it could work: Just look at this list! I'm positively brimming with ideas.

What could go wrong: Everything. I'm not a game developer, and I've never claimed to be. I can't code, draw, spell, cook or make papier mache. Does that make me qualified to talk about industry matters in such lengthy and occasionally disrespectfully flippant terms? Honestly, I don't know. Look, let's not turn this into a treatise on criticism; the relationship between artist, commentator and consumer is at best fraught and at worst grotesquely tangled, and you and I simply don't have the time to go into it.

Does that invalidate everything you read, every thought, joke and throwback observation in this piece? Hey, I'll let you decide. I'm just a man in his bedroom, watching my waistline and the time go by as I try to make sense of the endless Niagara churn of Internet news, try desperately to shape the info-clay into something you and I can connect over, agree on, discuss and share. Isn't that why we're here now, my thoughts touching yours, but separate in time? To share? Isn't that why we play games? To share experiences, with people real and imagined. To make sense of our space in the world and that of those around us?

Look, all I'm saying is that I'm doing my best, and that the idea of a Frenchman falling in love with Duke Nukem is pretty funny. Goodbye.
Conversations with Creators Episode 2: Naughty Dog

Added: 15.07.2015 14:15 | 18 views | 0 comments


PlayStation Presents a round table discussion with Naughty Dog Co-President Evan Wells, Creative Director Neil Druckmann, Game Director Bruce Straley, Co-Lead Game Designer Anthony Newman and host Wil Wheaton about the creation of The Last of Us and the upcoming release of Uncharted 4.

From: n4g.com

PS4 Exclusive Everybodys Gone to the Rapture Will Have an Even Longer Title in Japan

Added: 15.07.2015 4:15 | 2 views | 0 comments


The upcoming PS4 exclusive Everybodys Gone to the Rapture is known not only for lovely graphics and an intriguing story, but also for a peculiarly long title.

Tags: Gods, Hack, Evil, With, Titan
From: n4g.com

Tell GameRevolution: PS4 or Xbox One Controller?

Added: 14.07.2015 21:00 | 22 views | 0 comments




When deciding which console to purchase, a number of different things need to be taken into consideration, and one of the major deciding factors for most gamers is the controller.

While both the Xbox One controller and PlayStation 4's DualShock 4 for are incredibly similar, there are some noteworthy differences that could sway you one way or the other. Are you a fan of staggered analog sticks, or do you prefer a symmetrical layout? Even the triggers on both controllers feel incredibly different.
Related: Xbox One Elite Controller Hands-On
So, bearing that all in mind, which control option do you lean towards? Let us know in the comments and be sure to vote in our poll below. There are a number of little differences between Sony and Microsoft's control pads. Which do you prefer? in GameRevolution's Hangs on LockerDome

From: www.gamerevolution.com

Games that will break your heart before they even start

Added: 14.07.2015 18:00 | 23 views | 0 comments


As video games continue to mature as a medium, they become more adept at reaching beyond their confines as mere entertainment. Sometimes they empower us, other times they challenge us, and, rarely, they move us. But packing an emotional punch is no easy task; it requires a carefully choreographed assault designed to dismantle our defenses and strike us where we are most vulnerable. One misstep and the whole effort crumbles.

Telling a story that can reduce a you to tears is quite a feat, but working that climax into the opening hour of a game requires a whole new level of mastery. You have to step outside of the box and tell a new kind of story, one that surprises as much as it devastates. You must dig deeper to find the humanity in your characters, so that when they suffer, we suffer too. If you're on the hunt for some games that'll get you misty-eyed before you've even settled into your chair, then look no further.

Kids do dumb things. But having your harmless childish antics result in the death of your only parent is a cruel twist. As children, we tend to think our parents are invincible, that they will always be there to care for us. But as Oliver's mother collapses to the ground grasping her chest, it reminds us all that, sometimes, the universe has other plans.

But what makes 's prologue so heart-rending is the moment where Oliver finally succumbs to his grief. As Joe Hisaishi's moving soundtrack begins to swell, Oliver clutches a doll his mother made for him and remembers the sweet, yet inconsequential, moment she gave it to him before heading to work. Watching Oliver break into tears is hard to watch, because it forces us to reflect on the same fleeting moments that we're left with when the ones we love are lost to us forever. When people die, they leave holes in our lives, but how can a boy as young as Oliver ever expect to fill the space left by his mother?

Sometimes love is absolutely terrifying. It makes you vulnerable and, in the worst cases, can opens you up to immeasurable pain of loss. But Joel never had a choice not to love his daughter, Sarah. And he never had a choice when the outbreak of a zombie-like infestation drove them from their home and into the iron sights of a merciless soldier.

is deserving of praise for its harrowing vision, but never was that vision more realized than in the quiet moment of a father cradling his fatally wounded daughter. Dying in someone's arms has become a cliche, but this wasn't a time for composed last words. Instead, it was the heart-dropping panic of a dad clutching his dying baby-girl, barely able to utter a single word of comfort as she slips away. Few things in video games have ever been as haunting. There was no peace, no quiet passing, just a little girl who didn't want to die and a father not ready to let her go.

Seeing the future is as much a blessing as it is a curse. For Shulk, the protagonist, it often acts as a painful reminder of just how helpless he can be. Even with the knowledge of the future, he finds himself unable to change its course. That helplessness, however, was never more realized than as he watched, incapacitated, as his best friend Fiora was ruthlessly murdered and his hometown destroyed.

Fiora's death is painful because we took her for granted. In life, we wrongfully expect that bad things only happen to bad people, and, in a way, Xenoblade Chronicles lulls us into that line of thinking. It placates us with quiet moments between friends, and the nurtured expectation of a peaceful existence. The moment Fiora's bloodcurdling scream is silenced by the blade, we, like Shulk, realize how delicate peace truly is. Tragedy doesn't discriminate. It doesn't care if you're selfless or kind. Tragedy only cares if you have something to lose. And, as Xenoblade Chronicles shows us, we all do.

No one ever comprehends true fear until they become a parent; to deal with the creeping dread that, like a monster under your bed, waits until your mind is quiet before ambushing you with the terrifying cruelty of the world your child belongs to. But to see those nightmares played out before your very eyes, to stand neutered and helpless as death whisks that child away, is a pain that no one should suffer. But in the opening moments of Heavy Rain, you experience just that.

Chasing your son, Jason, through a mall is a debilitating insight into that boiling dread. As you fumble awkwardly through crowds, it's easy to imagine you are Ethan Mars. You feel his panic as if it is your panic. By the time you find Jason, just in time to see him carelessly step in front of traffic, you're so emotionally raw and agitated that it's impossible to separate yourself from what is happening on the screen. For that brief moment, you feel Ethan's loss as if it was your loss.

After the harrowing conclusion to Season 1, it's hard not to step into The Walking Dead: Season 2 with your guard up. Like Clementine, you have internalized the lesson that no one is safe. In a world as barbarous as this one, emotional attachment is just another weakness. It's a terrible sacrifice to choose between your humanity and your survival, but The Walking Dead asks it of you again and again.

But just when you think The Walking Dead can no longer surprise you, it hits you with an emotional sucker-punch. Without even a moment to catch your breath between the shocking conclusion to Season 1 and the span of time between Season 2, Clementine is thrust back into the heart of tragedy. Within the blink of an eye, a simple robbery goes wrong, leaving Clementine and the very pregnant Christa to pick up the pieces. But that lingering shot of Clementine's empty eyes taking in the brutality is what brings it all home: any shred of innocence she had left is now certainly gone and there is nothing you can do.

While some games elicit an emotional reaction through sweeping musical scores or tender moments of humanity, Homefront is a literal tour de savage force, stripping you emotionally naked and hosing you down with its merciless prologue - and all you can do is watch. Its premise of North Korea invading the United States might seem farfetched, but it's only the backdrop for a sobering look at the horrors of military occupation.

As the prison bus you're confined to makes its way through the neighborhood, your window becomes a tapestry of brutality: families torn apart, people beaten to death before your eyes, rows of innocents chained and gagged. Rounding the corner, all of that crumbles beneath the weight of a single moment. A mother and father, up against a wall, calmly reassuring their baby boy that everything will be okay. But as two gunshots crack, and their bodies slump lifelessly before their screaming child, all we can do is watch. Shooters empower us to intervene, to take command. But sitting on that bus, hands bound, we are powerless - stripped of all agency.

"Nothing gold can stay," wrote Robert Frost. As the amber hues of the forest shifted to rancid brown, those words are brought to life in heartbreaking clarity. Whisked away one night by a storm, the adorably nimble Ori is discovered by the pudgy Naru, and the two become fast friends.

The short, yet painful, prologue employs a masterful use of visual storytelling, seeing you literally walk through a season's worth of memories in the span of minutes. Ori and Naru's friendship is beautifully resilient, even when the forest they inhabit slowly withers and both risk starvation. But that loving selflessness is never more apparent than when Naru gives Ori the last apple, dismissing her own starvation with a playful wave of her furry hand. will enchant you with its breathtaking storybook visuals and sweeping musical score, but it's the quiet moment where the fox-like Ori settles onto the still and silent body of his best friend Naru that remains long after the credits have rolled.

I won't blame you if you felt caught off guard by these heart-breaking prologues. Most of us expect to invest a few hours in a game before it reduces us to a quivering pile of tears and sobs, but there's a lot that can be said about a game that isn't afraid to come out swinging. As we only begin to explore the potential of the medium, we also come to grasp new, and sometimes heartbreaking, ways of telling a story.

Games that will break your heart before they even start

Added: 14.07.2015 18:00 | 21 views | 0 comments


As video games continue to mature as a medium, they become more adept at reaching beyond their confines as mere entertainment. Sometimes they empower us, other times they challenge us, and, rarely, they move us. But packing an emotional punch is no easy task; it requires a carefully choreographed assault designed to dismantle our defenses and strike us where we are most vulnerable. One misstep and the whole effort crumbles.

Telling a story that can reduce a you to tears is quite a feat, but working that climax into the opening hour of a game requires a whole new level of mastery. You have to step outside of the box and tell a new kind of story, one that surprises as much as it devastates. You must dig deeper to find the humanity in your characters, so that when they suffer, we suffer too. If you're on the hunt for some games that'll get you misty-eyed before you've even settled into your chair, then look no further.

Kids do dumb things. But having your harmless childish antics result in the death of your only parent is a cruel twist. As children, we tend to think our parents are invincible, that they will always be there to care for us. But as Oliver's mother collapses to the ground grasping her chest, it reminds us all that, sometimes, the universe has other plans.

But what makes 's prologue so heart-rending is the moment where Oliver finally succumbs to his grief. As Joe Hisaishi's moving soundtrack begins to swell, Oliver clutches a doll his mother made for him and remembers the sweet, yet inconsequential, moment she gave it to him before heading to work. Watching Oliver break into tears is hard to watch, because it forces us to reflect on the same fleeting moments that we're left with when the ones we love are lost to us forever. When people die, they leave holes in our lives, but how can a boy as young as Oliver ever expect to fill the space left by his mother?

Sometimes love is absolutely terrifying. It makes you vulnerable and, in the worst cases, can opens you up to immeasurable pain of loss. But Joel never had a choice not to love his daughter, Sarah. And he never had a choice when the outbreak of a zombie-like infestation drove them from their home and into the iron sights of a merciless soldier.

is deserving of praise for its harrowing vision, but never was that vision more realized than in the quiet moment of a father cradling his fatally wounded daughter. Dying in someone's arms has become a cliche, but this wasn't a time for composed last words. Instead, it was the heart-dropping panic of a dad clutching his dying baby-girl, barely able to utter a single word of comfort as she slips away. Few things in video games have ever been as haunting. There was no peace, no quiet passing, just a little girl who didn't want to die and a father not ready to let her go.

Seeing the future is as much a blessing as it is a curse. For Shulk, the protagonist, it often acts as a painful reminder of just how helpless he can be. Even with the knowledge of the future, he finds himself unable to change its course. That helplessness, however, was never more realized than as he watched, incapacitated, as his best friend Fiora was ruthlessly murdered and his hometown destroyed.

Fiora's death is painful because we took her for granted. In life, we wrongfully expect that bad things only happen to bad people, and, in a way, Xenoblade Chronicles lulls us into that line of thinking. It placates us with quiet moments between friends, and the nurtured expectation of a peaceful existence. The moment Fiora's bloodcurdling scream is silenced by the blade, we, like Shulk, realize how delicate peace truly is. Tragedy doesn't discriminate. It doesn't care if you're selfless or kind. Tragedy only cares if you have something to lose. And, as Xenoblade Chronicles shows us, we all do.

No one ever comprehends true fear until they become a parent; to deal with the creeping dread that, like a monster under your bed, waits until your mind is quiet before ambushing you with the terrifying cruelty of the world your child belongs to. But to see those nightmares played out before your very eyes, to stand neutered and helpless as death whisks that child away, is a pain that no one should suffer. But in the opening moments of Heavy Rain, you experience just that.

Chasing your son, Jason, through a mall is a debilitating insight into that boiling dread. As you fumble awkwardly through crowds, it's easy to imagine you are Ethan Mars. You feel his panic as if it is your panic. By the time you find Jason, just in time to see him carelessly step in front of traffic, you're so emotionally raw and agitated that it's impossible to separate yourself from what is happening on the screen. For that brief moment, you feel Ethan's loss as if it was your loss.

After the harrowing conclusion to Season 1, it's hard not to step into The Walking Dead: Season 2 with your guard up. Like Clementine, you have internalized the lesson that no one is safe. In a world as barbarous as this one, emotional attachment is just another weakness. It's a terrible sacrifice to choose between your humanity and your survival, but The Walking Dead asks it of you again and again.

But just when you think The Walking Dead can no longer surprise you, it hits you with an emotional sucker-punch. Without even a moment to catch your breath between the shocking conclusion to Season 1 and the span of time between Season 2, Clementine is thrust back into the heart of tragedy. Within the blink of an eye, a simple robbery goes wrong, leaving Clementine and the very pregnant Christa to pick up the pieces. But that lingering shot of Clementine's empty eyes taking in the brutality is what brings it all home: any shred of innocence she had left is now certainly gone and there is nothing you can do.

While some games elicit an emotional reaction through sweeping musical scores or tender moments of humanity, Homefront is a literal tour de savage force, stripping you emotionally naked and hosing you down with its merciless prologue - and all you can do is watch. Its premise of North Korea invading the United States might seem farfetched, but it's only the backdrop for a sobering look at the horrors of military occupation.

As the prison bus you're confined to makes its way through the neighborhood, your window becomes a tapestry of brutality: families torn apart, people beaten to death before your eyes, rows of innocents chained and gagged. Rounding the corner, all of that crumbles beneath the weight of a single moment. A mother and father, up against a wall, calmly reassuring their baby boy that everything will be okay. But as two gunshots crack, and their bodies slump lifelessly before their screaming child, all we can do is watch. Shooters empower us to intervene, to take command. But sitting on that bus, hands bound, we are powerless - stripped of all agency.

"Nothing gold can stay," wrote Robert Frost. As the amber hues of the forest shifted to rancid brown, those words are brought to life in heartbreaking clarity. Whisked away one night by a storm, the adorably nimble Ori is discovered by the pudgy Naru, and the two become fast friends.

The short, yet painful, prologue employs a masterful use of visual storytelling, seeing you literally walk through a season's worth of memories in the span of minutes. Ori and Naru's friendship is beautifully resilient, even when the forest they inhabit slowly withers and both risk starvation. But that loving selflessness is never more apparent than when Naru gives Ori the last apple, dismissing her own starvation with a playful wave of her furry hand. will enchant you with its breathtaking storybook visuals and sweeping musical score, but it's the quiet moment where the fox-like Ori settles onto the still and silent body of his best friend Naru that remains long after the credits have rolled.

I won't blame you if you felt caught off guard by these heart-breaking prologues. Most of us expect to invest a few hours in a game before it reduces us to a quivering pile of tears and sobs, but there's a lot that can be said about a game that isn't afraid to come out swinging. As we only begin to explore the potential of the medium, we also come to grasp new, and sometimes heartbreaking, ways of telling a story.


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