Reviewed by: Jamaal Ryan
Big boobs and an impossible figure don't make great games, they make great porn. We've reached an age where such chauvinistic character marketing is no longer needed, which allows us to have a younger, more physically and emotionally relatable Lara Croft. Enter our 21 year old. She weeps, gets beaten, gets soaked in muck and corpses, and she's in pain. Crystal Dynamics has rewritten the confident seductive caricature theme into a form of an origin story. But it's the trials and tribulations that she goes through, and how we push her through it which amazes.
Croft has always been a historical explorer, a raider of tombs of you will. But the Lara that we're introduced to is a survivor, and Tomb Raider pounds that description into every facet of the game.
It begins this by insuring to abolish any fantasy one may have about weathering Mother Nature alone on a desolate island. The appropriate setting is wet, occasionally cold with reactively convincing foliage and stone formations often occupying space, leaving little room left for anyone not fit to survive. It’s a display of thorny beauty, with an immense amount of detail rising above its dullish color scheme. Even in some of its more delightful locals such as shipwrecked beaches and snow bleached mountains, there's a consistent rugged edge that exhumes hostility.
This rough and tumble is both inflicted on and demonstrated by Lara. Her wilderness skills justify her progression, even though they’re largely meaningless to gameplay (I’m looking at you felled deer). Much like Rocksteady's Batman, her appearance transforms. She begins as just a freshly injured stranded ship passenger. Over time, these scars harden as she accumulates one after the other. The visceral injuries she sustains are brutal and never-ending, yet her struggle is believable despite her impossible video game stamina.
Ow.
This development is independent of the story, which can be an offender of rushing to its point without expositional build up. Booting up the game will present you with an opening cinematic worth just as much as a sizzle reel; things go to hell really fast. This is what Lara looks like, then your boat gets fucked, now you're stranded. It begins to dabble in the idea flashbacks, lending us a perspective of a more peaceful life, and journals make an attempt to fill in character gaps. But it’s merely an experiment, soon to be abandoned. The lore that exists outside of this desperate predicament is numbingly detached from what unfolds on the island.
The same goes for Lara's behavioral transformation. One second she's struggling with an emotional breakdown after her first gruesome kill, the next she's masterfully assassinating enemies like a navy seal. I find little wrong with this, as a flight response in this situation is hardly an option. Lara is forced to fight, and that's a powerful message. But the utterly disgusted Lara we see only seconds prior shouldn't just be replaced with a trained killer unless she's some sort of sociopath. If Lara was given a more significant moment to process the trauma she's been through -- more so than the fireside monologues -- even after killing multiple squads of men, as a character, she would have been more believable.
Before...
...Well after.
Tomb Raider does an impeccable job of defining Lara as a developing survivor. Camilla Luddington channels her desperation, her aggressive battle sass, and her stubborn will very well (though at no fault of the actress, I can't get over her lifeless eyes). But Crystal Dynamics tries a little too hard by juxtaposing her with her fellow crew. It's painfully clear that the intent is to paint Lara as the practical, passionate, and methodically thought survivor, leaving the rest playing as little more than a bunch of Dragon Ball Z backup singers, hitting their notes to solely elevate her lead. Nonetheless, the story does a fine job in at least illustrating the meaning of the effortless skill set we've come to know, right down to the game’s final act.
Tomb Raider is familiar by design, combining the layered retract-ability of the Arkham franchise, and the acute combat and acrobatic scaling of Uncharted. The island itself isn't fully traversable, as each section of the area is linked by linear and impressive Uncharted-set-piece like transitions that have you tumble from a concentrated test of reflexes to an elaborate trail of observation. Within each quick-travel accessible space lie secrets, upgrading and just-for-fun collectibles, and optional tombs, all which can be accessed by Lara's acquired equipment once revisited. Any Metroid and/or Zelda comparison would be appropriate here.
Kudos to the development team in introducing new equipment and environment ready weapon augments in a grounded fashion. Each new ability awarded took me by surprise, making me more excited to explore with more of a "Huh, this can be useful" introduction instead of leaning towards a gamey glowing item sitting on an alter.
As for the optional tombs, the titular chambers aren't part of the main quest and will have to be uncovered on your own time. Each tomb is self-contained puzzles, mixing physics and timing in a creative yet practical way. You'll be greatly rewarded for your raiding, acquiring a lump sum of additional gear currency and experience points to harden our survivor.
Raid (Image source: digitalhippos.com)
While Lara may feel acceptably sluggish while exploring, she’s an animal in battle. Fire fights feel chunky and frequently smart, with the heavy clack-chack of every bullet fired from the little Croft tossing and punching large frumpy men with violent response animations, and the rewarding use of the numerous combustibles littered within your surroundings. Lara can also position herself very rapidly, moving from cover to cover, and closing the gap for gruesomely fantastic executions.
The combat maintains a healthy juggle, making meaningful use of Lara's few but essential weapons. Pull off soundless kills with the bow, handle enemies at medium to long distances with the rifle, and keep rushers at bay with the shotgun. This may all sound like gunplay fundamentals, but among many shooters where different weapons classes are often interchangeable, Tomb Raider encourages you to use the right firearm for the correct situation. Just like the Arkham games, selected weapons have dual usage in and out of battle, and their Swiss-army characteristics make up for the fact that only four exist in the entire game. With all of Lara's maxed out weapon modifications, one of its final fights is Tomb Raider's best showcase of combat.
Come at me!
Then there's that thing you do with other people over an internet connection. Now I'm not one to complain about menu design, but online character and loadout selection screens look laughably silly, with main story characters fixed in goofy action figure poses like they're placed in a Hasbro toy commercial and large displayed custom options that do nothing to entice further invested play. Playing the game itself, however, is near nauseating.
Beware of painful eye rolling. (Image source: edgecastcdn.net)
Your avatar's mobility is painfully robotic, with maneuvers that hold near meaningless purpose that beyond of jugging. You know that your mechanics are busted if you have to resort to jumping as means of evasion. Tomb Raider's campaign utilized an automated cover system which was odd, but easily overlooked. Clearly the issue that could impose in competitive play wasn't a priority. Running around in third person without a snap-to cover system turns firefights into a muddled mess at times. Let’s not forget that close range combat is about as tactful as flailing your arms in self-defense. Maps are an utter showcase of offensive design, with some thoughtless traversal options and a painfully obvious "My team spawns here" build.
The multiplayer component screams, "We had to put SOMETHING here"; an unwilling effort that shows. You'll be struck by poor presentation and baron play options; hell, I couldn't even believe it when I picked up a 60 lbs. minigun, I wielded it at no expense of my movement speed. This was clearly a rushed project, with many unfulfilled ideas. Only usage of the bow and arrow feels smart, offering a change of pace beyond the gross gameplay. It's a shame that Crystal Dynamics and/or (but likely was) Square felt the need that this was necessary.
Bottom Line
Tomb Raider feels relevant again, which is something that Crystal Dynamics has tried for years. It’s adopted some of the finest game design fundamentals that buoy its modern presence that make it familiar and right for today’s gamers. Tomb Raider’s story arch won’t likely impress you, but its survivalist nature is a captivating test of Lara’s endurance that holds firmly onto your attention. Don’t bother fucking with the multiplayer, it’ll only smear the image of one of the most beautiful and badass heroines in past and present gaming.
+ Believable albeit unrealistic depiction of survival
+ Excellent gunplay design
+ Always-favorite Metriodian exploration
- Lackluster character and plot script
- As I said, don't even bother with the multiplayer
SCORE: A-

MICROSOFT HAS A LOT OF XPLAINING TO DO

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Tuesday, May 28, 2013


By: Jamaal Ryan
Many people are disappointed for different reasons, or all the reasons combined. As gamers, having to think that Xbox is synonymous with gaming is unnatural, simply because having to actively think about it would assume that this relationship is in question. The first half hour of Xbox One’s reveal was anything but about that synonymous relationship. However, many people fail to realize that this shouldn’t be a surprise. 
Well before the event in Redmond, Microsoft issued a statement generalizing what they were going to cover. They encouraged viewers and attendees to look forward to announcements of games, TV and entertainment… and they’ll roll out their lineup of “blockbuster games” at E3. Many made predictions based on Xbox 360’s pedigree of their focus on entertainment rather than on games alone. Those people were right. Pulled right from Xbox’s history, Peter Molyneux stated that Microsoft targeted the living room, not just games, since the original bulky system’s inception. 
What we were left with was a showcase of unnatural multitasking with Kinect – SmartGlass – your controller, and jazz hands, meaningless partnerships and features with sports companies (at least meaningless to gamers like me who don’t give a shit about sports), pre-rendered footage of upcoming EA Sports titles and Forza 5, an intriguing new IP by Remedy, Quantum Break, and an expositional look at the making of Call of Duty: Ghosts. They didn’t lie: games, TV and entertainment. 

Some of you are disappointed, and I understand that because so am I. But this shouldn’t have blind-sided you. In any event, if Microsoft was so tight lipped about games and are currently working on 15 exclusives, 8 of them – including Quantum Break – are original IP’s, predictions are a risky business in this industry, but E3 might very well win us over.  Xbox is a gaming platform deeply invested in this market regardless of the additives and alternate functionalities that the Xbox One will have. Games aren’t going anywhere, and we’ll see them very soon.
But those of us who were perplexed may have missed out on the redacted bits of information that was absent from the unveiling. Instant game saves even after shutting down? Are these games installed? And if so, how much gigs of space are we dealing with? Wait a minute, wasn’t I flipping the fuck out about always online? Where’s mentioning about that? Oh and, did I hear something about me having to purchase a game even if my buddy lends it to me? 
Let’s address the most venomous rumor first. Microsoft has confirmed that Xbox One requires an internet connection, but isn’t required to be always online. If your box can check into the internet once every 24 hours, you’re golden. Though this may sound like a happy middle ground between an off-line console and one with a persistent connection, anyone with internet troubles knows that connection issues can last more than 24 hours which would in turn disable you from playing your games throughout that time. 
But what if you don’t have a connection at all? I would assume that Microsoft has considered geographical populations where the amount of those connected to the internet is substantially less than the entire sample. The chances are, they took their bets on alienating that demographic because those potential consumers weren’t needed for their business. It’s fucked up, but understandable. But what about moving your Xbox to a different location without an internet connection (I flew to St. Croix for a week last summer where the internet pales in comparison to ours here in the States. Guess I won’t be bringing my Xbox One down there next time), perhaps out of the country or to a hotel where you don’t feel like paying a fee for internet access? That experience is completely locked out for you, and you’ll consider bringing another platform. 
Moving on to the newest controversy behind used games sales, the feed of the system’s features in regards to this have been anything but consistent. First, it was stated that purchased games (which all require an install) won’t be playable at a friend’s house thanks to a type of unit based activation code. Then more detail was released assuring that we can indeed play games at a friend’s, however we will have to be signed into our own account. If any gamer wanted to pick up a title that was owned by someone else, we can assume that this includes purchasing one at Gamestop, they will have to pay for it. Whether it would be full price or a separate fee is unknown (at least to this writer; please correct if necessary) as both scenarios have been mentioned.
Update: As reported in this week’s A WEEK IN GAMING, there have been claims that Microsoft has partnered up with retailers who will get a cut of used game sales in addition to the publishers and Microsoft themselves who will also get a cut from every sale.

Also, Geoff Keighley indicated that publishers wish to  use DRM on used games, which may or may not align with previous statements on games sales. (Edited 5.27.13)
Last and perhaps least is the mandatory installation. Like the 24 hour incremental connection, this may very well be DRM. But with Blu-Ray discs holding 25 GB of storage, and a 500 GB system that will have significantly less room thanks to the beastly OS trifecta Xbox One is wielding, how many games can we fit on that hard drive? What will gamers like me who power through nearly two dozen games in 12 months do? Will these 300,000 servers allow us to beam chunks of data – meaning entire games – to the cloud? Sure, the Xbox One supports external hard drives, but essentially you’re expanding space at an extra cost to compensate for a feature that we didn’t ask for. 
This concludes week one of Xbox One reveal post mortem, and already the information delivered from the system publisher seems deliberately cagy, slowly bleeding news that is seemingly consumer unfriendly. When all the facts roll out and all the cards are on the table, if concerns prove any kind of accuracy, then Microsoft will have to do some serious damage control preparation, and have a hell of a fight in this upcoming console race starting at the end of 2013.

By: Jamaal Ryan

Well, the next gen console race has officially kicked off. Let’s take a look at a week in gaming from Monday 5.20.13

Finding More Meaning than Violence (5/20)

Rally Games head Jeremy Pope has long since departured from the development of violent videogames since his production job at Rockstar Games where he worked on GTA 3, Vice City and Max Payne. He admits to the influence of his family values helping steer his decision to pull away from violent videogame development, but he also brings up points that have been echoed before from within-industry critics.

Pope encourages developers (and most importantly, publishers) to take risks in finding a more abstract meaning of conflict rather than its most basic depiction, the infliction of violence. He sheds light on platforms such as Steam and the App Store that avoid focus testing and publishing constraints which allow artists to create content that’s conceptually abstract rather than iterating on more graphic and visceral images of violence.


The Rally Games head admits that, “I think it’s often easier to do violence that it is to generate meaningful, interesting conflict through nonviolent ways.” 

I argue this: while the criteria that equates to an ESRB rating of M is certainly content not meant for young, impressionable minds, they’re largely sophomoric fantasies nonetheless.

Here’s to a more fulfilling meaning of mature content with more complex dilemmas, life choices and emotional themes.  

The Big Day: Xbox One (5/21)
Microsoft held their long awaited new Xbox reveal at their Redmond campus in Washington. Here are some of the major points of the conference:

Operational Features
-          
      Xbox One is capable of instant saves, allowing users to resume their content from their previous session even after the system was off, much like the Playstation 4.
-          
            The system’s three operating systems allow it to seamlessly jump from running application to running application. It was demonstrated switching from TV to movies, to games, to the web browser.
-          
      The system is also capable of what’s called Xbox Snap, where you can operate two applications simultaneously.
-          
      Kinect functionalities are deeply integrated into the system in both navigation and software input. At 1080p with photon measuring speed, Xbox One’s Kinect tracts movement with higher accuracy recognizing your face, voice, and even allegedly, your pulse.
-          
      Users can pinch applications to the home screen via Kinect, or expand them to full screen.
-          
      Skype is used through Kinect.
-          
      Xbox One will be connected to their cloud service powered by 300,000 servers (larger than the world’s networking power in 1999, as they say) where they can offload computation in games and likely other cloud expected features not mentioned in the event.
-          
      Games can be edited and shared thanks to the system’s DVR like functionalities.
-          
      Xbox One works with SmartGlass.
-          
      The new controller is redesigned with an improved D-pad, round edged triggers with impulse feedback, an unknown “Guide surface” at the top, and recently revealed buttons now known to be View and Menu.
-          
      Achievements now track how they’re achieved.



Media
-          
      TV, movies, music and the web browser can all be accessed via Kinect.
-          
       Live TV allows users to switch to live broadcasted television via HDMI input.
-          
      Xbox Guide allows the browsing through trending and your favorite media as well as free navigation through channels by saying “Xbox, HBO, CBS, MTV, etc.”
-          
      ESPN allows you to access your fantasy teams via Kinect.
-          
      Xbox teams up with NFL.
-          
      Steven Spielberg partners with 343 to create the Xbox exclusive Halo television series.


Games
-          
      New EA Sports games -- FIFA, Madden, NBA Live, and UFC -- will all run on the new Ignite Engine.
-         
      Forza 5 announced.
-          
      Max Payne and Alan Wake developer Remedy announces new IP Quantum Break which appears to join the television series with the game. Theme centers on time manipulation.
-          
      Call of Duty: Ghosts shown
·         Written by Oscar Award winner and writer of Traffic and Syriana, Stephen Gaghan.
·         Canine companion integral to the story and gameplay.
·         Newly improved engine that, though not quite as technically impressive as other next gen titles, will still prioritize 60 fps and low latency controls.
·         New manuverabilites will be featured such as fast mantling which allows you to vault over obstacles similar to Brink’s S.M.A.R.T. system, sliding which allows you to slide from the line of fire, and you can now fire from behind cover akin to what was used in Rainbow Six.
·          New dynamic maps will be featured that can spur earthquakes, floods, and allow players to interact and manipulate them
·         Players can now customize cosmetic features such as the head, body and gear of their multiplayer avatars.
-          15 exclusive titles are being developed, 8 of them are new IP’s.


What Microsoft Didn’t Address
-          
      How will players keep games and other media with only 500 GB of hard drive space?
-          
      What are the full system specs?
·         Blu-ray
·         Game DVR
·         8GB DDR3
·         8 Core Microsoft custom GPU
·         500 GB hard drive
·         USB 3.0 support
·         External Storage support
·         Cloud Storage
·         Mandatory installs
·         Required internet
·         No Backwards Compatibility
·         HDMI input and output with 4K support
·         Gigabit Ethernet, WiFi
-          What are the specifics behind recording and sharing tools?
-          
       Is Illumiroom compatible with the system?
-          
       Is it always online
·         Only every 24 hours

Takeaway.
The conference set out to be exactly what Microsoft stated that it would, to be heavily entertainment focused. The ability to seamlessly jump between different forms of entertainment, TV, games, web browser, etc., is super baked into the Xbox One’s entertainment push. People question X Box One’s departure to the entertainment space -- particularly with television -- as more and more people are moving away from cable. However many forget that the 360 was one of the leaders in non-cable entertainment with Nextflix, Hulu, Amazon Video, and HBO GO. Microsoft is covering all of its bases with entertainment in a hyper aggressive and all-encompassing way.
What was missing from the conference we can only guess will be at this year’s E3. The system specs (listed above) as well as more and more games should be revealed to make up for the deliberate lack that we witnessed at the conference. Microsoft still didn’t put some concerns completely to rest. Can gamers access games if they have four concrete walls with an outlet and a television? (No). What freedom do gamers have when taking games away from their “assigned” console? (Addressed later).
The X Box One’s reveal was half as long as the PS4’s, but didn’t necessarily trim all of the fat into a satisfying show, leaving us with almost as many questions as we received answers. We’re three weeks away from E3, let’s hope that this year’s press conference ditches the entertainment pitch and discusses everything we gamers care about.
Xbox One: The Make Up for the Fuck Up. (5/22)

Microsoft responded to the questions asked by many gamers. Is the system always online? How will the system handle used games?

Microsoft finally answered the long awaited question of the rumored always online feature. While the system won’t require a consistent internet connection, it has to be able to connect every 24 hours. This is fine and dandy for a large part of the United States, but what about other parts of the globe that aren’t as fortunate as us with easy internet access? Playstation 4. That’s what’ll happen.
Turning to the topic of used games, they painted an interesting yet confusing scenario, illustrating one taking a game to a friend’s house. The copy you play on a friend’s system can only be accessed in two ways, if you’re playing on your own account or if they purchase the rights to it. This left services like Gamefly and retailers like GameStop in question, which was clarified later in the week.

An Impressive yet Old Engine (5/23)

The Call of Duty franchise doesn’t get enough credit. In a two year development cycle and releasing annually, Call of Duty has managed to deliver a great shooter every year since the very beginning of this generation at the Xbox 360’s lunch.

Kicking off next gen with Call of Duty: Ghosts, Infinity Ward’s animation lead Zach Volker reports that the engine used in this next generation of Call of Duty is still based off of the Quake III engine that they’ve been using for years since Call of Duty 4. 

…but that’s still pretty damn impressive.

He explained that it would be impossible to build a new engine from the ground up in just 2 years.

Xbox One’s Used Games Sales Explained (5/24)

After days of speculation, we finally have a firmer understanding of how Xbox One will handle used game sales. Microsoft allegedly will certify certain retailers to participate in their used game sales program. When a customer trades in a game into that retailer, that game is logged into Microsoft’s Azure cloud system and then their system’s rights to that game is terminated. For every copy of that game sold, the publisher and Microsoft will get a cut of that sale, leaving retailers with what is reported now as roughly 10%.


Even more questions generate from this unveiled system.

What will become of retailers like Gamestop who previously earned 100% of the profit of used games?

Will publishers favor Xbox One since they’ll now be receiving a cut from almost every game sold?

Will Sony respond to that shift by launching a used games program of their own after being the only console publisher who participated in online passes?

And how much healthier will game publishers be health now that they’ll be receiving more money from consumers?

Only time will tell.




 

Reviewed by: Jamaal Ryan
I'm ashamed to admit, but I was actually worried about Bioshock Infinite. Announced way back in 2008, and previously expected to release last year, disasters like Aliens: Colonial Marines taught us that time is often not kind to game development. Fundamental changes and tight lipped PR did nothing to serve positive anticipation. But here we are, with one of the most prospected releases in years.
Following the sky shooting standards of its proper predecessor, Infinite aims higher; much, much higher. Its ambition almost cannot be contained in a shooter, a very fine and creatively designed shooter at that. But what Bioshock excels at is mind warping storytelling, done in such a way that’s so exceptional from what we typically see while pushing joysticks and pressing buttons.
With a nod-winking reference to 2007’s Bioshock, Booker Dewitt sits in a boat rowed by a bantering pair, one of which who hands him an oak finished lock box with a pistol, a sheet with symbol  instructions, a key, and a picture of Elizabeth; the presumed girl whom he must find that would “wipe away the dept”. As the pair abandons Dewitt standing on the dock stranded as the night rain pours, you make your way to the beaconed lighthouse, and begin your ascent to Columbia.
Your first impression will be this: Columbia glows. It's aggressively vibrant with popping colors, sun soaking god-rays and passing clouds saturating dancing buildings and floating zeppelins. The densely populated visual presentation makes for one of the most captivating settings this generation. This departure from Rapture almost seems as if it was a statement from Irrational looking to prove that this game, with a rooted yet completely different art direction, can still preserve an unequivocal Bioshock theme.
Irrational has made a gradual deviation away from its horror "shock" value to Infinite's complete omission. Unlike the original Bioshock, and certainly in no resemblance of System Shock, Columbia won't frighten you, surprises aside. The city is very much alive with its golden hue and chatty denizens. You won't miss the cautious creeping with the eerie sounds of schizophrenic preoccupation, the dripping of unattended leaks only covered by scratchy distant record players. Columbia is bustling with enough life to fill in the venture.
The city is brimming with valuable distractions to look at. Even very early in the game, you'll pick up the habit of combing every nook and cranny of Columbia. This element is gently facilitated by the objective director. For both narrative and collective reasons, you’ll develop a better sense of confidence knowing that you can retract to the main quest with a tap of the button. Even before your ascent to the city in the sky, piecemeal clues will give you story snippets of what's in store, and fictional period advertisements and propaganda inflicts constant reminders just how flawed this anti-topia is.
Welcome...
...To Columbia.
This attention to detail is masterfully deliberate, and only serves as a proper expansion to the story. Bioshock Infinite is designed to host player agency while the fundamentals of the narrative are delivered directly. Clues lie everywhere, giving you a better understanding of what happens, happened, will happen. This is interactive media writing at its best, leaving you in one of two places: “I get it” and “I REALLY get it”. And when that anticipated ending does come, with a fuller conceptualization of your narrative gatherings, you’ll recline back your seat whispering, “Holy shit”.
Infinite's social commentary and imaginative concept of the early 20th century is dense with heavy handed racism and religious obsession. This isn't a fantasized creed discrimination that writers of yore have carefully depicted.  This is in your face bigotry and raw illustrations of what'll happen if an elitist group's impressions of a belief system are taken too far. You'll hear a lost lexicon filled with labels such as "Negro" and other derogatory terms hardly ever expressed in videogames.  The frightening wielding of religion inflicts proper social destruction, all presented through an ugly mirror held up a century old civilization. My gripe with this however, is that this social conflict takes a step back from its powerful presence towards the game’s later half. Nevertheless I welcome these naked depictions and societal vices, as this 30 year old medium is in need of more controversial themes tip-toed around before. While Rapture was a dead city that spawned ghoulish remnants, Columbia hosts floating grounds for civil conflict.
The oppressor, or the oppressed?
Early on you’ll encounter Elizabeth, who isn't the stoic, staring partner like those seen in Bethesda's companions. Her emotive expression is fully somatic, as the look of glee, disgust and sorrow is fully realized in her entire posture. She’s programmed and written to be as active as possible, responding to your contextual environment and even lending reactive commentary on your actions. This level of attention to detail makes me wish Irrational took it a step further with her responses to issued commands other than the obligatory "Sure thing!".
Your interactions with Elizabeth are mechanically self-serving and conversational, but I wish I can say that she stays completely out of your way. Doorways can potentially become impenetrable walls with Elizabeth's (very infrequent, but nonetheless annoying) failure to allow you to pass. Minor inconveniences aside, Elizabeth is very much your other half, and you’ll miss her dearly whenever she’s absent from your company.
Excuse me. EXCUSE ME. Wait, I’m sorry. Don’t go!
After a hazing, rose-tinted introduction to the sky city, Bioshock thrusts a THIS IS COLUMBIA kick to your back, sending you spiraling down its ugly underside. Comstock's men are super aggressive, lending a swift reminder of the manic behavior of the Splicers left in Rapture. Pursuers will advance from every direction, and follow closely if you flee. Infinite's first moments will sharpen your resolve quick if you're apt to shooters. But I worry of those who aren't.
Both the environmental concept and narrative center transforms the gameplay more than enough for this new installment. Unlike the dank halls of Rapture, the sky city presents wide grounds for fire fights. On many occasions, you'll engage enemies in long distances, but the enforcement (and I emphasize again) will close in, bypassing doorways and utilizing sky rails to hunt you down.
Skylines were the most suspect aspect of Infinite's gameplay, but it turns out to be surprisingly intuitive. The input zones of the sky-hook -- allowing you to grip onto freight hooks, sky rails, and dismounting with a viscous knockout of foes --  is very generous, granting a response so long as you point in its general direction. The rides themselves are exhilarating once you've shaken off the jarring jerking of the roller coaster like speed. Accelerating, slowing and changing directions become almost second nature with practice.
Weeee!!
Best of all however, is that Skylines stretch the battlefield to massive scope. The winding tracks looping in and around buildings allow you to get from one vantage point to the next very quickly, either fleeing from a brutish Handyman, or delivering a mouthful of iron hook in an enemy’s face sending them careening to the depths below the clouds.
Plasmids are back as Vigors, though their contextual presence and introductions are especially odd. You'll either trip over them lying next to a corpse, or purchase them in a vendor. With everything introduced in Infinite, bringing back Vigors makes killing far more spontaneous. I faced groups by halting them with Murder of Crows, closed the gap violently with Charge, and ridded the rest of the party with the help of the levitating Bucking Branco. Return to Sender and Possession are useful against heavy artillery, and elemental Vigors maximize effectiveness when casted on tear summoned oil slicks and water puddles. There is, however, a strange absence of Telekinesis.
Surprise bitches!
Dancing between mutated powers is a struggle however, only toggling actively between two Vigors felt limiting, and in order to utilize the full repertoire, you'll have to freeze the action with the menu constantly. This sort of decision making feels natural in other genres such as cover shooters, but being that Infinite is a full on first person shooter, it can get interruptive.
Gear takes the place of Tonics, however can feel largely superfluous to combat. Arranging them to strengthen a very focused and particular play style tilts an advantage with perks, but I couldn’t help forgetting about them more than half the time.
But the other half of Bioshock Infinite's combat -- as it is its narrative -- is Elizabeth herself. With no required babysitting, Elizabeth will frequently throw you ammo, health and salts mid shootouts; but her primary ability is opening inter-dimensional tears. These tears exist in a glitchy black and white presence in the real world. But calling upon Elizabeth can bring them into reality. You'll summon cover for protection from explosive ranged foes, unmanned turrets and Patriots for allied assistance, freight hook vantage points for high ground which occasionally comes with a conveniently placed sniper rifle, and in many cases, med kits and boxes of Salts for challenging encounters. A dynamic combat approach of this style is nothing new to shooters, look at Crysis. But Infinite employs an immediate sense of choice being that only one tear can exist at a time.
Together, these make up what is easily Bioshock's most energetic combat system. Certain sections pulls out all the stops, with sprawling multi-leveled battle grounds lined with sky rails and a number of projected tears allowing any number of combat tactics. Booker is also nimble enough to cover ground quickly in order to approach fights from different angles. The level of enjoyment here is unparalleled to anything the franchise has ever done.
Ok. Here we go.
Clearly, Infinite plays quite differently from how we experienced Rapture, but this transformation occurred with some sacrificing intentions and shed skin. The game teases at the gradual increasing of encountering a vast array of enemy types; particularly those that follow the pattern of matching the idiosyncrasies of your Vigors. But without you knowing, this trend is abandoned, offering the similar factory produced breeds that are no less fun, but many who are almost completely forgettable. This is a huge missed opportunity that could have situated the use of your Vigors with certain enemies and lent itself to more strategic combat.
As a franchise predicated on significant encounters, Infinite is surprisingly mute. Songbird’s presence is scarce, though his limited appearances are justified though the narrative. As for the rest, it’s not as if those you fight are necessarily boring; far from it. But one must wonder if this shift was made only to serve the story as opposed to how Big Daddies were baked into the world of Rapture itself. If this is the case, then it worked; because by the time I made it towards the end of the game, my attention was dedicated elsewhere.
I behoove you to revisit Columbia. Bioshock Infinite’s narrative craft will be better appreciated when returning with a different perspective. It’s like watching Momento backwards or piecing together dream-within-a-dream pieces of Inception. There’s an incredible amount of depth to Infinite’s story; and though the story itself is linear, you’ll most certainly uncover new secrets. If you seek for another incentive, the game’s 1999 mode will wring you through a brutal challenge.
Welcome back.
Verdict
You’re gonna talk about Bioshock Infinite for a long time. We all are. The song played at the credit screen of the game’s conclusion is synonymous with millions of heads exploding. Some of us may even forget it’s a game, a game with hyper-dynamic combat that is surprisingly distinct. That is, however, the success of A-class storytelling, an accomplishment rarely seen in the games we play. That is the significance of Bioshock Infinite.
+ Achingly glowing setting
+ System-marrying gameplay
+ A zenith in video game storytelling
- Missed opportunity for Vigors despite excellent implementation. 
SCORE: A+






©Andy Gilleand

NO ONE TRICK PONY OR TROJAN HORSE WITH SONY'S PS4


When consumers glance at what a playstation is they see a clear vision. Its station where I can Play, simple as that. When they ask what can it play the answer is straightforward: Games, Blu Rays, and Subscription services like netflix and hulu. Why is it better than a Playstation 3 is the next logical question?

This is where the complexity stops for the average consumer. Especially if they own a current gen system, because they currently can do all that. Gamers can easily differentiate the difference between each system much better than a consumer. So what does make it better for the average consumer?



©Andy Gilleand


I Don't Know...but...


This is where I think Sony got it right the average consumer does not have a stand out feature that is going to lure them into PS4 world. The key person that is going to be pulled into the Sony realm is the person who this console is all about the Gamer! Once the gamer has  the system inside his home others can watch and view his experience and gauge whether they want the PS4 for themselves.


The main people I know that purchased PS3’s that were non-gamers were my cord cutter friends. This is where PS3 exceeded the competition. They received a blu ray player and were able to access the subscription services they paid for without a subscription service blocking them. So if PS4 can keep up that tradition of not having to pay for a premium plan to access the network then they may see some average consumers upgrade.

Average Joe is not as predictable in the game console world. Which I am happy that Sony seemed to take into consideration. Appease your core demographic first and then tune into the alternate markets.  Tablet Tammy is in a comfortable position so leave her to her own devices, until you can assimilate her naturally instead of trying to devour her wallet with a marketing scheme.


©Andy Gilleand


NOW FOR THE GAMERS


Thirty three minutes into this article and now I finally bring up games and gamers. We all know its about more power we have been waiting for it and now it almost here. The decrease time frame from powering on to jumping into your favorite games is just amazing. Hearing that you can play games while downloading is what many users have secretly wished for and damn Sony is like a genie right now.

With a new gaming pad that not only redesigned to cater towards comfort and rid flaws of  the old version. We also receive a new controller feature with the touch bar. Simple but elegant additions that do not take away from the traditional rational designs. We gamers are all for that type of evolution rather than a gigantic mutation that we are forced to live with. We can all be happy with a accessible controller with new functions that do not obscure the essential functions.



©Andy Gilleand


If you want to say there are two giant contenders in the next generation console arena. I'd say the PS4 came out waving to each and every gamer that was front row. They already have a lineup of games just waiting to come out. The display of the user interface was closer to my expectations of a less intrusive ad bar compared to the competition. Very much the Playstation remained in sync with the vision of Game Entertainment.
©Andy Gilleand

Bottomline:


More power
Quickly navigating between apps, games, and movies
Being able to play while downloading a game       
Practical evolution of controller
Growing Game Catalog
Fuck Microsoft, Go Sony
Image Credit: ©Andy Gilleand
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