Halo 4: Launch Trailer “Scanned”


As I write this it’s 2 hours and 52 minutes til the release of one of the biggest titles in entertainment for the year of 2012. Yes, I say entertainment and not just video games. The last ten years has seen the ascendancy of the video game as a form of entertainment to rival and, at times, surpass the big kid in the block: film. It was in 2007 that we saw Microsoft and Bungie Studio release the final game in the Halo trilogy. That game marked the first time a video game title beat any film in terms of first-day sales with $170million dollars on its first day of release. This record would be broken many times since and all of them on the video game side of entertainment.

In 2010, Microsoft and Bungie Studios released a prequel to the trilogy with Halo Reach which also marked the final Halo game Bungie Studios would develop and release. It wasn’t a well kept secret that Bungie had begun to tire of being known as just the studio that made Halo for the Xbox/Xbox360. So, once they arranged for the studio to leave as an internal studio for Microsoft Games there were some concern that whoever would takeover development for the series would fall in reaching the high bar Bungie had set for the series.

It’s now 2012 and 343 Industries is just hours away from releasing their first title in the Halo franchise and it continues the events which ended with the original trilogy. We find Master Chief and his A.I. companion, Cortana, stranded in deep space, cut-off from the rest of humanity. The final scene we see from Halo 3 (if one passed the single-player campaign on Legendary mode) was the two seeing an unknown planet come into view. The questions which arose from this final scene was whether this was a Covenant home planet or was it the planet where the Forerunners (builders of the Halo ringworlds) originated from.

We’ll find out when 12:00 midnight hits on November 6, 2012. In years past I would’ve called off work and stood in line at midnight to get my copy and play the rest of the day. I’m a bit older and wiser (likes sleep and making money  from work) now, but it doesn’t mean I won’t pick up my copy after work tomorrow.

Whether one likes or doesn’t like the Halo series no one can deny that it help revolutionize console gaming, especially multiplayer gaming on the console, and entertainment in the first decade of the 21st century. Everyone is all about Call of Duty‘s modern iteration like Modern Warfare and Black Ops, but without Halo those games wouldn’t have had to evolve to keep up (and for some surpass) what Microsoft and Bungie had created and for 343 Industries to continue to do.

Now let’s enjoy the launch trailer for Halo 4 (both live-action and CGI) that was produced by David Fincher (yes, that Fincher) and directed by Tim Miller.

EDIT: I can be found on XBL with gamertag: ArleighTSL

Horror Scenes I Love: A Man Chooses… A Slave Obeys


Video games have scenes to love, too! And I’ll be your guide through some of the finest in this space.

If you have never played BioShock, stop right now, go buy the game, and play it. Wait, it came out six years ago and you can’t be bothered? Oh well. If you’re even considering playing Bioshock, you may not want to spoil this clip for yourself. On the other hand, it might inspire you to actually play the game – something I readily encourage. In either case, would you kindly join me in enjoying what earnestly could be the greatest scene in any video game ever made?

Would you kindly. A powerful phrase.

First Impression: Telltale Games’ The Walking Dead: Episode 3 “Long Road Ahead”


What is there to say about Telltale Games’ work on the adventure game The Walking Dead other than they seem to have gotten exactly what has made the comic book series so popular with both readers and critics. The show has slowly gotten to the same level, but not until Telltale Games has a spin-off of Robert Kirkman’s title gotten it all right. The first two episodes has been a great exercise in showing the panic, strain and utter despair that falls on the remaining living survivors of a zombie apocalypse that has descended on the world.

Episode 3, “Long Road Ahead”, continues where the previous episode left off with Lee, Clementine and the rest of the group back at their walled off motel compound outside of Macon, Georgia. It’s only been a couple weeks or so since the events at the dairy farm and we see the added strain of dwindling supplies has brought on. We also see the decisions made by certain characters at the farm affecting the group and creating even bigger divisions between Lily and Kenny. Stuck in between these two strong personalities is Lee (the player) and this episode does an even greater job of making his decisions that much harder to pick when situations (usually stressful ones) come up.

This episode has been seen by fans of the games as the turning point which has cemented this title as one of the best games of 2012. The writing continued to improve under the pen of Gary Whitta who seem to be channeling his inner Kirkman as some heartwrenching moments and deaths occur throughout Episode 3. One such death has become one of the biggest WTF moments in gaming for 2012 that  I would be surprised if it doesn’t make many top 10 lists for the year when it comes to gaming’s biggest moments. I know that the sequence surprised me which led to lots of stunned silence, followed up by screaming at my TV then admiration for actually pulling off something that could turn off many players, but instead hooked those still on the fence about whether they should continue playing this episodic title.

The other deaths in this episode were more of a slow burn where we already know the fate of one of the characters and the reaction of another to this situation was unbearably sad, but understandable considering the situation which led up to it. All througout these situations the player as Lee was forefront in how things developed and the choices one gets to choose from doesn’t telegraph how things would unfold. It didn’t help that the timer on making each decision still added a level of stress that most games never fully grasp despite higher budgets and better graphics.

If there was one thing that kept this episode from becoming truly great it’s the controls when something interactive actually occurs where players have to do more than choose what to say. It’s still clunky and awkward on both the Xbox 360 and the PS3, but not as much on the PC which tells me that Telltale Games have been porting the title from a PC base rather than the other way around. For some gamers this keeps the game from becoming immersive despite the great writing, but for me it was a minor inconvenience that never took away from the narrative and the visuals.

The episode ends with a bit of hope as Lee and his group picks up three new faces, but also ends in an ominous cliffhanger as we find out that Clementine may have been keeping things from Lee that could endanger (this being the world of The Walking Dead its a good bet it’ll be dangerous) not just her, but the rest of the group. The fourth episode has now been released for all systems and with the new season of the tv show set to premiere it looks like now is a good time to get back to the Walking Dead state-of-mind.

Episode 1: A New Day

Episode 2: Starved For Help

Trailer: Resident Evil 6 “No Hope Left” Cinematic Live-Action


I haven’t been as big a fan of Capcom’s Resident Evilsurvival horror game franchise (weird considering that zombie fiction and entertainment is like catnip to me), but the upcoming and latest entry in the series has me excited. Resident Evil 6 looks to return the series to its zombie roots after spending the last two titles veering away from it.

While the gameplay still looks to be just something upgraded and tweaked from games past the story itself looks like something that I would find interesting as it moves the danger from being localized to something more global in scope. I’m really hoping that this title brings me back to the franchise which was great in the beginning then began to lose steam and ideas in it’s latest offerings.

This latest trailer takes a page out of the Halofranchise’s marketing book by making it live-action. It might be only 90 seconds but getting a glimpse of how a world reacts to the onset of a zombie apocalypse makes for a nice, brief piece of entertainment.

Resident Evil 6 is set for an October 6 release for the Xbox 360, PS3 and Windows PC.

What I Played Today: Mass Effect 3: Leviathan!


Technically, I played it yesterday.

So, remember how everyone hated the ending to that highly anticipated, trilogy-culminating, pre-order bonanza of a FPS RPG called Mass Effect 3? I do. Later, when Bioware got around to releasing an expanded and updated ending, it seems like only about half of the original ME3 crowd came back to see it. Part of it might have just been exhaustion over the whole ME3 ending saga – it was mostly fatigue that kept me from running to my XBox to plunge into the depths of the new ending. I suspect others are sticking to their guns; they heard that the “new” ending isn’t really new at all, just an expansion on existing events and themes. So they’re not interested. The Indoctrination crowd didn’t find much to love in the new ending, so diehards of that theory or whatever… probably didn’t need to rush back to see things unfold.

Others I suspect are in a third camp. They want an excuse to play the game again, but they don’t really feel like doing Chronos Station and Earth. At least, not as a standalone. It’s not like those missions were some glowing paragon of what ME3 could be. All of the heavy stuff happens earlier, and Earth doesn’t have the fun factor that the final assault on the Collector Base did. It’s kind of a long slog, when you get right down to it. In fact, the whole game is pretty heavy, and I’m not sure it bears back-to-back play-throughs with as much grace as the previous installments did. I, at least, noted Mass Effect lover and apologist, have completed Mass Effect and Mass Effect 2 probably a dozen times each. I have completed Mass Effect 3 once. Just once. I continued to play the multiplayer occasionally, keep that readiness nice and blue, and waited patiently for a time when I would feel the urge to play the game once again.

It turns out that the urge returned when BioWare finally dropped their first single player content DLC: Leviathan.

Leviathan starts with the story of a man named Dr. Bryson, a scientist on the Citadel who is investigating celestial phenomenae. Specifically, he is rooting around through old monster legends and other such seeming nonsense for any kind of clues that might have survived from a previous cycle about the Reapers. In the course of this research he discovered something that is – potentially – even more interesting… an artifact that is linked to a space monster they’ve dubbed ‘Leviathan’. A creature so powerful that it was capable of downing a Reaper in single combat. Something that seems impossible. But, Bryson does have this weird glowy artifact, and he seems pretty sure… and, since we’re completely desperate for even the tiniest possible edges at this point in our seemingly unwinnable battle against extermination… I eventually acceded that it was probably worth tracking down Bryson’s assistant, who went to an asteroid mining facility in order to follow up on a possible second artifact. Needless to say, hilarity ensues, and Shepard embarks on several missions, broken up by return visits to the lab for analysis, before the climactic scene on an eerie ocean planet about which the less I say, the better.

In terms of DLC, Leviathan is no Lair of the Shadow Broker. While it does appreciably expand on some story elements of Mass Effect 3 (specifically, you gain some fun information about the Reapers. This DLC answered one of my most irritatingly nagging questions about the background of the Reapers. Fun!) and it provides a handful of fun missions – the ocean planet, it’s worth stating, is a gorgeous backdrop for the mission that takes place there – it lacks the character driven tension of Lair. I would put it more on par with the “Arrival” DLC for ME2. You don’t have much reason to get invested in the new characters you meet, and so they feel disposable in a way the core cast never would have. That having been said, I don’t know how many of you returned to ME2 to complete Arrival, but I felt it was a well-spent $10, and I feel the same way about Leviathan. It has a good atmosphere, a couple of cool weapons and new modifications for your gun toting pleasure, and a very impactful revelation at the end.

Incidentally, if you have any interest in ME3 single player DLC at all, there’s extra incentive to acquire Leviathan. Fan interest has seemed much less driven for ME3 DLC than in previous titles… presumably because the ending to the game is as final as it is. Shepard’s story can’t continue, it can only expand.

Darksiders II Launch Trailer


One of my most anticipated game titles is just hours away from release. The game is the sequel to the surprise hit of 2010, Darksiders, and where that first title had the Horseman of the Apocalypse War as the playable character this time around it’s his brother Horseman Death who players get to control.

Darksiders II is set to occur concurrently to the events of the first game. Where War tried to figure out who framed him for starting the Apocalypse prematurely thus causing mankind’s extinction, this time around Death tries a different tack while War goes on his quest. Death is not as honorable as War and will do whatever it takes to prove his brother innocent of the crime he’s being accused of even if it means rebooting reality, so to speak.

August 114, 2012 will see the release of this title and for myself and those fortunate enough the video above will be something we would be doing in the next couple days with huge grins on our faces. I may have to wait a week or two before playing with my move to a new apartment taking precedence, but I shall play this game. Oh yes, I shall play this game.

First Impression: Telltale Games’ The Walking Dead: Episode 2 “Starved For Help”


Telltale Games released the first episode in their adventure game The Walking Dead months ago. Due to some of their past titles not panning out despite hype from the studio this time around it seems like Telltale may have finally found their groove with this game set in the zombie apocalypse world created by critically-acclaimed comic book author Robert Kirkman. With the first episode, A New Day, the company was able to capture the chaos and danger of the early days that was only hinted at in the comic book and in the AMC tv series.

That first episode introduced gamers to the two main characters that would be the focus of this horror-adventure title. Lee Everett and Clementine were characters rare in licensed video games in that they’re original to the title and also one of the better written and realized fictional characters in gaming. The first episode did a great job in setting up these two characters and the world that some thought the problems that has plagued Telltale Games with their episodic titles would pop up once more: great beginnings that would fizzle out with each new episode.

I’m happy to say that episode 2, Starved For Help, doesn’t fall in Telltale Games’ past pattern. In fact, this latest episode in the game actually builds on the strength of the first episode and improves upon what made it fun and very good while minimizing some of the flaws with that initial episode. We find Lee, Clementine and the survivors of the first episode (how a player made their decisions on who lives or dies in the first episode will determine the roster for episode 2) still at the motel complex from the first episode. They’ve been largely kept safe at their makeshift haven but the prospect of dwindling supplies has forced Lee and the group to venture out into the surrounding forest to forage for food. It’s during one such foraging mission that the group comes across another group that would kick-off the story for Starved For Help.

Telltale Games doesn’t try to recap too much of the first episode in this follow-up, but does let the dialogue between Lee and others remind gamers about their decisions in the first episode and how it has affected the situation Lee and his group has itself in. The addition of some new members to the group doesn’t feel forced but actually feel quite welcome as it helps keep the growing rift between two factions in the group from becoming too static. In fact, this episode actually makes some of the decisions made by characters we initially found to be on our side to be counter-productive and dangerous while those who came off as too rigid and confrontational end up being more sympathetic.

It’s during these dialogue sequences where players once again have a timed-limit to make their dialogue choices and decisions that The Waling Deadcontinue to impress. Once again players must make their dialogue-choices from four choices that doesn’t really come off as evil, good, indifferent, etc. It’s up to the player to determine just exactly which dialogue answer best fit the sort of game they’re playing. I’ve played through both episodes trying out myriad of choices available to me and with each and every different choices the game plays out much differently, but still continues to straddle the grey area. There’s no good or bad decision and it’s what makes this game’s dialogue-mechanic so much better than most games that use something similar.

The action part of the episode has some tweaks to QTE (quick time event) combat mechanic that makes targeting a tad better than what was available in the first episode, but this part of the game still remains the weakest link in what has so far been a stellar game. After just two episode I wouldn’t be surprised if most fans of the title just wish for the QTE’s to go away and let actions in future episode be determined by dialogue choices. It would definitely help keep the gamer’s from being pulled out of the narrative immersion they find themselves in.

Starved For Help is a great example of how a studio can learn from it’s past mistakes and improve on the template they’ve decided on from the beginning. Even the story that unfolds in episode 2 is a huge improvement from the first episode that was very good to begin with. We see Telltale Games handle the themes of survival vs living, moral grey areas in an apocalyptic world and survival at the cost of others with deft hands that best exemplifies what has been great about the comic book series. There’s been times when the narrative in the game actually comes off as more subtle and less exposition-heay than Kirkman’s own writing which for some is an improvement in itself.

With two episode now released it’s going to be interesting if Telltale Games can continue their new found groove of keeping things consistently good to great which their past games didn’t seem to have. Now three episodes remain and from the ending of episode 2 the group has found a new reprieve from their dire problem of low supplies, but at a cost that may come back to haunt Lee, Clementine and others.

Episode 1: A New Day

SDCC 2012: “Forward Unto Dawn” Trailer (Halo 4 Live-Action Series)


Halo 4 looks to be another mega-blockbuster hit for Microsoft and the Xbox 360. Every sequel in this critically-acclaimed video game franchise has always had some very well-made (award-winning as well) live-action tv spots and trailers to help market each title weeks prior to it’s release. For the 4th sequel to the series things haven’t changed and Microsoft looks to expand on their popular live-action shorts by financing a mini-series of live-action shorts that tells the events that will lead up to the story of Halo 4. The mini-series will also introduce a character that will tie-in to the game.

Forward Unto Dawn is the name of this live-action mini-series and will air weeks before the release of the game on both Machinima.com and Halo Waypoint on the Xbox Live.

It’s one thing to create a couple of live-action trailers, but this latest marketing blitz by Microsoft Game Studios looks to take things to a whole new level. Fans of the franchise are still nursing the disappointment over the cancelled attempt to create a Hollywood blockbuster film-adaptation of the Halo series. A film adaptation that had some major heavy-hitters in its corner from Peter Jackson, Neill Blomkamp and WETA Studios. Forward Unto Dawn (depending on its overall quality and how well the public receives it) may help bring new interest in finally getting the live-action film-adaptation up and running again.

On the Rain-Slick Precipice of Gaming!


Unfortunately, this particular editorial can’t pass without some background information being passed around first. The story is a sad one at times, but I think you’ll find the resolution as satisfying as I have! Do let me know!

Some of you may have heard of the popular webcomic Penny Arcade. A much smaller chunk of you are probably familiar with the two games that Penny Arcade released in the year 2008, parts one and two of On the Rain-Slick Precipice of Darkness… a story which blended Penny Arcade’s unique style of humour and its unique visual style with a modern RPG engine to create a new gaming experience. Most of you who bought the first two games are further familiar with the catastrophic announcement in 2010 that Hothead Games was going to proceed with the Deathspank franchise over producing the third title in the Penny Arcade series… and that… the Penny Arcade series was cancelled.

Ouch.

Double ouch to people who really enjoyed the first two titles, and were looking forward to the conclusion of the story of Tycho Brahe and Jonathan Gabriel.

But then in 2011, a ray of hope emerged. Zeboyd Games, producers of such titles as Breath of Death VII: The Beginning and Cthulu Saves the World, had signed on to the project. In development? Rain-Slick 3. Only now, instead of using Penny Arcade’s comic book visual style and a more modern RPG engine, we were going to experience a fully pixelated 16-bit treatment of the story and the world, and it was to be released in a more Indie fashion.

Fine by me!

Now, in mid-2012… the new game is here. I have played it. And I would like to tell you all about it.

Rain-Slick 3 continues the story immediately after it left off at the end of Rain-Slick 2. Our heroes Tycho Brahe and Jonathan Gabriel, of the Startling Developments Detective Agency, have slain two Gods, and by a prophecy spoken by Tycho’s own father, this has brought the world to the brink of oblivion. Unfortunately, it seems, we must balance that against the fact that the ongoing presence of these ancient Gods has infused a great amount of evil into the world, from wicked hobos and rampaging mimes to the occurrence of ghosts, ghouls, and other supernatural critters. Railing against this destiny, Tycho and Gabe enlist the help of a head in a jar and a mysterious woman detective who shares a past connection with Tycho, in an effort to halt the ongoing conflict before it spirals out of control.

The gameplay is pure 16-bit RPG. Characters use a job system which is not unlike a pared-down version of that used in any Final Fantasy game, with jobs having certain special abilities gained as they level up. However, Rain-Slick wants to be fun for the player, and actually doesn’t allow you to grind (enemy groups disappear when defeated, and do not return!), so un-used jobs level up concurrently with those currently equipped, albeit at a slower rate, and your characters can equip multiple jobs with no penalty. Combining a useful suite of skills can create truly devastating fighters, so there is definitely a strategic aspect to how you equip your jobs, and how you choose equipment which can either cover weaknesses or heavily accent strengths. It gives a decent feel of customisation to the player, which is otherwise somewhat lacking as the player’s own avatar is absent from the game’s cast of characters (although referenced several times as having participated in previous events) and the game plays like a traditional RPG – there are no Mass Effect style conversation wheels to be found here.

The game’s charm is in its simplicity, and its storytelling. Although the story is predictably broken up by long chunks of combat-heavy dungeon, it remains infused with the humour and ability of the guys from Penny Arcade – not insubstantial! – and hints of that artwork style, used for character portraits and enemy models. Of particular amusement value are the names of enemies, always accompanied by a short description, which really rekindle the feel of the first two games. Zeboyd has done a marvelous job in continuing the saga, even though the game plays absolutely differently from the original two titles.

If you still have any interest in this series, I highly encourage a purchase! Rain-Slick 3 is available on Xbox Live Marketplace or Steam, or through the Penny Arcade store. The official site also notes that it should become available for iOS and Android in the future, and Penny Arcade notes the possibility of free updates to expand upon the core game. For a pittance of $5, this game is likely to do nothing but impress you from start to finish.

Song of the Day: An End, Once and For All from Mass Effect 3 (by Clint Mansell & Sam Hulick)


Earlier this year we saw the release of the final entry in BioWare’s epic space opera video game series with Mass Effect 3. The initial response to this game was a near-unanimous critical praise and acclaim. Yet, as people finished the game a very vocal group of gamers and fans of the series were more than just a tad disappointed with how their favorite series came to an end. The venom and hate that poured from an ending that didn’t seem to cater to how these gamers thought the series would end became so loud that BioWare did something unexpected. The company, especially it’s founders and head honchos, decided to amend the ending to the game with a downloadable content that just came out in the last week or so. It was content that expanded on the ending to the game. It wasn’t enough to placate and satisfy those who felt betrayed by BioWare, but for some who did complain the ending was a good enough expansion to the game’s original ending that, while not all was forgiven, BioWare helped themselves in repairing the rift which grew between company and fan-base.

Let’s just say that I wasn’t one of those who complained about the ending. I thought it was sublime and the ending I chose fit in well with how I saw the game ultimately should’ve ended with how I had chosen my character to act, talk and behave throughout the three games in the series.

It’s from the recent Mass Effect 3 Extended Cut DLC that I pick the latest “Song of the Day”. It’s the song the piece of orchestral score which plays through all the three original endings but extended beyond the original version of the score that ended abruptly. “An End, Once and For All” extends in this new version for a much more dramatic and satisfying end to a series that I consider one of the best gaming experiences I’ve ever had in over three decades.

I give much thanks to the game’s two orchestral composer in Clint Mansell whose contribution could be heard in the beginning of this chosen score. Sam Hulick adds his own voice to the score as the music moves toward an epic crescendo which finishes the song.

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If you want to witness why I thought the Synthesis Choice was the ending that made sense then watch the video below.