Good Lord, the state of PC Gaming in 2015 is impressive. The folks over at Rock, Paper, Shotgun have put together an impressive list of (potential) 2015 releases. Plan your Steam Sales accordingly!
Each step further away from the Boston Convention and Expo Center feels like another mile closer to the real world. I can feel that same old sensation growing in my chest as the crowd of geeks around begins to thin and dissipate into the greater Boston area; it is a sense that echoes something close to bereavement. Later, sitting at Boston South Station is an eerie scene as geeks, subdued and quiet, huddle at tables or on the floor each group isolated and alone as if with the closing of another PAX East they lack the willingness to look around a meet the gazes of their compatriots; perhaps they are afraid to see the loss mirrored there.
As usually it takes me a solid 24 hours before I can turn around and confront the memories of the past weekend. Three days of nerd heaven full of laughs, games, music, and all around good times. PAX (in its Eastern incarnation) is something quite special, yes I’m romanticizing a little bit here, but there is something about the sense of community, as Cliffy B. noted during his “storytime,” that allows us to revel in who we are in a way that the rest of the world never seems to understand. That is what PAX (and any conventions one chooses to attend for any slice of fandom you can name) is all about: an unburdening from the concerns of the outside world.
Exiting the dwemer ruin, laden with pieces of dwarven metal, I quickly dispatched two wolves before they could charge me. Creeping forward I noticed a large tower like structure in the distance and below a cliff to my right the prowling form a snowy sabre-cat. I should know better. Really, past experience should have showed me by now but with an inexplicable compulsion I nock and draw an arrow. I feel regret and dread as soon as I loose the string With a snarl the cat charges. I loose arrows but to little effect. After a brief hesitation I turn and run. I head towards the tower I saw earlier.The cat nips at my heels during the brief chase to the tower’s front door but eventually I burst through the door of the tower, a lighthouse, and slam it behind me. My sigh of relief is cut short as I note the scene revealed in the tower’s dim light: blood spatters the walls and floor, debris is everywhere, in the center of the room the mutilated form of a woman’s body, and near the fireplace the severed body of an insect-like creature. I pause hearing now the faint scuttling sounds from somewhere beneath me. Vicious snow-cat outside, unknown horrors beneath me…at least there were no dragons flying around. Welcome to life in Skyrim.
I played this at PAX East and had a blast. Hopefully I’ll have my Live account ready to go when this hits next week.
Insterstate ’82. Hands down. Developed in house at Activision it dumbs down the customization options for vehicles (not quite to Twisted Metal-like levels) and given the emphasis on “don’t get out of the car” in the first game the fact that you can leave your car in the second game makes little to no sense. The game is such a non-entity that I can barely remember the plot save that involved tracking down Groove Champion. Simplified mechanics, lackluster storytelling, and “advanced” graphics that lack the charm of the original make for a decidedly sour taste on the tongue.
The Legend of Zelda: Wind Waker. To this day I think the vibrant cell-shaded graphics are more expressive than any Zelda game since. Some decried the move, especially after the realistic Gamecube tech demo at the time, but I thought that Wind Waker’s bright colors and fluid motion were absolutely gorgeous.
This one goes hands down to role playing games. Not that massively multiplayer garbage. Old school, 40+ hour, RPGs. With cloth maps! Hack and slash or story based there are few kinds of RPGs I don’t enjoy. Over recent years there has been a lot of RPG bleed through into other genre. In some cases this is a mechanical effect: loot, experience, levels and in others it is a bit more subtle. Something like Mass Effect 2 is an RPG, but at the same time it’s action heavy gameplay mean it trends towards an action game as well. I used to joke that ability enhancing equipment in Tiger Woods were magic items; was I wrong? Everything from Call of Duty to Halo: Reach have turned to the carrot of experience points (or credits, or whatever) to lead you ever onward.
I’m not a fan of survival horror games. I’ve just never really been able to play them. So, when I give my best story nod to i Eternal Darkness: Sanity’s Requiem you should know that I don’t do so lightly. It helps that I’m a huge fan of H.P. Lovecraft and while Eternal Darkness doesn’t use the Mythos proper the world and metaphysical elements are strikingly similar. Denis Dyack and the crew at Silicon Knights managed to weave together a compelling mystery that stretches across several time periods into a single cohesive and engrossing narrative of cosmic horror. The twelve playable characters spanning over 2000 years of human history serve as the vector for an intricate plot that always ties back to the present day (2000, at the time) in a surprisingly effortless approach that despite the breadth of the action is never overwhelming.
This is problem one of the best games of the last generations and deserves more recognition and maybe a new game set in the same world. I’d love to see what type of horrors Silicon Knights can conjure up with today’s hardware.