Sunday, December 30, 2012

SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 6

It's a bad day when a game locks up your controller while being ambushed by zombies.



I hope you enjoyed the video. Please take a moment and follow my blog/subscribe to my YouTube channel if you did. Also, feel free to comment below. I appreciate any feedback. As always, thank you for watching. See ya next time!

SuperGameGeek Plays: Mark of the Ninja - Ep. 10

It's time to light that match... ninja style!

Mission four (pt. 3): Oshi City - A Change in Course



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SuperGameGeek Plays: Mark of the Ninja - Ep. 9

Opening gas vents and punching pooches like it's my job.

Mission four (pt. 2): Oshi City - A Change in Course



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Thursday, December 27, 2012

SuperGameGeek Plays: Mark of the Ninja - Ep. 8

Whenever you need to create a distraction, do as the old ninjas did and light a building on fire!

Mission four (pt. 1): Oshi City - A Change in Course



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SuperGameGeek Plays: Mark of the Ninja - Ep. 7

Ever hear of "Amateur Hour"? Oh yeah...

Mission three (pt. 2): Oshi City - The Trail of Shadow



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SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 5

Apparently, rage-induced zombies can operate machinery...



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Sunday, December 23, 2012

SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 4

Argh!!! Damn this puzzle!



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SuperGameGeek Plays: Mark of the Ninja - Ep. 6

Don't mind me, I'm just a ninja taking out some bloody trash.

Mission three (pt. 1): Oshi City - The Trail of Shadow



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Saturday, December 22, 2012

SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 3

Woah, woah, woah... wait a minute. Crowbar-wielding zombies?!



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SuperGameGeek Plays: Mark of the Ninja - Ep. 5

Shhhhh... damn it, just shut up you freaking crows!

Mission two (pt. 3): Oshi City - Breaching the Perimeter



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Wednesday, December 19, 2012

SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 2

In the words of Kanye West: Haters, haters, ha- haters, haters...



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SuperGameGeek Plays: Mark of the Ninja - Ep. 4

These lights don't stand a chance against my ninja darts!

Oshi City, Breaching the Perimeter, mission two, action, tattoo, Azai, Karajan, Kelly, mercenary, mercenaries, scrolls, artifacts, action



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Thursday, December 13, 2012

SuperGameGeek Plays: Mark of the Ninja - Ep. 3

Doing what a ninja has to... and learning from my (many) mistakes in the process.

Mission two (pt. 1): Oshi City - Breaching the Perimeter



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SuperGameGeek Plays: Afterfall InSanity Extended Edition - Ep. 1

The first video in my new let's play of Afterfall InSanity! This action-horror game is developed by Intoxicate Studios. Please join me on this adventure through a post-apocalyptic world with terrifying mutations...



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Tuesday, December 11, 2012

SuperGameGeek Plays: Mark of the Ninja - Ep. 2

It's time to rescue the master ninja!

Mission one (pt. 2): Hisomu-Jo - Ink & Dreams



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Monday, December 10, 2012

SuperGameGeek Plays: Mark of the Ninja - Ep. 1

Here we are! The first episode in my new let's play: Mark of the Ninja. I've been really excited about this game so let's get started right away.

Mission one (pt. 1): Hisomu-Jo - Ink & Dreams



I hope you enjoyed the video. Please take a moment and follow my blog/subscribe to my YouTube channel if you did. Also, feel free to comment below. I appreciate any feedback. As always, thank you for watching. See ya next time!

Also, I'm thinking of doing another let's play at the same time as this one. The game I'm planning on playing is Afterfall: InSanity Extended Edition. If you have any other opinions on the game, or suggestions/recommendations for any other games, don't hesitate to let me know!

Wednesday, December 5, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 21

An unforeseen conclusion... However, it does mark the end of my let's play! Please enjoy the last episode!



I hope you liked the final video and the entire playlist! It's taken some time but it's over now... regretfully.

So, what now? Well, on to the next game, of course! As of now, I'm working on Mark of the Ninja so you'll be seeing a couple of videos uploaded very soon. If you'd like to see anything else, feel free to make suggestions by commenting below!

Also, please take a moment and follow my blog/subscribe to my YouTube channel if you did. Lastly, I appreciate any feedback y'all may have. As always, thank you for watching. See ya next time!

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 20

Attack of the Striders!!!



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Tuesday, December 4, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 19

Prepare the Magnusson Device... We're going to war.



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Monday, December 3, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 18

Oh, God! White Forest has been breached by the Combine! Guess it's time for Gordon Freeman to do what he does best...



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Sunday, December 2, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 17

We finally make it to White Forest!!! And I get permission from Eli to lay down his daughter, Alyx?! It's a going to be a great day.



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Saturday, December 1, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 16

I am struggling with my gravity gun skills...



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Friday, November 30, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 15

Death Race 2000, suckas!!! These creeps never even saw what hit 'em... besides my awful driving skills.



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Thursday, November 29, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 14

An automatic turret that can vaporize you instantly? No problem. I got this!



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P.S. - I hope you all had a wonderful holiday!

Tuesday, November 27, 2012

Hitman: Absolution review (GameDwellers.com)

This is my review of Hitman: Absolution as seen on GameDwellers.com. To read the review there along with other great articles, click HERE.



Six years after Blood Money’s release, Agent 47 finally makes his return in Hitman: Absolution. It was an interesting road to release as there was quite a bit of skepticism towards the changes IO Interactive had made to the Hitman formula. Screenshots and gameplay videos made longtime fans nervous as this new game seemed to focus more on action than stalking your target from the shadows. Even so, IO Interactive promised that this story-driven entry would deliver the Hitman game fans have been waiting for. Does Absolution absolve Agent 47 of his sins, or does it condemn him?

The stories in previous Hitman games have always been somewhat confusing since the missions intertwine i.e. the opera mission from Blood Money taking place before Hitman: Contracts. That is not the case with Absolution. In the aftermath of Blood Money, Diana, Agent 47’s handler with the Agency, has gone rogue. Because of this Agent 47 is sent to end her life and makes it all the way to her bathroom before putting a bullet in her stomach. However, as she lays there on the blood-soaked floor 47 listens to her last request and promises to fulfill it: protect a young girl named Victoria who was being experimented on to create the perfect killer. Since 47 understands what the girl must have been going through he takes her under his care. Unfortunately, there is more than one person searching for the girl and 47 must visit numerous locales to protect her from these villainous characters.



It’s not exactly mind-blowing, but the story does add some humanity to this seemingly emotionless killer. It proves that he does value honor and loyalty; and that there are people he does care about (besides the large paycheck wired to his account). It also delivers a more cinematic experience rather than placing 47 in random locations to kill his target. He goes to these different places in this game because the rabbit trail has led him there.

Is the focus on story necessary? Probably not; but it didn’t hurt the game at all. The story is interesting enough that once you start, you’ll want to see how it ends. Granted there are a few unanswered questions that will undoubtedly arise by the end of Absolution, but I won’t spoil those for you as they may be answered in the next installment.



The biggest changes IO Interactive made was to the gameplay. Gone are the large open maps with numerous ways to infiltrate your way closer to the target. Instead, missions are condensed into smaller, slightly claustrophobic sections; several of them having no target to assassinate. Each mission gives 47 a destination or target (sometimes multiple) to reach, but this doesn’t technically result in the game being linear. Instead, players often have multiple ways to reach the level exit or assassinate their target. Veteran Hitman players will miss the freedom from past games but there is a decent amount of variety to warrant multiple playthroughs of certain missions.

I write “certain missions” because the game is best when Agent 47 actually has targets to assassinate. There are a few missions that focus on simply evading the police or armed guards using the cover-based system designed for the game. For the most part, these missions are not enjoyable. They are often comprised of hiding behind chest-high walls avoiding enemies like they’re the plague. They can also be extremely frustrating when trying to complete them without being spotted.

While, on lower difficulties, you could shoot your way through to the exit killing anyone who gets in 47’s way (and due to frustration, there will be many who choose this option), that’s not the way Hitman is supposed to be played especially since it will destroy your overall score for the mission. Sure, the gunplay is the best the series has to date (that’s still not saying much) but 47 is supposed to be a ghost. Those who attempt to play the game this way will be making great use of the restart checkpoint option for a couple reasons.



The disguise system this time around is reminiscent of Hitman 2: Silent Assassin, but much harsher. If 47 takes a disguise that others are wearing, they will automatically become suspicious of him when he walks into distance. However, the NPCs in different uniforms have no inkling of suspicion. The problem with this is that NPCs wearing the same outfit become suspicious for no apparent reason. 47 could be walking casually down the street and yet the every person wearing the same clothing knows he’s up to no good. I do understand there are justifiable reasons IO Interactive went down this path. In reality, I know I would be suspicious of someone I didn’t know dressed up in uniform walking into my job. Also, if IO Interactive went the way of Blood Money, the missions would be too easy.

The problem is that there isn’t a balance. Players do have the opportunity to use “instinct” to sneak past the nearby enemies by blending in. Instinct is this yellow meter that allows 47 to blend in, to see where nearby enemies are located, and to point shoot which has 47 marking his targets before quickly taking them out. However, the blending in ability consists of 47 simply ducking his head or covering his face with his hand/hat which I personally feel shouldn’t be governed by some meter. It also costs a considerable amount of instinct to use this ability so decide where and when wisely. You also have a limited amount of time to blend in. On normal difficulty, enemies’ reaction times are tolerable. If you’re playing on hard or higher on the other hand, enemies can spot you in a second or less.

What’s even more frustrating about the disguises is the fact that 47 never wears a fallen enemy’s mask. In one mission, I subdued a member of SWAT hoping to wear his mask and avoid any suspicion down the road; but 47 didn’t put it on! He took the helmet and goggles, forcing me to still play hide-and-seek with the patrolling police officers. The funny thing is that the unconscious SWAT member (now undressed) wasn’t wearing a mask which leads me to believe 47 most likely stuffed the mask in his pocket as a souvenir.



This leads me to the next flaw: the AI… to an extent. The AI is fine when patrolling their routes or overwhelming you with their numbers when you’ve been spotted. The problem lies with their ability to detect you when you’re in disguise. Every cop, street vendor, custodian, paramilitary member, agency recruit, and armed security guard apparently knows everyone who works at the same job because, like I stated earlier, the moment you walk by someone in the same disguise they immediately become suspicious of the imposter. They also have eagle vision to justify their suspicion as enemies can spot 47 even when separated by great distances. It doesn’t even matter if you have 47’s back turned to them. If any part of his body can be seen by the AI, you have the chance of being called out as an imposter.

Be wary: if you do get called out in your disguise, you have no choice but to subdue or kill the psychic one who found you because that NPC will follow you wherever you go. I once ran out of their sight of view and hid in a container. As I peeked out to check if the coast was clear, I saw the guard turn the corner, walk right up to the container, and pull his gun out on me. How did he know I hid in that container?!

Thankfully, there are rare disguises that allow players the chance to move around freely which is a nice change of pace from hiding behind countless walls. The thing is, there are missions where the disguise system works and the game comes together beautifully. As I stated earlier, the missions that have you discovering alternative ways to assassinate your target are great and offer numerous disguises to work with. It also works because there are multiple types of NPC’s in the vicinity so you don’t have to hide from every one of them and their eagle vision. When this happens, and it does apart from several missions, Absolution feels like a Hitman game. I really enjoyed going back and experimenting the many different ways I could end the King of Chinatown’s life.



This is why “Contracts” is a great addition to the franchise. Contracts is not a multiplayer mode. Instead, it asks players to create their own contracts for other players to complete and compete for the best score. Players must mark their own targets, complete the objective how they choose, and then publish their contract for others to try and accomplish. Competing players will be asked to complete the contract exactly the way the creator did, all the way down the same outfit and weapon. It offers a great challenge and plenty of reasons to continue playing Hitman: Absolution.

The sound in the game is impressive. The orchestral sounds will make the silent kills that much more exhilarating. The music also changes to fit the atmosphere of the game. Agent 47 will have to make a trip to South Dakota where you will be greeted by tunes complimenting the open land.

I especially enjoy the attention to detail IO Interactive put into the game, such as the muffled screams of a soon-to-be subdued enemy and 47’s calm “shhh” while putting them to sleep. When taking a direct approach to your target or exit, the weapons sound powerful as rounds connect to create a disturbing sound of flesh tearing apart.

The voice acting drives the story as each character introduced has their own unique personality (some you may even know from other games). Even the guards’ scripted conversations are interesting to listen to at times.



Accompanying the sound is the notable look of the game. Aside from some questionable character models, the game looks good. Environments are amazingly detailed and varied throughout the game even if they are smaller than what Hitman fans are used too. The lighting in some of the missions can be a bit much, but it’s nothing game-breaking.

Now, the big question: Is Hitman: Absolution a real Hitman game? Yes. The game, although much different from its predecessors, is still a game that belongs in the Hitman franchise. Is it as good as Blood Money? No; not at all. However, it is still a decent game with great production values despite its two frustrating flaws. When it works, and in most missions it does, the game truly shows what IO Interactive is made of and that they can still develop a great Hitman game. The only real problems are that a balance is needed with this new disguise system and the psychic AI which IO Interactive is rumored to be looking into it. And if they do decide to patch those two flaws, I promise to update this review according to the patch.

If you’re a Hitman fan and have been eagerly awaiting this title in the series, it is worth the buy. If you’re new to Hitman property, I’d suggest renting it before going all in. Either way, this a new title that all must at least try out because the original assassin has finally made his return.

Be sure to check out www.GameDwellers.com for more reviews and news. Also, take a moment to follow my blog. I really do appreciate it! As always, thank you reading.

Hitman: Absolution disguise petition

Hey! My review of Hitman: Absolution will be up soon, but in the meantime I have a small favor to ask any who agree with me.

I'll admit right here and right now that, even though I really enjoyed the game, I wasn't to impressed with the disguise system.

The fact that disguises were as useful as your suit was kind of ridiculous. I came to this conclusion when I noticed that I was hiding behind a chest-high wall from cops while wearing the same uniform, and that I was less suspicious when crouching past them than walking casually.

Also, the fact that the AI could see through my disguise from great distances, whether my back was towards them or not, or if I was wearing and hat and glasses/goggles, was frustrating at times.

For this reason, I signed a petition to fix the disguise system and ask any of you who agree to do the same. I say fix because I don't want it changed; just altered to where it's actually a fair challenge. If you'd like to sign the petition, click HERE.

Us Hitman fans all appreciate it!

As always, thank you for reading!

Friday, November 16, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 13

Return to sender, sucka!!!



Damn, that poor soul was just in the wrong place at the wrong time... It was still pretty funny, though.

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Thursday, November 15, 2012

What's this ten-year-old doing in my M-rated game?



Over the past week or two, there have been some heated debates recently about children (and young teenagers) playing M-rated games. This is most likely due to the launch of Call of Duty: Black Ops 2 and the realization of how many young children and adolescents were waiting in line at the midnight release. The arguments go back and forth—some with valid points while some are quite idiotic and stubborn—but there is really only one justifiable response to this topic.

You can shout out the ESRB ratings, the warped minds of young ones, and morality all you want; what this simply comes down to is the parent/guardian. He or she is the only one who can decide what their child plays; not you, me or anyone else with an opinion. This isn’t ideal when you notice a twelve-year-old child receiving a copy of Battlefield 3 (and it may make you want to yell “Get your kid out of my M-rated game”), but there is nothing you can do.

The ESRB ratings, while being statutes for employees, are simply guidelines for the buyer; which in this case is the parent, guardian or respective adult. The majority of electronic employees won’t sell M-rated games to children. I mean, I’m still asked for identification at times. Nevertheless, if an adult is there with the child it’s completely up to him or her. If a father or mother feel their offspring can handle slicing and dicing human enemies in MadWorld, that’s their decision. Is it right? Who knows? The parent or guardian may not have the slightest clue on how to raise these children, or care what game they “play on their Xbox” even if they own a Playstation 3 (apparently everything is played on an Xbox to those who don’t know much about video games). If that is the case, then the fault is shoddy parenting.

Then again, who knows how mature this child or teenager is. Maybe his or her parents/guardians have taught them more than you could imagine a “youngin” to know and feels they are mature enough to play these games. I know this explanation is very unlikely but I’ve seen rarer things happen.

As much as I dislike seeing immature children and teenagers in online multiplayer lobbies, I remember that I used to play M-rated games when I was younger. I also watched R-rated movies and read H.P. Lovecraft horror stories, but I like to think I turned out alright. Yet, I was only able to do those things because my parents felt I was mature enough to play, watch or read them. If I wasn’t, they simply took it away from me. I still remember the day I rented Mortal Kombat 4 and my mother ripped it out of the N64 when she saw my character rip out someone’s spine.

If you disagree with the idea of this, then there is only one thing to do and it starts with you. Whether you are a parent, guardian, soon-to-be either, or hope to have a family some day in the future you decide what your child plays. Your decisions and knowledge can influence other parents along with your own offspring when they get older. Employees must also be there to help out by giving as much information as they possibly can to the prospective buyer.

However, decent parents know what is right for their children; and hopefully, they fully research the product they are about to purchase for their kids. Either way, they are the only ones who can tell their ten-year-old child if they can or cannot wait in line to get the new Call of Duty.

Wednesday, November 14, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 12

Oh, God! What is that? Is that your... penis?!



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Tuesday, November 13, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 11

We (regretfully, I might add) say goodbye to Chuckles... and Alyx gets some much-desired payback.



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Sunday, November 11, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 10

Where is my automobile? Automobile?!



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Friday, November 9, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 9

On my own again (except this time Baby Cakes is covering me from above) taking down enemy after enemy after enemy after enemy after enemy... You get the point.



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Friday, November 2, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 8

For your viewing pleasure, a demonstration on how "not" to fight a Guardian.



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Thursday, November 1, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 7

Oh, look... it's a Guardian-- Oh, God! He's right behind me!



I hope you enjoyed this episode. Please take a moment to subscribe to my YouTube channel. Also, comment below. Let me know what you like, or what you don't. I appreciate the feedback. As always, thank you for watching. See ya next time!

Wednesday, October 31, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 6

Chuckles and I find a Guardian (or it finds us...) which means we're one step closer to the larval extract!



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Sunday, October 28, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 5

Chuckles and I continue our journey... Let me tell you about my best friend!



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Saturday, October 27, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 4

Here, for your entertainment, is part 4 for of my Half-Life 2: Episode Two playthrough. In this episode, we continue our search for the larval extract. Onwards to victory!



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Thursday, October 25, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 3

Watch me hold down the fort in part 3 of my Half-Life 2: Episode Two playthrough. I will protect this house!



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Tuesday, October 23, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 2

Oh, no! In this episode, Peach Trees gets mortally wounded... DUN, DUN, DUN! And now, it's up to Freeman and some random vortigaunt to save the day.



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Friday, October 19, 2012

SuperGameGeek Plays "Half-Life 2: Episode Two" - Part 1

Here we are with my next Let's Play series, Half-Life 2: Episode Two! Hope you enjoy it! Check out the first video below!



Please subscribe to my YouTube channel if you liked the video, and feel free to comment below! As always, thank you for watching. see ya next time!

Thursday, October 18, 2012

SuperGameGeek Plays: DayZ - Episode 11

Oh, no... Could this be the end?



Well, I hope you enjoyed the final episode in my DayZ series (and the series as a whole). What will I be playing next? Come back tomorrow to find out!

Please subscribe to my YouTube channel if you liked the video, and check it out if you want to see more. Also comment below or on video page to let me know what you liked and what you didn't. As always, thank you for watching. See ya next time!

Wednesday, October 17, 2012

SuperGameGeek Plays: DayZ - Episode 10

Oh, no! Desperate survivor needs drink badly!



Will he make it? Find out next time on SuperGameGeek Plays: DayZ! ;)

I do hope y'all are enjoying the videos. Please subscribe to my YouTube channel if you do; and comment below or on the video's page to let me know what you like and/or what you don't. As always, thank you for watching. See ya next time!

Tuesday, October 16, 2012

SuperGameGeek Plays: DayZ - Episode 9

Want to see someone make some dumb decisions in DayZ? Then watch episode 9 below!



What did I tell ya? Well, I hope you still enjoyed the video. Please subscribe to my YouTube channel if you did, and comment below or on the video page. I really appreciate it. As always, thank you for watching. See ya next time!

Monday, October 15, 2012

SuperGameGeek Plays: DayZ - Episode 8

Before being chased by a madman with a hatchet, I spend some time in Purgatory. Are you not sure what I mean? Then check out the two part episode below to find out!





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Wednesday, October 10, 2012

SuperGameGeek Plays: DayZ - Episode 7

Prepare yourselves for a whole lot of fail...



I was definitely still a bit frustrated from not being able to use the amazing medical box I found. However, that doesn't excuse my ridiculous miss with that crossbow... Oh, well. Better luck next time.

Don't forget to subscribe to my YouTube channel and comment on the video! Let me know what you like and what you don't. I'm listening. As always, thank you for watching. See ya next time!

Tuesday, October 9, 2012

SuperGameGeek Plays: DayZ - Episode 6

I'm not going to lie, I am a little frustrated. But I need to stop dwelling on the past. DAMN IT! Alright, I need to calm down. Woosah... woosah... *puts an axe in a zombie's face* Well, I feel a little better.



I hope you enjoyed helping me let some of my frustration out. If you like what you've seen, please subscribe. Also, comment below. Let me know what you like, and what you don't. If you want to see more, then feel free to check out my YouTube channel. As always, thank you for watching. See ya next time!

Monday, October 8, 2012

SuperGameGeek Plays: DayZ - Episode 5

In this episode, I find the greatest box in the DayZ world... EVER!!! Find out what's inside this particular box by watching the video below.



Well, isn't that exciting? Stay tuned to find out what happens! If you like what you see, feel free to check out my YouTube channel. Don't forget to subscribe! As always, thank you for watching. See ya next time!

Sunday, October 7, 2012

SuperGameGeek Plays: DayZ - Episode 4

Why not experience a little story time with me as I sneak past some zombies?



Hope you enjoyed it! Please subscribe and comment below! As always, thank you for watching!

Saturday, October 6, 2012

SuperGameGeek Plays: DayZ - Episode 3

Here's the next video in my DayZ series. A lot of crawling around, but at the same time I'm trying to utilize everything I learned from Sam Fisher so I don't draw the attention of a zombie horde.



Hope you enjoyed the video. Head on over to my YouTube channel if you want to see more. Don't forget to subscribe and comment below! I really appreciate it. As always, thank you for watching! See ya next time.

Friday, October 5, 2012

SuperGameGeek Plays: DayZ - Episode 2

As I promised, here is another video for your viewing pleasure (Parts 1 & 2). In this two part episode, I try and escape the city of... well... I don't know where I am so I simply try to get the heck outta there. Enjoy; and let me know what you think!





Hope you liked it! If you did, and you wanna see more, head over to my YouTube channel and subscribe. It really helps me out. Don't forget to comment below. As always, thank you for watching!

Thursday, October 4, 2012

SuperGameGeek Plays: DayZ - Episode 1

Hey, everyone!

I apologize for being away for so long. I recently got married and got a new job, but things are finally calming down. However, I haven't returned without anything to show you. Below is my first ever Let's Play for your enjoyment.

I finally got my gaming PC and I decided to do my first one on DayZ so I hope y'all enjoy it. Watch below, and comment on what you like and what you don't. I want to get better at this and the only way for me to do so is to hear your opinions. So, sit back, grab your drink, and enjoy the video. ;)



Well, I hope you liked it. Don't forget to comment. Oh, and feel free to check out my YouTube channel.

If you like what you see, please subscribe. I'll make sure to keep posting my videos here as well. As always, thank you for watching. See ya next time.

Wednesday, August 29, 2012

Update! Check out my reviews and news articles!

Hey y'all!

I haven't posted in awhile, but that's because I've been writing for GameDwellers.com. Speaking of which, I wanted to take some time to lead you over there if you'd like to check out any of my recent reviews and articles. My Sleeping Dogs review should be up later today.

Here's the link: http://gamedwellers.com/reviews/itemlist/user/194-peterhoey

I'm working on uploading some more videos soon (which most likely will be playthrough of Asura's Wrath). Until then, check out my page over there and read some of the articles. You could even like some of them! ;-)

As always, thank you for reading!

Saturday, July 14, 2012

Resident Evil 6 Demo: Leon's Campaign

Hello, everyone! For your viewing pleasure, here's Leon's Campaign from the Resident Evil 6 demo. Enjoy! Oh, and yes, feel free to laugh at my horrible aiming in the second video... ;-)





As always, thank you for watching!

Thursday, July 5, 2012

Resident Evil 6 Demo: Jake's Campaign

Hey, everyone! Today I'm bringing you some gameplay from the Resident Evil 6 demo that you can play early if you own a copy of Dragon's Dogma. I hope you enjoy it! P.S. - If I'm really bad at this game, don't be afraid to let me know ;-)



As always, thank you for watching!

Tuesday, June 12, 2012

Cool Guys Walk Away From Cyclops Fights

Here's my next video! I just went with the moment after defeating the cyclops and thought it would be worth showing.



Hope you all enjoyed the video! More to come soon. Don't forget to check out "Game of Thrones" review on GameDwellers.com. As always, thank you for watching!

Tuesday, June 5, 2012

Contributing Editor at GameDwellers.com

If you're wondering why I haven't posted on this blog in some time, it's because I've started writing for GameDwellers.com as a contributing editor. It's a fun gig that tests out my skills as a writer and a journalist. If you'd like to see any of my articles, head on over to the website and look for any articles written by Peter Hoey. I'd appreciate it, and so would they!

Nevertheless, even though I am writing for them, do not worry as I will continue to post videos on this blog. I am hoping to begin some "Let's Play's" as well as more comedic/awkward videos like the ones already posted. I also hope to begin filming my own little segment called "Taking a Drive with SuperGameGeek". What would that entail? Well, keep visiting the blog and you'll find out! As always, thank you for reading!

Hidden Pitfall (Glitch) in Dragon's Dogma

Hey y'all!

So, while playing some Dragon's Dogma I ran into this obstacle after defeating a group of bandits. It was really weird because I could walk anywhere except for this one spot. If I did... well, watch the video below and you'll find out what happened. Enjoy!



I hope you found that interesting. Stay tuned for more (and better) videos! As always, thank you for watching!

Tuesday, May 22, 2012

An Awkward Firefight... (A test video)

I'm back! Like I said, I'll be posting some videos. The first will be some tests, but while playing Ghost Recon: Future Soldier this humiliating moment happened. I thought you all would get a chuckle from this:



Hope you enjoyed that at my expense... Thank you for watching! Stay tuned for more videos!

Saturday, May 5, 2012

Scariest Moments in Gaming (For Me, At Least) Part Six

Here it is: the final part in this segment! Enjoy!

1. All save files deleted – Eternal Darkness: Sanity’s Requiem



Before hard drives and internal memory came along on consoles, there existed memory cards (I can’t believe they’re relics of the past now). These memory cards were valuable treasure to gamers. In the tiny squares of plastic held all the progress a player had made in his or her video games. But stating that memory cards only held a gamer’s progress is simplifying the entire idea. Think of what you have accomplished, purchased, or unlocked on your Xbox 360, Nintendo Wii or Playstation 3 hard drives/internal memory and imagine placing all that on a single tiny piece of plastic. Every obstacle overcome, every level completed, every costume unlocked made a home on a gamer’s memory card. It was only right that these items were cherished and (for the most part) taken care of by gamers.

However, instances could (and did) arrive when a save file on a memory card would be deleted or corrupted. The moment you read the words “No save file found” after pouring time, sweat, and tears (I never cried, though… honest) into a game could become the turning point for your newfound path into insanity (or anger management). No matter the case, whether hard drive or memory card, losing your hard work is both depressing and frustrating… and frightening when a video game toys about the subject.

That’s why my number one scariest moment in gaming happens to take place in Eternal Darkness: Sanity’s Requiem. Throughout the adventure, the character’s sanity plays a key role in the game. As you traverse through the horrific world, encounters with enemies would decrease the sanity meter causing the character to lose their grip on reality. Once this sanity meter was low enough, odd occurrences would take place. These consisted of: a group of enemies appearing that disappear once attacked, blood seeping from the walls, the volume turning down as a TV volume meter appears on screen, your head exploding, etc.

Now, since I was playing this when I was younger and I wasn’t one hundred percent sure what exactly was going on, these sanity effects both confused and terrified me. I was not sure if anything in the game was really happening or if it was another hallucination. However, the effect that truly terrified me was when I attempted.

While playing the game, I reached a part where I had to time my character’s movements to make it past some spinning blades. It seemed easy enough. However, I didn’t realize how low my sanity meter was and as I made it past the first blade, my game locked up and transitioned to a blue screen. Confused, I read the white lettering on the blue screen and my jaw hit the floor. Basically, the screen stated that all my save files were “expunged” and that I needed to reset my game. Distraught, I began to yell, “No, no, no, no! Come on! This can’t be happ-” Before I could finish my statement, the game transitioned back to swinging blades and I was able to continue my trek.



Before I could though, I had to pause my game and realize everything was okay. The game managed to get me riled up as I believed I lost everything. Before continuing though, I said to myself, “I better save.” Opening up the menu, I took all the necessary steps to save my game; but I didn’t read the text boxes because I had saved countless times earlier. Well, you remember what I wrote about complacency in my previous post, right? Selecting the “Yes” option, the corner of my eye caught the question the game asked: “Do you wish to delete all save files?” As I watched the bar slowly increase, I read the word “DELETING” above the bar. I completely lost it, yelling out obscenities and cursing out both the game and console (the loudest one was more of a question, though: ARE YOU SHITTING ME?!).

As you most likely realized, the game yet again slipped one by me as the deletion of my save files was simply another hallucination. I still laugh about this moment to this day and think about how scared the game actually made me by pulling those tricks. I couldn’t imagine losing all the progress I worked for and this game threatened me twice with it. More than that, the game forced me to experience more than a simple scare through sounds or surprising enemies. Instead, it toyed with me psychologically by pretending to destroy something important to my hobby. That is why this is the number one scariest moment in gaming (for me, at least).

Closing comments

That’s it for this segment. I hope you enjoyed learning a bit about me through moments that terrified me in gaming. Though, I apologize for dragging this out longer than needed. I promise next time I do a top ten list, the most it will be separated into is two parts.

Unfortunately, I’m off for two weeks for military training so I don’t think I’ll be able to write any new posts. Nevertheless, when I get back I will finally be uploading videos! I’m excited to try out the new equipment I bought, and I hope you are interested to see what I can do. Well, that’s all for now. As always, thank you for reading!

Thursday, May 3, 2012

Scariest Moments in Gaming (For Me, At Least) Part Five

2. Coming out of the closet – Amnesia: The Dark Descent

I apologize for the long wait, but here is Part Five of this segment.



In any decent horror game, hiding is always the first option one should choose (the next being to run away and the last being to fight). In Amnesia: The Dark Descent, hiding was paramount. With no possible way to stand toe-to-toe with your attackers, fleeing the scene in hopes of finding a secure hiding place is the player’s only hope of survival. This is a lesson players will learn quickly when they encounter their first enemy and try to flee while screaming in fear of getting torn to bits by some disfigured creature (check out some Amnesia reactions on Youtube; they’re hilarious).

While there were many times I was frightened by enemies in different games, Amnesia held a certain charm throughout the terrifying adventure. Maybe it was because I could not combat pursuing monsters and I felt completely vulnerable as I searched the halls of the castle; or maybe it was the dark atmosphere and creaking noises that kept me on my toes; or maybe it was the joy I felt every time I found a tinderbox (yay!). Whatever it was exactly, I finished the game with a smirk and thought, “That was a great experience.”

The most memorable, yet frightening, moment in this game (for me) was during a moment of complacency. Before I continue, I must ask: Have you ever (many of you probably have) fallen into that mode of carelessness after you complete the same deed over and over again? At first, you commit the act attentively, and then, gradually, become casual about it because not much changes. This is extremely relevant in video games that don’t offer enough variety. Well, I was beginning to follow this example because I thought I was skilled at avoiding the hostile beings roaming the halls. Boy, was I wrong. After turning a corner, I saw an enemy evolve from the darkness causing me to turn quickly run into the adjacent room to hide. Hearing the monster’s screams, I knew it had saw me run across the hallway.



I immediately searched the room for a safe haven and located a closet to my left. Quickly stepping inside and shutting the door, I heard my stalker enter the room. The slowly shuffling steps and soft grunts forced me to wait patiently inside the closet; but I wasn’t worried. “I’ve done this before and I can do it again,” was the thought that ran through my mind. After a moment or two, the steps and grunts fell silent. Finally, I could continue my journey.

As I opened the door to exit the closet my screen flashed red as a claw mark ran across my view. My voice cracked as I let out a high pitch scream (rarely, and I mean rarely, do I ever scream while playing a horror video game). The creature had positioned itself to the right of the closet door just out of my line of sight. I attempted to scurry away to safety but it was to no avail. The monster was hot on my trail and cut me down without remorse.

Ten minutes later my heart still pumped hard enough to hit the walls of my chest. I am still not sure if that was great AI design, or a once in a life time fluke; but it completely changed my impression of these intelligent adversaries. Never again did I fall into that state of complacency during my trek through Amnesia as that moment made a significant mark in gaming career.

Closing comments

I know, I know. How dare I make you wait longer for the number one entry? But I promise it will be up by Saturday along with another article I've been working on. That one will be closely related to this segment as it focuses on the horror genre. After that however, I will be gone for two weeks on military orders so another absence is inevitable. Still, when I come back I will do so with a vengeance! Not only will I increase my article writing, but I will also be posting videos on the blog. Yay! I've finally been able to purchase really nice recording hardware/software and I can't wait to try it out. I will be posting a couple tests first to make sure I know how to use it correctly to deliver quality videos. But I digress. As always, thank you for reading!

Thursday, April 5, 2012

Launch Date Announced for Ghost Recon: Future Soldier Beta

The long awaited beta to the next entry in the Ghost Recon series has received a play date. On April 12th, Xbox 360 owners will have the chance to experience (some of) the multiplayer features the game offers. Playstation 3 owners need not worry, though. It has also been announced that Playstation Plus Members will gain access to the beta sometime over the course of April; as of now there is no specified date.



However, this is not an open beta. There are certain requirements before you must meet in order to partake on either console. For those on Xbox 360, you must still own your copy of Splinter Cell: Conviction (you know, that one game released way back when). The beta for Ghost Recon: Future Soldier will be located as a selectable option on the game’s main menu. On the other hand, Playstation 3 owners must be current Playstation Plus members to download and access the beta.

If you do not meet either of these requirements, do not fret. There is one last viable option which is to enter the sweepstakes on the game’s official Facebook page (located here: https://www.facebook.com/ghostrecon?sk=app_347999801904428&app_data). Doing so could snag you one of 400 beta codes being given away. Though, there are restrictions, so be sure to check if you can actually enter the sweepstakes. Here’s one below to eliminate some confusion or questions:

Prize Eligibility

Only persons residing in Australia, Belgium, Denmark, Finland, Ireland, Netherlands, Norway, Sweden, and United Kingdom who are at least 16 years of age can enter.



Ghost Recon: Future Soldier is scheduled for release on May 22nd.

Source: http://www.justpushstart.com/2012/04/ghost-recon-future-soldier-beta-launching-simultaneously-on-ps3-and-xbox-360/

Wednesday, April 4, 2012

Scariest Moments in Gaming (For Me, At Least) Part Four

Apologies for the week long hiatus on this segment; but, as promised, here is “Part Four” of my scariest moments in gaming.

4. Pyramid Head’s first (technically second) appearance – Silent Hill 2



Being a young, idiotic child, Silent Hill 2 truly frightened me (it was the first Silent Hill I played; I went back to the first game soon after finishing it). Besides Resident Evil, I didn’t really play survival horror games. When I heard about Silent Hill, it made Resident Evil seem like child’s play. Players weren’t a member of S.T.A.R.S. or a cop. Players were a dad, a husband, a lost soul in desperate need of reassessing life’s priorities and responsibilities. The town of Silent Hill made sure this happened. Through a creepy atmosphere where a thick fog hindered players’ sight, and a wailing siren, signifying the altering of reality as players knew it.

I knew about zombies and crazy mutated monsters, but Silent Hill 2 introduced something new to me: creatures that formed themselves through a representation of the character’s sins. They represented everything wrong with the character’s moral standards. Pyramid Head was the one stood out to me because I had never seen anything like him before. He was creepy, lugged around a giant knife, and hunted you down for the entirety of the game. However, nothing compares to the moment I first saw him (well, truly saw him; he chased you down a hallway but I was still in shock from everything the game threw at me).

For your reading pleasure, I will now give an account of what I remember thinking as this moment occurred:

Jeez, this game is so damn creepy. Where the hell do I go? I’m so damn lost. I’ll try this door. Oh, cutscene! I must be heading the right… what the hell is that?! Oh my God, what is he doing to those monsters? What the f**k?! Is he raping them?! That’s freaking gross… that’s disgusting. Good, James, hide in the room with the rapist instead of just leaving. That’s real smart. Wait, what’s he doing now? What is that damn thing on his head? Oh God, he’s killing it. He’s killing the monster. James! What the hell are you doing?! Put that gun down, now! No, don’t shoot at it! You’re just going to piss it-- Great, just great. Just what I need: another crazy lunatic monster after me. Where’d he go? Where’d he… Oh screw this, I’m taking a break.

3. The Bloody Mirror - Fatal Frame 3



While the Fatal Frame series has always gotten my heart pounding, I regret not following the franchise more faithfully. I’ve often looked at each new title releasing and thought, “Oh, those games are usually scary. I’ll try it sometime.” However, looking back I’ve realized that these games are true gems and belong to one of the scariest series ever made. If you don’t know, you are given a camera to snap photos of the ghosts. This is the way you combat them. No guns or 2 x 4’s; just a camera. Because of this, the tension really builds as you explore the environments and fumble to equip the camera when a ghost gives you a surprise visit.

Yet the one moment that truly got under my skin when exploring Rei’s house. This scare isn’t even a part of the main game. Instead, players can miss this occurrence if you aren’t aware of your surroundings (although you almost have to be blind to miss it because the fixed camera directs attention to it). This is due to the fact that there are additional ghosts you can take pictures of in order to earn more points. The earning of points, in my opinion, does take away from the horror aspect somewhat; but that’s a discussion for another time.

Back on topic: I was exploring the house, minding my own business. Moving the character down the hallway, I passed the bathroom and noticed there was a bloodstain on the mirror. As usual, I cautiously entered the premises (in this case, the bathroom) and walked towards the mirror. After taking a deep breath, I drew the camera and aimed it at the mirror. Suddenly, a girl, from behind the mirror, reached up with both hands climbed into view. I literally jumped out of my seat into a standing position, gripping the controller tightly (this was all accompanied by a “oh, shit!”). It was like a scene from “The Grudge” (the original of course). Out of pure instinct, I snapped the picture and earned a few extra points. Immediately after, I paused the game in an attempt to retrieve the runaway heart that leaped out of my chest.

Closing comments

Again, I apologize for the wait but I hope you enjoyed “Part Four.” Now, only one more part to go! I can’t promise it’ll be up tomorrow. However, I can promise will be up by the end of the weekend. Also, expect a couple more blog post in between this and the next part; especially since I’m going PAX East! Maybe I’ll even see you all there! Well, time to get my game on. As always, thank you for reading!

Thursday, March 29, 2012

Devil May Cry HD Collection Released Early!

Instead of dragging the wait out until April 3rd, Capcom and retailers have decided to move Devil May Cry HD Collection’s release date to March 29th. This is great news for old fans of the series and for those who missed out on these Playstation 2 action-adventure classics.

This is the franchise that inspired the action-adventure genre as it is known today; it helped create a basis for titles such as God of War. Featuring the half human, half demon bounty hunter, Dante, each game delivers stylish, fast-paced action accompanied by thought-provoking puzzles.

Don’t expect a large amount of changes to the original content, though. If you feel there is nothing new for you in this series, then this product will not warrant a pruchase. These are basically the same great Devil May Cry games (well, at least I enjoyed Devil May Cry 2) with a facelift and the addition of achievements/trophies. The HD graphics compliment the games and the terrific gameplay remains unaltered. However, it’s too bad that Capcom didn’t allow full remapping of the controls in any of the entries.



Complete with a whopping 99 achievements/trophies, you are getting Devil May Cry, Devil May Cry 2, and Devil May Cry 3: Dante's Awakening Special Edition; three classic games for $40 (or should I write, “2 great games for $40;” that stupid joke continuously said since this was announced)!

With the remake on the way (please don’t ruin it, Ninja Theory), this collection is perfect for those who want to dive into the roots of where this franchise started; or for those who want nothing to do with the remake. Lastly, if you have never played these titles, and you are a fan of action games, then this HD collection is the perfect chance to become acquainted with the greatest demon killer to have ever lived (in a video game, that is): Dante.

Saturday, March 24, 2012

Representatives Propose Warning Labels on Video Games

Before continuing with my “Scariest Moments in Gaming” segment, some disturbing news has come to my attention. Apparently two United States congressmen—representatives Joe Baca of California and Frank Wolf of Virginia—are pushing for a law that requires the video game industry to place warning labels on all video games with ESRB ratings from E for Everyone to AO for Adults Only.

The warning label would read:

Warning: Exposure to violent video games has been linked to aggressive behavior.



Representatives Baca and Wolf followed up with this quote:

"Just as we warn smokers of the health consequences of tobacco, we should warn parents – and children — about the growing scientific evidence demonstrating a relationship between violent video games and violent behavior," Wolf said in a news release. "As a parent and grandparent, I think it is important people know everything they can about the extremely violent nature of some of these games."

First of all, where has this supposed link to aggressive behavior been confirmed? Is there a scientific study? If so, I've yet to see it. That should be the first argument brought to the table in order to provide support for this ridiculous belief. Second, linking a product that causes bodily harm to users to video games does not validate your point. Smoking has been scientifically proven to cause cancer; and people diagnosed with lung cancer have publically announced tobacco has led to this. There has never been a person incarcerated or arrested who claimed, “I stole that car because of Grand Theft Auto” or “I jumped on his head because of Super Mario.” The push for this law has no support besides ignorant followers who believe everything they hear.



Representatives Joe Baca (top) and Frank Wolf (bottom)

This is also complete waste of taxpayer money. There are larger concerns in America than a harmless hobby. Let’s not forget that video games have been around since the 80’s. This is a hobby many people have participated in since then, which means large groups of voters in the United States are gamers. Attacking our hobby is not an intelligent political move if politicians hope to continue their “service” to the country.

No matter who you are, parent or child, you should not attack things you do not understand. I highly doubt these representatives have even attempted to play a video game today. Also, if you are purchasing a video game for a loved one, you should be the one to completely understand the elements of that video game. No one has the right to complain about a product that they have bought blindly. Do you see most people simply going into a car lot and picking up any random vehicle? No. People perform the research necessary to make the right purchase. This is done with countless products such as televisions, computers, furniture, etc.; and video games are no different.

Lastly, if the government was to actually follow through with this, why stop there? Why are video games being singled out? There should be warning labels put on everything that is a cause of violence or harm and promotes it. Even PG movies should require children to have the accompaniment of at least a seventeen year old. What about films with sexual content? I want warning labels on those to read:

Warning: Exposure to sexual content/nudity has been linked to lustful behavior.

Below are some comments I have found on the internet posted in response to this radical recommendation (names have been excluded due to privacy concerns). What do you think about the proposal of this law? Post your feelings in the comment section. As always, thank you for reading!

--Good for them! Stand for what you believe in! But hey, why stop there? Why not label every perceivable dangerous media. "Warning: Watching teletubbies may make your child gay" "Look out: Viewing Rachel Ray may make your child want to play with knives and fire" "Holy shit: Long exposure to Jersey Shore may make you retarded"

Well maybe the last one is true, but dammit I want these labels everywhere!

--how about putting warning signs on every piece of crap ever made?

warning: paper has been linked to paper cuts. use at your own risk. you may not sue the paper company due to cuts caused by paper!

--Considering how many people buy COD, GTA and GOW the world would be a very violent place by now if video games caused violence.

If you look at places in the world where violence takes place, you'll see that they don't even play games over there.

--If they do this, they should have to put it on all movies PG and up, whether there is violent content or not. After all, Tetris is E and it has no violence.

Source: http://www.gametrailers.com/side-mission/2012/03/21/lawmakers-want-warning-labels-on-violent-video-games-to-warn-of-aggressive-behavior/

Friday, March 23, 2012

Scariest Moments in Gaming (For Me, At Least) Part Three

For your reading pleasure: “Part Three” of my scariest moments in gaming!

6. Intro sequence – Dead Space



As a huge fan of the Alien films and Event Horizon, I was ecstatic for a survival horror game to take place in space (by the way, that’s the place where no one can hear you scream; in case you didn’t know), and deliver both the physical and psychological fears the previous mentioned films had. Well, that wasn’t exactly the case, as the game followed in the vein of new Resident Evil games and focused on being a more action-based horror title. This was fine, of course, as the game still delivered a great amount of scares, featured, for the most part, smooth controls, and contained a very interesting concept: the requirement to dismember enemy limbs. Due to all of this, the Dead Space franchise has become one of my favorite horror titles ever. Sure, it is much more action-packed than other horror games, and it thrives on jump-scares (some people call these cheap, but they do work and I love ‘em); but the game is a great thrill ride filled with dimly lit corridors and startling sounds that always keep you moving towards the next objective while remaining on the tip of your toes.

But I digress (apologies for the rant; but since each part of this segment is only containing two entries, I might as well make the best of it). The one moment that truly caused my blood to rush and my heart rate to excel was in the introduction sequence of the game. Isaac Clarke, an engineer and the game’s protagonist, boards the broken and the seemingly abandoned mining ship, the USG Ishimura, along with four other members of the USG Kellion. In a predictable move, the game forces you to separate from the others in your crew to operate a console (but don’t worry; you have full view of your shipmates through a large window). Suddenly, the lights go out and shadowy figures drop down to quickly, and brutally, incapacitate the security members. “Damn, that sucks,” was my interrupted thought as Clarke’s superior officer told him to run. Caught off guard, I swiftly turned Clarke and saw a similar shadowy figure appear in the same hall as me. The grotesque monster charged at me and I almost lost control, running around praying for the dicovery of a safe haven. You see, this was a priceless moment because this was one of the few moments where survival horror broke through and shined brightly. You had no weapons, no clear idea of where to go, and necromorphs (the grotesque monsters) were hot on your tail. Your only option was to run, and I ran. I ran like hell and never looked back.

5. The Grizzly Bear – Condemned 2: Bloodshot



As you near the latter half of the game, the investigation of a cult leads Ethan Thomas, a resigned FBI agent, to a cabin in the middle of the boonies during a cold, snow-filled winter. While you search the cabin, bodies of government men lay dismembered throughout. However, what killed these men is still in the house; which is evident from the cries of dying men echoing through the cabin walls. Tension builds quickly until you enter a small room and finally discover what has been causing all this chaos. You pause for a second, attempting to fully comprehend what stands before you… It’s a freaking grizzly bear! What the hell are you doing just standing there?! RUN!!!

In a game featuring drugged up psychopaths, weird cult traditions, and supernatural powers, the scariest part for me was when a giant, angry grizzly bear was right on your tail. This isn’t like Dead Space, Resident Evil, or Silent Hill where fictional, disfigured beings are lunging at you. This was an animal based on real life. When you’re stuck in a corner and you see a hulking bear just out of reach, clawing and roaring its way inches closer to you, you feel one thing: fear. The fact that Monolith Productions (the developer of the Condemned franchise) were able to make a real life animal as scary as fictional monsters is an amazing feat in itself.

Closing comments

That marks the end of “Part Three.” I really hope you all are enjoying these brief segments. I felt it was good way to show the type of gamer I am and what moments in my gaming career I hold dear. Stay tuned for “Part Four” coming soon. As always, thank you for reading!

P.S. - Developers, make more games featuring parts like the Dead Space introduction sequence. Thanks!

Thursday, March 22, 2012

Scariest Moments in Gaming (For Me, At Least) Part Two

Here we are: “Part Two” of my scariest moments in video gaming. Enjoy (and spread the word)!

8. Little girl in vent – F.E.A.R.



Of course, a game with the title F.E.A.R. you expect it to be scary and to any of those who haven’t played this game (ya need to step it up and check it out), trust me, it is. This is mostly due to a little girl (whom I despise with a passion) named Alma. She shows up at certain points of the game out of nowhere sometimes screaming, sometimes talking, sometimes disappearing, but always scaring the gamer out of their seats. My most infamous moment with her, however, was when the player is crawling through a vent and suddenly at the other end she just appears. It doesn’t end there, though. Next thing you know she’s charging at you full force in the vent and you have nowhere to go. All you can do is close your eyes and pray when all of a sudden, she’s gone again. I hate little girls.

7. Revving of the Chainsaw – Resident Evil 4



Resident Evil 4, while one of the greatest games ever made, was a huge departure for the series. Instead of relying on tank controls and fixed camera angles, RE4 gave players complete control of the protagonist, Leon S. Kennedy, and delivered an over-the-shoulder camera. This resulted in a loss of the horror aspect for many longtime fans of the franchise. For myself, the game still had its scares, but I did notice the change from survival horror to action horror. Even so, while I may have been confident in my destruction of Las Plagas (the mind controlling parasite), one sound drowned all the bravery I had. Hearing the roar of that chainsaw after the potato-sack wearing Las Plaga pulled its engine cord instantly caused a panic to rise out of me. I would become frantic, running around the environment, searching for a good place to make a stand while keeping an eye out for the deadly foe as the chainsaw’s growl only neared my position. My worst encounter with this fiend occurred when I heard the chainsaw’s engine come alive and, quickly realizing he was behind me, turned a hundred-eighty degrees only watch my favorite Resident Evil character (since his first appearance in RE2, mind you) have his head cleanly sawed off. Damn you, potato-sack man!

Closing comments

I hope you enjoyed “Part Two” as much as I enjoyed writing. It’s great to relive and express some of your favorite memories in video games; especially the ones that almost gave you a heart attack. “Part Three” will be up tomorrow, so please drop by and check it out. If you had a moment that scared you silly, feel free to discuss it in the comment section. As always, thank you for reading.

Wednesday, March 21, 2012

Scariest Moments in Gaming (For Me, At Least) Part One

I felt like I’d do something a little different so you all can get to know me as gamer. I enjoy playing all different types of games, no matter if they’re family oriented or directed more towards the hardcore crowd. I like to say I’ve tried everything so I attempt to do so by holding no prejudice toward a game until I actually play it. Well, one genre I respect greatly is the “horror” genre. When I was younger (around 8) and I first played a Resident Evil, I was so scared I dropped the controller and shut the system off. However, after growing up a bit (and actually growing a pair), I looked back at all these games and realized all the great times I missed out on. In turn, I played as many games as I could, even if I couldn’t beat them, losing almost all control of my bowels when playing due to all the horrific scares I experienced.

Well, for this week, I’ve decided to let you all in on some of the moments that have scared me silly. They may not be the scariest but they stand out in my eyes. Yes, I know many of you tough-as-nails gamers out there may look at this list and laugh with pride about how nothing scares them but, in my opinion, that’s no fun. That’s the whole point of these games (well, most of them); to scare yourself shitless and trudge on knowing it’s going to happen again, and soon. So, before I ramble on any longer, here is part one of the moments during my many years of gaming that have left fear and humiliation in my heart:

Scariest Moments in My Gaming Career (Part One)

10. ReDead – Legend of Zelda: Ocarina of Time



I know what you’re thinking, Zelda? Really? Well, let me tell you that the first moment I laid eyes on a ReDead, I was very young and I freaked out because there had never been anything in the game that was as creepy as these… things.I didn’t know what they were and they made this moan that sent shivers down my spine. I was trying to sneak by one when all of a sudden another ReDead I didn’t notice appeared right next to me. The speed at which it latched on to me, sucking and humping (I’m just stating what it looked like) my life away, I freaked and dropped the controller, scared out of my mind. Nevertheless, I would return later and seek my revenge on them for molesting me.

9. Being grabbed through the boards – Resident Evil 2



Early on in one of my favorite horror games of all time, there comes a point where you (Leon S. Kennedy) are searching the halls of a police station. You pass by some boarded-up windows and think nothing of it. However, once you find what you need, you must make your way back to the lobby. As you walk through the seemingly quiet hallway, many gamers (like me) thought nothing of the boarded windows. Suddenly, a barrage of zombie arms reaches through the boards and grabs Leon. Being a mere twelve years old, I dropped my controller trying to prevent my heart from jumping out of my throat.

I know what you’re thinking after reading this (well, I know what at least one of you is thinking): How can such a small moment in Resident Evil 2 (near the beginning of the game, mind you) hold a place in your list? Most may have overlooked this “cheap” scare at the beginning of the game, but it stuck close to me. Throughout the rest of the game, I avoided walking anyway next to windows, open doorways, cracks in the wall and dark corners. I was positive there would be a zombie, licker, or some other monstrosity waiting for me to stroll by unprepared. Hell, even a damn crow would cause me go into paranoia and take every forward step with the utmost caution. Nevertheless, I proudly finished the game and, soon afterward, grew a pair. Still, for my entire first playthrough of Resident Evil 2, I played while looking over my shoulder due to that one scene; and that is why it is one of my favorite horror games of all time.

Closing comments

If you laughed at me and wish to continue, or just genuinely agreed with these first two entries, I will be posting "Part Two" of this segment tomorrow; so be sure to check it out. As always, thank you for reading.

Sunday, January 1, 2012

Silent Protagonists


When Crysis was announced as a downloadable title for Xbox Live and the Playstation Network, I was ecstatic. I never was able to run that beast of a game on any PC I owned. The minute it was released, the game was downloaded onto my hard drive, and I enjoyed every second of it. Once I completed the game, I wanted more. Knowing there was a sequel already released, I decided to pick Crysis 2 up and continue the nanosuit experience. It started out well enough, but one thing I noticed started to really bug me: Alcatraz is a silent protagonist.

Some may think nothing of this since it is a technique used in many games, but I actually find this really annoying. While I am fine with this in the Half-Life and Legend of Zelda series (because those two have shown their success utilizing silent protagonists), I hate this mechanic when used in other video games such as Dead Space or Call of Duty.

Yes, I know that the reason for this is to "immerse yourself into the world" and "make you the character," but I don't feel that when I play. Plus, I don't play video games to be myself; I play to become a badass soldier or and spaceship engineer. Let's face it, I am not Soap, I am not Alcatraz, and I am not Isaac Clarke. I cannot throw a knife with pinpoint accuracy into someone's eye while injured, I cannot cloak myself to stealth kill enemy soldiers, and I cannot dismember necromorphs while floating in zero gravity (although all of these would be really cool). So, when I play video games, I enjoy the fact that I am controlling these characters and utilizing their abilities; not my own.

It also ticks me off when conversations occur in video games with silent protagonists. They are always one-sided and it is awkward (at least to me) when another character asks a direct question since they are always answered with silence. If I am supposed to be the character, I wouldn't stand there with my mouth closed while being spoken to. Being in the military, when someone orders me to do something, they want a response. If you do not give them one, be prepared to get chewed out. I also wouldn't be able to keep quiet when chaos is taking place. There are missiles dropping, aliens invading, and people dying. I understand keeping calm under pressure, but the occasional "Shit!" or "Look out!" would add some life to these characters.

There are times when silent protagonists don't even make sense, like the Modern Warfare and Crysis series. In Modern Warfare 2, Soap talks the entire game but the moment you take control of him, he zips his lips. In Modern Warfare 3 however, Price won't shut up when you take control of him. Why is this? Why? Why?! It makes no sense! I apologize for the outburst. That is simply a mystery I cannot seem to solve.

With Crysis, the first game had a protagonist who spoke, and it was a nice touch to hear his dialogue when traversing the alien infested mountain. Why did the developers feel need to alter this in the sequel? Early on in the game, Gould mistakes Alcatraz for someone else because he is wearing Prophet's suit. Eventually, he discovers the truth and even pulls a gun on him. This could have all been resolved had Alcatraz stated, "I'm not Prophet." Some people say that the reason for this is because of the injuries Alcatraz suffered at the beginning of the game. While I can accept that, no character in the game states this is the reason behind his silence. I know I may seem like I'm asking for a lot; but it would have been a nice touch if any scientist or main character said, after analyzing the suit, "His larynx has been badly damaged resulting in a loss of speech." Then, I would have thought, "So that's why. Okay, I can deal with that."


However, not all games need a character speaking out loud (I know many characters whom I would love to have shut up), but he or she can still be given a voice. Take the Penumbra series or Amnesia: The Dark Descent, for example. The character speaks during the introduction yet, for most of the games, you can only see his thoughts from the subtitles at the bottom of the screen. Sure, there aren't (m)any characters to interact with but the character is thinking. The subtitles allow the player to read his thoughts and discover what he is feeling, giving him a voice.


I simply feel a character with a voice is much more effective. Take into consideration Dead Space 2 and the Jak & Daxter series. The characters, once given a voice, evolved into people with emotions and desires, instead of mindless zombies taking orders without debate. Because of this, I develop a deeper connection to the character and their plight.


After some disappointing cutscenes in Crysis 2, I needed to share my reasons on why this mechanic doesn't work for me. I know you all have different opinions on this subject, and I'm fine with that. To each his or her own. That being said, what's your take on silent protagonists? As always, thank you for reading!