
Hey, everyone! I'm the one and only, SuperGameGeek! Here you can find reviews, Let's Plays, and my opinions about certain topics in the video game industry. If you have any games you would like me to review, do a Let's Play about, or topics to talk about, send your requests to ContactSuperGameGeek@yahoo.com. If you like what you see, please spread the word to others so they can get in on the fun as well. Thanks for watching/reading! Twitter: @SuperGameGeek. YouTube: IAmTheSuperGameGeek.
Wednesday, April 4, 2012
Scariest Moments in Gaming (For Me, At Least) Part Four
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!
Friday, March 23, 2012
Scariest Moments in Gaming (For Me, At Least) Part Three
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
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
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

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!
Monday, December 26, 2011
I'm BACK!!!
to finish my military training, I haven’t been able to post on this blog for some
time. However, I am now finished with college and back home where I ought to
be. This means I will be posting on this blog more often. I’ll also put a pause
to the formal articles I was posting before. There still will be some here and
there, but I’m also going to post some of my opinions and views so you can all
get a sense of what kind of gamer I am. Well, I’m off to my first blog post
which can be expected in the next hour or two. It’s good to be back doing what
I love: writing about video games (after playing so much of them, that is). As
always, thanks for reading.
Sunday, April 3, 2011
DEATH OF SURVIVAL HORROR?
No review this time. But what I have is a brief editorial about my opinions on the current state of the survival horror genre. Enjoy! And, as always, thanks for reading!
DEATH TO SURVIVAL HORROR?
After years of Disney and other children video games, publisher Capcom wished to deliver something new and refreshing to the video game market. In March of 1996, the gaming community was introduced to a genre unlike any other. “Resident Evil” released on the original Playstation wowing gamers with its distinct game play. No longer could players charge into unexplored areas with guns blazing and infinite ammo. Instead, with a limited inventory, players had to contemplate on important items to carry knowing evil and danger lurked around every corner. The in game characters were made weaker than the surrounding enemies and players never truly knew when and where zombies and monsters would appear. Adding to the tension was the fact that healing items and ammo were not a supplemental value, and that the conservation of the two were of the utmost importance as well as the key to overcoming this terrifying nightmare.Yet, as the years went on many companies began to stray from the tried and true formula of the genre’s founding fathers. This is because of two main reasons: The first is that many of these games became, in a way, repetitive in the eyes of the community. The formula was not broken, but gamers desired new changes and evolutions. The second is due to a market mostly dominated by casual gamers, whereas releasing these difficult games created weary sales numbers as only the most dedicated and hardcore of the crowd were able to persevere.
As new survival horror video games are developed and released, such as the “Condemned 2: Bloodshot” and the “F.E.A.R.” series, many of them seemed to focus more on fast-paced action and explosive sequences. For the most part, conserving ammo and health are no immense task any more as each come in great supply. Even the creator of the genre, Capcom, has altered its series greatly with its newest entries to the series, “Resident Evil 4” and “Resident Evil 5.” Even though these video games are not, by any means, poorly made—“Resident Evil 4” is praised by many as one of the greatest games ever made, let alone the best in the series—they just have not been able to deliver the same tension building and terrifying atmosphere that fans of the genre are so used too. They have, instead, delivered cheap scares and thrills with simple game play.
Gamers have realized that the survival horror genre is not brimming with life as it used to be. However, all is not loss. The releases of “Dead Space” and “Dead Space 2”—even though both contain their share of simplicity and cheap scares—have been seen as nods to what the genre once was delivering on chilling atmosphere and horrific enemies and have received much praise because of it. They are not perfect but with more casual gamers turning their heads in interest there is hope for survival horror. Hopefully developers will realize this growing love and be able to resuscitate this dying genre, giving it the life the gaming community remembers it thriving upon.