Monday 28 October 2013

The Platinum Problem


I have three games that I considered the absolute cream of the crop of this generation. They couldn’t be more different in terms of genre and gameplay, but they all share one blissfully simple trait – control. Dark Souls is a gruelling adventure that’s completely dictated by how you develop your character. Metal Gear Solid: Peace Walker is stealth at its most intense, giving you the final say on every aspect of the game.  And XCOM: Enemy Unknown? You decide everything from how a battle plays out to where you place your sick bay.

Even my current front-runner for Game of the Year, Soul Sacrifice, is all about handing the game's direction over to you.

In my heart of hearts I know that somewhere amidst this list there should be a Platinum game. The team comes from the exact same school of thought as the games mentioned above. Sure, the bulk of the studio’s portfolio consists of linear action adventures, but each one features a combat system tuned to a liberating degree of finesse. Within each system is the opportunity to learn, expand and master countless sets of combos and intricacies. The result is usually something that lets you squeeze the very top level of performance out of every fight, given the necessary dedication.  

Sunday 27 October 2013

SPOILERS: Arkham Origins and THAT twist



I want to touch one just one aspect of Arkham Origins right now. I’ve got plenty to say on it, the series, and my love/hate relationship with all three games, but right now, mid-playthrough, something’s struck an immediate chord with me.

Just another warning, there are some fairly big SPOILERS in this article, so don’t read until you’ve at least seen the big reveal in the early-ish stages (which is where I am right now).

Wednesday 16 October 2013

Beyond: Two Souls - Some positive thoughts


One day someone’s going to get it spot on. Someone’s going to realise the sheer mechanical potential of gaming and mix it perfectly with stunning production values and first-rate, cinematic story telling. Beyond: Two Souls is not that game, and it was never going to be. It’s far too much of a gameplay-deprived, oddly-presented piece to do that. But at some point - perhaps even in the next generation - someone will finally crack the code of AAA story telling of this level meeting the genius of a game like Dark Souls or Spelunky. For now, Beyond is a sample of what could be, a window shopping experience for a new age of interaction. And, for my money, it’s a pretty interesting experiment.