I gave Capcom’s new game Remember Me a 70/100 over at GamesBeat if you care to read my review.
I enjoy reading other people’s thoughts on a game after mine are out there, and it seems like, despite minor differences, much of the consensus is the same. Remember Me is kind of bland but fun and innovative at times even if its quality wavers. It doesn’t always maximize its potential.
I enjoyed Remember Me, but not so much that I feel like everyone has to play it. You will miss out on some cool stuff that is worth experiencing, though, if you don’t.
It seems I’m one of the few people who found the memory remixes boring to actually play. They’re cooler in concept than practice.
So — any gamers out there have any questions about the game or points in my review that I can answer for you?
On the island of Yamatai, everything can be conquered with fire. Really unrealistic fire.
March’s reboot of the long-running Tomb Raider video game series takes Lara Croft back to the beginning — to her first real adventure. She’s young and pampered, but she loves archeology. She convinces the team aboard the Endurance to brave the Dragon’s Triangle, where she believes the hidden island of Yamatai is located. Then their ship crashes in a curiously violent storm and, well, welcome to the jungle.
The whole point of the game is to show how Lara transforms from naive girl to hardened survivor. She takes the life of a man to save her own, hunts wild animals for food, and fends off wolves. She overcomes her fears and kicks a lot of ass.
Tomb Raider is also a game in love with fire. Lara lights torches, huddles around campfires, burns salvage and blockades, shoots flaming arrows, explodes oil barrels, and so on. It’s a foolproof solution to almost every problem and scenario, and it burns neatly, igniting only what it’s supposed to before putting itself out.
Continue reading “Tomb Raider: Savagery, legacy, and survival”
(No spoilers until the very end! With ample warning.)
The months leading up to a video game’s release often serve to accomplish one goal: increase interest, which improves sales.
Most of the gaming world was excited about BioShock Infinite, which launched on consoles and PC on March 26. Many were happy to have another BioShock to play; others were thrilled to see developer Irrational Games return to the first-person adventure series it started in 2007 and pioneered years before with System Shock.
The wait was worth it. BioShock Infinite has a 95 aggregate score on Metacritic, and people can’t stop talking about it.
Continue reading “BioShock Infinite: Hyperviolence, smart storytelling, and parallelism”