Gaming Enthusiast http://www.gamingenthusiast.net PC Gaming News, Reviews & Interviews Wed, 03 Jun 2015 14:28:57 +0000 en-US hourly 1 http://wordpress.org/?v=4.1.1 Fallout 4 Official Trailer is Live http://www.gamingenthusiast.net/news/fallout-4-official-trailer-is-live/ http://www.gamingenthusiast.net/news/fallout-4-official-trailer-is-live/#comments Wed, 03 Jun 2015 14:28:57 +0000 http://www.gamingenthusiast.net/?post_type=news&p=22945

It might have taken a lifetime, but that moment is finally here. Bethesda just a day before teased on its official site a “Please Stand…

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It might have taken a lifetime, but that moment is finally here. Bethesda just a day before teased on its official site a “Please Stand By” screen. It was easy to see that this had something to do with one of the most anticipated games of the year, Fallout 4. Now, the trailer is live and can now rest easy: it is what we’ve been waiting for.

It looks like there is still more to come. The worldwide announcement will be June 14, 2015, coinciding with Bethesda’s press conference. The game notes that it will be coming to, of course, PC. However, the Xbox One and PlayStation 4 have also been confirmed.

“Let’s go, pal.”

 

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Assault Android Cactus Early Access Impressions http://www.gamingenthusiast.net/preview/assault-android-cactus-early-access-impressions/ http://www.gamingenthusiast.net/preview/assault-android-cactus-early-access-impressions/#comments Wed, 03 Jun 2015 02:34:16 +0000 http://www.gamingenthusiast.net/?post_type=preview&p=22913

Developer: Witch Beam Platform: PC [Played], MAC Pricing: $14.99 Release Date: Out Now Steam Early Access* Video games are outlets for levels of satisfaction. Contentment…

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Developer: Witch Beam
Platform: PC [Played], MAC
Pricing: $14.99
Release Date: Out Now Steam Early Access*

Video games are outlets for levels of satisfaction. Contentment in knowing that a game is now complete and overcoming the many experiences held within its storyline is something to be admired. Other enjoyments can come from challenging gameplay and the fact that, even though your palms were sweatier than a gym sock, you made it out alive. Yes, you did it.

Some of the most tense moments can be found in the traditional shoot ‘em up and twin-stick shooting games. These are where spacial awareness, quick reflexes, and strategy all come together to test your skills both new and old. The developers behind Assault Android Cactus draw from the many shooters to come before them, adding their own flavor to the genre.

Keep on the move or enemies will make friends with your personal space bubble.

Keep on the move or enemies will make friends with your personal space bubble.

Assault Android Cactus is a twin-stick, top-down shooter in its truest form. You are tasked with defeating enemies that have overrun a vast areas of a space fleet. The robots, who have turned on the Genki Star and its inhabitants, only have a swarm of bullets to answer to. So, who upholds the law on a tumultuous space frigate? Well, an elite squad of female android space cops, that’s who.

The first person we meed from the squad is Cactus. She takes the role of one of the well-rounded players, having steady fire from an assault rifle. Her special, which can be equipped without firing, is a flamethrower with some dense spray. Others, like Starch, have a laser beam that singes robots until combustion. Her special is a salvo of micro missiles, also fairly powerful when launched. While the game may seem fairly straight forward in the twin-shooter department, it seems as though a lot of the mechanics, weapons, and gameplay were put forth with purpose. There is a lot of strategy.

One of the main points of strategy for the game is the simple task of managing space. No, slumlords need not apply. The game requires you to manage the enemies within a given space, and ensure that you have enough area of mobility to survive. Some levels are restricted with choke points lining the outskirts of the map. Others, like in Zone 4-Repeater, have a continuously changing floor pattern, leaving the odds to randomness. The design is both impressive and challenging.

Chains offer some bonuses only if they are executed with precision.Chains offer some bonuses only if they are executed with precision.

The intensity of your fire increases as enemies are defeated and the little white orbs they drop are collected. The little orbs increase your power, but this isn’t the only thing you have to maintain. Once you are struck by enough force to knock you down, you must gain these orbs back again along with your fire power. Your battery life is constantly monitored, and at times, is one of the most frustrating points in the game.

Usually, twin-stick shooters often rely on your survivability. The mad dashes and incremental moves to avoid heavy fire are what make the game. Boss battles are usually intense, usually making it out by the skin of your teeth. But, in the case of Assault Android Cactus, your wits are tested, being that the avoidance of all these things are still necessary, but the monitoring of your constantly reducing battery life must also be watched.

On many occasions, though, the timing for battery power-up drops doesn’t meet the demands of the game. Even after blasting through waves-upon-waves of robots, dodging fire, and making it to the last bar of health during a boss battle, the inability to pick up a battery will make you power down and start all over again. Battery drops are for the most part sporadic. However, when large bosses take a cut in their power bar, or larger enemies are defeated and a power drop will usually be close by.

No battery? At least you can go out while staring at the lovely blue lights.

No battery? At least you can go out while staring at the lovely blue lights.

In many cases, I’ve gone through levels pretty much clearing everything with precision. Enemies are sprayed with bullet fire, and power-ups are picked up with strategy. But, in the end, batteries were no where to be seen and my efforts were wasted. It does seem like a minor detail in need of small tweaking. This is especially dwarfed when you notice things like the first-person mode found in the purchasable options, or the small list of other unique filters you can add to your game. Simply having these extras done by a small development shows high attention to detail. Which, if you flip on the FPS mode, you can really get a close look at each enemy for proof.

The Bottom Line:

Assault Android Cactus nestles its way into the twin-stick shooter genre, boasting challenging gameplay, swarms of bullets, and an array of weapon types. Enemies come in varied forms and drive a sense of uniqueness within each level and boss battle. Some weapons, like the ‘Helo’ that Aubergine has equipped, might take some high-level mastering or even co-op support in order to use it effectively.

It does feel very polished even in its Early Access phase. However, tweaks to the battery drop could ease many frustrations with gameplay, particularly not having to do an entire level over again because of one missed pickup. However, if this mechanic was put into place just to drive challenge, or deliver a sense of frustration, it would be some kind of sick joke.

Let’s just hope that is indeed not the case.

Disclaimer: Steam Early Access titles are games that are currently enrolled in the development process. While it wouldn’t be fair to give the game a complete score, we will do our best to offer a current critique for the current build at this time

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[VIDEO]: ReInstall — “Sonic Heroes” | EP#3 http://www.gamingenthusiast.net/article/video-reinstall-sonic-heroes-ep3/ http://www.gamingenthusiast.net/article/video-reinstall-sonic-heroes-ep3/#comments Tue, 02 Jun 2015 03:09:23 +0000 http://www.gamingenthusiast.net/?post_type=article&p=22926

Rolling around at the speed of sound!

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Sonic the Hedgehog is one of the most recognizable video game characters that have ever been created. He spent most of the 90s leading SEGA right up to Nintendo’s doorstep and giving them a run for their money on countless occasions. Fast-forward to the now, and its easy to see that the Blue Blur has fell pretty far  from grace. However, he’s still hanging on; something that a lot of characters from his time period have failed to do. Today, we’ll be taking a look back at one of the most pivotal turns in his career—his first multiplatform title after the demise of SEGA’s console business—the 2003 release of Sonic Heroes. 

Sonic Heroes is a Sonic game like no other, being a ‘game of firsts’. It tried some new ideas all while being on a host of new systems. So after 12 years since its release, how does it stack up today? Find out in the newest episode of ReInstall!

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LEGO Worlds Gets a Surprise Release on Steam Early Access http://www.gamingenthusiast.net/news/lego-worlds-gets-a-surprise-release-on-steam-early-access/ http://www.gamingenthusiast.net/news/lego-worlds-gets-a-surprise-release-on-steam-early-access/#comments Tue, 02 Jun 2015 02:47:30 +0000 http://www.gamingenthusiast.net/?post_type=news&p=22923

Build all you want.

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The LEGO videogame series has been alive and well for quite some time. The majority of the games have featured quirky, creative takes on popular movie franchises, with a few original adventures thrown into the mix. While they’re all great fun, one can’t deny that they don’t exactly give players the same creative freedom that the legendary toy-line that these very games are inspired by, provide.

Looks like that’s about to change.

Warner Bros. Games and TT Games have teamed up to create a brand new LEGO title that, interestingly enough, is inspired another certain block-based “create what you want” title. LEGO Worlds is the dual-teams’ answer to the infamous Minecraft, finally giving gamers the creative freedom to build a world made of virtual LEGO pieces. The game didn’t get a formal announcement, but after a recent leak , it was stealthily released to the Steam Early Access service for a very generous $14. The full title is set to release exactly one year from now.

There’s no telling if the game is coming to consoles just yet, so PC gamers, this a treat just for you right now!

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Rockstar Banned this GTA V PC Player for ‘Nothing’ http://www.gamingenthusiast.net/article/rockstar-banned-this-gta-v-pc-player-for-nothing/ http://www.gamingenthusiast.net/article/rockstar-banned-this-gta-v-pc-player-for-nothing/#comments Sat, 30 May 2015 23:27:14 +0000 http://www.gamingenthusiast.net/?post_type=article&p=22902

…no one has been banned for using single player modifications, and you should not worry about being banned or being relegated to the cheater pool…

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…no one has been banned for using single player modifications, and you should not worry about being banned or being relegated to the cheater pool just for using single player PC mods. Our primary focus is on protecting GTA Online against modifications that could give players an unfair advantage, disrupt gameplay, or cause griefing.”–Rockstar Q&A Post

For a while, it seemed as though Rockstar was one of the most lenient in policing online modding. Grand Theft Auto IV was full of comedic things that could be done via mods, such as this one done for Back-to-the-Future. The company has taken a more strict stance with GTA V, banning players that are given “…an unfair advantage, disrupt gameplay, or cause griefing.”

Long time player and video creator know by the alias Ben Buja, reached out to us in regards to a recent ban. At this point in time, he isn’t able to access the GTA Online, nor is he available to launch the single player mode of the game. In terms of the most recent stances that Rockstar has taken on modding, it doesn’t seem odd that they would outright ban someone that has violated the Terms of Service, or any other restricted mods. But, according to Buja, he didn’t use anything.

He took some time to answer our questions below:

PC GE: What matches were you involved with or what was the group (hackers) doing during the matches? Had you been in matches with them before?

I only joined the server briefly as I was between doing different stunt setups with my brother. I wasn’t directly in contact with the hackers, my brother was. Apparently they could apply ragdoll forces to players and kill them over and over, even when the victims are in passive mode. It’s also possible to kill players in someone elses name. To force the victim to report the player they think are hacking.

PC GE: How did you feel about the GTA V community of modders prior to the ban? Post?

I’m perfectly fine with modding the single player and changing the gameplay however you like, but I despise it when someone just use trainers to grief players and cheat in multiplayer.

I still feel like this after being randomly banned.

If you want to mess around with mods in multiplayer with your friends I suggest to take a look at Five M which is a multiplayer mod for GTA V without all the levelling.

PC GE: Have you contacted anyone from Rockstar in regards to the ban?

I contacted the Rockstar support on Twitter and submitted a ticket on the Rockstar Socialclub website. I didn’t get a response yet and I’m still completely locked out of the game.

PC GE: Do you plan on playing the game in the future if they are lifted? To your knowledge, is there anything you can do as a work around (i.e, create a new account, register with new credentials) to regain access or start all over?

Yes, I plan to come back to the game when the ban is lifted for all the saved ingame clips alone, which i can’t access at the moment. I don’t think there’s a work around other than buying another copy of the game and creating a new account.

I just got banned out of the blue by RS and my videos are affected by it since I don’t have access to my GTA V ingame clips anymore. When I try to log in via RSC it says that I “violated the terms of use” and I can’t even launch the single player mode. Now I didn’t do anything to warrant such a ban; Didn’t download a single mod, didn’t even use a Sweet FX file in fear of getting banned. The only thing worth mentioning is that i was put into a lobby full of hackers yesterday and it seems to me like they just banned the wrong people.

Do you think the ban was intended? Was it simply a misunderstanding, or Rockstar’s way of mass punishment?

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The Witcher 3: Wild Hunt PC Early Impressions http://www.gamingenthusiast.net/article/the-witcher-3-wild-hunt-pc-early-impressions/ http://www.gamingenthusiast.net/article/the-witcher-3-wild-hunt-pc-early-impressions/#comments Fri, 29 May 2015 22:26:58 +0000 http://www.gamingenthusiast.net/?post_type=article&p=22884

Our The Witcher 3: Wild Hunt review remains in progress. Unfortunately, PC review copies were not available until the release date on May 19, and…

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Our The Witcher 3: Wild Hunt review remains in progress. Unfortunately, PC review copies were not available until the release date on May 19, and this is a huge game, so the full review will take a little longer.

Let me reiterate that point. This is an enormous game. After about twenty hours with it, I feel I have barely scratched the surface. While I avoid spoilers, I’m sure I’m less than halfway towards the game’s conclusion. Part of that is the endless number of side-quests I’ve undertaken, and part of that is my desire to be the greatest Gwent player of all time (Gwent is The Witcher 3’s wonderful collectible-card mini game).

But my time so far has at least revealed the game’s rhythm, its form, its design, and its beauty. And all-around, I can say that it is brilliant. While, as with any game, some minor annoyances and faults can be identified, CD Projekt RED had made them invariably hard to find.

Witcher SunsetThe Beauty of the Beasts

The first thing one notices about The Witcher 3 is its phenomenal visuals. Here it’s not only the polygon count that matters, though that too is high. It’s the attention to detail, the careful design of each texture and model. Faces go beyond utilitarian masks, bringing the characters beneath to life. Detailed sketches of missing people hang to signposts, rich paintings line the walls in wealthy bedrooms, and candles burn on graves and alters in the middle of an otherwise abandoned forest.

Landscapes are evocative too, swamps and hills rolling far into the long draw distance. Wind sweeps the branches of trees before a storm that’s seen in a cloud bank on the horizon. You can feel the rain coming before the actual drops start to fall. When dawn breaks in the game’s active day-night cycle, the sky fills with purple and oranges. The musical architecture aligns directly with the visual demands as well.

Music switches smoothly from the calm atmospheric melodies of exploration to the high-intensity battle music that matches the fast-paced nature of combat. Wolves howl in the distance from beyond the treeline, and the floorboards creak actively underfoot. The immense quantity of voice acting is also excellent, whether it be the witty banter between the eponymous Geralt and his sorceress lover, or the horrible cries of a bereaved mother. The details both auditory and visual are entwined in a romance just the same.

Witcher Keep

Give me a Quest

Much of this voice acting appears in the game’s many and detailed quests. Whether it’s the long line of main story quests or the dozens of side-quests available in each region, each is a detailed adventure with many options for how to complete it. Few of these are mere MMO-style kill or fetch quests. Instead, each quest fills in the narrative and forces the protagonist to interact with NPCs and make decisions that have ramifications down the road. Do you kill the witch whose research notes threaten to produce a new plague, or let her go on the hopes that she will instead choose to develop a cure? Do you let a werewolf eat a murderous lover, or save her from its jaws?

Choice is in everything, including whether you bother to do these quests at all. Given the game’s long length, you’d easily be forgiven for glossing past these.

As for the main quest, while excellently wrought, it can be confusing for those unfamiliar with the previous games or the source material. As someone familiar with neither, I found it difficult to follow complex discussions of invading armies, the world’s regions, and even the game’s many off-screen characters. Reading a primer may be advisable for those that jump into the Witcher franchise for the first time here.

So far, I’ve got only a vague understanding of the main story, but the characters here are strong enough to keep my interest even if I don’t fully understand their motivations. And those characters are explored wonderfully and at length in the many conversations and cut-scenes.

Witcher Fight

Sword and Sorcery

Cut-scenes are long, and there are long tracts largely spent dealing directly with people. But for much of the game’s length, Geralt is out in the world armed with his two swords (a normal one for people, silver monsters), and his spells. Monsters and enemies are frequent, and quite difficult even on the game’s mid-range difficulty settings. Given the amount of combat, it’s a joy that the action-focused fighting is so fluid and fun. Geralt can dodge, parry, and throw multiple types of attacks into his adversaries. His spells can protect him, set traps, blast fire, or daze his opponents. He can also drink potions, apply oils to his weapons, throw bombs, and use crossbows. Mastery of all of Geralt’s abilities is critical to success, as many monsters are unforgiving and can take a considerable amount of time to defeat.

Unfortunately, sometimes the control scheme can get in the way of both this fluid combat and exploration. Geralt tends to handle more like a tank than a human being, taking an inordinate amount of time to change direction or stop running. One gets the feeling that Geralt weighs several tons and only a force of will can stop him once he begins off in given direction.

This control issue also affects exploration. It’s often difficult to look or interact with specific items. Geralt might run past a lootable corpse over and over again, or walk awkwardly around it. Even when standing right next to interactive objects, it can be hard to target them in order to get the button prompt to use them. I spent a solid five minutes once trying to find the right angle the game seemed to require to open a treasure chest. It’s unfortunate that these very fixable problems made it out of testing in such an otherwise polished game.

Witcher Inventory

Gearing Up

There is, of course, a RPG system underlying the combat. Geralt gains experience and levels up in the usual way. Each level provides an ability point that can be used to improve Geralt’s main combat and spell-casting abilities, or to grant them new effects. As an action-RPG, however, the level up options are limited compared to more tabletop-inspired games. Indeed, in many cases it feels that the main advantage of gaining levels is the ability to equip better gear, on which Geralt is very reliant.

This gear reliance is, in some ways, welcome, since it provides a real sense of reward for exploring optional areas, or going on the game’s optional treasure hunts. Rewards come in the form of set-items for Geralt which significantly boost his abilities. After equipping these new items, you notice a sudden and significant boost in your ability to deal with the threats that once challenged you. It may even let you move on to the next monster-hunting contract or get back to the quest that you couldn’t complete before.

Witcher Interior

Back to Witchering

And I’ve got quests I really need to get back to. I want to get back to them, and that’s perhaps as high praise as I can provide. These days it’s the rare game that truly captured my imagination and makes me want to jump right back to it as soon as I have the opportunity. So far, the Witcher 3: Wild Hunt is one such game. Its beauty, its enjoyable combat, its colorful characters and detailed rendering of a realistic medieval world have triggered my sense of wonder.

So that’s it. I’m going back. See you in week.

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Steam Summer Sale Dates Leaked http://www.gamingenthusiast.net/news/steam-summer-sale-dates-leaked/ http://www.gamingenthusiast.net/news/steam-summer-sale-dates-leaked/#comments Fri, 29 May 2015 20:26:27 +0000 http://www.gamingenthusiast.net/?post_type=news&p=22883

A Russian social media site has leaked this summer's Steam sale. It also gave some details about an encore sale at the very end of the sale period.

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This year’s Steam Summer Sale will begin on June 11 and end on June 20, according to a post on Russian social media site VK.

The Steam Summer Sale will be followed by an “encore” period. It’s unclear what that means from a Google translation of the post, but it says it will involve all of the sale’s participating companies. The post also reminds customers not to spend all of their money in a single day of the sale, implying better deals later on.

Past Steam sales have had their own gimmicks and events to go along with them. Playing games in 2011’s Winter Sale earned the player’s virtual coal, which could be traded in for more games or entered into a raffle for bigger rewards. There are no details to what this sale’s activities might consist of.

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Playing with Your Art: The Beauty of Games http://www.gamingenthusiast.net/article/playing-with-your-art-the-beauty-of-games/ http://www.gamingenthusiast.net/article/playing-with-your-art-the-beauty-of-games/#comments Fri, 29 May 2015 20:06:28 +0000 http://www.gamingenthusiast.net/?post_type=article&p=22843

This is the second article in a series of articles looking at video games as art. The first article, on why the debate matters, can…

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This is the second article in a series of articles looking at video games as art. The first article, on why the debate matters, can be found here.

Consider Fallout. Any Fallout will do.

Whether you played the original Infinity Engine games, or have only forayed into the three-dimensional worlds of Fallout 3 and Fallout: New Vegas, the experience is similar. You’re given a vast, desolate, overwhelmingly realized post-apocalyptic world to explore. And while a number of tasks of varying importance are thrust upon you to help to guide your path through it, you are at your leisure to ignore them entirely and set out to navigate the world on your own.

There are sometimes entire regions of these worlds you never need to visit, each with complex characters, a contained narrative, dungeons, items, and buildings all carefully laid out for you to discover. Or to not discover. There are dialogue options that open new paths, encounters that can be approached in different ways, and an endless supply of customization options.

Fallout 3

Fallout 3’s open world contains nearly endless choice

 

The Fallout games are, to coin a phrase, open-world games. There is a world, and it is open to you. The player’s ability to choose where they go and what they do modifies every minute of play. No two players will have exactly the same experience.

So how, then, can video games be an artistic medium if the experience can’t be controlled by the creators– by the artists? Everyone sees the same scenes play out in a movie, sees the same brushstrokes in a painting, and hears the same progression of notes in a song. The artist has control of the experience in those well-established artistic media, so how can video games hope to be the same? How can the creator’s vision break through the variability introduced by the player?

This is one of those oft-raised points against the possibility of video games being considered art. Roger Ebert identified it as one his primary contentions against the notion. Game designer Brian Moriarty stated that art needed to overcome individual desires and free will, to stop time for the audience in contemplation. He stated that this was impossible in games since the choice inherent in games is the very expression of those desires and that free will.

Therefore, in a world of choice, how can a player both experience the artist’s vision and contemplate the work free of desires and free will?

The answer, of course, is to simply contemplate it, as with any other work of art.

Citizen Kane

Citizen Kane helped movies become considered an art form

 

Take the movie Citizen Kane. If there’s one movie that’s widely considered to be art, this would almost certainly be the one. But if you watch Citizen Kane in a movie theatre, you’ll likely notice that the movie doesn’t stop for you to contemplate it. If you sit there in the dark contemplating the light and sound before you as lenses clarifying your own existence, you’ll likely miss the next line of dialogue and render your experience incomplete. Even if you somehow manage to both watch and contemplate the movie simultaneously, the movie cannot be said to have fully been experienced until you’ve seen its end. It would be difficult to regard the movie as art if you left half-way through. After all, the final line is fairly important. True contemplation can only occur after its end.

Games are similar. The actual experience of playing the game may not elicit the response that would qualify them art. But afterwards, in complete contemplation of the experience, that sublime understanding can be realized when all the aspects of the game are taken together. That is the moment in which the game can rise to the level of art.

The fact that each person’s experience of a game like Fallout will be different also cannot denigrate from its worthiness as art if the designers understood their medium. Indeed, it can enhance it. After all, the creators designed not only each section of the game through which it is possible to play, but also chose exactly the scope of the freedoms available to you. As we’ll discuss more in a future article, those limitations are in themselves a form of expression. Rules and mechanics may be as expressive as any stroke of the brush or word on the page. Indeed, a number of games have already explicitly used the availability or limitation of choice in the game as a core theme, including BioShock, Spec Ops: The Line, and The Stanley Parable, to name just a few.

BioShock Would You Kindly

BioShock is largely a commentary on the illusion of choice

The creators intended you to play the game. That is the mechanism of experience. A novelist intends you to read the book beginning to end, a director to sit and watch the movie all the way through, a sculptor (hopefully) to view the work from any and all angles. The works are created to maximize their artistry when observed through this mode of experience. And a good game developer will do the same thing with the interactive medium. There are things that can be said through rules imposed on the player in an interactive experience that cannot be said through film or literature or visual art. And there are ways of saying them in mechanics that cannot be found in other media.

After all, it says a lot that you can peacefully solve most conflicts in the early Fallout games, or choose to go in guns blazing. Sometimes it’s easier one way, and sometimes it’s easier the other. Sometimes the consequences don’t correlate to the morality or difficulty of that choice. Sometimes the choice makes you question your own morality. Sometimes the choices are overwhelming, or choices you wish you had aren’t available. This is all willful expression. It all says something about our world even though it doesn’t take place in our world. It expresses something in a way no other medium can by potentially exploring multiple sides of choices, in the same way you can explore multiple sides of a sculpture. Certainly, no medium can explore the concept of choice and free will better than games.

The Stanley Parable is a meditation on choice in games

The Stanley Parable is a meditation on choice in games and serves as an excellent example of metafiction

Rules and mechanics and the ability to sometimes “win” a game don’t detract from its expressive potential. If used correctly, they add to it. After all, the designers choose what constitutes winning. There’s a lot to unpack even in that.

Yes, games can be primarily for fun and for play. Most probably are, in the same way that most movies, books and songs are primarily for entertainment. Even the movies, books and songs that do rise to level of art are still entertaining.

So why can’t my games be fun while I play them? And on later reflection, after I’ve put down the controller, why can’t I find that expression to be sublime?

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Assault Android Cactus Shows Twin-tensity in this Trailer http://www.gamingenthusiast.net/news/assault-android-cactus-shows-twin-tensity-in-this-trailer/ http://www.gamingenthusiast.net/news/assault-android-cactus-shows-twin-tensity-in-this-trailer/#comments Thu, 28 May 2015 04:17:48 +0000 http://www.gamingenthusiast.net/?post_type=news&p=22877

It seems like the interest in Assault Android Cactus has reached a peak in the last few days, weeks. The developers have released various trailers…

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It seems like the interest in Assault Android Cactus has reached a peak in the last few days, weeks. The developers have released various trailers showcasing the intense gameplay that can be expected from the title, the most recent being a highlight and accolades trailer. But, it can be said with confidence that the game looks as smooth as a gallon of buttermilk going through a hound dog.

The story follows the main character Cactus as she mows down enemies through a large space carrier. The full release looks to house 25 levels and five boss battles within the ships wreckage. There are also various characters, other than Cactus, and weaponry to accompany them. Multiplayer fans will find there is a boasted local co-op that utilizes mouse/keyboard and controller combinations.

Assault Android Cactus is currently enrolled in the development process for PC and Mac. Future releases for the PlayStation 4, PS Vita, and Nintendo Wii U are planned. Click here for the official site and here for the Steam page.

Editor’s Note: There is something to be said personally about the game. Maybe I’ve played a little too much Cannon Spike in my Dreamcast days, or even Total Carnage in the years prior. But, the game shows huge promise even though it is currently on Steam’s Early Access.

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Resident Evil Zero Remaster Announced with a Plant http://www.gamingenthusiast.net/news/resident-evil-zero-remaster-announced-with-a-plant/ http://www.gamingenthusiast.net/news/resident-evil-zero-remaster-announced-with-a-plant/#comments Wed, 27 May 2015 02:40:31 +0000 http://www.gamingenthusiast.net/?post_type=news&p=22866

The HD remaster of the original Resident Evil was fairly well-received across the board. It was mostly in the graphics department where the polish and…

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The HD remaster of the original Resident Evil was fairly well-received across the board. It was mostly in the graphics department where the polish and improvements were made, allowing the game to make the leap into the next-generation of PC and console gaming. Now, it is the GameCube original known as Resident Evil Zero that will receive some much-needed pampering.

And, the announcement was done in fitting–yet–weird fashion, with a plant.

In the video, you will notice that Koji Oda (original Resident Evil Zero Director) is now the Director on this project. And, Tsukasa Takenaka (writer involved with previous Resident Evil titles, Producer on Resident Evil: Revelations) is stepping back into the role of Producer. It is comforting to know that there is a lot of history with the game, stemming back to the original GameCube exclusive, all the way up until current-gen titles.

Here is the first and only screen available for the Resident Evil Zero remaster.

Here is the first and only screen available for the Resident Evil Zero remaster.

Resident Evil Zero is looking to launch on the PC, Xbox One, and PlayStation 4. Surprisingly, an Xbox 360 and PlayStation 3 version is also in development. The game is slated for “Early 2016″ for its release.

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