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Telltale’s The Walking Dead: The Final Season: Upon a Sinking Ship

Warning: Major spoilers ahead for The Walking Dead: The Final Season

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As some may be familiar with by now, and as covered on our industry wrap up a bit earlier, Telltale games spectacularly and unexpectedly imploded last year, shuttering the studio and leaving the fate of The Walking Dead series that put them on the map originally in question. It took many by surprise, not the least of which were the developers themselves. In the initial fallout, it was unclear if the series would be finished at all. Two episodes had released prior to the closure, but the future after that was unclear. After a period of uncertainty, Skybound Games (who were creative directors on previous seasons) stepped in to assist and provide an outlet for the core team to finish the latter two episodes.

While we may never quite know the details and what the exact situation was at the studio during its dying days, in its wake there were various accounts floating around from those who did have a front row seat to provide some insight. Based on what emerged from some of that, I argue the final parts of their flagship title can be said to contain some interesting possible parallels to the real-life conditions surrounding its creation.

So, what follows is perhaps emblematic of my patented brand of over-thinking/analyzing (which is my job anyway) but I did notice some striking similarities in many of the interactions and situations in the swansong season to what might very well have actually been happening behind the scenes during and after Telltale’s downfall. Obviously it’s helpful if you’ve played the final season to its conclusion or are least familiar with the main characters and overall story, but even if not, I shall attempt to lay out a broad overview and then make my case. Spoilers ahoy:

The setup for the final season is: Clementine (the original child protagonist, now teenager) and her adopted-by-default (i.e. zombies ate his parents) sidekick/son AJ (age 6 or 7) are trying to find a home and some semblance of safety in the walker-infested world, all while simply struggling to survive day-to-day. Clem is attempting to impart some semblance of a moral code to AJ on top of this via player decisions and discussions with him. During an early bog standard escape sequence in episode 1, the two of them end up stumbling upon a secluded former ‘school for troubled youth’ which is now being operated as a sort of bastion in the wastes by said youth.  

After some perfunctory introductions and the obligatory friendly/mistrustful dichotomy, there is the meandering ‘relationship building’ that inevitably comes along with encountering a new group throughout episode 2. Following that, Chandler’s Law is invoked: raiders show up, kill a character or two, and kidnap some others (one being a possible love interest character.) The remainder of the episode more or less entails the kids squabbling among themselves about how best to go about the rescue mission, with the player as Clem offering her expertise and advice on the details. Eventually a plan is hatched and the stage is set for the daring attempt in the next episode.

Now we arrive at the elements that sparked this think piece. Because of the timing of when episodes 3 and 4 were produced, I argue they encapsulate the possible mindset and mood of the handful of developers, programmers, artists and writers who were thrown the lifeline by Skybound after Telltale’s demise to complete them, which are reflected in the action and setpieces of the story. Clem and co.’s plan is to lead a large herd of walkers to use as cover, sneak onto the raider base (which so happens to be a battered but functional ship sitting in the nearby harbor) and rig it with homemade explosives to cause a big enough ruckus to free their friends.

During the course of the assault however, the team is found, captured, and threatened with conscription into the raider forces. All seems lost and their dreams of a successful reunion are crushed. Clem of course manages a breakout just as the bombs go off, everything goes to hell, and episode 3 culminates with the sabotaged ship exploding and capsizing in the waters, while everyone scatters in the chaos. This moment is the closest mirror in my estimation to the team’s experience. The major characters are left desperately trying to escape a burning, sinking ship, wondering about the fate of their compatriots as well as their own immediate survival. All of this to me is clearly a not-so-subtle metaphor for the studio as it collapsed, and the sense of upheaval its abrupt closure surely must have imparted.   

Episode 4 opens directly in the aftermath, as on the shoreline beyond the ship, the horde of walkers waits to devour Clem and AJ and anyone else caught in its path. This could reasonably be said to represent the mass of fans who clamored for the finish they felt they (mostly) deserved, and/or the scary prospect of having to now find work in an industry notorious for mistreating its employees for the developers. Trapped between a rock and hard place, the duo narrowly manage to evade both perils, only to be confronted with a surviving bandit who proceeds to almost chop off Clem’s leg, slowing their escape down significantly and causing her to (finally) get bitten as she hoists AJ to safety while fleeing.

Battered and in double mortal danger, it looks as if Clem is about to finally succumb to the harsh world she strived so hard and sacrificed so much for to endure to this point. She tells AJ to leave her behind (or optionally shoot her) and to continue to live and survive for her. We then cut to the school, see the surviving kids prospering, and are now controlling AJ as the PC. We wander around the yard, check in with some of them, and are just about ready to accept the fact that Clem’s gone and AJ must continue without her guidance.

Until moments later, when Clem appears alive and well, sporting crutches and an amputated limb. AJ and her sit down together and share a moment of relief about the newfound stability and ostensible permanent home they’ve found. The series ends on a cautious note of hope, with the slow roll reveal of Clem having survived the ordeal and settling into her new position as de factor leader of the school, while AJ embraces his budding maturity, adding a touch of sweet to the bitterness that preceded it. Much like how Skybound swooped in at the eleventh hour and enabled at least some of the Telltale survivors to finish the project, saving it from the fate of going quietly (and undignified) into the night.

As I stated earlier, whether any of the above aspects were intentional, and to what degree, is certainly up for debate and interpretation. But I maintain that if art is indeed in some manner a reflection of the circumstances of its creation, then the examples above serve to provide a sort of conduit, in my perception, to the attitude and experience of the artists who produced it during a time of unease in their lives. In any case, I found it fascinating upon ruminating on it after finishing the final episode, and felt compelled to convey the observation. But for anyone out there who has also played and completed the final season, what do you think? Drop some thoughts and comments if you are so moved. In the meantime, I will remain on the lookout for instances to apply my eager over-analysis to in the coming games on the horizon.        

-Scott Thurlow

Game Developers Choice Awards 2019: Winners

The GDC winners for this year were announced about a week back, and so it’s back to me to check in with my predictions and see how I fared. Let’s just press start and go into it then:

Best Audio:

My pick: Red Dead Redemption 2

GDC: Celeste

Wrong on all fronts to begin with it seems. I had RDR2 or God of War taking this one, although in my brief defense as mentioned in my predictions, I was fairly unfamiliar with a few games on the list, Celeste being one of them. So I can’t say whether it was truly deserved or not, but I will congratulate it, while still saying one last time RDR2’s soundscape is sublime.

Best Debut:

My pick: Florence

GDC: Florence

A sort of default win for me, since I didn’t actually play any of the titles on the debut list this year, but had heard significant buzz/praise for Florence at the time of the nominees announcement, and so gave it the best odds to win purely based on that. Hopefully this coming year I’ll be able to check out more new/fresh releases and have more insight when 2020’s GDC rolls around.

Best Design

My pick: Into the Breach*

GDC: Into the Breach

Another backdoor-ish victory. Though I had assessed it might be a struggle between the three big AAA heavyweights; Spider-Man, God of War and RDR2, I did also state that Intro the Breach has a chance based on the high praise it received regarding design in the turn-based strategy sector, so I’ll count one for me, and give it the credit it seems it earned.

Innovation Award

My pick: Return of the Obra Dinn

GDC: Nintendo Labo

Not too sure how to feel about this. Obviously I missed the mark, but I’ve always had reservations about Nintendo’s Labo initiative. Not that I’m vehemently against it, it’s just that attaching a bunch of cardboard gewgaws to a controller etc. seemed odd to me as an idea for a “game.” But apparently it was fun/interesting enough to the community to win here. Although my pick Obra Dinn did take down…

Best Narrative

My pick: Spider-Man

GDC: Return of the Obra Dinn

This was a tough one, as I wanted Obra Dinn to be recognized for sure, just perhaps in a slightly different spot. Still, I’m not upset by any means it nabbed the nod here. Spider-Man might have been my personal choice, but Obra Dinn is a worthy pick and I still recommend checking it out. That only leaves us with…

Game of the Year

My pick: God of War

GDC: God of War 

At least my winning streak continues when calling GOTY, and really I don’t see any other choice but to put the masterful new iteration of the journey of Kratos (and his boy) in the top spot of the year. The GDC correctly agreed and of all the titles in this year’s running, this one was the most deserving of the recognition and heaps of praise it garnered. It is truly a milestone in modern games, and if there is any small sliver of positivity in the industry, it’s that more games will take notes from God of War and push themselves to the heights that it did. 

That about wraps-up the GDC 2019 winners. You can check out our own picks and thoughts on best (and not best) games of 2018 here. See you in 2020 for the next round of awards. 

 

Resident Evil 2 Remake: That RE You Like Has Come Back in Style

Already in this new year I find myself having a bout of déjà vu, in a good way. Back in early February of 2017, I wrote a piece on Resident Evil 7 and how it had, in my opinion, achieved a much-needed revitalization of the long-standing survival horror franchise. It sold quite well and was acclaimed by both reviewers and the fanbase. Following on the heels of that success, now almost exactly two years later, the 2019 remake of Resident Evil 2 has already shipped 3 million copies in its first week (and counting) and is garnering equal if not higher praise than RE7. I thus am in turn compelled to add onto the laurels lavished upon Capcom, and how they resurrected and reimagined such a well-known and beloved title.

I had been enthusiastically looking forward to the RE2 remake since it was announced. You see, the 1998 original is one of my all-time favorite titles, my first foray into the series and real exposure to the genre during my tender teenage years. RE2 was the game that showed me that the medium could be scary, gory, nerve-wracking and intense while containing at least a solid story framework, if not the most well-written. Indeed, the campiness of some of its elements was always part of its charm, especially with the more limited and rudimentary cutscenes/acting for the era, but it contained real horror as well; mainly due to the mechanics of managing resources against increasingly bizarre and difficult enemies (and more of them as you progressed) combined with the iconic fixed camera angle style, trying to solve oddly themed puzzles while knowing danger and death were always lurking around every new corner, and even some old ones.

RE2 kept you on your toes every step of the way, so that the moment you let your guard down for a second could mean the end. It also had the novelty of having multiple characters and storylines that intersected and overlapped, creating a much bigger tale than what it seemed on the surface. And the music, the goddamned incredible music my friends, added such a haunting layer to the already nail-biting atmosphere. The point is, I fell in love with and played the shit out of that game, even though I was never quite able to finish all the scenarios back then. Noob, I know, but it didn’t stop me from trying and retrying Leon A/Claire B and vise versa.

Fast forward to today, and although it’s been over 20 years at this point since I touched the original, the underlying feeling it imparted to my gaming sensibilities is hard to overstate. RE2 literally changed the way I viewed games and introduced me to a whole new side of them. It was the genesis for my predilection for horror games in general. I have to give RE2 all the credit it deserves for its impact both personally to me and to video gaming as a whole. So it was with more than a little excitement that I knew the remake would be the first game I played in 2019. And holy hell, is it just as good if not better than ever.

Before I go into specifics, I must state that this is what a ‘remake’ should be. A new bar has been set which all other remakes/remasters/what-have-you should and will likely be measured against. RE2 takes everything at the core that worked in the original, and updates/reinvents them to play and feel like a polished and slick as fresh blood modern horror title. It is the opposite of a lazy and cheap reskin, slapped together for some quick cash, and truly does the original justice. RE2 is a game that can equally be enjoyed by newcomers and longtime fans alike, as it feels both familiar and fresh in all the best ways. With that, allow me to touch some of the things it does to achieve this, but be aware, that may entail possible spoilers…

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Firstly, as mentioned above, what often made the original so unsettling was the fact that the camera angles served to heighten the fight-or-flight response provoked when encountering enemies upon initially entering an area. For the remake, the style was switched to a more RE4/standard third-person over the shoulder view. This works wonderfully since the cramped, tight corridors, hallways, stairwells etc. are perhaps more claustrophobic than previously because of it. RE2 manages to recreate the classic dreadful uncertainty without sacrificing playability/visibility. The mix of lighting/shadows alongside the superb sound design (which of course is a hallmark of any great horror) is an absolute masterpiece. Creeping cautiously around barely-lit corners, shining the small cone of your flashlight to catch a glimpse of a licker (the skinned-alive-looking exposed-brain-for-a-head-and-no-eyes-creatures) or hearing the menacing click-clack of its claws as it crawls along the walls is just as heart-pounding as it was in 1998. With the benefit of modern gen graphics/animation, it’s all the more unnatural and terrifying.

In fact, even the ‘bog standard’ zombies are a credible threat, again due to their design. They have a stilted, unpredictable movement pattern which in turn creates fantastically harrowing moments when trying to either combat or flee from them. Headshots don’t instantly drop them either, they’ll take a few bullets to the dome to even stagger and usually more on top of that to put down for good. Or you could always try some targeted dismemberment to incapacitate them, though this has risks of its own…and even if you think you have permanently dealt with them, creating a safe passage or clearing out a room, that still isn’t a guarantee. It’s again incredibly effective for preventing a sense of safety or complacency in the player. While it can sometimes seem unduly punishing, I assure you it isn’t actually unfair. If you stay alert and careful, it is completely doable, and they can reasonably be dealt with throughout. Just don’t get cocky, kid, as they can easily overwhelm a heedless player.  

Another aspect that’s been kept but modernized to a degree is the extent of puzzle solving/item-acquiring to advance through the main landscape of the police department and areas beyond. One of the more famous features is that in universe, the setting of the Raccoon Police Dept. was converted from an old museum, thus explaining why there is such a preponderance of ancient art/relic related baubles to collect, combine, and shove into various receptacles to open up the next section. It may seem to be a bit of an artifact of older game design, but it still works well in the remake, and since they are now parsed down a bit/made less obtuse, it doesn’t feel as much of an annoying slog and backtracking fest as it once could’ve. Integrated into that is a new map system that shows clearly what areas have been looted fully and what items are left to collect in each and every room.  

Those are a few of the major highlights regarding the positive changes in direction and design contained in the remake. In general, the main beats of the original Leon/Claire storylines are kept in, (locations, character encounters, boss fights etc.) however the remake does slightly shift exactly when they occur as well as streamlining them into two full campaigns vs. four, in addition to throwing in a few completely new inclusions/surprises. Though there are only slight changeups in the interactions and timing once you’ve seen the entire story from the intial A/B perspectives, it’s still possible to play the reverse order. Finally on top of that, the classic challenges like obtaining high grade rankings and other unlockables/mini modes all here intact, which adds to the replay factor. (Personal note: I’m attempting to platinum trophy this one, and nowadays any game that entices me to do that has earned high marks indeed.)

If there are nitpicks to be had, I would say perhaps a few instances of the boss fights in particular can have an archaic feel, specifically in terms of the size of the arena/enemy versus the player, but again once you get a handle on it, it’s not all that egregious. My other complaint is mostly due to the extra content that could’ve been included in the base game but instead is being sold separately as microtransactions (or is packaged with the deluxe edition.) While I admit I shelled out an extra three bucks to install the original score and effects, the new remixed versions are pretty great unto themselves. But, I fell prey to my nostalgia, and wanted to hear those eerie chords from so long ago reverberate through the station. As I said, small things in the grand scheme, but as a quick PSA for anyone out there on the fence or considering which version to get.

All in all, I maintain RE2 stands as one of the best survival horror games ever made, and the remake definitively proves that. It recaptures everything that was great about it 20 years ago, and updates the obsolete elements to be in line with the highest standards and expectations of the current generation. No matter your history (or lack thereof) with it, RE2 is a true treat either to return to or to experience now for the first time. It is a must-play for any fan of the genre. Here’s to hoping Capcom can keep up this momentum (and if the rumors are true, they are working on remaking RE3: Nemesis next.) Until then, I’ll see you in the ruins of Raccoon City, and watch out for Mr. X.

-Scott Thurlow

The Game Awards 2018

This year’s Game Awards have just come and gone, and so it is time of course to insert my thoughts about the nominees and winners, in some of the categories of main interest to me at least. As usual, my standard disclaimer of I played what I was able to play stands, but will of course comment on other titles I’m at least familiar with, even if I wasn’t able to get hands-on time checking out. The full list of nominees and winners for all categories is available here over at the official site.

So let’s start as normal with game of the year and work down. The picks in this category were much stronger I thought than some previous years’. There was some very tight competition among the titles and I happened to play 4 out of the 6 total (For full disclosure these were: God of War, Spider-Man, Assassin’s Creed: Odyssey, and Red Dead Redemption 2.) I might as well mention here too that a good chunk of these titles shared nominations across a number of the other categories, making it a bit tough in general to decide which ones deserved the win within each specific category and/or how far the mileage goes to saying the same ones deserved multiple spots. All that said, let’s dive in:

Game of the Year
My Pick: God of War
Winner: God of War

As I said, a tight race, many of my close associates thought I would put Red Dead Redemption 2 sight unseen here, but (in what may be its own article later) I had my issues with it, specifically regarding a number of its mechanics. Spider-Man was a very strong contender, but in the end God of War edges them both out, as it was the most complete package overall, merging story and gameplay masterfully, and here is rightly recognized by the Awards for its achievement in that.

Best Game Direction
My Pick: Red Dead Redemption 2
Winner: God of War

The caveat that game of year and this category are essentially one and the same largely remains, as evidenced by God of War taking both. But in this case I would’ve actually given it to RDR2. Rockstar has always had stellar production value and the argument that their games, or at least many of the scenes, are directed on the caliber of Hollywood movies absolutely holds true in this instance. Without going into spoilers, that also bleeds over into plot, which as mentioned in the introduction, then itself bleeds over into narrative! But in any case, it would be my personal pick here, while Spider-Man and God of War would be the close runners-up.

Best Narrative
My Pick: Spider-Man
Winner: Red Dead Redemption 2

Another struggle to pick a clear winner, as there are certainly cases to be made for all. Detroit: Become Human was a noble effort, but I felt fell a little flat in its presentation and wasn’t as nuanced as it could’ve been in spots, particularly regarding its lofty attempts at analogous contemporary themes, and thus loses some of its impact story-wise. My instinctual reaction was, and still is, to hand this one to Spider-Man since it unfolded as a great original story; remaining true to all the characters and circumstances that are familiar to fans, while also being quite accessible to those who aren’t as versed in the lore. It was as good (or better) as some of the best Spider-Man tales, comic or otherwise, and that I think is the main reason it should get this spot. This time, RDR2 and God of War battle it out for a photo-finish second place, and thus I have no complaint with RDR2 winning here.

Best Art Direction
My Pick: Return of the Obra Dinn
Winner: Return of the Obra Dinn

Bit of an odd duck category, as the question probably is: what’s the difference between this and direction as a whole? My answer usually points to the aesthetics if not graphical quality of a game, versus its overall design. Given that, I’m initially tempted to give it to AC Odyssey, as while the world of ancient Greece was gorgeously realized, (not to say the worlds in the others weren’t quite beautiful, or at least fitting as well) I think the uniqueness of Return of the Obra Dinn shouldn’t be overlooked, and do check it out if you can, as it’s one of the most intriguing styles I’ve seen recently; and it seems The Game Awards (obviously correctly) agrees.

Best Soundtrack/Score
My Pick: Red Dead Redemption 2 (Woody Jackson and Daniel Lanois)
Winner: Red Dead Redemption 2 (Woody Jackson and Daniel Lanois)

Apologies to keep repeating this, but it’s an inescapable fact that any one of the titles could have taken home a win here. Bear McCreary’s work is well-known in this and other media, and the epic Nordic inspired score for God of War was fantastic. Similarly, the version of adrenaline pumping orchestral sweepings in Spider-Man by John Paesano added a lot to the feeling of inhabiting the world and being the character. Yet I think it’s the alternating badass and mournful Western/country tunes from Woody Jackson and Daniel Lanois in RDR2 that truly match the nature of the setting, seamlessly conveying the outlaws vs. lawmen mood, along with the highs and lows of the story throughout its entirety. I’ll mark this a double-kill, as the outlet and I agree here too.

Best Performance
My Pick: Melissanthi Mahut– Kassandra in AC: Odyssey
Winner: Roger Clark– Arthur Morgan in Red Dead Redemption 2

Again, I wish all of these voice actors were officially recognized because every one of them turned in an amazing performance. Yuri Lowenthal as Peter Parker was natural and convincing as hell, while Christopher Judge’s older and (somewhat) more reserved Kratos displayed both the authority central to the character and a vulnerability not previously present in his personality. Forced to pick though, I would have to hand it to Melissanthi Mahut as Kassandra in AC: Odyssey for the range and charm she brought, whether in serious moments of the plot or in more light-hearted/romantic portions, as it really went a long way to making her one of the best protagonists in the series to date. Roger Clark’s Arthur Morgan as the actual winner is perfectly fine, as his role as the character is multi-faceted and praiseworthy indeed.

Best Indie Game
My Pick: Return of the Obra Dinn
Winner: Celeste

Unfortunately I wasn’t able to play many of these this year, as the major AAA titles took up the lion’s share of my gaming time. But from what I’ve gathered of each, it seems Dead Cells was highly regarded as new entry in the Metroidvania genre, while Into the Breach was touted as an equally well-done tactical turn-based strategy title. So admittedly by default, my limited pick is Obra Dinn, which combined its aforementioned striking art style with a murder mystery/detective puzzler. Kudos to Lucas Pope (whose prior title was Papers, Please in case anyone forgot) for delivering another quirky but quality indie game. Since I’m not very familiar with the real winner, Celeste, I’ll simply congratulate it and move on.

Best Action
My Pick: Far Cry 5
Winner: Dead Cells

No interest in Destiny or CoD (who were among the nominees) for years, but I do still enjoy the Far Cry franchise, and quite liked 5 (despite some story shortcomings as I laid out in an earlier post.) Dead Cells being the actual winner leaves me sort of neutral; it’s fine I suppose, congrats to it as well and maybe when/if I get some more free time I’ll give it a go.

Best Action/Adventure
My Pick: God of War
Winner: God of War

I will keep saying this until The Game Awards and perhaps pundits besides myself in general do something about it: I think having separate categories for “Action” and “Action/Adventure” is a completely absurd, if not meaningless distinction. However, as they insist upon the separation, it was between AC: Odyssey and God of War, and to maintain some shred of integrity, I’ll go with God of War, since I already claimed it as game of year. So chalk up another alignment between myself and the Awards, which I’m satisfied with.

Best RPG
My Pick: Pillars of Eternity II: Deadfire
Winner: Monster Hunter: World

Woefully, I was unable to get to any of the major RPGs this year (debuff on me, I know I know.) Monster Hunter: World was hugely popular, critically and commercially, although a title I personally wasn’t interested in, but it looks like everyone else loved it enough to hand it the spot here. So to cop out, and because of familiarity with the developer and cast involved, I will lame-duck hand it to Pillars of Eternity II: Deadfire; a title which I very much wish to play, and will hopefully carve out some time in the next year to do so.

So there we are, another year, another award showcase complete. Overall I’m mainly content with how it went down, some very deserving titles earned their wins, and for one final time I’ll reiterate that many could’ve easily swapped spots and still would’ve been fine. The GDC awards should be coming up next, so keep an eye out for that and my obligatory armchair analysis. Until then my friends,

-Scott Thurlow

Far Cry 5: Big Bombast, Scant Soul

[Contains spoilers]

 

Far Cry 5 was born in controversy long before it was released. The original promo art caused a bit of a stir and was accused of both provoking and encouraging some kind of vague alt-right sentiment and/or being an indictment on the state of American society. This backlash against it died down pretty quickly in the aftermath (as such things often do) and was mostly forgotten by the time it actually did release, a few weeks back. Having recently completed the campaign of FC5, the first thought that comes to mind is–if only it was indeed intending to tackle and sustain such a thorny and timely topic on any but the broadest of lines. Now that I’ve experienced it firsthand, I have a number of items to discuss, so let’s pile into the pickup and get to it.
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Game Developers Choice Awards 2018: Winners

So this year’s GDC Awards have come and gone, and the winners have been posted. I’m a little late to the game this year, as we’ve been busy at TLS with some redesigns and remodeling etc (on this very site) some of which are still in progress. Still, I would be remiss if I didn’t look back and compare/contrast my predictions with which games took home what awards. With that said, let’s go down the list and see once again how my K/D ratio played out.

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Game Developers Choice Awards 2018: Nominees

It’s been exactly a year and the GDC Awards have announced their latest nominees. In what is probably now a tradition, I’m going to comb through the list and pick out a few categories and entries that lay within my particular myopic games purview.

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Star Wars: The Last Jedi: A Meta Metaphor

[major spoilers ahead]

The Last Jedi hit theaters this past weekend, and inevitably the tidal wave of opinions, reactions and rants washed over this galaxy, ranging from the usual ‘best since the original’ to ‘sucks worse than ever’ and all shades between. Read More

Star Wars Battlefront II Beta: The Good, The Bad, The Sarlaac

The early access beta for Battlefront II just ended yesterday (after EA somewhat surreptitiously extended it by two more days) and after pouring a number of hours into it, I return from a galaxy far far away to give my initial impressions and thoughts on what was teased.

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2017 Summer Games Drought Wrap Up

It’s the heart of summer, the time when traditionally as the temperature rises, so does my desire to cloister myself away in a cold room playing games, while conversely the number of major releases trickles and dries up to match the scorched earth outside. So, in that spirit I’m going to cover a handful of titles that I’ve been playing since this effect kicked in and give my overall impressions etc. of them. [Slight spoilers ahead]

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