Posted in: Game Reviews by Michael Durr on October 14th, 2012
Rarely in my video game reviewing do I get the popular game. I seem to gravitate more towards the forgotten gem or the niche cult hit. I do not mind it of course, it has lead me to discover many awesome smaller games such as the Darkness or Mafia II. However, today the story is different. In my hands is a contender for the game of the year. A game that blends first person shooters with role playing and enough loot to make a Diablo player blush. The game happens to be the Gearbox Software smash, Borderlands 2.
The first thing you will notice dropping into the world of Pandora is the cell-shaded environment. Admittedly, I was not in love with the graphics on first sight. I thought that the frozen wastelands was not all that impressive. However, once I found my way out of the ice and the snow, like Sanctuary for example, I noticed a more lush world full of color and details. It almost acted as a reward for those who finally worked their way out of the starting zone.
Posted in: Game Reviews by Michael Durr on February 29th, 2012
The quickest way I know for me to like a game is to give it a strong story. Games like Bioshock, Mafia and Skyrim succeed based on the fact that they provide entertaining and engaging stories. The player wants to unravel the mystery, take down that crime family, and slay that dragon because the story compels them to do so. This time around, we look at the game of the Darkness II, which takes a look at the story of Jackie Estacado and his ever going battle with the demon simply known as the Darkness.
For a game that participates so much in a dark setting, one might think that things such as detail might be tucked away and hardly ever seen. That could not be further from the truth. This game blends light and dark elements almost seamlessly. It is fairly easy for example to tell the difference between a dimly lit street light and by the same token, a large spotlight that Jackie needs to avoid.
Posted in: Disc Reviews by Michael Durr on October 23rd, 2011
When these 31 Nights of Terror started, I was pretty much set on spending time with both Condemned: Criminal Origins and the sequel Condemned 2: Bloodshot. As I got farther into researching the first adventure, I realized I rather keep on writing with the same material. There was certainly more story to tell and furthermore I liked what I was writing. Hopefully, you as the audience enjoyed it too. So here we go with the second part. Ethan's story has only begun.
Before I go ahead and continue with Part two, I do want to spend a few words on what I did with Part One. If you have not read it, please step back for a second and go back to Part One. Most will notice that for the most part, I followed the dialog word for word. However, I removed one character entirely. Lieutenant Rosa. Or as I like to call her, the cell phone character. Throughout the game, she analyzes crime scene data and gives Ethan all sorts of information. She was very much the epitome of a character created for a game. In a book or movie context, her role would be significantly reduced or perhaps even eliminated.
Posted in: Random Fun by Michael Durr on October 17th, 2011
Perhaps it is a cliché for a lot of review writers on here to aspire to be “published writers”. To go beyond the webpages that we put out two and three times a week (and in case of some hard working site owners and webmasters, two to three times daily) and produce a physical, published book. For many of us, it is a dream that we wish we could make a reality. Personally, I have had that dream for over twenty years and after hardships, setbacks and general depression, I find myself in a place where I finally feel I can write. Hopefully in these pages, we can consider this another step towards that fulfillment.
Let me step back and briefly describe what the next three thousand words are going to be like before I plunge in. This is my attempt to put a video game in print. I am describing the situations and bringing words to life about feelings and thoughts from the playing the video game on the screen. I assure you that there is no plagiarizing here except pieces of dialogue that flow from the game itself. To be honest, this is a piece of fan fiction about a game that is incredibly rich with story and intrigue.
Posted in: Game Reviews by Michael Durr on June 29th, 2011
“Hail to the King, baby.” That phrase through the years has escaped my lips on plenty of occasions. Most of the time, it has also ended by me being pushed onto the floor with a blanket and pillow and/or the eruption of laughter. Since Duke Nukem 3d debuted in 1996, I have always found new and not so appropriate situations to spew his catchphrases. Fifteen years later, nothing has changed, I still speak the Duke and I am still waiting for Duke Nukem Forever. Well today I shall wait no more.
When development for Duke Nukem Forever largely came about, the Playstation 2 and Xbox combination were ruling the console airways. As a result, this game looks straight out of that era with dated graphics that at best could be labeled as an early Xbox 360 first person shooter. The video is fairly rudimentary and detail can be found to be severely lacking or blurry.
Posted in: 1 - 8 players, 2k Games, First Person Shooter, News and Opinions, Random Fun, Xbox 360 by Michael Durr on October 29th, 2010
Hopefully most of you enjoyed my experience of the first Bioshock game a couple of weeks back. Truth is, I’m still playing the first Bioshock, it is getting regular rotation with NBA 2k11 and Lego Rock Band. But, in an attempt to completely confuse myself, I decided to go ahead and tackle the sequel with only paper knowledge of the ending. This should go over as well as my first marriage. With only slightly less bloodshed.
Posted in: 1 player, 2k Games, First Person Shooter, News and Opinions, Random Fun, Xbox 360 by Michael Durr on October 15th, 2010
Most people have figured out by reading my reviews, columns and other assorted passages of bloggery that I'm wired a little bit different. Most people wouldn't have the guts (or foolishness) to write a gaming column for four years on a site that is dominated by movie reviews. Contrary to many other review writers, I am interested in the story rather than the technical specs. It's no wonder that last year's 31 days of Horror, I wrote a rather long review on The Thing without even touching any information about the dvd or blu-ray release.
This Halloween spectacular I decided to go back to my gaming roots. As one might expect, I have a long list of games that I've bought and never touched. Two of those games were Bioshock 1 and 2. Games that are known for their attention to detail and deliver a frightening punch in the storyline. However, I knew in my heart after playing the first Bioshock for about twenty minutes that there was no way I could write a traditional review.
Posted in: Game Reviews by Michael Durr on June 15th, 2009
It was the summer of 1993, this little review writer was on his way to college for the first time. Among the many things I took to college with me, one of them was a computer. The computer was top of the line at the time; a 486-33mhz processor chip and an 170 meg hard drive. I said meg. Windows 3.1/Dos 6.22 was the OS combination and it had one game on it besides Solitaire. A shareware copy of Wolfenstein 3d. The game had actually been already out for a year but it was a popular game and on my pc as included software. Upon entering college, I played that game for hours and the hours turned into days. I would eventually buy the full copy of the game along with level editors and various mods. Thru the years, I have revisited the game on consoles and again on PC. Xbox Live Arcade out of the blue decided to release a port of the PC game and encourage me to play the adventures of BJ Blazkowicz once again. I’m glad they did.
It’s hard to believe that these graphics are over 15 years old for the most part. Sure, they redid parts of the title menu to make it Xbox Live friendly and added a few minor details, but it’s the same PC port brought over for the Xbox 360. Colors do seem a bit dated and there is that familiar clipping every so often, but it’s fairly easy to tell what is going on and they actually seem to move a lot cleaner and precise than on my 486. One could hope for an HD remake (or a port over of the 3do version), but this is one of the times I’m glad they didn’t.
Posted in: Game Reviews by Michael Durr on June 13th, 2009
The original Cellfactor was actually a technical demo published back in 2006 by Immersion Games. It was made for the Ageia Physx series of cards which later became a part of NVidia. This demo showed off things we in the first person shooter community took for granted, barrels and boxes. Barrels and boxes have long been staples in games for doing absolutely nothing but existing (occasionally a barrel might explode but that’s it). Thru this demo, your character could use his psychic powers to throw the items and watch as they interact with the environment. Then with help from Timeline Interactive, a PC game was produced in May 2007, available free to people who would visit their website. A couple of years later, they decided to make a Live Arcade game for the Xbox 360 using similar technology. Thus we have Cellfactor: Psychokinetic Wars. Eight hundred points later, it was worth the wait & the Live currency.
As mentioned in the above paragraph, the actual engine for this game has been around for a long time. This was a technical demo that was made to show off the graphics power for a series of PC cards. Then they went and got published with UBISoft (very well known for Unreal Tournament) and turned it into a heck of a graphical experience. Your character will fly around and the scenery compensates very well. There are minor graphical issues but nothing I felt that could be described as distracting. The seven maps included are fairly diverse and each show a wide array of color choices and palettes.
Posted in: Game Reviews by Michael Durr on November 24th, 2008
The original Fallout 3 was held in the firm hands of Interplay Entertainment under the working title of Van Buren. Developed by Black Isle Studios, that title never saw the light of the day when Interplay Entertainment went bankrupt and laid off the entire PC development team in late 2003. In 2007, Interplay sold the rights to the Fallout franchise to Bethesda who had developed the popular Elder Scrolls series. Bethesda scrapped the original code and worked on the project from scratch. It paid homage to many Fallout concepts and Fallout 3 saw gold in 2008. It was a long five years between the layoff of the original creators and the company who ultimately got the right to release the game. Was it worth the wait?
Graphics
The first thing that might strike you in the graphics department when you play Fallout 3 is that one never realized there are so many different shades of bleak. Shades of grey, black, brown & white are very prevalent here. But the good news is that the graphics are extremely detailed. People are easily seen and the darkness can sometimes be your best friend. The animation on a clean head shot and having the head roll down the hallway is one of the most satisfying pieces of graphic footage I’ve seen in a long time. My only real complaint is that once you get into the vast wasteland, the graphics while great tend to blend together into one continuous rock quarry.