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When I was growing up in Charlotte, NC I grew up within spitting distance of an amusement park called Carowinds. To this day, I remember being dropped off by my parents at 11 or 12 years of age for a fun day at the park (which is pretty much unheard of these days). I always thought it was neat because there was a place in the park where I could be in North Carolina and South Carolina at the same time. It never bothered me that I was by myself. These days, I'd probably be scooped up by park security or some creepy guy in a white van. Which leads to our game review today, The Park. Somehow, I don't think this experience is going to be quite as fun (and probably will include a van and a creepy guy too).

During the 31 Nights of Terror, we here at Upcomingdiscs.com always like to do something a little different. Lots of other sites could sit here and write an essay on why Silent Hill is the greatest horror movie of all time...wait what? I was supposed to say Psycho or The Exorcist? Hrmmm, that's funny, I could have sworn I wrote it right for my notes. There has to be a reason, or it could be a fancy way of saying this 31 Nights of Terror, your favorite author's posts (That's me) will be focused on scary games rather than scary movies. The first such game is Oxenfree, we'll call it a ghost tale. And by the way, the original Silent Hill movie was quite awesome, seriously.

When a company decides to adapt a made for pc game into something a console can play, it can either become a nightmare or something very rewarding. It simply is not a game of system requirements but rather adapting a keyboard layout and game play into something that allows for more bite sized morsels. But at the same time, one cannot produce a dumbed-down game and must pay homage to the classic. After years, I think we might have one of the very few games that has underwent this transformation and done it fantastically. Enter XCOM: Enemy Unknown.

The first thing the player will find themselves doing upon entering the game along with other options is changing the gamma setting on this game. In some cases, players such as me will be placing the cursor pretty close to the right. This game is very dark in theme and graphics and regardless of whether you advance the gamma meter towards the right or not, the player will always be looking towards the inevitable darkness.

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.

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.

“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.

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.

The sandbox style of games is a rather recent genre when compared to many of the old standbys. We could argue that the idea started as far back as Metroid or Legend of Zelda from the mid 1980’s. However, it was not popularized as a grand concept until the birth of Grand Theft Auto III. Since then, it seems that every time you turn around, you are presented with a new game in the open world. Enter Mafia II, a gritty game set in the 1940’s showing the ugly side of the mafia underworld. Can Vito and Joe set their sandbox apart?

The video for this game is widescreen and capable of 1080p resolution. Empire Bay is a dark place reminiscent of major cities in the time period. It is alive and full of people and there is much to see. Many of the buildings appear to be in bad shape and you can see details of the decomposition. You recognize life is brutal every which way you turn as the snow covers the landscape. The landscape is truly gorgeous and feels authentic.

People rarely look for depth when it comes to games released on Xbox Live Arcade. This method of gaming mostly sees games that are puzzlers, recreations of once forgotten gems and the occasional sports diversion. A better word for these type of games: time wasters. However, most players wanted something more than a dumping ground for the newest falling block game, they wanted an awesome game in a small package at a thrifty price. Little do they know then that the people at Chair Entertainment have responded to that call and provided us with a game called Shadow Complex.

This could be one of the very few kinks in the armor. Since Shadow Complex is modeled after games like Super Metroid or Castlevania: Symphony of the Night, it is also made to look like those games but with HD rendering and some fancy paint. The game on a whole looks very good. However, certain areas are so dark (even with a flashlight), that sometimes you have no idea what is going on.

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.