If you liked Braid, you’ll probably enjoy The Bridge. It is not by the same creative team, but in terms of mechanics, aesthetics, and structure, it may as well be called Braid 2: the Braidening, Braid Strikes Back.
I’m hurtling down a country highway in an old, beat up station wagon; a pack of ravenous undead cling to the outside and try to claw their way in, all while the vehicle is engulfed in flames. They break in and quickly rip out this poor survivor; the car rolls into a tree, a blazing inferno. Four, five, six, maybe more of the “reanimated” pounce on the driver – this is not Ed Jones’ day. Suddenly, a bright and glorious flash of orange incinerates the attackers granting them their second death. Ed stands up – he still has two legs to do so – and surveys the wreckage: what was seconds ago his coffin on wheels, now his saviour. He’s nowhere near unscathed, but he’s still breathing and that counts. Time to head home.
This is just one of an infinite possibility of harrowing scenarios in Trumball Valley.
State of Decay might just be the Zombocalypse game you didn’t know you were waiting for.
Or, XCOM: Enemy GETS TO MOVE DURING MY TURN
Or, XCOM: Enemy CAN BE HEADSHOT OUT OF SIGHT THROUGH A CAR WITH AN 88% CHANCE TO HIT
Or, XCOM: Enemy IS LESS DANGEROUS THAN MY OWN PANICKED SOLDIERS
“No,” is my guess.
I’m as guilty as the next fan of speculating unfairly about things, though I’ve tried – hard – to withhold judgment on Eidos Montreal’s upcoming Thief. It hasn’t been easy, and I haven’t been wholly successful. But I remind myself that this studio also gave us the workmanlike but excellent Deus Ex: Human Revolution, and I feel a little better. “Teams” and “studios” aren’t the same thing, though, and so far there’s been little evidence that the development team behind Thief understands the franchise they’re working with to the degree that the Deus Ex folks understood theirs.
Maybe this is a curse of third Batman things: Arkham Origins is to the Arkham series what The Dark Knight Rises is to Christopher Nolan’s trilogy: the biggest, but probably the weakest, of a series of very good things. Arkham Origins is objectively a pretty good game, but that mostly comes from what it preserves from its predecessors, because it makes very few attempts at expanding that formula.
Happy Halloween, Tap-Repeatedly!
Time for the news.
This weekend I’m going to be participating in the Extra Life game charity drive. I’m playing games for 25 hours as part of the Schell Games team, benefiting the Children’s Hospital of Pittsburgh. I hope you will consider donating to my page here! I’m getting closer to my goal and every extra bit helps kids.
The Stanley Parable is a game about branching narrative structures in games. Well, except I talked to Davey Wreden for a bit at Indiecade last year, and he said it’s not really about that. But the game is pretty sarcastic, unless it’s very sincerely telling you something about how it feels about branching choices in games, so maybe I misinterpreted that conversation, or maybe Wreden was just pulling my leg.
The Stanley Parable is a game about pulling my leg.
After playing a bit of Heavy Rain, I would often get on my phone and call a friend who was playing it at the same time. After verifying how far in we were (speaking in vague terms, so as not to spoil anything), we ravenously compared notes on the latest choices we’d made, why, and what happened as a result. (“How did you cut off your finger?”) I was nearly as excited to find out what my friends had done differently as I was to progress further in the game. It’s an urge I get most any time I’ve gotten through a game that confronts me with a meaningful decision.
Beyond: Two Souls never once provoked this feeling in me.
Have you ever had a dream, Neo, you were so sure was real? What if you were unable to wake from that dream? How could you distinguish between the dream world and the real world?
Most children have a monster or two – under the bed, in the closet. One of mine lurked in the huge attic fan that cooled our home during the Time Before Air Conditioning. I never walked underneath when the slats were open. The creature was up there, perched above the rumbling mechanism. Go under and it might drop down and bury its claws in you. It could pass right through the spinning blades. I knew this. But I never saw it. Because there are no fan-monsters.
As I’ve mentioned a few times my PS3 is a relatively recent acquisition, and so I missed on some otherwise must-have exclusives during their launch windows. In honor of the release of Beyond: Two Souls this week, I decided to skip it for now and instead fire up its spiritual predecessor, Heavy Rain.
I thought I might not have much to say about Heavy Rain, but it had me at “Press Start,” and not actually in a good way.