Tag Archives: thoughts

Diablog: Dead Island.

Something that separates games from most other media is the effort put into adverts – game trailers are almost universally unmemorable, and so when Dead Island came out with this catchy, speed-switching… thing, the world sat up and noticed. The trailer was either incredibly cynical or just incredible depending on who you talked to, but it seemed to promise a different take on the zombie genre; one that was less arcade slaughter of undead hordes and which instead focused on it as a bleak and brutal battle for simple survival. It hinted at an emphasis on close and personal combat, improvised weaponry, and terror-induced flight, and looked like it might – might – be the first zombie FPS to do it as a true survival horror rather than treating its undead menagerie as just another set of monsters to be shot in the face.

Then Dead Island was actually released, and… uh, yeah. It really didn’t.

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Thoughts: Tiberian Twilight.

This may end up being slightly incoherent. This is partly due to the fact that I’m writing this at two in the morning on sod-all sleep, but mainly it’s because Tiberian Twilight makes me so angry that it’s kind of hard to think straight.

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Thoughts: Endless Space.

This review is going to contain several comparisons to Master of Orion 2. Some of them will be good. A lot of them will be bad. The fact that I’m making the comparison at all speaks rather favourably of Endless Space’s quality. However, while it does nail the space empire game far better than any title since MoO 2, it’s still riddled with a number of flaws which drag it down and serve to blunt its effort to usurp the space 4X crown.

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Diablog: Bioshock 2.

After the last diablog was so rapturously received (by which I mean three people said they liked it) Jim and I decided to team up to review another game we’d both been playing recently: Bioshock 2.

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Thoughts: Gods And Kings.

Gods and Kings is the expansion pack to the much-maligned Civilization V, and it does something I thought impossible: it makes it into a good game.

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Thoughts: Spore.

Maxis games have always been a little bit frothy. They’re very up front about the fact that they are games, to the point where they had this as their company ident circa SimCity 2000. “Software toys” sums up Maxis games perfectly for me; they are almost universally open-ended sandbox designs where you’re set loose in a virtual playground to do what you will with the systems Maxis have provided, and they’re presented with a thick layer of light-hearted frothiness to encourage you to have fun. What made Maxis games so successful – up until this point – was the fact that that layer of froth usually concealed a deep and comprehensive game experience lurking beneath. I’ve invested dozens of hours in the various SimCities connecting up plumbing and worrying about my education budget, and even the unapologetic virtual dollhouse of the Sims is surprisingly complex for what it is. They may be frothy, but they are not shallow.

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