Monday, 26 May 2014

Silent Hill HD Collection: One of the Worst Games Ever Made?

The Silent Hill HD collection should be treated like what Atari. Inc did to the game E.T the Extra Terrestrial -bury the copies in the desert-

If you're one of the people who read the review on IGN, this was their summary for it.







Yes they are.


Silent Hill HD -brought to you instead by the craptastic HiJinkx studio- is comprised of only two games. Silent Hill 2 (which includes the born from a wish scenario), and Silent Hill 3.

Out of the six games that could have been done in HD these were the only two chosen. Most of the fans -myself included- felt like it could have done with one more game. Silent Hill 1, 4: The Room, origins and shattered memories. They could have included one of them surely. Right?

While this is not a reason not to buy the game it's still a valid point to bring up. Specifically the fact Silent Hill 1 wasn't made in HD. Sure it would have had to be completely redone from scratch no doubt but it stands to reason. If you're new to the Silent Hill games and play Silent Hill 3 you're going to be confused as the 3rd game is a continuation in the storyline from the 1st game, so you'll be missing out on key information. So having Silent Hill 1, 2 and 3 in it would have made much more sense than having just 2 and 3. New players won't understand the 3rd one without having to either A- buy the 1st one separately or  B- read about it, C-  watch a playthough of it.


Presentation and Graphics


IGN gave the presentation a 10 and graphics a 7. We beg to differ.


Problem #001 - Lack of fog.




Problem #002 - Edge of the map can be seen, if there was fog it would be obscured.




Problem #003 - Lack of fog again shows how awful the water is.









Problem #004 - Unrealistic rain effects.
I'd expect to see rain like that in PS1 games, but not in PS3/XBOX360 games.


No only does the graphics for the HD miss out important points in both games. It's not even as good as the originals PC's graphics. You can buy the original game for the PC, and with computers today you can have the graphics set to max and it'll look better than the HD collection does. See for yourself.


Problem #005 - There's fog now, but in doors. This appears in both games.
Problem #006 -  Flashlight effects barely visible (yes it's on believe it or not).





Tomm Hulett who was in charge of making this monstrosity stated that in the HD collection he could update the textures so it could look how it was supposed to look. He didn't make the original games so how would he know how they were "supposed to look" if they didn't already look like that?


Problem #007 - Textures appear where they shouldn't.
I didn't make SH2 but I'm sure that's not how Maria  is "supposed to look"




Problem #008 - Colour washed out.
Problem #009 - Roads look cleaner.



Problem #010 - Cleaner looking for SH3 as well.



They've even changed some of the games static images, cause they think it'd look more awesome.


Problem #011 - Covering up original presentation.


Pre-rendered cutscenes didn't escape this monstrosity either. What they did was upscale the cutscene, then stretch it to fit the new ratio. This resulted in the colours being washed out.



What's worse is that in one of the games most important cutscenes, they added a television set layer on top of the scene, but they didn't shrink the scene so the whole scene was still viewable, they just covered up most of it. In other words, over half of the cutscene is now not viewable.

Problem #012 -The majority of one of the most important cutscenes is now unviewable.

Another example, showing how much of the cutscene can't be seen in the HD port.

Another problem with cutscenes is the presence of the letterbox -or the abscence of it- is not consistent in these games.

For games the cutscenes either have letterbox (the black lines at the top and bottom of the screen) or they don't, and it stays that way for every cutscene in the entire game.

In these games however the cutscenes can't make their mind up, in one camera shot it's letterboxed, then in the next camera angle it isn't.

And sometimes the cutscene doesn't have a letterbox. When it really has to.


Problem #013 - Severe letteboxing issues.
Why can Harry's face be seen in the HD version?

Depth of field is another effect that is problematic in the games. Depth of field is a way of focusing on one area such as the background while blurring in another, like the foreground. In this game they don't have it at all in places where it should be and have it in places when it shouldn't be.


Problem #014 - Depth of field abnormalities.





Problem #015 - Blurriness missing.





Not just blurriness and depth of field is a problem in this collection, even simple shadows has proved too difficult for the makers of this collection to do them professionally.

Problem #016 - Pixilated shadows.




Sound

 

A 10 for sound, for the originals; yes, but not for this. Whoever was in charge of audio for these games shouldn't ever do anything audioish. Ever.

SH2 has the original voices intact but it also has the option to play the game with the new and supposedly "improved, more realistic" voices. As for SH3, sadly they only have the new voices; except for when Heather dies,  that scream is still the original one.

If you chose new voices for SH2 some cutscenes will still play the old voices underneath it can be heard easily, believe me.

Almost every conversation in the games with the new voices has an echo effect added to it. Wether or not they're talking inside, outside, on the radio, even the voice on the other end of the phone echos.

Strangely enough the flashback in SH2 has an echo effect added to their voices to help convey its a past conversation. However for some reason this is one of the few bits in the HD game where there is no echo effect, this would have been the perfect part to have an echo.

Also for voices, instead of attaching the audio to the characters so the dialogue will move with them, they've been left on one side and stay there. Originally if James was on the left and Angela on the right, the voice will come out of the correct speakers, when they swap sides they will still come out of the right speakers. Now the voices will come out of the right speakers but if they swap sides, the audio no longer will. It still comes out of the same speakers resulting in James dialogue coming out of the speaker where Angela is, and Angela's dialogue coming out of the speaker where James is. This severely takes away realism and immersion.

In Silent Hill 3 there is a sound filter in the cutscenes present throughout. Some cutscenes had the filter at about 20%, others 40%, others 90%. In the HD collection though it is only present for one cutscene, Heather getting hit by the train, any other time there is no noise filter. An effect that made Silent Hill 3 atmospheric.

For the opening of Silent Hill 2 the song Promise is preformed with an acoustic guitar. This adds emotion and also helps players sympathize with James and want to help him search for his wife. HD decided it was too boring, they wanted it to be more energetic by using an electric guitar instead, They probably imaged players upon hearing the electric one would be like "Yeah lets do this, I'm totally ready for this", instead of the acoustic which would have players more like "That's a shame, I'll help you find your wife" <<<< the way players are suppose to feel.

Not only that but other songs have been altered with too:

Laura plays the piano now sounds horrendous. It plays the three notes with a toy piano like instrument then echos those three note. 
Forest now has a bell added to it that plays deliberately off-key.
Null-moon also has a bell added to it that plays off key as well.

Another problem with the music that is constant is it's looping system, normally the songs loop part way through the song when it gets to the end or near the end, that way players don't hear it ending and beginning again . However in HD it loops all the way back at the start resulting in the music ending, silence then beginning all over again.

In Silent Hill 3 the music that accompanies cutscene have been swapped for no apparent reason. In the original one song will play during the cutscene, but in the HD collection it's an entirely different track playing, or even no music playing at all. This is a consistent problem that happens throughout the game.

Sound effects have also been tampered with:

In one of the scenes with Eddie it plays chimes with a random progression of notes. Now it's still chimes but it plays like someone slides from the lowest note all the way to the highest, making it seem child like and takes away some of the atmosphere the original sound created. Now it just lightens the mood.

In the meeting with Leonard water can be hard loudly, splashing as well as gears are turning. This builds up tension and increases fear. HD, the sounds not even there taking away some depth and realism the original gave us.  Also  Leonard's mutated body makes disturbing pulsing sounds, which adds more tension and fear. HD; it's missing.

Other problems include one scene, music playing then when someone gets stabbed (won't name for spoilers) it instantly stops. Still with no music the person gets stabbed again and the blades whoosh sound is present, the person stabbed makes realistic pained noises. In the HD music playing (and it's the wrong track to be playing for the scene), they get stabbed, music still plays. Music still plays, no whooshing sound effect this time. The noises the person who gets stabbed is now over the top and cliche sounding.

Monster sounds are a big problem too. In SH2 the lying figures sounds are mixed up. Originally they walk slow and the audio is slow footsteps in sync with their own, they crawl too, they do this fast and the audio is fast with high pitched screeching sounds. In the HD collection, they've been swapped, their slow walking is now paired with high screeches with fast paced crawling., and crawling is slow footsteps. This takes away a huge chunk of immersion and believability as the game feels less real.

Another monster with unrealistic sounds now is Silent Hill 3's pendulum monster. This monster would be constantly spinning and would make a groaning noise when it spins, it would stop spinning for a second and silence, start spinning and noise again. For HD though it spins at a different speed than the sound file, so what we get is a monster that spins, stops and spins, with audio that groans while it spins, still groans when it's stopped spinning, silence when it's spinning again and so on. It's movements in relation to the sound of it is completely out of sync and plays at the wrong speed.

In SH3 when entering an elevator in the alternative hospital the gates behind will fall down creating a loud noise that will scare people first time playing it. Now it makes a weak light tap sound, going from sounding really loud and startling to someone closing a metal gate quietly behind them

What's now loud, startling and because it plays over and over again for ages, annoying. Is when Heather walks over the metal grating in the alternative hospital. The noises could have just been swapped over. The noise for the gate sound slamming shut should have been the sound of Heather walking over the grating, and the walking sound should have been the gate sound. That way walking is realistic and fine to listen too and the gate slamming shut is loud and startling.

In Silent Hill 3 the sound effect that plays on the game over screen is used in the HD collection for cutscenes as well. It should never happen.

Also in the opening the iconic noise the Valtiel makes is still there but it's not muffled by other noises which are added for no real purpose. Not only that the cutscenes that the noise appears in now happen without the Valtiel sound, this takes away depth and symbolism of the plot with its absence in the HD collection.

Other noises are missing, originally Heather closes the door (off screen but we hear it closing), and Vincent turns round to see. In HD it's just Vincent turning round for no reason cause there's no sound indicating the the door was closed. There was originally a tape hiss when listening to Vincents cassette tape, that's not there anymore (but the echo effect is still present). The speaker effect used for the elevator scene, and for the haunted mansion tour is no longer present either, it sounds too clear.

The missionary in Silent Hill 3 makes a starling snarling sound accompanied with heavy footsteps. It too is missing in the HD version

For realism in one of the cutscenes it's raining, you're in a car and while you cannot see them you can hear the windscreen wipers going. It too is missing in HD taking away realism.

When firing a gun in both games speakers should be turned all the way down, especially for SH3, when you acquire the sub-machine gun, the audio for it will try to play loud even if you're speaker are not. It's glitchy and extremely muffled. With a handgun in SH3 when you shoot it should make one noise indicating that the one shot you fired's casing has hit the ground. Instead one shot results in sometimes 2 sometimes 3 noises despite you only using one bullet. SH2 is much worse but, one shot results in 20 or so (I haven't counted but the sound goes really fast).

The re-recording of voices for both games is utterly horrendous.  Here's a comparison.


A quick SH2 voice comparison

James - Originally his voice had a foreboding feel to it. HD, he sounds melodramatic now, sometimes jock like too.

Maria - Originally she had a deep, slightly seductive voice. Now it's sultry and too seductive.

Mary - Originally Mary voices sounded airy, light and weak, making hear sound very ill. Now her voice sounds heavy, dull and more like she's just tired in some scenes, over-reacting in others.

Mary & Maria compared - Originally they look the same, but sound different from one another. In HD, they look the same still but now sound the same too, this takes away a huge portion of the story, as the labyrinth scene is now skewered.  

Angela - Originally, she sounds emotionally distant, awkward sounding. Now she sounds less disturbed, and projects her inner dark-side a little too much now, she also sounds like her age now (originally she didn't).

Eddie - Originally, he would instantly go from sounding angry to calm making his mental instability noticeable. Now he uses a gravely voice, sounds tired all the time and groans far too much

 Laura - Originally a real young girl was used, and it sound realistic. Now they use a older woman who pretends to be a young girl, her voice sounds high pitched, whinny and takes a short high pitched breath after each sentence.



A quick SH3 voice comparison

Heather - Sounds like a real teenager, voice produces a variety of emotions, guilt, anger, sadness. Now she sounds like an anime voice, with a snide edge to her voice, when angry she just shouts, there's no anger in her voice anymore.

Claudia - Originally her voice made her sound passionate, judgmental and rapterous, now it sounds flat, every line is delivered in the same.

Vincent - Originally his voice suggested he was sly, easily annoyed, untrustworthy, found joy in dark scenarios, and had ulterior motives which were all made subtle as he would mock the other characters. Now the new voice doesn't carry over any of that personality.

Douglas - Originally, Douglas sounded like a 50 something year old guy, it was a realistic performance. Now his voice is rough and growls, a bit like batman, he doesn't portray emotion now with this voice.


Gameplay

 

In previous HD collections, if you were playing one game on the collection and wanted to play another game on it, you simple go into the menu of the game your playing and there will be an option to go back to select what game to play, or you select the option go back to title and the option for game select will be there. In Silent Hill HD however, there is no option for that. If you want to play the other game you have to quit the entire game, start it back up again, wait until the logos of developer and publishers and everything pass by then you can finally choose what game to play. It's time wasted, annoying and could have easily been avoided.

In both these games start and select are reversed in each game. SH2 the start button takes you into the items menu, and select pauses the game. In SH3 they are configured to do the opposite. As two separate games this would be okay, but in a collection it is most likely that you will play the other game and spend most of your time throughout the game pressing either start to do select or select to do start. This could have easily been avoided by making them both the same.

In Silent Hill 2 one of the worst problems is the delay that happens whenever the screen goes black, i.e. entering a new room, exiting the items menu, a cutscene about to play, and so on.

This results in 2 seconds of every cutscene being missed out. In one of the scenes James uses a tin opener to open a can. It then shows the static image of the tin open with lightbulbs inside. In the HD because the cutscene is so short it goes from you exiting the menu, two seconds of black then when it comes up you see the static image, the short cutscene is now gone entierly.

In the first cutscene with pyramid head, it shows Pyramid Head forcibly violating one of the in-game monsters. It then shifts to James seeing it happening then hiding in a nearby closet. With that two seconds of black, what we now see is black, then James walking in then hiding in the closet. Making a very iconic and horrific scene being excluded from the game.

People who play the HD but have never seen the original will not get the same level of discomfort as we did.

The games -more 3 than 2- are dreadful at running smoothly. I spent 5 hours playing SH3, but the end results said it was only 4hr20m. This is becasue in certain areas of the games it runs extremely slow. For SH3, outside and in the sewers are the worst for it. Noises do that as well. Play in slow motion.

Freezing is another main issue in these games. Yet again occurs more in 3 than in 2. And again this mainly occurs in the sewers and outside (Mostly at the Pete's Bowl-O-Rama area). This is a pain as the slow motion makes it boring followed by it freezing, meaning you have to reload the save, go in slow motion again and pray that it doesn't freeze again. Not only these areas, it has also on a few occasions frozen when Heather ate the Aplaophotis (the thing in Heathers pendant). Even on trophy notifications, and speaking of trophies. For defeating the last boss in SH2 it's description say defeat Mary. Most of the time out of the two bosses players can face, they won't be facing Mary but rather be required to defeat Maria. Making the description seem implausible and inaccurate.


In Silent Hill 3 there is an infamous scene in the mirror room in the hospital.


However in the HD collection the black vein like things that cover the room you're standing in, well sometimes it doesn't decide to happen. Sound effects and everything will still be there for it and play, but nevertheless the animation doesn't happen.



 Summary of Problems

Presentation and Graphics

Problem #001 - Lack of fog.
Problem #002 - Edge of the map can be seen, if there was fog it would be obscured.
Problem #003 - Lack of fog again shows how awful the water is.
Problem #004 - Unrealistic rain effects.
Problem #005 - There's fog now, but in doors. This appears in both games.
Problem #006 -  Flashlight effects barely visible (yes it's on believe it or not).
Problem #007 - Textures appear where they shouldn't.
Problem #008 - Colour washed out.
Problem #009 - Roads look cleaner.
Problem #010 - Cleaner looking for SH3 as well.
Problem #011 - Covering up original presentation.
Problem #012 -The majority of one of the most important cutscenes is now unviewable.
Problem #013 - Severe letteboxing issues.
Problem #014 - Depth of field abnormalities.
Problem #015 - Blurriness missing.
Problem #016 - Pixilated shadows.

Sound

Problem #017 - SH3 doesn't have original voices (except for death).
Problem #018 -  SH2's new voices play on-top of the old ones so words double.
Problem #019 - Echo effect added when it shouldn't be.
Problem #020 - No echo effects used when they should be.
Problem #021 - Audio doesn't follow characters around.
Problem #022 - Noise filter missing.
Problem #023 - Original music score has been tampered with.
Problem #024 - Music sets wrong mood and atmosphere.
Problem #025 - Music doesn't loop, ends and repeats..  
Problem #026 - Sound effects have also been tampered with.
Problem #027 - Sound effects missing. Taking away tension.
Problem #028 - Music playing when it should have ended.
Problem #029 - Wrong music playing for scenes.
Problem #030 - Characters can sound over-the-top.
Problem #031 - Monster sounds are messed up.
Problem #032 - Startling sound effects are now quietened down, or missing all together.
Problem #033 - Some new sound effects are annoying due to repeated use.
Problem #034 - Game over sound plays times when a game over hasn't occurred.
Problem #035 - Symbolism removed due to sounds missing.
Problem #036 - Realism dampened due to sounds missing or altered.
Problem #037 - Firing some guns can result in the audio glitching
Problem #038 - One shot from a gun doesn't have one casing hitting the ground (it double's the sound effect, triples and so on).   
Problem #039 - James now sounds melodramatic and jocular.
Problem #040 - Maria sounds overly serialized.
Problem #041 - Maria sounds tired rather than terminally ill.
Problem #042 - Both Mary and Maria have the same voice.
Problem #043 - Angela's inner darkness now sounds too obvious.
Problem #044 - Eddie groans all the time.
Problem #045 - Laura's voice sounds like a imitation of a child, high pitched and whinny.
Problem #046 - Heather sounds more like an anime character.
Problem #047 - Claudia sounds extremely flat, emotionless and every line is delivered the same.
Problem #048 -  Vincent lacks personality.
Problem #049 - Douglas growls every word in a gravely voice.

Gameplay

Problem #050 -  To change between SH2 & 3 you have to quit the entire thing and start it back up again. There is no return to game selection option.
Problem #051 - No controller mapping, start and select are swapped in SH2 & 3.

Problem #052 - Delay for every door you enter, ever cutscene that starts and ends, every time you enter and exit the items menu.
Problem #053 - Game does not run smoothly at all, jittering, glitching and slow downs happen often.
Problem #054 - Freezing occurs frequently.
Problem #055 -  Description for the trophy obtained by defeating the last boss will be wrong most of the time.
Problem #056 - Some segments of the game won't initiate or play out.   

   

AND I'VE MISSED MANY MORE I'M SURE

Thursday, 15 May 2014

Michael Jackson's Xscape: An Album Jackson Would Have Been Proud Of

Deluxe Edition cover.

Keeping true to Michael Jackson's prior albums, this one was given the title Xscape; by taking one of the songs enlisted within that gives it an edgy quality. Jackson used this rule to name his past albums, such as Thriller, Dangerous and Bad.

Comprising of eight songs written between 1983 - 2001 these eight songs were recreated and produced by people other producers.

The album comes in different editions. Regular edition which has the eight songs recently reproduced to have a more modern feel to it. Deluxe edition has the eight redone songs as well, but on top of that they also have the same songs but they are the original versions with Micheal's visions of them.

Tracklist
_____________________________________

1. Love Never Felt So Good
2. Chicago
3. Loving You 
4. A Place With No Name
5. Slave To The Rhythm
6. Do You Know Where Your Children Are 
7. Blue Gangsta
8. Xscape
_____________________________________


 
From the first few seconds it become obvious that the reworked songs have been carefully composed to sound like Michael himself would have produced them, and to sound like it came from his past albums such as 80s and 90s. 
 
Relying heavily on synthesizers accompanied with a variety of a clapping beats, finger snapping and percussion, each song would have made Jackson proud, they truly outdid themselves at envisioning his style in a bid to recapture the 80s-90s classics while still sounding modern.

The album itself starts off with throwback nostalgia, giving off a strong 80s disco vibe. It sounds like a typical MJ song straight from the days of such hits as Thriller and Bad. Songs with funky beats provide a familiar -but not overdone- atmosphere taking you back a couple of decades. 
 
It then begins a descent into songs that while they are simplistic in nature, they're still brilliant, pianos and a simple beat accompanied with soft, soothing vocals produces a relaxed ambiance that could be a great complement to his early 90s 'Remember The Time'. However nostalgia doesn't stop there as 'A Place With No Name' bears a significant resemblance to 'A Horse With No Name' (a 1972 song by the band America).
 

Verdict

The produces did an amazing job recreating the music styles of Jackson taking note of instruments, way they are played, melodies incorporated and bring it all together to make one of the best posthumous albums to date.

4.5/5



Thursday, 17 October 2013

A Beyond: Two Souls Review

Beyond: Two Souls is the latest game from Quantic Dream. The team that brought us the 2010's game Heavy Rain which instantly received a warm welcome from the gaming community and recognition of being a truly unique experience.

But what is Beyond: Two Souls really like?



I'll be blunt. Beyond is a game with great potential. However, it's been clouded over by major problems, inconsistencies and a main lack of consequence and threat.

Beyond tells the story of Jodie and Aiden, both linked by a mysterious cause to which both are tethered together. Her story is told in a non-linear order (the ending explains why). By doing this it makes the story extremely muddled up.. I should say however that it does put the chapters in the right order when you complete the game. Having it jumbled up makes certain events appear near the end of the game, that were from Jodie's childhood. When it would have been more relevant to be played near the start of the game, allowing the players to know fully what Jodie has been through. Some of these events should have been played at the start because they give the story it's meaning and it's direction. Without them (for the first two thirds of the game) the story misses key information, leaving players in the dark.

The game features twenty something chapters, some of the plot points are silly, some are predictable, whereas some drift away from the main story and try to pull focus. Instead these ones drag on, become dull and leaving you wonder what was the main reason for it. 

Despite this some of the chapters are highly emotional, deep and some will question your morals and ethics. It will put you in terrible positions and await your response. Make you look at certain things in your own life at a new angle. Become sad. Become angry. Become scared. When it comes to changeling emotion this game is brilliant at it.

One of the games features is player choices. You are free to choose different ways to tackle a problem, however your choices do not have a major impact on the story as you would expect it to. The effects of these choices last for one cut-scene or one new brief game area. Some choices don't make any impact whatsoever. For example some segments of the game may involve Jodie and security cameras. Whether you disable the cameras or don't (and get caught by them) nothing will happen differently, they will both play out the exact same way. Doing this does hider some portions pointless and makes you wonder why they were added if they weren't significant in any way shape or form.

Jodie interacting with NPC's gives you conversational choices. Choices will appear giving you options. You better read them fast, know what they mean and select one. Otherwise one will be selected for you (unless you pause it, thus breaking the game's flow). Having these timed can be a pain, while most are easy to tell what they mean and select it no bother, there is some choices that are too bleak to get a grasp of what will be said.

Being tethered together is an acceptable reason as to why Aiden can only venture so far from Jodie. However it is not clear how far he can travel before being yanked back. Some times he can go about 20-30 meters away from Jodie before being pulled. Sometimes -in the same chapter- he can only go 10-15 meters away. This inconsistency does make the game a pain as you'll constantly be unsure of how far you can go. Resulting in you having to test the limits every now and then.

Other things about Aiden that make no to little sense is the possession/killing abilities  . Everyone glows to Aiden this indicates if the person can be possessed, killed or can't be interacted with. It makes no sense why Aiden can kill some people yet it only applies to specific people. It's a small inconsistency but is still relevant as it raises a massive what if?  and why? question.

Making a re-appearance from Heavy Rain is the QTE (quick time events). Unlike Heavy Rain however, these don't possess much of a challenge or come with much of a risk -there is no risk actually-. If you fail multiple times, you won't die (or if you did it's okay cause this game has no game over what-so-ever). Aiden will automatically fix the problem for you, a cut-scene will occur, or Jodie will react without your commands. This means you can fail all the QTE and the game will still be playable hindering the QTE as no challenge, threat or important. 

There is another kind of QTE that was not present in it's former. Jodie will attempt to complete an action. Time will slow down and the colour will fade. You only get a second or two to look at her movements, anticipate it, then complete it. For example. You're about to punch someone. Time slows down and you see her fist moving to the right. Push right and it's all okay. Some of these however are very difficult to interpreter and carry out. You may be confused if you have to block an attack, parry it, or move away. Taking all the options in and deducing what one to carry out within a few seconds is frustrating and will often have you failing them (but it's all okay, it's not like you'll get a game over or anything).

In all the game does feel like two games in a way. Playing as child Jodie and adult Jodie, they both feel and sometimes play different. Maybe there is a chapter or two in there where it links both play-styles, evolves it in a sense making the transition more smoother but because it's told in a muddle-up order it's difficult to say if there is a link there or not.

With a spectacular performance from Ellen Page and Willem Dafoe, and amazing voice-overs. Beyond: Two Souls -while it does have faults and hiccups- is a game people should play at least once. It is a unique experience with great use of emotion, where you will never forget the first time you played as Aiden.



Rating


+ Highly emotional

+ Excellent use of voice

+ Unique experience

-  Lack of consequence and threat

-  Lack of challenge

-  Choice have little impact overall

- Some chapters are a bit of a grind 

 

 

7/10




Tuesday, 24 September 2013

Chvrches: The Bones of What You Believe Review

Chvrches (Pronounced churches, but spelt with a "v" so it's easier to search for) is a Glaswegian band heavily inspired by 80's music - while putting their own unique spin on it, thus bringing old music into the modern era. Their first album "The Bones of What You Believe" debuted late September




This album is full of potential for future releases, it has a wide range of interesting music. However the most common problem with a lot of electropop is that the band/group either:-

1) Produce one -or a few- good song(s) and the rest stray into "experimental" music which usually flops
2) They come out with one or two albums then vanish completely

With Chvrches however it feels totally different and they may not fall into this pattern. 

This album is full of brilliant songs, way more that just one or two. All with a similar style (that of which is their own style). So they've managed to make way more than one good song, so it's safe to say they probably won't be experimenting any time soon as they seem to have found a firm footing for their style pretty fast. So unless something shifts them really suddenly they ain't gonna change their ways. 

As for the second problem, that is unlikely. They have been around for a while now, but they weren't able to release their album. Why? They wanted a contract that allowed a lot of creative freedom. If they take creativity that seriously that they waited for a while to get a contract,  that most likely means they are serious. So this isn't looking to be a case of here one minute and gone the next, they seem to want to stick around and make a proper carrer out of this.

We can only hope for what the future brings.

Relying heavily on synthesizers and a solid consistent bass, Chvrches have already found a reliable niche, and here's hoping that they stick to it. Short singing segments, with small breaks in between, gives the audience the chance to listen to the music they've produced as well and not just the vocal talent -as beautiful as they are-. 

Their music is constructed almost like a weave. It's not a case of clear musical verse piece, chorus piece, verse piece, chorus piece, bridge. Sure you can tell when it's a verse, chorus or bridge due to the singing, but for some of their songs the music blends and the end of one musical segment and the start of another is usually impossible to find exactly where the music transforms into the next section. This makes some of the songs seem like a continuous string. Something that is unique to them and is a style of theirs.

There are two main ways to can see this album. It can come across as a album where each track is heavily layered with music scores, all interweaving tightly with one another. Or. Very short epics, full of life and activity. Sure there are other ways to view it. But these two are most likely the ones to strike at you first before anything else. It is what is most striking about Chvrches style.

With a variety of songs that seem totally different from one another, but it has that something that makes them all associated with one another at the same time. The Bones of What You Believe is an amazing debut album that opens many doors for Chvrches so let's hope that they aren't gone too long until their next release.

Here's hoping them all the best.

8.5/10

Wednesday, 5 June 2013

Video Games Ten Hottest Gals

In this list is the most attractive video game characters to ever be created -so far- (well in my eyes anyway). Wither you are a straight male, lesbian, or are very open and comfortable with your sexuality, I'm pretty sure one or two people on this you'll also agree on. Finding attractive females can be quite difficult. For one thing a lot are overly sexualised, and unrealistic, like my previous post regarding male, I want to find genuine woman who are realistic in their own sense.

*Note:- This list is done alphabetically in order of first name, not in order of attractiveness.

Ada Wong


Appearing in several Resident Evil games Ada is one of the most attractive woman in it, unlike most females perceived in video games, she hasn't got ridiculous sized breasts, acts seductive, or any of the old and stale tactics used to get men to play it (developers, woman play games too, furthermore, don't insult them by showing male gamers what woman should look and act like). Her personality is much more realistic and more believable. Ada was one of the first few female characters I came across that really stood out, both for being attractive (for being much more natural) and realistic.

Elizabeth Comstock


A recent female addition from the latest Bioshock game. Elizabeth, is not a 2D character, she is much more realistic the older females in games. 

She has morals, issues, dreams and ambitions. She is smart, friendly and does NOT need protecting. Her elegant hair style and bright blue eyes draw focus and show us how realistic and beautiful developers can make woman be out to be.

Farah


Farah is a young woman who can come across as a trickster, manipulator and other bad characteristics associated with most humans. However with these traits she comes across as ruthless, ambitious and willing to do whatever it takes to get what she wants, for some her sense of empowering will be what makes her sexy. While others will find her sexy for her determination. 

Jill Valentine


Jill (the Resident Evil 3 version, not 5), is much more appealing, she was one of the first few woman in the video game industry to be seen realistically as a non-sexual woman. Her breasts -while there, but not overly sized- showed that the gaming industry was finally starting to realize how insecure it made woman feel. 

Jill doesn't brim with personality within the first few games, but her looks are to die for. The new approach to what woman should be like is what makes her so attractive. For being Jill.

Heather Mason


Silent Hill's second most sexiest character (first being Henry Townshend, my biggest fictional crush), Heather Mason. An ordinary teenager, normal boundaries, morals, reactions, etiquette and emotions. Heather's fashion sense for her (and for anyone) can help find someone more attractive. Her slightly unkempt hair is rebellious for going against what is "normal/acceptable", it's admirable and is for me, and others I'm sure it's appealing.

Lara Croft


Finally a Lara that hasn't had too much attention to her bosoms. Lara now looks ever sexier in HD, her strong completion and beautiful hair has done her wonders. This new Lara is very appealing not for being sexualised but for being realistic, believable and for being within normal boundaries for the average looking females. Nothing wrong with average looking by the way. You're still very very attractive.  

Lightning


Females with abnormal coloured hair can be a risky business, some find it horrible, others find it attractive. Wither or not you're one or the other you can still find video game characters attractive no matter how abnormal the hair colour. Lightning is one of them, her pinkish hair intensifies her appeal, her petite face and slender jaw gives her the edge over many females in video game history.

Mayu & Mio Amakura


First off they're twins so I count them as one in a way down to the fact they look very similar. Mayu and Mio  both represent two different and distinct human emotions, the need to protect and the need to be isolated (in a sense). Gone are the big breasts that feature in way too many games, these teenagers are much more realistic, subtle and attractive. They're delicate dresses are much more appealing than the skimpy outfits that leave nothing to the imagination that is widely used for female game characters, and with lack of makeup these girls sure do go natural (sometimes less is more - in regards to makeup, not clothes).

Tifa  Lockhart



Tifa is a fighter, she isn't a pushover, she is genuine and real, that's what makes her personality attractive. As for looks ... look at her intriguing get up, beautiful well kept hair. Natural beauty. There isn't a lot to say about her looks, as the image above talks for itself.

Yuna


Yuna isn't you're typical woman in games, she doesn't need "saved" by a stronger man, she is strong, she isn't afraid to suffer for those she care about, she isn't afraid to speak out of terms, she isn't afraid to die. Yuna is strong willed and that is very attractive for a lot of men. Her graceful movements and beautiful attention gives this woman a real impact for the men.

If you've played FFX and you didn't find Yuna attractive well go get your head checked.

Video Games Ten Hottest Guys

In this list is the most attractive video game characters to ever be created -so far- (well in my eyes anyway). Wither you are a straight female, gay male, or are very open and comfortable with your sexuality, I'm pretty sure one or two people on this you'll also agree on.

*Note:- This list is done alphabetically in order of first name, not in order of attractiveness.

David King


Straight form Resident Evil Outbreak, David is an exceptionally handsome man, to me when I think of plumber I use to instantly think of Mario. Now I tend to think of this man. Hair is a big part of finding people attractive to me, someone getting a haircut can completely change how attractive I find them (I'm not even joking), and his hair just does it for me, accompanied with his face shape and jaw line, well ... you've got one attractive guy.

Henry Townshend


I'll admit it. Henry Townshend (Silent Hill 4: The Room) -to me- is the sexiest video game character ever to be created. If this man was real I would stalk the hell out of him. Now the whole emo sort of look doesn't do anything for me but a hint of it is present in his appearance and for some reason ... that works, join that with his stubble, now wow. This obsession is most likely intensified by the similarities in personality, both of us are hermits, awkward and shy.

His kindness and thoughtfulness while taking others into consideration is enough to make anyone feel queasy and wish he would be a real character. Although with looks like that he'd have been taken almost instantly. 

Ken

Here's one straight from my (and maybe your's) childhood, Ken from Street Fighter series. I'll admit I don't know much about him, except he's American, and I always imagine that he's Ryu's enemy, but it's the mystery about him that interests me and has stopped me from investigating his back story.

Blonde hair -on a man- is very sex, but they need to have the face for it I guess, not wanting it to be out of place now do I. With that and him coming across as a bit smug, does something for quite a lot of people. His strong completion, and general get up, Ken is quite a hot man. Indeed.

Kevin Ryman


When it comes to Resident Evil, most likely everyone will be for Chris or Leon, I am neither, I found Leon's appearance (in Resident Evil 4) to be slightly off putting due to the hint of femininity in his looks. As for Chris I did have a phase for him -he was the polar opposite of Leon (look wise)- but that past and Kevin still remained.

Kevin is an all round good looker, who people admire not as a phase or because he goes against the flow, but will love him for a long, long time. Those of you who have played the Outbreak games will be well aware of his existence (while the latter of gamers will be unaware) and will adore his good looks and almost charming personality -on some people-.

Kevin, to me, you are right behind Henry Townshend.

Kilik


When I first got Soul Calibur, I always went Kilik (cause he is so attractive), now I play him as I like the style of his fighting (until the new one changed it, and had to opt for a new character), but that thought still stays there. Before I knew what my sexuality was determined as I knew there was something about Kilik that I just liked. He comes across as a sweet and caring person, with strong morals and highly determined. With a desire to be protective to those he care about.

His personality was one thing that worked for me just like his looks did too, his long brunette hair coupled with his strong bold eyes really did one on me in my childhood.

Kyle Hyde


I'm quite shallow when it comes to Mr Hyde, he's arrogant, cocky and sly, personality traits that I dislike. What makes up for it is his looks; while it's mainly black and white with very few colour images of him. He's a character that requires no colour in order to come across as sexy, and its only heightened by his stubble. Can't say much more about him, I did say it was shallow.

Nathan Drake


Okay he appears on way too many lists (there could never be too many, actually) but it still stands to reason. Naughty Dog sure knows how to create a character bursting with sex appeal, his chiseled good looks accompanied with his quirky and almost clumsy attitude give him an edge and separate him from the rest of the list really.

I'll admit he does sometimes come across as arrogant and almost self-centered and although while they traits are undesirable I still forgive him due to those looks of him.

Drake, Naughty Dog may stop making games about you, but you'll still have loads of girls and gay men desiring you.

Nero


Another shallow one here.

He's moody and he's broody, he's awkward and easily angered. All bad things that put me off, the hair and face however save it for him. Unlike Henry his is a little more emo like -still not enough to put me off all together- but still subtle enough for me to think of him as an attractive looking guy. Now if his personality was more appealing, he would be bumped up on my list.

Ryu

Ken's counterpart -or maybe he isn't, I don't know, I haven't looked up his back story- is just as hot, like Ken I know next to nothing about him, and some of it is just speculations. He's Japanese, Ken's rival (how wrong am I?). 

Everyone has a thing for something -we all do, don't we?-, be it the stereotypical fireman, policeman ect, ect.  However karate and other fighting experts is something that's rare and it does intrigue me, now I'm not saying I'd have a thing for a hot guy in karate getup, it'd be the guy not the getup I'm attracted to, but to see him in one would pull focus that's my point. It's due to the focus that Ryu pulls not to mention his incredibly good looks that helps put him on this list.

Snow Villiers


Hero this. Hero that. Hero. Hero. Hero. Arugh it's so annoying. Snow is one of them, you hate the person, you like their looks, you're angered for allowing yourself to be attracted to such a person. Snow is the fictional persona of that fitting description. 

I don't like him, but those looks, that hair, that stubble, it works. This is the last (and last guy in the list) guy to be one here due to sheer shallowness, judging only by his looks I'd say Snow is pretty attractive, ignore his personality for just a minute, take a look at him. Do you now find him attractive?

Tuesday, 4 June 2013

Bioshock Infinite Review



No more Rapture. No more big daddies. No more little sisters. Now it's Columbia ...

The similarities?

The first few minutes of Infinite will have the vibe and atmosphere that the first two games provided us with, however within the next hour it breaks away from the old formula and traditions that were present in the first two Bioshock games. This isn't a bad thing though it's a new and exciting experience filled with bold new content and interesting concepts.

Within this game you escort a young woman -Elizabeth-. Now many of you think "escorting" and are instantly reminded of Ashley from Resident Evil 4, you moan, you groan and vow it will be terrible. However. This is different, Elizabeth has no health bar. She can protect herself, plus during battle she will aid you. Throwing first aid kits, ammo the works. This isn't it all, even while just exploring the streets she will point out objects of interest and offer you money for you. So this is nothing like RE4's Ashley. This is Bioshock Infinite.

Speaking of breaking away from old formula's it is not a case of an abandoned city filled with drug addicts (splicers) this is much different some parts of this game will have you in combat with the people of Columbia, then other sections involve you walking the streets with it's civilians with no threat to you. It is the small parts like this that derive it from the original games, as these sections allow you to unwind, cool off and take things slow.

There is powers in this (not Adam) called Vigors, these are new powers that are much more useful and interesting in this. For example you can send a wave towards the enemies, which immobilize them as they float around giving you time to shoot them. I won't ruin it by telling you more, but there is seven more powers and trust me, they're all useful, inventive and highly creative.

The gun system is now different, originally you could hold them all, but would be low on bullets, low on money and money would be capped. However in this there are plenty of guns but you can only hold two at a time. You can swap them but you would have to drop one of them. There are now plenty of bullets which are also very cheap and with no cap on your wallet you can hold more money than you can spend.


Rating

+ Fresh new concepts
+ Lots of freedom
+ A escort system that is effective, stress-free and enjoyable+ Amazing story (if you can understand it or look it up online afterwards)
- Story may befuddle some people

8.5/10



Thursday, 23 May 2013

Silent Hill Breakdown: Introduction

 
It goes without saying that Silent Hill 2 has a lot of symbolism, deep meanings, ambiguous scenarios and hidden agenda's often obscured or masked. 

Silent Hill 2 is one of my most beloved games, and I'm starting with a series that will deconstruct it in it's entirety. These series of articles will combine, facts, theories and various interpretations from both my point of view and the developers.

The parts will consist as follow:


Part 1 - Characters
                                     James Sunderland
                                     Maria
                                     Mary Shepherd-Sunderland
                                     Angela Orosco
                                     Eddie Dombrowski
                                     Laura 
                                     Other characters

Part 2 - Monsters
                                     Pyramid Head
                                     Other monsters


Part 3 - Plot
                                      Part 1 - Entering Silent Hill
                                      Part 2 - Apartment Buildings
                                      Part 3 - Hospitals
                                      Part 4 - Historical Society and Labyrinth
                                      Part 5 - Hotels
                                      Endings


Part 4 - Locations
                                       Fog versions
                                       Otherworld versions
                                       Non-existent
                                                                       

Part 5 - Miscellaneous
                                        Memos, Symbolic items and random 

Part 6 - Conclusions
                                        Conclusion




Thursday, 9 May 2013

Sinister Movie Review

Released in 2012 I never got the chance to see it, however I finally made the time recently and watched it for the first time. 

So what were my thoughts?

Creepy children are NOT scary.


Sinister follows Ellison Oswalt, a crime writer who moves into a house with his family to write his new book which revolves around the previous residents who were murdered in an obscure way, and the only survivor -a child- disappeared directly afterwards.

Within this new home Ellison finds a lonesome box in the attic with film reels from different times. These come across as innocent family home movies, such a BBQ '76 which depicts a family at a lake fishing. However this seemingly innocent family movie is a tad unsettling, for one thing the person recording isn't a family member as they are hidden and record the family unaware. It becomes increasingly disturbing as it turns sour by changing mid recording to a garage late at night with only the camera's light to illuminate the room. The car is chained up and the family inside are tied and gagged while lying next to gasoline, the camera comes face on with the car and the director ignites the car. 

There are several other videos within the box each with innocent names, and are associated with other families (including the previous residents of the house they now occupy). Using this Ellison begins his investigation and research for his new novel, however he begins uncovering information that he would have been best left alone, as a malevolent force is at work.

While watching these found footage moments in the movie are the most disturbing it doesn't mean that it is all good, this movie is yet another victim to the tired and no longer scary (if it ever was) use of ghost/creepy children. It's no longer scary Hollywood all it does is break tension. 

Speaking of breaking tension the film does do this intentionally at some parts -and quite well at that too- in between scary and tense scenes we are allowed to relax and breathe as small but very helpful elements of comedy are integrated into this film and it works a treat a gives the film a bit more depth and surrealism.

The outcome of this film I will not spoil, however I was not drawn into the characters fates, whether they lived or died I did not feel any empathy towards them or had any interest in what was to become of them.

Ellison was portrayed as a selfish person who lies in order to get what he wants therefore I did not feel for him when he was being tormented while watching the films and turning to the drink. His wife barely appeared in the film therefore I did not make a connection with her, the same goes with his son and daughter. This was a bit of a let down as the climax of the film would not have me at the edge of my seat but rather watching it out of curiosity with little interest in the outcome for the family and their fate.

While this film does have its faults it is not a waste of time to watch nor is it boring, true that the family movies are the best parts in the film and may have you freaked out long after it is finished (as the BBQ '76 video did for me) it is still a cleverly made film that could have been better if it was not for the cliche "scary" children and it gave us an opening to like and care for the characters.

★ ✰
6/10 

+ Effective use of lighting, music and tension
+ Knows how to break tension and bring it back again
+ Great ideas for the home videos
- Could have done without the creepy children 
- Could have worked on character to viewer relationship
- Main antagonist seems more like a heavy metal band member so it isn't as scary as it was intended