Back at it again with more foolishness in the surprisingly brilliant Rainbow Six Siege. I promise I'll write something of substance soon.

Janaina Medeiros
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@ender-shirogane
Back at it again with more foolishness in the surprisingly brilliant Rainbow Six Siege. I promise I'll write something of substance soon.
Instead of doing anything productive or interesting, Iâve been dumping an undignified amount of time into Call of Duty Black Ops 3 (Maybe Iâll do a piece on it? I dunno)
For now, hereâs some of my creations in my favorite new feature, the paintshop.
Happy new year everyone!
Itâs been a wonderful year folks, thanks to everyone who helped me with my various projects, and to everyone who read them and watched them. Love you all <3
Interested in seeing what Iâm like when Iâm not spewing pretension? Have a look at my experience with what I consider to be the most surprisingly fun game to come out this year. Or donât, youâve got free will, havenât you?
Persona 4 Golden: Mechanics and Meaning
Persona 4 stands as a pillar of the sixth console generation, lauded by fans and critics alike. It spawned numerous spinoffs, remasters, animated series, and other similar things. After hearing so much of how the game stands out, I decided to finally give it a try. Within the first two hours of playing Persona 4 Golden, I found myself enamored with it. To properly illustrate the significance of this, let me tell you something that gets me a lot of flak. I HATE playing most games of this genre. I have yet to play through Earthbound, any Final Fantasy title, Chrono Trigger, or anything similar because I absolutely loathe turn-based combat mechanics. Obviously thatâs not to say that I think that turn based mechanics are bad, I simply donât enjoy utilizing them. Yet as I play Persona 4, I find that Iâm not so bothered by mechanics that I otherwise wouldnât stomach. Why is that? Why is it that Persona 4 captures me so completely that Iâm willing to set aside my bias against turn based combat mechanics?
The Narrative
The game begins as the protagonist (Named by the player but known in other media as Yu Narukami, and will be further identified as such) disembarks a train in the rural Japanese town of Inaba. He is greeted by his uncle, Ryotaro Dojima, and his young cousin, Nanako. Shortly after Yuâs first day at Yasogami High School, the body of a TV announcer is found hanging in town with no discernable cause of death. After another killing has occurred some days later, Yu and his new friend, Yosuke Hanamura, discover that theyâre capable of entering another world through television screens. During their explorations, Yu summons his Persona, the embodiment of the inner self. Shortly after, a âShadow Yosukeâ appears, claiming to be expressing Yosukeâs true feelings. After Yosuke rejects this Shadow, it becomes a powerful opponent that Yu must defeat in order to protect himself and Yosuke. After this introductory boss battle, Yosuke admits that despite his denial, what the Shadow says is true, and his acceptance of this part of himself results in him receiving his own Persona. The mysteries of who is committing these murders, the nature of the world inside the TV, and the Midnight Channel that guided them here would serve to drive Yu and his growing circle of friends to continue to investigate for the year that follows.
The story largely unfolds independently of the playerâs actions, although exploration of side plots that develop the supporting cast falls squarely on the player. It is entirely possible to run through the entirety of the game with little to no growth in your Social Links. Although the game makes it very clear that it is in your best interest to do so. Iâll go into greater detail about the mechanics of the Social Link system later on, but itâs worth noting that much of the narrative content of this game is, in the strictest sense, optional.
Interestingly, despite there being a supposed âtrueâ ending (also as of Persona 4 Golden, a similar âGoldenâ ending), the game seems to contextualize all of the âbadâ endings as being equally valid. Most games donât allow for the failure to be a valid possibility, reloading a previous point of progress and having the player attempt it again. While this is true when exploring dungeons and failing in combat, Persona 4 does not do this upon the conclusion of the game. If the investigation team fails to agree that this suspect is not the true culprit, and that the case has not been resolved during the encounter with the captured suspect in his hospital room, the game simply stops. The game skips ahead to Yuâs departure, leaving the mysteries of the grisly murders, the world inside the TV, the Midnight Channel, and the fog enveloping Inaba unsolved. It calls to mind a more recent game that took a similar approach to its narrative, The Stanley Parable. I know this sounds like a stretch, but consider that similar to The Stanley Parable, Persona 4 (at least in its conclusion) treats absolute success and absolute failure as equally valid outcomes of the story. Thatâs something that few games, even in the RPG genre ever attempt.
Although I find that the most compelling part of the story isnât the ending or even any part of the main plot line. Itâs the Social Links. Social Links are the the way the game uses the playerâs relationships with others as a system of the game. As the player interacts with supporting characters, the characters all grow and develop in response. This is very common in games with a strong emphasis on characters, but Persona 4 differentiates itself by offering an explicit mechanical reward along with the implicit reward of story content. This takes the form of experience bonus when crafting personas, as well as granting additional abilities and skills for party members when in combat. Many games struggle to find ways to prevent mechanics and narrative from being at odds with each other, but Persona manages to get them to both play off of and compliment each other.
Not everything about the gameâs story is so charming, however. There are many moments in the game that seem either completely unnecessary, or just made me really uncomfortable. I suspect that part of the problem here is that the game is localized in a way that keeps Japanese culture references and tropes almost completely intact. This gives the game a more genuine tone but at the same time can result in, letâs say odd events. The most glaring example is the âMissâ Yasogami High pageant. For those fortunate enough to be unaware of this scene, hereâs the basic premise. The high school hosts a beauty pageant for the female students every year, and anyone can be signed up, even by another student. Yosuke signs up all of the girls from the investigation team for obvious (and notably pervy) reasons. In retaliation, Chie signs up all the boys for the other pageant held at the school. A crossdressing pageant. Crossdressing. I really donât know what Japanese culture is like, but even if drag beauty pageants are commonplace, it really just seems needlessly weird and a cheap attempt at shock value. This combined with the multiple gratuitous âhot springâ scenes is bothersome to say the least.
The Mechanics
Persona 4 almost fits into two genres as far as mechanics are concerned. One side of the game is a by-the-numbers dungeon crawling RPG, while the other side is a social simulation. The game manages to make these two very different sets of mechanics play off of each other surprisingly well, offering up a truly unique experience for the player.
Full disclosure, I hate turn based RPG combat mechanics, so I have very little experience with them. Iâll be describing and commenting on the mechanics to the best of my ability, so bear in mind that much of this is going to be description only.
When exploring the world inside the TV, the party often comes across patrolling shadows. An encounter is triggered by either the shadow spotting the player and attacking, or the player attacking first. The way in which the encounter is triggered will influence how the battle will begin. If the shadow strikes the player first, the enemy will be given the first action. If the Shadow spots the player, but the player strikes first, battle will begin normally. If the player can strike the Shadow from behind, the party gets a full turn of action before the enemy can act.
This brings a small amount of strategy to the more traditional randomly occurring enemy encounters typical of similar RPGs, encouraging players to carefully plan their approach in the narrow hallways and bending corridors as opposed to simply mindlessly trudging through.
Once combat begins, the player has two resources to consider, Hit Points, which are largely self explanatory, and Spirit Points, which is used for spellcasting. Something interesting about HP, however, is that when casting Persona skills that inflict physical damage, HP is drained instead of SP. This forces the player to take special care when using physical attacks, as it can leave them more vulnerable to attack themselves.
As far as magic attacks go, itâs a pretty standard elemental setup. The elements available are Fire, Wind, Ice, Shock, Light, Darkness, and Almighty. Of course, not all skills fall into these categories, there are numerous support skills, debuffs, and other more specialized abilities. These come into play as some enemies will resist or reflect certain attacks while vulnerable to others. Exploiting an enemyâs weakness also will knock it down, awarding the player with an additional turn of action.
This all seems pretty standard as far as core mechanics go, but what offers an interesting dimension is the uses of Personas. Each party member gets a single Persona with specific strengths and weaknesses, but the player can use multiple Personas. This allows the player to fill any role they choose, and drastically change their tactics on the fly.
Itâs all fairly straightforward so even a player with little experience in RPGs, such as myself can grasp the combat systems.
I find that the gameâs more interesting mechanics, however, can be found in the way that the player spends time outside of combat; specifically through social interaction.
When encountering a character, be it through the mainline story or otherwise, a new Social Link will be formed. These Social Links will grow as the player spends more time with the other characters. Often, the struggle games have are regarding story, and RPGs are no exception to this. The core mechanics and the narrative are completely isolated from one another, like oil and water. Persona does not do this. Not only is a sizeable portion of the game dedicated solely to these interactions, but there is a genuine mechanical incentive to pursue them via the Social Link bonuses.
A key feature of Persona 4 is fusing Personas to craft stronger ones. When crafting Personas of a specific arcana, the player gets an EXP bonus proportional to the Social Link rank of that arcana. This bonus offers an explicit mechanical reward for exploring the optional story content rather than just the implicit reward of the story content itself.
The Visual and Sound design
Persona 4 is a highly stylized game, taking clear influence from Japanese Anime. The game uses third person camera angles on 3D animated models to represent where characters are in a space and what theyâre doing, while dialogue is represented by text boxes with 2D animated characters to represent character expression in greater detail. This aesthetic choice is oddly charming, it offers deep yet subtle expression of the character in the foreground while simultaneously allowing for the exaggerated, almost cartoony physical animation of characters in the background. The visuals fit perfectly with the combat sequences as well. Scoring critical hits or attacking an opponentâs weakness results in a satisfyingly flashy animation alongside the colorful alerts that a critical hit has been performed or that a weakness has been exploited.
I find the sound to be equally charming. The mainline story is largely fully voiced, and the quality and dedication of the translators and actors really shines through here, helping to immerse the player into the world that has been set before them. All sounds in combat fit perfectly with the animations and overall aesthetics. The soundtrack is, in my opinion, the most impressive part of the gameâs sound design. It suits whatever the player is doing nearly flawlessly. The music is upbeat and pleasant when exploring the town, high energy and invigorating during combat, and does well to elicit an emotional response when the story calls for it. Itâs a testament to just how damn catchy it is that Iâm constantly listening to it and humming along, even though Iâm still not sure if the vocals are English, Japanese or both.
Conclusion
Persona 4 Golden took me completely by surprise. It made me see a genre in a whole new light that I wouldnât have otherwise taken a second look at. But the best part of this game to me wasnât the combat, to the main plot writing, or even the way they tie into each other so well; although all of these are important parts of why I regard this game so highly.
To me, the truly amazing thing about this game is how masterfully player interactions with characters are fleshed out. Anytime I go through an optional dialogue with a character in a game like Mass Effect, or to a greater extent Fallout 4, I canât help but feel unfulfilled. These games feature potentially interesting and deep characters, but when you interact with them you have the shallowest possible dialogue options with tragically predictable outcomes. Persona 4 excels in that I donât feel like choosing a sentence to say to a game character, but rather that Iâm genuinely interacting with a person. A person with dreams, regrets, and a truly unique world view. Big budget triple A RPGs could learn a lot from the way Persona approaches its supporting cast, and I sincerely hope that they do.
Showed incredible self-control by not bashing Fallout 4âs dialogue ceaselessly in his conclusion.
-- Ender
Ensured that the above didnât sound like a buffoon.
-- @eat-thin-wheat-thins
Dirty Bomb - Why is it failing?
What is Dirty Bomb?
Dirty Bomb is a free-to-play objective based first person shooter developed by Splash Damage, developers of Quake 3 Fortress, Wolfenstein: Enemy Territory, ET: Quake Wars, and the less successful Brink.
The Narrative
Dirty Bomb isnât built for narrative, being a multiplayer-only first person shooter. however there is some backstory as to the world in which the game is set. The game takes place in the not-too-distant future in London, England. the city has been devastated by- you guessed it- a dirty bomb terrorist attack. Amid of the panic of the citywide evacuation, numerous valuable materials were left behind. These materials are worth a whole lot to their rightful owners, and everybody else for that matter. Freelance mercenaries have begun operating in the ruins of London for the highest bidder. As the trailer says, âWhatâs a little radiation sickness when thereâs money to be made?â
The Mechanics
The game itself is remarkably successful in one important regard: itâs damn good fun. As difficult the concept of âfunâ is to quantify, Dirty Bomb seems to hit it perfectly. The games mechanics are very forgiving to newcomers, yet there is a clear skill curve that gives more dedicated players something to strive towards.
If youâll forgive the cliche, the game is easy to learn, and difficult to master. This allows the game to appeal to a wide range of players, be it through drop-in/drop-out 8v8 public servers, or dedicated 5v5 competitive matchmaking. Game modes include: Objective, straightforward attack and defend on linear maps; Stopwatch, Objective mode on a set timer with a team switch at the half; and somewhat experimental Execution mode (though this mode is admittedly just Dirty Bombâs take on defuse mode from Counter-Strike).
Dirty Bomb places a strong emphasis on mobility and aim tracking not unlike arena shooters such as Quake or Unreal Tournament. Players are challenged to be constantly on the move by running and jumping while returning fire. Adding to this, weapons suffer little penalties and largely retain their accuracy and recoil while in motion, further encouraging players to stay mobile.
There are character classes that are each meant to fill specific team roles and playstyles. Each class generally falls under one of four roles: Fire Support for resupplying the team and calling in air support for map control, Medics for HP recovery and reviving fallen teammates, Objective Specialists for attacking and defending game mode objectives, and Combat Specialists for raw killing power. With a few exceptions (Vassili and Phantom spring to mind), the classes are generally well balanced and have viable counters.
The game utilizes a loudout card system to determine the weapons and augments you will use for the character you choose. Each character has nine loadouts with any of three primary, secondary, and melee weapons to suit the character. Each loadout is available at all rarities in order of Lead>Iron>Bronze>Silver>Gold>Cobalt. All loadout cards from Bronze rarities and above are functionally identical, offering only cosmetic upgrades at higher rarities. Around here is where the monetization comes into play but Iâll be dedicating a full section to that topic.
The Visual and Sound Design
As with most multiplayer first person shooters, the art style of the game is very straightforward and largely uncluttered. There is little in the way of complex visual effects and general map clutter. Friendly and enemy players are always highlighted with blue or red glows respectively to prevent confusion.
Unfortunately, as the game is still in a beta build, it has yet to be optimized to itâs fullest potential, with mid-range gaming PCs only managing roughly 60-90 frames per second at max settings despite the relatively low fidelity graphics.
Character models are particularly interesting in that they each are not only unique, but are each easily identifiable even to new characters. In designing the characters Splash Damage appears to have taken special care to ensure that each characterâs visual design reflects their respective mechanical design. Objective Specialists all wear yellow mechanic gloves for example. Combat classes have very imposing sizes and silhouettes, making them easily identifiable from a distance. Characters with low HP generally have small hitboxes and higher movement speeds to make them more evasive.
Monetization
Dirty Bomb is a free-to-play title, so naturally there has to be some way for the game to draw in revenue.
Of course there are numerous strategies to generating revenue with a game, but Dirty Bomb has opted for a monetization strategy almost identical to League of Legends. This decision makes sense, seeing as how League of Legends is the most popular competitive game on the PC. However the pay-to-progress monetization ultimately harms the metagame and inhibits player choice and diversity.
The game offers in-game currency for completing matches and fulfilling specific tasks. This currency, referred to as âcreditsâ function as the gameâs primary means of progression. Credits can be used for purchasing loadout cards, characters, and utilizing the Trade-Up system for unused loadouts. Everything of importance that can be purchased is available in exchange for both real money and credits. Despite the apparent optional nature of using real money to buy these, the rate at which currency is earned is almost brutally sluggish. A full match will rarely yield more than 250 credits (Not counting missions and daily bonuses) A character that costs $9.99 will require a staggering 50,000 credits to purchase. Most items such as loadout cases, bronze cards, and trade-up fees are far more reasonably priced.
So whatâs wrong with Dirty Bomb?
Dirty Bombâs potential is tragically overshadowed by issues which are relatively few in number, but glaring and discouraging. Iâm almost certain I will have missed some but here is a list of the most severe nonetheless.
1. Lack of effective Anti-Cheat. As of the time this article was written, a new anti-cheat system was implemented, but it is too early to tell how effective it will be. However, up until this update, the XIGNCODE anti-cheat that Splash Damage was using proved ineffective at best. The constant stream of blatant hackers discouraged many from even attempting to dive into competitive matchmaking. The game being free-to-play did nothing to help this, as it resulted in there being virtually no effective consequence in the rare instances that hackers were caught and banned.
2. Monetization. This is a free-to-play game, and as such it has to have some kind of monetization to survive. However the current strategy of locking such a massive portion of the game behind a paywall prevents newcomers from effectively learning new classes and roles in any meaningful way. This also results in a torrent of inexperienced players flooding public servers with whichever class is available in the free rotation at any given time. Monetized free-to-play can work very well in many circumstances. Dota 2 is arguably the most fiercely competitive MOBA on the market and serves as one of Valveâs largest sources of revenue without the need to charge for majorly important aspects of the game.
3. Balance issues. While the game is in beta, it is to be expected that balance will be constantly tweaked and modified in response to community feedback. But this is a monetized beta. The same rules simply donât apply. The infamous Phantom Update resulted in one of the single worst balance issues the game has seen. The fact that the character in question cost either $9.99 or 50,000 credits meant that the players who picked up the character early not only a massive advantage as the character was genuinely overpowered (at least in public servers), but also had a clear reason to not want to see a nerf come down on Phantom. Ultimately when the inevitable nerf finally came the character was made no longer viable. And the far reaching melee system changes adversely affected all other classes as well. This also raised allegations, however much of a leap, that this was an intentional ploy to boost early sales of the new character.
4. Competitive Matchmaking. The competitive community is crippled due to the severe problem of cheaters. Though even if a match begins with no cheaters on either side, the match is almost assured to be heavily skewed to favor one team. This is because the game uses an individual player skill ranking system not unlike Counter-Strike or League of Legends, yet when forming matches, seems to disregard the skill ranks entirely. This results in unranked players being faced with a full team of incredibly high ranked players. This is likely simply due to the community largely shying away from competitive due to rampant cheating. Optimistically, the new anti-cheat could serve to remedy this issue.
5. Lengthy update cycle. Splash Damage takes an excruciatingly long time to release patches despite an almost deafening outcry from the community to fix major issues, such as turn speed limits on melee, aimpunch, and most notoriously, Phantom. Thankfully Splash Damage normally gets around to these problems, but it is often too little too late, as players will already have jumped ship due to the problems the had yet to see a meaningful solution to.
Conclusion
Dirty Bomb has an incredible untapped potential. The game could easily compete with established titles like Team Fortress 2 or Blizzardâs much anticipated Overwatch. Unfortunately with such barely functional anti-cheat, and monetization strategies that do much more harm than good, the game is destined to fight an uphill battle. However, the most recent update has things looking up. A new anti-cheat is finally in place (though still in its infancy), and most of the changes the community has been crying out for have been made.
Dirty Bomb is a quality title in development and it could attain great popularity if the simple issues of anti-cheat and monetization are addressed meaningfully, and I hope that they are. Iâve dedicated over 150 hours at this point and I wouldnât have done so if the game didnât have potential.
Before I begin Iâd like to address a couple of errors in my previous post: I stated that the original DOS version of Doom had no horizontal mouse aim support and was added later, and that the original release of Doom had dynamic lighting. Both of these statements are untrue. (Take care when researching on the internet, folks!) Big thanks to onedoomedspacemarine for pointing these out. Also I like the nod to Duke Nukemâs nod to Doom there.
Now back to the regularly not scheduled post:
You could fill a book with every brilliant piece of music to appear in The Legend of Zelda series, and Iâve no doubt that someone has. Each entry manages to capture the essence of itâs unique game world through itâs soundtrack.
Having said that, one piece of music from the series has always stood out to me. The Clock Town Theme for Majoraâs Mask is particularly memorable because unlike most of the gameâs areaâs the background music would change with the passage of time.
The first day is business as usual, the music is calm and inviting. The player gets a sense of the pleasant and inviting nature of Clock Town.
The second day begins and there is noticeable change. The tempo picks up, and panic subtly sets in as the clock continues to tick down.
By the third day the shift in tone is unmistakable. The townâs music is largely the same, yet even more frenzied and desperate, all while the looming danger loudly imposes itself.
In the final hours of the third day, as the moon is crashing down, the blissful sounds of the town music have vanished. The people of Clock Town have either fled or are awaiting their fate in their homes, evident both in their physical absence, and the loss of the joyous music that once filled the air.
These tracks suit the time-based mechanics of the game and the desperate and fateful tone of the narrative, and change along with them in a way that I donât often see.
Doom - A Modern Perspective
Doom. We all know it, most of us have played it. It is arguably the most enduring first person shooter to ever be released. But what about this almost absurdly simple game has made it such a pillar of gaming culture? Why is it that someone raised in the 128-bit era era such as myself can so thoroughly enjoy this game 22 years after its original release?
The Narrative
As Iâve previously stated, Doom is an exceedingly simple game and itâs narrative reflects that. To briefly summarize:
Youâre a space marine stationed at a research station on the Martian moon Phobos. The ostensibly boring assignment takes a turn when secret experiments in teleportation result in an outpouring of âsomething fragging evil,â killing everyone on Phobos and causing Deimos (The other Martian moon) to disappear entirely. After fighting your way through the Phobos base you find yourself teleported the missing missing moon Deimos. Much to your horror you discover that Deimos is now floating above the surface of Hell itself. You climb down from the moon onto the surface of Hell and find the Spider Mastermind, which orchestrated the entire invasion. Upon defeating it, you return home to Earth, only to find that the demons have reached it first, slaughtering billions and forcing the remaining humans to flee their home.
TL:DR Youâre in space and demons start attacking and you kill them, then you follow them to hell to kill them more, then come back to Earth where theyâve been killing everyone and you have to kill them even more.
The game is clearly not out to craft a moving story by any stretch. In fact, the final episode of Doom, âThy Flesh Consumedâ hardly has any narrative significance whatsoever.
Imagine trying to find a way to use narrative to explain why the player would venture into a tiny room filled with Barons of Hell and Cyberdemon, with an invulnerability sphere to tip the scales in Tricks and Traps (Doom II, MAP08). It simply doesnât make sense in terms of narrative, yet the narrative isnât what drives the game, allowing for such experimentation in level design.
Ultimately, Doomâs story feels like an afterthought. The visuals and gameplay clearly take precedent, and while I would normally despise a lack of a plot such as this, it really works in the gameâs favor. Doom doesnât rely on narrative to drive the player. The lack of narrative forces the then-advanced visuals, intuitive map design, and perfectly tuned mechanics into the spotlight.
The Mechanics
Doomâs inherent simplicity extends beyond its narrative (or lack thereof). This is apparent in the gameplay itself. The game was originally programmed for MS-DOS and only offered simple movement and horizontal aiming by keyboard inputs. More modern versions of the game offer mouse aim support and can be further expanded upon with fan made mods.
Movement controls are incredibly responsive even by the standards of modern AAA titles, allowing for skilled players to avoid damage as much as possible. The high speed and agility offered by the movement mechanics coupled with aim assist (remember this was originally a DOS game with only keyboard support) promote a very aggressive, yet delicate approach to combat. The mechanics combine the precise and disciplined movement of say, fencing, with the relentless and forceful melee of a bar fight. This allows the game to be forgiving and even easy at lower difficulty settings, yet challenging to an almost brutal degree at higher difficulty settings.
The game simply feels good to play, whether youâre dead set on killing everything in the level, speedrunning, or just have a couple hours to burn and wander the maps at your leisure.
The Visual and Sound design
Doom was cutting edge at the time of release. Maps had dynamic lighting, enemies and weapons had multiple more animations than ever, and the textures offered a level of fidelity unheard of at the time. Having said that, this is hardly the CryEngine weâre talking about. Doom isnât a pretty game by modern standards, but the relative lack of visual fidelity really works to the games benefit.
To compare to a more recent title: Imagine Minecraft without itâs blocky, heavily pixelated textures and general lack of graphical quality. If Minecraft were a more photorealistic game, it simply wouldnât offer up as much potential for player expression and imagination.
Doom works in a very similar fashion. The lack of fidelity lets the playerâs imagination fill in the gaps, allowing for the game to have a far more twisted and chilling effect than could ever be achieved by anything that could be explicitly created at the time. It allows the maps to suddenly shift from clean artificial facilities and labs to distorted and nightmarish landscapes without skipping a beat.
Even the weapons the player carries and utilizes take full advantage of the technology available to great effect. When you fire a shotgun you can feel the power behind each shot you fire, you can see the damage being dealt by the chaingun as rips through hordes of demons. Speaking of demons, the enemies themselves serve as an important aspect of the overall feel of the game. The pain sprites the show when taking damage, the movements they make when attacking, and the gory death animations all help you to truly feel the power of this empowerment fantasy all without distracting the player with excess effects and detail.
When it comes to sound, Doom changed the game for the fledgling FPS genre. Compare it to itâs predecessor, Wolfenstein 3D, and youâll be able to hear the difference in that regardless of volume Doom is simply louder and more visceral than Wolfenstein ever was. Conventional weapons and explosives in Doom are jarringly bassy, while the more science fiction weapons such as the plasma gun and the now famous BFG9000 are piercing and somewhat high pitched. All the while the hisses, moans, shrieks, and bellows of enemies and the player character still arenât drowned out in the all the noise.
Closing Thoughts
Ultimately, Doom is a rare kind of game we donât see much anymore. It shares a lot more in common with modern indie developed games than any of itâs FPS contemporaries. It pushed boundaries and found itself situated into a formula that worked, and has continued to work for over two decades. The mechanics, level design, and aesthetic style all perfectly intermingle to form a cohesive whole more complete and fully realized than most AAA titles today. Doom stood out at launch, and it still stands out today.
Doom is dear to the hearts of so many players, young and old, casual or hardcore, and itâs the completeness of the game that makes it that way.
Seeing as how I cannot seem to write an actual review worth spit right now, I suppose Iâll just intermittently share pieces of soundtrack that perfectly fit what theyâre accompanying until I come up with something.
To start off, hereâs âAt Doomâs Gateâ from Doomâs first map, E1M1.
Does it sound familiar? Either youâve played the game or youâve heard No Remorse by Metallica. Doom is infamous for paying homage to heavy metal music if youâre being kind or simply ripping it off if youâre a less generous.
Despite not being entirely original, At Doomâs Gate is a perfect fit for the gameâs introductory level. Just as new players take the first few minutes of gameplay to familiarize themselves with new mechanics, they also familiarize themselves with the other equally important aspects of the game. As the playerâs eyes dart around the map for the first time, and they get their first taste of combat, they also hear the first piece of soundtrack that flawlessly matches the tone of the game theyâre about to play,
Thatâs enough pretentiousness for one post.
Anytime I sit down to start writing about a game I end up distracted and just play the damn game. This makes things rather difficult.
Halo 4 is my favorite in the series.
Okay, okay, everyone put down the pitchforks and let me explain. Thisâll be long-winded and heavy on plot details, so consider this your one and only spoiler warning. Additional disclaimer, I have a very strong narrative bias, so just know that the bulk of what I will be talking about will reflect that. Also as Iâm far from experienced Iâm likely to ramble and just generally sound like an idiot, so bearing that in mind, let us continue.
Halo 4 has a much stronger focus on narrative in itâs single player campaign than the entirety of the mainline Halo trilogy. From Combat Evolved we donât see any kind of development in our lead character, the Master Chief, aside from an apparent bonding with Cortana. Weâre following this ultimate soldier, unwavering in his resolve against all odds, with such will that no matter how overwhelming the opposition, he always finds victory and upholds our ideals. Sound familiar? Itâs The Heroâs Journey we all learned about in English class. Granted, the pattern can be loosely seen on most narratives, the mainline Halo trilogy fits it nearly perfectly. Especially in the characterization of the Master Chief. Heâs an ideal that players want to see in themselves. A kind of ultimate hero that we all aspire to be in one form or another. He exists as a form of wish fulfillment for the player, this is especially apparent when you look at his interactions with the world he inhabits. The Chief is devoted beyond compare, and utterly unaffected, sometimes literally joking in the face of impossible odds. He never even stops or seems distracted by the constant deaths of anyone anywhere near him.
When we reach the end of Halo 3, we see the Chiefâs mission completed, the war brought to end, and he and Cortana lost in space. Seeing the ceremony on Earth, and the cryo-chamber close signifies a kind of ultimate closure of the story arc. And for a while it stayed that way, we had spin-off titles Halo 3 ODST and Halo: Reach (Which I think was a groundbreaking narrative entry in its own right, but thatâs a post for another day) until the Chief was awoken once more in Halo 4.
But this time, things are different. Sure the core narrative structure remains the same, but itâs more in how itâs delivered that sets this game aside from others in the series. The overall tone of the game is drastically different than the previous titles. As the game opens we see Dr Catherine Halsey, mastermind of the Spartan-II program, in shackles. For the first time within the mainline plot, the player is made aware of Halseyâs criminal actions in creating the Spartan-II program, and more importantly, is directed to The Master Chiefâs efficacy and behavior on the battlefield. Specifically, that Spartans, including the Master Chief, are (or more accurately, were) known exhibit antisocial and even sociopathic behaviors. In a single cinematic sequence our entire perception of The Master Chief is altered from an ultimate human hero to a broken living weapon, stripped of humanity.
As we slide into the familiar MJOLNIR weâre thrust into a new adventure, but as time goes on the story gets more and more in depth as we see Cortana begin to fall apart from rampancy, and The Chief climbing once more into the breach fopr one last mission. Saving Cortana. Despite His being hell bent on saving Cortana, he still shows no reaction to the countless humans dying around him, showing no regard for anyoneâs life except Cortanaâs and his own. This isnât even subtle, with Cortana explicitly saying, âpromise me youâlll figure out which one of us is the machine.â The more apparent The Chiefâs lack of humanity becomes, the more humanity we see in Cortana. She weeps and laments the loss when she sees an entire research station slaughtered by the Didact, as the Master Chief simply stands and begins planning his next move.
In the closing moments of the game, as Cortana sacrifices herself to save John, and says her final goodbyes, we see the last spark of humanity left in the Chief die with her. Despite Cortana being the only person he ever cared for, he simply reverts to his mechanized persona, using rhetoric of his duty as a soldier to justify his refusal to grieve. As I experienced this game I found more and more that my attention was drawn to the divide between Cortanaâs humanity and Johnâs apparent lack thereof, I was more engaged in the narrative that I ever had been before, (The closest second being Halo: Reach, but I digress) I found Halo 4 to be a much more fleshed out story that Iâd seen on previous entries in the series, and I suppose thatâs why itâs stuck with me. It was the best experience for me, and Iâm eager to see where the story goes in Halo 5: Guardians.
Content Incoming!
I figure that this is a good a place as any to cultivate my growing inner pretentious game critic so expect some content in the near future my horde of...
er... following of...
um... handful of followers who probably have little to no interest in what Iâm about to be talking about.
Regardless, just a heads up, the first of this intermittent wave of content should go up later today, so stay tuned!
Or donât.
Iâm a wannabe critic, not a cop.
When asked about my emotional attachment to The Walking Dead
Them: Why are you crying?
Me:Â I played the season finale last night...
Them: If it makes you feel like this, why don't you just stop playing?
Me: WHY DON'T YOU JUST FUCK OFF AND DIE?
the feels
That feel when you know that no film can ever do the series justice.
Birthday Weeks | Alive Week (Day #4):
Moon Moxxi (on GIF #1), Lilith (on GIF #2), Red and Purple Mad Moxxi (on GIF #3) and Handsome Jackie (on GIF #4) from Borderlands
Cosplayers:
Jessica Nigri [TW | FB] (Moon Moxxi)
Lindsay Elyse [TM | TW | FB | IN] (Lilith)
Gogo Incognito [TW | FB | IN] (Red Mad Moxxi, with megaphone)
Enasni Volz [TM | DA | TW | FB] (Purple Mad Moxxi, with tip jar)
Lisa Lou Who [WW | TW | FB] (Handsome Jackie)
Videographer: The Sneaky Zebra [YT | TM | TW | FB] (Source Video)
Birthday Weeks |Â Gaming Week #5 (Day 4):
Harley Quinn from Batman: Arkham Knight
Cosplayer: Itty Bitty Geek [WW | TW | FB | IN] Photographer: Adam Patrick Murray [WW | TW | FB]
Additional Credits:
Costume: Maise Designs Seamstress [WW | DA | FB]
MRW watching the premiere tonight.