One of my favorite games in 2011 was Binding of Isaac. This top down isometric rogue like dungeon crawler was my first real introduction to rogue-like games, and I can safely say that despite the fact the game constantly kicked my ass, and still does to this day, I always go back to it to take another stab at it. When Rebirth was first announced I kept my eye on it, but it somehow snuck past me and only recently was I reminded that it was out. The first question that came to my mind was seeing as I owned the original game with the DLC, which could be bought for under $10, is paying $15 for a remake worth the price of admission.
That answer is yes. Emphatically yes.
(It’s just… so.. happy!)
For those unaware, Binding of Isaac puts you in the role of Isaac, who’s mother recently started hearing the word of God. First, she took everything he owned away, clothing included. Then, she locked him in his room, and finally, God has asked her to kill Isaac to prove her love for the lord. In fear for his life, Isaac jumps into the basement trying to flee from mother, but who knows what dark secrets lurk below? Armed with nothing but your tears and whatever objects you can find in the basement, You only have one goal, survive until the end of each floor, killing some grotesque creatures along the way, until the final battle with mom. But once you beat it, the game continues with even more bosses and even more floors than before on later play through’s.
That’s Isaac’s greatest strength in general. When you first start playing the game, it seems fairly straight forward, but the more you play and do, the more things you unlock. New characters, bosses, more floors, more items, it all gets added the more you play. It’s insane how much is packed away in this game, and that was back in the limited Flash based game. Now, thanks to it stepping away from that medium, a huge amount of additions both in unlockables and technical fixes have been put in. That might be the bigger misnomer here, Rebirth is not just a remake, nor is it a port, it’s a completely overhauled redesign of the game from the ground up. Not only are you getting a new engine which runs smoother overall, you’re getting everything from the original and it’s DLC Wrath of lamb, you also get so much more content because the limitations of flash are no longer there. You can restart progress at a later time if you have to quit. Textures can either have a 16 bit appearance or a smoother look. Shadows and attack effects look much better. Not only are there new monsters added, but there are new versions of older monsters. There is a challenge mode, a harder difficulty with its own set of rare items otherwise not obtainable otherwise for veterans of the original. Two player co-op is possible (although limited to couch local multiplayer only), rooms are not only randomly generated like before, there are new types of rooms, including ones of different sizes that make fighting easier or harder, again thanks to that random nature the genre is known for. Balancing issues have been addressed, and I can safely say from my time playing it that it feels much better, making it more about skill and not necessarily about what items you have, which can be a problem in the original version. The most interesting addition though is known as Seed codes, which when used set up specific room/ boss/ item layouts, and is also a way to input special versions of challenge runs, which could be fun for die hard players, or even encourage some competition between friends as they race through a predetermined seed variation. There is so much here that it makes it worth your while, even as a previous owner of the original.
Not everything is better though, if I’m being honest. There is a luck factor in the game, and while skill does trump items, there is no denying that certain item combinations will tear through the game, so if a friend breezes through the game easy when you have trouble, that’s just how it goes sometimes. This is also a strange point to bring up, but there is just so many items to unlock and no real way to know what does what (especially with the more vague power ups) that you may need a wiki to keep track of it all. And I’m torn about the visual design choices. I think the opening intro movie, for example, looks terrible in its 16 bit form, and turning the smooth filter on does not change it. I actually don’t like the 16 bit aesthetic in general, I find the flash version to be better looking, but the filter does fix a lot of my problems with it, and the game play additions and fixes more than make up for it. I just find the 16 bit design was a throwback to the developers wanting to make this a 3ds game, when Nintendo was never going to let that happen. On a big screen it looks a little weird is my point. It’s also worth mentioning that the controls on the Vita version are bad. They are mapped by default to use the touch screen for things like pills and tarot cards, which is not easy to do in the thick of things. Thankfully, all versions of the game allow you to rebind any key you want, making it less of a problem.
(The HUD is a little different, but it still works fine)
The bottom line is that I was on the fence for the game. I needed a way to play it without paying for it first. I had intended to just bite the bullet, but salvation came, in the form of Play station plus. Oddly, the game, despite only being released the day of Nov. 4th, is free for ps+ subscribers on PS4 and Vita. That’s a great thing for the all the non-PC gamers who missed out in 2011.You can sync your save files between Vita and PS4 versions, which is a great feature Nintendo needs to take greater advantage of. I was worried that there wouldn’t be enough new here that would entice veterans to return, but thankfully I was woefully mistaken. Rebirth is a fantastic title, and is defiantly worth the price tag of $15 that comes with it. It’s even better when it’s free though. I highly recommend this game, even if you have the original. It is the definitive version to own. If nothing else, it’s a great way to kill time on the go, or at home while waiting for the next big game to drop. I know until Warlords of Draenor drops at least, I get to devote a lot of time to Rebirth, and I hope you do the same.
I’ve learned something about Capcom over the past little while. As I mentioned in my previous PGWU, I took a small break from Xenoblade to focus on getting some things out for review purposes, and if I’m honest, I don’t like to binge play a game, I rather like playing a game or two at a time. Plus, Destiny came out. I have no shame in admitting that is taking up time. But I also got hold of another Capcom release on PC during that time, and I wanted to talk about it for a bit, and why Dead Rising 3 made me angry.
Dead Rising 3 is the newest release in the Dead Rising series, that places players in a sandbox filled with zombies, allowing them to fight off the horde using whatever weapons and items you can find, and more recently custom making your own tools of destruction. It was originally announced as a Xbox One exclusive, but Capcom isn’t the most faithful of developers, as Nintendo will tell you. Hell Microsoft should have known better, as this very series has flip-flopped between exclusivity and on whatever system will have it. Now, it’s come to the PC in the Apocalypse edition, which comes with all the DLC in tow, at a reduced price of $49.99. That’s pretty standard fare for PC ports of games, which is ultimately what this boils down to.
In Dead Rising 3, you play as Nick Ramos, a mechanic who finds himself trapped in the city of Los Perdidos as a zombie outbreak happens. The city is under quarantine, and the military is set to vaporize it with high powered weaponry in a week’s time. Nick makes it his mission to get out of the city with the few survivors he’s run into. Nick, as opposed to the other series protagonists Frank and Chuck, is more friendly to people he meets and is more interested in helping them than himself. It’s a nice change of pace, but the game never really does anything with it, he just happens to be nicer than the others. I suspect he’s written that way for a reason, but due to spoilers, I’m not really open to discussing it now. Outside of that, he’s not really an interesting character. The characters and the story are kind of the weak part of Dead Rising 3, while on the subject. Most characters are a cliché, falling in line with zombie movie tropes, and the story as a whole equally follows suit, right down to the DLC chapters. The only exception being the SUPER ULTRA ARCADE REMIX HYPER EDITION EX + alpha, which is the only fun and interesting DLC pack in the entire bundle, because it tugs on retro heart strings and turns the insanity of it all to 11. Honestly, that one DLC is kind of better than the entire game itself. And while I’m talking about story, I have issues with the villains. Like everything else Capcom writes, villains takes the large and grandiose idea of unleashing a zombie horde to do something evil, when a hit man or a mad scientist could usually get it done without anywhere near the same kind of mess, clean up, or chances of failure. It’s a silly trend in Capcom writing, at least in their horror genre. I’m waiting for them to do with Street Fighter.
(Seriously though, this should have been a standalone. It’s awesome)
Dead Rising 3, as mentioned before is a sandbox game, and the developers have gone to great lengths to highlight the sheer size of the horde on screen at any given time. To give them credit, it is something of a technical wonder, highlighting what the new generation of consoles are capable of. The game only loads once when you first load it too, and never really seems to suffer from slowdown as you play, which in a sandbox of this size, is very cool from a technical perspective. However, it doesn’t stay impressive for long. They may as well not exist when you are far away, as short of random survivors you can save for experience, they do nothing but stand around looking dumbfounded. I know they are zombies, so I’m not expecting hyper intelligent A.I, but it would be nice for them do something while not trying to chase you down. The game itself is also bigger than DR 1 or 2, and as such gives a greater emphasis on vehicles. You can combine vehicles together, just like weapons, but they aren’t necessary at any given time. Vehicles are only good for transportation, and they handle poorly at the best of times, so I would never bother with them except to get from district to district. I had hoped the series would continue to employ shortcuts to teleport from area to area, but they took them out entirely, making vehicles the only option. And because you’re not able to take the direct routes because reasons, your left taking the scenic zombie covered bridges, and it won’t take long for driving through a horde of zombies to become tedious and boring.
While on the subject of questionable game play, Nick can fashion weapons on the fly as long as he is carrying them. You need the combo’s blueprint to do this, but every time you find a blueprint, your either given the item to use right away or the items needed are laying right beside the blueprint to let you make it on the spot. This isn’t bad in theory, as due to the game’s size, hunting for items to take them back to safe room to make them could get a little aggravating. What really irks me about this is the locker system. There is one for vehicles and for weapons, and every time to pick up, use an item, or make a combo item, a copy of it gets stored in the locker. You can go to any safe house and withdraw multiple copies of it, for free. Best part of all, it refills automatically with no input from you, so once you make an item, you can just wait a while, stockpile 4 awesome combo guns or weapons, and use them to decimate hordes of zombies and the bosses the game gives you. You can even get weapons that are combo’s of combos this way. It makes it insultingly easy to handle any real challenge, and I found myself breezing through this game with no problems.
Speaking of difficulty, that’s also changed too. Normally in a Dead Rising game, there is a day/ night system, and the game passively goes forward in time, even if you’re not ready for it. It’s possible to miss story important missions/ bosses/ civilians to save this way. It’s hard sure, but Dead Rising carries your characters progress forward in-between attempts, making it possible after a few tries. Dead Rising 3 changes this by offering two game modes. There is nightmare mode, which operates just like above, and you can only save in port a potties and safe houses, and enemies hit harder and are stronger. There is also the Story mode, which allows players to take their time. Days do not progress on their own anymore, mission timers are so long it’s virtually impossible to fail them, and enemies are weaker. They call it story mode for players who want to appreciate the story, but as mentioned, the story is so weak you can really just call it easy mode, as no one is playing it to enjoy the story. I can understand changing certain things to make the game easier to play in some small ways, but I’ve never liked adding a easy mode, especially when it takes away from the game’s driving concept. If there is no time limit, there is no pressure, and no tension. Fortunately, you can just choose to play on Nightmare mode right out of the gate, so I suppose at least its optional. I also found the game to be boring visually. Perhaps I was just spoiled by the Vegas setting of DR2, but Los Perdidos is just grey and bland. Some areas seem colorful, but compared to Vegas? Sorry, the game’s got nothing compared to DR2. If your playing the PC version, you absolutely need a controller of some kind, as the PC keyboard controls are horrendous and there is no way to change them.
(Granted, dressing as a lucha and jumping into a horde of zombies to pile-drive one of them is still cool.)
After completing the game, I felt a little ripped off. To me, Dead Rising 3 is the worst kind of continuation to a popular franchise, as it doesn’t really do anything new or interesting with the concept. It really feels to me like the series peaked at Dead Rising 2, which is weird considering I only played it for a weekend when it first came out. When the 360 came out, the game I wanted to play, and the reason I bought a system, odd enough, was Dead Rising, and when I found out Dead Rising 3 was “exclusive” to Xbox One, I was a little tempted to pick up the system so I could play it. Thank god I didn’t, as I would have felt ripped off. It’s not that Dead Rising 3 is a bad game, it just doesn’t do anything of real note, with the exception of the SUPER ULTRA DLC. Had that been a standalone experience, like off the record was for DR2, that would be worth picking up. It kind of only really exists as a tech demo, and once the novelty of that wears off, your left with a game that didn’t really do much to update the formula. If you’re looking for a Dead Rising experience, I recommend 2, because you get everything you get in 3, on a smaller scale admittedly, but you get it for $19.99, on whatever platform you wish. Dead Rising 3 just isn’t worth it on its own, and at best might be a rental experience. I’m going back to Xenoblade now, or Destiny. I need to feel better.
Seriously, this needs to be a stand alone. Capcom, make it happen
I had to take a break from Xenoblade Chronicles. It’s coming soon, I promise, but I realized with the free time I have to game these days, it would be another month at least before I got that out. I figured I need something else to play in-between sessions. So I decided to look for something on sale, something I didn’t own, and something I consider to be “retro” or at least old. So, thankfully, I discovered that over on the Xbox 360, some Resident Evil games were on sale. With the Resident Evil remake (or REmake, as I like to call it. ) due out on other consoles in the near future, I thought this was a great time to look back at Resident Evil 4, The game that changed it all.
Resident Evil is probably not a series that requires any real introduction, it’s been a Capcom staple since 1996. But by the series 4th release in the main series, Code Veronica on the Dreamcast, some people began to feel that the game play was getting stale. The fixed camera was a relic of older technology, and the tank controls were the best way to move with a fixed camera. As systems got more sophisticated, gamers wanted something more. In 2002, Capcom signed a deal with Nintendo of all people to bring may titles exclusively to the GameCube, with titles such as Killer 7, Okami, Viewtiful Joe and Resident Evil. In 2005, Capcom released this gem of a game that is considered to be one of the must-own GameCube titles. Now, times have changed, and looking back, does Resident Evil 4 still rise up as a must own, or like the series itself, has it soured on the its own idea?
First, right of the bat, I got to say I loved Resident Evil 4 on the GameCube. In fact, it was the last game I bought for the GameCube. The GameCube had some good titles, but not many, certainly not compared to the PS2. But I enjoyed it then, and put much time into it. Really, I picked this one because I was curious if it would have held up after all these years, especially given how the reception to the series has changed over the years.
Resident Evil 4 puts you in the role of Leon S. Kennedy, one of the few survivors from the Racoon City incident. It’s been a few years since then, and Umbrella is fully dissolved. Leon has been recruited by the US government, and when the President’s daughter, Ashley, is kidnapped while in Spain, it’s up to Leon to track down the kidnappers and save the president’s daughter. Of course, a creepy cult is involved, science fiction, and monsters. The plot is standard fare, but compared to the twists and turns games like 5 and 6 would have, it’s actually kind of refreshing to be this simple. There are subplots involving other series regulars, such as big bad Wesker, but I don’t bring them up here because.. they don’t really add much to the main story. They more serve as questions to be answered in later games and are there mainly to be vague and mysterious, but the series vets who are involved here at least feel they are supposed to. It also helps that the characters, while stock, at least feel like characters, especially the villains. A big problem 5 and 6 had were the villains in those games felt a lot like placeholder characters, but were never replaced. Here, at least the main villain, Lord Saddler has a motivation, even if we learn little about him. Motivation may not sound like much, but it’s better than Simmons from RE6, who doesn’t really didn’t seem to have much in the way of motivation.
But, people don’t talk about RE4’s masterful and impactful story. No, they talk about two things. The first thing is that the game play is completely different from any RE game that came before it. Resident Evil got a big facelift here, and at the time it was jaw dropping. Capcom had made the switch from a more methodical pacing to a more action paced one. Sure, it’s light on puzzles and traps, but RE4 makes up for greatly by being one of the best in terms of game play, being very simple and direct. See, RE4 made the series jump into the 3rd person action game. It’s a style that has remained mostly unchanged from 4 to 5 to 6. The only real differences are in 6 you can aim and move, and in 5 and 6 you must handle your inventory in real time, due to them having co-op online . RE4’s game play is all about tense action moments, and while it’s a little sad to see the series change, it was refreshing in 2005, and I’ll be damned if Capcom didn’t pull it off flawlessly. Sure, you still can’t move and shoot ( a grip the fans never grew out of) but the combat is perfect for what it’s trying to be, an 3rd person action shooter, minus cover. Aiming is simple and easy to do, the weapons feel different, and Leon actually actually moves quite well, even when heavily damaged. You can also see your health bar, so there is no guessing with phases and vague terms. But the game also knows exactly how to pace itself, and the game has many crowning moments in game play. One of the best and most effective is in the first village section, just before the end of the prologue. It’s a great section that truly leaves you tense and scared, just like the series should do, sure your mobile, but you lack the firepower and survivability to truly deal with a horde. The game has other great and memorable sections though, so even though the game shows it’s best hand early, it many more equally tense moments later. The game play improvement also makes the returning Mercenaries mode a BLAST to play, and is a great addition that continues to this day.
(I cannot tell you how often this happened to me.)
The other interesting idea that was also new to the series was the fact that enemy’s are not zombies. Sure, for all intents and purposes they are just zombies, but they are not actually zombies. Sure, the series does still have spooky monsters, but the cannon fodder human-like creatures you face are not zombies. I’ll give the series credit, for the main plot of RE4, there is no connection to Umbrella or the T-Virus. It helps the series feel like its really evolving, putting us back in unknown territory. The enemy AI for the humans is also well put together, for the time. They can dodge and weave to throw your aim off, they can throw weapons at you, including grenades( which you can shoot out of the sky/ their hands, which is awesome!) The AI is a bit limited, but it still helps add to the feeling that these guys are smarter than a zombie would be. However, the series best and creepiest creature comes from RE4. It doesn’t show up until late in the game… but when it does… it’s just as creepy now as it was then.
(still creepy after all this time)
However, the game isn’t without faults. I sort of mentioned earlier that unlike RE5 or 6, the game is not co-op. That means you’re not responsible for babysitting a brain-dead useless AI partner….. for at least a couple hours. Because sadly, after that point, your saddled with babysitting. Specifically, you actually save Ashley rather early in the game. But then it turns into a escort mission with a defense less partner. If she is killed or even carried to a different area, you die. Worse yet, you can hit her while she is being carried! Even worse than that, in order to increase her health, you have to give up increasing your own, and in order to heal her, it takes up healing items. It’s annoying, at least until a play through or two later, when you unlock Ashley’s armor costume, which makes her too heavy to carry and bullet proof. I’ll say this in regards to Ashley, at least they give you a mechanic to forget about taking care of her in a later play through. And she’s not around for boss fights, making it that much easier to focus on the boss as opposed to carrying a partner, either AI or Human. She’s also not that annoying, but it does sort of ruin this awesome feeling the game has by forcing you to babysit her through 75% of the game.
Another annoyance sadly is the games reliance on QTE’s. They are far too prevalent in the game. Every other cut scene seems to have one, and of course failure means instant death. The worst part though is even if you fail, you can fail a second time. The game only has 2 or 3 button combinations that work in QTE’s, but the game doesn’t set any in stone, rotating at random between all 3. The only one that is relatively the same every time is a boss fight later on. Yes, a boss fight starts out with QTE’s, and any failure starts the battle over. It’s cool looking sure, but I could do without it. Another issue is that sadly the game is also a little on the short side, and unless your aiming for a high score (as leader boards are now a thing thanks to the HD ports this game has) Your actually not going to have much reason to play through it all again. Sure, your character and all his inventory carry over, but after the second go around, your basically untouchable. That might be a reason itself though, as that’s why I played through this game so many times in my youth. There are also some gaps with how the science works in the game, mostly with how Saddler is actually able to control anyone is a bit of a plot hole, but to me, that’s a minor gripe. The series has more pressing plot holes than that, trust me.
On the whole, I’m really torn here. I should explain quickly that while I found them dull, I don’t hate RE5 or 6. In fact, I think 6 has a lot of good moments… it just has many, many other bad ones. But RE4 was the game to beat as far as this new breed of RE games goes. But in saying that, I do wish things were different. I wish RE4 didn’t become a escort mission. Hell, I kind of wish that we got the version of the game that was known as the hallucination version, which looked awesome. I wish the game was longer, and I wish some side characters got more fleshed out. But, RE4 is still a great time, considering it’s age. And while I would rather just play a RE game alone, if I have to choose between a babysitting gig and a useless AI partner, I’ll take the babysitting any day, at least she knows to stay out of the way and duck. RE4 does still hold up, no question. The HD port (at least on the 360) isn’t the greatest, but for under $20, you can’t go wrong. I actually do recommend this one, if only so Capcom knows this is what we prefer, not the CO-OP stuff they are doing now.
And on disc DLC. We don’t like that either, but they kind of know that by now.
I had something else written, but its not every day you hear that the mad genius of gaming and that kooky but weird filmmaker are teaming up to scare the shit out of you. So, with the news and interest high, I decided to check out P.T. But first, a little bit of context.
At Gamescom this year, one of the more… questionable announcements was of a game only going by P.T, which was available now only on the PS4, by a unknown company known as 7780s studio. But it didn’t take long for gamers to unveil what the announcement was really about. It was not by some unkown company, but rather it was a teaser/ trailer for the next Silent Hill game, directed by Hideo Kojima and Guillermo del Toro, using the shiny and new Fox engine and starring Norman Reedus aka. that cool guy with a crossbow from The walking dead. I say found because while Gamescom was happening, a streamer playing PT actually finished it, and when it was revealed that Hideo’s name was on it, he was asked about it at Gamescom. Apparently, he had expected gamers to collaborate and it would take upwards of a week to finish as he and his team made the final puzzle difficult. That was not the case. And of course, the internet exploded with interest at this topic, which made me think to try it out for myself.
I should explain that I wasn’t sure if I could write about this, and I still hesitate to do so. Because… you need to play this game/trailer to really understand it. It’s not something that can be easily grasped from reading about it. If you don’t own a PS4, a LP of the game is the way to go. But, I will talk about it, because I wish to rant about it for a bit.( That, and I think Mr. Kojima owes me a new pair of pants)
The premise is actually very simple. In a first person view, you find yourself trapped in forever looping hallway. There are doors, but only a few open, and the ones that do loop you right to where you started. You don’t know whats going on, who’s house your in, or what you did to deserve this creepy fate. And it is creepy, Low flickering lights, weird noises, static in the radio with talk of murders going on, yeah, its spooky. And as you poke around, you begin to realize your not alone. Not one bit. And naturally, when you find yourself in a spooky place, you want to get out as fast as possible, so you begin to poke around and try to get out. But, seeing as you know this is related to Silent Hill, if you know anything about the franchise, you know that Silent Hill is never easy to escape from.(The house may also be unsanitary. It’s tough to tell)
Now, the first thing I want to point out is that I know what your thinking, and I can safely say no, this games modus operandi when it comes to scares is not to jump out at you… most of the time. It does use them unfortunately, but, they did make me jump. But the games mood really sells it, and makes it far creepier than just some standard jump scare. The game is paced just right so that it feels a little creepy at first, and slowly lowers you into this bucket of tension and worry. It wants to you feel confused and scared, and it does that very well. I would rather do without the jump scares, but it doesn’t rely on them solely to make you scared, which is more than I can say for many horror films, so it has a leg up. The further you go in while trying to find your escape, the more tense it becomes, and the more nightmarish it feels. It’s paced perfectly, and the mood alone makes it worth your time. It’s a perfect fit for a silent hill title, and while its only a trailer/ teaser, it doesn’t feel at odds with the franchise it’s based on. It makes you uncomfortable in just the way you want to be, and could be a good indicator of what we will see in the future.
There is however a caveat to that statement, and one that I feel needs addressing. I mentioned earlier that Hideo expected it to take some time to uncover the mystery, but was let down by the fact it was discovered within a day. Here’s why I bring that up. I should mention that I have been trying to beat this trailer/ teaser for about 4 days now, with no luck. The people that have beaten it are not entirely sure how they beat it, as not every guide seems to work for every person. We know what we need to do, but internet is collectively stumped as to how we are to do it. It’s infuriating. I understand that many people will look at it and say, well its on the internet, so go watch it. But, as a gamer, I have trouble admitting that anything beats me. I’m stubborn like that. Silent Hill games in the early days were known to have fiendish puzzles, but at least once you beat it, you had on idea of how you did it, and how the clues applied. P.T doesn’t want to do that.
The clues in the teaser are deliberately misleading, as is Hideo, who is telling players things that don’t necessarily mean anything to beat it. Hideo is well known as a troll , doing loads of things in his games that don’t mean anything, but P.T is loaded with crap like that, and its hard to tell if anything actually means anything at all, because even if you somehow beat it, its not clear how you did it. Now you would think that being a PS4 exclusive, it might have something to do with the trackpad that controller comes with. As of this writing, you would be wrong, and it doesn’t seem to mean anything. The most common theory (That didn’t work for me, but has worked for others) is you need to use the a microphone and talk to the ghost. But, as noted, that hasn’t worked for many people, and seeing a the Xbone comes with Kinect (or used to) you would think the microphone requirement would be a given for both sides. So what is the secret? Again, I have no idea, and I don’t think actually finishing it would give me any sort of clue. I truly think the game is something of an insanity test, where sometimes things work, and other times they don’t, and your expected to try them all anyway hoping that something different happens, and if you get the ending or not is randomized. I cannot decide if that’s ingenious on the part of Kojima/ del Toro, or if that’s just a horrible way to market your product. It seems fitting to me, as Silent Hill in the context of the games tends to be a grand form of punishment of some kind, a kind of purgatory that traps you in with your sins, toying with you mostly because it can. It gives a great setup in context, and diehards will flock to it regardless, but the frustration from not finishing the teaser may put off a more casual fan base. To be honest, if I didn’t know already who was behind this game, it would have put me off too. It drives you mad trying to figure out why this is happening, what your doing wrong, why can’t you get past this, much in the way the madness would afflict the person in the game. It truly puts you in the role. Why this is not on the Rift is beyond me.(I’ve run out of clever things to say. So here’s a bag. It talks)
I am curious as to what Kojima and del Toro can do with the franchise, as Kojima has mentioned for years now he would like to work on a Silent Hill game, and that he was done with MGS. I think in the goods hands its in, we got a chance at having a wicked game and a great return to form for the franchise, which has been on the decline since the switchover to American developers who have missed the point of Silent Hill. But personally, I find the teaser to be maddening to try and figure out, and for the sake of my sanity, I had to stop. I can’t tell what is foreshadowing for the future in it, if Hideo is just messing with me, or just my own over analysis spilling out. I give the teaser points, its scary, and a little worrisome when even the mighty internet can’t help you figure it out. Hopefully, they can transfer that into Silent HIlls. As I mentioned, you need to check this out however you can. Just… you may want to keep the lights on.
of course, you can download the podcast Here!
The Three Guys rocket into space to hang out with the Guardians of the Galaxy! Does Marvel’s Summer blockbuster actually get the stars its reaching for? tune in within to find out!
or you can download it HERE!
The Three Guys podcast take a trip back to the past to listen to the tale of The Rock as Hercules! Is this 3d B-movie a hit or is it a fable best left forgotten? tune in and find out.
The Three Guys podcast have kidnapped Jay and gone deep into the jungle to see what life will be like at the Dawn of the Planet of the Apes! Is it as good as the first one in this series, or have we fallen back into dark times? Find out within!