Category: Reviews (page 5 of 62)

Podcast Roundup

Courtesy Blue Microphones
One day, this lovely Blue Yeti will be mine.

I’ve come to really enjoy podcasts. They help pass the time at the office, they inform and entertain with fresh content on a regular basis, and they’ve even replaced the music I used to listen to while running. I’ve been slowly expanding the amount I listen to on a regular basis, and I’d like to share some of the highlights with you.

Welcome to Night Vale

The brainchild of two authors at Commonplace Books, Welcome to Night Vale is evocative of old-school radio dramas like Suspense or Inner Sanctum Mystery, using description, sound, and evocative music to set the scene and spark imaginations rather than relying on sight gimmicks. The sonorous voice of Cecil Baldwin narrates the goings-on in the quiet desert town of Night Vale, where the odd is everywhere and things are usually not what they seem. Sometimes they are. Most times, they’re not. While it might not be for everyone, there’s something delightfully old-fashioned about Night Vale that keeps me coming back every two weeks.

Hello Internet

The description of Hello Internet is extremely simple: “Conversations between CGP Grey and Brady Haran“. Given the nature of their individual YouTube channels, it should be no surprise that this is perhaps the most informative and thought-provoking podcast I currently listen to. Their discussions are intelligent, well-researched, and balanced, and their personalities make it entertaining. I actually feel myself getting smarter listening to these guys. Highly recommended.

9Bit Podcast

I listen to a few video gaming podcasts, like The Co-Optional Podcast and Daft Souls, but one you might not have heard of is the 9Bit Podcast. Described as ‘a podcast about games for gamers’, it does a good job of providing a balanced review of video games, engaging in discussions of gaming news, and keeping listener interest with interplay between the hosts. It’s a smaller production, but it’s a great one.

Shut Up & Sit Down

Ah, Shut Up & Sit Down. Great videos, great reviews, and now a great podcast, all about board games. Paul and Quinns have some interesting viewpoints on this hobby, and are more than willing to share them with an audience. I like the podcast because the discussions are far less rehearsed and, in a way, more informative than the video reviews. Like their videos, the podcast has high production values and are just as entertaining as they are informative.

Terminal7

I’m a big fan of NetRunner, and I’m looking forward to finding more players. Until I do, the guys at Terminal7 are keeping me up to speed on what’s happening in this exciting revival of the cyberpunk living card game. They have great guest stars, like Quinns and Leigh Alexander, and they discuss strategies and individual cards with gusto and intelligence, exploring all sorts of combinations and tactics that often make them clearly enthusiastic. While somewhat of a niche podcast, it’s still a great one.

More?

I’m looking to expand my collection of podcast subscriptions. So far I have yet to find one I don’t like. With high-quality microphones becoming more affordable, Internet connections allowing people to contribute without being in the same room, and the ease of posting things to the Internet, it seems like more and more of these shows are emerging, and some of them are absolutely worth your time.

Hell, given the success of some of these podcasts, I may get back around to starting one of my own.

Movie Review: X-Men Days of Future Past

I’d be one of the first to sing the praises of Marvel’s cinematic arm from the rooftops. Their connected films have maintained a reasonable baseline of quality, with its weaker films still being decent or fun to watch. Unfortunately, movies of Marvel franchises outside of the actual Marvel Studios have had a rougher road. Spider-Man’s suffered through a very dodgy reboot, the Punisher’s outings have been divisive, and a lot of comic fans would rather not discuss Daredevil. As for the X-Men, Marvel’s team of mutant misfits has been around for quite a long time, and X-Men: First Class made a move towards rendering some of the rougher outings of Xavier’s gifted youngers superfluous. X-Men: Days of Future Past goes one step further, driving nails into the coffin of those movies best left unnamed.

Courtesy 20th Century Fox

Things are not going well for the X-Men. Incredibly powerful and highly adaptive robot killers called Sentinels, originally programmed to hunt mutants, now dominate the planet. All of humanity save for its very worst are oppressed and face extinction. Guided by Professor X and Magneto, the few remaining X-Men hatch a desperate plan. The theory is that if the assassination of the Sentinels’ creator, Bolivar Trask, by the mutant Mystique is prevented, the future will be altered. Therefore, one of the X-Men must allow their consciousness to be projected back in time to their younger body. The only mutant with the regenerative capabilities to survive this journey is Wolverine, and it is he who suddenly awakens in 1973, looking for Charles Xavier and Erik Lehnsherr.

It should be fairly obvious that what we have here is retroactive continuity, or a ‘retcon’. This is the third X-Men movie directed by Bryan Singer, and the prevailing sentiment is that things have been inconsistent since he gave up the helm. X-Men: The Last Stand and X-Men Origins: Wolverine are both held in largely universal contempt. The Wolverine had some good ideas, and X-Men: First Class was a welcome return to high-quality mutant storytelling. It seemed, at the time, that Matthew Vaughn was mostly interested in starting the timeline over – the Marvel universe, after all, has acknowledged the presence of multiple universes and timelines for a long time. Singer, for his part, has seized onto one of the most beloved tales from the comics and uses it to whip the mutant franchise back into line with his vision.

Courtesy 20th Century Fox & Empire
The more things change…

Unlike the bright color pallete of Matthew Vaughn’s film, though, Singer returns to his beloved barely-accented black leather as if it’s still 2003 and everybody is chasing the Wachowskis. He is so eager to push characters and elements of the story into position for his glorious return that he skims over a lot of details. This is especially true in his vision of the Sentinel-dominated future: some characters are barely introduced or characterized, others have powers that make no sense or have no explanation, etc. In other words, characters exist for the sake of the plot, rather than moving the plot of their own volition, which is a mark of lazy and lackluster storytelling. And while we’re on the subject, I’m still not sure how I feel about the overall use of Kitty Pryde and Mystique in the film. These are powerful, even iconic female characters in this franchise, yet they feel like they’re barely there, despite Mystique’s central role in the plot. I can’t point to any one aspect of their roles that gives me this disturbed feeling, but it hangs over the proceedings like a dark cloud.

However, it’s not all bad news. Not by a long shot. Continuing to be one of the most inspired casting choices since Christopher Reeves’ Superman, Hugh Jackman does a great job as Logan, breathing much-needed life and presence into what could have been a dull plod of a proceeding. Also returning are Michael Fassbender as the younger Magneto and James McAvoy as younger Xavier, and they still have the chemistry, intellectual fortitude and emotional pathos that made First Class so good. The scene between McAvoy and Patrick Stewart as his older self is amazing, and should have been left out of the trailers to make its already significant impact even more powerful. Our nominal bad guy, Bolivar Trask, is actually a nuanced character, and while he isn’t given that much to do, Peter Dinklage makes the most of every scene he’s in. Much like First Class, there isn’t a great deal of action, but what action we do get is staged very well, some of it carrying satisfying tension while one scene in particular is paired with a fantastic musical sting that actually made a ‘bullet-time’ gimmick fun to watch.

Courtesy 20th Century Fox & Empire
Like First Class, seeing these two interact is one of the highlights of the film.

X-Men: Days of Future Past is decent and enjoyable. It’s not as good as First Class, but the way it handles the other previous films gives me hope that Singer is moving away from the negative aspects of said films (see most of my criticism above) and towards plots and performances that let the characters guide the story, rather than the story pushing the characters around. Singer is attached to direct X-Men: Apocalypse, and it seems that he has some interesting ideas in that regard. Days of Future Past was a movie all about the restoration of hope, and it accomplishes this goal, not only for the characters, but also for the audience.

Game Review: Transistor

Big budget studios love their hype machines. They see their customers as fuel for mechanical devices that print money. They choke the causeways of industry news with information on pre-orders, exclusive editions, the latest innovations and “ground-breaking” technology, sometimes before we even get a screenshot of the game in question. Independent studios tend not to do this. The only pre-order benefit that Supergiant Games provided for Transistor was the soundtrack to their game, and if you know anything about the studio, you know that they didn’t need six different exclusive editions to win us over. They seem to have this crazy idea that solid design and powerful storytelling alone are enough to sell a game.

Courtesy Supergiant Games

Welcome to Cloudbank. It’s a nice enough town. There are plenty of modern amenities from automated flatbread delivery to concert halls with plenty of seating. But for the Camerata, it isn’t quite enough. They want to make adjustments to Cloudbank, on a pretty massive scale, and to do this, they have unleashed the Process, an automated vector for change. Voice have risen up in opposition, and one of those voices belonged to Red, a prominent singer popular in Cloudbank. Their attempt to silence Red forever is only partially successful, and while her voice is gone, she manages to escape with seemingly the only means to stop the Process and defeat the Camerata: the Transistor.

When I talk about wanting to tell stories that draw in the audience, interactive storytelling, or getting into the gaming industry, it’s games like Transistor that I have in mind. With a minimum of exposition and even dialog, Supergiant Games conveys an emotional and thought-provoking story that feels deeply personal. I still adore their first title, Bastion, but I’m going to go out on a limb and say that Red, as a character, is more fleshed out and more compelling than The Kid for reasons I have discussed at length – her personality shines through in her actions and design, and rather than being the blank slate many video game protagonists are designed to be, remains her own person making her own decisions from beginning to end.

Courtesy Supergiant Games
Red’s found herself some trouble.

Another advantage that Transistor has over its predecessor is the combat system. While Bastion was frenetic in its fights, player choices coming in weapon selection between arenas, Transistor offers players a robust system for dispatching the Process. The abilities provided by the Transistor have a surprising amount of depth and customization, allowing Red to mix and match what its primary abilities can do and how she benefits from the functions it hosts. The Turn() system is also shockingly flexible, in that it can either work similar to the pause function in FTL as a break from fast-paced real-time action or pushes the game towards more of a turn-based experience. You (and Red) can either stay out of the ethereal wireframes and bash heads as quickly as possible, or you can take your time to plan a perfectly executed combo, or you can mix the two to your liking. Rather than a mere set of mechanical tools, the options in Transistor are more like dabs of paint on your palette, allowing you to participate in the creation of this work of art. It provides you with just as much agency as Red is given, pulling to further into the world of Cloudbank.

I do not use ‘work of art’ lightly. Even if the combat wasn’t extremely well-realized (it is) and the story wasn’t absolutely flawless in its execution (it is), Transistor would be a treat for the eyes and ears. The richly painted and noir-inspired pseudo-future world of Cloudbank is offset by the austere white of the Process, and the wide streets and empty chairs and benches throughout the city make the experience feel very lonely at times, further underscoring the struggle Red is undertaking. Enemies each have unique appearances, abilities, behaviors, and challenges, and the Transistor’s attacks produce striking effects as it takes them apart. Logan Cunningham’s voice work remains top-notch, the uncertainty and pain of the Transistor’s voice making the narration far more immediate and intimate than that of Rucks in Bastion, as good as that was. The music, as written by Darren Kolb, adds another layer to the world we’re exploring, and hearing Red hum along with it underscores the haunting beauty of the entire experience.

Courtesy Supergiant Games
You seriously cannot tell me this game is not a work of art.

There’s no multiplayer. No imposed social media or proprietary platform functionality. Supergiant Games isn’t interested in bilking their players for money or regulating their activities. These are talented and passionate folks interested in telling good stories and making great games. With Transistor, they have knocked it clear out of the park. The art is magnificent, the music is electrifying, the combat is exciting, and the story is compelling and engrossing. It hits all of the points to make for an unforgettable experience. With a New Game plus (or ‘Recursive’) option, unexplored permutations of Functions, and a world this breathtaking and characters this fully realized, there’s no reason not to enter Cloudbank yourself. Transistor is one of the best games I’ve played in a long time, and I cannot recommend it highly enough.

Game Review: Splendor

Board games come in all shapes and sizes, and run the gamut from frenetic, brief bursts of simple gameplay, like Escape! The Curse of the Temple, to day-long brain-burning grand strategy experiences, such as Twilight Imperium. Some games, however, manage the tricky feat of being both easy to learn and play, and deep in terms of strategy and puzzle-like challenge. One such game is Splendor, a contender for this year’s prestigious “Spiel des Jahres” (game of the year) award in Germany.

Set during the Renaissance, Splendor casts its players as gem merchants, using the glittering resources to build and expand their holdings. Some of these properties do little more than feed more gems into one’s pockets, while others earn the merchant prestige. Famous figures will also watch the proceedings, lending their support to merchants who play into their interests. Merchants are, of course, too refined to degenerate into violence, but that does not mean that the competition for holdings is not excessively cutthroat. You have to be smart, fast, and ruthless to earn the right combination of holdings to earn the most prestige.

The holdings are displayed on cards in a tableau available to all players, arrayed in ranks from one to three. First-tier holdings are simple mines that offer no prestige but are very cheap, and provided permanent discounts to future purposes. Second-tier holdings are pricier but offer prestige along with their discounts, and top-tier cards are pulverizingly costly but bring in tons of points. The aforementioned famous figures each display a given number of holdings in certain colors, and the first player to reach that number of holdings earns the figure’s prestige. On your turn, you can pick up a diverse number of gems, double down on a single color, purchase a holding, or reserve a holding by picking up a single ‘wild’ gem. The purchase of holdings is facilitated with thick plastic chips, each representing a different kind of gem. The number of chips is limited, and once they’re gone, they’re gone, at least until a merchant buys a holding.


The bank of gems: source of and solution to all your problems.

A good board game does not base its core gameplay around randomization, but uses randomization as part of its setup to increase replay value. The decks of holdings are shuffled, and the patrons selected at random, before the game even begins, so the tableau presented to players is always different. The challenge, however, is always the same: how can you use the limited resources available to grab the cards you need before someone else does? Splendor‘s presentation, in addition to being beautiful, always challenges its players. There are multiple ways to carve a path to victory, with some players trying to go wide in their holdings’ diversity while others opt for vertical collections of deep discounts to rush towards high-prestige rewards. Players bounce off of the tableau as well as each other in their quest for victory, and the game manages to combine the tension of competition with the intellectual challenge of puzzle-solving.

In addition to its rock-solid gameplay, Splendor is simply pretty to look at. The art of the holdings is very attractive, their color palettes informing the gems required to pick them up. In addition, the gems themselves are weighty, large chips that clack and clatters as they move from their stacks to players’ positions and back again. It lends the game an almost poker-like feel as players study the tableau the way professional gamblers study the spread of cards at a Texas Hold-‘Em tournament. For all of its relatively simple design and easy-to-explain rules, Splendor provides not only a challenging gameplay experience, but a lovely one.


The holdings are just gorgeous.

The Spiel des Jahres award is one of the highest in all of gaming. To qualify for it, a game has to be challenging and interactive but also straightforward enough that anybody can play it. Splendor hits all of the right notes: its concept lends itself to diversified gameplay, its rules are clear and simple, the layout is fantastic, and the design is nearly flawless. Even if it doesn’t win the award, it definitely deserves a place in your collection. In a world of heaving shelves full of wargaming and sci-fi miniatures, and massive boxes teeming with monsters to slay, games like this may seem simplistic and easy to overlook, but a game this attractive, this challenging, and this rewarding is truly a sight to behold. I can’t recommend it highly enough.

Game Review: Hearthstone

One of the things Blizzard Entertainment does very well is presentation. World of Warcraft‘s visual style has aged rather gracefully, StarCraft 2 has remained consistent in its high-quality art and sound assets (if not necessarily the stories it is telling), and the technical alpha for Heroes of the Storm looks and sounds impressive, from everything I’ve seen. I will write more about that when I actually get into the game. My point is that, when I first discussed Hearthstone: Heroes of Warcraft, it already looked good and sounded good. It is now in wide release, and is even available on iPad, so now seems the right time to give it a full review.

Courtesy Blizzard Entertainment

Hearthstone is a game that plays a great deal like Magic: the Gathering, and is both simple and free to play. In fact, there are characters within World of Warcraft that can be seen playing the game. In essence, it’s a pub or party game played by the denizens of Azeroth, either as a break from or a substitution for grander adventures. All sorts of Warcraft staples are present, from angry chickens to towering giants, and some legendary figures represent the player while others stride across the playing field. Or charge, in the case of some minions like Leeroy Jenkins.

In terms of development, little has changed between the production edition of Hearthstone and its closed beta. Some graphical glitches have been either addressed or smoothed over, cards work the way they’re intended more often than not, and Blizzard’s visual panache is as strong as ever. Its familiar characters, strong tactile design, and business model all make the game consistently appealing, and easy to pick up and play.

Courtesy Blizzard Entertainment
The game presents constant strategic and tactical questions. Provided your draw is at least half-decent.

“Pick up and play” is even more apt now that the game is available on iPad mobile devices. The app is free to download, of course, and controls with the touch screen instead of a mouse. The translation of some functionality, such as dragging the mouse to a target, is replicated or replaced rather well, making the transition from the computer to the tablet very easy. The game does lag a bit here and there, though, so the implementation could probably use a few tweaks. Still, it makes it even easier to enter the game, say if you’re on a flight path in World of Warcraft or waiting in one of Blizzard’s many multiplayer queues.

Recently, “free to play” games have come under a great deal of scrutiny. Often, such games are powered financially by business models that often lend themselves to the description of “pay to win.” In essence, such games are presented in such a way that if one pays enough money, they can get clear advantages over other players and basically pay their way to the victory within the game. In spite of accusations of one class or another being overpowered, Hearthstone avoids the “pay to win” trap by being quite well balanced. It is entirely possible to go into Ranked play with a deck using only the cards one gets for joining the game the first time, without spending a single cent, and rise to the Legendary ranks of the game. Decks with Legendary cards might be more efficient or flashier in what they do, but you don’t have to spend any real money to be successful in Hearthstone, which is definitely a feather in its cap.

Courtesy Blizzard Entertainment
Life totals aren’t everything. Warlocks know this better than most.

Hearthstone is a game I return to on an almost daily basis. It scratches the itch left by card games like Magic: the Gathering and Netrunner, does what it does with panache, and doesn’t take up a great deal of storage space on one’s shelf. It continues to be challenging months after my first game, delivers fantastic moments of fascinating turnarounds and snatching victory from the jaws of defeat, and seems to only be getting better. A new adventure mode has been announced, and the first ‘dungeon’ we’ll be facing to gain new cards is the necromantic stronghold of Naxxramas. I’m very curious to see what will happen next in this game, and if you are too, there’s never been a better time to check it out.

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