Monday, 22 October 2012
Optimus Prime by Geoff Senior
Sunday, 21 October 2012
Saturday, 20 October 2012
MODEL 2
Sega announce a digitally distributed collection revolving around their Model 2 arcade hardware. Debuting with the insanely successful Daytona USA (already available on Xbox Live and PSN), Sega's Model 2 board formed the backbone of their second generation of 3D coin-ops. Although their are no firm details available at this point, early word is that Virtua Fighter 2, Fighting Vipers, and the incredibly obscure Sonic the Fighters will be available separately or in a specially discounted pack. Virtua Striker and Cyber Troopers Virtual-On will follow in the new year.
Labels:
Cyber Troopers Virtual-On,
Fighting Vipers,
Sega,
Sonic the Fighters,
video games,
Virtua Fighter 2,
Virtua Striker
Wednesday, 17 October 2012
Resident Evil 6
In a daring break with convention, Resident Evil 6 rejects every aesthetic and mechanical inroad made by previous instalments to concentrate on being the blandest possible cover-shoot clunker. Gone are the days of short, well-crafted bulletin play, replaced by yawning, seemingly endless stages lousy with miserly checkpointing and mind-numbing quick time failure prompts. Resident Evil 6 is misunderstanding and incompetence at every level. Capcom have replaced genuine ideas and thrills with the video game equivalent of buzzwords. Popular, financially successful games are strip mined for play concepts, then hopelessly mangled by Capcom's chronic indecision. Is Resident Evil 6 an action game or a horror game? Two and a half campaigns down, I still can't tell.
Interaction tends towards action concepts. Extended, entrenched shoot-outs sit alongside minimal input cinematic interludes, but the execution is belligerent. Instant kill avoiding button prompts pass in incomprehensible blurs. Camera control, and even character control, is routinely wrestled away from the player until you're not sure what you're looking at. Really Capcom, if you're going to steal Uncharted's calamity sprints, wouldn't it also be worth knocking off their (mostly) clear destinations, and relaxed input demands? Resident Evil 6 either expects players to be permanently scanning the screen to be instantly ready to tap out subliminal commands, or it's okay with them dying constantly. Bluntly, this is play utterly antithetical to the core appeal of the Resident Evil franchise - survival horror, with an emphasis on survival.
Resident Evil 4 mixed up the slow-burn formula of the PlayStation instalments, placing a larger importance on forcing advantage through action, but the survival component remained. Item management was integral to progress, as was wise use of the world's in-game treasure economy. Do you upgrade your pistol's reload speed, or do you pony up for a rocket propelled grenade launcher for the next boss? Players were given carte blanche; they could customise, and thereby influence, their interaction almost to their heart's content. In doing this Capcom created a balance between player expectation and their ability to accomplish. Resident Evil 6 is nothing like this.
Weapons are fixed by character and sub-campaign. They also cannot be customised. There are Call of Duty style perks, but you can only simultaneously equip three out of the dozens available. A 'complete', fully upgraded character is always out of reach. Your health ration is obscured by a pharmacy mechanic that wants seven inputs before you can get yourself back in the pink. That's seven inputs, real-time, whilst frantically trying to escape from enemies. Characters themselves exist in deep-focus, three-quarter close-ups that make the tight, shack geometry of Chris's campaign frequently unreadable. Cheap shots are everywhere, most noticeably in Leon's campaign were possum zombies cannot be melted until they've been allowed to attack you. If they connect, they sap player energy to inches even on Normal difficulty. Health items are next to non-existent - you're lucky if you find one full heal per hour and a half, multi-boss chapter. Resident Evil 6 is irritation at every turn.
If you attempt to play Resident Evil 6 on the terms dictated by the rest of the series you'll spend your days limping between encounters, pressing your player character up against every inch of the environment, desperately trying to locate a herb. You're much better off killing yourself and forcing a checkpoint restart to refresh your meagre health allowance. That's the issue. This is a game so poorly conceived that it's wiser to break narrative and suicide your avatar than bravely muddle on. The core problem then of Resident Evil 6 is that it doesn't mind if you die. It's actually anti-survival. We've somehow gotten to a point were skill, or even just a desire to play with a game on the terms that its genre would seem to dictate, isn't even a positive, it's actually a hindrance. Slugged through several checkpoints on fume health? You're playing the game incorrectly. The game hasn't been designed for the experience you're trying to have. Instead, it's been balanced for an idea truly horrific to any game player - repetition. Failure isn't a negative in Resident Evil 6, it's part of the routine. A by design bullet point on a white board in Osaka. The majestic, genre defining Resident Evil 4 sanded down into a benign, mulchy time-waster. You don't survive in Resident Evil 6, you simply play it until it ends.
Labels:
capcom,
resident evil,
Resident Evil 6,
video games
KNOCKIN' ON HEAVEN'S DOOR
Monday, 15 October 2012
CAPTAIN COMMANDO
Transformers #84 by Geoff Senior
Labels:
comics,
Geoff Senior,
Josh Burcham,
transformers
The Forever War by Chris Moore
DON'T TREAD ON LAVA
Another micro-clip of Call of Duty: Black Ops II's Zombies mode. This time we get some zip skinny on the tool building abilities available to players. Gather relevant trash from around the crumble arenas and you can cobble together some useful items to put dents in the undead hordes. Also of note is the actual environment itself - seems we'll be scavenging around the Earthly ruins caused by the World at War veterans, and their adventures on the Moon.
VAMPIRE
To test the waters for a potential Street Fighter IV style revival of the Darkstalkers series, Capcom are bundling together Night Warriors: Darkstalker's Revenge and Darkstalkers 3 in a spiffy digital download HD collection. The port is being handled by Iron Galaxy Studios, the people behind the recent, entirely serviceable, repackages of Street Fighter III: 3rd Strike and the Marvel vs Capcom Origins collection.
Sunday, 14 October 2012
Friday, 12 October 2012
WRONG
Criminally, Schwarzenegger only reads two chapters on the audiobook version of his autobiography Total Recall: My Unbelievably True Life Story. Here are some edited highlights from the book The Guardian is calling "(the) most unpleasant, creepiest celebrity autobiography ever!"
Wednesday, 10 October 2012
Tank Girl and Gang by Warwick Johnson Cadwell
Dead nice chap Warwick Johnson Cadwell has been to chosen to illustrate the next leg of Tank Girl's ongoing adventures. This move places WJC in an artistic pantheon alongside mega stars like Jamie Hewlett, Philip Bond, Ashley Wood, and Mike McMahon. Best place for him frankly. Can't wait to get me mitts on this!
Image nicked from Robot 6.
Labels:
Alan Martin,
comics,
Tank Girl,
Warwick Johnson Cadwell
Tuesday, 9 October 2012
Action #11 by Carlos Ezquerra
OPTIMUS PRIME SAYS TERMINATOR
DRACULA'S LAMENT (UPBEAT VERSION)
Friday, 5 October 2012
GINYU FORCE
Labels:
akira toriyama,
animation,
Dragon Ball Z,
Toei Animation
Thursday, 4 October 2012
Marvel Super Heroes by Bengus
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