Sony’s Big Announcement: Will it Bring Innovation, or More of the Same?

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Today’s a big day; Sony is poised to announce the “future of Playstation” in just a few short hours. We can only assume this means the next Playstation console. I’m very excited, not because I’m foaming at the mouth for a new console, and not because I’m a Sony fanboy  (I haven’t owned a Sony device since the PS2/PSP days); it’s because finally, hopefully, I’ll start to see the changes in video games I’ve been hoping for.

For the past few years, I’ve had a pretty interesting relationship with video games. Mass Effect and Metroid Prime got me back into games in a big way. I was given an Xbox 360, and for the first time in my life became a console-centric gamer. I now own my first handheld in close to 6 years with the 3DS. But at the same time, I found it harder and harder to find the types of gameplay experiences I wanted. I don’t care much for shooters. I don’t play much multiplayer. Neck stabbing or violent combos don’t sell games for me; and most importantly, I don’t play games on my phone. At times, these past 4 or 5 years, I’ve felt left behind in terms of the type of gamer I am and types of experiences I want.

It seems like the driving force behind a game today is “how do we make it marketable?” Who the fuck cares!? Games feel more like products these days and creative experiences. I understand this is a business, but for a while there I really thought we were on to something. I used to see games big and small being talked about as artistic creations, lauded for their creativity and innovation. Now I just see pandering and stagnation. I don’t mean to say that all the big game franchises out there are simply “products,” but from the way games are marketed, to the way they’re covered in the gaming press, to the way they feel and look, the entire medium looks dull.

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There are literally thousands of games out, right now, that you can go play and experience. Games from throughout the medium’s history, from a plethora of genres. There are thousands of unique characters to meet, hundreds and hundred of worlds to explore, and a near-infinite number of stories for you to create. But those games are out. We’ve played them. No matter how much I try to convince myself there’s change coming, it won’t: older games are irrelevant compared to the new Playstation; The Ouya won’t outsell the next Xbox; An iPad will be more appealing to the mainstream consumer than a game console. Maybe, these pandering money-grubbing companies will leave consoles behind and flock to tablets and phones. And though the PC and console markets will shrink, they could be home to the game creators who are interested in making interesting and creative adventures and stories for us to explore. Or, maybe, we’ll all just be playing Angry Birds on our TV’s for the rest of our lives.

Gaming has (hopefully) reached its peak. I say that not because I don’t want people to experience the creativity or innovation of videogames, but because I want the medium to stop caring about catering to the mainstream. I’d be more than okay if the next generation of consoles weren’t as ubiquitous as the Wii, Xbox 360, or PS3. Maybe the gaming landscape would become interesting again.

So here were are, mere hours away at our first glimpse of the next generation of consoles. Whether or not you’re a fan of Sony this is a big day. I am filled with hope and excitement, but also anxiety and concern. The seemingly immenent failure of the Wii U disappoints me because I felt the Wii U represented the type of innovation the industry was (maybe) moving towards. Now, I’ unsure.

I don’t know if I’ll be buying into the next gen consoles. I feel like I’ve been playing (or at least seeing) the same games over and over. I’m ready for new ideas. I’m ready to wowed. I don’t care how powerful these new machines are – I’ll always prefer PC to console in terms of processing muscle. I care about games and experiences. I hope Sony delivers.

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Shootin’ the Shit: 2013 is going to be nuts.

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2012 is just about over. The holidays are wrapping up, the new year draws nearer by the minute, and we can start getting excited about the coming year. I’ve got plenty to say about everything from games to music to movies, so let’s take this one at a time. First off, games!

Games in 2013

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2012 had some awesome games, but 2013 is going to be a big year. We’re all anticipating announcements from both Sony and Microsoft regarding new consoles; Valve is hard at work on a mysterious “Steam box”; The Ouya promises to give independent creators a new open source platform; and Nintendo begins their first year of the Wii U’s life cycle. But none of that matters if the games aren’t good. We’ve got a year left with our 360s and PS3s, and my oh my, what a year it will be.

Obviously, the first quarter of 2012 is going to be insane and I could list a ton of great looking games here that will be dropping between now and March (Bioshock Infinite, Deadspace 3, Tomb Raider, Crysis 3) The rest of the year is shaping up quite nicely as well. However, I’d be lying if I said those were the games I’m most looking forward to. My interests lie in the slightly-less-than-mainstream sector of the videogame market, and these five in particular have me literally jumping for 2013.

Castlevania: Mirror of Fate - My love of Castlevania has been well documented on Power Cords. I love Symphony of the Night and its sequels, and the entire series is filled with great, memorable games. Even though I have some reservations about Castlevania: Mirror of Fate, I’m optimistic. A new 2D Castlevania is almost as exciting as a new 2D Metroid, and beggars can’t be choosers.  Definitely on my radar.

Sir, You are Being Hunted - It’s really hard to describe this Kickstarter-funded indie game. So instead, I’ll show you the video that got me excited for the game in the first place. Keep in mind this is an extremely early build, but it still shows what the game is going for.

Double Fine’s Projects - I’m gonna cheat — instead of talking about just one game, I’m going to talk about THREE! Ever since Psychonauts and Brutal Legend, Double Fine Productions have remained a favorite studio of mine. Thanks to an extremely successful Kickstarter campaign, the studio is now hard at work on a brand-new adventure game. But that’s not all! In just a few days, they will be releasing their 2D adventure The Cave on Steam. BUT WAIT, THERE’S MORE! The company recently lifted the veil on their internal design contest, Amnesia Fortnight. Aside from being an amazing community- and charity-building event, Amnesia Fornight gave birth to new projects. One in particular from a previous internal event, Brazen, is a Monster Hunter-esque action game where Greek-inspired heroes battle mythic beasts. All these games look great, and further cement Double Fine as an important and special studio. Actually, speaking of Monster Hunter…

Monster Hunter 3 Ultimate - While a lot of people (many Power Cords contributors especially) get into capturing and training pocket-sized monsters, I spend my time hunting and trapping giant ones. Monster Hunter is my Pokemon — or at least it used to be. I haven’t played Monster Hunter since the gen 1 games (Monster Hunter Freedom, specifically) but I cannot wait to get back into the series with Monster Hunter 3 Ultimate. And with Monster Hunter 4 hitting in Japan this year and hopefully North America soon after, there are plenty of epic hunts in my future.

Dark Souls II - The announcement of Dark Souls II took me by surprise; I wasn’t expecting a sequel to one of my all-time favorite games so soon. In fact, I wasn’t really expecting one at all. While some fans reacted harshly to early details about the game, this article put many of the concerns I had about Dark Souls II to rest. I don’t want an easy mode as much as the next guy (I sincerely doubt there will be one, just for the record) and I wish Miyazaki had a stronger presence in the design, but I haven’t been this stoked for a game in years. By far my most anticipated game of 2013.

One man's despair is another man's joy.

One man’s despair is another man’s excitement.

While those five may be the big ones for me, there’s more out there to be excited about. Phantasy Star returns with Phantasy Star Online 2. Retro Studios is working on a still-unknown project, and there are rumors of new Zelda, Donkey Kong Land, and Yoshi’s Island all on 3DS. And, if the promise Everquest Next pans out, it could be a truly revolutionary MMORPG. 2013 is going to be absolutely nuts. Oh, and there’s going to be another Castlevania game next year, Castlevania: Lords of Shadow 2So, yeah. Nuts.

Movies and Television in 2013

Movies and television are kinda Marshal’s bag, but I dabble. A while ago, I made the conscious decisions that film would take a back seat to my preferred entertainment medium, videogames. However, there are still some big movies and tv series I look forward to seeing. First off, Game of Thrones returns in April, and season 3 officially marks me not knowing what happens next in the series. Then, of course, the final season of Breaking Bad. I’d go so far as to say it’s the best crime drama series I’ve ever seen, and I’m eager to see the end. For films, The Hobbit: The Desolation of Smaug is my big one. It’s a year away, sure, but An Unexpected Journey was really good, and I’m excited for part 2. Finally, Guillermo del Toro’s next big-screen hit, Pacific Rim hits next summer. It may look like just another summer tent-pole blockbuster, but the Kaiju Monster fan in me sees something more…

Oh, and maybe show off more of the new Godzilla? Please?

Music in 2013

2012 was a pretty good year for music, but not amazeballs like 2011. In fact, it was kind of a lukewarm year, and I spent a lot of time with bands that weren’t the uber-extreme-disgustingly-filthy metal I’ve been blasting into my skull the past few years (check out my top 21 albums of 2012 here). I rediscovered my love for prog rock, stoner metal, and electronic music. In the past couple years, I’ve become a much more casual listener of music overall. Still, a bunch of great bands will be releasing new music next year, and I plan on reviewing and talking about these releases more actively.

New Year’s Resolutions

I want to read more. I was given a large stack of new books for Christmas, including a few new graphic novels. I enjoy reading quite a bit, and could really stand to spend a few more hours each weekend with a book. So that’s my new year’s resolution. I’m also making an effort to write consistently, but with so much excitement and what is sure to be a news-packed year, I doubt that’ll be much of an issue.

Power Cords in 2013

We’ve mentioned it before, but we’ve got big changes coming up soon. In fact, we’re just a few days away from finally making our announcement. What will it be? You’ll have to wait and find out, but I can assure you we’ll have plenty of new things to talk about next year. There will be more features, more reviews, more videos, more podcasts, new topics, new voices, but the same passion and identity we do our best to create. I’m really excited.

And with that, thus concludes regular posting on Power Cords for this year. Marshal’s got a list or two saved up for you guys, so stick around for those. But don’t take our silence for laziness — we’re hard at work on our next venture, and can’t wait to finally unveil it!

Happy New Year, and best wishes,

-Brendan, and the Power Cords crew.

The Best and Worst Games of 2012

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2012 is winding to a close, and while there may be a few weeks left in the year, for all intents and purposes the gaming industry has slowed to a crawl until the first week of the New Year. Because of this, it’s time for year-end lists!

Last year had some truly great, landmark games. Dark Souls, Rayman: Origins, The Witcher 2, Bastion, and Skyrim were all experiences I enjoyed, most of which I still play over a year after they were released. 2011 was slightly less spectacular, but still a pretty big year for the games industry as a whole. Beyond just the games released, we saw a new Nintendo console; we saw Kickstarter become both a viable option for funding, and a major risk to take; we saw indie and free-2-play games blur the line between “retail” and “downloadable” quality; and we saw major discussions open up about how games are made, and more importantly, how women and violence are portrayed and treated in the medium. These are all watershed moments that will be remembered and discussed for years to come, and that really excites me and makes me proud to be at least a small cog in this machine.

But what about the games!? Well, as I mentioned, a lot of what I played in 2012 were games from last year. This is mostly because I’m kind of a weirdo and like to obsess over a game for long periods of time. But also, when it comes to “big” games, I sort of ignored the vast majority of them, and instead focused on the rather amazing year it was for the indie game scene. There was some immensely high-quality stuff this year, and indie games absolutely dominated both my time and my Best of 2012 list. So, without further ado, here are my… [Read more...]

Console Anxiety: Mending my relationship with Nintendo

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A couple weeks ago, the hard drive on my gaming laptop (also my work and school laptop) went bully-up.

Last week, my Xbox 360 began to randomly freeze after an hour or two of play. It’s still running fine, and certain game seem to do worse than others, but it’s made me apprehensive about even turning it on for fear that it, too, my be wearing out. Luckily, I’m home for the winter break so I can use the ol’ family PC to write and get in a little Street Fighter x Mega Man here and there. But it’s not a long-term solution. I still have a few weeks before I’ll be able to nab a new hard drive, and even if my Xbox wasn’t acting up, beating Dark Souls *again* or wandering ’round Skyrim a bit more isn’t really doing it for me. So instead, I turned to the tiny white rectangle inconspicuously plugged into the TV here at my family’s home.

I’ve been going back to the classics to bide my time when I need my gaming fix – Super Metroid, and Metroid Prime specifically. I’ve also popped in a Zelda game here and there when I have time. As much as it’s strange to say this, I’m reminded the Wii had some pretty cool games, some of which I’ve completely missed out on (Xenoblade: Chronicles, Monster Hunter Tri, Super Mario Galaxy 2, Skyward Sword) as I haven’t personally owned a Nintendo console since the GameCube/GBA.

Anyway, this got me thinking a lot about what I wanted from my games. I’ve said it time and time again on this blog, but I’m a fan of the kinds of experiences that are fun, imaginative, and gameplay driven; games that favor immersion and design over cinematic story; and games that allow me to explore, be it the the world or levels, or the very game mechanics themselves. Nintendo does that pretty damn well.

Similarly, I’ve been putting together my Best of 2012 list, and realizing my pickst are probably going to be a bit different than what other people will be picking. I like new and different; I like creativity; I like it when a game feel like a game, and not a movie, but not just a “toy” either. I feel like we’re finally at a place where there’s a split in the industry between these sorts of feelings and ideas, and the now-common tropes of AAA development, with it’s frankly insulting pandering to the lowest common denominator. I don’t dig that shit, yo. That’s become rather glaring in the types of game I gravitate towards.

But I digress. I had a much longer, much more in-depth post planned. One where I would plumb the depths of my own interests and passions, my own personal reasons for enjoying games. I was going to explore my feelings about Nintendo; my strange, almost apathy towards the deterioration of my current console. I was going to question this strange, nagging feeling in my stomach that the Wii U and 3DS might just be exactly what I want out of a console. That maybe, just maybe, despite all the waggling and partying, Nintendo may still yet be the very reason I play games at all — PC or console, indie or retail. But most importantly, I wanted to talk about how games are changing and I’m not really sure where they’re going, and why that’s okay — except someone beat me to it and did a far better job of it than I ever could. Instead, I’ll leave you with this excellent comic by Zac Gorman, perfectly capturing my own thoughts:

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I’m ready to bet on Nintendo again.

Street Fighter x Mega Man!

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I know I don’t really talk about it much, but I’m actually a pretty big Capcom fan. Not the biggest, to be fair, but more so than others. Monster Hunter, Street Fighter, Mega Man X, as well as a handful of other great games like the Gamboy/GBA Legend of Zelda titles, all are series I follow or have followed in the past and played important rolls in my game-playing youth.

As such, today’s a pretty exciting day.

As I pointed out in my post earlier about my wonderful discovery of Minitroid, today is the release of the next Mega Man game, Street Fighter x Mega Man. Like Minitroid, SFxMM is a work of love by dedicated Capcom fan Christian Svensson. Unlike Minitroid, Svensson’s work of love has been picked up and released by Capcom, taking on the project, helping with testing and offering widespread distribution on their website. That’s a pretty cool move on Cap’s part.

Mashing together two iconic game franchise, SFxMM is pretty much a perfectly crafted Mega Man game: it’s 8-bit, it’s platform-y, it’s hard as balls. There’s a boss order, and each comes with its own weakness, just like you’d expect from any other classic Mega Man game. But SFxMM comes with its own unique gameplay elements.

Specifically, each boss is an iconic Street Fighter character. These bosses move much faster, and attack with classic moves and combos right out of the Street Fighter series. The new weapons you gain from these bosses are also pretty neat, so I won’t spoil them. The levels are designed around these characters as well, and I found most of them to be slightly more dynamic than what you’d find in the earlier Mega Man games. Aesthetically, SFxMM sports an 8-bit style with all the same sprites and many well-known enemies. The soundtrack features remixed tunes from the series sure to make you warm and fuzzy inside.

To be fair, when it comes to Mega Man I’m a lot more familiar with the Mega Man X series. As such, I can’t really judge how Street Fighter x Mega Man stacks up against the main series. For what it’s worth, I feel the game is excellent, and it seems like a lot of early impressions are positive. I have yet to beat the game (there’s no save function, as you might expect), but I have immensely enjoyed my time so far with this 2D platformer.

And you want to know the best part? It’s totally free. 

 

Minitroid is the best Metroid game in years.

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Last night, I played perhaps the best Metroid game since Zero Mission — and it wasn’t even made by Nintendo.

Created by a small group of indie developers, “construct programmer Tokinsom, artist Betatronic, and music composer Jamie Billings,” Minitroid is exactly what it sounds: a mini Metroid. While only a free to download “tech demo,” I found Minitroid to be rather brilliant. Comprised of three decently sized interconnected areas filled with enemies, secrets, and upgrades, just as you would find in any entry in the series. On top of that, Minitroid controls like a dream, and the animations of the super-deformed versions of Super Metroid-era Samus and monsters are smooth. Samus’ run is especially charming. I also have to point out, while not necessarily a major part of the game, the room panning is goddamn buttery. 

As far as major Metroid gameplay themes — areas with secret items, upgrades for Samus to find, challenging level design, and non-linear maps to explore — they’re all here. Adhering more towards the original Metroid‘s sense of isolation and obtuseness. Upgrades aren’t explained, and these is no map nor pause screen. However, Minitroid has a surprising level of depth for just a little game (MAYBE a couple hours, tops, to find and see everything). I didn’t even realize Samus started the game with the charge beam ability until I randomly tried about 15 minutes into the first area. I love mechanic exploration like that. I mean sure, it’s a Metroid game and I should expect it, but I was happily surprised and rewarded for my curiosity. And in a free game that only a few dudes made and takes about a lunch break to beat, no less. Pretty cool.

Minitroid also features a fun, catchy (albeit repetitive) chiptune soundtrack that add to the retro feeling, while giving the bite-sized ‘troid its own aural identity. It also has a pitch-perfect title screen, replete with an original take on the classic Metroid music.

No word yet on sequence breaks, however.

Sure, Minitroid may be mostly a nostalgia-driven love letter to the Metroid series, but there’s something more than that here, too. Minitroid proves that not only can a small team really come up with something awesome, but that the Metroid formula is something special. I’ve been pining for a new Metroid game for years (I am quietly and stubbornly still ignoring Other M). While not a full-on entry to one of the best videogame series of all time, for a tiny project like this it comes damn close. Seriously, I have half a mind to put this on my best games of 2012 list, despite it being released last year and only being a “tech demo” (psh, formalities). Go play it!

Dang, and Street Fighter x Mega Man hits today… guess Christmas has come a week early!

DOWNLOAD MINITROID HERE! IT’S FREE!

Also, if you enjoy Minitroid and/or Street Fighter x Mega Man, be sure to check out the free, fan-made Smash Bros game, Super Smash Land!

Kingdom Death: Monster looks amazing

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One thing I really enjoy is a good board game; be it traditional games like Risk or Stratego, or table top ones like Warhammer and Magic the Gathering. There’s something great about the immediacy and physicality of games like that. When it comes to Warhammer specifically (and I would assume D&D, though I’ve never actually played it), a large reason of why I enjoy the game so well is the miniatures themselves. Painting and assembling an army of Space Wolves or a squad of Nergal worshiping Chaos Marines is very rewarding, and gives a sense of personality and attachment to your  army.

That enjoyment and appreciation for plastic figures is one of the reasons this Kickstarter project caught my eye.

Aptly named “Kingdom Death: Monster,” the boardgame is something of an amalgamation between card-based boardgame and strategic, figure-based combat. There are a few videos on the page that explain the basic gameplay, but the really impressive element here is the figure design. These things look amazing! The boxed game comes with quite a few of great looking figures, and there are upgrade options and expansions you can get as well.

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Admittedly, a large part of the appeal comes from the Dark Souls-esque dark fantasy atmosphere and grotesquely cool creature designs (though I’ll be honest, most of the female figures are pretty ridiculous…), but the whole package looks well-made and the game seems like a very fun RPG/resource management hybrid. Color me interested.

Luckily, the game has been fully funded — and then some. Currently the Kickstarter has raised $596, 724, when their goal was only 35, 000. That’s a successful fund if I’ve ever seen one.

There are several levels for backing that include some great rewards, however if you want the game you’ll need to pledge at least $100 (higher amounts net expansions and extra figures). Despite my interest and excitement for the project, the college budget and the holidays has stretched my wallet thin, so I have yet to back it. Thankfully, we’ve still got time:  the project still has 27 days worth of funding to go, closing on January 7, 2013.

Anyway, I’ll stop chatting about it; head to the Kickstarter page and see for yourself just how excellent the game looks!

Let’s talk about the Dark Souls 2 trailer.

In a huge surprise at last night’s 10th annual Spike Video game Awards, it was revealed that Dark Souls 2  is on the horizon. The announcement came by way of CGI trailer giving a VERY brief glimpse at the world and scenario of the next Dark Souls.  

Let’s take a look at some of the elements of the announcement trailer*:

  • The sole line of dialogue is spoken by a disembodied narrator. He says, “You are of the undead. Forever without hope. Forever without light.” From that, it’s fairly obvious the basic idea of the previous game remains, meaning we’ll be taking control of another deceased Knight, presumably on some quest to save the realm and/or prevent going hollow.
  • The Knight seems fairly distraught (he must not have played the original Dark Souls). It certainly conveys a sense of gloom and despair, which is exactly what I want from a Souls game. But it also makes me wonder if the player-character will have more emotional depth this time around…
  • The Knight is seen interacting with a cloaked female character atop a cliff, over looking an ominous castle. She hands him a feather, and the entire interaction seems rather weighty and emotional. Perhaps the story of Dark Souls 2 will be a deeper and more personal tale of woe and misery?
  • Forests, dungeons, snowy mountain tops, and bursting volcanoes all make an appearance. They all have a slightly different look and feel to them than the original Dark Souls, leading me to believe this may take place in another part of the Dark Souls world besides Lordran. There’s a more ancient and primal feel to some of the areas shown in the trailer, but it’s probably just due to the pre-rendered nature of the video. The in-game environments may be entirely different.

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  • There are strange, masked assassins/warriors. Their masks are peculiar — all white with a tear drop dripping from one eye. The rest of their garb looks like dark crimson, and they all attack (and kill) the Knight. I’m very interested in who these mysterious attackers are, and what story implications they will present.
  • There’s also a one-eyed dragon which seems to keep cropping up, until the Knight finally faces off against the beast in the final moment of the trailer… wherein he is of course incinerated by the monster’s flames. Dark Souls had plenty of deadly enemies and bosses, but the sinister permanence of both the dragon and the masked assassins makes me wonder yet again if there will be a more present narrative in Dark Souls than what was found in Dark Souls.
  • That enormous, ominous castle seems to be some sort of goal for the Knight, and seems to be strongly hinted at being a bad place to hang out around.
  • Finally, the Knight (who, I should point out is not wearing any armor or using any weapons found in the previous game) dies a few times in the trailer; not surprising at all, really. But what is surprising is a lack of bonfires shown in the trailer. You’d assume that what may be the single most iconic element of Dark Souls would make an appearance here. It may be nothing, and they may have done it to avoid giving anything away during the announcement trailer, but it could also mean bonfires may not be present in Dark Souls II. Perhaps that feather has something to do with it…

Anyway, yeah; Dark Soul II! As previously mentioned, the game will be coming the PC/360/PS3 (hopefully meaning better PC optimization) but no clear release date is known. My guess? Fall 2013. There’s a pretty sweet article up on Forbes with some great quotes from FromSoftware’s development team and lead designers. Suffice it to say, they aren’t pulling any punches with the gameplay. I gotta say though, as much as I’m excited to get a new Souls adventure, can you imagine if that was gameplay being shown? I almost wish the game was a next-gen title to accompany the new consoles, because I would love for the next Dark Souls to look like that. But hey, beggars can’t be choosers, amirite?

I’m gonna go watch the trailer again.

*I cannot find the trailer in full HD; when I do, this post will be updated. 

Dark Souls 2 Announced at Spike’s VGAs; consoles confirmed

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The title says it all: the brutal, punishing, supremely rewarding gameplay of Dark Souls will be returning for in sequel some time in the near future. When? No clue. On what systems? Again, no clue, but it doesn’t matter; whichever systems I need to own in order to play this game, I’ll buy them. UPDATE: Apparently, despite the seemingly imminent precipice of next-gen consoles, Dark Souls 2 will in fact be a PS3/Xbox 360 title, which is good news in my opinion.* Introduced by the always charming Jessica Alba, the VGA’s have once again proven to be a bastion of game announcements, this time unveiling the sequel to one of my favorite games of all time.

Of course, this is just the beginning and more details are sure to begin trickling out soon. But for now, let’s all rejoice that the pain and torment are returning. I’m so fucking excited to die again.

Once more details appear and the VGA trailer hit the webs, I’ll be sure to post.So of course, stay tuned to Power Cords or follow me on Twitter @homelessviking for more thoughts on the next Dark Souls adventure.

Read more about the reveal here.

Hotline Miami Review

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What it is: Hotline Miami is a violent, top-down beat-’em-up style game from Swden’s Dennaton games. Cut from the same cloth as films like Drive, Hotline Miami drips with just as much cool as it does blood.

Why I love it:  Hotline Miami has been touted as a game with a strong message about violence in media, especially in videogames. Nearly every review that hit after the game was released made hints at some sort of deep, introspective nature of the game’s story. I was expecting to be challenged, and perhaps in even swayed, into changing my thoughts on the non-issue of violence in videogames and its “impact” on people. I thought I’d realize some horrible inner truth and change my ways. But I didn’t. Instead, I found myself pointing my mouse over unsuspecting mobsters, frantically swinging, stabbing, shooting, cutting, crushing, disemboweling, decapitating, lacerating, and brutalizing them without question.

Each level in Hotline Miami begins circa 1980′s in your quiet apartment. Pixelated pizza boxes give evidence of a rather unremarkable lifestyle, and a flashing little arrow above your answering machine beacons to you. The message is brief, cryptic — something about a job or simple errand. You hop in your Delorian, then bam: you’re killing and maiming at high speeds though intricate, puzzle-like maps. The top-down perspective gives you a clear view of your obstacles and objectives — and the gore.

Making your way through each level is a matter of timing and location. Every enemy can go down in one hit, or at the very least be knocked over and stunned, allowing you to finish him off in brutally disgusting ways. However, this single-hit fragility extends to your survivability as well, and you’re at a disadvantage. Enemies move quickly and have neigh-perfect aim; while you move about just as fast, if you’re not careful, you can miss a crucial bat swing or Uzi spray by mere pixels, almost always resulting in instant death. Luckily, once you’ve been downed, you can immediately start the section over again, and the check points are pretty liberal. As you take down your targets, you’ll rack up points, with particularly stealthy or complex take downs being awarded with higher scores. The higher your score, the more likely you are to unlock new weapons or special masks that alter the gameplay.

Hotline-Miami

These scenes of 8-bot violence are scored by strange, trippy music that ranges from coked-out rave beats to fuzz-caked stoner metal jams. There is a distinct 80′s feel to it all, and not just the music. The color palette is vibrant, replete with neon colors and gaudy design, with enemy outfits reminiscent of Al Pacino circa Scarface. There are also heavy psychedelic elements to Hotline Miami. Durring your massacres, the screen subtly sways, the borders flushing with bright colors, and the music thumps. It gives a strange sort of excuse to your actions, framing them as drug-induced hallucinations, as if you have little control over what you’re doing. that is, until you take down the final enemy of a level, the music abruptly ends, the swaying halts, the colors dissipate. You’re left to walk back through each room and face the horrors you’ve committed, your only accompaniment a gnawing ambient track and the blood-spattered remains of your victims.

It was after one of these especially sobering moments that the whole message behind Hotline Miami sudden welled up inside of me. I had just spent the better part of ten minutes causing mayhem in the penthouse suit of a hotel, and for absolutely no reason. I felt like a badass, I was quick, I was precise, I was rutheless. But why? Through my entire first playthrough, even once the game provides a narrative excuse for you actions, I had no real reason to do all this. It was a subtle and effective. Hotline Miami points out that, in games and movies, there often is little context for the atrocities being committed. More often than not, we’re simply doing these things because we’ve been asked to by a character or because the game instructed us to. But that’s as far as it goes; Miami never tries to sway you away from violence or give you some sort of answer. If anything, it’s forcing you to cause violence. Instead, what Hotline Miami does — or, at least what it did for me — was ask a simple question, “why are you doing this?” But instead of recoiling at the thought of mindless violence, I delved in deeper into the game’s addictive and frenetic action.

Despite these poignant moments, Hotline Miami’s narrative ultimately fails. While the game begins to poke and prod the the player’s intentions and motivations, and ask some serious questions that don’t necessarily have an answer, when Hotline Miami tries to offer a more “grounded,” structured narrative, the result becomes ham-fisted, and the subtlety and open-ended nature of the questions being poised early on become trapped in a rather flimsy and nonsensical story that doesn’t do anything to help its overall message.

Still, the message is there. Hotline Miami is a challenging game — in terms of not just skill and patience, but psychologically as well. I believe it’s a game everyone should play; it’s fun, brutal, and ultimately will open up interesting questions you’ll find yourself pondering well after you’ve put the game down.

Pros: Fast, addictively fun gameplay; cool art and graphical design; amazing soundtrack; asks some very interesting questions that go beyond just the narrative.

Cons: Some levels can be very difficult; controls aren’t always on your side; gets repititious at times; the story takes a rather strange and unsatisfying twist towards the end.

Score: 4/5

You can check out more on Hotline Miami here.

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