Posts tagged video games

Posts tagged video games

After powering through it this weekend, I got my review of Tom Clancy’s Ghost Recon: Future Soldier published in the Financial Post! Fans of third-person shooters might enjoy it heartily.

Name: Matt Demers
Age: 22
Height: 6’3
Weight: 210
Always looks for work, ideas, collaboration and new readers. Give me a follow, reblog and show the love.
Recent Stuff:
School: One month to go at Ryerson. Bachelor of Journalism, here I come.
Work: Intern at ScribbleLive. Video games for Financial Post. Campus blogger for Ryerson Student Life. Comic books (formerly) for ComicVine.
Portfolio: See the sidebar, dorkus.
Side Projects: League of Legends play-by-play for Smite Club. Architecture/signage photoblog at Toronto Type. Nerd columns for Nerd Girl Pin Ups.
Ideas: Comic book titled “NTO”. Comic blog/vlog series called “ComicsMatt.com”
NTO: Heavily influenced by Brian Wood’s DMZ, NTO takes part in the near future, where cities have become densely-packed, apartment-heavy skyscrapers. Telling the story of one man’s climb from the depth of the city’s Bowels to the upper echelons of Halla, it chronicles ambition, loss, sacrifice and an attachment to humanity. Pseudo-sci-fi without delving into Cyberpunk. Inspiration for art style can be found here.
Status: Looking for an artist and finishing a concrete pitch. Will pay. Serious about this turning into a webcomic/print combo.
ComicsMatt: Partly inspired by Heidi MacDonald’s The Beat, DC Women Kicking Ass and my own recent departure from ComicVine, ComicsMatt is an idea for a comics/nerd blog and personal brand site based on my interests and passion. Columns, vlogs, reviews and interviews.
Status: Tumblr seized, but not fully conceptualized.
Interests: Comic books, hip-hop, making music on my iPad and Ableton. League of Legends, Mass Effect, web comics and journalism. Podcasts. Pro wrestling. Sleep, stir fry and shadowboxing. Cartoons and kung-fu movies.
Twitter: MattDemers
Photos: MattDemers on 500px and Instagram.
YouTube: AtMattDemers
Tunes: Last.fm and SoundCloud (empty for now)
Steam: DemersMR
Gear: iPhone 4s, Nikon D40, iPad 2, FlipCamera HD
Any questions? Send them my way.
Alexey Leonidovich Pajitnov be the Captain of that vessel over thar, matey!
DAY.
ONE.
BUY.

It was lovely waking up to news that the Financial Post’s Top Video Games of the Year post had been published. Since I’ve done a couple reviews for them this year, I was invited to contribute, and did with three of my favourites: Bastion, Skyrim and Fractal: Make Blooms, Not War (the latter of which I’ve written about here before).
As I’ve gotten older I found that I’ve lacked a lot of the time for video games that I had during my youth. This is compounded by something I’ve called “the WoW effect”, which has actively kept me from getting addicted to a certain game like I could in the past.
I used to be able to hunker down and play games like Dragon Quest VIII (one of my favourites) for hours and hours, but since I’ve finished my time in Azeroth, that simply isn’t possible. Now, I’ll get bored of a play session (but not necessarily the game) a lot quicker now, and may take month-long breaks from the game with little reason.
It’s kind of disheartening, because this used to be my absolute passion in life; I’ve since shifted towards comics, but a little part of me will always stay with gaming. It also keeps me from actively getting good at games that require it, like League of Legends, or fighting games where you need intense practice to succeed.
If you like video games, do yourself a favour and check it out!
Today I thought I’d review Sonic CD (iOS - Universal, $1.99) because it’s a rare example of an extremely well-made port for the mobile platform.
The story of how this app came into existence is a little interesting. The concept first emerged as a YouTube video by Christian Whitehead, a developer who coded a new engine for the game to operate on.
Instead of the crappy emulator that SEGA had used to port Sonic the Hedgehog 2, we got a glimpse at a full-featured engine that was able to take advantage of the iPhone/Pad’s HD screens. Whitehead went silent after a while, and gamers feared the worst (a Cease & Desist notice has killed many a fan project).
But it turns out that it was for naught, as Whitehead emerged as a developer on this game, which was released yesterday to iOS app stores around the world. At $1.99, the game is a steal, and it is worth every penny of that price. The game’s music, controls and graphics have all been overhauled, and have shown large improvements over similar apps of its kind.
Being able to actually control Sonic has always been a problem for touchscreens, but somehow this game nails it. The on-screen joypad and one button do a great job of providing precise platforming and “no worries” gameplay. I have large ham-thumbs, and even I had an easy time performing accurate jumps and split-second reactions.
The music and graphics set a bar for iOS ports and challenge other games to reach it. While the game itself is a bit on the old side (1993), the sprites and backgrounds don’t look that dated on a Retina display. This continues onto the iPad, where a larger screen doesn’t lower quality one bit.
I think what really solidifies this is the extras that have been added: US & Japanese soundtrack toggles, extra modes and Tails being added as a hidden character once the game is beaten (even though he wasn’t present in the original) take this beyond a lazy port and into the realms of a high-quality classic.
Quality is what we want in our mobile gaming. Instead of feeling like a company has thrown the game’s ROM on an emulator and left it to the wolves, we want to feel that some effort has been expended to give the best possible experience. Ironically, it took a passionate fan to re-write the Sonic engine in order to spark SEGA into action, but hopefully the precedent of quality selling well will carry over to other mobile titles.
NEW ERA X CAPCOM hats. Found over at @Bosslogic’s Twitter. Can we make these happen please? I want that Yun hat.
I’d totally buy that Yun hat.
To be honest I think that’d be the only one I’d buy. Maybe the Blanka hat.
Gamers play Tweetris at Toronto GamerCamp 2011. Two players use a Kinect to make shapes that the two players at the computer use for a game of Tetris.
Naturally, someone figured out how to make a penis Tetris block. All bets were off after that.
Longer post for Torontoist is TBA; I’ll link it when it gets posted!
I’ve never been good at “bullet hell” shooters; as my friends have noted while trying to get me into playing Jamestown: Legend Of The Lost Colony, I suck pretty bad.
However, I’m slowly crawling my way out of the recesses of horridness with the aid of a free shooter for the iOS platform titled Phoenix HD. Free to download and play, the game packages many of the trops of bullet hell games into an easy-to-consume meal, which I can definitely get behind.
The story is a bit cliche, but then again, shoot-em-ups aren’t noted for their vast, expansive narratives; you are a space ship, and you must kill, kill, kill. You can choose one of three different types of ships, Phoenix, Corsair or Mirage, and face endless waves of alien enemies.
I like this game because the difficulty level is customizable, and doesn’t just throw you into the deep end of the pool unless you’re feeling particularly ballsy. It only needs one finger to control (and a tap of a second finger to activate stored powerups), so the flying feels fluid, and control is finely-tuned. It should be, as, well, the whole point of the game is to dodge bullets. My only real complaint towards this game is the lack of sensitivity setting, as there were some moments where my finger positioning was my undoing.
The game is free, but is supported by certain micropayments that actually make sense. Instead of trying to gouge players with power-ups or levels that are locked until you shell out cash, the game gives you a choice: you can pay nothing and only be able to play with the default ship (the Phoenix), or you can pay $0.99 to unlock each of the other fighters.
This also extends to playing online: you can keep track of your scores and achievements for free, but if you want to compete on a global leaderboard, you need to pony up another $0.99.
This game is easily worth the $3+ for the “complete” experience, but allowing users to choose how deep they want to go in just scores an endless amount of points for the developer. After spending all summer among a horrible sea of money-wringing Android games, it’s refreshing to see a mobile game do it right.
Keep in mind, this isn’t an “Android sucks, buy iOS” point; it’s more of a “here’s a bunch of mobile developers who don’t get it, and here’s one that does.”
In short, pick up Phoenix HD from iTunes: you literally have nothing to lose.

I got published on the National Post’s website! I got a message from their editor a week prior (sadly, right before my vacation) asking if I wanted to do a review of the Xbox 360 game Call of Juarez: The Cartel. I managed to get home right before the deadline, and powered through the game in two days to write this review. Give it a read! Excerpt below. :)
Ultimately, Call of Juarez: The Cartel feels like it could have used another couple months in development. Textures in some areas of the game are low-quality, especially the “fog” that tends to roll in when you bring up your weapon to shoot through its sights. Audio seems to be inspired from spaghetti westerns and Rockstar Games’ Red Dead Redemption, which doesn’t always fit the “urban crime” scenario that well.
Dialog (especially for the activation of the “concentration” slow-mo mode) is recycled constantly, and you will hear the same bits of squad banter through the whole game. There are also localization mistakes, such as the game prompting you to “Find a cover!” whenever you’re heavily injured, or when cutscene subtitles miss segments of sentences entirely.
- Replay Paper Mario (N64)
- Watch Battlestar Galactica
- Watch Band of Brothers
- Watch Game of Thrones
- Watch Walking Dead
- Re-read Transmetropolitan, start to finish
- Write one issue of a comic using Scrivener, no matter how bad or cliche it turns out to be. Aim for 24 pages.
- Figure…