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Gaming Reviews

Review: INSIDE

Xbox One | 2016 | ★★★★★

Just as a painting can be described simply as a picture to hang, INSIDE (by PlayDead, makers of LIMBO) is simply a 2D puzzle platformer where a silent protagonist runs left to right, dodging danger. It’s about three hours long.

It’s also a complete work of art by every measure. It’s breathtaking, disquieting, and enthralling. It’s a procession of macabre set-pieces that beg to be taken in, interpreted, and put aside just in time for the next. It’s vicious: one wrong move and you’re murdered, often brutally, by a vague, dystopian world with no place for you.

And for such a work of art, it’s accessible to any gamer. Run left to right, swim, grab, and jump occasionally. But mostly stare, listen, breathe, gasp, and sit back, jaw open.

I’m not sure what I can really add to the discussion on this game, but it receives the highest recommendation from me, despite leaving me with feelings of unease and dissatisfaction. It’s not perfect, but it’s playable in one sitting and entirely accomplishes everything it sets out to do. It’s the best kind of video game.

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Gaming Reviews

Review: Pokémon GO

iOS | 2016

If ever there was a game that reminded me how little time I have left for games, it’s Pokémon GO, the new phenomenon from Niantic forcing everyone to rediscover Pokémon (or at least Bing it).

I snagged Rob on the first night and bummed around UCF for a short bit, tapping and swiping awkwardly and feeling accomplished with each new Pidgey and Ratatta. Just as often, the game lagged, dropped, crashed, didn’t respond, and above all didn’t explain anything. “But every online game has these issues at launch,” thought everyone reading. And yeah, that’s pretty much all of them these days, I guess.

Somewhat surprisingly, we ran across a bunch of people doing the same. Wow. Feels like middle school all over again. Except back then, I had a game that turned on and worked every time, had innovative mechanics, and excelled in spite of (and possibly due to) the constraints of the hardware.

A week and eleven levels later, I’m wading through crowds gathered at a PokéStop to go buy socks at Target. I’ve watched from my office as employees stroll by, phones out, stopping momentarily to swipe up a few times. While I’m nose-down in Visual Studio, my team is out hunting across the street. As I’m getting ahead on work Sunday, I read about my friends strolling through downtown, Disney, and UCF, wading through seas of other bodies exploiting the virtual map. Tonight my waiter asked about it, the booth one over full of seniors was playing it, and CNN was dissecting it. It’s viral in every sense.

Battling is horrible. Here’s hoping they revert this nonsense to a rock-paper-scissors game that’s derivative of the series’ type match-ups.

The best thing going for the game is its adherence to the Pokémon theme. The models are spot-on and cute as hell, and the animations for each creature draw that smile across the face with ease. If only it could maintain that throughout.

GO is genuinely good at making “driving so you can walk around aimlessly” seem like a thing I want to do, but it’s also really good at making me feel completely unable to keep up. It is genuinely great? Nah. Maybe eventually. It’ll probably be a lot better in a month or so. Until then, you can find me at my desk, twirling the PokéStop outside my office 90 times a day, wondering if I’ll ever catch up.

Recommendation: play it with a small group of friends and/or a significant other exclusively. Don’t drive and GO.

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Gaming Reviews

Review: Downwell

PS Vita, PS4, PC | 2016 | ★★★★★

Despite still struggling to platinum the game, Downwell is one of the best I’ve played in recent memory and is one of the strongest pieces of evidence for a dedicated gaming handheld to exist.

From Wikipedia:

Downwell is a 2015 vertically scrolling shooter roguelike platform video game developed by Japan-based indie developer Moppin, and published by Devolver Digital. The game was released on iOS, Microsoft Windows, Android, and on PlayStation 4 and PlayStation Vita. Downwell centers around a “curious man”, who is at the local park one night when he decides to explore the depths of the well nearby. Knowing that monsters are waiting for him inside, he straps on his gunboots and starts his trip downwards, killing his enemies to proceed and collect treasure.

I’d heard mention of it a couple times on various gaming podcasts, but it sounded fairly basic in concept. I grabbed it on Vita for $5 (cross-buy with PS4) and dove in. After an hour of quick 2-5 minute runs, I could see the appeal for “fans of the genre”, but it felt like too much for me, too difficult, too twitchy, something.

But four or so hours of “just one more” later, I realized I was learning around the edges, progressing farther, getting better, all without consciously making a decision to change my tactics, approach, or strategy. The game pushes improvement and learning on you in a way I hadn’t felt since Spelunky (which is not a bad comparison for how this game bites into you).

Once you fall into this loop of learning and advancement, the game is just downright perfect. Between the rewarding combo system, the tough choices when presented with weapon swaps, the progressive character upgrades between each level, and the “play styles” that unlock over time, the game feels perfectly designed to ensure a consistent level of stress, engagement, and fun, despite everything being procedurally generated.

This game admittedly isn’t for everyone. It’s a fast, frantic, high-stress rogue-like that had my heart beating so fast at times I had to pause and put it down.

Upon first reaching the final boss, I had the temptation to look up strategies, thinking this was my one chance; my first trip to the bottom took probably 200 attempts. I stopped short, not wanting to rob myself of the same feeling I got from beating Olmec the first time in Spelunky. With a deep breath, I charged on, dying almost immediately. And I returned to beat the boss two attempts later.

The price of Downwell makes this a no-brainer. $5 on PS4/Vita, $3 ($1.50 as of writing) on Steam. Just make sure you play it with a controller.

It’s nice to be reminded occasionally how excellent games can be.

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Gaming Reviews

Review: Severed

PS Vita | 2016 | ★★★★☆

Just platinumed Severed, a fantastic little Vita game from DrinkBox Studios, the same team behind Guacamelee!.

It’s a dungeon-crawling Fruit Ninja with battle tactics and time management. It’s just about as close as you can get to a perfect fit for the Vita: 8-10 hours, unique art style, inventive mechanics, and just enough progression to make me want to keep playing.

It’s not a masterpiece; it can be a little boring, especially when you’re backtracking for missed secrets and map locations. But it’s hard to fault it for making the completionist in me waste a little time. It’s fantastic really, but closes up just when the fights are starting to get frantic and exciting.

Give me some DLC for this thing. And thanks for having the guts to do something different. Highly recommended.