Tag Archives: Video Games

Experience with Bioshock Infinite (Minor Spoilers)

Infinite was very similar to The Last of Us, in that it sucked me in from the start and didn’t spit me out until I fininshed it, and If I didn’t start playing it so late last night I probably would have finished it in one sitting, but even I have trouble staying awake at five o’clock in the morning. So I had to settle for the good ole’ two sittings to beat it.

Playing that late also made for one of the weirdest experiences I’ve had in gaming, because right before I went to bed was when Booker and Elizabeth first started going through the different dimensions, parrallel universes, tears, or whatever they’re callin’ em now. In a way, I felt like I was already dreaming because of how abstract the concepts were and how confused I was right before hitting the sack. All confusion and sleepiness aside, I really enjoyed this game and by the end of quite an ambitiously audacious story became my favorite Bioshock title of the three.

Confusion was a big part of my playthrough because the game throws so much at you throughout the game, especially at the end. Once I finished the game the first thing I did was look for an explanation to the story on the interwebs because my mind was spinning at that point. Although, I hope I don’t make it sound like the story doesn’t make sense, because it holds up for the most part, which is quite a feat considering how complex it becomes at the end, and it was my fault for binge playing the hell out of this, causing my brain to be mush by the end. It was one of the only games I’ve played where I was truly mindfucked coming out of it, and I had flashbacks of when I came of the movie theater after watching Inception for the first time, and I loved it for that.

The troubling question for me, though, is whether this should have even been a game? I say this because the story was just so well done, that I feel as though I would have rather just watched a movie version of the game, so I could have focused more on the intricacies of the story rather than having to fry my brain on shooting down tons baddies for long periods of time. Also, I found the vigors (or plasmids, in the other Bioshock games) to be forced in this entry because they didn’t fit all that well in the world. In Rapture, they worked really well because of the science-infused theme that surrounded the world, and messing with gene pools made sense for the people within it. In BI, it’s literally there because they were in those previous installments. Nonetheless, like I said before, this was my favorite Bioshock game because of the story, one that I will enjoy to play in the future when I’ve forgotten it’s secrets.

Playing this game and The Last of Us has made for one of the best, if not the best, summer of gaming I’ve had the pleasure to be a part of, not to mention other games like GTAV and South Park: The Stick of Truth coming later this season. Whether I liked Bioshock Infinite more than The Last of Us is a whole other post in itself, but I can safely say it is one of my favorite games that I have ever played.

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My Love/Hate Relationship with MOBAs

I played a shit ton of League of Legends during the late fall and early winter this past year, the cause of that spurt of  non-stop playing is still as unknown now, as it was during the lonely nights playing it. Whether it was because I was injured, unable to play Ultimate at my college, finding a different competitive outlet, or because I actually enjoyed the game enough to spend god awful amounts of time playing it is still hard to decide, but nevertheless those long hours of getting lost in a competitive MOBA still absorbed my life for those few months.

I bring this topic up because I started playing MOBAs again recently when the long awaited DotA 2 finally came out of beta. The problem I have is that whenever I go on these binges of playing MOBAs, at some point I always become conflicted about them, unlike any other type of game I have ever played. There are multiple factors  that contribute to this conflict, one being that I like the idea of them, I love being able to control a character with its own special abilities and lore, as well as being able to see my improvement when I play with certain characters.  One of the best feelings is to find that one hero/champion that you understand the first time you play him/her as if they were made just for you to play them. Although, at the same time the learning curve is very steep, and people in game are usually no help at all, so it takes a good amount of playing to actually get to the point where you can play with a champion for the first time with no major problems. Time, both in the long and short term, plays a big factor in MOBAs because, in the short term, games are ridiculously long, and by the time you’ve played three or four full games you can end up playing four or five hours without even intending to, making me wonder what I’m really doing with my time.

That is the question that comes through my mind every time I play a MOBA for a long period of time. I am a relatively pragmatic person, so I always think about end results, as I don’t like to waste my time. This is another aspect of my conflict with MOBAs because I always get deceived when I start playing MOBAs thinking that the end result is winning games, but after a few games there is a shift that always occurs where I realize that there isn’t really an end result because there’s always more games to play. The only result that I can think of would be getting so good that you could make a living of it, but I don’t want to even know how long that takes. I never have this problem with other games because most of them have an ending, and usually, if I pick the right game, feel better from getting through it. Even other multiplayer games don’t create this problem because most of them don’t take so much time to have fun with or have such a steep learning curve. And having fun can sometimes be hard, depending on your personality, because both the community and game itself aren’t very forgiving. If there’s one thing I know about League of Legend’s players, it’s that they aren’t afraid to tell you that you suck, even if you only make one mistake in a game. Not saying that they don’t have that right, but it can get demoralizing if you are a sensitive person, making the mute button a pivotal part of the game.

Even after writing this post I still cannot decide if I like or dislike MOBAs because there are almost as many pros as there are cons for me when I look back at my experience in playing them. Will I continue you to play them?Yeah, probably off and on again, and since everybody and their mother seems to be making one of these I am sure there will be different variations that might fit my wants and needs than what’s currently on the market. I guess, as simple and obvious as it sounds, it really comes down to whether it’s fun, and maybe I am way over thinking this topic and I should just forget about amount of time it takes to play the game, and instead just enjoy it.

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The Swapper Review

As I walked up to the final chapter of The Swapper, I was confronted with questions that applied directly to the core of our existence, and had me thinking about subjects that few games, if any, have ever inspired me to ponder upon. It takes a special type of game to do that and that’s why I loved playing it so much.

You play as a nameless character in outer space who’s ship malfunctions causing him to land on an abandoned station in an unspecified area of space. At first the space station seems uninhabited, but soon you meet the last survivor of the space station who is keen on getting off it. Her strange personality and odd instructions helps provide mystery to the story, and adds to the already ominous tone that exists in the game from the moment it begins. The setting plays a huge part in the games narrative, as it spurs intrigue from the get go. When I first started the game, I already had questions about what happened to the station, or why it was there in the first place, and this curiosity never subsides because they do a great job of adding enough elements to the story to keep you guessing,  but not too much to bog the game down. The minimalist soundtrack also accentuates the atmosphere of the game very well, fitting perfectly within it. Ultimately, what I was most impressed with was the story itself, especially near the end, and like I said before some very profound questions about life and our existence are asked that no other game I have played has even scratched the surface on.

The gamplay of  The Swapper is very well executed, taking simple concepts and finding extreme depth within making for some incredibly hard puzzles that took me a while to figure out. It speaks to the creativity and effort that the developer put into this game and it’s level designs. The kicker of the gameplay is a device called, you guessed it, ‘the Swapper’, it’s a device that can manifest up to four clones that mimic your movements, and is called the Swapper because you can “swap” consciousness with any of  the clones you create. What’s brilliant about this device is that it actually serves a purpose in the whole scope of the story, it isn’t there just so you can get from point A to point B, instead it is an integral part of the narrative and is the reason the developer was able to ask the thoughtful questions I mentioned earlier. The puzzles themselves consist of retrieving orbs to unlock new areas, and like any good platformer as you go on there are more components added to the gameplay that make it harder, but these elements all fit well within the confines of the game, and are never overly complicated, but when put together makes for some truly challenging puzzles.

After finishing The Swapper, I get another sense that many developers are beginning to understand how to use video games as a great story-telling device, because even though this game had some really rewarding puzzles, they aren’t what I took away from this experience. What I did take away was how The Swapper tells an ambitious, intriguing, thought-provoking story that I have been thinking about since I finished it about a week ago. That being said, I would recommend to almost anyone, with the only drawbacks being that the difficulty sometimes took away from my experience as well as it being a bit short, but if you don’t mind those two things I would definitely give The Swapper a shot, who knows it might even change your life.

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I Can’t Support Xbox This Time Around

I’ll start off by saying that I loved my Xbox 360, and up until recently I played games on it more than any other device in my entire lifetime, so I am not true Sony fanboy in any sense of the word. That being said, this time around I don’t think I can support Microsoft in their release of the Xbox One.

This is mainly caused by the pompous and arrogant persona Xbox execs have been taking for the next console generation. At the start, it was their creative director tweeting about the rumors of an always-online Xbox, telling people to just “deal with it.” Then it was their press conference at E3, with controversial policies for online check-ins and used games. Now, a Microsoft exec claims that comparing specs between the PS4 and Xbox One is “pointless.”

First, a few disclaimers: I know that Microsoft completely changed it policies for online check-ins and used games, but I feel the only real reason they did was because PS4 was beating Xbox One by a pretty significant margin in pre-orders following E3. I also don’t claim to be a game developer, or know how differing specs change the way games are made, but I can’t imaging it doesn’t help to have more computing power when making them. I would also contend that if the Xbox One had more computing power than the PS4, which it doesn’t by a small margin (excluding the kinect/eye comparison), Microsoft would not be making this comment, and may even be tutting their own horn about their more advanced console.

It’s this constant rhetoric of “we just want your money” that have almost completely turned me off to buying an Xbox One at launch. They just don’t seem to care that much about consumers, especially gamers, this time around, and compared to Sony, who has had an almost flawless PR run with the PS4, they don’t stack up very well with me spending my hard earned money to buy their new console.

I think the main flaw with how Microsoft treated the release of the X1, was that they seem only to care about the money in my wallet. Even though they did show some amazing games at E3, even beating out Sony in that department, it doesn’t make up for how they have acted in recent months. Especially, since the one game that really got me out of my seat was Titanfall, which I can easily just play on my PC, but that is a completely different story. My point is to not support arrogant companies that only see consumers as dollar bills in their pocket, because we’re not, and the only way to stop that belief is with allocating your money carefully to show them how flawed that idea is. Basic economics always says that our money are votes for what we support in capitalism, and we saw the validation of this with Sony’s launch of the PS3. People payed/voted  for the Xbox 360 and Sony ended up changing for the better.

I’m not a fan of console-wars because people usually get caught up in “who’s right” and “what’s better” rather than realizing that not everyone has to like the same thing, but I will intervene this time only because I have seen a company disrespecting the consumers that keep it afloat and that’s something that I can’t stand for, and if my neglect for the Xbox One in November can help clean up Microsoft’s act in future years, then I will be happy to buy an Xbox One. Until then, if I buy a console at launch it will be a PS4, if no other reason than to support their ballsy decisions and their relentless pursuit to show that they care about people like me. People who love to play video games.

What do you think? Are Microsoft’s actions enough to stop from buying an Xbox One? Leave your thoughts in the comments below. I’d love to hear what people think about this!

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There Is No Need for an Uncharted Movie

In an interview with Seth Rogen and Evan Goldberg it was reported that, “for, like, four years now,” Naughty Dog has been relentlessly asking them to write a script for the upcoming Uncharted movie. In the interview both Rogen and Goldberg emphasize how it would be just like Indiana Jones, so they have never really put much thought into actually writing it.

Don’t get me wrong, I am all for video game being converted into movies, and I especially like the Uncharted games, but I don’t think there is a need for Uncharted to be made into a movie. Of course, the obvious reason are the similarities between it and Indiana Jones, but even more the Uncharted series is arguably a film series already. They like movies in almost every respect aside from the gameplay that fills the time in between each cut scene, but even the gameplay has a lot of film elements added into it especially in the platforming areas of the game. So, making this game into a movie is extremely redundant and I don’t see a point in going unless they added on from the latest Uncharted game or tied it in with the current story somehow. I highly doubt this happening because many people aren’t familiar with Uncharted’s characters, so Naughty Dog would have to reintroduce these characters for the people who haven’t played the games. This is when it gets weird, because reintroducing these characters and their back stories doesn’t make sense for people like me who are already familiar with them from playing all the Uncharted games.

I also feel like it’s very difficult to make a good video game movie because video games are already pretty cinematic, especially Naughty Dog games, making it hard to make the movie stand out from the game. Really the only reason for a game to be made into a movie, is if the movie does a better job at the storytelling, because most people would agree that movies, for the most part, beat out games in that area. Like I said before, I would like to see more video games made into motion pictures because they have some of the best stories and worlds out there, but we have yet to see a video game made into a movie/TV show that was actually well done, so I am always a bit skeptical when I hear about them.

In closing, I believe that an Uncharted movie has the potential to be great, and if it can legitimize video games as an art form to a wider audience  then I completely support as many games being made into motion pictures as possible. For me as a consumer, though, an Uncharted movie just seems frivolous, and unless this movie is flat out fantastic I’m not going to be itching to see it, as I already have three Uncharted movies that I can play at home.

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The Last Of Us Review

I have never played a game in one sitting, but The Last of Us pulled me in and never let go from the start of my 16 hour journey with this phenomenal game. I will be up front and say that I strongly believe that The Last of Us is the best game I have ever played, and easily takes my top slot for my favorite game ever played. The question is how did it do that with such ease?

You play as Joel, a hard-edged southern man who sees the world torn apart by a disease called Cordyceps Unilateralis, a mushroom-like fungus that takes over a person’s brain causing them to lose control of their body and mind. At his side is Ellie, a charismatic fourteen year old girl who’s personalty is almost exactly opposite of Joel’s. Ellie was born into the infected world, it’s all she knows. Joel, someone who knows of both worlds and Ellie who only knows the infected one creates a wonderful dynamic for intriguing dialogue throughout the journey. At one point in the game she mentions how she had never been in nature before and comments on how beautiful it is. It’s these moments where The Last of Us shine because with the use of Ellie, Naughty Dog is able to cleverly ask thought provoking questions that apply directly to the world we live in. It also helps that Ellie isn’t a mindless companion who follows you around on the trek, she comments on almost everything you come across in the world, and in combat isn’t a burden to have around. It doesn’t feel like she holds you back at all, and she will even help you out by pointing an enemy’s location or throwing an object at one to stun them. Joel, Ellie, and their story gives the game an amazing amount of realism like no other game I have ever played.

The narrative that is the backbone of The Last of Us and most of all it is one about a journey; a journey about a man and a girl unwillingly forced upon each other and how they came to care for one another in a terrible world full of despair. It is wonderfully told and every element of the game add to the immersion and depth to it. At the heart of the story are its characters, they are the stars of this game, each character has a believable personality that makes them special to the game. Even the many opponents you face are extremely believable as they struggle and try to talk you out of killing them when you have them in a stranglehold, and scratch and claw at you when you decide to end their life. They will back down if you have a hostage, or run away if you have a better weapon than they do. Overall the AI is smart and authentic adding to the immersion, and it’s all tied together with superb voice acting and visuals from beginning to end, I honestly don’t know how they made a game look so good on a current-gen system. All of these factors help to make a compelling narrative that begs many questions along the way pertaining to what we take for granted, how we view and handle our relationships, and about life in general.

The gameplay is based off combat, stealth, and crafting. I thoroughly enjoy this aspect of the game as, like every other part of the game, also adds to the immersion of the narrative and the world. Guns are a big part of combat, but ammo is scarce encouraging you to take a stealthy approach, and it is entirely possible to go through some stages without killing anyone. Personally, my favorite thing to do was use the bow and arrow, getting one-shot-kills against unsuspecting foes. There are two types of enemies, humans and the infected, each foe has different strategies for how you combat them. The infected are harder because there are different types of them that you will encounter, and having these different types in the same area is the hardest part of the whole game. There are ones that have a heightened sense of hearing, but can’t see you, or others that can see you, but don’t hear as well, and their unpredictable walking patterns make it really hard to get past them. Although, both the human and infected enemies are both difficult to face playing on the normal difficulty. The gameplay adds to the immersion with realistic fighting and stealth animations to go along great sound design all around. There is also wonderful crafting system to make offensive items and health packs on the fly while in the combat. The game never pauses while crafting adding even more authenticity to the experience. You can also level up your abilities and the weapons you wield, giving a refreshing amount of RPG elements that fit well within the game. It reminds me of titles like Bioshock or Dishonored, but on a smaller scale, where you have linear objectives, but different ways to go about getting there. The gameplay is challenging but never cheap, if I died I always felt it was because of my own mistake and not the game ripping me off. I spent almost no time yelling at my TV during this game, which was nice. The gameplay is challenging, engaging, but most of all fun, and from the realistic sounds of the guns, to the subtle animations that take place while stealthily moving around the environments the game is a joy to play and adds to the immersion of the game.

Although the single player isn’t the only mode in this game, there is also a multiplayer that fits well within the confines of the game. Set in the single player world, you join one of two factions fighting for territory and supplies trying to survive. It acts similar to any other multiplayer shooter where you level up to get better weapons and gear, but doesn’t feel as favorable to high level players since they have a point system that restricts you from adding too many highly upgraded things into your loadout; making the beginning levels less of a grind. All the weapons from the campaign are here, plus a few extras. The crafting system is also present which also makes it stand apart. While the multiplayer is, by no means, the focus of the game it is a good change of pace from other multiplayer shooters I have played before, and adds rather than subtracts from the games overall experience.

The Last of Us is a game that does almost everything right, and I can’t imagine them doing anything substantially different that would have made it a better experience. I’ve never played a game that used every element of itself to build upon one another making each one better because the other exists, and a lot of this is thanks to the attention to detail Naughty Dog took in approaching this game. It is the most immersive experience I have ever had, and delivers a story that not only is my favorite in a video game, but one of my favorites in all the movies I’ve watched and books I’ve read throughout my life. It is a masterpiece to say the least, and one that will define a console generation.

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State of Decay Review

I went into the last mission with my favorite character, Joe, I picked out all the items I felt I needed and set off for my final battle in State of Decay. I was doing very well until right near the end of the mission I fell short of my goals to finish the game, as my beloved Joe was being violently torn apart by a zombie, whom I spent most of the game leveling up, outfitting, and interacting with would no longer exist because of the dreaded but brilliant permadeath mechanic of the game. All that work with Joe squandered right near the end of my journey in State of Decay. As I recalled this violent and sad event I couldn’t help but realize that this event was a great analogy for how I felt about State of Decay as a whole. When I did end up finishing the game just like my character Joe, SoD showed so much promise, but fell short of fleshing out its own ambitions.

State of Decay is a audaciously ambitious game from Undead Studios, and is priced at a mere $20 for a game that at times acts like one worth a $60 price tag. It is very similar to the Arma III mod DayZ set in a post-apocalyptic, zombie infested region, which resembles Western America. The region contains four or five small towns, but most of the game is spent in two of them. It’s a surprisingly big world, but a lot of the space has no real use aside from housing resources and zombies, which both can be found more frequently and in more volume in the cities. This is frustrating because it would be nice to explore this vast world, but since there is no incentive, other than mundane side quests, to venture out in it there really is no point in making it so big, following the theme introduced in the previous paragraph.

Although one of the things SoD does well is managing resources and gaining experience with your characters. I say characters because the permadeath, stamina, and health mechanics make it a necessity to have multiple characters that are experienced in dealing with the outer world, its also fun and effective way to play. The health and stamina mechanics work really well because the longer you are outside the more these traits deplete, and the only way to heal your wounds and recover from fatigue is to rest at base. I ended up switching between three different people because I found that to be most efficient. The experience system also works well because your character levels up as you use certain skills, for instance if I decided to focus on shooting with one character, he/she would level up their shooting ability allowing for better skills in that category, and if I kept shooting I could eventually add a new passive or active ability to that skill, making for more variety. There are also other RPG elements when it comes to your home base, where you can add modules to your base to increase certain traits, like a workout facility to increase your group’s stamina. This was one of the highlights of the game for me, because I didn’t expect so many RPG elements to be in this game, and the fact that it had a good amount of depth to go with it was nice to see. These RPG elements add a sense of realism to the game because resource, people, and base management are all believable things that would need to be dealt with after a zombie outbreak. Resource management is where I found most of my time spent in the game, whether it be scavenging for new weapons, ammo, health supplies, or materials for my base, there is a lot of time spent in menus deciding whether to keep that your last few shotgun shells or swap it for that shiny new pistol.

In terms of gameplay your character can wield a variety of weapons from grenade launchers to commemorative hockey sticks. Each melee weapon will break after a certain point, and the amount of use before it breaks depends on the quality of the weapon. I never found that guns could break, but I didn’t mind as it makes sense. The weapons are central to gameplay, because they determine how you go about fighting zombies. Guns are more lethal, but make more noise, melee weapons make less noise, but aren’t as lethal, so there is somewhat of a strategy in how you want to fight them. These choices all add to the game because the zombies are very dangerous in numbers, I found unless I was using one of my fully upgraded characters, at least three zombies would make me want to GTFO real quick. The melee combat is pretty basic, a lot of time is spent mashing X, which at first glance isn’t that bad, but with a short amount of different animations the combat does feel a little bit stale after playing a long time, going along with the theme from the first paragraph. It’s a bit hard to aim, but when I had better guns that it was easier to get one-shot-kills, so maybe the difficulty for entry level guns was made on purpose. The only other complaint about shooting is that it seems the game favors melee weapons, because finding ammo for you guns is a bit hard, I remember one instance, where literally every gun I had was out of ammo, but I suppose that would be an issue found in a zombie apocalypse so it’s a believable problem. Driving is also a big component of gameplay, as it is the best way to get around, and in some ways breaks the game, because you can destroy large quantities of zombies very easily. Although, the driving itself isn’t all that great, I eventually got used to it and enjoyed how different cars acted in different ways.

My biggest problem with the game lies with the story and its characters. There are only about five to ten characters that really move the plot along. All the rest, for the most part, have the ability to be playable by you, as long as they join your base. There are other survivors that live in various locations, who won’t join you, which was perfectly fine, but my problem with all the characters is their lack of substance. Aside from the three characters I played a lot with, I did not feel a connection to any of the other characters. And the only reason I felt fear of losing the three characters I had played in the game was because they had way better stats than anyone else in my base, I found almost no emotional attachment to my characters, which was a big dissapointment. The rest of the characters stay home to rest, protect the base, or go on fetch missions for resources. The fetch missions aren’t a bad idea, but they end up being a huge annoyance, as you’ll have endless, literally infinite, missions pop up where you need to help your allies, whether it be to provide an escort home or defeat a special type of zombie. These reminded me a lot of how Red Dead Redemption had people run out at you while you were traveling asking for help, except for the fact that in SoD you just get told that someone’s in trouble, and would have to go bail them out. I feel the RDR mechanic worked much better as it took less moving from A to B, and more actually playing the fun parts of the game, and the fact that they’d actually run out at you made you feel like the game was alive, in SoD it just feels like another pointless thing you need to do and ended up taking away from my experience rather than strengthening it. Don’t get me wrong these could have worked, but since none of these characters had any real substance both emotionally and functionally, there is really no reason to have them especially in the large quantity they pop up. By the end I probably spent more time on these missions than actually moving the plot along, which might have been my own fault. The story has a similar downfall, where it’s pretty interesting, but lacks the substance to make it extraordinary. There were also multiple times where I thought a cool story arc could take place, but nothing really came of it, and the ending was so lackluster that it made me sad to see the potential of this game’s story get squandered. Again, relaying back to the theme from the initial paragraph.

On a side note, I want to forewarn you that there are a lot of small bugs in the game, whether it be frame rate popping or zombies running through doors, there are a healthy amount of glitches and bugs. I only experience two things that really made a difference in my game, but I didn’t mind so much because of the price point.

Overall, I did enjoy this game, and loved the ambition that the developers showed in making it. If nothing else this game made me wonder what they’d be able to do if they were to embark on a bigger project, which makes me glad I supported them. I have also heard rumors that if SoD does well, they will be making a similar game into an MMO, which I think could solve some of the substance issues I referred to earlier. Like I’ve said before this game for the most part does act like a $40-60 game and that’s maybe why I was so critical of it at times, but the game does so much right that much of it’s missteps can be forgiven, and I would definitely recommend this game if you have $20 to spare and like zombie and RPG games.

Thank you for reading and hope it was helpful!

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Guacamelee! Review

Although I do love video games and enjoy playing them, platformers are usually not my calling. In fact, the pure platformer I can remember playing was Limbo, which I bought the day it came out and mostly because the atmosphere was so rich I felt I could just scoop it up and eat it all day and night, which I did, beat it in a day… Anyway, Guacamelee! is a game from Drinkbox Studios and follows the story of a large Mexican man named Juan. The Mexican theme of this game is central to the game, because not only do they use an awesome art style that replicate a Mexican feel, but one of the coolest mechanics in the game, which allows you to switch from one dimension to the next, is a part of ancient Mexican lore involving the holiday Day of the Dead. The music, which is fantastic by the way, also follows the Mexican theme by invigorating classic Mexican mariachi with modern music styles that feels right at home in this game. An added bonus is when you change dimensions the music doesn’t change songs, but merely changes the style of the song played, it’s this and other little things that set Guacamelee! apart, and show the level of detail the developers put into this game. There are many other little details that put big ole’ fat grin on my face by adding various tributes to other games like Castle Crashers, “Los Casa Crashers”, and Journey.

The general gameplay involves platforming as well as fighting and does a good job of combining these two to make an awesome experience. It’s as if Super Smash Bros. decided to make sweet sweet love to a (insert a friggin amazing platforming game here) and came out with this gameplay. I say this because the fighting is a true delight, and the combination of having to really think about how you defeat the various flying, rolling, and attacking enemies, and having a vas assortment of abilities to defeat them breathes life into the gameplay. There were numerous times where I had to take time and figure out what the hell I was supposed to do to defeat the enemy, which is a good thing, I like to think! Although, by the end I found myself being complacent because of the wide array of abilities that I could use and would abuse only one of the abilities that seemed more OP than the others.

WhatI really liked was that the fighting abilities were also vital part to platforming as well, and probably the two hardest portions of the game only involve platforming and these sections took me hours to beat. Although, I wouldn’t let the extra time stop you from trying because the satisfaction of beating these sections makes you really accomplished something, as you sit playing a video game…alone…with only mountains of junk food surrounding you to keep you company…

As for the progression of the game you follow the story of Juan trying to defeat Calacta, an evil skeleton from the undead world, and in each new section of the story rewards a new ability. What’s great is that there are no frivolous abilities, you need every one of them and most of them get used about the same amount whether you using them for platforming or fighting or fighting while platforming. As for the story, it’s not very complicated, you’re always trying to defeat Calacta, and plays out very similarly to a Mario story with Bowser, which could be a good or bad thing, I personally enjoyed it. There also isn’t that much frivolous content, aside from the main story there was a few side quests and collectables, but both of these were fun and challenging to do, because the gameplay and humorous aspect of the game makes them very fun. The humor in itself was a treat because it served as a healthy reminder, for me, that “Hey, you’re playing a game this should be fun!” Whether it’s some of the funny characters, or many play on words in the game, it’s nice to have a catharsis of laughter after some of the very challenging, sometimes frustrating, parts of the game.

As you can see I don’t have much bad to say about this game, and the only issues I had while playing was that it did become frustrating at times for me, and that the replay value might be a little lacking, but they do provide a “new game plus” mode for when you beat the game the first time (I also hear new DLC is coming soon). Other than that, I found this game truly awesome. From the fun gameplay and platforming to the humor infused in the game, Guacamelee! succeeds in giving an experience that can be fun for both casual and hardcore gamers. I recommend this game as a must play for anyone that likes platformers, and an awesome game to introduce the genre for someone interested in trying it for the first time. If your interested in purchasing this, and supporting yet another awesome indie developer it’s $15 on the Playstation Network.

Thanks for reading and hope it was helpful!

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