Padd Solutions

Converted by Falcon Hive


Ico is one of my favorite games ever. Bar none. Top 5 of all time in fact. You can imagine my excitement then when learning that it was getting an hd face-lift (along with the equally classic 'Shadow of Colossus'). Well this week I took the time to sit down with this gem and thought I would drop some random thoughts. Not a tradition review per se, but hey...this isn't a tradition site. 

1. Jesus. Why was it so hard to find this game? Not a single BestBuy, nor Walmart had it. Finally went to Target where they had a staggering 2 copies in stock. Not cool fellas.

2. It has a reversible cover! A real one too. Has the name on the spine and everything. The reversible cover features the original 'Shadow' cover on the back...and on the the front? That amazing Japanese/European cover. SO LONG CRAPPY US COVER! W000000T!

3. Before even starting the game I had to dig in to the extras. The dynamic themes for both 'Ico' and 'Shadow' are amazing. Even better though is the candid interview with the people behind the series. It's borderline "spoof" worthy. It's literally 20 minutes of what seems to be awkward silences and lots, and lots of head nodding. You have to see it to understand

Note: the other Specials are cool too. Not essential mind you, but nice to have all the same,

4. It looks.....absolutely flawless. My god. It's beautiful. It literally looks better then I had ever hoped or imagined. I'm stunned

5. Still controls like crap. Ok. Maybe not crap, but it frustrates me all the same. Wasn't THAT big a deal back in the day, but in 2011? it's fairly noticeable. Though pulling Yorda still blows my mind. It truly does feel like you're pulling this girl along. I don't think the Devs got enough credit for this back in the day

6. Ha! these puzzled are not nearly as hard as I remember! I must be a better gamer now then I was when this came out.

7. What the hell is the wooden piston like thing? I don't remember this in the original version.

8. Oh. this is the European version, and this puzzle was cut from the American game. Cool. I look forward to kicking its ass

9. FUUUUUUUUUUUUUUUUUUUUUUU. STUPID FREAKIN WOODEN PISTON PUZZLE!!!!! ASDKGHBSLDGKHSDLGKH

10. *deep breath*. Ok. It's done. It wasn't that bad right? RIGHT?

11. Why does Ico have no forward momentum when he swings? God this frustrates me. Combat would be so much easier if he would just freakin take a step when he swung.

12. What little music there is in this game is amazing, and the sound effect that comes on when Shadow creatures appear? Sends chills up my spine every time. 

13. I am so still in love with this game

14. Beat it. Little over 4 hours. Not to shabby. Cant wait to Plat it. Wait....beat the game in less then 2 hours? SRSLY GUYS?

There you have it. The game is still a masterpiece. Still top 5. Still a must own. Go out and buy this. Buy it now.













(This is a piece I did back in 2009. With the upcoming release of Resistance 3, I thought it was appropriate for whatever new audience there may be to see it. Especially considering I'm seeing the same kind of problems I had with R2 popping up in R3 trailers. Not a good sign. - Dominic)


     I'm going to go out on a limb and say 2008 only had 2 FPS's that managed to deliver, Crysis Warhead (which was basically an expansion) and FarCry 2.  Neither of which are some big console exclusive aimed at taking down the others juggernaut title. No, last year, in '08, MS and Sony fell flat on their faces with their forays into the realm of triple A shooters.
     Gears 2 was last years big shooter from MS, riding ont he coattails of the first game, it was touted as "bigger, better and more badass." While most would argue the story mode lived up to that, the multiplayer was found to be "buggy, buggy and more buggy." While the foundations for the gameplay are solid and fun, massive and numerous bugs literally destroy the chance the game has at having a fair and fun online experience. Not many people like waiting 20 minutes in a lobby just to fight against invisible opponenets who can chainsaw with any weapon either.


     Then enters Sony's offering, Resistance 2. While the first was lauded as solid and fun, it was nothing too spectacular. But the second promised so much more. Previews showed giant bosses and epic locales, they talked about updated multiplayer and an inventive new co-op mod, but the press couldn't get enough of the leviathan, the city destroying colossus. The "Cloverfield monster" of Resistance 2. Now, with the game out, the competitive multiplayer as proven to be a fun, fast paced and balanced experience. Co-op has become a huge selling point as well, with it being the favorite part of the package for most people. Leveling up a class and taking on hordes of AI with 7 other friends is a blast.


    But, how could we forget the story mode? The continuing tale of Nathan Hale and his struggles against the Chimeran virus spreading across the world. All of the epic bosses, new, AMERICAN locations! it all sounded so nice, but the more you play it, the more you realize they barely paid any goddamn attention to it.
     All of the proceeding text in no way describes the Chicago level, which was actually a solid romp. No, this describes the rest of the godforsaken story mode which I hope holds a place in hell as the biggest letdown from a triple AAA title of this generation.




     The single key factor to the story modes demise, from what I can surmise, is laziness. I've thought this since Insomniac started making "next-gen" games, but I always blew it off and figured it was just them getting a grip on the PS3 before really jumping into the whole next-gen swing of things. You know, before getting into their groove. Resistance 2 however, shines a bright light onto the very PS2-era game design that I've noticed Insomniac struggle with destroying.
     They're very good at seeming like they understand. All of the features you'd expect in a modern console shooter are there and then some. But there's something off putting about the design and all of it is embodied to extreme degree's in the games story mode.


     I'll make a list. First off, every enemy goes straight for your ass. Doesn't matter if you have a squad of 15 dudes right in front of you, the enemy will sprint right through them and unload a thousand bullets point blank into your jugular. Speaking of teammates, I'm half sure they're all autistic kids standing on each others shoulders, wearing army suits. Because they stumble around during battle, shooting 4 bullets a minute, and letting just about anything hostile pass right by them without a care in the world. Just those 2 things alone, completely ruin the game already. The AI is terrible. Unrealistic, and overly simplistic, it looks and feels as if no time was put into how they react.


     Now, if you have AI, and you have character models attached to that AI, well you need a level to put them in, right? Of course! Now, this is where tInsomniac either lost complete focus, or is showing off their strengths in making a PS2 game on a next-gen console. This game is 90% copy/paste corridors. Now and then they let you outside, because that's just the kinda guy he is, and you get to go "Whoa! That looks so cool!" and stare at all of those massive ships in the distance. But you're stuck behind this chain link fence. And the fence leads you to a corridor.




     In that corridor, lie your enemies. this is where it's a coin toss. You'll either have to fight a swarm of enemies upon enemies, with extremely limited ammo, all by yourself. Or they'll give you a ton of space (just a big corridor, don't get excited) and throw 2 enemies at you. The haphazard approach to the design of the situations is almost mindnumbing. It's impossible to tell what they were thinking when they threw it together, but it's ridiculous. It feels off-balance and lazy. It's a very strictly room to affair, with a random selection of scripted enemies running at you whenever you turn a corner.


     If I had a better video capturing device, I would record this perfect area that shows the incompetence of the design perfectly. Imagine a square, and then one of the lines on the square is twice as long as the rest. Now those are hallways. Nathan walks through a doorway and unleashes 8-10 regular Chimera's with guns, and then 2 behemoth motherfuckers, all the while your teammates are duking it out on a bridge. This square is now called Rape Central. You were sent there to be raped 20 times over until you get lucky and manage to actually wipe out this group in this tiny fucking corridor, with no help (teammates are on a bridge, they're busy!) and limited ammo (ammo pick-up's in this game are always extremely obvious indicators of oncoming fights, but sometimes it's hard to tell when they don't fucking give you any ammo) you're basically forced to get lucky.




     When designing an area, you think they'd keep in mind what weapons you have, what types of enemies they throw at you, and the setup of the area you're fighting in. But they don't. Most battles are either two sides exchanging glowing hot energy rounds, or you by yourself in a tiny string of boring, unimaginitive corridors with no intention of being an interesting battleground.


     Couple that with the AI blind toy our teammates, and teammates that are blind, and you have a massively frustrating experience that feels like something rushed out for the PS2. It's flat, unimaginative, lazy and in a lot of parts, just plain broken. And to me, it's stunning that something this horrendously designed ever got the okay for a company's AAA title.




     Author's note: Barely worth reading (I need to work on my writing more, this is the beginning of that for me.) but I really had to rant that out.




















     The fall season for 2011 releases has begun and it's started off with a bang. Looking forward to this gaming season I made a list of games that I planned on getting day one, Amazon.com pre-order and all, and also a separate list with games I would just be looking forward to making room for as things slow down near the tail end of Q4. As I made these lists, one thing became very clear; I was going to be playing a lot of RPG's.

     As we barrel into the end of the year, the one thing that seems very consistent is the RPG element. In what I can only call a slap to the face of industry insiders who say "The single-player experience is dead.", this fall and winter release season sees not one, not two, not three but FOUR major Triple-A titles coming out that are focused around RPG gameplay. Deus Ex: Human Revolution (which I'm currently playing through), The Elder Scrolls V: Skyrim, Dark Souls and The Legend of Zelda: Skyward Sword. Albeit Skyward Sword is more of an action RPG with light RPG elements, it is an RPG nonetheless.

     Once it hit me that I wanted every single one of these games and then some, my brain decided to bring to my attention my massive gaming backlog. After it had it's way with my lack of responsibility, it then directed my attention to the fact that I have a lot of unfinished RPG titles already sitting in said backlog. So it is with this in mind that I begin my massive quest. My unfinished backlog beckons me to beat it into submission and I will grant its wish.

     How this will go down is I will do a mini or normal review on each game in this list as I complete each one, depending on how much I have to say about each game. I will follow the order to a T and I will finish every single one of these games as they are listed and subsequently released (main storylines only, I'm not requiring 100% completion of each of these games [although I'll probably go back and do just that with many of them.])

     So, without further adeu, THE LIST.
-the list will be updated with links to each review as they are finished-


  1. Deus Ex: Human Revolution - In Progress
  2. Fallout 3
  3. Mass Effect 2
  4. Deus Ex (The original)
  5. The Witcher
  6. The Witcher 2
  7. Vampires: Masquerade - Bloodlines
  8. Final Fantasy 8
  9. Xenogears
  10. Demon Souls

     To be completed as they release;

  1. Dark Souls
  2. The Elder Scrolls V: Skyrim
  3. The LoZ: Skyward Sword


     To anybody reading this, since I know the userbase of Gearbolt at the moment includes only the editors, I'd like to say this: Wish me luck. You do not know me, but I am like you. I am but a man. If you are a woman, I am but a woman with a penis, so I am like you. Pray for me.

Thank you.





















Comix Zone is a goddamned brilliant game. Old news to most i'm sure, but it just really struck me on a recent playthrough just how ahead of it's time it really was. Here's the thing; I grew up on Comix Zone. When I was a kid it was easily my second favorite game (next to Sonic 2 of course). I thought the concept of playing through an actual comic book was absolutely the coolest thing ever. Never once though did I conquer this game. In fact it was, at the time at least, considered to be notoriously difficult and in an era that was know for ridiculously hard games, that was saying a lot.

You see the biggest challenge (aside from the bullshit jump sections. Comix fans know what i'm talking about) was that literally *everything* you did in the game drained your health. See a door you need to get through? Punch it and lose health. Rock blocking your way? Kick it and watch as your health melts away. That huge spinning fan? Ok, well it's probably not a good idea to punch something like that anyway. You get the point though. No matter how hard I tried, and no matter how many different paths I took, ( another feature ahead of its time. Comix feature multiple paths so that every playthrough was different) I was always screwed on health by the time I reached the boss.

Very recently though this game was offered up as a freebie to all PSN Plus users. On my quest to 100% the game I came to a startling revelation; Comix Zone isn't a 2d side-scrolling brawler at all... it's actually a puzzle game. I took my time going through the game this time, really just sat back and looked over every single comic panel I was in. Eventually I was shocked to learn that literally at every single point in this game where you lose health, there is actually a solution to the puzzle that gets you by unscathed. The game doesn't every put you in a position where you HAVE to be injured. Sometimes you need only to use your loyal rat to pull a switch on the other side of the screen. Other times you need to find a loose object in the environment, get behind it, and push it to destroy fan blades or block doors. It was a stroke of absolute brilliance by the developers, and sadly one that is overlooked by all but the most hardcore players.

Comix Zone was released in 1995/1996, and I have yet to see any single 2d "beat-em up" that comes anywhere close to replicating the near perfect balance that game achieved. When you can actually create a puzzle game that doesn't even feel like you're playing a puzzle game...well that's rather amazing. Comix Zone was a game where you could literally play however you wanted. You could choose your own paths, choose your own play style, do things that the industry still to this day wont let you do. Like I said before, when I was a kid I simply played the game as a bare bones brawler, and very rarely had much to show for it. Luckily the game has aged so well that going back to learn all of its nuances is an absolute pleasure.

Comix Zone will always be remembered for its unique concept first and foremost. But I hope that someday soon people will appreciate it for its genius game design as well. In fact I hope that more indy developers take notice of the innovations of Comix and try to implement them in to current gen games. With DLC games on the rise now is the perfect time for ideas like this to resurface. For old school fans and new school people alike; do yourself a favor and get yourself a copy of this game. Most important of all though, play it. Really and truly play it. A lot of people will be quick to declare old school gaming obsolete, but if anything we still have a lot to learn.

All hail Comix Zone. Easily one of the greatest games ever.

Suddenly,

12:46 AM 3 comments












  In a turn of events that managed to leave Gabe Newell and his bed of money in peace, Sega and Valve have combined forces to add Sega Genesis games to the Steam digital distribution service.

     I don't know whether to be happy, sad or indifferent, but I'm sure Adam would be more than happy to edit this post with reactions whenever he's done smacking chickens in the face with his toy sword.

      There's been a ton of news on the gaming front (as per usual) these past few months and being a newborn on the gaming blog scene means we've got some catching up to do. To start out this list I'm going to keep it sweet and simple with some big gaming news that's hit the scene recently, state it, get it out of the way and move on with life.

     That being said, here's some big headlines in gaming thus far in 2010.

STEAM ON MAC



      On May 12th, Valve pissed in the mouths of PC gamers everywhere by allowing Macintosh devil's to partake in the joyous wonders of computer gaming through their digital distribution service, Steam. Launched in a time frame only slightly affected by the infamous Valve Time, the service allows Mac users to download and play select game titles available for download straight to their computers, no discs required. It's launch and go, just as its Windows counterpart has been for the 6 years since Steams launch in 2004.

     While news such as this seemingly should have upset the PC Gaming Master Race and it's minions ("Macs are for plebs.") it's been taken more with a grain of salt and watchful eye on how the simpler users of the Apple community take to their beloved service. Revered and also hated, Steam has surprisingly made the jump over the enemy gates with only a few minor hiccups.

     The selection at the moment isn't exactly the biggest, but it's shaping up quite nicely for under one month out in the wild. With choices like Portal, which was free to all Steam users from May 12th to the 24th, Team Fortress 2 and Half-Life 2 rounding out Valve's personal offerings (Team Fortress 2 allowing Mac and PC users to duke it out with each other cross-platform style), other titles from a wide range of companies have also entered the fray with some great games covering many different genres.

    Will Mac overtake Windows in the world of gaming? It's doubtful that'll be happening anytime soon, but this is certainly a huge step in the right direction for those of you who just can't help but drool at the scent of Steve Jobs mechanically engineered body odor pre-sprayed on every last one of your electronic devices. Or if you just like Macbooks and video games. Whichever.

LITTLEBIGPLANET 2 ANNOUNCED



     This little bit of big news hit the planet around the same time Gabe Newell betrayed all of those who ever truly loved him (see above.) LittleBigPlanet, the game that required no sequel, had it's sequel announced just this past May and holy hell in a handbasket was it a doozy of an announcement. A fairly standard trailer with a fairly non-standard song attached to it was released by Media Molecule on May 8th, revealing many tasty tidbits about the gameplay changes LBP 2 has in store for us.
  
     The original LBP was created entirely as a platform game with the most powerful level editor on consoles to date. With enough ingenuity you could create working machines, drivable vehicles, complicated puzzles and beautiful works of art. Then the community did what Media Molecule probably didn't expect, but crossed their fingers so hard would happen that they snapped and splintered. With the editor, loyal LittleBigPlanet denizens broke every last rule of the game. They created new games. Side scrolling shoot'em ups, calculators, simple RPG adventures, some even created entire movies with handmade cutscenes and no gameplay to them at all. They took what Media Molecule had worked so hard to create and broke everything about it, all the while taking 2 H's and the number 4 and perverting them into something horrendous and evil, and it looks like that was what Media Molecule had been waiting for this entire time.

     With LBP 2, the guys at MM have (as their trailer so aptly states) made not just a platform game, but a platform for games. With word spreading that the developers themselves have already made fully working Micro Machines and Command and Conquer clones and the launch trailer itself showing off a wide array of new possibilities, the excitement I and, I'm assuming, a few other million world citizens are feeling at the moment is intense. The list of features being added to the game, that we know of, are: the ability to radically change the camera angle, allowing for a wide array of different gameplay styles; a new grappling hook item that can be used for swinging and presumably more; the addition of Sackbots (one of the bigger additions), little wooden dolls with the same body structure as a Sackboy that can be changed from their default blocky look and into a real Sackboys, with the ability to use movement you can record which can be used for; the new cutscenes with recordable audio and; the new AI chipsets that you can now implant on machinery.

     With a slew of new options announced outright, I can't imagine what Media Molecule is still hiding up their sleeve. Here's to hoping they've got plenty more to show us at this E3 and let's hope just a little bit extra for another beta test too, eh?

KILLZONE 3 ANNOUNCED

  
    Another big, though ultimately expected announcement was made recently as well. Guerilla Games let the cat out of the bag and unleashed a flurry of delicious Killzone 3 screens for us all to bath in our saliva, along with some hands-on time for big name gaming sites.

     Changes being reported are tighter controls, 3D support (glasses required), gameplay and story cues taken from other popular PS3 franchises *cough* UNCHARTED 2 *cough* and the addition of jetpacks. Yes, those jetpacks.

     While actual details at the moment are sparse, the changes being listed are already showing the Killzone 2's flaws are absolutely being addressed. Singleplayer and multiplayer are being treated as 2 entirely separate and whole games with 2 teams working on each half of the game. Multiplayer was my favorite part of Killzone 2, from the atmosphere to addictiveness of the classes. All it needed were some tighter controls and a bigger, more balanced distinction between the class types and it would've been perfect, in my opinion.

     While these are hardly all of the announcements the year 2010 has seen, they are some of the more recent and fresh ones in the minds of gamers, and some of the biggest. We're nearing half of the year down and there's still plenty of time for more to be revealed, so keep your ears perked up and your mouse on the lookout, because we'll be covering every last bit of it we feel like.

Grand Opening

12:08 AM 0 comments



     Site after site, article after article, page after page, magazine after magazine, video after video; After wading hip deep in pools of immaturity, feverish fanboyism and hyperbole that could start a third World War, some friends and I had enough.






     We searched high and low for a place on the internet to call our own to talk about games and delve into them in ways that are natural to gamers old and new; whether it's playing a game in no way it's supposed to be played and doing it for hours on end and showing it to the world, or whether you want to wax philosophical about human instinct and the simple and beautiful ways it rears it's head through gaming. Whatever your poison, we wanted a place we could talk about it and come together with like minded folks that could get down with what we were saying or what we were thinking.






     So we made Gearbolt. Started by myself, my friends are what really pushed this to come to fruition. It's not the next GiantBomb but it's a humble abode for those of us who see more to games than just pixel shaders and response time and can actually make a week out of a random playthrough of Rise to Honor. So come join us or don't, we're here for those of you who connect with whatever it is we ramble on about or who can share the good times with us.






     If you want nothing more in the world than to sit down with a friend or two on the same couch, plug in one controller and beat a game with a 67 on metacritic in one drunken night that you had no plans of putting to use anyhow, then welcome to Gearbolt and enjoy your stay.