Death of the Critic

March 2017

The Uncanny Valley

Written by: Tom Blaich

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Mass Effect: Andromeda
has been catching a lot of flak for its facial animations in the past few days, and by all rights it should be. They are off in a fundamental way that just makes them creepy. For the most part they are ok, but for a few characters (like lead Sarah Ryder) the animation quality is simply terrible. Any conversations about animations eventually drift into discussions about the uncanny valley. But what exactly is the uncanny valley and how does it affect animation, both in video games and otherwise?

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The Backlog – Tower of Guns

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

With a name like this, how could you not want to try this game.
Tower of Guns is a simple first-person shooter heavily inspired by Quake and other fast-paced, movement heavy, arcade shooters. Part bullet hell, part roguelike, it has a somewhat novel take on the genre that is unfortunately held back by its limited variety.

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Ghost Recon: Wildlands – Review

Written by: Tom Blaich

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There are so many things that should have been great about Ghost Recon: Wildlands. Having a four-player co-op game set in an absolutely massive open world with free-form mission structure and tactics based combat? It sounds like the perfect storm, a game to suck up all of your time. And while it can very much eat up your time, the way it does feels cheap and unearned. There was too much to do and no real reason to do any of it, and more than once I found myself questioning why I was even playing.

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The Captivating Simplicity of Idle Games

Written by: Tom Blaich

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Games are built around feedback loops, obscured behind complex systems and mechanics, designed to draw us in and keep us there. We want to play the games so we can level up, become stronger, defeat new enemies, and get more and better loot. We play to get better and more efficient at playing, and in the last few years a new genre of games has stripped away this veneer and laid the inner workings bare for us to explore.

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The Backlog - Sleeping Dogs

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my
backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

I’ve made my feelings known about open-world games before, but I just can’t stop playing them. It has been a few years since Sleeping Dogs came out, which still surprises me given the troubled lineage of the title. It was warmly received, finally giving a GTA-style open-world game a satisfying combat system. It made the game fun to play in a way that few open-world titles manage to be. By making combat fun, it made the inherent experience of playing the game better.

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The Backlog - Uncharted 4: A Thief's End

Written By: CJ Streetman

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It’s way too easy to fall way too far behind on games. They simply ask for too much of your time and money to be able to keep up with all the ones that look interesting. Thankfully, almost entirely due to online sales, eventually you’re able to get most games for a five dollar bill and an afternoon of free time.

Uncharted 4: A Thief’s End is the best entry in the already great Uncharted series.

In nearly every way,
Uncharted 4 improves upon the previous iterations; the combat feels better and makes you feel more like an action hero than ever, the “stealth” works, which is miles above the last few games, the puzzles are by and large very intuitive, almost never becoming frustrating, and the story is very compelling even though it misses the hint of the supernatural that all the previous games had.

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The Backlog - Super Time Force

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

Sometimes all a game has is a good idea, and the one behind Super Time Force is unquestionably good. It is a side scrolling, bullet hell shooter a la Contra, but they remixed classic concept by letting you rewind time and use previous versions of your character (think ghosts from a racing game) to help you progress. Admittedly, this concept is hard to comprehend without seeing it in action. It lets you rewind time to try a challenge over and over again, each time becoming easier by virtue of having additional help from your ghosts.

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Do the Right Thing

Written by: Tom Blaich

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Moral choices have long been a part of gaming. They offer the chance for a player to leave their mark on a game, affecting the outcome and changing the course of a game. These binary, good vs. evil choices are so often structured in the same way. Evil choices are flashy and violent, giving you a small amount of short term gain in return for a karmic hit. Good choices then should be the opposite, giving up personal gain in exchange for doing the right thing. But this isn’t how they manifest. You are almost always rewarded for doing the “good” thing, and frequently the long term gains outweigh the gains from evil. The only real difference ends up being different achievements, or possibly some different dialogue at the end of the game.

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The Backlog - Dead Rising 4

Written by: Tom Blaich

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I have a confession to make. Like many of you reading this, I have a list of games that I’ve been meaning play for years. I have way too many games on Steam, and a stack of cases sitting next to my TV. Close to five hundred games now. Maybe more. It makes me feel guilty. I haven’t touched 90% of them in one way or another. I need to fix that. So this week, I dug deep into my
backlog and pulled out a game. I want to play all of them; I’ve just never had the chance. Now’s the time.

Zombies might be a bit overdone the days, but the Dead Rising series has always brought its own unique look and feel to the genre. They are dumb, but in the best sense of the word, and no other game quite matches the amount of action on screen at one time. When you boil them down, they are essentially Musou games, where you run around and slap zombies with increasingly ridiculous weapons. In this sense, Dead Rising 4 definitely delivers. While it does tone down the number of weapons from 3, it has a world that is big and fun to run around in, and the return of Frank West brings the franchise back to its roots, in more ways than one.

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