Entries in Xbox One (50)

Monday
Dec152014

QCF: Halo: The Master Chief Collection

efore military shooting affairs were all the rage, Microsoft penned all of its hopes on a series, one that  eventually become the flagship brand that defined it—a space marine fantasy filled with as many guns, aliens, and bits of action that could fit on to the disc; Halo set the first-person shooting genre on fire.

That was then though, and like it or not, the shooter landscape has long moved on from the prime of Bungie’s galactic odyssey, and even in spite of 343’s development of Halo 5; the relevance of the franchise is arguably still up in the air as far as mainstream shooting appeal is concerned.

Enter the Master Chief Collection, an ambitious collection that containing upgraded revisions of the four main titles, complete with online integration that allows for a combination of the various elements and nuances of from each entry to experiment and customize with.

Indeed, questioning the value offered within this arrangement of games itself, is a hard-pressed argument to counter; but considering the jump to better hardware and age of these particular games being hyped here—the expectations are respectively loftier the second time around.

So it’s sad to say that when it comes down to it—The Master Chief Collection barely justifies it’s worth beyond being anything more than a budget bundle with a savvy price tag—the reality is that it’s simply a glorified revision of games that scantly improve upon the originals that we’ve all played to death years ago.

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Friday
Dec052014

QCF: Sunset Overdrive

t’s no secret that I take a particularly guilty joy out of the dichotomy that defines the éclat of video games—it’s a pretty silly identity crisis that I can’t but find amusing. On one hand, I want to the art and impact that video games create to continually expand into legitimate expression of art that can stand on par with some of the greatest literature and film ever produced by mankind, and yet on the other, I still want games to indulge into some of the stupidest shit imaginable.

Sure, that sounds unreasonably flippant, since making headway in one of directions would congruently set back the other, but I’d like to think that we can live in a world where gaming can cater to both of these worlds respectively—Insomniac’s Xbox One exclusive, Sunset Overdrive, is living proof of that.

Yeah, we live in a world where things like Deadpool and Tumblr have saturated our culture with facetious satire and fourth-wall humor to an obnoxiously pandering degree, but the latest effort from the same people behind Ratchet & Clank and Resistance, is one of the most refreshing games to have released in 2014. A world and action woven by the over-the-top chaos and fiction of this modern open-world odyssey of caffeine and attention-deficit youth has all the makings that truly define the special kind of enchantment that only a video game could offer.

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Wednesday
Oct222014

QCF: Styx: Master of Shadows

emember when Assassin’s Creed was marketed towards the thrill of eliminating your foes from the shadows? Sneaking to every target, stealthily moving around as if you were invisible to the naked eye, allowing your enemies only a second of reaction to your presence before it was too late for them to do anything about it—yeah, after seven years running, that shit is practically gone now.

Honestly, aside from the exception of Ground Zeroes, third-person stealth affairs are barely even a thing in games now, but before all hope of finding that great new game of “killing them softly” was lost, along came a little title by the name of Styx: Master of Shadows.

Now, mind you, the last time I loaded in software that was developed by Cyanide Studio, it was that licensed Game of Thrones game back in 2012; so yeah, my hopes were significantly tempered at first impression. It wasn’t long until after I metastasized a gross little clone doppelganger of myself, only so that I could send it running off, distracting all the meddlesome guards in my way as a decoy, that I realized, second chances are real, and this Next-Gen stealth adventure is living proof.

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Friday
Aug292014

PAX PRIME 2014: Hands-On with Geometry Wars 3 Dimensions

ne of the standout titles for the Xbox 360 during the launch of the Xbox Live Arcade was Bizarre Creations' Geometry Wars, a highly stylized frenetic Twin-Stick style shooting game with a super-high emphasis on Score Attack for players to compete on the newly-formed XBLA leaderboards. Seeing a number of sequels since its 2005 debut, including XBLA's Geometry Wars 2 and the Wii and DS' Geometry Wars Galaxies, all of its iterations are solid, competitive games that anyone can drop in and play.

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Monday
May192014

QCF: Super Time Force

dmit it, regardless of acknowledging the potential gravity of any of the possible penalties for trifling with such affairs, if you could affect the outcome of any event in existence by having control and mastery over time; you would totally rock the shit out of the space-time continuum. Despite all of the complex rubrics and conduct surrounding the details of time travel, the concept has never been too foreign or daunting for anybody to not fantasize about, and the fantasy of going back and doing things differently with pre-meditative insight on the past is too tempting to walk away from.

So now, imagine the opportunity of governing over it with force, Super Time Force; Capy’s insane gun-toting bullet buffet of an answer ironically modernizes old-school sensibilities with a time-travelin’ tribute that travels in time to bring us a game that…uses time trav…it would be best to stop before all of our heads start hurting.

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Tuesday
Apr292014

PPR Presents Play Play: Strider

ouble Helix has been killing it lately with all of these sweet, and we mean SWEET remakes they’ve been pumping out lately. Coming off the heels of the surprisingly successful Killer Instinct, Double Helix collaborated with Capcom to usher the return of their ruthless super assassin, and man, did they do it with style.

Coincidentally, as we just finished talking about Metroidvania, we talk about how Strider utilizes traits of the sub-genre, and we go on to talk about how it’s still a pretty good game, despite it being rough around the edges, in the weirdest of ways…

Mail us at our new email Mailbag@presspauseradio.com, leave a voicemail at 469-PPR-TALK, and be sure to stop by at our Forums if you haven’t already registered and post your thoughts about the show. Finally, make sure to rate and subscribe to us on iTunes and YouTube, follow us on Twitch page and Twitter, and finally take part in our Facebook and Steam group!

Wednesday
Apr092014

QCF: Plants VS Zombies: Garden Warfare

he Undead; we’re already well aware that they’re everywhere, but If there’s one particular property that’s assisted in propelling the trend of zombies into a practical modern day motif within today’s culture, it would definitely be Plants vs. Zombies.

Aside from coddling the concept of flesh hungry corpses into charismatically mischievous ghouls, the franchise has made strides to redefine and expand the tower-defense genre into something to care about; which is why Garden Warfare such a mixed bag of roses and manure—but mostly shit.

Employing a modified Battlefield 4 engine, Plants vs. Zombies: Garden Warfare attempts at delivering it's own brand of tactical shooter elements and conquest dynamics with the horde mode design and Tower defense sensibilities—the results peter into something that’s tepidly Luke warm at best, and frustrating monotony that’s largely unfulfilling the rest of the time.

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Monday
Mar172014

QCF: Peggle 2

he science of a sequel is a tricky one; delivering too much of the same results in recycled content that’s poised to lose the pop of its series signature assets—deviating too far from the set formula with new features or style though risks a game into becoming something that fans may not even recognize with the intended brand.

Finding the right balance when developing the follow-up to an established success are the necessary pains within their ass that the developers undergo to ensure that the next entry in the line is a worthy one to the name—Popcap approaches Peggle 2 with the right attitude, but the final effort barely nails the follow-through on the ideal. Which isn’t necessarily bad, but it isn’t exactly an improvement either.

Banking on the infinite simplistic accessibility that’s fueled with instantaneous appeal , it would difficult (to say the least) to expand on Peggle, as one wrong change could easily endanger that crucial hook; Popcap played it safe, but almost a little too safe.

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