My completely objective Resident Evil 6 review based on other reviews

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EDITOR'S NOTEfrom Jason Lomberg

I can affirm, without a trace of hyperbole, that this review is one million-times better than anything I've read on Resident Evil 6. Anyone who disagrees with me is obviously a shill for Capcom or -- for the haters out there -- didn't receive their payoff money. Oh ... and don't forget to bring your sense of humor.

I recently read through many of the Resident Evil 6 reviews, so I feel qualified to give you my critique of this blockbuster title. Let me start off by saying that I haven't played the game or the demo. I believe playing it before reviewing it will give me an unfair bias toward the game.

Let's start with Gamespot. They gave the game a 45/100. WOW. These guys are garbage. These guys obviously didn't play the game, either. I mean Game Informer gave RE6 an 88/100. Gamespot said that while the narrative is good, everything else sucks. I honestly don't get why people still go to this publication.

I mean c'mon; the reviewer says that the quick-time events are too long. How is that a bad thing? Quick-time events are soooo much fun. They also said that the game's set pieces are mediocre. I doubt that is true. But let's move on to a much more qualified publication.

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Torchlight II is more than its loot chase

Robsavillo

I sat with my hands resting on the keyboard and mouse, mulling over a selection of loot I'd accumulated from my hacking and slashing through the Ghosts of Plunder Cove. Did I want to equip the Hasty Maul, which has a "very slow attack speed" but also a "+7% attack speed"? Doesn't sound so "hasty." How about the Vampiric Lumber Sledge with the ability to steal 6 health on a hit? Or maybe the Paired Battle Axe with a "very fast attack speed" and a "+5% chance to execute"? Execute what? I'm not sure.

It's a quarter to midnight, and I'm nearly through my six-pack of Session lager. I need to get this show on the road. I don't really have a good way of knowing what would be the best weapon to equip, so I settle on Ole's Massive Wrench's 161 damage per second rating and dump everything else off on my pet hawk to sell back at town.

Runic Games' sequel to its premiere action role-playing game is overflowing with swords and shields and hammers and axes and wrenches and all kinds of spoils. I knew this going in. Everyone knew this going in. Many might profess that this is their reason for playing.

But Torchlight II taught me an important lesson: It's not really about the loot.

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Rock Band Blitz turned me into what I most fear

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Rock Band Blitz

Not too long ago, I wrote about what Rock Band Blitz means for those fake music groups you've been cultivating all these years. My conclusions were dire and troubling, but I've recently discovered an even darker side to developer Harmonix' jam-fest for Xbox Live Arcade and the PlayStation Network.

It's not the competition. I know that I'm susceptible to that, and I am as prone to trash-talk as anyone when I find something unimportant that I arbitrarily hitch my emotional wagon to. Nor is it the insidious social-game hallmarks like coins and social media integration littered throughout the title.

No, what I have discovered is an affront to everything I have spent the past 25 years of my video game "career" trying to avoid. It is a stark realization that has shaken me to my core and made me doubt my very existence and credibility as a gamer. When I made this discovery, all life as I knew it stopped instantaneously, and every molecule in my body exploded at the speed of light.

Metaphorically, I mean. It's hard to type these articles when your body's all exploded and traveling through time and shit.

What was this apocalyptic truth? What could have affected me so deeply? Why do I wake up in the middle of the night crying?

Rock Band Blitz turned me into one of these people:

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The perfect controls of Assassin's Creed

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EDITOR'S NOTEfrom Rus McLaughlin

When I introduced my Dad -- a big Tom Clancy fan -- to the very first Splinter Cell, he completely checked out of it. Too many controls, too many functions, too much to keep track of. To this day, he still prefers the beautiful simplicity of iron sights/shoot/grenade. Jump? Don't bother him with your stupid jumping!

Altair in Assassin's Creed

I hate many current action games because their controls are often too complicated. I still can't remember all of Bayonetta's moves unless I have an FAQ file on my computer.

But Assassin's Creed made action games fun for me again ... just by simplifying all the controller commands.

Its control scheme might almost be too simple. You get one attack button and one jump button. Holding down the right trigger (on the Xbox 360; R2 on the PlayStation 3) opens up a bunch of other moves, but  I usually only use attack and jump. That's all I need to pull off all the acrobatic moves I want to use..

Expert gamers would say I'm just an amateur who doesn't understand hardcore action. They're wrong. Game developers started making controls too complicated right around the Playstation 2 era -- I don't know why ... maybe to make the action more intense. But whatever the case, you don't need to make things complicated just to make them fun.

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Nintendo's going digital, but it might not catch on

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Donkey Kong

Sony recently announced that players can buy retail games from the PlayStation Network on launch day. Digital distribution is slowly encroaching, and for the Xbox 360 and PlayStation 3, I welcome this idea. I've realized that many of the games I purchase for these consoles are ultimately disposable and rarely ever retain value. As much as I might have liked Call of Duty 4, it is virtually worthless to gamers eagerly awaiting Black Ops II. 

Nintendo is also pushing into the digital market with downloadable versions of first-party 3DS games, and I am far less eager to participate. 

Even though Nintendo first-party titles sell well, they almost always retain their value. If you go into a used game store today you're sure to find copies of New Super Mario Bros. Wii, Kid Icarus Uprising, and Super Mario 3D Land hovering around their launch price points, even on the used game shelves. Mario Kart Wii is still incredibly hard to find over four years since its launch. 

While this reasoning feels very flawed, I can't help but view Nintendo games as more of an investment than things on the 360 or PS3.  Perhaps its because weird titles go missing (like Mario Kart Wii still selling for around $42 used) or that I typically enjoy replaying Mario and Pokémon titles. 

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Rockstar’s Bully and the brilliance of casual interactions

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EDITOR'S NOTEfrom Sam Barsanti

I'm a big fan of Rockstar's games, but for some reason I never played Bully. Articles like this make me wish I hadn't missed out.

Bully

Bully is a game most remembered for the controversy it generated before its release. From initial hysterics claiming that Rockstar was developing a "Columbine simulator" to cries that the game was promoting bullying behaviors (it wasn't) or trivializing them (which was maybe a more legitimate criticism), Bully may have received more attention in the media before its release than after. Once people had a chance to experience the game and evaluate it for what it was, they found a competent translation of the Grand Theft Auto formula in a different aesthetic that was maybe a little rough around the edges. In truth, there wasn't a whole lot about the game that was controversial once people had a chance to play it.

Well, except that you could kiss boys. Some people didn't like that.

The fact that so much hot air was expended on the "controversial" aspects of Bully means that not much attention was paid to some of the game's more subtle touches. Like anything Rockstar puts out, the it is as deep as it is broad, and there are a lot of little gems in the design that are worth taking the magnifying glass to. In particular, Rockstar included a number of systems designed to make the world of the game compelling, immersive, and real, some of which I've not seen included anywhere else.

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Metal Gear doesn't need a movie

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EDITOR'S NOTEfrom Jason Lomberg

It's no secret that most video game movies are terrible. Brandon thinks that Metal Gear Solid is especially ill-suited for the Hollywood treatment.

Note: This article may contain minor spoilers for the Metal Gear Solid series.


Metal ... Gear? The movie?

Really?

At the 25th anniversary of Metal Gear in Tokyo, Konami announced the real deal: Metal Gear Solid is officially getting its own film.

I was pretty psyched. After all, the Metal Gear Solid mythology is damn near close to a movie. 

It has everything -- a deep story, in-depth characters, twists, detailed dialogue, and of course, tons of action.

But why am I sitting here writing this article? I’ll try to explain, dear reader.

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Do Japanese developers really need to westernize their games?

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EDITOR'S NOTEfrom Rob Savillo

Atsushi Inaba, a producer for Platinum Games, recently criticized opinions that Japanese developers are in trouble, noting that many Western studios also release terrible games. But at the same time, former Square Enix president Jun Iwaskai now heads GungHo Online Entertainment America in a quest to capitalize on the Western game industry.

So what's going on? Joe just hopes that the unique qualities of Japanese games still shine through.

It feels like just yesterday that I was sat in my living room watching my brother play Sonic 3 and Knuckles on the Mega Drive as a wide-eyed child. The tropical colors of Angel Island and mood-lifting music were simply mesmerizing. What made Sega's console truly amazing to me, though, was that this machine had been created in a place that was literally on the other side of the world; it was mysterious. That sense of wonder obviously diminished as I got older -- not just because the enigma of foreign technology had been lifted but also because in the 18 years since that day, the rest of the world has had time to catch up.

Slow changes over time are always less noticeable and more acceptable than sudden ones. Perhaps it's for this reason that gamers and the industry as a whole have only recently started to publicize the disheartening news that Japan, arguably the spiritual home of interactive entertainment, is losing ground to their Western counterparts. It's a worrying thought, to be sure, but the question on my mind (as I’m sure it is on many others') is, "Why?"

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Spotlight: Video-game tour guides, a gaming teetotaler, Unreal Engine 4, and more

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NaviThe Community Spotlight features some of the best unedited articles that didn't quite make the front page.This week, we refuse to stay with our video-game tour group, reject the imbibing of our in-game characters, review what we know about the Unreal Engine 4, and more. Join us!


Stop making tour guides in video games
By Alexander Kraus

Alexander is sick of being told what to do. He acknowledges that gamers need motivation, but that it must be carefully crafted to appeal to the player. His favorite method? Stealing your stuff, a la Castlevania: Symphony of the Night.

How being a teetotaler inspired my first immersive gaming moment
By Justin Davis

Lots of video games feature illicit substances, and some even allow players to partake (via their characters, of course). But Justin chose, in real life as well as in-game, not to do so...until a mission in Borderlands 2 took the decision out of his hands. Interesting take, no matter what your poison is.

Unreal Engine 4 might be bested by Square Enix engine
By Edward Varnell

Based on their appearances at this year's E3 convention, Edward examines the status of two of the biggest upcoming graphical engines. "I hate to admit this," he writes, "but (SE's engine) looks so much better though, half of developers would use UE4 or their own."What do you think?

Gaming's greatest 'epic misquotes'
By Nick Pino

Ever seen those Internet mash-up images that basically exist to piss off nerds and fanboys? (Like this one, for example.) Nick has made a few aimed at gamers. See if they get your hackles up.

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85 random opinions on video games

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EDITOR'S NOTEfrom Layton Shumway

Really, this doesn't need much of an introduction...except to say that it's hilarious. 

Super Mario Sunshine

Here are some things I think about video games:

1. Kirby's Dream Land seems like an awful place to go on vacation. Delfino Island, however, seems like fun.
 
2. Final Fantasy and Resident Evil should just stop.
 
3. Butterfree's an awful Pokemon.
 
4. Vanillite’s an awful Pokemon.
 
5. Drifloon’s an awful Pokemon.
 
6. Spoink’s an awful Pokemon.
 
7. Grand Theft Auto is just too violent.
 
8. Torchlight 2 is fun.
 
9. Without Luigi it would just be called Mario Brother, and that’s just stupid.
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The Walking Dead presents a compelling story, but is the gameplay still too complex?

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EDITOR'S NOTEfrom Sam Barsanti

It's seems weird to those of us who have grown up playing videogames, but a modern controller (or keyboard) can still be very intimidating. Can games overcome this hurdle by being too interesting to be ignored?

The Walking Dead

I was having a leisurely pint of ale with my girlfriend when my mind began to wander away from our conversation. What ever we were talking about evidently paled in comparison to my thoughts on the Walking Dead game, the third episode of which I had played through a couple of nights before. When she ultimately realized that I was not giving her my full attention, I tried to explain why the game touched me so deeply. I found it almost impossible to justify my feelings without speaking about it in “gaming terms” and by comparing it to other games (two things I know she doesn't understand and finds difficult to relate to).

I took a moment to compose myself and tried again, this time with the non-linear narrative and the implications it has for character development. I started from the beginning, telling her about the player character, Lee, and how we are shown that he is going to jail at the opening of the game. Besides this, we know nothing about the character and are still expected to speak for him, which shapes our version of him from the very start. I find this a fascinating way of opening a decision-based narrative. Does the player embrace the ambiguous criminality that has been set at their feet, using it to justify immoral actions that their version of Lee may perform? Alternatively, do they attempt to right these unknown wrongs with their own intervention, repenting for what could be a minor indiscretion by way of noble altruism?

This brought us to the question: Would she care to take part in this fascinating exploration of human morality?

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How Dark Souls explores the themes of death and rebirth

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EDITOR'S NOTEfrom Rob Savillo

Ethan approaches Dark Souls from a literary point of view and demonstrates how narrative, gameplay mechanics, and world design all express and reinforce the themes of death and rebirth in glorious harmony.

Dark Souls, developed by From Software and released in 2011, redefines the idea of death in video games. In fact, death is integral to the game in every capacity, including its gameplay, minimalist story, and how the character interacts with other players online.

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