This is York Morgan—he'll be our Agent Dale Cooper for the remainder of the running time. That's not to say he's entirely derivative of Twin Peaks' hero—while it's true that the basic idea of the character (lone FBI Agent sent to solve a brutal crime who's unafraid of using metaphysical reasoning when faced with mysteries) owes its existence to Twin Peaks, his specifics, and the degree to which he embraces the bizarre demonstrate clearly that the game's writer was also a fan of the X-Files. Over the course of the game we'll definitely bear witness to some of Fox Mulder's characteristic glibness in the face of the bizarre and obscene, as well as Albert Rosenfeld's famous lack of social niceties.
My first encounter with Deadly Premonition came when I spotted it on the shelves of a local video store. Suffice to say, the cover art stood out from the crowd. In a field of sports games, militaristic shooters, space marines, and the occasional swordsman v. dragon, a hooded person screaming as blood runs down their face counts as something of an anomaly. The axeman, naturally, sealed the deal. I rented the game immediately, and started playing it later that night. Just two hours in I'd already decided that I had to purchase my own copy, which I proceeded to do the next day.
Some years back I played Dead to Rights and found its plot so captivatingly, amazingly ludicrous that I wound up writing a fifty-odd page review of it. It was relatively well-received by people who worked on the game, and even wound up being mentioned in 2005's prequel, Dead to Rights II. Now, to celebrate the release of Dead to Rights: Retribution, I've decided to repost the review here, now with illustrations! Hopefully the occasional image and video will help make it a little more palatable—yes, I'm well aware that it's TL, and I won't be offended if you DR.
Well, I finally finished Heavy Rain, and was startled by a lot of things about the last few chapters. The identity of the killer, the lack of resolution offered to many parts of the story, and a certain twist that invalidates nearly everything that occurred.
Look, we all know that this is basically just another Saw game, and given how bad the actual Saw game was, I understand why hopes were high for Heavy Rain, and why we'd want to give it a pass for its unoriginality. But I thought I'd take a moment to acknowledge just how similar the premises are. They're both stories about a crazed killer who kidnaps people and then creates elaborate traps inside crumbling edifices deep within America's post-industrial wastelands, designed to test how much a victim will sacrifice to save a life.
It's fair to say that I don't have the greatest confidence in David Cage's ability to create something that makes sense. Still, I decided to delve into Heavy Rain and see what he'd produced this time around. Now, four hours in, just having completed "The Bear" I'm ready with some initial comments—and these are just going to be plot things, since this isn't an official "review" of the game. Also, unless it gets really egregious I'm not going to comment on the awkward phrasing caused by the game's sometimes iffy translation.
The year was 1999. A plucky young lad fresh out of the 8th grade, I had just finished reading Timothy Zahn's fantastic Thrawn trilogy a year earlier, which began my immersion into the Star Wars expanded universe. There's a lot of good stuff to be found in said universe-the aforementioned Zahn books, the Rogue Squadron series, the Crimson Empire comics and so forth. So you can imagine my anticipation of The Phantom Menace, the long awaited beginning of the prequel trilogy.
So it comes to this. The engineer, my favorite Team Fortress 2 class, the one in which I saw a need for some additional items before the medic update even came out, the one that I have almost 130 hours of playtime with, will be the last to get an update. I'm not mad. Really....I'm not.
(Note: I could've used Mad Props as the title but that's already been done like a thousand times)
I stumbled upon a really sweet TF2 mod a few days ago. The red team spawns as various pieces of scenery (barrels, rocks, trees, etc.) with the scout's health, and the blue team spawns as pyros. Blue has to kill all the scenery scouts before time is up or else red wins. Needless to say, the sight of a tree running away from a pyro is pure awesomeness. If you've not played it, you don't get to sit with the cool kids at lunch. You also don't get to sniff dry erase markers with us during recess.
Mad Props (couldn't resist) to the mod author. The Steam group page has a list of servers to play on.
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