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Shelter review: Badger over troubled water

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Shelter review Badger over troubled water
It's 3AM, and I am not a happy badger.

I've restarted this level at least five times now. It always ends the same way, on the same barren stretch of land between the comforting cover of the underbrush and the inviting darkness of the tunnel that marks what I think is the end of the level. The eagle strikes as we're halfway across; too far to return to the underbrush, but not close enough to reach the tunnel without the feathered git making off with at least one of my cubs. This is my last shot at the level. I've come to accept that I have to lose one of my children to proceed – that the game won't let me reach its finale without at least a taste of loss – but I'm already composing an angry email to the developers in my head. You can't just betray the player's trust like this; narrative be damned.

A rush of displaced wind and a terrified squeak lets me know I can open eyes and see which one of my cubs didn't make it. The one with three stripes. He was my favorite. I scrap the angry email idea and elect to send them a live badger by airmail, that'll teach them.

Then something amazing happens. There's a noise; one I haven't heard before. I turn, and the missing cub saunters through the tunnel entrance, apparently unperturbed by his brush with mortality. Is this a scripted event or a random occurrence? I have no idea, but at that moment it's irrelevant. My cub has escaped certain death, and I am elated.

Such is the sole real triumph of Might and Delight's Shelter. For all its failings, and there really are quite a lot of them for such a small game, it did make me care.
While many games address parenthood in somewhat abstract terms, Shelter bravely tackles the theme head on. You play a mother badger, tasked with escorting her litter of cubs from a depleted burrow (albeit one with a striking view of a nearby waterfall) to more fruitful pastures. For those of you who just read the word "escort" and started scrambling for the exits, be assured that Shelter avoids many of the pitfalls associated with the dreaded escort missions of yore. The cubs aren't the brightest, but they'll stick to you like glue, stopping only when they spot something to eat.

The food system is definitely the most interesting idea in Shelter. Each of your cubs, helpfully distinguished by the arrangement and number of stripes on their back, will slowly fade from a rich brown to a light grey as they grow hungrier. To feed them, you must hunt down root vegetables, catch frogs and small rodents, or knock down apples from trees with the judicious use of your skull as a makeshift battering ram. The unstoppable eating machines will run toward and eat anything left on the ground, but you can also pick up food and give it to specific cubs. There's a real potential for tension here, as picking which hungry cub you want to feed while they squeak and jump for attention can be a difficult decision. Likewise, taking food from one cub to give to another will make you feel like the biggest bastard in badger-land. Unfortunately, none of that tension ever shows up, as the game is far too generous with food resources. The levels are littered with veggies and apple trees, so much so that even the worst hunter will have no trouble keeping the cubs well fed. The game is far too easy as a whole, but it's disappointing to see what could be a sublime mechanic undermined by what is essentially poor level design.

Shelter is light on other ideas, with most encounters simply boiling down to moving at the right time and accounting for the cubs' slower running speeds. You'll spend the majority of your time simply waiting for danger to pass and then dashing to the next haven. Realistic, perhaps, but not fun in the slightest. You ford rivers by lunging from safe area to safe area between waves. Eagles, beautifully represented by tribal-style shadows projected onto the ground, stalk certain places, but you'll end up avoiding them in the same way, by sprinting from cover to cover and hoping you get the timing right.




There is an attempt to mix up the gameplay with an ill-explained nighttime level that sees you trying to keep the cubs within a certain radius of their mum. Let them stray too far, which they will because they dart in random directions in response to noise, and they'll be snatched up by invisible wolves. That's about as fun as it sounds. In a later level, you have to guide the cubs through a raging forest fire. Dodging falling branches and grass fires should be exhilarating. Instead, it ends up being exactly the same experience as the previous levels, only at a marginally faster pace.

And that's really all there is to Shelter. It's very short, clocking in at only a couple of hours at best, yet it still manages to run out of ideas well before you reach the last of its linear levels.

The save system doesn't help. Losing a cub should be the emotional focus the game, your diminishing number of young serving as both a grim version of a lives counter and a reminder of your past failures, but even that is imperfect. You can subject yourself to the pain of losing or a cub, or you can simply quit and restart the level with a fresh set, with no negative penalty for doing so. Is this the badger-equivalent of save scumming? Possibly. But Shelter would be far more effective if its structure gave more permanence to your losses.

Shelter review

As for what Shelter does right: the game is gorgeous. Its textures aren't really "textures" at all. Rather, they're somewhat abstract paintings of the objects they're meant to represent, pasted onto simple, angular models reminiscent of folded paper sculptures. Think models of trees, covered in tiny pictures of trees. Each of the levels sports a unique color theme, and while the high-gamma might send some of you diving for the black-level controls on your monitors, it does serve to make the burrows and dank caverns that represent safety that much more inviting. While the smaller models look good, it's the large abstract backgrounds that steal the show. The second level's night sky, which looks like the kind of wallpaper you might buy for a space-obsessed toddler, is particularly beautiful. It's a clever bit of thematic reinforcement when you think about it; a game about children that all but resembles a child's pop-up book.

The sound is similarly abstract. Important information, like the location of the cubs or nearby animals, is presented via competent, but not brilliant, sound effects, while the general goings on of the forest are conveyed through evolving drum beats and acoustic guitar riffs. It's certainly an interesting approach to environmental audio, but some of the arrangements – the fox theme from the first level for example – wear out their welcome very quickly.

Ultimately, Shelter may be a victim of its own potential as an idea. It sets out to explore a very compelling set of themes, parenthood, responsibility and the casual cruelty of nature, but it ends up doing so in the most straightforward and predictable way possible. It's almost ironic how a game so adamantly about nature manages to feel so unnatural. Looking at Shelter visuals, you can't help but imagine some kind of godly, heart-breaking mashup of The Oregon TrailTokyo Jungle and Pikmin. With badgers. What you end up playing is a linear, overly-scripted, not particularly well-executed version of Frogger. With badgers.

                                                       

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Via joystiq

Killer Is Dead review: Drunk on the moon

I invariably recommend games made by Grasshopper Manufacture to friends, not necessarily because I enjoyed them, but because Goichi Suda's studio produces games that have to be tried. Grasshopper's approach to design can be nonchalant bordering on reckless, and leaves me as secure of their games' quality as I am watching a drunk at a dartboard. Much like someone's who had too many, their games can be hilarious, frivolous, profound, outrageous, offensive, and at their worst downright loathsome, but when it comes down to it I want to be there when they're around - even if it means taking a dart to the eye.

For better or worse, Killer Is Dead is certainly a Grasshopper game, and for the most part it's closer to bullseye than head wound, although it's an absolute shame its one real gash is so very profuse. But then, the good thing about recommending games to friends is that you can tell them which bits to avoid.
Killer Is Dead continues Grasshopper's recent trend of third-person assassin games, combining spectacle with fast-paced sword combat. Its core, however, lies nearer to the dark surrealism of sleeper hit Killer 7 than the wacky commentary of No More Heroes.

Certainly Killer Is Dead's protagonist, Mondo Zappa, a 30-something who works for a tax-funded assassination firm, is no Travis Touchdown. Barring the red eyes and sharp suit – and the giant mechanical arm, of course – Zappa is kind of normal. He has the everyman quality of Daniel Craig's Bond; well dressed, well groomed, well loved, but low-key beneath the facade. Zappa doesn't have much to say, and when he does speak, it's prosaic; he and the geeky, narcissistic Touchdown wouldn't get along.

Similar to No More Heroes 2, episodes are selected from an overworld map, and trace through an enemy-filled area before ending in an extravagant boss fight. Much like old Bond films, a dash of exposition preludes Zappa finding himself in some exotic location, fighting off baddies and saving the day. In the bizarre near future of Killer Is Dead, those exotic locations include an Alice in Wonderland-style house plagued by a huge wall-crawling spider thing, and the dark side of the moon, ruled by a man clad only in very revealing golden coils and a matching crown.

Killer is Dead review
The combat, however, is more refined than Grasshopper's previous efforts of similar vein. The hack and-slash swordplay is still centered around battering the attack button while being mindful of when to block and dodge, and special moves and combos remain sparse, but as the game progresses the fights feel rewarding and even challenging – at least on harder difficulties.

Well timed dodges elicit Adrenalin Rush, a mode in which the cel-shaded graphics are swamped in red and black as time slows down to a halt, allowing Zappa to mash swipes and slashes, all as a wonderful choral note rises in the background – very satisfying. Dodges also help Zappa maintain runs of hits without taking damage, and as these build up he collects power that can then be used to re-trigger Andrenalin Rush, except in this instance Zappa just rushes through opponents, exchanging power for brutal one-hit kills.

Killer Is Dead is no DmC or God of War, but its basic systems are more neatly implemented than previous Grasshopper fare. The combat accommodates both flair and speed, and the action around Zappa is not as overwhelming as it looks. It's things like camera angles, the duration of enemy cues, the subtle variations across enemies, the feel of Zappa's dodge, and the careful integration of available upgrades that make me feel like I'm in control of the chaos. The fit is right, and belies combat more limited than it feels - but it's still limited, and it's missing the spark that would take it another level. That spark should've been Zappa's sub-weapon, his cyborg arm.





The mechanical arm sounds great, able to twist into three types of gun and a drill, but in practice it's superfluous. The laser gun is a bit too much of a win button, the drill too clumsy, and the normal gun only useful for the few aerial or faraway opponents. It's only the ice gun, which temporarily slows down enemies, that feels like it integrates well with the rest of the combat. A missed opportunity, given the combat's strength without it.


Killer is Dead review
As for the plot, it centers mainly around Zappa and his backstory, which seems related to the strange goings on emanating from the dark side of the moon, now apparently a tourist location of sorts. Grasshopper can't resist falling back on trademark silliness, most annoyingly with tacky fourth-wall-breaking and references to gamers' wants from action games. Other times it is stronger, like Zappa's deadpan delivery of, "There's no oxygen. Why aren't I dead? Interesting..."

Killer Is Dead is best when it finds a common link between the macabre of assassination and the intrigue of modern Bond films. Zappa wears the suit and gets the girls, but his soul is shrouded in the past, not to mention the job. When he raises his sword to assassinate, the game asks me to hold R1; a narrator says, "Killer is dead," and the scene shifts. One victim's ruby red lips curl into a smile of evil delight as the shadow of Zappa's raised sword looms above, her face lighted in blue as the backdrop behind her becomes consumed in bloody red. R1 is released, and the murder is done.

It's sublime imagery like that, or the moment when the perspective suddenly shifts to the enemy I'm trying to kill, that makes me want to think more on what Killer Is Dead is about. Those moments are maybe not as frequent as I'd prefer, and maybe not as standout as the more experimental No More Heroes games, but the solid combat and considered direction ensures the game's unusual combination of Bond and anime-like bizarre stays enjoyable throughout – mostly.

Head wound time: the 'Gigolo' missions. These are side quests in which Zappa can bed one of his Mondo girls – a play on Bond girls – which he does through tactical leering; the idea is to stare at each Mondo girl's naughty bits while she's not looking. This raises your guts – represented as blood going to Zappa's head – and when that's high enough, you can give the girl a present. Do this enough times and you'll woo the lady into the bedroom, after which she'll give you a present in return.

If the mode is designed to make me feel like a sexist creep, mission accomplished. Like the horribly unwieldy and lifeless overworld of No More Heroes, whatever point being made here (or not) is far from worth it.

The mode is optional, although the ice and laser sub-weapon guns are unlocked by the opening two rounds of the first Gigolo encounter. My recommendation – since we're friends – is do those two rounds, then don't touch the mode again. The campaign's sexuality is edgy enough, its cliched, exaggerated female characters at least feeling more in line with the Bond theme.

As much as the Gigolo mode detracts from Killer Is Dead, like much of Grasshopper's fare there's something to be enjoyed underneath the dirt, and at least this time it's optional. Put that to one side if you can, and Killer Is Dead is a return to form. Its combat is neat if still a bit limited, and its dark direction and weird narrative a bit tainted by self-indulgence, but this is still a Grasshopper grindhouse romp worth most of its issues. The danger, I guess, will always be one drink too many.

Via joystiq

PlayStation 4 launch window line-up



PlayStation 4 launch window lineup
Sony has revealed its planned launch window line-up of retail titles coming to the PlayStation 4. Each one of the games will arrive between the console's November 15 launch and the end of the year and will be available in stores and digitally.
  • Assassin's Creed 4: Black Flag (Ubisoft)
  • Battlefield 4 (EA)
  • Call of Duty: Ghosts (Activision)
  • Driveclub (SCE)
  • FIFA 14 (EA)
  • Killzone: Shadow Fall (SCE)
  • Knack (SCE)
  • Just Dance 2014 (Ubisoft)
  • LEGO Marvel Superheroes (Warner Bros.)
  • Madden 25 (EA)
  • NBA 2K14 (2K Games)
  • NBA Live (EA)
  • Need for Speed: Rivals (EA)
  • Skylanders: Swap Force (Activision)
  • Watch Dogs (Ubisoft)

ELECTRONIC ARTS, INC. (Origin Store)



Sony promises a total of 33 titles, both at retail and only available on the PSN, will arrive before 2014. Downloadable titles such as Outlast and Blacklight: Retribution are confirmed to arrive later this year, while a PS4 version of indie darling Minecraft will arrive alongside the console at launch

Source: joystiq

Pearson Education (FTPress.com)