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About
For as long as I can remember, I've been a gamer. I was born in the 80s and grew up during the 90s. I was first introduced into gaming by my father when I played video games with him on our family's DOS PC. Some of those old titles included Commander Keen, Duke Nukem, Jazz Jackrabbit, Wolfenstein 3D, Doom and Wing Commander.

What really cemented my identity as a gamer was when he bought my brothers and I a SEGA Genesis for Christmas in '95, that was the day I was introduced to Sonic the Hedgehog.

From that day I've been fascinated with all facets of gaming and the culture that surrounds it. And despite starting out as a notorious SEGA fanboy (a habit I admittedly haven't entirely shook) I now spend my free time playing a wide assortment of genres across a variety of consoles.
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About a year ago YouTuber TotalBiscuit created a video asking "Have single-player FPS gone backwards?" and his premise caused me to take pause. The first-person shooter genre is one that I had largely ignored in recent years despite their dominant presence in the industry. However, there was a time when I enjoyed shooters as much as any other game on my PC and I can even remember being excited when high-profile shooters were announced. I've spent the past year playing a large variety of classic FPS titles I remember from my childhood. Games like Wolfenstein 3D, Rise of the Triad, Quake & Half-Life. However, none of the games I played completely rekindled my love for the genre quite like Brutal Doom.

For those not in the know, Brutal Doom is a modification for the Doom series that decidedly cranks all of the game's best elements up to eleven. It's an assuredly juvenile good time that revels in copious amounts of testosterone-fueled violence & gruesomely depraved gore. Brutal Doom has been making it's rounds on the internet for a while now and has seen a level of unprecedented popularity in the Doom community. After recently gathering my collection of iD Software games I decided to finally see what all the fuss was about and I was more than pleasantly surprised. After installing the mod with my copy of Ultimate Doom I made short work of that title's four episodes, then I installed Doom II, followed by the Master Levels for Doom II and then Final Doom. I was abolutely hooked, Brutal Doom isn't simply the best FPS I've played in recent memory, it's the best FPS I've ever played.

This is, in part, due to the mod's 90s sensibilities. Doom is, at it's core, the antithesis of the modern shooter and Brutal Doom successfully upgrades all aspects of the game's core mechanics. The mod's new features compliment the original design without detracting from what makes Doom so great in the first place, all while slightly modernizing the experience (for the better). In short, Brutal Doom is a gore mod but leaving it at that would do a major disservice to all the hard work that's gone into the project. Do not write it off as a simple novelty, Brutal Doom also increases the number of monsters, the game's speed, difficulty and adds new melee attacks. However, it would be impossible to convey just how much of an improvement it actually is by simply listing it's new features because so much of what it adds is in the smaller touches. Like how the new weapon effects make your attacks feel more powerful or how monster blood, guts & flesh cast across the walls & ceilings of the corridors. The end result is a more visceral game that aims to be everything Doom can be without betraying what it actually already is.

I believe much of what TotalBiscuit mentions in his video is true. FPS games from their golden days in the 90s expected more from the player. Even without a modification like this you could still expect yourself to be surrounded by more enemies than you would in a newer release and with fewer supplies. You needed to minimize the damage you took because there was a limited amount of health packs but there isn't any cover around. Levels weren't linear, instead the player is faced with a labyrinth of corridors and passageways. It all adds up to make a gameplay experience I find to be much more engaging. And now, after having played through the entire original Doom collection I have sunk more time into this game than any other released in the past five years, and I've already played through these levels in my childhood. It stands as a testement to the original's excellent design that Doom can still manage to be this engaging after all these years.










This year I've been taking the opportunity to replay all of my favourite Sierra On-Line adventure games. Sierra is likely responsible for the inception of graphic adventures and they certainly did a great deal in terms of creating some of the most memorable entries in the genre. I began playing Sierra adventures when I was still in elementary school and they still stand as my favourite PC games. Fortunately for me, I was playing my father's extensive collection of Sierra adventures and had the benefit of his hand-written notes, hint books and personal guidance to act as something of a tutorial. These games are many great things, but they're certainly not easy for beginners to pick-up & play. With the recent announcement that the Sierra brand would be making a comeback with a brand new King's Quest release, I thought it may be prudent to write down some basic rules of play when it comes to enjoying these digital antiquities.

Rule #1: Save your game early, and save frequently


It may seem strange but I'm not joking when I tell you that you need to learn how to properly save your game when playing any of these titles. With most PC games your instinct would be to keep a small handful of saved games while you play, this would be a recipe for disaster when playing Sierra adventures. Instead, your collection of saved games should function as something of a timeline for each title. Anytime you arrive in a new location, make a new save. For example, if you entered a cave with a dragon, make a saved game called "Dragon's Cave" (always find a word to describe the location in further detail, this may not be the only cave you encounter of your quest). Then, if you find anything or do anything of significance (you'll know when your score increases), overwrite that save. However if you were to leave the location and return later it would be extremely important that you don't overwrite your original save file for this area, instead create a brand new save (in this case, "Dragon's Cave 2"). That way, you can always return to that previous instance. Just because you can return to most locations later in the game doesn't mean everything will be as it originally was. You'll need an effective timeline of everywhere you've been during your adventure and that will likely mean dozens if not a hundred separate saves.

Rule #2: Observation is key


Whenever entering a new scene it's important to look over every pixel on screen. The first thing you should do after saving your game is to liberally use the look command. Players can type 'look around' anytime to get a basic description of their surroundings (when playing the point & click games use the "eye" icon on the background). Read the description carefully as it will direct your attention to points of interest in the room. Likewise be sure to use to the look command to examine anything you find in more detail. Anything written in the game could be a clue to solving a puzzle, so it's important to read as much as possible. Not everything of importance will be mentioned in these descriptions so be sure to use your eyes as well to scan the screen for anything of interest. Sometimes important items can also be obscured by objects in the foreground as well, so leave no rock unturned.

Rule #3: Pick up everything that isn't nailed down. If it is, solve the puzzle of getting the nail out



As an adventure game protagonist the only weapon at your disposal is the collection of an endless myriad of seemingly useless junk cluttering your pockets. If it can be picked up, it's likely necessary to completing the game so you'll save yourself a lot of frustration if you pick everything up your first time around. Even the most mundane object will hold some value to you later and it's only under the rarest circumstance that you'll want to leave an object behind. If an item is irretrievable in someway it's important that you eventually figure out how to take it with you.

Rule #4: Remember to use commonsense



Sierra adventures operate on simple logic-based puzzles. That is, most of the time, commonsense is all you need. Whenever you're stuck be sure to ask yourself what you would do if this was real life. Be sure to take note of everything you've collected so far, what can you use to get yourself out of this scenario? Many times there are multiple solutions to a single obstacle, get creative and see what you can come up with. Even failed attempts can lead to helpful hints. Try everything you can think of before resorting to a hint book or FAQ.

Rule #5: Read the manual before playing



It may seem like a strange thing to mention but you should familiarize yourself with the game's manual before playing any Sierra adventure. Within the game's documentation could be several vital clues that will help you along your way or even copy-protection that the game may reference later. Parts of the manual's written narrative may even reference people or places you'll encounter in your travels. The game may expect you to know what's written in the manual to get through certain sections.

And lastly, there's something I like to tell all newcomers to these games and the adventure genre in general. Do not pick up anyone of these titles with the intent of finishing them. Play these games with the intent of experiencing them. It's easy to get frustrated when you're not making progress but the enjoyment these titles have to offer come from the puzzles, characters and environments. Really take in every moment, stop to appreciate the scenery and play at a slower, more deliberate pace. Boot up each game knowing that the odds are likely stacked against you, and for my money I wouldn't have it any other way.









A recent venture to the local dollar store yielded a small surprise for me. Amongst the eclectic selection of public domain films and K-Tel CDs I found a copy of 2012's Syndicate, appropriately priced at only one Canadian dollar. While only vaguely familiar with the series I couldn't resist promptly purchasing the oddity, if only to satiate my curiosity. I hurried home to begrudgingly install Origin (and I was successful after only two failed attempts) and after squashing a runtime error I was finally granted access to the world of Syndicate. Three hours later as the credits rolled I couldn't help but feel like the entire game could have been so much more. I'd like to preface this overview by stating that I have never played an entry in this series before, but I am aware that this iteration is a major departure from the originals. With that out of the way, let's take a look at Syndicate.

The game has an interesting premise, one that is becoming more and more relevant with each passing year. In Syndicate, the world is controlled entirely by large corporations and the majority of the populace is augmented with cranial implants. You play as Kilo (kilobyte?), a corporate raider/hired gun who fights for the large conglomerate EuroCorp's interests. You've just been implanted with the company's latest prototype chip to make you a more efficient killer and when one of EuroCorp's rivals readies to unveil a similar product you're sent in to stop them. One of the conceivable advantages to shifting the series' focus from isometric strategy to first-person action could be to tell a more personal story while letting the player explore this interesting future firsthand. Unfortunately Syndicate accomplishes neither, you're never given more than surface level details regarding Kilo and the moments when you're allowed to simply look around and explore are too few and far between. I wasn't expecting the same level of exploration seen in titles like Deus Ex, but Syndicate doesn't even offer you a guided tour like the BioShock series would.



The story is also woefully underdeveloped. Without pouring through data logs players will understand only the basics of their surroundings. Starbreeze Studios have engineered an attractive soapbox to discuss issues of globalisation or transhumanism and the opportunity has been completely squandered. Also, at only three hours long, the entire campaign feels like the first entry in an episodic series instead of a full fledged retail release. Kilo can't even be considered a hero for a majority of the game because he doesn't have his obligatory change of heart until you're two thirds of the way through the story. It's too bad because the game's presentation is top-notch with a competent voice cast and style to burn.


All of this would be excusable if actually playing Syndicate was fun & exciting. While the gunplay is fast & frantic it never manages to reach the absurd heights of Rise of the Triad or Bulletstorm leaving it largely forgettable. And while you have access to special abilities allowing you to hack enemies and environments you'll rarely need to make use of them. Halfway through the campaign I was having difficulty finding the motivation necessary to continue. My feeling of ennui is an unfortunate side effect to the development team's unfocused talent. Syndicate can sometimes be a feast for the eyes despite it's modest system requirements, it's just a shame that the game's large budget was wasted on such a disposable experience. It's certainly worth the price of a gas-station cup of coffee, but not much more.










Gameloft has a dubious standing in the game's industry. While they're known for almost consistently delivering a respectable level of quality with their efforts, the studio is almost universally looked down upon for what most feel to be an uncomfortable level of unoriginality or even downright plagiarism. However, littered throughout their catalogue are some of the best efforts the handheld scene has ever received, especially in regards to mobile phones. That of course brings me to the subject of my article today, Crystal Monsters. A brief examination of the game's promotional material would lead even the most casual of gamers to conclude it was simply a Pokémon rip-off of sorts. They'd be correct, at least, mostly.

Crystal Monsters is a curious release, initially made only available to Japan in 2008 for mobile phones under the title Monster Chronicles. Crystal Monsters was then ported to Nintendo DS in 2010 and released by way of the now almost irrelevant DSiWare service. It's not that I can't understand Gameloft's choice to make the title available for DSi, it's an inherently natural fit. What I can't understand is why they would choose to release it exclusively on DSiWare in our territory and entirely forego a release on Google Play or the iTunes App Store. On the Nintendo DS, Crystal Monsters would essentially have to compete for players' attention with the perpetually red-hot Pokémon franchise. On the mobile market, they would have almost no competition. Especially back in 2010, it had the opportunity to print money. Instead, Crystal Monsters will have to settle for being a largely forgotten footnote in the history of video games.


The game opens with a short text crawl explaining that there are many different realities and that in this story two separate realities have come closer together. One is a world much like ours and the other is a world inhabited by monsters. Your character is something called a "Neo-Seed", a genetic mutation that can see these creatures as they naturally roam the countryside. These monsters are otherwise invisible to normal people who call themselves "Pure Breeds". Many Pure Breeds blame the recent appearance of monsters and Neo-Seeds for much of the world's problems and some radicals have formed a political organization called the Pure Faction to lobby for the control of breeders and their companions. When your home town's celebrity breeder is injured before a regional monster tournament you're given one of three monsters to start your own career as a breeder and are promptly sent in his place to compete. However, it isn't long before you're swept up in an adventure to save the world from certain doom.


In short, the story is a bit ridiculous. But it is, at the very least, somewhat original and a great starting point for a series of interesting events. It's easy to imagine this as the set-up for a children's animé series. The game's presentation has taken significant inspiration from Pokémon but the gameplay has more in common with the Dragon Quest Monsters series with a greater emphasis on breeding and three vs. three combat. The differences persist as Crystal Monsters features a much more involved capture process. The game's creatures are effectively divided into nine elements and each requires a unique stone to capture. Later in the game, a crystal will prove to be quite ineffective when used by itself and capture will require the use of other items in conjunction with them. Also, you'll rarely find yourself in competition with other breeders, instead most battles will be with wild monsters or boss monsters. That's not to say that other breeders will never challenge you to a fight (Pure Faction will challenge you themselves in regular Team Plasma fashion), they simply do not make up the bulk of your obstacles.


Speaking of combat, that's where Crystal Monsters truly excels. Players need to exploit type advantages to chain together attacks much in the same way the Shin Megami Tensei series requires. Successful chain attacks are accomplished with on screen button prompts akin to Super Mario RPG. And your plan of attack will have to be thought out beforehand because you're limited to a team of three monsters and you can only have a grand total of twenty captured monsters. Your inventory requires similar scrutiny as you're limited to carrying a grand total of only fifty items including consumables used in battle. Halfway through the game, my inventory was always full and I was forced to carefully weigh the pros and cons of discarding any item in favour of another.



The systems in place are different enough to make the game feel fresh and playing Crystal Monsters for the first time was invigorating as I was flying blind (there is little to no information available online regarding this title outside of a half-dozen reviews and some dead forum threads). The creature designs are also similarly praiseworthy as they manage to be original, distinct and visually appealing. This game had been in the corner of my mind since first seeing it on the eShop and I'm glad I finally took a chance on it. At only $5 USD it comes highly recommended and I hope that it's sequel is eventually ported as well.
Crystal Monsters is available now on the DSi Shop for 500 Nintendo Points








There comes a time where, as a consumer, I feel it's necessary to put up or shut up. Among gaming circles throughout the internet it's become a widely adopted philosophy to vote with your dollars to see the change you want in the industry, to show financial support for enjoyable and innovative ideas. For example, I adamantly refused to pay for cable television until the provider in my area offered the chance to pay only for the channels I wanted. When I received a flyer in my mailbox advertising just such a service, I felt the need to put my money where my mouth was and pony up the dough. I wasn't actually shopping around for cable providers at the time but it was a service I had always wanted nonetheless.


During Christmas I found myself in a similar scenario. While I had intended on supporting Ouya since it's inception a year and a half ago, I had been unable to pledge my support due to owning an SD television. Everything about the product and Ouya's philosophies regarding indie development, game distribution and a low-barrier open platform deserved my support but I was unwilling to upgrade my television to do so. However, my father gave me the gift of a brand-spanking new 42" HDTV and I felt it was once again time to put up or shut up and I found myself purchasing an Ouya the very next day. I was planning on writing this blog shortly after but I've been (surprisingly) too busy actually playing the damn thing to find the time. I didn't want to write a hardware review for the device until I was convinced I had played all the top-shelf games available for the console. Now that I feel I have, I'd like to share my experience with the Ouya.


The hardware itself is rather unassuming. Looking about as small as a Rubix Cube, the Ouya will have no trouble finding a place among your home entertainment system. The console sports a Tegra 3 chipset, 1GB of RAM and 8GB of storage (16GB in the most recent revision). Most commentators have lamented Ouya's implementation of the Tegra 3 over it's successor, but the inexpensive chipset allows for a small price point and significant performance for your dollar. Much has been said about the Ouya's controller, and while I can't say I've experienced any of it's well documented shortcomings, I do feel like I should point out that a firmware update was released the day I hooked up my console that supposedly addresses these issues. Installation is about as simple as a modern-day console can get and setup is similarly a breeze. In no time you'll be browsing the Dicover store and trying out new software.


Likely, the Ouya's greatest standout feature is the implementation of the Apogee software model across the entire platform. Everything is free to try and while it may seem like such a small point, it's particularly empowering once you realize that all of these developers have to prove themselves to you before they can see a dime of your hard earned cash. In practice, you'll find yourself trying out games you probably wouldn't have otherwise and skipping titles that you may have thought would've been a good buy in a more traditional retail environment. The console already has a wide variety of games (almost 700 different games at the time of writing this article) covering a wide variety of genres and while Ouya suffers from one of the worst good:bad ratios in hardware history, it's small selection of standout titles really shine on the platform.

A common misconception regarding the console is that it's library consists almost entirely of mobile ports. While a few of the Ouya's titles were originally released on iOS and Android devices, the bulk of the Discover store's selection is much different than you would expect. In fact, the selection is wide and diverse enough that I believe there would be a little something for every type of gamer. Whether or not the Ouya (or any microconsole for that matter) is a good fit for you will depend entirely on what kind of experience you're looking for. The games available for the Ouya right now are largely proportionate to the size and cost of the console itself. I'm of the opinion that a console like Ouya would greatly complement anyone's console collection.








It's no secret that the internet can be an overtly negative place to hang out sometimes and when it comes to bloggers and journalists, there's certainly no shortage of the angry critic. While several internet personalities are quite talented at implementing their perceived rage when approaching a review or retrospective I see no point in trying to do something that has been done before on countless prior occasions. Instead, I'd like to try things a little differently and speak up for the underdogs out there. For Your Re-Consideration is a series of overviews that highlights the brighter aspects of games, hardware and other things in nerd culture that seem to be the whipping boys in their respective fandoms. To be clear, these articles are not meant to be unbiased critiques, many of the negative attributes surrounding these subjects are well-known popular opinion. Instead, this is just an encouragement to give something another look.


The original ObsCure has become something of a cult classic amongst my fellow gamer friends. While the series has never enjoyed any sort of wide spread acclaim the first entry in this little known franchise seems to be regarded as an interesting experiment in the Survival Horror genre, an interesting experiment that deserved a second attempt by series' studio Hydravision Entertainment. I'm a huge fan of Survival Horror and Obscure had been recommended to me by my friends at least a dozen times before but whenever I asked about the game's sequel everyone I knew seemed to hold it in low regard. It's a shame really, because ObsCure: The Aftermath is one of the finest examples of Survival Horror I've seen on the Wii.

The atmosphere in ObsCure 2 is reminiscent of other classic horror titles

This game really seems to be a celebration of what made the horror genre so fun and unique in the mid 90s. Keeping the game's tone in the realm of the ridiculous, ObsCure 2 seems to have found the inspiration for it's plot in teen slasher films. You'll control a whole cast of college-age stereotypes as they fight desperately to survive when the school's populace is infected by a parasitic black flower. What makes ObsCure 2 unique today is it's strict adherence to Survival Horror conventions. You'll have severely limited supplies, infrequent save points, threatening enemies and restricted cameras that feel like they're right out of a PSX game.

A big part of the game's appeal to me is just how well Hydravision utilized the Wii remote. The motions used make sense and feel very responsive. Firearms are used in conjunction with the pointer and reloading is done by shaking the Nunchuk. Melee attacks are accomplished by swinging the Wii remote and surprisingly enough the game can differentiate between vertical and horizontal swings. All other motions are contextual but they're all very well implemented without any of them feeling gimmicky. It's a shame that more developers couldn't competently apply motion controls to their games like this during the Wii's heyday but it's always refreshing to see when somebody out there seemingly "gets it".



Also worth noting is ObsCure 2's environments. All levels are logically laid out with traditional Adventure puzzles impeding your progress. Thankfully all puzzles are relatively logic based and can be figured out pretty easily if you're paying attention. The game's cast each have separate special abilities that you'll need to utilize to advance in certain situations. During some of ObsCure 2's more clever puzzles you'll need to take advantage of two specific characters' abilities simultaneously in tandem to progress. This interesting dichotomy stands out as being unique in the genre and allows for some really stand out co-op moments without ever devolving the experience into a 2-player shooter.

Co-op is especially well implemented

That's right, the game features 2-player drop-in, drop-out co-op. Normally such a statement would be a death sentence for a horror game but ObsCure 2 manages to present a multiplayer experience without sacrificing good scares. And the title has it's fair share of good scares, really building up tension with it's moody atmosphere and excellent sound design. Often you'll be given a preview of the horrors you'll face much later by hearing monsters shambling around elsewhere in the building. Finally, the story is just plain silly fun. Much like a Resident Evil title the cause of this nightmare is absolutely ludicrous but played with enough sincerity to keep the game from slipping into parody.

The supposed disappearance of Survival Horror in our industry is easy to understand. The very things that make these games nerve racking are the common complaints associated with this title. Combat is difficult, supplies are limited and one or two enemies can feel over-powered enough to defeat you in an instant. But taken for what it is and given the opportunity ObsCure: The Aftermath has the potential to be a really captivating game. I was glued to my television start-to-finish and I suspect many other fans of 90s horror games will have a similar experience if they show it a little Re-Consideration.

ObsCure: The Aftermath is available on PS2, PSP, PC & Wii. This overview was written after having completed the game on Wii.