All posts by Toby McCasker
Clive Barker's Jericho

Have you ever taken a particular interest in a game that is, at base, really not that good and in fact pretty awful? I know some of you have, you Alpha Protocol-loving goons (AMBLE TOWARDS MY PERSON, BROTHERS). The reasons for this are strange but powerful, like whatever passes for Tyrion’s sex appeal. Something beyond the dodgy mechanics and screaming imperfection calls to your gamer’s soul, or maybe even beyond that too. There is a unique setting at play, or characters that speak louder than what follows before and after them, or a particular sheen of fantasy rarely – if ever – explored by the “brown” and “military” status quo.

All three of those things apply to one of my most enduring and troubled romances in vidya. You see, I love Clive Barker’s Jericho.

Sitrep: The evil that gamers do

Heavy Rain

I’m fascinated by the moral quandaries as often posed by games now. More specifically, the bad choice. I always bet on black. Always.

I love to cringe, but it’s more about: How far is this game gonna let me go? Really? It’s a game, surely it won’t be that far. Nasty surprises all. So far I’ve managed to put myself in some stupidly uncomfortable places. I worked negligently hard to get Heavy Rain’s worst ending. It was worth it. That has got to be the most depressing and confronting finale of your own devising I’ve ever seen go down in gameland.

I don’t want to spoil it but Ethan, y’know, he doesn’t find that kid. No one does. And Ethan, he can’t live with that.

What I find surprising is that most if not every single gamefriend I’ve talked to about this never bets on black. Ever.

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Resonance of Fate

Sometimes when you do anything a lot you can start to get jaded and everything seemingly sucks. Say, writing about games. How’s that for a first world problem? “I play games and earn money for it. This is awful.” It’s like anything, though. If you ate bacon all day every day you would hate bacon. [...]

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Outlast

I always, always wondered why there wasn’t more in the way of first-person survival horror. Bits and pieces here and there. The closest I think I’ve come to nodding along on that front was Condemned, but it was missing something. You were too safe. Horror has become ‘action horror’.

Outlast does not look like action horror. It looks like survival horror the way I’ve always wanted. I’ve been obsessing over it ever since I stumbled over it this week. I had to stumble over it, ‘cos no one’s really talking about it. Why would they? It’s not an EA presents deal and is, in fact, being put together by an entirely new and untested studio called Red Barrels.

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Sitrep: Rules of Engagement

Sitrep: Rules of Engagement

If FPS games have taught me anything, it’s that you always shoot first, shoot some more, and then keep shooting until everyone and everything has been shot. We expect that from games like this. We have for years and years now. Occasionally there will be the option to not shoot; to approach your target(s) in a more considered or subtle way. It’s always a clear and present line between force and subterfuge, maybe diplomacy too.

The choice is yours, so make it quickly before someone notices you and we default to shooting first, shooting some more and continually shooting until everyone and everything has been shot.

I was shocked to realise that this isn’t the way the world actually works during wartime.

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Kim Jong Un

Dear Kim,

Even though this completely legitimate open letter has most likely been penned from the perspective of an American person, I must thank you. I must thank you for readying your weapons of mass nuclear destruction for pointage at my home. Let me explain, and tell you a little bit about myself in the process. I’m middle-aged and pale and probably male, and I have a great job. It’s a great job but also a frustrating one at times. I help make video games.

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Battlefield 4

17 minutes is a long time to sit and watch somebody else play some Battlefield 4, but it’s Battlefield 4 so we all did it. The guy or gal playing it was definitely human (maybe too much), there were definitely some dramatic things that happened (I yawned really loud), and it was definitely believable if you prefix “believable” with “un.”

Dead Island: Riptide

Man, I am so pumped to check out this new Dead Island DLC. A little belated, I thought, but I mastered the art of fly-kicking walkers in the face in the first one and enjoyed that very much a lot. What the hey, hey.

So I make a terrible faux pas when I sit down to check out its co-op by declaring way too out loud, “What took this DLC so long? Purna fly-kicks, aw yiss, youthful internet exclamation, hashtag, I’m too old to be presenting myself this way.”

“Dude, it’s not DLC,” someone hisses. “For heaven’s sake, keep your voice down.”

Battlefield 3

Say what you like about EA’s emergent monetisation of the Battlefield series (actually please don’t, I hate it when you fight), it’s hard to direct the same vitriol at DICE. They have been supporting this bad-boy like demons with some excellent DLC, and although that goes some way to justifying EA’s whole Premium deal, so far it’s been mostly worth it.

Back to Karkand was good for retro thrillage, personal fave Close Quarters ruffled a few feathers with its CoDdy methodology (but look at all the things that explode), Armored Kill made the rivetheads that much happier, and Aftermath’s environments went full retard. Sounds like there are no more bases left to cover, but End Game finalises the quintet of extra bits with something mostly alien to Battlefield’s considered advance: speed.

Dead Space 3 Co-Op

Dead Space 3 is not the clucking fuster its preamble suggested it might be. A lot of its more contentious ideas work on a few levels. The Bench is cool. A lot of the creations that come out of it are redundant, but you can have fun with it and fun is good. Shooting at other guys with guns isn’t that bad, either. They don’t take up much… spaaace and for the most part, it’s pretty close to the Marker the whole way through (which is saying something. This game is impressively long).

Co-op was the big one, though. Having another gun at your back just doesn’t seem very conducive to crapping your space suit. And, you know, it’s not.

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