Thursday, December 19, 2013

Episode 22 Game of the Year 2013

Mike, Phil and Trevor discuss the highlights in gaming in 2013 and our picks for Game of the Year. To pick your Game of the Year 2013 game, head over to Facebook.com/geeksmithproductions and vote!



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Saturday, December 7, 2013

Episode 21

The Geeksmith Podcast is Back! We introduce the newest member of the Geeksmith Podcast, Trevor Grant! We cover all things next-gen including impressions and experience with the systems as well as your latest gaming news! At 45 minutes in there are spoilers to both Thor 2 and the Doctor Who 50th Anniversary Episode.

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Sunday, October 27, 2013

Save the Comet Preview

By: Nicholas Ware


Mobile gaming has made its place in the gaming community. Whether it's to pass time or to just have a little fun without the use of a television or console. You can take your games anywhere with you with the help of your mobile device. Hundreds of thousands of games have flooded the mobile market with all sorts of different styles of gameplay. So no matter what style of games you are into, there is sure to be one to fit your needs as a gamer on the go.
I had the privilege of testing a new game that has yet to hit the market. Let me say that people are in for a challenging fun game that will provide hours of entertainment. The game is called Save the Comet, and as the name implies, that is your goal. The game is an infinite space runner where level progression is based on distance. You start as a little comet hurdling through space passing planets throughout the universe to some awesome space like music. Using the planets orbit to navigate yourself through space by pulling them towards the comet. As you pass each planets orbit, you collect little specks of light called stardust. Stardust is used for a variety of things such as power ups, items, as well as the customization of your comet. The power ups, also known as perks, can help you collect more stardust and survive longer in the game. Items can be purchased with stardust while perks are randomly found on planets and acquired by getting in their orbit. Upgrading perks will also help you collect more stardust by lengthening the time the perk is activated.
As you progress through the game, you will see lighter planets known as rich planets which give more stardust than a normal planet. White ones appear in the beginning of the game and the farther you go you will start seeing gold ones which give even more stardust than the white. By upgrading perks you will be able to collect galactic stardust, the most valuable of all. Meteorites will start appearing to up the challenge as you must tap them to destroy them as you try to make your way past the planets. Using the planets, you can throw them to destroy other planets and meteorites to help make your way. As you travel, you will come across cracked planets known as corrupted planets. They have no stardust on the surface to collect so they must be destroyed to obtain it. The game play gets more challenging as you progress making you want to beat yourself to see what else there is. I was absolutely addicted and played for hours on end to get farther and farther.
The development team started working on this back in 2012 at the Global Game Jam 2012. They work on it in their free time and are promising many new additions to the final game. You will be able to acquire a small bonus for connecting to Facebook or Twitter. Such as gaining more score and stardust. The game is planned to be free, but you will be able to purchase stardust in game to help progress further. Although it is an infinite space runner, there is planned to be an ending which will tell about the comet and what is happening along the way. It will help give a storyline to the game.
No announce date for the release has been set, but the team is planning to release it before the end of 2013. The game will be released for Android at first, but is planned to be on iOS and Windows phone later on. If things go well, they are planning a trilogy to give more of a story and more cool improvements to the game. I'm very excited for the release of the full game and I know I'll be downloading it. Show some support for the Save the Comet team and follow them on Twitter to keep yourself updated on the game. Follow them @savethecomet
I'd like to give some very special thanks to the amazing team of this amazing game.
Oz Tova Suman
Project Manager, Game Designer
Erdin Kacan
Programmer, Game Designer
Fatih Kaya
Scenerio, Game Designer
Onur Sipahi
Visual Artist
Mert Kütükoglu
Visual Artist
Troy Morrissey
Music and SFX
Burak Baduroglu
Music and SFX 

Wednesday, October 2, 2013

Episode 20 Lethal Lens

Mike and Phil are joined by Kenny Gazko and Christie Shinn from Lethal Lens to talk about their upcoming Project Icarus. Together we discuss Tokyo Game Show, the latest announcements from Valve and Grand Theft Auto V.

Check out Lethal Lens and Project Icarus at http://lethal-lens.com and on Facebook at: www.facebook.com/LethalLens


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Sunday, August 25, 2013


Pikmin 3: A Familiar Call From a Distant World

Review by: Nicholas Ware


Pikmin. The name alone conjures up memories of GameCube's golden age. Running around as Captain Olimar with your own army of Pikmin, taking on enemies, solving puzzles, and collecting treasure while trying to find your ship parts to return home. The game was interesting with its real-time strategy style gameplay, beautiful scenery, and soothing music and was popularly embraced among gamers.


With the success of Pikmin, Nintendo decided to launch a sequel to it, Pikmin 2. Introducing a new character and story as well as new Pikmin to create a new and enjoyable challenge. Using these new additions to solve new puzzles and destroy new enemies, the new Pikmin created a more diverse army to play with. It was another successful installment of the game, which left fans eagerly awaiting the next Pikmin story. With the launch of the Wii, Pikmin fans were eagerly awaiting the next chapter to make an appearance on Nintendo's new console. Sadly, that wasn't the case, as only the first 2 games were available to play. Fans had no other choice but to wait and see what Nintendo's plan would be for Pikmin. The anticipation wouldn't end until the announcement of Nintendo's next console, the Wii U.

The game was said to feature new gameplay with the capabilities allowed by the Wii U's technology. Promising a new story with new characters and gameplay. The game was supposed to be a launch title but didn't appear upon the system's release date. Multiple delays were announced when as the game approached it's release. As a Pikmin fan myself, this was an extremely disappointing time. 
After all the waiting, it finally paid off. On August 4th, 2013, Pikmin 3 hit the store shelves. 

The game introduces three new characters, which plays as a central part in the game. Characters Alph, Charlie and Brittany embark on a voyage to a new planet, PNF-404. They are in search of fruit to cultivate seeds in order to return to their home planet and save the Koppai from starving. On the descent to the planet, their ship crashes into it, separating the three astronauts. The mission is to find your lost companions and search for fruit to survive and return home with. With the help of the friendly Pikmin you find nearby, you're soon off to start your adventure. A couple new Pikmin types make an appearance to help you as well the well known blue, red, and yellow types from previous games. The title also brings the arrival of Rock Pikmin and flying Pikmin who help to bring a extra powers to your army in addition to helping with new obstacles along your quest. There are also new enemy types but many of the classics once again return. The boss battles are exceptionally crafted to say the least, making you use different strategies to take them down. Being able to multitask with the three different characters allows for new fighting strategies, new solutions to puzzles, as well as getting much more done in less time during the course of the day. This new addition helps to create a wonderful story in the land of Pikmin. Despite it's length falling shorter than the second, it still managed to be amazing; and in my opinion, it was a game worth waiting for. 


The gameplay is innovative with the new systems and addicting to the point of being unable to put down. I just wanted to continue playing to see whats next. The mission mode and boss roulette offer more replay value however, after the story mode is over. The juice the fruit produces, makes the game similar to the first with the 30 days worth of oxygen. The visuals and graphics are stunning with so much detail put into the scenery throughout the game. Enemies looked scary and beautiful at the same time and the Pikmin look better than ever. The music is calming yet fitting to the franchise. The soundtrack is that of a beautiful adventure in a world filled with curious discoveries. The difficulty varies from time to time. With some parts requiring patience and planning to get past with the least losses of time and Pikmin. Overall, this game was worth every minute i put into it and I will be sure to pick it up again for another run. For that, I give this game a 9 out of 10. Good job Nintendo. 

          
The Wii U Question:
Now the question is, is this game worth buying a Wii U for? My answer is both yes and no. If you're a fan of the Pikmin franchise and have waited for this installment, I would say yes. For any Pikmin fan this game is a wonderful and fun new way to play and provides many hours of gameplay and replay value. If you're not that much of a fan, I'd say to wait until more titles arrive in stores before you pick up the console. There's still not many titles out yet, but many promising titles are in the works. Once those games release, the Wii U may become hard to find. This may be one of the first of the Wii U's anticipated titles, and its certainly one of it's best. There seems to be great things yet to come from Nintendo, and I for one cant wait to see them. Happy gaming.


Saturday, August 24, 2013

Episode 19 Gamescom

Mike, Phil, Tony and Cody discuss the events and news from Gamescom 2013. Mike pitches a Gran Turismo movie to Sony and Phil ponders the possibilities of Diablo 3 DLC.

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Saturday, August 17, 2013

Episode 18

Phil, Mike and Craig discuss and argue the most pressing matters of today. Phil declares his unabashed love for Phil Fish. Mike declares that Grand Theft Auto Online is the most "next-gen" thing he has seen so far. Craig is generally awesome the entire time.

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Sunday, August 4, 2013

Violator Union

Phil, Tony Leahy and Craig Hagen discuss the announcements from San Diego Comic-Con and announce Geeksmith Production's first comic, The Lies of Our Fathers. The guys talk to the creator of Violator Union, Lazymills, to talk about her new project and Kickstarter success.

To learn about Violator Union, you can go to her site: www.lazymills.com and subscribe to the Violator Union YouTube channel at www.youtube.com/user/ViolatorUnion

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Thursday, July 25, 2013

Brett's Toy Museum

A long time ago (about a month) in a galaxy far far away (upstate New York actually), Mike, Phil and Cody visit the largest Star Wars collection on the East Coast, Brett Rewakowski's Star Wars museum. Over a few beers and too many cigarettes, the Geeksmiths and Brett discuss the museum, Star Wars, and everything in between. We also conducted a lengthy tour which will soon be available as a full video podcast.

For more information on Brett's Toy Museum, visit www.brettstoymuseum.com

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Sunday, June 30, 2013

Last of Us Spoilercast

Mike is joined by Clara Davy and Alexander Burun to discuss the critical and commercial hit, The Last of Us.

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Thursday, June 27, 2013

The Last of Us Review

The Last of Us Review
By: Michael Serrata



This current console generation has given us a laundry list of unforgettable titles. We will not soon forget the first time entering the underwater dystopia of Rapture in Bioshock, wandering the Wasteland in Fallout 3 or crossing the border of Mexico in Red Dead Redemption. An undeniable trend this generation seems to have been a focus on providing a compelling alternative to the storytelling found in movies. Video games have long since aimed at providing such experiences; from the early Playstation days where Metal Gear Solid used cinematic cutscenes, fully voiced 3D characters and settings and a full orchestral soundtrack to the more recent examples of Heavy Rain becoming more of an interactive story than a traditional game. Toward the end of this generation we have seen technology finally matching ambition and even surpassing the old goal of emulating movies. It has moved into creating an immersive experience unlike any other form of media. One developer in particular has made great strides in advancing the narrative, Naughty Dog. Arguably the best of Sony's first party studios, their Uncharted series brought together all the pieces of the greatest blockbuster action movies together into a cohesive and awesome affair. With their latest release, The Last of Us, they abandon the summer blockbuster in favor of a more personal sombre experience more akin to reading a book then simply watching a narrative unfold in a movie. The result is an unforgettable emotional journey and one of the finest experiences on any platform.

Story: 10/10

The first 30 minutes of The Last of Us not only sets an expectation for the game's tone, they are some of the most traumatic and gut-wrenching moments in any video game. While I absolutely refuse to spoil one of the game's finest moments, I will say that if you are not emotionally affected and attached to the story by this point you should play the game no more (and please get help.) The rest of the game continues on that sombre and devastating note. The main protagonist in this game is Joel, a hardened and gruff survivor of the horrific Cordyceps virus. The cordyceps virus (based off a terrifyingly real insect afflicting virus) attaches to it's victim via spores which infect the brain and the fungus grows turning them into a grotesque bloodthirsty creature. It has been 20 years since the pandemic hit, laying waste to civilization across America and presumably the world. Society has devolved and now only exists in small pockets across the country as quarantine zones set up by the remains of the Federal government. These zones are tightly regulated by a police state authority. Food is rationed, traveling beyond the walls is forbidden and any suspected infection results in a test which if proven positive concludes with immediate execution to prevent the spread.
Living in this bleak and grim world, along with watching the world fall apart, has turned Joel into a ruthless killer and survivor. Joel is not your typical protagonist in that he is not all that much of a hero or even a good person. Joel is about as far away as you can get on the Nathan Drake spectrum, yet even as despicable a person he is, the story never makes you care or root any less for him. You are tasked with traveling across the country with a young girl named Ellie. Ellie, born after civilization crumbled is still a naive 14 year old girl. She has seen some pretty terrible things for her age but still seems to share many traits with any contemporary girl her age. While at first their relationship begins begrudgingly, the bond formed with this young girl is touchingly real. Your heart will bleed for these characters and the pain they feel on their journey together is shared with the player. While this will no doubt draw comparison with many recent games like The Walking Dead and Bioshock Infinite focusing on a similar relationship between the protagonist and a young girl, The Last of Us seems to surpass even those excellent titles in terms of crafting a believable relationship not only with the protagonist but the player. The game is much like Joel; dark, bleak and brutal. The time spent in the game is challenging to play through and not from a gameplay perspective. This is a statement of the impact the game creates. It is unrelenting in its emotional difficulty and brutality. Each scene seems to be more tragic than the next, yet the pace of the game makes it near impossible to forget or walk away from.  
The Last of Us tells one of the most intimate and finely written stories in gaming's history. The narrative unfolds seamlessly through cutscenes and gameplay but also in many unconventional ways as well. There are many contextual moments in the game which trigger conversation between Joel and Ellie along with other characters that advance the narrative by giving further insight and weight to the overall story without pulling the player out of the immersion. The most important part of this game is without a doubt the superbly told story which ironically is the part I must talk least about. Giving too many details will not cheapen the game but will dampen some of the impact. This story has less in common with movies than the Uncharted series and opts to tell a story unique to gaming itself. Instead of being a passive part of the story, this becomes your tale. Instead of offering players arbitrary choices as some recent titles have, it chooses to instead bring you into the story emotionally. Naughty Dog has taken familiar post-apocalyptic tropes and made them fresh through their nuanced approach to storytelling.





Gameplay: 9/10

When I first saw the debut gameplay trailer during E3 2012, I was skeptical as to how the finished product would actually play. Thankfully the game is faithful not only to that demo but to the story itself. While it will undoubtedly draw comparisons to Uncharted, it merely borrows the third person perspective. Gameplay here is more similar to a survival horror game than third person action and shares many aspects with the genre. The gameplay here is an extension of the setting and tone of the story in many ways and is not your typical shooter. Yes, you will have an arsenal of weapons but ammo is scarce and hard to come by on even the easiest difficulty. The emphasis is instead placed on stealth and tactics. You face two primary groups of enemies: The infected and survivors. The infected are separated into three main classes; runners, stalkers and clickers. Each require different tactical approaches. All three classes have deteriorated sight but have enhanced hearing. If you are lucky enough to be playing the game how it is meant to be experienced, you will be alone in the dark with a pair of surround sound headphones or speakers. If this is the case, the first encounter you have with the infected is a terrifying experience and every time you encounter them after becomes even more horrifying. A clicker that catches you off guard or hears you bump into bottles on the ground can kill you with a single bite, ending in a gruesome death. The infected are some of the most fully realized and terrifying monsters in any “horror game.” Equally terrible are the survivors you face against. The A.I. for the human enemies you face can be quite challenging. As you have limited resources you will still have to rely mainly on stealth tactics to proceed in the game. Enemies work together, if one sees you they will quickly coordinate a response and can easily flank you if you are being careless. Enemies are smart and will travel throughout the area in order to catch you off guard. Naughty Dog has created two sets of enemy intelligence that are both interesting and challenging and also force players to change strategies on the fly. Combat is visceral and fluid and each time you pull the trigger, it has weight. You will bash some faces in, gouge some eyes out, burn people alive and see the inside of exploded enemies. Enemies beg you for their life on their knees before you pull the trigger. If this all seems too much, it should. The brutality of the combat cannot be overstated. This is not for the faint of heart and nor should it be. This is an explicitly mature story and requires the brutality to convey the game's message properly. After my play-through, I am not sure if there are any “good people” left in this twisted world and if there are, Joel is not one of them. Unlike Uncharted, here you are given somewhat limited verticality but still gives you a sandbox for multiple approaches to each situation. The stealth mechanics work quite nicely in this game. You have enhanced hearing called listen mode which allows you to see an enemies position based on their sound. Sneaking is responsive and contextual. When Joel approaches to a wall, he flattens against it and can peek out and aim easily. It is surprising to have never seen such simplistic mechanics implemented before as they are very intuitive. Bumping into bottles or boxes can reveal your position and eliminate your upper-hand. One of the few glaring flaws is also an understandable one. Ellie or other companions accompanying you will sometimes walk into the line of sight of an enemy or outright bump into them. With the limitations of the 7 year old system, this can easily be forgiven as the alternative would be companions alerting enemies which would be cumbersome and irritating. While at it's essence the entire game can be considered a long escort mission, it never feels at all like such. Ellie can attack or throw a brick at enemies heads giving you a window to escape or counter attack. Ellie is quite enjoyable to have along this ride and very useful.   
While stealth is the obvious method for most situations, gunplay is also handled well. The aiming is realistic, carrying sway and weight for each weapon appropriately yet never becoming cumbersome. You can create weapons on the fly, yet this carries it's own risk as this does not bring you out of the action. This serves to create immediacy through tension and pace and can either save your life or end it. The crafting system is well thought out and implemented. In addition to leveling up the weapons you create through finding field manuals, you can also collect gear which allows you to level each of your weapons. This allows you to cater your character to your specific play-through depending on your favored tactics. A surprise addition to the game was the excellent multiplayer mode. Though I was skeptical at first, skepticism became addiction. The game is simple enough, offering two gameplay modes both variants of deathmatch. Where The Last of Us' multiplayer stands out is in it's execution and meta-game. You choose between two factions, Fireflies and Hunters, and are able to link your game up with your real life social network as you fight for resources and complete objectives to keep friends and family members alive. Your clan will either grow or die off. This offers a new take on the formulaic multiplayer offerings found in most single player centric games. All the mechanics of the single player game remain intact and offer another reason to stay in this grim world

Visuals: 10/10


With Uncharted, Naughty Dog pushed the limits of the Playstation 3 in terms of sheer graphical capabilities. With The Last of Us, they have taken it even further. It is undeniably the best looking game on any current console and one of the most aesthetically pleasing titles on any platform. On the technical end, character models are rendered perfectly. Animation is smooth and lifelike. Cutscene and playable sections are as close to indistinguishable as currently possible. The ravaged and bleak post-apocalyptic America could not be more beautiful. Seeing nature reclaim what civilization has taken is a sight many of us hopefully will not ever see but I'm glad I did. Grass has overgrown the city streets with foliage growing over and into ravaged buildings. Naughty Dog has been known for creating fantastic linear games that force the player along a very specific preordained path to continue the story. In this case, the developers have loosened restrictions a bit offering up more exploration this time. This environmental narrative results in some of the most personal and special moments in the game. You see glimpses of shattered families and heartbreaking looks into the lives of those forced to survive in a cold bloodthirsty world. The homes are littered with stories, from graffiti on the walls to scattered luggage and corpses creating a narrative of those who did not make it to the quarantine zones in time. For example, players have the option of reading a story that spans throughout an entire chapter and into the next. Found in notes scattered and abandoned, you piece together an engaging and heartbreaking story. The areas where you find the notes also play a part in painting the scene. These harrowing moments are completely optional and only for player's who seek them out but are some of the more interesting moments in the game and reward players with a much more personal story. Every area you can explore was lovingly created down to every minute detail. One recurring motif throughout the game is that through all the darkness and disparity lies an inherent beauty often overlooked by those just trying to survive the night; it is a character all its own. Naughty Dog captures the essence of the apocalypse and manages to make it heartbreakingly beautiful.

Audio: 10/10


Along with the visuals, another area that excels is the audio. Ashley Johnson and Troy Baker give perhaps the best example of voice acting in recent memory. While it may sound hyperbolic, the performance of the cast must be praised as highly as the well written script. Troy Baker nails the Austin, Texas accent and gives his best performance yet. He nails the role of a hardened yet deeply wounded survivor without ever relying on cliches. Ashley Johnson as Ellie is a show stealer in a game filled with an all star cast. Ellie is a strong girl who doesn't come across as needing protection yet Johnson's performance forces us to care for her so much that we are compelled to protect her anyway.  The understated soundtrack perfectly underscores the emotional depth of the game with an almost spaghetti-western feel and is one of my favorite scores this year. Playing this game with a surround sound system is highly recommended in order to achieve the full impact of the game. The sounds during the encounters with the infected terrified me long after I had stopped playing. As you slowly creep through a pitch black room filled with “clickers” and other types of infected, you hear them moan and wail as if their former selves are still raging inside. Every instance of this auditory experience is stellar and rounds out the entire package.  

Overall: 10/10
The end of each console generation usually results in developers refining their skills and fully realizing the powers and capabilities of the hardware. This generation is no different and Playstation 3 is given their defining exclusive title.  More importantly, we are given perhaps this generation's most consistently perfect title. On paper, Last of Us presents a familiar post apocalyptic setting and father/daughter narrative that has been done countless times on screen and in games especially recently. If all you were to take away from this game was that however, you would be missing the point. The game's strength lies in it's subtlety and execution and achieves something few games have so far, it tells a story that is only possible in gaming. This game is a high-watermark that future titles should be judged against. Naughty Dog have finely tuned their craft to a pinpoint precision and hit all the right notes in this masterpiece. 

The Last of Us Review

The Last of Us Review
By: Michael Serrata



This current console generation has given us a laundry list of unforgettable titles. We will not soon forget the first time entering the underwater dystopia of Rapture in Bioshock, wandering the Wasteland in Fallout 3 or crossing the border of Mexico in Red Dead Redemption. An undeniable trend this generation seems to have been a focus on providing a compelling alternative to the storytelling found in movies. Video games have long since aimed at providing such experiences; from the early Playstation days where Metal Gear Solid used cinematic cutscenes, fully voiced 3D characters and settings and a full orchestral soundtrack to the more recent examples of Heavy Rain becoming more of an interactive story than a traditional game. Toward the end of this generation we have seen technology finally matching ambition and even surpassing the old goal of emulating movies. It has moved into creating an immersive experience unlike any other form of media. One developer in particular has made great strides in advancing the narrative, Naughty Dog. Arguably the best of Sony's first party studios, their Uncharted series brought together all the pieces of the greatest blockbuster action movies together into a cohesive and awesome affair. With their latest release, The Last of Us, they abandon the summer blockbuster in favor of a more personal sombre experience more akin to reading a book then simply watching a narrative unfold in a movie. The result is an unforgettable emotional journey and one of the finest experiences on any platform.

Story: 10/10

The first 30 minutes of The Last of Us not only sets an expectation for the game's tone, they are some of the most traumatic and gut-wrenching moments in any video game. While I absolutely refuse to spoil one of the game's finest moments, I will say that if you are not emotionally affected and attached to the story by this point you should play the game no more (and please get help.) The rest of the game continues on that sombre and devastating note. The main protagonist in this game is Joel, a hardened and gruff survivor of the horrific Cordyceps virus. The cordyceps virus (based off a terrifyingly real insect afflicting virus) attaches to it's victim via spores which infect the brain and the fungus grows turning them into a grotesque bloodthirsty creature. It has been 20 years since the pandemic hit, laying waste to civilization across America and presumably the world. Society has devolved and now only exists in small pockets across the country as quarantine zones set up by the remains of the Federal government. These zones are tightly regulated by a police state authority. Food is rationed, traveling beyond the walls is forbidden and any suspected infection results in a test which if proven positive concludes with immediate execution to prevent the spread.
Living in this bleak and grim world, along with watching the world fall apart, has turned Joel into a ruthless killer and survivor. Joel is not your typical protagonist in that he is not all that much of a hero or even a good person. Joel is about as far away as you can get on the Nathan Drake spectrum, yet even as despicable a person he is, the story never makes you care or root any less for him. You are tasked with traveling across the country with a young girl named Ellie. Ellie, born after civilization crumbled is still a naive 14 year old girl. She has seen some pretty terrible things for her age but still seems to share many traits with any contemporary girl her age. While at first their relationship begins begrudgingly, the bond formed with this young girl is touchingly real. Your heart will bleed for these characters and the pain they feel on their journey together is shared with the player. While this will no doubt draw comparison with many recent games like The Walking Dead and Bioshock Infinite focusing on a similar relationship between the protagonist and a young girl, The Last of Us seems to surpass even those excellent titles in terms of crafting a believable relationship not only with the protagonist but the player. The game is much like Joel; dark, bleak and brutal. The time spent in the game is challenging to play through and not from a gameplay perspective. This is a statement of the impact the game creates. It is unrelenting in its emotional difficulty and brutality. Each scene seems to be more tragic than the next, yet the pace of the game makes it near impossible to forget or walk away from.  
The Last of Us tells one of the most intimate and finely written stories in gaming's history. The narrative unfolds seamlessly through cutscenes and gameplay but also in many unconventional ways as well. There are many contextual moments in the game which trigger conversation between Joel and Ellie along with other characters that advance the narrative by giving further insight and weight to the overall story without pulling the player out of the immersion. The most important part of this game is without a doubt the superbly told story which ironically is the part I must talk least about. Giving too many details will not cheapen the game but will dampen some of the impact. This story has less in common with movies than the Uncharted series and opts to tell a story unique to gaming itself. Instead of being a passive part of the story, this becomes your tale. Instead of offering players arbitrary choices as some recent titles have, it chooses to instead bring you into the story emotionally. Naughty Dog has taken familiar post-apocalyptic tropes and made them fresh through their nuanced approach to storytelling.





Gameplay: 9/10

When I first saw the debut gameplay trailer during E3 2012, I was skeptical as to how the finished product would actually play. Thankfully the game is faithful not only to that demo but to the story itself. While it will undoubtedly draw comparisons to Uncharted, it merely borrows the third person perspective. Gameplay here is more similar to a survival horror game than third person action and shares many aspects with the genre. The gameplay here is an extension of the setting and tone of the story in many ways and is not your typical shooter. Yes, you will have an arsenal of weapons but ammo is scarce and hard to come by on even the easiest difficulty. The emphasis is instead placed on stealth and tactics. You face two primary groups of enemies: The infected and survivors. The infected are separated into three main classes; runners, stalkers and clickers. Each require different tactical approaches. All three classes have deteriorated sight but have enhanced hearing. If you are lucky enough to be playing the game how it is meant to be experienced, you will be alone in the dark with a pair of surround sound headphones or speakers. If this is the case, the first encounter you have with the infected is a terrifying experience and every time you encounter them after becomes even more horrifying. A clicker that catches you off guard or hears you bump into bottles on the ground can kill you with a single bite, ending in a gruesome death. The infected are some of the most fully realized and terrifying monsters in any “horror game.” Equally terrible are the survivors you face against. The A.I. for the human enemies you face can be quite challenging. As you have limited resources you will still have to rely mainly on stealth tactics to proceed in the game. Enemies work together, if one sees you they will quickly coordinate a response and can easily flank you if you are being careless. Enemies are smart and will travel throughout the area in order to catch you off guard. Naughty Dog has created two sets of enemy intelligence that are both interesting and challenging and also force players to change strategies on the fly. Combat is visceral and fluid and each time you pull the trigger, it has weight. You will bash some faces in, gouge some eyes out, burn people alive and see the inside of exploded enemies. Enemies beg you for their life on their knees before you pull the trigger. If this all seems too much, it should. The brutality of the combat cannot be overstated. This is not for the faint of heart and nor should it be. This is an explicitly mature story and requires the brutality to convey the game's message properly. After my play-through, I am not sure if there are any “good people” left in this twisted world and if there are, Joel is not one of them. Unlike Uncharted, here you are given somewhat limited verticality but still gives you a sandbox for multiple approaches to each situation. The stealth mechanics work quite nicely in this game. You have enhanced hearing called listen mode which allows you to see an enemies position based on their sound. Sneaking is responsive and contextual. When Joel approaches to a wall, he flattens against it and can peek out and aim easily. It is surprising to have never seen such simplistic mechanics implemented before as they are very intuitive. Bumping into bottles or boxes can reveal your position and eliminate your upper-hand. One of the few glaring flaws is also an understandable one. Ellie or other companions accompanying you will sometimes walk into the line of sight of an enemy or outright bump into them. With the limitations of the 7 year old system, this can easily be forgiven as the alternative would be companions alerting enemies which would be cumbersome and irritating. While at it's essence the entire game can be considered a long escort mission, it never feels at all like such. Ellie can attack or throw a brick at enemies heads giving you a window to escape or counter attack. Ellie is quite enjoyable to have along this ride and very useful.   
While stealth is the obvious method for most situations, gunplay is also handled well. The aiming is realistic, carrying sway and weight for each weapon appropriately yet never becoming cumbersome. You can create weapons on the fly, yet this carries it's own risk as this does not bring you out of the action. This serves to create immediacy through tension and pace and can either save your life or end it. The crafting system is well thought out and implemented. In addition to leveling up the weapons you create through finding field manuals, you can also collect gear which allows you to level each of your weapons. This allows you to cater your character to your specific play-through depending on your favored tactics. A surprise addition to the game was the excellent multiplayer mode. Though I was skeptical at first, skepticism became addiction. The game is simple enough, offering two gameplay modes both variants of deathmatch. Where The Last of Us' multiplayer stands out is in it's execution and meta-game. You choose between two factions, Fireflies and Hunters, and are able to link your game up with your real life social network as you fight for resources and complete objectives to keep friends and family members alive. Your clan will either grow or die off. This offers a new take on the formulaic multiplayer offerings found in most single player centric games. All the mechanics of the single player game remain intact and offer another reason to stay in this grim world

Visuals: 10/10


With Uncharted, Naughty Dog pushed the limits of the Playstation 3 in terms of sheer graphical capabilities. With The Last of Us, they have taken it even further. It is undeniably the best looking game on any current console and one of the most aesthetically pleasing titles on any platform. On the technical end, character models are rendered perfectly. Animation is smooth and lifelike. Cutscene and playable sections are as close to indistinguishable as currently possible. The ravaged and bleak post-apocalyptic America could not be more beautiful. Seeing nature reclaim what civilization has taken is a sight many of us hopefully will not ever see but I'm glad I did. Grass has overgrown the city streets with foliage growing over and into ravaged buildings. Naughty Dog has been known for creating fantastic linear games that force the player along a very specific preordained path to continue the story. In this case, the developers have loosened restrictions a bit offering up more exploration this time. This environmental narrative results in some of the most personal and special moments in the game. You see glimpses of shattered families and heartbreaking looks into the lives of those forced to survive in a cold bloodthirsty world. The homes are littered with stories, from graffiti on the walls to scattered luggage and corpses creating a narrative of those who did not make it to the quarantine zones in time. For example, players have the option of reading a story that spans throughout an entire chapter and into the next. Found in notes scattered and abandoned, you piece together an engaging and heartbreaking story. The areas where you find the notes also play a part in painting the scene. These harrowing moments are completely optional and only for player's who seek them out but are some of the more interesting moments in the game and reward players with a much more personal story. Every area you can explore was lovingly created down to every minute detail. One recurring motif throughout the game is that through all the darkness and disparity lies an inherent beauty often overlooked by those just trying to survive the night; it is a character all its own. Naughty Dog captures the essence of the apocalypse and manages to make it heartbreakingly beautiful.

Audio: 10/10


Along with the visuals, another area that excels is the audio. Ashley Johnson and Troy Baker give perhaps the best example of voice acting in recent memory. While it may sound hyperbolic, the performance of the cast must be praised as highly as the well written script. Troy Baker nails the Austin, Texas accent and gives his best performance yet. He nails the role of a hardened yet deeply wounded survivor without ever relying on cliches. Ashley Johnson as Ellie is a show stealer in a game filled with an all star cast. Ellie is a strong girl who doesn't come across as needing protection yet Johnson's performance forces us to care for her so much that we are compelled to protect her anyway.  The understated soundtrack perfectly underscores the emotional depth of the game with an almost spaghetti-western feel and is one of my favorite scores this year. Playing this game with a surround sound system is highly recommended in order to achieve the full impact of the game. The sounds during the encounters with the infected terrified me long after I had stopped playing. As you slowly creep through a pitch black room filled with “clickers” and other types of infected, you hear them moan and wail as if their former selves are still raging inside. Every instance of this auditory experience is stellar and rounds out the entire package.  

Overall: 10/10
The end of each console generation usually results in developers refining their skills and fully realizing the powers and capabilities of the hardware. This generation is no different and Playstation 3 is given their defining exclusive title.  More importantly, we are given perhaps this generation's most consistently perfect title. On paper, Last of Us presents a familiar post apocalyptic setting and father/daughter narrative that has been done countless times on screen and in games especially recently. If all you were to take away from this game was that however, you would be missing the point. The game's strength lies in it's subtlety and execution and achieves something few games have so far, it tells a story that is only possible in gaming. This game is a high-watermark that future titles should be judged against. Naughty Dog have finely tuned their craft to a pinpoint precision and hit all the right notes in this masterpiece. 


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Tuesday, June 18, 2013

Episode 14 Dinosaur Interview

Mike and Phil talk about The Last of Us and next-gen news. Jesse Sosa and Joe David Soliz from Dinosaur join us to talk about their upcoming game, MechKnight Chronicles. Check them out on Facebook at www.facebook.com/dinosaurdev and on their website at http://dinosaurentertainment.com.

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Tuesday, June 11, 2013

Episode 13 E3

Phil, Mike and Ian talk about this year's E3. We go over this year's title fight for the new generation of game consoles and Sony's knockout punch.

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Tuesday, May 21, 2013

Xbox One Reveal Event

Mike, Phil, Cody and Rj watch the Xbox One reveal event and give their opinions on Microsoft's next gen Console.

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Monday, May 20, 2013

Doctor Who Recap The Name of The Doctor

Mike and Nate discuss season 7 finale, The Name of The Doctor.

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Sunday, May 19, 2013

Doctor Who Recap Episode 07

Mike and Nate discuss season 7 finale, The Name of The Doctor.

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Tuesday, May 7, 2013

Episode 12 Go to Hell Dave

Mike and Phil are joined by Alex Byrom of Falchion Games who talks about his upcoming game, Go to Hell Dave.

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Doctor Who Recap Episode 06

Doctor Who "The Crimson Horror" recap featuring Mike, Phil and Nate.


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Thursday, May 2, 2013

Defiance First Impressions

Syfy Channel’s Defiance is a new cross-media event taking place between TV and a multi-platform video game by Trion Games. The TV pilot aired April 15th on the Syfy channel and the game was released on April 2nd. As this is an ongoing event instead of doing a review for a product in progress, I will give you first impressions of my time with both the show as well as the game. Keep checking back for updated impressions or commentary. I will go over the background of both game and show and discuss the game, including plot, setting and gameplay.

Sunday, April 28, 2013

Doctor Who Recap Episode 05

Phil, Mike and Nate discuss the Doctor Who episode, Journey to the Centre of the Tardis.


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Doctor Who Recap Episode 05

Phil, Mike and Nate discuss the Doctor Who episode, Journey to the Centre of the Tardis.


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Saturday, April 27, 2013

Episode 11 Out of the Hobbit Hole

Phil, Nate and Will talk about Injustice: Gods Among Us. Evan Washington, level designer on Super Comboman from Interabang Entertainment calls in.

Thursday, April 25, 2013

Episode 10 Goals and Robe-forts

Mike and Phil introduce the newest Geeksmith, Nate to the world. Dan "Echo" chats in with us about Mugen Studios.

Sunday, April 21, 2013

Monday, April 15, 2013

Doctor Who Recap 3

Mike and Phil discuss Doctor Who Season 7 pt 2 Episode "Cold War"

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Thursday, April 11, 2013

Interabang Interview 1 ICJ aka Justin Woodward

ICJ aka Justin Woodward of Interabang Entertainment chats in with us about their new title, Super Combo Man.

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Episode 09 What the f*** is an Interabang?

Phil, Mike and Alex bitch about the lack of Microsoft in their lives. ICJ aka Justin Woodward of Interabang Entertainment chats in with us about their new title, Super Combo Man.

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Monday, April 8, 2013

Wednesday, April 3, 2013

Bioshock Infinite Review

By Michael Serrata


*Editors Note: I have achieved the near impossible media blackout
leading up to the release of Bioshock Infinite with the exception of
the debut E3 trailer. I will attempt to review this game as
spoiler-free as possible but given the nature of the game it may
become necessary to mention details which could be considered a
spoiler. I will clearly note anytime where information may be given
that could be considered as such.

           Games as art is an argument as old as gaming itself. As clichéd as this philosophical argument may seem, it is an important one for the industry to have regardless of your stance. The impact of video games is almost impossible to ignore. From its humble roots through 8-bit designs, and into current technology, games have captured our imaginations and have become inseparable from pop culture. Whether or not games could be considered as something more than just simple entertainment however, is certainly up for debate. In 2007, the Xbox 360 and Playstation 3 were still in their infancy when Irrational Games released Bioshock to the now current-gen systems and seemingly set out to answer that age-old question. Gamers were introduced to a setting, a narrative, and experience unlike anything seen before in any medium. The game was, and by many accounts still is, not only the pinnacle of what games could be, but one of the best arguments for games being an art form. Six years have passed since players entered Rapture for the first time and we now have the long awaited sequel by Irrational Games, Bioshock Infinite. With such an impossible act to follow, does the game live up to the tremendous expectations or live in its underwater shadow?

When gaming began, it would have been hard to imagine a game like Bioshock ever existing. When gamers took their first steps into the underwater city of Rapture, it was clear they were in for something special. A character in itself, the almost living setting of Bioshock was part of the spectacle that made the game what it was. For many including myself, it seemed impossible to top that emotional experience held within the original game. That being said, it is hard to keep your jaw off the floor when you first step into Colombia.  The game world again becomes a character as important as any on the cast. The moment you enter Bioshock Infinite’s fantastical floating city, it is an awe inspiring moment of which it's impact has not been seen since, well, the original Bioshock. The first hour of the game is filled with such ecstasy and wonder that it in many ways eclipses the impact of the original. Much like the player's first entrance to Rapture, the game launches you into the world of Colombia without warning.

           The game begins simple enough. You are Booker Dewitt, an ex-Pinkerton agent who has fallen upon hard times. In return for wiping away your debt, you are tasked with rescuing a mysterious young woman named Elizabeth from a mysterious place called Colombia, a city in the sky. Elizabeth is a young woman trapped in a tower held captive by Comstock and watched over by a mysterious creature called the “Songbird.” Upon entrance to the city, you see Colombia in all its glory. Unlike Rapture, when you enter Colombia it seems to be in its prime; a decadent and bustling place where it's citizens seem well off and happy. If you are a fan of the series, you could probably guess that all is not as it seems. The story is told wonderfully. One thing the series has always done well is telling the narrative without taking the player out of the action in an obtrusive way. Most games are told typically through cut-scenes. There are brief cut-scenes in here but it never rips you away from the immersion and never for long. You are sucked into the story and world the moment you load the game. What starts as a straightforward tale quickly becomes much more. The relationship between Booker and Elizabeth is believable and emotional. You become protective of her and as she transforms from the fragile sheltered girl you meet into a tougher almost ruthless person, it is tough to watch your actions change her. The voice acting of the entire cast is superb. Comstock is a great villain, as flawed and complex as even Andrew Ryan. I avoid talking in too much detail about the plot because it is a disservice. Going into this game with as much mystery as possible is the best way to maximize the impact. Anyone who played the first game will come into Infinite expecting a twist. Even knowing this could not prepare for the spectacular twist that is both powerful and unsettling.

          The themes touched upon in Bioshock Infinite were for me, the most shocking and important parts of the game. Upon first glance, everything seems perfect in this beautiful world. The city is well taken care of with amazing and beautiful architecture and technology. Its inhabitants are happy, lively, and well off. Unlike where we picked up in Rapture, the city is at the prime of its existence. Quickly, though, the veil is lifted and the cracks running through this dystopian paradise run deep and are quite visible. Set in 1912, we see an example of post-Civil War America at its most exceptionalist and nationalistic period. Racism and classicism are imbedded in every facet of Colombia's culture. The Irish and blacks are the poor working class and the whites are it's upper class denizens. The fanatical religious leader of Colombia, Father Zachary Hale Comstock, is regarded as a “Prophet” and uses a mixture of religion and reverence of the Founding Fathers of America to further these stereotypes and rifts. It is an issue most games and even the majority of movies and books try desperately to avoid. It is an era of American history that most understandably wish to forget. It is for this reason the power of Bioshock Infinite truly shines and why its impact is so important. Whereas the original Bioshock deconstructed the Ayn Rand political philosophy, Infinite analyzes the impact and causes of such issues as racism and religion and confronts them in an uncomfortable and confrontational way. That is, by no means, a detraction. These are conversations that must be had and for a video game to bring these into the dialogue is a powerful statement. **Potential Spoilers!**In an early moment in the game, you are exploring Colombia unnoticed, examining the beautiful world as a fly on the wall. You come upon a raffle in the town square and your number is called. You are handed a ball and in order to win a prize you must throw it at either a) an interracial couple whose only crime was being in a mixed race relationship or b) throw it at the bigoted announcer. As straightforward as the choice may appear to any sane person, the nuances of choices like this are reflected throughout the game. While choice does not have an effect on the outcome as a game like Mass Effect or The Walking Dead does, it does however have an impact on your personal experience with the game that results in a much more emotional resonance.**End Spoilers!**Behind it all there is a civil war brewing in Colombia. The class warfare has driven the society into two main factions, Comstock's faithful and the Vox Populi. The Vox Populi is a Bourgeois army lead by the equally charismatic Daisy Fitzroy. Comstock uses fear and paranoia to make the Vox into a boogeyman to the townspeople. **Potential Spoilers!** The game also peers into concepts of multiverses in a compelling way. Your companion Elizabeth has the ability to open tears into other dimensions and worlds able to bring objects through as well as the ability to enter them. This creates many story twists and plot mechanisms that make the overall pacing fluid.**End Spoilers!**

          Gazing into the skyline and staring at the sun setting behind Monument Island is a mesmerizing feeling and does not seem to dissipate over the course of the game. This is one of the most remarkably beautiful games I have played to date. Colombia, a city above the clouds, is a giant setting of various sections which hover around constantly connecting and disconnecting, always changing locations. Vistas and distant views are gorgeous, but on consoles up close textures can be rough. The game itself is totally passable but to any who have the option, the PC version is clearly in the lead as far as visuals. The art style makes up for this however. As a city in the clouds, it lends itself wonderfully to the beautiful changing color palate of the game that adjusts depending on the plot. The design of the world is crafted painstakingly down to every minute detail. The city is huge and due in part to its location in the sky, feels larger than Rapture. The locale and environments in Colombia are fantastic and beg to be explored. At first I had it in my head that I would play through at a steady pace to complete this review in a timely manner. Upon starting however, I was compelled to search through every nook and cranny. Though not exactly an open world game, Infinite offers gamers enough freedom and space to feel unrestricted. With this devotion to exploration, I was immensely rewarded. Level design was given such love that it bleeds through in every aspect of the game. Looking in small hard to reach spots yields coins, ammo, power-ups, and hidden details. Like in the first game, the entire city is peppered with voxophones, recorded messages from various characters, throughout the game. These recordings add yet another layer of depth to the rich story and give yet another interactive way of progressing it. There are also unlockable side quests and easter eggs scattered throughout Colombia and each time you discover something, you truly feel like the first to have done so. I do not use these words lightly: this is the epitome of level design here. The audio is another area of Infinite's expertise. The soundtrack fits the game and is haunting and fitting for every situation encountered. Scattered throughout are old records playing ragtime songs; if you listen hard enough, even some ragtime covers of contemporary music. Guns and effects sound great. Every time you hear the whistle of a Patriot it will send shivers down your spine. As previously mentioned, voice acting is spot on with Elizabeth delivering a fantastic performance.

           The original Bioshock had a solid formula founded upon the also excellent System Shock series, most notably System Shock 2. In Bioshock, players had a weapon and a superpower called a plasmid. Here the plasmids are now called Vigors but have similar effects ranging from possession to sending a swarm of attack crows to an enemy. Weapons and vigors can be upgraded to have additional effects. Players of those games will feel right at home with the familiar gameplay but as soon as the game starts off proper, the formula is mixed up enough to be quite refreshing. Elizabeth, as previously stated, uses tears to open portals into other worlds and universes. This is a plot point as well as gameplay mechanism that aids combat in various ways. Elizabeth can create tears that give the player cover from enemies or weapons to destroy hordes of the deranged citizens. Both as a character and in gameplay, Elizabeth is one of the best companions in all of gaming. She is competent on her own and very helpful in combat. She tosses you first aid and ammo when you get low and calls enemy locations out to you. On rare occasions, Elizabeth would block a doorway or a narrow path but this issue would remedy itself. Outside of Elizabeth, enemy AI is also handled well. Enemies know when to flank and when to retreat. I was often times gunned down for underestimating them. When this happens, Bioshock Infinite deviates slightly from the previous respawn formula of the original. In this, you are rescued by Elizabeth who revives you to a fraction of your health and money while restoring your foes health. This keeps from making you feel invincible while also keeping it from becoming frustrating. Another new part of Infinite is the skyrails that run from each section of the town. These offer a form of traversal between areas as well as an addition to gameplay. You can use the rails to get to viewpoints, flank enemies, and air attack. It is understandable if you are skeptical of this but its execution is perfect. It is empowering to jump on a one man rollercoaster to escape a group of enemies before springing a surprise attack on an unsuspecting adversary. This tactic does not always work as enemies will also use the rails to their advantage. Gameplay is instantly familiar yet improves on the foundation with innovations throughout.
If there is any credence to the games as art movement, Bioshock Infinite must be placed high on the list of reasons that games can be more than just a childrens toy. The definition of what is art is a hotly debated topic as well but if art can be considered an expression of beauty and emotion there are few titles more deserving. Bioshock Infinite is a finely crafted emotional “triple A” experience that challenges the player as much emotionally as it does recreationally. The impact left on the player resonates long after the final scene of the game and will change those who truly appreciate its' notions on the possibilities of what gaming can or could be. If the original Bioshock opened this generations to the possibilities of what could be possible with this medium still in it's adolescence, Bioshock Infinite rightfully bookends this generation with those possibilities fulfilled.

9/10

A truly remarkable game. After seeing so many perfect scores, I will admit that I became jaded and determined to find fault enough to give the game a respectable yet slightly lower score. I am happy to say that, in the end though it may not live up to the original in some aspects, I am unable to find enough faults to warrant significant detractors to such a expertly executed piece. 




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Saturday, March 30, 2013

Doctor Who Recap 01

Phil and Mike recap the premiere of Season 7 part two of Doctor Who. We talk about our impressions of the episodes and try to unravel the mystery of Clara Oswald.

Monday, March 25, 2013

Geeksmith

Part two of the Season one finale! The Geeksmiths talk about the PAX indie scene, Alex stabs Jonathan Coulton in the heart, metaphorically, and the concerts they attended.

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Episode 08 PAX East

Phil and Alex attend PAX East 2013 in Boston. The Geeksmiths discover the mysteries of Boston highways and Blizzard breaks the fragile little heart of every gamer in the western world. The guys talk about everything they saw at the convention and all the great people there. Part one of the two part Season 1 Geeksmith finale.

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Thursday, March 21, 2013

Far Cry 3 Review



Far Cry 3: Review

by:Michael Serrata

I have been playing shooters for almost as long as I have been playing games. I am accustomed and admittedly fond of the high I receive from mowing down endless waves of enemies and my god-like prowess with various deadly weaponry. There are few moments when I, or my in-game representation, pause for a moment to reflect on the countless enemies I send to their graves. In reality, I am a mild mannered pacifist who reflects and mourns the loss of life every time I turn on the news. It seems odd that in games I develop a blood lust without remorse. Few games actually confront this aspect of gaming in a reflective, intelligent way. This year, however, we had many exceptions to that rule. First we had Spec Ops 2: The Line, The Walking Dead from Telltale Games, and now we have Ubisoft's Far Cry 3.
I never had a capable enough gaming PC, so sadly I missed out on Crytek's first title, Far Cry. Regrettably, the first experience I had with the franchise was Uwe Boll's terrible movie adaptation. When Far Cry 2 was released, I picked it up release date and consumed it. It was a promising game with beautiful visuals, an interesting fire propagation system, a serviceable plot filled with political intrigue, and most importantly, a vast amount of freedom. The ability to attack each mission with a variety of techniques and weaponry ensured that the combat was varied enough to not get stale. The game, while a solid release, was not without a fair amount of flaws. The weapon degradation system was not only frustrating but poorly implemented. Many missions would be foiled when a rifle would jam or fall apart during combat. Couple that with a mostly forgettable plot and the terrible fast travel system and the game became more of a chore to play than it should have. It quickly fell off my radar as it released around the same time as Fallout 3.
When I saw the first trailer for Far Cry 3 I was instantly excited. The maniacal baddie seemed to promise that one of Far Cry 2's main flaws, relatable characters that you care about, would be fixed. Upon loading the game into my Playstation, I quickly saw that this had been rectified. The plot opens with protagonist Jason Brody and his group of wealthy friends and family traveling to the beautiful Rook Island on vacation for some skydiving. The privileged group is attacked and held captive by an insane pirate leader Vaas. Jason and his older brother plot an escape, but his brother is killed as they attempt to flee. It is during this time that Jason takes his first life. In most games this would be an incidental moment glossed over by player and character alike. Far Cry 3 takes a different path and forces both character and player to feel empathy. The character, much like the player, is not a trained soldier. We are not skilled with weapons or calloused from the experience of a battlefield. Jason is overwhelmed by this act, and so too is the player. Without spoiling much of the plot, it is an incredibly profound transformation to take part in as Jason moves from traumatized rich boy to hardened killer. Many shooters in today's market follow a familiar route of cliched plots and Far Cry 3 manages to avoid these with ease. The plot is thoughtful and evokes the ideas of Nietzsche's Ubermensch and social Darwinism, yet is simple enough for most gamers to follow. After you make your escape, you are quickly rescued by a man named Dennis and introduced to the island natives called the Rakyat and their leader Citra. They aid you in your quest to rescue your group and get revenge. Jason is a likable enough character, and strangely enough so is Vaas. As your body count climbs into the hundreds, the plot takes a philosophical route and often asks questions of who is the true monster. While the plot is mostly fantastic, it does suffer from some general pacing issues around the halfway point. Overall though, nothing seriously detracts from the cohesive storyline.
The first thing anyone sees when playing the game is the incredible visuals and setting. While maybe not as cutting edge as something like Crysis 3, it makes up for in art style. Rook Island is an amazing setting. You can traverse this gorgeous jungle by car, boat, hanglider with other vehicles being unlocked after a critical midway point in the game. As beautiful as a place Rook Island is, it is a hellish one as well. Crazed pirates, vicious tigers, and sharks all crave your blood. It's world is one that begs to be explored and it is easy to get lost trekking through the island exploring every nook and cranny looking for relics or hunting rare animals. The second game's equally beautiful African setting was bogged down by its wonky fast travel system. This title thankfully gets rid of the clunky bus system and uses a more modern fast travel. With that being said, it is often too tempting to forgo the fast travel for a trip by car or boat. The huge island is initially restricted with radio towers scattered throughout the map. They unlock icons on your map over time, as well as providing access to new weapons. Enemy encampments are also dotted throughout the island, coloring your map red until you reclaim these for your Rakyat allies. I could not rest until the map was completely green.
All these attributes could be worthless if the gameplay was not solid. As a frequent player of first person shooters, I have been spoiled by the refined mechanics. No longer can a shooter be clunky or unresponsive; I require precision and fluidity of movement. Given Crytek's pedigree within the genre, Far Cry 2 fared well despite the intrusive weapon degradation system. The mechanics in Far Cry 3 are among the best ever made. Combat is refined as expected in a modern shooter, and movement is smooth and fast. Players can hop over obstacles easily, climb up towers with little frustration, and sneak around battlefields with little effort. Players gain XP for each kill and objective you complete and you spend the skill points you earn in a straightforward skill tree illustrated by tattoos your character gets. Each unlocked skill is useful, and it is very possible to unlock the entire skill tree. Another oft failed mechanic in games like this is controlling vehicles. With Far Cry 3, driving is smooth and responsive. The game does suffer from some glitches, regardless of platform. These involve checkpoints spawning inside boulders, or an unreachable place that you would have to get to in order to progress the mission. A certain amount of freedom has always been a hallmark of the series. In one of my favorite parts of the game, you have the option of taking over enemy bases throughout the map. You have a decent arsenal at your disposal and can go in guns blazing, handle the situation with stealth, or get even more creative. For one mission, I used a hanglider to get over the base. I then dropped onto an enemy, took him out with a knife, and used his pistol to take out the two other pirates. On another, I snuck onto and opened the cage of a komodo dragon and watched as it tore apart unsuspecting pirates while I picked off the remaining enemies with a silenced sniper rifle. It is with this variety that the open world truly feels like the sandbox we we were all promised. 
On the other hand, included co-op and multiplayer modes seem to leave behind the kind of chaotic freedom and magic found in the campaign for a bland story and a less than stellar Call of Duty-lite clone, respectively. The co-op mode tells a largely skippable standalone story about the crew of a hijacked luxury cruise ship. This mode offers some fun if you have a group of friends to play with. Both local and online modes are available. The story is completely separate and is told through the eyes of four new characters with class based gameplay. You earn XP for each kill and objective completed and offers different missions. Whereas the campaign was varied in how you could approach each objective, the co-op campaign strips away that in favor of a very linear experience. While not terrible, don't expect to be blown away. Similarly, the multiplayer mode is the kind of standard, obligatory game mode expected in every modern FPS released within the last five years. It predictably offers progression ripped from Call of Duty without any of the polish or appeal of that game. Admittedly, I have not been able to force myself to put more than 10 hours in to the game. Recommended if online competitive multiplayer is a must-have for you, this is for you. Everyone else should anticipate holding onto Black Ops 2 or Battlefield 3 a little longer. Far Cry 3 has a fair amount of replayability with the campaign and the multiplayer modes are nothing more than a bonus.


9/10

It is hard for me to not compare this to another Ubisoft open world game released around the same time: Assassin's Creed 3. The influence of that series is apparent in many aspects of the game, but this game managed to avoid all the pitfalls that AC3 hit. While not nearly on the same level as far as sales go, this game is superior in almost every way. Far Cry 3 truly is a joy to play. This game is what an open world game should be and what a shooter should feel like. The setting and visuals of the game, the varied combat, the intelligent story and an ending that you will think about for a long time after the game ends, all add up to make an overall great game, and one of 2012's best. Even if you missed any of the previous titles in the series do not hesitate to pick this up.


All video footage property of Ubisoft.