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.


Geeksmith Productions
Facebook.com/geeksmithproductions
@geeksmithprod

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

Doctor Who Recap 2

Mike and Phil discuss the new episode of Doctor Who, The Rings of Akhaten.

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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