Out of the gate at PAX we quickly scanned the showroom floor for things to play. Time is limited in the first few moments of PAX, you need to get your ass in gear before the lines fill too quickly. We found Medal of Honor Warfighter with barely anyone discovering the line entrance and decided to hop into the next match. I’m glad we did too, because before long the line was pretty large and didn’t die down until later in the weekend.
It was last Friday, I was in the throes of my daily work routine and decided to take a quick break by checking out the latest updates to some of my supported Kickstarter Projects. Somehow while browsing I happened upon Takedown, with only 3 days of funding to go. Admittedly the cool logo helped a lot to get me to click on it. I also noticed the game was sitting at a hefty $130,000, but was still shy of its $200,000 goal (one of my other supported projects, The Banner Saga, has a $100k goal for comparison).
So I clicked in and discovered a project that I almost immediately knew I wanted to back, a tactical shooter that harkens back to the glory days of Rainbow Six.
I like to take chances on games a lot, especially when they have some sort of promise of originality. I took a chance on Brink last year and it turned out terribly. I took a chance on Sonic Generations and was incredibly impressed. This week I took a chance on Syndicate and came away, as Charlie Sheen would say: winning.
I’m sure you’ve heard of the upcoming movie based off of the classic board game Battleship. As if turning the gripping story of putting a red peg in B9 into film wasn’t enough, now they want to turn the franchise into a first-person shooter/”naval strategy”…thing.
Uh, guys, we already have a game based off of Battleship. Its called “Battleship“.
“Games today are too easy” we keep telling ourselves. “Remember when games were hard?” Apparently Starbreeze does, creators of the up-coming Syndicate reboot. What is it about when somebody tells me a game is too hard that actually gets me really excited? I think its because games today just are too easy and we seriously crave challenge.
I think part of getting a world record these days is the ability to think of something nobody else has tried before. That seems to be what Pikkotekk, creators of the server behind this feat set out to do yesterday.
I didn’t play X-Com until way after the fact, when I heard it was one of the best tactical/strategy games ever made. I played it, loved it, was done with it in about a month. But the ride I had was pretty great: building a secret government base complete with alien autopsy rooms, monitoring the atmosphere for incoming extra terrestrials and leading a team of super-SWAT-people to capture downed alien crafts. Its the sort of game that, frankly, was rarely ever copied because I think it was hard to grasp the formula.
It was a bit of a shock, then, when 2K announced a fresh new adaptation of the series titled XCOM, which would take place in the 1950s and be a first-person shooter. Fans generally sounded outraged by this blasphemy, you don’t turn a strategy game into a FPS. Admitededly I liked what 2K was doing despite all that, it looked like a neat idea, but I digress. What seems to have come out of the ashes of publish backlash is a proper follow-up to the classic game with XCom: Enemy Unknown.