Tag Archive: game


The internet is a fascinating thing. Sometimes you find things because of the internet. In my case, I stumbled upon this game thanks to the internet.

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Christopher Brookmyre’s Bedlam: The Game is a game based on a novel by Christopher Brookmyre (natch), a noted British author, whom sadly I’m not aware of since I’m a “bloody yank.” (I live in the United States.) I was made aware of this game thanks to Achievement Hunter-turned-Twitch-streamer Ray, aka “BrownMan” on Twitch. He was doing a blind run of this on Xbox One, and it looked like a game I’d give a try just on the idea.

This is also the third (and so far, final) game I requested myself, just to build a queue of games to play for BST. Ultimate Doom needed no introduction, Turok was something I wanted to try to see if nostalgia held up. Bedlam, on the other hand was clearly the offshoot of wanting to play something fairly unknown as it were. It’s also the most recent game I’ve played so far, coming out in 2015. (The Turok remaster came out that year as well, but the original game came out twenty years prior so that doesn’t really count.)

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Ahh, the days when games looked sharper before ugly OpenGL texture filtering…

The story involves Heather Quinn, as she signs up for some new virtual reality machine to simulate video games. Little did she know, she was sucked into the world of video games instead. With the help of various people she meets in the game worlds, she must go through the worlds of various video games and find her way out.

When I started playing, I was thrusted into a game world not unlike Quake II. Though it goes by a generic name – Starfire – it clearly has the style and look of that mid-’90s era of PC gaming. This is what Bedlam does throughout. Through my travels as Quinn, I went through a WWII FPS world, a futuristic open arena like Halo or PlanetSide, a medieval area similar to games like The Elder Scrolls V: Skyrim, even clones of Pac-Man and other old-school arcade games.

Yet, oddly, the game also name drops notable locations like Black Mesa (from Half-Life), and even mentions Call of Duty, despite all the games depicted in-game being fictional. Presumably it’s okay to reference them without having to pay legal fees; but this might all be referenced in the book the game’s based on, I haven’t read it to be sure.

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id software’s amazing run of first-person shooters in the ‘90s are in some of my top games of all time: Doom, Quake, even Quake III Arena was pretty good in spite of Unreal Tournament’s more fun, absurd nature. But one game I had a fondness for was Wolfenstein 3D.

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Wolfenstein is a fairly simplistic shooter by modern standards, but it started laying the groundwork for what made their games tick: Exploring areas, defeating enemies, and strafing around arenas like operatic ballet. What happens when you take most of that away and try to shoehorn in awkward mechanics that don’t fit? You get Wolfram.

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Already we’re off to a great start with this menu…

I have to give a shout out to the Video Game Music Preservation Foundation, which introduced me to this game. Being a fan of Wolfenstein and some of its other games, I had to see if this was the remake of Wolf3D that would be better than the original. The answer is no. Not by a long shot.

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Just like the 1992 original!

Wolfram recreates all of “Escape from Wolfenstein,” the shareware episode of Wolf3D. Levels are the same blocky shapes they were in ‘92, wall textures are a mix between remastered versions of the originals and ports presumably from other versions of Wolf3D, even the music is ripped straight from the original, but somehow sounds worse.

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Oh hey, colored lighting! This would’ve been cool in like, 1997.

So you’re probably thinking, “Hey, this sounds pretty cool! What’s your problem with it?” Well, let me explain.

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Wolfenstein 3D involves using the doors a lot to funnel enemies and dodge fire. Doors become your best friends here.

Wolfenstein 3D’s combat is fairly simple. Outside of some bosses, all the enemies are hitscan – once the enemy shows a certain frame of animation, the game determines if that was a hit or a miss, and if it hits, it calculates for how much damage you take – As you progress, you learn the better tactics of the game involves ducking inside rooms and strafing back and forth at an opened door to avoid getting hit as much. It’s fairly simple and arcade-like these days, but it worked well in the era when Wolf3D came out.

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Licensed titles. You know what I’m talking about: Movie games, games based on TV shows, even one based on a book series because the publisher got the book rights and not the movie rights. The lesser-known licensed titles are the movie tie-in games. The ones done by a small team usually done just to tie in with the game, and is enjoyable for about 30 minutes. A few examples that come to mind is that flash platformers of films like Anacondas: The Hunt for the Blood Orchid or modifications of existing games like the Underworld modification for Half-Life that was their version of Team Fortress.

While reading my usual email junk of Twitch newsletters, IGN deals and newsletters for The Hobbit, I was glancing through Sony Pictures’ email that I saw this quirky little game at the bottom of the newsletter: Hollywood Hellfire, a new movie tie-in game for the forthcoming comedy This is The End.

I am not a big moviegoer, so I didn’t know this movie existed until today. Seems to be a self-parody of disaster movies, with exaggerated versions of the actors portrayed in the film. All I got out of the trailer was stoner gags, Emma Watson robbing the main characters, and Michael Cera being impaled on a pole. Also a strange fascination with “titty-fucking” (their words, not mine).

It’s a dinky platformer where you play as Seth Rogen or Jay Baruchel, running through a wartorn Hollywood, grabbing mushrooms for points, water jugs for extra lives and food for health. You have three hearts, lose them all (or fall into a lava pit), you die. Run out of lives, its game over. While dodging fireballs and James Franco’s head, you jump on moving platforms, bounce on blue jump pads, and run away from hazards in a few areas. I only got to the third level before I finally lost, so I don’t know what the ending is like.

The game itself has a confusing sense of design: It has a chip tune soundtrack and 8-bit sound effects, yet the platforming and art style is very reminiscent of mid-to-late-’90s platformers. It’s like it doesn’t know what it wants to be, a modern game or a retro throwback!

If you’re one of those people with Sony Rewards, you can get Rewards points with the game, or so I thought. I’ve been a member for years (thanks Wheel Watchers Club!) but they say I’m not eligible for these points. Bastards.

If you wanna play this yourself, you can try it out here. As always, don’t expect this to be up forever, so play it while you can. Gotta get those badges and high scores to share on your favorite social media groups!

I also found out Jonah Hill is in this movie along with Seth Rogen. I always got the two confused for a long time, and I still confuse them every once in a while. Now that they’re in the same film, maybe I should start writing that script for a buddy cop film starring Hill and Rogen. It could probably get awards. Maybe one of them Razzies…

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