Posts Tagged ‘Lost in the Warp Pipe’


Tuesday September 1st saw the release of Mad Max on Xbox One, PS4 and PC and I’m excited as all hell, and with Metal Gear Solid V being released the same day you have a stacked week of gaming. So before playing Mad Max I thought it would be interesting to look at some earlier Mad Max games from back in the day. Are they any good? HAHAHAH-what do you think? Did I mention Mad Max? MAX MAX MAX MAX MAX.

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Special thanks to:

malmoeoe – https://www.youtube.com/user/malmoeoe

RetroStajca – https://www.youtube.com/user/RetroStacja/featured


Konami recently revealed a brand new entry into the Silent Hill series, I really can’t wait for this one… SAID FUCKING NO ONE.

The amount of disdain Konami seemingly have for their fan base is overwhelming. I really wish Kojima could have taken the Metal Gear series with him… ugh.

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We continue our adventure through the wasteland, stopping off at a delightful subway station on our way to Galaxy News Radio. Oh… and we err… may have blown up a town.

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Our journey continues as we politely acquire items from the Super Duper Mart and Matt gets annoyed due to an utter stealth fail that he ballsed up… IT WAS ALL ROBS FAULT.

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Our journey continues as we visit Megaton to pick up a couple of quests (and totally didn’t arm a nuclear bomb or anything), before failing at giving someone a present and leaving for the Super-Duper Mart.

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After being driven almost mad by solving all 243 riddles throughout Gotham, I decided to sit down and record my genuine first impressions of the complete Knightfall ending. Was it worth it? Or was it a disappointing slap in the face for all my hard work?

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Post Reaction Thoughts

The day after recording my reaction I was able to really think about what I’d witnessed and analyse it in my head properly. So here are a few things that sprang to mind (as always THAR BE SPOILERS AHEAD):

Firstly Gordon questions who ‘killed’ Bruce Wayne, with the police having zero leads or real ideas as to who did it. Now either they’re all purposefully being naïve and turning a blind eye, or they’re actually fucking stupid. It’s so blatantly obvious that it’s painful.

Secondly the final shot we see is a spectral-like version of the Batman, which becomes far more demonic before attacking a couple of criminals, looking like something they would likely see under the influence of Scarecrow’s fear toxin. Now does this mean that someone else has taken up the mantel? Is Bruce Wayne still protecting the city but using fear toxin? Or is it all in their minds? Well the answer is ambiguity; it’s ambiguity for the sake of ambiguity. Unfortunately it’s always easy for writers to cop out and use that type of ending, they seemingly think leaving it all ‘unanswered’ makes the ending so much more intelligent and memorable. Well it isn’t, one of the worst things you can do with a major series/trilogy is ending it in this manner, and it rarely works. Besides this isn’t the Godfather trilogy, it’s a story about a rich bloke punching crazy people in his underwear. What did I accomplish? Was it worth it? Is Gotham better off now? Well apparently not as those two thieves were seemingly happy to continue stealing shit and murdering people.

And don’t respond with “oh but maybe in the DLC…” fuck you, that’s not something that should be used to wrap up a 2000 hour game, especially after I’ve just spent most of my free time jumping through fucking hoops to get an uninspired, lacklustre and confusing ending. DLC should be used to enhance the original product, not correct it.

Overall Arkham Knight is still a great game that just falls short of being fantastic, let’s be fair though Arkham City was a bloody hard entry to follow. Still I’m interested and excited to see what project Rocksteady will work on next, with many questioning whether they’ll move on to Superman, a character that would be far harder to do justice via a video game. But if we think this is the last Arkham game then we’re probably just as naïve as the GCPD.


Join us as Rob and I (and our beautiful creation) begin our descent into madness and insanity whilst adventuring across the Washington DC wasteland.

We’re totally playing as the good guy… honest.


This has been a long time coming, I’ve finally plucked up the courage and tackled what could possibly be the worst Lord of the Rings game I’ve EVER played. Is it as bad as I’m making it out to be? … just watch.

NOTE: Unfortunately the footage from the gamefaq’s section of the review seemed to cock up, I’m not sure why it’s flickering like that. If I mange to fix it I’ll re-upload the video…

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(Originally posted to Manic Expression on 20/05/2015)

What happens when you combine ultra violence, an 80’s setting, a top down perspective and fast, fluent gameplay? Well a lot of things really, but also Hotline Miami.

Developed by Dannoton games, Hotline Miami was released in 2012 on pretty much everything except a Casio Calculator. The game was a hit, with a perfect blend of fast paced and challenging gameplay, a surreal plot and plenty of unlockables, it has a surprising amount of replay value. And when I say challenging I mean challenging this is balls to the wall difficult, but certain missions piss you off just enough that you cannot stop until you show the game who’s boss. If there’s one way to describe the tone (without mentioning the violence), it would be best described as looking like a fever dream, it’s disengaged from normality in most places and shocking in others.

It’s now 2015 and the hotly (see what I did there) anticipated sequel has hit the electronic shelves. Hotline Miami 2: Wrong Number is once again developed by Dannoton game and is set both before and after the events of the first installment, but I can’t really say too much without giving away certain plot details. But that doesn’t mean I can’t at least tell you the setup… (in the present) it’s been roughly two years since “Jacket’s” killing spree, he has since been apprehended, facing trial but despite him seemingly destroying the Russian Mafia it has not improved the city’s fortunes, it has become seemingly desensitized to violence and has even led to the formation of a group of copycats or ‘Fans’ and even a film based off of “Jacket’s” exploits. However many characters are having dreams similar to that of “Jacket”, these even include the presence of ‘Richard’.

The plot itself revolves around roughly thirteen different characters as opposed to the original’s two, with varying backgrounds and personalities. For example in one mission you might be playing as detective Pardo and the next choosing between four members of the ‘Fans’, there are lots of surreal twists and turns and some genuinely shocking moments that I absolutely refuse to spoil.

The sequel still contains some great pixel art, which I will always personally find charming in any game (after all pixel art ages better that 3D polygons) along with an absolutely fantastic soundtrack. While the music in Hotline Miami is memorable, the tracks that have been included in Wrong Number are just brilliant. If the challenge (and subsequent frustration) doesn’t inspire you to push through, then the music certainly will. The cut-scenes are well written and seem paced just well enough, balancing between exposition and gameplay perfectly, allowing you to slowly piece together the puzzle of what caused the first games events and what is still steering the current installment.

But the real meat of the game is the gameplay itself. The original was known for blending extreme violence with fast-paced gameplay and nothing has changed, that is to say that while the game feels largely the same in its style, it has been tweaked and made all the more better for it, combat just feels more responsive and successfully going on a rampage and taking out every single person without dying still makes you feel incredibly badass.

While it looks as though there are weapons missing from this installment (there were a ridiculous amount to unlock in the first game) Wrong Number makes up for it by giving certain characters special abilities. Now while not all have these, the majority do, for example all four playable classes of the ‘Fans’ have unique skills. For instance Corey is able to roll and avoid gunfire, Tony is so freakishly strong that his punches alone will kill enemies (even the more ‘rotund’ enemies), Mark wields dueling SMG’s which allows him to arc his fire and finally there’s The Twins (Alex and Ash) who brandish a chainsaw and pistol respectively.

The levels have been slightly expanded upon as well; you no longer just traverse buildings and offices. There are various locals from the docks of Miami beach, warehouses and jungle encampments. This is both a positive and a negative, while it is refreshing to murder people in different locales, it can become tiresome having to restart because you were shot off-screen by a thousand different enemies. Speaking of irritating I still absolutely detest the larger enemies that can only be taken down with a firearm… even if I’m wielding a bloody machete.

Unfortunately (and I still refuse to spoil anything) all the good that Dannoton Games have done in regards to the story is ultimately undone with the weak and lazy ending. The majority of the varying plot threads are either snipped quickly without a real resolution or just left alone entirely. And for those that have already finished the game and examined the ending further, yes I do understand what they were trying to go for and yes I do understand what Richard represents and what his messages truly mean. But that doesn’t make the ending any less of an odd middle finger to anyone invested in the character presented to them. I personally felt that, while ballsy, it just didn’t quite work and after some of the particularly frustrating levels you’d think we’d be given something better.

Although even with the improved sound, refined gameplay and larger roster of characters the first installment will most likely be remembered far more fondly due to its minimalistic story, design and shorter levels.

However this game pretty much encompasses everything that a sequel should strive for, the gameplay is largely untouched and only received some polishing, the music and sound effects are better, the plot and characters within it are more fleshed out, there’s some variety in the form of these additional characters and the length itself is much larger than the original. Hotline Miami 2: Wrong Number is a good sequel despite some flaws and is once again a perfect blend of ultra violence and action.

If you even remotely enjoyed Hotline Miami you owe it to yourself to get your hands on this.

Just take a trip down into insanity.

Go on.

Just try it.


NOTE: This is a scene from my LOST: Via Domus review, which I eventually dropped as the game was just… fucking boring.

After what felt like an eternity I finally did it… I finally solved that BLOODY fuse box puzzle.