15 reviews liked by KungFuCanOfSoup


Gun

2005

GUN was my first Western game, and I loved it a lot back then and still do today. It holds a special place in my heart and is the reason why I wanted to play Red Dead Redemption and why I developed a love for Westerns.

Released in 2005 by Neversoft, the game immerses players in the gritty and lawless world of the American frontier. The game follows Colton White, a tough and skilled gunslinger.
The narrative kicks off with a harrowing event: Colton witnesses the death of his father, Ned White, during a riverboat attack orchestrated by a gang of ruthless outlaws. This sets Colton on a path of vengeance, driven by a need to uncover the truth behind his father's death and to bring those responsible to justice.
As Colton delves deeper into his quest, he encounters a cast of memorable characters, each adding depth and intrigue to the storyline. One of the central figures in this web of deceit and violence is Thomas Magruder, a corrupt and power-hungry land baron with a dark and secretive past. Magruder's ambitions extend far beyond typical outlaw behavior; he seeks an ancient treasure that could grant him unparalleled power and control over the region.
The story is great and very interesting, It has that western thing.

GUN excels in creating an authentic Western atmosphere. The game's open-world environment allows players to explore diverse locations, from bustling frontier towns and desolate plains to treacherous canyons and Native American settlements. The dynamic weather system and day-night cycle enhance the realism, making the world feel alive.

The gameplay in GUN is a mix of action and exploration and the game has a good variety of weapons, including revolvers, rifles, shotguns, and bows. The game also features a unique Quick Draw mode, allowing Colton to slow down time and take out multiple enemies with precision.
Beyond combat, GUN offers a range of activities and missions that capture the essence of Western life. Players can hunt wild animals, collect bounties, gamble in saloons, or undertake side quests.
The voice acting and soundtrack further enhance the game's atmosphere. Thomas Jane, who voices Colton White, delivers a strong performance that adds value to the character. The music, composed by Christopher Lennertz, perfectly captures the mood of the Wild West with its blend of orchestral and folk elements.

GUN was a groundbreaking experience for me as my first Western game.
For anyone who shares a love for the Wild West, GUN is a must-play.

To be honest, this game, even if it was short and simplistic, it was decent and it fulfilled its purpose. You play as the ghost of a dead detective and you go on an adventure to find the culprit, the one who killed you.
For the gameplay itself, there's not that much to it, its more of an walking simulator but it doesn't need to be more.
A game where you play as a ghost and you interact with other ghosts isn't something you see everyday, and i feel like this was the main attraction.
That being said, Murdered: Soul Suspect is a quite unique game that captured the mortuary atmosphere well and even if the story is nothing amazing, for a 6-8 hours game i think it's worth checking.

The place where Hsu Hao's legend began.
All jokes aside, MK Deadly Alliance wasn't the sharpest sword in the bunch but it wasn't the dullest either.
Looking back at the roster, it wasn't a bad roster, it introduced a lot of new kharacters, be they even jobbers. (The song from the kharacter select screen is a certified hood classic)
The fatalities in Deadly Alliance were quite hit or miss, with some being rather dubious.
The gameplay, while not the best in the series, still managed to capture the essence of Mortal Kombat. It retained that signature MK feel, which is crucial for any game in the franchise.
The game suffered in my opinion because of the lack of game modes.
The story mode they offered was very basic and uninteresting, failing to engage players on a deeper level. More diverse and engaging game modes could have improved the overall experience.

From the outside, the building looks fairly ugly. As you step inside, you realize that you've never felt so compelled to understand how something so mundane fills you with such joy. Upon closer inspection, you discover that the entire thing is put together with duct tape and chewing gum. This just leaves you more impressed.

I would like to apologize to Fallout New Vegas. I have 499 hours sunk into this game over the course of several years. I bought it when I was a teenager and played it all the way to Uni and beyond.

And yet, after all those almost 500 hours of play I cannot go back to it, every attempt petering out shortly thereafter from the realization that I have seen it all, experienced every nuance and perspective from a game that only wished to enrich my life through its myriad of systems, characters and masterful roleplaying design. "He wept, for there were no more worlds to conquer".

This is not meant to be an insult to FNV, far from it. I am not the kind of ridiculous child that gets made fun of on social media for giving a low score to a game cause "after doing the main campaign and the sidequests and achievements etc there's nothing to do! unfinished game". Quite the opposite. I apologize because in playing FNV so many times from so many angles and perspectives, uncovering every single layer of a legendarily dense game I have stripped it away like a hunter salvaging every organ and resource from a deer.

Its darkly ironic that the very same process which has allowed me to fully appreciate just how diverging, rich and wonderfully replayable this modern classic in RPG design is exactly why I can never go back to it. FNV is to me now like a fully solved problem, a series of understood systems, of known interactions and characters which are transparent in their every function. In short its completely stripped of the illusion of being a world, of being on an adventure with real people with goals and hopes and dreams and fears.

This maybe comes off as overblown and for sure, its no great tragedy, all good things come to an end and FNV has given me more than is reasonable to my life, but after going to back to revisit and old favourite and being unable to enjoy any of it, I felt a profound sadness. I think completionism is bad in general, and semi relatedly FNVs spiritual successor The Outer Worlds feels very much designed to court the enjoyment of completionists and is worse for it. This is perhaps why for how much it frustrates me I still come back to Commonplace, a game concept founded entirely on contempt for the very urge of completionism, of allowing all of its secrets to be revealed (even if in practice they can all be found out with enough time and effort but still).

I could have pulled away at 50 hours, at 100, at 200 and still allowed New Vegas to exist on its own terms, but I didnt. And for that I am deeply sorry.

In twenty or thirty years, if the world's still around by then, I strongly suspect that Bethesda RPGs will exist in that particular space where those of us who lived through them insist to a skeptical audience of video game history enthusiasts how important they were. "You have to understand," we'll say, "I know they're unbelievably glitchy and they play like a bicycle with hexagonal wheels, but these were huge. EVERYONE played these." For all their flaws, these games defined a particular ideal of gaming experience not so much by what they were as by what they aspired (and inevitably failed) to be.

Of course, New Vegas isn't a Bethesda game. It was developed by Obsidian Entertainment and it has a distinctly different design sensibility. At the same time, it clearly is a Bethesda game: the expectations created by Fallout 3 and the constraints imposed by the engine itself make the moment-to-moment experience of playing much more alike its siblings than it is different. And so it exists in the liminal space of the cover artist, stuck with a song but still given the freedom to put their own spin on it.

New Vegas's spin is grand political struggle. Although other Bethesda games have their obligatory world-altering main quests, none extend so deeply through the vast game world or make it seem so much like a real place where real people are struggling with and against one another to make the best of a bad situation. The way it seeks to breathe life into the Mojave Wasteland is the heart of what sets New Vegas apart. Proper Bethesda games grasp desperately at an ideal of "realism" defined by interactive stuff: in the real world you go anywhere, talk to anyone, and touch anything you see, so the most realistic games must be huge maps littered with stuff you can pick up and people who will talk to you about arrows and knees.

My friend Bret and I call this approach "lumpy realism", after the mountain of discrete objects it engenders. And while New Vegas is beholden to lumpiness, it's mostly a trapping of its ancestry. It's more interested in what I'll call "decisive realism", the promise that the choices you make as a player matter in some deep sense. This is still an ideal whose shortcomings will always show the seams of artificiality, but it's also one that makes space for writing and plotting, the unsung heroes of the RPG genre.

For my money though, the most interesting thing about New Vegas is less what it tries to do and more the negative space left behind by what it doesn't try to do. Because it's less interested in leaving interactive stuff all over the place (and possibly because of development time constraints), it has a number of places that just exist. They're not part of a quest, they don't have lore, they're not meaningfully interactive in any way. They're just spaces and models and textures that exist for you to be near and look at. That's a sort of realism too, even if it's not intentional. After all, even though I could interact with anything in the world, in reality, I usually choose to just take it in.

This review contains spoilers

Some say he tore through the Mojave, a revenant hellbent on destruction. Others claimed she burned with righteous glory, a beacon of justice scorching the unjust, and others still claim they were just a kleptomaniac out to have a good time. Hell, I’ve heard they fell through the earth and woke up in D.C., that their mere presence would make you feel like your brain would stop processing, that they could carry a thousand pounds and run faster than the devil. End of the day, the trivia of the how and when barely matter as much as the “who”.

A decade ago, a batch of couriers set out with cargo bound to New Vegas. The whole lot of them carried worthless trinkets across the sands, a batch of diversions and a single Platinum Chip. Five couriers made it to New Vegas unscathed. Lady Luck must have had it out for the last poor bastard; the only package that mattered was signed off with two shots to the head and a shallow grave. That should’ve been the end of it, another nameless body lost to wasteland, but be it by fate, fury or spite, the dead man walked. Wasn't even two days later that the thief in the checkered suit was gunned down, 9mm justice ringing red hot. Within a week, President Kimball lost his head, the Followers of the Apocalypse were a smoking crater, the Brotherhood of Steel suffered a fatal error, and Caesar himself fell to the knife's edge. Crazy son of a gun even took the Strip by siege, running some police state ops under the table. Or at least, that's how I've heard it told.

When all is said and done, the devil's in the details. The Courier was just as much a sinner as a saint, but anyone could tell you that. Hell, I'd go as far as to say the moment-to-moment minutia doesn't matter; who cares that she traveled with a former 1st Recon sniper, or a whisky-chugging cowpoke? Will anyone remember the ghoul mechanic, the robo-dog, the Enclave reject, or the schizophrenic Nightkin?

No, even as the figurehead of The Strip, no one can really pin down the story in a way everyone can agree on. You'll hear a thousand stories, and the only two consistent factors are that some poor delivery boy got his brains blown out, and that when the dust settled, the Mohave was never quite the same. But listen to me rattle on… you know all of this. After all, that's exactly how you wanted it, right?

When you picked that platinum chip off of Benny, riddled with holes, you knew what you were doing, didn't you? How could you not; it wasn't the first time you shot the boy down. Last time, it was a Ripper to the gut, this time his own gun to the back of the head. Did everyone every figure out how Maria was in your hand and in his back pocket? When the mighty Courier crushed the Great Khans beneath their heel, did you so much as flinch, or was this just another quest in your wild wasteland? Even with cannibals licking their lips with you in their eyes, you smiled, like this was an old joke reminding you of better times.

A decade ago, you woke up in Doc Mitchell's practice, head like a hole with a big iron on your hip. Now, you're back in Goodsprings. Everyone acts like this is new, fresh, like you haven't done this a thousand times over. I know this story, you know it even better. Still, it's hard to stop yourself from doing the same old song and dance, isn't it? For as much as patrolling the Mojave can make you wish for a nuclear winter, you keep coming back. It's not just war; nothing about the desert ever changes. But that's just how you like it, isn't it, Courier?

Vegas never changes. You never change.


The praise this game gets confuses me. Breath of the Wild itself was nothing particularly earthshattering, and this game is just Breath of the Wild again. The problem is that what made BOTW novel is not anymore. We've seen this type of expansive open world before. It's not impressive anymore.

Of course, more land was added, but what was added is half as much of what was worth exploring in BOTW. The skylands mostly exist for dungeons and chests, nothing more or less. There isn't enough landmass up there aside from the tutorial zone for it to feel like a whole new second map. The underground zone too is stagnant, introducing an annoying gimmick with an intense difficulty spike that makes exploring it a pain.

I understand that the new building system is technically impressive. I'm a game designer, I see this. However, just because something is impressive does not make it good. The fusing system itself does allow for a bunch of interesting puzzles, but it's the same gimmick reused for every single puzzle. Eventually, this mechanic too has its novelty wear off, and unless you have a degree in engineering or loved Banjo Kazooie Nuts 'n' Bolts too much, you won't be getting a lot out of it. Yes, it is impressive what it can do and that it functions at all, and the possibilities available to players is commendable. It is a feat in design that a lot of these puzzles have more than one solution. Yet the game does not force you to create anything super outside the box. While I said most puzzles have more than one solution, it is made very clear that there is 1 "right" way and every other solution is a player either a: intentionally breaking the game or b: not understanding the signs. Nowhere are you challenged to make an army of inter-continental strike drones. You can, and those who know how will, but this will never cross the mind of the average player. Had this game pushed the bounds of what this system could do perhaps I could find more praise for it. But they don't, it exists as simply a gimmick to justify the long development time and to show off a shiny new tech thing.

With this games announcement we were promised a much heavier story focus. We got slightly more story than BOTW. What we got was quite decent honestly, but it was the same egghunt from before to find all these things. This time, you just couldn't skip the intro story segment. What they gave us simply didn't carry the weight it should.

The intense amount of continuity errors are annoying too. The game hints to why this may be, but it simply does not make sense. This game likes the idea of being a direct sequel while also being too caught up in trying to rewrite it's own history. Where are the Divine Beasts? Where are the Guardians? Where is the fucking Shrine of Resurrection? Things vital to BOTW have vanished without a trace and the game refuses to explain itself. It should have, anyone who played BOTW would have noticed all of this immediately. There needs to be a reason for the sudden disappearance, and I sure would have liked to see it totally explained than just hoping I will take "time travel shenanigans" as an answer.

Tears of the Kingdom looks at what Breath of the Wild did well and misunderstands why it did well. The open world was good because it was so vast and nothing like any game had had before. Now, we have the same open world with minor variance, causing less desire to explore, and the marvel of such a vast world is now lost since it was done before. Of course, following up something like BOTW would prove to be a monolithic task regardless. Instead of improving the things BOTW did wrong, like the dungeons and puzzles, to try and succeed it's predecessor, it simply creates new things that solve nothing. Tears of the Kingdom prays its rehashed world with new zones will be enough to entice the player for the same hundreds of hours we all dumped into BOTW.

This game will forever be shadowed by it's predecessor. Not because the task was too big, but because they did not focus on the right things. Perhaps if Breath of the Wild never released, this game would be far better. Instead, it is a expansion in disguise as a $70 videogame. Shameless.

Just like Polyphia, just because something is hard to do does not immediately justify a perfect score. In a vacuum, the new system is very good, but the game simply does not allow for it to be as good as it can be, and in an attempt to perfect this feat in physics engineering and simulation, Nintendo seemingly forgot about the other aspects that make a Zelda game a Zelda game.

I was so bad at this and getting owned so swiftly that it was actually starting to affect my mood. I can't win at Yu-Gi-Oh. Can't even get a single win. No matter how hard I try or study or practice my opponent has drawn every card necessary to summon 3 powerful Fuck You monsters to the field in a single turn. I don't understand. The training mode doesn't even come close to preparing me for this kind of Getting Owned.

I work a shitty job, am in enormous debt, I can't afford new tires or a new battery for my car, nothing works out in my favor, and I can't win at Yu-Gi-Oh. I remember when the Cleveland Browns didn't win a single game all year. I wonder how the QB, Deshone Kizer, felt during that stretch. You practice, you study, you do everything possible and yet a single win constantly eludes you. That was on a pretty grand stage, in front of millions. My torment is just in my bedroom while I watch Colorado Rockies baseball, hoping their perpetual losing and inability to play baseball with even the slightest bit of competency will give me perspective on how small my inability to win a Children's Card Game is. But it doesn't. I look at the Colorado Rockies and all I see is a mirror, it's like looking at the devil himself, mocking me for my near-constant bumbling and giving me a microcosm of my various financial woes in the form of a Blue-Eyes Ultimate Dragon being summoned to the field on the second turn just to own me.

If I were younger and still had dreams and aspirations I would probably suffer through the near constant losing just to get a glimpse at what winning a game of Yu-Gi-Oh might look like, but this shit is actually bumming me out. At least when I watch the Shitty Ass Fucking Worthless Colorado Rockies, we are divided by a screen and I am not Nolan Jones letting an easy fly-ball pop out of my glove. Actually BEING that hapless loser is too much for me to bear.

Still highly recommended as it is NOT League of Legends, though.

Excellent game. A ton of variety with the levels and missions, and I mean a TON of variety. All the missions would surprise me with how different it would be. 99% of them were fun as hell.

Excellent music, especially in Paris, loved that first level.
Excellent voice cast.

Only negative was 1 of the areas of the game, the 3rd one, was a pain in the ass to traverse or navigate. Sour spot on the whole game but I still loved my time with this game and the missions in the area. Definitely an essential play for the ps2.

3 lists liked by KungFuCanOfSoup