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My Top 10 Most Influential Games. #4: Uncharted 2: Among Thieves.

Posted by Karl Weller on June 27, 2018
Posted in: Top 10 Most Influential. Tagged: Among Thieves, Inspiration, Nathan Drake, Playstation, Sony, Top 10, Uncharted 2. Leave a comment

“He opened eyes. How long had he been out? The train carriage he was sat in was empty, eerily quiet. He tries to move but flinched in agony, gripping his side to the source of the pain. As he slowly moves his hand away the claret that stains his palm reveals a puncture sustained from an unknown object. A knife? Shrapnel? A bullet? With the wind piercing through the shattered windows, the cold bracing, Nate’s eyes begin to adjust to his surroundings. The wound causing significant discomfort as he struggles to regain his faculties from his hallucinatory stupor. Suddenly a crate comes tumbling through the carriage puncturing the steel doors at the rear, revealing the snow-covered rocks below. The train is vertical?! Drakes chair suddenly begins to shake, bolts loosening it falls through the gaping hole in the back. Nate clings on to the chair in front but slips, tumbling down. The metal grating slows his descent and is somehow able to cling to the frigid bars.

Drake clamours onto the underside of the carriage, heaving himself up as it sways precariously, edging closer to the ashen depths below. With a final excruciating heave Drake gains purchase onto the connecting carriage, hoisting himself up just as it begins to tilt, gravity endeavouring to punish its precarious situation. With the carriage sliding, Drake sprints desperately towards the safety of the cliff, making one final leap, clutching the blunted rock with a last gasp reprieve, struggling back up to the relative security of land. Exhaustion consumes him and laying on the glacial parapet he slips into unconsciousness, fully aware of his fortuitous escape.”

Has there ever been a better, more dramatic opening to a game? That’s rhetorical, of course there hasn’t! “Uncharted 2: Among Thieves” exemplifies everything I admire about modern gaming: the consummate union of graphics, Gameplay and story. As a kid I wanted to pursue a career as an archaeologist, not because of some habitual fascination with excavating material artefacts from a bygone civilisation. But because I wanted to be Indiana Jones. To me Nathan Drakes calamitous escapades are a modern-day equivalent to the films I grew up watching, as well as an homage to Henry Jones Jr’s fedora wearing swashbuckler. I was so smitten with the idea of navigating exotic locations in search of rare antiquities, alluring women and of course punching Nazis in face that I was devastated when I learned the duties listed above weren’t actually prerequisites for archaeology. But Uncharted assuaged this desire by revelling the irreverence of a one man bullet sponge that averts death regardless of the absurd circumstances.

Drake is the linchpin of the series, an exuberant progeny of long-time stalwart Sully who has been involved in more I’ll fated vehicular accidents than a crash dummy. He’s charming cavalier approach to archaeology and his penchant for strolling into more confrontations than Conor McGregor somehow feels more accidental rather than just a convenient Gameplay design. It’s as if Drake procured enough bad luck from breaking a window over a black cat under ladder on Friday the 13th. Nowhere is this bad luck personified more than in Among Thieves as Nate labour’s from one disaster to another. Whether it’s battling a militia in a jungle in Borneo, navigating a war ravaged Nepalese city, surviving encounters with a Tank, an apache helicopter or train derailment, Drake always finds a way of making his life more difficult. Including fighting enhanced humanoid guardians of Shangri-La, attired in Yeti disguises. Yet the story that marshals all of these illogical affairs together is just as reviting.

Like much of the Uncharted series, Among Thieves embellishes historical events to enhance its fictitious narrative. This time Drakes search concerns Venetian explorer Marco Polo’s lost fleet that supposedly journeyed to the fabled city of Shambhala, and disappeared on its return. The expedition to resolve this disappearance unfurls with ever more elaborate set pieces, with some of the most convoluted tombs, contraptions and temples this side of a game of mousetrap. With narrative transitions that seamlessly merged the story with Gameplay, to a point that I’d often be pressing buttons during cut scenes. It’s Uncharted’s deranged inflation of fact and exaggerated adventure that under the guidance of a less gifted developer would seem too fantastical to be compelling, beyond the banality of guns, explosions and effortless killing. But its the characters that keep such a verbose conceit grounded, to a point that you start to believe such emphatic events could happen. Uncharted isn’t just about Drake and his absurd parkour skills, far from it.

Nathan Drake wouldn’t have achieved “greatness from small beginnings” if not for the studious tutelage of paternal father figure Victor “Sully” Sullivan, a man of singular ruggedness that oozes the classic depiction of masculinity. Equipped with intimidating lip furniture that would make Magnum PI (ask your grandparents) feel emasculated. Dispensing sage advice and guidance to his adopted son with a raspy cadence that would make God blush!. His frank, often acerbic retorts are always a welcome distraction from the wearisome hostility Drake often stumbles into, with a style I hope to emulate when I get older. You better believe I’ll be rocking that Porn tache!

Chloe Frazier, an ex “friend” of Drakes beguiles and confuses in equal measure, functioning as the perfect antithesis to Drakes principled scruples in achieving one’s goals. Her selfish nature and greedy intent routinely conflict with Drakes, but also exposes the comparable facets of self-interest that Nate is capable of. Uncharted 2 also features the series most startlingly obvious adversary in the form of Lazarovic. With a Bond-esq scar, bald head and nondescript foreign accent, Lazarovic was never subtle. Harry Flynn was an emphatically more enjoyable foil for Nate to contend with, providing far less maniacal tedium and more dynamic annoyance. But the most resonating character of all was Elena Fisher, especially her kinship with Drake.

Elena is force in her own right: tenacious, assertive, intelligent. Capable of deflecting Drakes pithy, infantile acumen with her own witty swagger. Elena isn’t a femme fatale, an infatuation for Nate to swoon over or anything as derivative as that, she was a person. An individual of singular intent that builds a mutual report with Nate that naturally develops into an intimate relationship that feels organic. I’ve already reflected on how important Elena and Nate’s relationship is to the series in great detail so I won’t digress too much. But without this bond, Uncharted as a series would feel as hollow as a Call Of Duty game. Their romance though suitably predictable, is what really propels the narrative, that by extension influences the cinematic gameplay. Without this bond Uncharted 2 would be just another flashy, hubristic distraction that entertains, rather than endures.

Uncharted 2: Among Thieves is the game that got me back into gaming along with its predecessor “Drakes fortune, at a time when gaming was beckon far less interesting to me. It also demonstrated that a game could tell a story that was just as compelling and fun as the gameplay itself. It arguably my favourite of the series, though certainly the most inspirational. Which is why “Uncharted 2: Among Thieves” is my #4.

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Playing Computer Games For Too Long Is Now A “Disorder”.

Posted by Karl Weller on June 20, 2018
Posted in: Feature. Tagged: Game, Gaming, Health, Mental Disorder, NHS, Problem. Leave a comment

A Gaming disorder. Let’s think about that for a second. Gaming is the action or practice of playing a computer game. When played to “excess”, because there is now some measurable barometer for excess, is defined as a disorder, an illness that disrupts normal physical or mental functions of the afflicted. Yes its seems gaming, a recreational activity enjoyed casually by millions across the globe persists in its dubious aspirations to subvert the whims of our most vulnerable. Those poor wretches most susceptible to the provocative allures of virtual convalescence.

The “World Health Organisation” has concluded that too much gaming is bad for productivity and most importantly our mental health. But never fear, people who suffer from this clinical addiction can now receive treatment on the NHS, an already overwrought and desperately underfunded service that struggles to support patients with even minor ailments with any prompt efficiency. The World Health Organisation, ironically abbreviated to “WHO” have classified the specifics of its diagnosis that blights our once great nation as exhibiting behavioural symptoms of “sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning”, such as eating, pooping or breathing. Okay I may have elaborated a little there, but if these are truly the defining manifestations of a disorder, then I need genuine psychological therapy immediately!

If playing computer games too much can be recognised as a “Disorder”, what else can be classified as one merely because of how it makes us feel and the length of time committed to it? Because by that rationale I have many innumerable concerns that require treatment, including:

  • “Working Disorder”
  • “Tea Drinking Disorder”
  • “Not Giving A Damn Disorder”
  • “Mumbling Disorder”
  • “Swearing Disorder”
  • “Hugging My Daughter Disorder”
  • “Disorder, Disorder”
  • “Continually Living, Breathing Disorder”!

 

How long before parents blame their child’s poor behaviour and illiteracy on Gaming Disorders rather than the absence of parental guidance? It’s the parents responsibility to set boundaries, to discipline and instruct as well as nurture. You can’t plonk your 2-year-old in front of TV for hours then complain when that’s all they want to do?! They are conditioned by the precedent we establish through our own inactivity, not by the un-demanding comforts of electronic stimulus. I’d venture that a parents daily “Candy Crush” sessions is in no way associated with this disorder their kids suffer from.

As for adults who engage in computer games for exorbitant periods of time, to the ludicrous extent that you actively avoid showers and urinate in an empty Lucozade bottles because using the toilet would exhaust valuable time, then yes you have a problem, but it isn’t gaming. Games are made as a fun distraction to amuse and entertain in the same way as a film or a book. Is bingeing the entire “Lord Of The Rings” trilogy in a day unhealthily compulsive? Is reading Tolstoy’s “War And Peace” over the course of a long weekend obsessive? Take some responsibility people and stop inciting misconceptions about a routinely mocked form of entertainment just because you don’t understand it! Moreover stop undermining the real debilitating mental health issues that kill thousands every year, and blaming a stimulant like computer games that can actually be beneficial for cognitive function!

Gaming is not a source for people’s indolence, that’s an excuse.


What do you think about this disorder? Do you suffer from it? Let me know in the comments below. Cheers.

Top 5 Most Games That Most Interested Me At E3.

Posted by Karl Weller on June 14, 2018
Posted in: Top 5. Tagged: Death Stranding, Devil May Cry 5, E3, Games, Gaming, PS4, Resident Evil 2, Spider-man, The Last Of Us 2. 1 Comment

Devil May Cry V.

Unlike many devil may cry purists, I don’t have a pathological hatred for the reboot. I think it was obnoxious, puritanical and rudely dismissive of its roots, but at least it struck a chord, even if conceptually it was a brown note. The combat was its strongest asset, beguiling you with its turbulent hack and slash, duel wielding pistols Ebony and Ivory as well as utilising Dante’s Nephilim abilities. Switching between blade ravaging slashes, rapid scythe sweeps and flattening demons with a powerful axe really allowed for more dynamic variation that was responsive, ambulant and deeply satisfying with almost choreographed fluidity. DmC may of had a redundant abbreviation, a belittling attitude towards the series fans and tried just a little too hard to refrain from everything that had come before in a misguided attempt to stand out, but at least it wasn’t as sterile and forgettable as Devil May Cry 2. Well until now that is, with Capcom banishing any hope of a direct successor and instead doing what they should have done originally and make Devil May Cry V.

Continuity be damned! We’ve got the substitute hero from Devil May Cry 4 and shoddy Dante impersonator “Nero” returning with a new look, new accomplice and new appendage? A detachable extremity no less, one that can be used as missile to surf on?! The lack of Dante is disturbing and the general Final Fantasy 15 vibe is a little too pervasive to me, but this seems like a progressive step in the right direction.


The Last Of Us 2.

I’ll admit that I’m still a little sceptical about this sequel. I realise it’s NaughtyDog, yes I know I loved the first, but something about this just feels…. unnecessary. Ellie and Joel’s ambiguous dialogue at the end of the last game felt conclusive if not ultimately defined. I liked that, these two brave, complicated individuals sauntering off to pastures unknown. But here we are anyway, Ellie scouring dense woodlands where the general populace continue to be infected by malaise of fungal blemishes. Hostile scavengers foraging for basic amenities, perishables and forging implements of neck piercing persuasion. With Joel curiously absent?

The trailer does make for good watching though, with the intelligent AI that seems adaptive to whatever move or tangent you go off on being particularly impressive. Seeing Ellie flourish from awkward teenager into a women of assured badassary is another engaging incentive. I’m still not 100% sold on a sequel yet, but I’m getting there.


Resident Evil 2

A remake of my favourite game in the Biohazard series? One ticket to Raccoons City please! There had been murmurings uttered surreptitiously for some time that alluded to it. Claims that stated it was in development. But to finally have visual confirmation of its existence gives much-needed veracity to the speculation. I’ve always been curious about what this particular entry in the series would be like on current gen consoles. How modernised controls would affect the traditionally stiff mobility of Leon and Claire, whether increased movement would neutralise some of the anxiety of surviving a Police Station teething with infected?

The great thing about it is that it doesn’t just look like a straight, copy and paste remake, but rather establishing its own versatile identity from utilities and concepts from its past. The Gameplay trailer certainly suggests that the game will adhere to the classic pervading ambiance that induced this constant imbued anxiety, that was only compounded by reduced spatial visibility and limited ammo.

If Resident Evil 2 can provoke the same nostalgic terror that crippled me to periodical 10 minute intervals of play and create something that also feels original, then this could be my new favourite Resi!


Spider-Man.

Insomniacs Spider-Man doesn’t get me excited merely because it plays and feels like everything I’ve ever wanted in a Spider-Man game, no. It gets me excited because it’s like they plucked the conceit directly from my 10-year-old mind. The way the helicopter starts whooshing towards the ground. The pilots like “Ah, save me Spider-Man!”, and he’s like, swoosh, got ya. Then he’s like “oh no, all the prisoners are escaping”. So he’s like bosh, bash, doosh, and Electro’s like “Ha ha ha, I’m going to electrocute you”. And Spider-Mans like “I don’t think so Sparky!” before chasing him down, swinging and swooping, finally catching up with him. But then Spider-Man gets cornered by LOADS of recognisable villains and Spider-Man’s like “Oh spider poop!”. I can only imagine what my 10-year-old self would have said?!


Death Stranding.

I’m fresh out of takes. Seriously, I got nothing?


What game are you most excited to play? Let me know in the comments below. Cheers

Could “Pokemon Let’s Go” Be The Very Best?

Posted by Karl Weller on June 5, 2018
Posted in: Feature. Tagged: Let's Go, Mainline, Mobile, Nintendo, Pokemon, Release, Switch. Leave a comment

Can you even remember what it was like to play computer games as a kid? To me it was a puerile time when fart noises were funny, games were fun and the only scrutiny they’d come under was whether or not blowing into a cartridge had any legitimate restorative effects (it did!). Positivity and fun were effortless concepts that no amount of adult pessimism could shake. Now we’ve become jaded by a cynical industry that values commerce not craft. The toxicity that pollutes our resplendent pastime has had such a profound impact that we as a community, one that continues to invest money and time to ensure the preservation of our beloved obsession can’t see when something good happens. Pokémon is the latest series to provoke that same nauseating pessimism of its fans.

I’ve had a clear, preferential and distinct perception of what a console Pokémon game should look and feel like, think “Breath Of The Wild: Gold and Silver”. Pokémon in all of its salubrious forms is a cherished childhood phenomenon. I still have an attic full of trading cards, stored in plastic sleeves in a “pog” binder. And I’ll admit that what I saw of “Let’s Go” really wasn’t what I had envisioned. Combining elements from a traditional Rpg style Pokémon game with its much slandered mobile cousin, “Pokémon Lets Go” is more of a malformed aberration than it is a competent precursor to the future trajectory of the series. This is a game no one asked for, nor even a passing fascination for players, particularly with such a diluted alteration to the traditional mechanics. Though Gamefreak have hastily clarified this isn’t a mainline entry, acting more as a remodelling of the original Pokémon Yellow, you can’t help notice that this is merely a preamble to something greater. A small tentative step onto a composite console Gamefreak themselves weren’t confident would sell. And if we’re honest it’s a smart initiative.

Pokémon Let’s Go is a clever design idea, one that eases the more casual players of “Pokémon Go” in with familiar concepts, breaching into a market that has attracted 200 million downloads to a system that encompasses the constituent versatility of portability. That ambulant freedom afforded by “Pokémon Go” cannot be underestimated nor ignored considering the broadening appeal created by it. When you consider Gamefreak’s hesitancy to commit to the Switch would you not be a little sceptical of a mainline Pokémon game being released so soon? I sure would be.

I’ve personally been very critical of the series over the years, bemoaning its sterility and stagnation. Gamefreak’s reliance on complacent sequels that their dedicated and compliant fan base will purchase without a second thought, and their reluctance to improve the game without subtracting popular functions or slightly elevating the aesthetics has really prevented me from engaging with it in any enthusiastic capacity. So for them to finally approach the brand from a different angle is commendable. It’s an assured risk in the sense that it isn’t deviating drastically from its traditional lineage, but tweaking certain game mechanics that haven’t been adjusted outside of spinoffs, which admittedly feels rather disconcerting, but exciting too.

Nintendo’s decision to expand major properties into the accessible mobile sector they had been so resistant too has turned out to be extremely resourceful for Pokémon, as well as profitable. By allowing brands like this to be moulded in different ways is advantageous for Pokémon as a whole. “Pokémon Let’s Go” promises to be a truly distinctive tangent in the Pokémon contingent, offering something uniquely defined that the franchise has desperately needed for decades! There’s every reason to be optimistic: if its well received we get more, if it isn’t, well the mainline title will be out next year anyway. It will certainly be a divisive iteration, with the potential to ostracize purists who resent the implication that anything needs to change, let alone taking influences from a derided mobile game. But this could be the swift, Hitmonlee kick up the sizeable Snorlax butt the series greatly needs!

If nothing else I’m going to buy six of those poke-ball peripherals just so I can finally live out my dream of becoming the very best, like no one ever was!


What do you think of Pokémon Lets Go? Let me know in the comments below. Cheers.

Popular Games I Hate: “Stardew Valley”.

Posted by Karl Weller on May 30, 2018
Posted in: Feature. Tagged: Farming, Games, Gaming, Hate, Nintendo, Stardew Valley, Switch. 3 Comments

Have you ever arrived at a party or a social gathering where friends are assembled around one dynamic individual, enraptured by some hysterical anecdote he/she is narrating with reviting elegance? You arrive at the throes of their dramatic tale that culminates in the assembled audience bellowing in sympathetic laughter, the narrator chortling along and inviting further ridicule to their unfortunate series of events with additional probing details that extends the amusement. Completely oblivious to the context you stand idly, making a concerted effort to mingle into the besotted mire with a vaguely appropriate smile and forced chuckle. “What’s so funny?” you enquire, eagerly anticipating a rousing situational narrative that I can recite to my grandchildren one day. Instead they drape an arm around your neck, recant a conceited story, interjected with sporadic sniggering as they struggle not to laugh at their own account and burst into a rapturous cackle that renders them incapable of finishing their sentence, slapping your back repeatedly and keeling over as if his stomach had finally begun digesting last night’s hastily consumed vindaloo. You soon discover that their perceived witty story is nothing more that a hollow anecdote that isn’t nearly as entertaining as they think it is. This rather broad analogy is what I think of “Stardew Valley”: I just don’t get it.

My apathy for this revered title is curious really, more likely attributed to expectation more than anything. Everything I read/heard/felt indicated that this would at the very least entertain. Reviews espoused similar trajectory of positivity ranging from glowing to, at the very least complimentary. So I downloaded it to my Switch, thinking that portable functionality would allow me to engage with its considerable complexities with regular consistency. And it did, to a fault. Being a PC game converted onto a portable console does effect how intuitive the controls are, but isn’t something you can’t adjust to in time. The graphics seem to rely on being overly niche and nostalgic, attempting to avoid modernisation to remain in keeping with its rustic aesthetic. Which is fine, just not an art style that offers any significant benefits. Everything Stardew Valley does is quirky and for the most part distinctive, just nothing special.

The biggest grievance I have is the tedious concept. I’ve played farming simulators before, experienced the time dependent strategies that effectively manages each of the crops I’ve sowed, waited hours, even days for them to flourish and harvest them for financial gains. Yet somehow the acceleration of this benign process is arguably more tedious. Let’s be clear here, this isn’t a design floor with the game itself, just an  exasperation of the games trivial simplicities of buying seeds, planting them, nourishing, waiting, harvesting repeat, with some mild, time constrained exploration. I’d probably be fine with this if it then didn’t try to rush me.

The natural compunction is to plant a bag of seeds, shear some overgrown shrubs, trees and rocks that litter my property, wander into town, interact with the local community and perhaps purchase some more seeds before taking a gentle stroll back to my novel looking farm to sleep, ready for another day of horticultural growth. But it isn’t like that, it’s “Chop chop, pick those potatoes, plant some strawberries. Come on! Water them now! We’ve got to deliver these berries to Mrs Tiddlywinks, gather daffodils and investigate that weird looking cave before dusk!”. Don’t rush me! I’ve just had a very long and stressful day at my real job, for which I get paid real money, just to come home and be harried into a horticultural nightmare! If I was left at my own pace and at my own accord, to harvest my crops at my own volition, with a casual care free attitude I would probably find significantly more joy from this experience. But sadly I don’t.

It’s evident really that the fault lies with me, not the game. People seem to love Stardew Valley for reasons I don’t think I’ll fully comprehend. If they ever develop “Pub Life” or “Bed Simulator” you’d better believe I’d be playing that though?! God I’m old.


How much do you love Stardew Valley? And how much do you hate my opinion of it? Let me know in the comments below. Cheers.

PlayStation Does Exclusives Better Than Xbox. (There, I’ve Said It!)

Posted by Karl Weller on May 23, 2018
Posted in: Feature. Tagged: Better, Bloodborne, Exclusives, God Of War, Horizon Zero Dawn, Playstation, PS4, Sony, Uncharted, XBOX. 1 Comment

Where there are consoles, there is division. Where there are competitors, there is war. There will always be the inevitable bias that predictably inflates the languishing antagonism between two inanimate devices. Developed by companies that both attempt to beguile you with flashy incentives and engage in derogatory quips directed at a competitor not just to gain your fealty, but more importantly your money. The “Console Wars” endure with all the arbitrary and shallow hyperbole you’d expect from a couple of infants disputing whose Daddy is better. The whole “Console War” premise is an idly frivolous pursuit fabricated to create unnecessary division between people who play games as a leisurely enjoyed activity. It’s like Tennis fans arguing on forums about which racquet is best. It’s a marketing strategy that serves businesses, not consumers. As you can tell I don’t like to stoke the fires of the perennially irrelevant console war, but I have to say that in this instance I maybe equipped with a rather large tank of petrol when I say that PlayStation does exclusives better, specifically single player.

A controversial statement, sure. A legitimately subjective opinion, absolutely. But one I’m objectively assured is correct, particularly considering the continued success of Sony exclusives. I’ve remained loyal to PlayStation not out of sentiment or some inherent obligation to the brand, but because of its content that has not only stabilised this generation, but thrived. Partnered with talented studios, creating products of flourishing creative freedom, that don’t seem confined by an intrusive hierarchy that demands annual sequels. It’s PlayStation and its contributors that have successfully banished the ignorant rhetoric endorsed by publishers like EA that falsely claim gamers “don’t want single player formats”. Utter garbage EA, as is your appraisal of consumer preference!

You only have to look at the PS4’s solo focused games to see that such myopic attitudes are not only false but damaging to the integrity of creative expression. Just look at what they did to the ambitious Star Wars linear game, the studio developing it and the peerless Amy Hennig?! You have established system sellers like “God Of War”, “Uncharted” and “Ni No Kuni” renewing the profitability of singular play, as well as original games like “Bloodborne”, “Until Dawn” and “Horizon Zero Dawn” forging there own popularity. And it’s evident from these exclusives that by championing single player content, without marginalizing its functionality with pay walls or loot boxes is advantageous for us and financially beneficial for them.

“Horizon Zero Dawn” sold 2.6 million units worldwide in 2 weeks. “Uncharted 4: A Thief’s End” managed 2.7 million in 7 days. And “God Of War” surpassed both by shifting 3.1 million units worldwide, in just 3 days! Would any of these have achieved such illustrious sales if they were fettered with pay to win mechanics? Consumer retention is vital for maintaining a consoles momentum and Sony for all their faults seem to understand that. The simple consumer friendly philosophy of providing traditional quality games that require a substantial one-off payment and distributed without crippling glitches is why the PS4 is still the most desirable choice for the discerning gamer. Exclusive PlayStation games aren’t released incomplete or worse cleaved into smaller, amenable portions so that it can be disseminated over an allotted time for greater financial residuals. Even games like “The Order 1886” though hugely disappointing, at least tried to do something creative and distinct.

Being subservient to a game that releases integral, narrative refining DLC mere months after a games initial release that amends narrative irregularities isn’t just suspect, its devious. But let’s not stray too far into the duplicitous “Destiny” tangent. I’ve laboured on that subject too many times. Though many of the issues such as “loot crates” are colloquial problems for both PlayStation and Xbox, this is a bigger issue for the latter than it is the former. Xbox complacency in relying on familiarity rather than innovation is their primary concern. They can’t just keep flogging “Forza”, “Gears Of War” and “Halo” to attract or retain an audience because fatigue will inevitably kick in, and profitability will eventually diminish.

To me, at the moment at least PlayStation is the partisan of quality, single player experience which is what I personally want. Xbox’s dearth of quality exclusive content is a symptom of a much more potent affliction: trust, or lack thereof. One that can be traced back to its source at the now infamous E3 announcement back in 2013. But why create new exciting ideas when you can continue to expand their own library of games with backwards compatibility. Because the future?

PlayStation has always been my preferred means of gaming. And it’s now more than ever that I can confidently say I’ve made the right choice.


What do you guys think? How important are exclusive games to you? Let me know in the comments below. Cheers.

My Top 10 Most Influential Games: #5 “Resident Evil 2”.

Posted by Karl Weller on May 17, 2018
Posted in: Top 10 Most Influential. Tagged: Favourite, Game, Gaming, Inspiration, PS1, Resi, Resident Evil 2, Sony, Top 10. 2 Comments

So here we are at my number 5, a game that I recall with more clarity than many on this list. Primarily because of just how harrowing this game was for me growing up. Choosing Resident Evil 2 over so many of its prestigious and indeed less revered kindred was a fairly routine decision for me. With the exception of a few misguided entries, the majority of the series has elicited some of the most anxious, bowel shuddering moments of my gaming adolescents. The festering hounds shattering the mansions windows with poop inducing precision. The regenerator’s of Resident Evil 4 that ambled through tight corridors with muffled, gnarled breathing and unsettling palsied twitching. The Nemesis breaking through walls and the conformities of the games infrastructure with literal ferocity, by taking away the safety of entering another room to thwart an enemies pursuit. Not to mention boulder boxing in a volcano, leaches, absurd live action intros, an alphabet worth of viruses and Jill filled sandwiches. But nothing quite resonates with the same enduring terror that this habitually outlandish entry does!

Resident Evil 2 was originally a compromised purchase. Having traded my faulty copy of Crash Bandicoot 2 for Resident Evil 2 from a dubious market proprietor I really had no idea what I had let myself in for. Praise must be paid to the blissful ignorance of my mother though, who if she had any inkling concerning the games sadistic extravagance probably would have forbade me from playing it, not that I would have listened.

Up to this point in my gaming tenure I had mostly been acquainted with more child friendly platformer’s that was much more congenial to my preadolescent sensibilities. So a game of such distinct morbidity, that riled you with its ambient trepidation was so exhaustively disconcerting. My first foray into the decrepit Raccoon City wasn’t particularly successful either, as I wrestled with the controls attempting to manoeuver myself away from the advancing hordes of zombies that had emerged from the incendiary wreckage behind, only to moonwalk directly into their grasp. Wounded I staggered forward trying to negotiate my way past the abandoned cars smouldering beside me as I progressed, only to be embraced by another Zombie just off-screen. The infamous “You Are Dead!” text illuminated the blank screen and I immediately switched it off. I don’t like losing, least of all after a couple of minutes against the games first antagonist. This to me was the equivalent of losing to a goomba in Super Mario!

After considerable time had passed, my juvenile ego renewed by the games absence I persevered, slowly progressing through the ravaged streets, watching in horror as a delightfully gruff gun store owner became a happy meal for the shuffling masses and proceeded to shriek, scream and squeal my way to the cities most elaborately designed police station. This merry little jaunt through the barren streets and musky alleys allowed me to familiarise myself with the revolutionary ability to run, an ability that up to that point I didn’t realise Claire and Leon possessed?! As well as instilling the inherent obsession with conserving ammo to a pathological level, that meant every bullet I squandered just made me more anxious.

Because of the explicit fear this game provoked I could only play it in gradual, interspersed sessions. Every time I stumbled upon a save room I would exhale with exasperated fatigue, requiring a good couple of minutes to compose myself, organise my inventory, combine herbs and use yet another ink ribbon to save my meandering progress before mustering the courage to continue. The only time I’d ever play for more than half an hour is if my step brother was there. And even then we’d hurl the controller at each other as if it were a bomb ready to detonate, signifying that it was their turn to endure the company of giant poisonous tarantulas and feral alligators.

This was also back at a time when a guide or walk-through was reserved for a friend from school who’d completed the game. A friend who was so well versed in the ways of this survival horror that I’d consult with him on an almost daily basis. The stream of convoluted locks, statues, keys with specific insignia’s that had to be found to progress was baffling. Couple that with the constant threat of cannibalism and you got yourself a game that frustrates and terrifies in equal measure.

Despite its absurdity, the clunky movement and graphics that were somewhat dated even when I played it back in early 2000’s, this is still the most memorable entry in the series. I’ll never forget those sudden encounters with the zombies, the faint shuffling and bellowing moans echoing down the corridors. Coming face to face with the sharp-tongued monstrosities that were the lickers, snarling and oozing cascades of saliva as they clung to the ceilings with their serrated claws. William Birkin’s grotesque transformations, Ada Wong’s duplicitous incursion into the Umbrella facility, being hunted by a 7ft Tyrant that would just appear without warning and the dying cop who I had convinced myself was Will Smith, who always had this peculiar inflection every time he said “Umbrella”. And it’s difficult to work out whether it was intentionally sinister, poorly voiced or a composite of both, but I never forgot that scene, nor panicked as much when his slumped, lifeless body lurched up to devour my pixellated face!

Resident Evil 2 gave me more nightmares than I care to remember. Provided some of the most exquisite, genuinely poop you pants moments I’ve ever had. No game since has ever roused the same sustained chills that Resident Evil 2 dished out, nor have my gaming experiences or indeed gaming choices been the same since then. And that’s why Resident Evil 2 is my #5.

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