Saturday, 31 December 2016

Why Dishonored 2’s Selectable Protagonists Are Secretly Its Greatest Asset

Heads up, friends: spoilers for the original Dishonored (but no major spoilers for Dishonored 2) lie ahead.

Dishonored 2 has been out for almost two months now and in that time received a great deal of (earned) praise for its gameplay systems, story, and dark world. However, one quality of the game I’ve noticed not get its due is developer Arkane’s decision to let you choose to play as either Corvo, the protagonist from the original Dishonored, or his daughter, Empress Emily Kaldwin. And so I wanted to spend some words talking about why I think letting players have that choice between these characters isn’t just a “oh neat” but instead a brilliant design decision that feels like an integral evolution of the series’ choice-oriented design. But to get there, we need to talk about how and why the original Dishonored works so well. Let's dive into it.

It’s probably best to think about games that hinge on choice, like Dishonored and Mass Effect, in terms of constants and variables. In the original Dishonored, there are a series of events that the player cannot change at all. Empress Jessamine will always die by Daud’s hand. Corvo will be framed for the assassination. He will escape from prison and be given powers by The Outsider, “a figure from myth who is neither good nor evil.” It’s understandable why these things cannot be changed: they’re part of the setup. However, everything else that the player’s choices affect are the variables and what makes Dishonored so special is that it has a lot of meaningful variables in such a tiny space.

Consider Mass Effect, probably the end-all “Your Choices Matter” game series, right? Among those three games are around 90 hours' worth of choices that Bioware has to convince you matter within its grand, interactive sci-fi opera. Dishonored works a smaller but potent bit of that same magic within 12 hours because the variables allow us to choose who Corvo Attano is and who he is shaped not by Telltale-style conversation wheel prompts but instead our continual interactions with the world he inhabits.

A couple of years ago I wrote about why I believe Dishonored is the best Batman game ever made for Paste and while you may disagree with me on that premise, I still believe that framing Dishonored and Corvo in the context of Batman makes sense. You play a vigilante, armed with all sorts of nifty gadgets, who chooses to enforce his own brand of justice against a group of villains who have overtaken the city of Dunwall. As I said in that piece:

Dunwall, like Gotham, is a diseased city and you can either help cure it or make it more sickly depending on your actions. If you play Corvo as someone who values all human life, the game becomes incredibly difficult. You’ll probably find yourself backed into a corner by foes a lot, armed to the teeth with all sorts of nasty, tempting devices that you’ve picked up along the way, and you’ll have to make a choice: flee and hide, try to take them out with tranquilizer bolts or—to hell with it all—kill every single last one of them. A pacifist playthrough of Dishonored forces you to confront your own power and your responsibility of it in nearly every situation.

Do you slaughter the four men guarding this post with your crossbow from a distance? Or maybe try to sneak by? What about tranquilizing them and hiding them in a dumpster? There is a tangible cost to aggression. Killing will result in the world becoming a darker place, with plague rats showing up at every turn, and a bleak ending for the game. Whereas minimizing how many people you hurt will result in a happier, if not particularly joyful, ending. This is the standard morality system that a lot of games abide by, showering you with gifts and praise when you’re decent, slapping you on the wrist when you’re an *sshole. However, because that reward or punishment ties directly into how you constantly handle situations throughout the game it meshes well with the rest of the game and whatever ending you get feels like you earned it.

This is what makes Dishonored so special: its variables feel organic with the rest of the game’s design in a way that just usually isn’t the case with the vast majority of games, especially those emerging from the AAA sphere. It’s a game that uses its interactivity in a sophisticated manner by encouraging its players to court their own power and their responsibility of it.

So what why is Dishonored 2 special? Head on over to page 2 to read why.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2016/12/31/opinion-why-dishonored-2-s-selectable-protagonists-are-secretly-its-greatest-asset.aspx

Watch The Pilot Episode Of The Canceled Trauma Team TV Show

2010's Trauma Team had players taking on the role of various doctors with different specialties who eventually banded together to fight a common enemy. It ended up being a good game, but I know what you're thinking: this also sounds like a good idea for a TV show! As it turns out, you are very, very wrong.

Although there were once plans to bring the series to television, they quickly fell by the wayside. Developed by Fat Dragon Films and Instavision (neither of which seem to have had a long history before or after this project), the show turned the titular Trauma Team into "medical vigilantes" who would take in patients that normal hospitals couldn't or wouldn't (for whatever reason).

The series was eventually scrapped, but not before a pilot for the show came to be. Six years later, that pilot has surfaced online, and it's not very good. Keep in mind, though, that this pilot wasn't meant to be viewed by the public quite yet, so it's still somewhat unfinished. You can watch the pilot below, if you're curious.

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[Source: Polygon]



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/news/archive/2016/12/31/watch-the-pilot-episode-of-the-canceled-trauma-team-tv-show.aspx

The Coolest Pokémon Cards We Pulled From 100 Booster Packs

I grew up loving Pokémon cards. Though I was never an avid player of the trading card game itself, I spent a large percentage of my allowance on starter kits, theme decks, and booster packs. Though I stopped after the base set was retired and eventually sold all of mine off, thinking they would never hold value over the years (the real money's in the 10,000 baseball cards in my basement, right?!), I've since longed to rebuild my old collection from the ground up.

Unfortunately, authentic cards from the base set have skyrocketed in value, meaning that if I want my old Charizard back, I had better prepare to pay out the nose for it. I wrote off my desire to rebuild my collection as something that would never happen unless I strike it rich, but when the Pokémon TCG announced that it would be celebrating the series' 20th anniversary with a new retro-facing expansion that enhanced and reissued a big chunk of the base set cards, I was immediately sold.

Before the aforementioned XY – Evolutions expansion released in the States, I decided to get a headstart on my new collection. I read that the Pokémon TCG: Generations expansion focused heavily on the original 151 monsters, so I bought more cards than I should have.

I purchased all four EX boxes starring Pikachu, Blastoise, Charizard, and Venusaur, which had 12 booster packs, plus a special EX card devoted to that box's respective mascot, plus I picked up the Elite Trainer Box, which had 10 booster packs plus a ton of energy cards. When the XY – Evolutions expansion hit, I went all-in. I bought both decks (Pikachu Power and Mewtwo Mayhem) and grabbed a box of 36 booster packs. In addition, we were sent 12 booster packs of the XY – Evolutions expansion, and I bought a few more on my own. 

Believe it or not, it took a really long time to open 100 booster packs. Adding to the tedium was the inevitable number of duplicates I started getting in the latter portion of the journey. Regardless, it's always thrilling to open a booster pack and get an awesome pull; revealing a Charizard that resembled the one I foolishly sold in my youth made it all worthwhile. As a former collector of the base set, it threw me a bit to find shiny cards of Pokémon like Ponyta and Metapod, while in that same pack, pulling a non-holographic Mewtwo (I think the holographic Mewtwo cards are exclusive to the Mewtwo Mayhem deck). Either way, I enjoyed the trip down memory lane through this deep exploration of these two nostalgia-driven expansions, and now that I'm all the way through Pokémon Sun and Moon, I'm looking forward to the Alola-centric expansion in February.

Check out the best cards I pulled from the Generations and XY – Evolutions expansions below and on subsequent pages.

On the next page, we look at even more of the coolest Pokémon cards we pulled from our packs and decks.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2016/12/31/coolest-pokemon-cards-xy-evolutions-generations-100-booster-packs.aspx

Friday, 30 December 2016

Super Replay – The Worst Sonic The Hedgehog Ever

Replay – The Sims 2: Castaway

The Sims is the rare video game franchise that appeals to both the hardcore and the non-gamer. It has spun off in a million ways, and this week we look at some of the stranger adaptations with a special guest.

Andrew Reiner, Ben Reeves, and I are joined by Michael Jaques, who donated to our Extra Life efforts in November to secure a guest spot on Replay. He's a huge Sims fan, which lead to our decision to play some of the series' more obscure spin-offs. We check out The Sims: Castaway, which places Sims characters of your creation on a desert island, followed by a much different Sims experience for part two.

Thanks for watching Replay in 2016! We're excited to keep playing old games in a new year.

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For more episodes of Replay, check out our Replay hub, or click on the banner below to watch episodes on YouTube.



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2016/12/30/replay-the-sims-2-castaway.aspx

Reader Discussion: What Was Your Favorite Multiplayer Map From 2016?

The year 2016 had no shortage of good shooters, with big names like Battlefield 1, Overwatch, Titanfall 2, Call of Duty: Infinite Warfare, Doom, and Gears of War 4 releasing. Many of these games had notable campaigns, but most players spend the majority of their time in the various multiplayer offerings. 

A multiplayer map's design can often make or break the experience. If a developer accidentally creates camper friendly terrain, leaves defensive positions with little to no vulnerabilities, or spaces objectives too far apart (or too close together), it can ruin the balance of the tug of war and sink the competition before it even gets started.

We have our own favorites we plan on revealing during the first couple weeks of 2017, but we'd love to hear from GI readers about what their favorite multiplayer maps were this past year and why. Which do you feel offered the best competitive experience? Which did you simply love to look at? Are there any you absolutely hated? Share your thoughts below!



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2016/12/30/reader-discussion-what-was-your-favorite-multiplayer-map-from-2016.aspx

Funny To A Point – New Year's Resolutions For The Gaming Industry

2016 has come and gone, which means setting aside old grudges and looking to the future. For many, that means coming up with a New Year's resolution, a personal pledge to guide them toward a healthier and happier life throughout the year (or until they come up with a good excuse to blow it off after the first week of January).

I'm something of a master at coming up with New Year's resolutions – so much so that I don't stop with myself! This year I decided to lend my expertise to the gaming industry, by writing out resolutions custom-tailored to the biggest developers and publishers. So happy holidays, and you're welcome!

On an actually serious note, thanks to everyone who read, shared, and commented on this completely ridiculous column this year. See you in 2017!



from www.GameInformer.com - The Feed http://www.gameinformer.com/b/features/archive/2016/12/30/funny-to-a-point-new-years-resolutions-for-the-gaming-industry.aspx